TEXT: CORE CONSTRUCTION RULES
  Cover Artist: Doug Chaffee
  First Publication: Tactical Handbook
  Year: 1994
  
  ©2007-2020 The Topps Company, Inc. All Rights Reserved. BattleTech TechManual, Classic BattleTech, BattleTech, BattleMech, 
  ’Mech, and the Topps logo are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other 
  countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in China.
  Under License From
  ®
  How does a MechWarrior interface with a 
  How does a MechWarrior interface with a 
  BattleMech? How does a ProtoMech really work? 
  BattleMech? How does a ProtoMech really work? 
  When was the Gauss rifle or the Particle Projector 
  When was the Gauss rifle or the Particle Projector 
  Cannon developed? Or how can I just make my 
  Cannon developed? Or how can I just make my 
  own, cool and unique BattleMech design? If 
  own, cool and unique BattleMech design? If 
  you’ve ever been plagued by these questions, 
  you’ve ever been plagued by these questions, 
  then get on your coveralls and make sure you’ve 
  then get on your coveralls and make sure you’ve 
  got your astech certification, because you’re 
  got your astech certification, because you’re 
  about to dive into 
  about to dive into BattleTech
  BattleTech construction!
   construction!
   
  A companion volume to 
  A companion volume to Total Warfare
  Total Warfare™, the 
  ™, the 
  BattleTech TechManual
  BattleTech TechManual™ combines all the 
  ™ combines all the 
  construction rules for the various units presented 
  construction rules for the various units presented 
  in that core rules set. Streamlined and updated, 
  in that core rules set. Streamlined and updated, 
  it contains all the core weaponry and equipment 
  it contains all the core weaponry and equipment 
  from previous rules set, as well as the newest, 
  from previous rules set, as well as the newest, 
  bleeding edge technologies. More than just a 
  bleeding edge technologies. More than just a 
  rulebook, however, the 
  rulebook, however, the TechManual
  TechManual presents 
   presents 
  numerous sourcebook-style treatises, providing 
  numerous sourcebook-style treatises, providing 
  the in-universe context for these units and the 
  the in-universe context for these units and the 
  technologies of their development. A must have 
  technologies of their development. A must have 
  resource for any 
  resource for any BattleTech
  BattleTech aficionado!
   aficionado!
  WEBSITE: CATALYSTGAMELABS.COM
  
  BATTLETECH
  TM
  TECHMANUAL
  • CATALYST GAME LABS •
  
  INTRODUCTION
   
  Fiction 
  8
   
   
  Fiction Vs. Rules 
  8
   
   
  Fiction Vs. Art 
  9
   
  Components 
  9
   
   
  Units 
  9
   
   
  Other Units 
  13
  THE SHAPE OF THINGS TO COME 
  14
  CONSTRUCTION BASICS
   
  Weight (Mass) 
  18
   
   
  Unused Weight 
  18
   
   
  Conventional Infantry 
  18
   
  Space (Criticals) 
  18
   
   
  BattleMechs and IndustrialMechs 
  18
   
   
  Battle Armor 
  19
   
   
  Combat Vehicles and Aerospace Units 
  19
   
   
  Conventional Infantry 
  19
   
   
  ProtoMechs 
  19
   
   
  Support Vehicles 
  19
   
  Technology Base 
  19
   
   
  Shared Technology 
  19
   
   
  ProtoMechs 
  19
   
   
  Support Vehicles 
  19
   
   
  Other Units 
  19
   
  Omni Technology 
  19
   
   
  Allowed Units 
  20
   
   
  Prohibited Units 
  20
   
  Weapons and Ammunition 
  20
   
   
  Heavy Weapons 
  20
   
   
  Medium Weapons 
  20
   
   
  Light Weapons 
  20
   
   
  Battle Armor Weapons 
  20
   
   
  Conventional Infantry Weapons 
  21
   
   
  Ammunition 
  21
   
  Cost and Battle Value 
  21
   
   
  Cost 
  21
   
   
  Battle Value (BV) 
  21
   
  Rounding and Percentages 
  21
   
   
  General Rounding (Up, Down and “Normally”) 
  21
   
   
  Rounding and Weight 
  22
   
   
  Rounding and Space 
  22
   
   
  Rounding and Armor/Internal Structure 
  22
   
   
  Rounding and Costs/Battle Value 
  22
   
   
  Percentages 
  22
   
  Record Sheets 
  22
   
   
  Record Sheet Types 
  22
   
   
  Record Sheet Basics 
  22
   
   
  ’Mech Record Sheet 
  24
   
   
  ProtoMech Record Sheet 
  25
   
   
  Vehicle Record Sheets 
  26
   
   
  Battle Armor Record Sheet 
  27
   
   
  Conventional Infantry Record Sheets 
  27
   
   
  Aerospace/Airship Record Sheets 
  28
  BATTLEMECH TECH: A PRIMER 
  30
  BATTLEMECH CONSTRUCTION
   
  BattleMech Basics 
  44
   
   
  Technology Base 
  44
   
   
  Weight 
  45
   
   
  Space 
  45
   
   
  The Design Process 
  45
   
  Step 1: Design the Chassis 
  46
  On December 26, 3067, the Wolf’s Dragoons are the first to feel the full fury of the Word of Blake Jihad.
  MM
  
  3
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
   
   
  Choose Technology Base 
  46
   
   
  Choose Weight (Tonnage) 
  46
   
   
  Allocate Tonnage for Internal Structure 
  46
   
  Step 2: Install Engines and Control Systems 
  48
   
   
  Install Engine 
  48
   
   
  Add Gyroscope 
  50
   
   
  Determine Jump Capability 
  51
   
   
  Add Cockpit 
  52
   
   
  Special Physical Enhancements (MASC/TSM) 
  52
   
  Step 3: Add Additional Heat Sinks 
  53
   
  Step 4: Add Armor 
  54
   
  Step 5: Add Weapons, Ammunition and Other Equipment 
  57
   
  Step 6: Complete the Record Sheet 
  59
   
   
  OmniMechs 
  59
  INDUSTRIALMECHS:  
   
  TARGET OF OPPORTUNITY? 
  60
  INDUSTRIALMECH CONSTRUCTION
   
  IndustrialMechs Basics 
  64
   
   
  Technology Base 
  64
   
   
  Weight 
  64
   
   
  Space 
  65
   
   
  Designing IndustrialMechs 
  65
   
  Step 1: Design the Chassis 
  66
   
   
  Choose Technology Base 
  66
   
   
  Choose Tonnage 
  66
   
   
  Allocate Tonnage for Internal Structure 
  66
   
  Step 2: Install Engines and Control Systems 
  67
   
   
  Install Engine 
  67
   
   
  Add Gyroscope 
  69
   
   
  Determine Jump Capability 
  69
   
   
  Add Cockpit 
  69
   
   
  Special Physical Enhancements
   
   
   
  (Environmental Sealing, Industrial TSM) 
  70
   
  Step 3: Add Heat Sinks 
  71
   
  Step 4: Add Armor 
  72
   
  Step 5: Add Weapons, Ammunition and Other Equipment 
  74
   
  Step 6: Complete the Record Sheet 
  75
  PROJECT: PROTOMECHS 
  76
  PROTOMECH CONSTRUCTION
   
  ProtoMech Basics 
  80
   
   
  Technology Base 
  80
   
   
  Weight 
  80
   
   
  Space 
  80
   
   
  Designing a ProtoMech 
  81
   
  Step 1: Design the Chassis 
  81
   
   
  Choose Weight 
  81
   
   
  Allocate Weight for Internal Structure 
  82
   
  Step 2: Install Engines and Control Systems 
  83
   
   
  Install Engine 
  83
   
   
  Determine Jump Capability 
  84
   
   
  Add Cockpit 
  85
   
   
  Special Physical Enhancements
   
   
   
  (ProtoMech Myomer Booster) 
  85
   
  Step 3: Add Heat Sinks 
  86
   
  Step 4: Add Armor 
  86
   
  Step 5: Add Weapons, Ammunition and Other Equipment 
  87
   
  Step 6: Complete the Record Sheet 
  89
  THE MECHANIZED BATTLEFIELD 
  90
  COMBAT VEHICLE CONSTRUCTION
   
  Combat Vehicle Basics 
  94
   
   
  Movement (Motive) Type 
  94
   
   
  Technology Base 
  95
   
   
  Weight (Tonnage) 
  95
   
   
  Designing Combat Vehicles 
  96
   
  Step 1: Design the Chassis 
  96
   
   
  Choose Motive Type 
  96
   
   
  Choose Technology Base 
  97
   
   
  Choose Weight (Tonnage) 
  97
   
   
  Allocate Tonnage for Internal Structure 
  98
   
  Step 2: Install Engines and Control Systems 
  100
   
   
  Install Engine 
  100
   
   
  Add Lift/Dive Equipment or Rotors 
  102
   
   
  Determine Jump Capability 
  103
   
   
  Add Control Systems 
  103
   
   
  Special Physical Enhancements 
  103
   
  Step 3: Add Heat Sinks 
  104
   
  Step 4: Add Armor 
  105
   
  Step 5: Add Weapons, Ammunition and Other Equipment 
  107
   
  Step 6: Complete the Record Sheet 
  109
   
   
  OmniVehicles 
  109
  HOT PRODUCTS OF 3067 
  110
  SUPPORT VEHICLE CONSTRUCTION
   
  Support Vehicle Basics 
  116
   
   
  Movement (Motive) Type 
  116
   
   
  Technology Base 
  117
   
   
  Weight (and Size) 
  117
   
   
  Designing a Support Vehicle 
  118
   
  Step 1: Design the Chassis 
  118
   
   
  Choose Motive Type 
  118
   
   
  Choose Technology Base 
  119
   
   
  Choose Weight (Tonnage) 
  119
   
   
  Allocate Weight for Internal Structure 
  121
   
  Step 2: Install Engines and Control Systems 
  126
   
   
  Install Engine 
  126
   
   
  Determine Fuel Capacity 
  128
   
   
  Determine Structural Integrity (Airships/Fixed-Wings Only) 130
   
   
  Add Lift/Dive Equipment or Rotors 
  131
   
   
  Determine Jump Capability 
  131
   
   
  Add Control/Crew Systems 
  131
   
   
  Special Physical Enhancements 
  133
   
  Step 3: Add Heat Sinks 
  133
   
  Step 4: Add Armor 
  134
   
  Step 5: Add Weapons, Ammunition and Other Equipment 
  136
   
  Step 6: Complete the Record Sheet 
  139
   
   
  Support OmniVehicles 
  139
  BOOT CAMP BASICS 
  140
  CONVENTIONAL INFANTRY 
  PLATOON CONSTRUCTION
   
  Conventional Infantry Basics 
  144
   
   
  Motive Type 
  144
   
   
  Technology Base 
  145
  
  WEAPONS AND HEAVY EQUIPMENT
   
  About This Section 
  200
   
  Weapons and Equipment 
  201
   
  Heavy Equipment 
  201
   
   
  Active Probe 
  204
   
   
  Anti-Missile System 
  204
   
   
  Anti-Personnel Pods (A-Pods) 
  204
   
   
  Armor 
  205
   
   
  Artemis IV Fire Control System 
  206
   
   
  Autocannon 
  207
   
   
  Bay Door 
  209
   
   
  C3 Computer 
  209
   
   
  Capital Missile Launchers 
  210
   
   
  Cellular Ammunition Storage Equipment (CASE) 
  210
   
   
  Cockpit/Control Systems 
  210
   
   
  Communications Equipment 
  212
   
   
  Concealed Weapon (Modification) 
  213
   
   
  ECM Suite 
  213
   
   
  Ejection Seat 
  213
   
   
  Engines 
  214
   
   
  Environmental Sealing 
  216
   
   
  Escape Pod 
  216
   
   
  External Stores Hardpoint 
  216
   
   
  Field Kitchen 
  217
   
   
  Fire Control Systems 
  217
   
   
  Flamers 
  218
   
   
  Gauss Rifle 
  218
   
   
  Gyros 
  219
   
   
  Hatchet 
  220
   
   
  Heat Sinks 
  220
   
   
  Internal Structure 
  224
   
   
  Jump Jets 
  225
   
   
  Laser 
  226
   
   
  Lifeboat 
  227
   
   
  Look-Down Radar 
  227
   
   
  Machine Gun 
  228
   
   
  MASH Equipment 
  228
   
   
  Missile Launchers 
  229
   
   
  Myomer Accelerator Signal Circuitry (MASC) 
  232
   
   
  Narc Missile Beacon 
  232
   
   
  Paramedic Equipment 
  233
   
   
  Particle Projector Cannon (PPC) 
  233
   
   
  Plasma Weapons 
  234
   
   
  Pintle Mount 
  235
   
   
  Power Amplifiers 
  235
   
   
  Quarters/Seating 
  236
   
   
  Remote Sensor Dispenser 
  236
   
   
  Retractable Blade 
  236
   
   
  Searchlight 
  237
   
   
  Screen Launcher 
  237
   
   
  Sword 
  237
   
   
  Target Acquisition Gear (TAG) 
  238
   
   
  Targeting Computer 
  238
   
   
  Transport Bays 
  239
   
   
  Triple Strength Myomer 
  240
   
   
  Turret Mount 
  241
   
  Industrial Equipment 
  241
   
   
  Backhoe 
  241
   
   
  Bridgelayer 
  242
   
   
  Bulldozer 
  242
   
   
  Chainsaw 
  242
   
   
  Combine 
  243
   
   
  Dual Saw 
  243
   
   
  Dumper 
  243
   
   
  Extended IM Fuel Tanks 
  244
   
   
  Heavy-Duty Pile Driver 
  244
   
   
  Ladder 
  245
   
   
  Lift Hoist/Arresting Hoist 
  245
   
   
  Manipulator 
  245
   
   
  Mining Drill 
  246
   
   
  Designing Infantry 
  145
   
  Step 1: Establish Platoon Type 
  145
   
   
  Choose Motive Type 
  145
   
   
  Choose Technology Base (Affiliation) and Size 
  146
   
  Step 2: Establish Platoon Weaponry 
  148
   
   
  Infantry Weapon Statistics 
  148
   
   
  Choose Primary Infantry Weapons 
  150
   
   
  Choose Secondary (Support) Infantry Weapons 
  150
   
   
  Determine Final Range and Damage Values 
  152
   
  Step 3: Complete the Record Sheet 
  154
   
   
  Platoon Nomenclature 
  154
   
   
  Infantry and Cargo Transportation 
  154
  BATTLE ARMOR BASICS 
  156
  BATTLE ARMOR CONSTRUCTION
   
  Battle Armor Basics 
  160
   
   
  Technology Base 
  160
   
   
  Weight 
  161
   
   
  Weapon Space 
  161
   
   
  Designing Battle Armor 
  161
   
  Step 1: Design the Chassis 
  162
   
   
  Choose Technology Base 
  162
   
   
  Choose Weight 
  162
   
   
  Allocate Weight for Internal Structure 
  162
   
  Step 2: Install Motive Systems 
  164
   
   
  Determine Ground Movement 
  164
   
   
  Determine Non-Ground Movement 
  164
   
   
  Special Physical Enhancements
   
   
   
  (Jump Booster and Partial Wing) 
  165
   
  Step 3: Add Manipulators 
  166
   
   
  Determining Anti-‘Mech and 
   
   
   
  Mechanized Battle Armor Capabilities 
  167
   
  Step 4: Add Armor 
  168
   
  Step 5: Add Weapons, Ammunition and Other Equipment 
  170
   
  Step 6: Complete the Record Sheet 
  172
   
   
  Modular Technology 
  173
   
   
  Formations 
  173
  AEROTECHNOLOGY 
  174
  AEROSPACE UNIT CONSTRUCTION
   
  Aerospace Fighter Basics 
  180
   
   
  Unit Type and Shape 
  180
   
   
  Choose Technology Base 
  181
   
   
  Weight (Tonnage) 
  181
   
   
  Space 
  181
   
   
  Designing Aerospace Units 
  182
   
  Step 1: Design the Chassis 
  182
   
   
  Choose Unit Type and Shape 
  182
   
   
  Technology Base 
  183
   
   
  Choose Weight 
  184
   
  Step 2: Install Engines and Control Systems 
  184
   
   
  Install Engine 
  184
   
   
  Determine Fuel Capacity 
  186
   
   
  Determine Structural Integrity 
  187
   
   
  Add Control/Crew Systems 
  188
   
   
  Special Physical Enhancements (Conventional Fighter VSTOL) 190
   
  Step 3: Add Armor 
  190
   
  Step 4: Add Heat Sinks 
  193
   
  Step 5: Add Weapons, Ammunition and Other Equipment 
  194
   
  Step 6: Complete the Record Sheet 
  198
   
   
  OmniFighters 
  199
  
  5
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND AVAILABILITY
   
  Basic Cost Calculations 
  274
   
   
  Structural Costs 
  274
   
   
  Weapons and Equipment 
  282
   
   
  Final Unit Costs 
  284
   
  Availability 
  286
   
   
  Availability Ratings 
  286
   
   
  Introduction and Extinction Dates 
  287
   
   
  Determining a Unit’s Final Availability 
  288
  BATTLE VALUE
   
  Calculating ’Mech BV 
  302
   
   
  Step 1: Calculate Defensive Battle Rating 
  302
   
   
  Step 2: Calculate Offensive Battle Rating 
  303
   
   
  Step 3: Calculate Final Battle Value 
  304
   
  Calculating ProtoMech BV 
  306
   
   
  Step 1: Calculate Defensive Battle Rating 
  306
   
   
  Step 2: Calculate Offensive Battle Rating 
  306
   
   
  Step 3: Calculate Final Battle Value 
  306
   
  Calculating Vehicle BV 
  307
   
   
  Step 1: Calculate Defensive Battle Rating 
  307
   
   
  Step 2: Calculate Offensive Battle Rating 
  307
   
   
  Step 3: Calculate Final Battle Value 
  307
   
  Calculating Conventional Infantry BV 
  309
   
   
  Step 1: Calculate Defensive Battle Rating 
  309
   
   
  Step 2: Calculate Offensive Battle Rating 
  309
   
   
  Step 3: Calculate Final Battle Value 
  309
   
  Calculating Battle Armor BV 
  310
   
   
  Step 1: Calculate Defensive Battle Rating 
  310
   
   
  Step 2: Calculate Offensive Battle Rating 
  310
   
   
  Step 3: Calculate Final Battle Value 
  310
   
  Calculating Aerospace BV 
  311
   
   
  Step 1: Calculate Defensive Battle Rating 
  311
   
   
  Step 2: Calculate Offensive Battle Rating 
  311
   
   
  Step 3: Calculate Final Battle Value 
  313
   
  Constructing a Battle Force 
  315
   
   
  Target Acquisition Gear (TAG) 
  315
   
   
  Command, Control, and Communications (C3) 
  315
   
   
  External Stores 
  315
   
   
  Skill Ratings 
  315
   
  Battle Value Charts and Tables 
  315
   
  Weapons and Equipment Battle Value 
  317
  INDEX
  RECORD SHEETS
  TABLES
   
   
  Nail/Rivet Gun 
  246
   
   
  Refueling Drogue/Fluid Suction System 
  247
   
   
  Rock Cutter 
  247
   
   
  Salvage Arm 
  248
   
   
  Spot Welder 
  248
   
   
  Sprayer/Light Fluid Suction System 
  248
   
   
  Tracks 
  249
   
   
  Wrecking Ball 
  249
   
  Battle Armor Equipment 
  250
   
   
  Active Probe 
  252
   
   
  Armor 
  252
   
   
  Bomb Rack 
  253
   
   
  Camo System 
  253
   
   
  Cutting Torch 
  254
   
   
  Detachable Missile Pack (DMP) 
  254
   
   
  ECM Suite 
  254
   
   
  Extended Life Support 
  254
   
   
  Flamer 
  255
   
   
  Fuel Tank 
  255
   
   
  Gauss Rifle 
  255
   
   
  Grenade Launcher 
  256
   
   
  HarJel 
  256
   
   
  Heat Sensor 
  256
   
   
  Improved Sensors 
  257
   
   
  Jump Jets/Jump Pack 
  257
   
   
  Jump Booster 
  257
   
   
  Laser 
  258
   
   
  Laser Microphone 
  258
   
   
  Machine Gun 
  258
   
   
  Magnetic Clamps 
  259
   
   
  Manipulators 
  259
   
   
  Missile Launchers 
  261
   
   
  Mission Equipment 
  262
   
   
  Modular/Turret Mounts 
  262
   
   
  Mortar 
  263
   
   
  Narc 
  263
   
   
  Needler (Firedrake) 
  266
   
   
  Parafoil 
  266
   
   
  Partial Wing 
  266
   
   
  Particle Projector Cannon (Support) 
  267
   
   
  Plasma Rifle (Man-Portable) 
  267
   
   
  Pop-Up Mine 
  267
   
   
  Power Pack 
  268
   
   
  Recoilless Rifle 
  268
   
   
  Remote Sensor Dispenser 
  268
   
   
  Searchlight 
  269
   
   
  Shotgun Microphone 
  269
   
   
  Space Operations Adaptation 
  269
   
   
  Squad Support Weapon 
  270
   
   
  TAG (Light) 
  270
   
   
  Underwater Maneuvering Units (UMU) 
  270
   
   
  VTOL Equipment 
  271
   
   
  Weapons, Anti-Personnel 
  271
   
  Conventional Infantry Equipment 
  272
   
   
  Motive Systems 
  272
   
   
  Armament 
  272
  
  Project Concept
  Randall N. Bills
  Project Development
  Herbert A. Beas II
  Development Assistance
   Randall N. Bills
  Writing
  Fiction
   Herbert A. Beas II
   Ken’ Horner
   Nick Marsala
   David L. McCulloch
   Mike Miller
   Joel Steverson
   Andreas Zuber
  Product Editing
  Diane Piron-Gelman
  BattleTech Line Developer
  Brent Evans
  Assistant Developer
   
  Ray Arrastia
  Production Staff
  Art Direction
   Randall N. Bills
  Cover Art
   Doug Chaffee
  Cover Design
   Matt Heerdt
  BattleTech Logo Design
   Shane Hartley and Steve Walker
  Graphic Presentation
   Adam Jury
   David M. Stansel-Garner
   Troy Stansel-Garner
  Layout
   Ray Arrastia
   Adam Jury (Rules)
   David M. Stansel-Garner (Fiction)
   David Kerber
  Illustrations
   Doug Chaffee
   Mike Jackson
   Chris Lewis
   Duane Loose
   Matt Plog
   Klaus Scherwinski
   Franz Vohwinkel
  Miniatures Painting & Photography
   Ray “Adrian Gideon” Arrastia
   William “sounguru” Burt
   Mike “Chewie” DuVal
   Dave Fanjoy
   Ross Hines
   Frederic “Foxbat” Lagoanere
   Steve “MadDoc” Livingston
   Steve McCartney
   Mark “Hyena” Maestas
   Lance “Jal Phoenix” Scarinci
  2006 Origins International Games Expo/Gen Con Game Fair Diorama
   Ray “Adrian Gideon” Arrastia, William S. “Sounguru” Burt , 
  Paul “DarkMarauder” Eckes, Ross “Savage Coyote” Hines, Steve 
  “MadDoc” Livingston, Mark “Hyena” Maestas, Steve “Insane 
  Kangaroo” McCartney, Ryan “B1BFlyer” Peterson, Robert “Cabal” 
  Pidgeon, Ben “Ghostbear” Rome, Lance “Jal Phoenix” Scarinci, Paul 
  “Paul” Sjardijn, Wes “Cold Spike” Smith, Allen “Papoose” Soles, Jeff 
  “Nachtwolfe” Stevens 
  Terrain
   Iron Wind Metals, Herpa Miniature Models, GHQ Miniatures, 
  Ground Zero Games
  Map of the Inner Sphere
   Øystein Tvedten
  Record Sheets
   Ray Arrastia, David L. McCulloch
  Index
   Rita Tatum
  Additional Design and Development
  The following people have been involved in the creation and 
  development of BattleTech rules, either by writing material that was 
  assimilated into the main body of the rules, serving as the BattleTech 
  line developer in the past, or otherwise contributing to the game in 
  a major way.
  Samuel B. Baker, Herb Beas, Randall N. Bills, Forest G. Brown, 
  Chuck Crain, Chris Hartford, Clare Hess, Scott Jenkins, J. Andrew 
  Keith, James R. Kellar, Dale Kemper, L.R. “Butch” Leeper, Bryan 
  LiBrandi, Jim Long, David McCulloch, Jim Musser, Bryan Nystul, 
  Mike Nystul, Blaine Pardoe, Boy F. Peterson Jr., Rick Raisley, Jerry 
  Stenson, Christoffer Trossen, Wm. John Wheeler.
  Acknowledgements
  To Randall Bills for, well, for foisting this one on me, and for let-
  ting me turn the Jihad story arc into one of my favorite fictional 
  playgrounds, and for not firing me as an assistant dev when I 
  missed…a few deadlines. This has all been a blast so far!
  To the core group of people who, to one extent or another, have 
  significantly contributed to keeping BattleTech not simply alive 
  these last five years, but thriving once more: Ray Arrastia, Herb 
  Beas, Loren Coleman, Warner Doles, David M. Stansel-Garner, 
  Diane Piron-Gelman, Jason Hardy, Chris Hartford, Jason Knight, 
  Chris Lewis, David McCulloch, Ben Rome, Matt Plog, Paul Sjardijn, 
  Peter Smith, Scott Taylor, Christoffer Trossen, Øystein Tvedten, 
  Jason Vargas, and the fanatic core of fact-checkers and playtest-
  ers who sometimes worked under four-day “urgent data requests” 
  more times than I should probably mention.
  CREDITS
  
  7
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  To David Stansel-Garner for being the primary vision behind 
  the new re-branded graphic presentation of BattleTech.
  To Rob Boyle for constantly putting up with Randall’s end-
  less demands, while I more or less hid in the shadows with 
  fingers crossed.
  To all the Commandos, for their ongoing stalwart support!
  To Franz Vohwinkel, Klaus Scherwinski and Chris Lewis for all 
  the great BattleTech art over the years (and the years that will 
  come) and for outdoing themselves this time yet again.
  Playtesters/Proofers/Fact Checkers
  There is no overstating the invaluable assistance our cadre 
  of playtesters and fact-checkers have made it possible to 
  buff the tarnish off this twenty-plus-year-old game of ours. 
  Were it not for these guys’ tireless efforts to fix the broken 
  rules, dust off the ancient tomes for obscure component 
  origins and one-line factoids—or even argue the pros and 
  cons of “retcons” versus “two-steps”—we’d never achieve the 
  level of quality we’ve managed to produce in these last few 
  years. And to rise to that occasion for TechManual so soon 
  after Total Warfare, I don’t think we could ask for a better 
  team. Thanks, to you guys!
  Joel Agee, Brian “Whytwolf” Alter, Ray Arrastia, Daniel 
  “Cannonshop” Ball, Ron Barter, Terren “Tel Hazen” Bruce, Phil 
  DeLuca, Brent Dill, Benjamin Disher, Tami Elder, Dave Fanjoy, 
  Bruce Ford, John “AngelRipper” Frideres, John Gordon, 
  Anthony Hardenburgh, Chris Hartford, Jon “Worktroll” Haward, 
  Glenn Hopkins, John “Bleusman” Hudson, Rod Klatt, Nadine 
  Klatt, Michael “Konan” Koning, Alan “Brainburner” Kreilick, 
  Peter LaCasse, Edward “TenakaFurey” Lafferty, Edward Lott, 
  Eberhard “Rote Baron” von Massenbach, Darrell “FlailingDeath” 
  Myers, Lou “Nukeloader” Myers, Andrew Norris, Nathaniel 
  Olsen, Max “Medron Pryde” Prohaska, Jim Rapkins, Kevin 
  Roof, Björn Schmidt, Christopher K. Searls, Alyson Sjardijn, 
  Paul Sjardijn, Joel “Septicemia” Steverson, Rob Strathman, 
  Dr. Geoff “97jedi” Swift, Roland Thigpen, Todd “BlueWeasel” 
  Thrash, Andrew Timson, Jason Weiser, Chris Wheeler, Patrick 
  T. Wynne; Gravedigger Arms Limited: James Humpula, Darlene 
  Morgan, Aaron “Gravedigger” Pollyea, Jeff Skidmore, Charles 
  “IronSphinx” Wilson; The Singapore Longshoremen: Jason 
  Chodara, Leonard Conklin, Dan Eastwood, Tom Evans, Rick 
  “Rick Steele” Remer, Chris “Chungalo” Smith, Sam “Wasp” Snell, 
  Jeremy Zuvich; Seacoast BattleTech Society: Debra Atkinson, 
  David Baughman, James Bernard, Josh Carter, Alex Ellis, Korac 
  MacArthur, Clayton Poland; Steel City MechWarriors: Rich 
  Cencarik, Rich Darr, Brian Golightly, Dave Lang, Drew Martin. 
  …And, of course, to all the players whose on-line questions 
  and incidental remarks fed (and continue to feed) a wealth 
  of the material that went into this book and other BattleTech 
  products, past and future.
  Additional Thanks
  To the BattleTech Community, without whom this book 
  would be meaningless.
   
  Special Thanks
  Echoing Randall, I would also like to thank the support 
  of Iron Wind Metals, Fighting Pirannha Graphics, and Camo 
  Specs Online for helping to make the game of BattleTech so 
  damned beautiful.
  Herb’s Thanks and Dedication
  If I didn’t start this one by thanking my family, I would surely 
  be lynched, so I would first like to thank my ever-supportive 
  wife, Beckie Frances Jurek Beas, who has allowed me to pursue 
  this writing career through lean times, three day jobs, long 
  hours of virtual isolation, and an endless series of my infamous 
  “I’ll come to bed soon” lies.  To our “children”—Oscar, Annie, 
  Merlin, Meggie, (and Blaze, the latest “foster child”)—who 
  kept both myself and Beckie company when work intervened. 
  To my mother, who reminds me constantly that I’ve success-
  fully pursued this childhood dream of mine despite of a lot of 
  scathing criticism from friends and family.
  I’d also like to thank my friends, particularly the gaming 
  group I ironically sacrificed for writing time far more often 
  than I care to recall—Jamie “Damon” Amirault, Hal Brown, Jeff 
  “Fletchi” Fletcher, Jay Fletcher, Kevin Dwelley, and the rest of 
  the “Fundamentally Doomed”.
  And of course, I would also like to thank Bryan Nystul, for 
  bringing me on board with BattleTech back in the days of 
  FASA; Randall Bills, for putting me in this position and being 
  a great mentor and virtual boss (“Ok, six weeks to write Tech-
  Manual? Suuuure!”); Loren Coleman, for giving me the “Loyalty 
  Speech” way before things got this far, for being a mentor and 
  a royal PITA in equal measure; Chris Trossen, for vocal support 
  (and the occasional jab in the ribs) from FASA, through the 
  Fast Forward days, and into the present; and to the cadre of 
  other “core writers” I’ve worked with through these past ten 
  years: Warner Doles, Chris Hartford, Ken’ Horner, Kevin Killiany, 
  Camille Klein, Nick Marsala, David McCulloch, Steve Mohan, 
  Diane Piron-Gelman, Ben Rome, Jason Schmetzer, Paul 
  Sjardijn, Øystein Tvedten, Andreas Zuber.
  ©2007-2020 The Topps Company, Inc. All Rights Reserved. Bat-
  tleTech, Total Warfare, TechManual, Tactical Operations, Strategic 
  Operations Interstellar Operations, A Time of War: The BattleTech 
  RPG, MechWarrior, ’Mech, BattleMech and BattleForce are regis-
  tered trademarks and/or trademarks of The Topps Company, Inc., 
  in the United States and/or other countries. No part of this work 
  may be reproduced, stored in a retrieval system, or transmitted in 
  any form or by any means, without the prior permission in writing of 
  the Copyright Owner, nor be otherwise circulated in any form other 
  than that in which it is published.
  Corrected Fourth Printing
  Published by Catalyst Game Labs,  
  an imprint of InMediaRes Productions, LLC
  7108 S. Pheasant Ridge Dr. • Spokane, Washington 99224
  FIND US ONLINE:
  precentor_martial@catalystgamelabs.com
   (e-mail address for any BattleTech questions)
  http://bg.battletech.com
   (official BattleTech web pages)
  http://www.CatalystGameLabs.com
   (Catalyst web pages)
  http://www.store.catalystgamelabs.com
   (online ordering)
  
  With Total Warfare (TW), the game of BattleTech was carefully 
  reworked from its previous incarnations to clarify confusing 
  or contradictory information—folding in many years’ worth of 
  Frequently Asked Questions (FAQs), playtesting reports and 
  game play. At the same time, the various rules sets that defined 
  conventional ground warfare in BattleTech were united under a 
  single source for the maximum possible variety in standard rules 
  play. For the first time in well over a decade, vehicles, battle armor, 
  infantry and BattleMechs were reunited with aerospace fighters, 
  conventional fighters and DropShips in a single, streamlined set 
  of rules, enhanced for better interaction.
  BattleTech TechManual (TM)—the second new, core rulebook 
  published for BattleTech—continues on the path set down by Total 
  Warfare, presenting players with a single rules source devoted 
  to the creation of battlefield units that adhere to the standard 
  BattleTech rules as presented in Total Warfare. Combining the 
  construction rules from more than ten years’ worth of BattleTech 
  products, TechManual revises and clarifies the construction of 
  BattleTech units, and unifies many that have become isolated in 
  various products over the years.
  This book contains a number of rules changes from previous 
  editions. We feel confident that these are the most complete, clear 
  and concise rules for BattleTech ever presented.
  These rules supersede all previously published construction 
  rules, including the BattleTech Manual, BattleTech Compendium, 
  BattleTech Compendium: The Rules of Warfare, BattleTech Master 
  Rules (standard and revised editions), and older editions of the 
  BattleTech boxed set. Also superseded by this book are the fighter 
  and DropShip construction rules from AeroTech, BattleSpace and 
  AeroTech 2 (standard and revised editions), as well as the battle 
  armor construction rules from BattleTech Companion, the infantry 
  platoon construction rules in Combat Operations and the Support 
  Vehicle construction rules featured in Combat Equipment.
  To use these rules, designers will need paper and pencils, as 
  well as copies of the Blank Record Sheets found at the back of this 
  book. Some may find a calculator handy as well. The Heavy Metal 
  series of construction programs enables players to automate 
  much of the process. 
  FICTION
  As described in Total Warfare, fiction plays a pivotal role in 
  bringing the BattleTech universe to life. Whether “story fiction” that 
  places readers inside the heads of the characters in that universe, 
  or “sourcebook fiction” that places the reader in the universe as 
  though living among those characters, both work hand-in-hand 
  to immerse players in this vibrant milieu.
  Total Warfare concentrated on story fiction, including twelve 
  different short stories, with only two sourcebook fiction sections. 
  TechManual provides nine “sourcebook fiction” sections that 
  expound upon the various aspects of military units in the 
  BattleTech universe, from the point of view of various characters 
  within that universe.
  FICTION VS. RULES
  It is important to remember that regardless of the critical role 
  fiction plays in immersing players in the BattleTech universe, such 
  fiction should never be construed as rules. As with Total Warfare, 
  to eliminate confusion about which sections are fiction and which 
  are rules, the fiction sections have a unique look, compared to the 
  uniform presentation of the various rules sections.
  
  9
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INTRODUCTION
  INTRODUCTION
  The one exception is the Equipment section, which includes 
  sourcebook fiction as well as rules. In this case, the sourcebook 
  fiction entries for each piece of equipment are set apart in a 
  distinctive graphic presentation, allowing readers to tell at a 
  glance what is fiction and what are rules.
  FICTION VS. ART
  TechManual follows the graphic design format established 
  by Total Warfare, wedding art to the book’s visual presentation 
  in order to enhance the players’ experience. In this case, the 
  graphic presentation represents that of a computer from 
  House Kurita’s Luthien Armor Works, one of the Inner Sphere’s 
  largest suppliers of military hardware (see A Time of War, p. 17, 
  Total Warfare).
  As with fiction, while art plays an important role in bringing the 
  BattleTech universe to life, it should never be construed as rules.
  COMPONENTS
  Through Total Warfare, a game of BattleTech simulates the 
  various combat units most commonly seen in the crossfire 
  between the Great Houses and Clans of the Inner Sphere. 
  This volume enables players to simulate the design process 
  for those units that can be fielded in a standard rules Total 
  Warfare game, including BattleMechs, Combat and Support 
  vehicles, ProtoMechs, aerospace fighters, DropShips and even 
  infantry (conventional and battle armored).
  Though the units in Total Warfare are varied, many of the 
  construction processes behind them function along similar 
  lines. This chapter serves as a primer for the terms and 
  concepts central to building these BattleTech units, defining 
  the basics of each unit type as well as the core concepts of 
  weight, space and even the principles behind rounding and 
  the use of Blank Record Sheets.
  Players who already own Total Warfare will note a strong 
  similarity between this section and that book’s Components 
  section (see p. 21, TW). Just as understanding the basics of the 
  various unit types is important for using them in the game, 
  players should also understand the basics of each unit before 
  attempting to create unique designs. To make this book as 
  useful as possible, those basics are included here; subsequent 
  sections build on that foundation to provide a complete 
  understanding of in-universe concepts of the various unit 
  types, as well as the rules for their construction.
  UNITS
  In these rules, the term “unit” refers to any single element 
  that can be fielded in a BattleTech game, be it a BattleMech, 
  IndustrialMech, ProtoMech, Combat Vehicle, conventional 
  infantry platoon (or battle armor Point or squad), Small Craft, 
  conventional fighter, aerospace fighter, DropShip or any 
  Support Vehicle. In game play, units are the smallest element 
  that moves and acts on its own.
  Terminology: Unless specifically stated otherwise, the 
  following terminology is used throughout this book:
  •	
  The word “’Mech” by itself refers to BattleMechs, 
  OmniMechs, and IndustrialMechs.
  •	
  The word “fighter” by itself refers to conventional and 
  aerospace fighters.
  •	
  The word “vehicle” by itself refers to all Combat and 
  Support vehicles. 
  •	
  The word “infantry” by itself refers to conventional (non-
  battle armor) infantry.
  •	
  The word “battle armor” or “battlesuit” refers to battle 
  armor and exo-skeletons, military and non-military [also 
  known as Power Armor (Light) suits, or PA(L)s for short]. 
  •	
  The term “aerospace unit” refers to all non-Support 
  Vehicle aerospace units: conventional fighters, aerospace 
  fighters, Small Craft and DropShips.
  BattleMechs
  BattleMechs—the most powerful ground-based war 
  machines ever built—dominate the battlefields of the thirty-
  first century. These huge, humanoid vehicles stand eight to 
  fourteen meters tall and weigh as much as 100 tons. Generally 
  faster, more maneuverable, better armored and more heavily 
  armed than any other combat unit, these titans are often 
  equipped with enough firepower to flatten everything but 
  another ’Mech.
  In the armies of the thirty-first century, two broad classes 
  of BattleMechs exist: the basic BattleMechs favored by the 
  Inner Sphere, representing variations of and improvements 
  on the original ’Mech technology, and the modular machines 
  that gave the Clans their initial edge, known as OmniMechs. 
  BattleMechs and OmniMechs are classified as light, medium, 
  heavy or assault, indicating their relative weight and 
  determining their overall capabilities in battle.
  BattleMechs also come in two primary chassis 
  configurations, with bipedal machines far more common than 
  the four-legged quads.
  IndustrialMechs
  IndustrialMechs are rare on the battlefield, but widely used 
  across the commercial and industrial sectors of the Inner 
  Sphere. Born even before the first BattleMechs, by the time 
  of the Star League era, these myomer-driven ’Mechs played a 
  role in various aspects of life, from farming, construction and 
  loading DropShip cargo bays to police work and so on. After 
  the fall of the Star League, these IndustrialMechs (also known 
  as UtilityMechs or WorkMechs) fell into disuse, their parts 
  often scavenged to repair BattleMechs. As the Succession 
  Wars raged on, the technology needed to build and repair 
  ’Mechs declined and the Successor States concentrated their 
  dwindling technological resources on the BattleMechs they 
  needed to continue fighting.
  Though the numbers of IndustrialMechs dwindled by 
  the early half of the thirty-first century, the technological 
  renaissance of the past few decades has finally reached 
  beyond the military sector. These rare machines are making 
  a strong comeback, as the civilian demand for their use 
  drives the market and companies rush to fill the void. In 
  some rare cases, poorer worlds have even dragooned these 
  IndustrialMechs into military service, adding weapons in an 
  effort to field a stronger defense force.
  
  Assault vehicles weigh from 80 to 100 tons. 
  Though they lack the mobility of their ’Mech 
  counterparts, the sheer volume of firepower 
  an assault vehicle carries can bring down even 
  heavy ’Mechs under the right conditions.
  Tracked Vehicles: With a maximum weight 
  of 100 tons and a motive system based on 
  continuous caterpillar treads, tracked vehicles 
  can negotiate some of the most difficult terrain. 
  Typically mounting the bulk of their heavy 
  weapons in turrets for a full 360 degrees of fire, 
  tracked vehicles in the larger weight classes can 
  often inflict a great deal of damage, even against 
  BattleMechs.
  Wheeled Vehicles: With a maximum weight 
  of 80 tons, wheeled vehicles tend to be lighter 
  than tracked vehicles but also typically move 
  faster while still mounting effective weaponry. 
  Their wheel-based locomotion is more restricted 
  than tracks, however, so commanders usually 
  assign wheeled vehicles to relatively open 
  terrain and cities to serve as convoy escorts and 
  fire-support for dismounted infantry.
  Hovercraft: Much lighter on average than 
  tracked or wheeled Combat Vehicle types, 
  battlefield hovercraft have a maximum weight of 
  50 tons, and are built mostly for speed to make 
  up for their comparatively light armor and fragile 
  lift-fan-and-airskirt design. More advanced than 
  tracked and wheeled vehicles, hovercraft are 
  generally more costly as well, but their ability to 
  rapidly close with an enemy and just as rapidly 
  break contact makes them highly valued for 
  reconnaissance and screening missions.
  Wing-in-Ground Effect (WiGE) Vehicles: A 
  true rarity in Combat Vehicles, often relegated 
  to transport duties, Wing-in-Ground Effect 
  (WiGE) vehicles are a cross between hovercraft 
  and fixed-wing aircraft, effectively creating a 
  unit type that can fly at an average of six meters 
  above the prevailing terrain. Fast, and with an 
  upper weight limit of 80 tons, these vehicles 
  make excellent transports, but are forced to 
  maintain constant movement to avoid stalls.
  Vertical Takeoff and Landing (VTOL) 
  Vehicles: VTOL Combat Vehicles have a 
  maximum weight of 30 tons, making them 
  the lightest of all Combat Vehicle types, but 
  they are also one of the fastest. VTOLs include 
  conventional rotary-wing craft (helicopters) 
  and tilt-rotor aircraft whose engine mountings 
  rotate in a 90-degree arc. Though VTOLs are 
  highly vulnerable to damage due to their light 
  armor and fragile rotor assemblies, their high 
  maneuverability and ability to bypass difficult 
  terrain makes them ideal for reconnaissance and 
  light infantry transport duties.
  IndustrialMechs, like BattleMechs, come 
  in light, medium, heavy and assault weight 
  classes—the lattermost an obvious usurpation 
  of the BattleMech classification—but they are 
  rarely employed in battle and some can be as 
  light as 10 tons in mass (half the weight of the 
  lightest BattleMechs). IndustrialMechs may 
  appear in bipedal or quad body types, but they 
  do not incorporate modular Omni technology.
  ProtoMechs
  ProtoMechs—a strictly Clan invention—stand 
  four to six meters tall and mass from two to 
  nine tons. Larger than a battle armor suit but 
  smaller than a BattleMech, these “mini-’Mechs” 
  have abilities in common with both unit types. 
  Their small stature means they can hide where 
  BattleMechs cannot, and they can even move 
  through buildings without causing excessive 
  collateral damage.
  Though tiny compared to even the smallest 
  BattleMech, ProtoMechs can carry an impressive 
  arsenal of weapons, and because they operate in 
  Points of five, their coordinated fire compensates 
  for each Proto’s individual shortcomings. 
  ProtoMechs are also extremely durable. Though 
  they carry little armor compared to BattleMechs, 
  they can survive the loss of limbs and even the 
  head and remain effective.
  Combat Vehicles
  Most armies choose to use their BattleMech 
  resources sparingly when they can, and so 
  maintain forces of conventional Combat 
  Vehicles to serve in low-intensity conflicts and 
  as auxiliaries to BattleMech units. Classified 
  not only by weight class the way BattleMechs 
  are, but also by their locomotion (motive type), 
  Combat Vehicles can be constructed as standard 
  units or as modular OmniVehicles. 
  Light vehicles have a maximum weight of 
  35 tons, often built for speed and favored 
  for reconnaissance. Though tracked and 
  wheeled light vehicles exist on the battlefield, 
  hovercraft—with their greater speeds—
  dominate this weight class. 
  Medium vehicles weigh from 40 to 55 tons 
  and are favored as skirmishers. Medium vehicles 
  are commonly fielded by the various House 
  militaries to harass and pin down enemy forces 
  until heavier units can be brought to bear.
  Heavy vehicles range in weight from 60 to 
  75 tons. Mirroring the medium ’Mech weight 
  class, heavy vehicles are the workhorses of 
  all Successor State armies, and pack a serious 
  punch with the armor to match. Commonly seen 
  in tracked form, a heavy vehicle can stay in the 
  fight longer than some light ’Mechs and can 
  handle most difficult terrain.
  BattleMech
  IndustrialMech
  ProtoMech
  Tracked Vehicle
  Wheeled Vehicle
  Hovercraft
  Wing in Ground Effect 
  (WIGE)
  
  1111
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INTRODUCTION
  INTRODUCTION
  Tracked: Tracked Support Vehicles weigh 
  from 0.100 to 4.999 tons at the Small size, 5 
  to 100 tons for Medium sizes and 100.5 to 
  200 tons for Large sizes. Using tracks instead 
  of wheels, these vehicles are much more 
  adept at crossing soft or rough terrain than 
  their wheeled counterparts and are favored 
  for off-road rovers, agricultural and heavy 
  industrial work. 
  Hover: Hover Support Vehicles weigh 
  anywhere from 0.100 to 4.999 tons at the 
  Small size, 5 to 50 tons at Medium size and 
  50.5 to 100 tons for Large units. Supported 
  by a cushion of air, these vehicles can cross 
  land and water with equal ease, and are 
  favored for commercial and recreational 
  high-speed transports. Sometimes referred 
  to as “skimmers,” hover Support Vehicles 
  see particularly extensive use on water-
  rich planets, or where vast, open roadways 
  permit high-speed inter-city transportation.
  VTOL: VTOL Support Vehicles weigh 
  anywhere from 0.100 to 4.999 tons at the 
  Small size, 5 to 30 tons at Medium size and 
  30.5 to 60 tons at the Large size. Rotary 
  wings or vectored thrust vehicles can 
  achieve Vertical Takeoff and Landing (VTOL) 
  capabilities, and these craft are often favored 
  for local civil duties ranging from emergency 
  medical airlifts to police surveillance, to aerial 
  transportation in highly built-up areas like 
  major cities. 
  WiGE: Wing-in-Ground-Effect Support 
  Vehicles weigh anywhere from 0.100 to 4.999 
  tons at the Small size, 5 to 80 tons for Medium 
  size and 80.5 to 240 tons for Large size. 
  Essentially a cross between a hovercraft and 
  an aircraft, these vehicles are uncommon, 
  and are typically used as bulk transports over 
  long distances.
  Airship: Airship Support Vehicles weigh 
  anywhere from 0.100 to 4.999 tons at the 
  Small size and 5 to 300 tons at the Medium 
  size. (Larger sizes are possible, but not as 
  common and will be covered in depth in 
  Tactical Operations.) These vehicles use 
  “lighter-than-air” gases (usually inert helium) 
  to fill lifting cells that keep them aloft, and 
  propellers for maneuvering and station 
  keeping. An attractive form of low-tech 
  bulk cargo transport for various locations, 
  commercial advertising or even passenger 
  cruising in situations where speed is a 
  secondary concern, Airships have more in 
  common with aerospace units than most 
  other Support Vehicles.
  Surface Naval Vehicles: Naval vessels 
  are a rare sight in battlefields, but often 
  appear guarding small bodies of water 
  such as lakes and rivers near key objectives. 
  Surface naval Combat Vehicles generally 
  come in two classes: displacement hulls 
  that lie directly on the water’s surface, and 
  hydrofoils that can skim the surface almost 
  like a hovercraft. Combat hydrofoils can 
  mass as much as 100 tons and boast great 
  speed and firepower, while displacement 
  hulls—with their maximum weight of 
  300 tons—can often provide massive fire 
  support as seagoing tanks.
  Submarine Vehicles: Submersible 
  Combat Vehicles can weigh as much as 300 
  tons and provide a stealthy alternative to 
  surface naval vessels, as well as a deterrent 
  to underwater interlopers. These vessels 
  are often as well armored as surface naval 
  vessels, but decidedly more rare, due to their 
  battlefield niche.
  Support Vehicles
  The Support Vehicle is one of the most 
  varied units in Total Warfare game play, 
  comprising a range of non-military and 
  paramilitary vehicles that travel on the 
  ground, by sea or even in the air through 
  many of the same means as their more 
  heavily armored and durable battlefield 
  kin. Not intended for front-line battle, most 
  Support Vehicles are decidedly fragile and 
  very few are armed (those that are tend to 
  be paramilitary vehicles, used by the various 
  corporate security and police forces of the 
  Inner Sphere).
  Like Combat Vehicles, Support Vehicles 
  are often defined most by their weight 
  class and motive types, and thus use 
  the same rough terminology in terms of 
  light, medium, heavy and assault weight 
  classes. In addition, Support Vehicles have 
  a size category, with Small Support Vehicles 
  encompassing a “super-light” weight class 
  (under 5 tons) and Large Support Vehicles 
  exceeding the upper limits of an equivalent 
  Combat Vehicle design.
  Wheeled: Wheeled Support Vehicles 
  weigh from 0.100 to 4.999 tons at the Small 
  size, 5 to 80 tons at Medium size and 80.5 
  to 160 tons at the Large size. Representing 
  the simplest and most inexpensive ground 
  vehicle type, these units operate most 
  efficiently on established road networks, 
  and are favored for civilian, municipal and 
  commercial transportation.
  Vertical Takeoff and 
  Landing (VTOL)
  Surface Naval Vessel
  Submarine
  Wheeled Support
  Tracked Support
  Hover Support
  VTOL Support
  Airship Support
  
  of small arms. The cheapest of all battlefield 
  unit types, and easiest for most worlds to raise 
  on short notice, infantry varies in mobility and 
  firepower and are ideally suited to capturing 
  and holding terrain in built-up areas such as 
  cities and forests. They are also easy prey for 
  heavier Combat Vehicles and war machines, 
  particularly BattleMechs.
  Conventional Infantry are commonly 
  deployed as foot, motorized and jump platoons, 
  but mechanized platoons—which use larger 
  and more mobile transports—are also seen on 
  battlefields far and wide.
  Foot Infantry: Foot infantry have no organic 
  transportation, carry light arms and cannot hope 
  to successfully assault or defend against even 
  the lightest BattleMech. These conventional 
  infantry generally provide excellent population 
  control, man city garrisons and mount 
  counterinsurgency operations. Though the 
  start-up cost for such units seems relatively high, 
  they cost very little to maintain. In an additional 
  advantage, most planets can call up and arm 
  thousands of foot infantry on short notice.
  Motorized Infantry: Equipped with a variety 
  of light unarmored vehicles and often armed on 
  par with foot infantry, motorized infantry are 
  faster, but are still no match for BattleMechs. 
  Motorized infantry units serve the same duties 
  as foot infantry and also make for good forward 
  observers or reconnaissance personnel.
  Fixed-Wing: Fixed-Wing Support Vehicles 
  weigh anywhere from 0.100 to 4.999 tons at the 
  Small size class, 5 to 100 tons at the Medium size 
  and 100.5 to 200 tons at the Large size. Though 
  lacking the flexibility of VTOLs because of their 
  need for prepared runways, these vehicles 
  can operate at higher altitudes, boast greater 
  speeds and are more rugged, earning them a 
  favored place as a bulk transport on worlds with 
  difficult terrain.
  Naval Vessels: Naval Vessel Support Vehicles 
  weigh anywhere from 0.100 to 4.999 tons at 
  the Small size and 5 to 300 tons at the Medium 
  size. (As with Airship Support Vehicles, larger 
  sizes are possible but less common, and so will 
  be handled in the upcoming Tactical Operations 
  book.) Often eclipsed by DropShips, and rarely 
  seen on worlds where water is sparse, naval 
  vessels are nonetheless a cost-effective means 
  of transporting bulk cargo. Even in the thirty-
  first century, these vessels range in types and 
  sizes, with primitive paddle steamers in the 
  rivers and streams of less developed worlds or 
  more advanced fusion-driven submarines and 
  hydrofoils on more sophisticated planets.
  Conventional Infantry 
  Both the Inner Sphere and the Clans maintain 
  armies of conventional infantry (often referred 
  to as unarmored infantry) organized into 21- 
  to 28-man platoons, equipped with a variety 
  CSO 
  A desperate battle between the Wolf’s Dragoons and the Word of Blake rages on in downtown Harlech.
  Fixed Wing Support
  Naval Support
  Foot Infantry
  Motorized Infantry
  Jump Infantry
  Mechanized Infantry
  
  1313
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INTRODUCTION
  INTRODUCTION
  Small Craft
  Dubbed so because they are lighter than 
  DropShips, Small Craft are aerospace craft 
  that range from 100 to 200 tons. Used less 
  for combat and more for shuttling supplies 
  and passengers from near orbit to distant 
  JumpShips, or even between planets and 
  moons within a system, this category 
  represents a wide range of vessels of every 
  type and size not covered by aerospace 
  fighters or DropShips, and is divided into 
  two main sub-categories based on physical 
  shape: aerodyne (aerodynamic) craft, 
  which use wings and lifting surfaces for 
  better atmospheric maneuverability, and 
  spheroid (spherical) craft that can land and 
  take off vertically.
  DropShips
  Massing anywhere from 200 to 100,000 
  tons, DropShips are one of the largest 
  spacecraft types commonly employed by 
  the militaries, civil agencies and corporations 
  of the thirty-first century. Large enough to 
  transport anything from bulk goods and 
  passengers to BattleMechs and aerospace 
  fighters, DropShips fill a broad range of 
  mission roles. Military DropShips typically 
  serve as specialized troop transports, used 
  to ferry military forces and supplies between 
  massive (and largely immobile) interstellar 
  JumpShips and any planet in a target solar 
  system. Other military DropShips act as 
  escorts and attack ships, used to engage 
  other DropShips. Commercial DropShips are 
  almost always transports, shipping goods 
  and passengers from jump points to planets 
  and back.
  Because of their broad variations, 
  DropShips are broadly categorized not 
  only by size (Small, Medium and Large) and 
  shape (spheroid or aerodyne), but also by 
  their role (troop carrier, ’Mech carrier, fighter 
  carrier, cargo carrier, passenger liner and 
  assault ship). 
  OTHER UNITS
  Additional units—such as JumpShips, 
  WarShips and space stations, as well as 
  satellites, Rail Support Vehicles, and Large 
  Airships and Naval Vessels—exist in the 
  BattleTech universe. Rules for their use and 
  construction will appear in BattleTech Tactical 
  Operations.
  Jump Infantry: Jump infantry troopers 
  are all equipped with jump packs, which can 
  make these platoons as mobile as motorized 
  troops in open terrain, but even faster in built-
  up areas. Their jump capabilities allow these 
  troops to close quickly with enemy units, 
  but a close assault of this type can devastate 
  both the defender and the attacker.
  Mechanized Infantry: These troops work 
  in close conjunction with open-topped 
  vehicles and rely on them to move around 
  the battlefield. A wide variety of mechanized 
  forces see battlefield service, with the most 
  common involving tracked mini-jeeps, 
  armored wheeled rovers and hover-sleds. 
  These troops are generally heavier and 
  less numerous than other infantry types, 
  but usually make up for this fact with their 
  enhanced mobility.
  Battle Armor
  Battle armored infantrymen are a class 
  unto themselves. Wearing powered suits 
  of armor, these troopers can carry heavy 
  weapons into the field and deploy them 
  with more efficiency than any conventional 
  infantry, while boasting greater mobility 
  and survivability. Pioneered by the Clans, 
  but produced now by Inner Sphere armies 
  as well, squads of these troops are rare and 
  extremely expensive, but strong enough 
  to endanger even BattleMechs in a way 
  conventional infantry simply cannot.
   
  Aerospace Fighters
  The airborne analogue to the BattleMech, 
  aerospace fighters are far more resilient 
  than their conventional counterparts, 
  and can operate in vacuum. This enables 
  them to function at higher altitudes than 
  conventional fighters, and even in deep 
  space. This versatility has made aerospace 
  fighters the unit of choice for commanders 
  engaged in interplanetary campaigns, and 
  an ideal airborne companion for BattleMech 
  units. Aerospace fighters can mass anywhere 
  from 10 to 100 tons, and may be constructed 
  as standard aerospace fighters or as modular 
  OmniFighters.
  Conventional Fighters
  Conventional fighters, the cheapest form 
  of military aerospace force, weigh from 10 
  to 50 tons. Though limited to atmospheric 
  use and decidedly weaker than aerospace 
  fighters, they offer many worlds an 
  inexpensive and less sophisticated answer to 
  air security, ensuring that they are a common 
  sight in most planetary garrisons.
  Battle Armor
  Aerospace Fighter
  Conventional Fighter
  Small Craft
  Small DropShip
  Large DropShip
  
  Coreward
  Spinward
  Anti-spinward
  Rimward
  MAXIMUM  JUMP: APPROXIMATELY 30 LIGHT YEARS
  30 LIGHT YEARS
  120 LIGHT YEARS OR 26,8 PARSECS
  Map compiled by COMSTAR.
  From information provided from the COMSTAR EXPLORER CORPS 
  and the STAR LEAGUE ARCHIVES on Terra.
  © 3067 COMSTAR CARTOGRAPHIC CORPS
  L E G E N D
   
  HOUSE MARIK (FREE WORLDS LEAGUE)
  ECONOMY
  Open Capitalism
  GREAT HOUSE
  GREAT HOUSE
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Amnity, Andurien, Atreus, Gibson, 
  Irian, Kalidasa, Kendall, Keystone, 
  Lopez, Marik, Shiro III, Stewart, 
  Tematagi, Thermopolis, Wallis
  ICONIC CORP
  Irian Technologies
  ICONIC MILITARY 
  UNITS OVERVIEW
  Perseus (M75), Awesome (M80), 
  Hermes II (M40), Ontos (V95), 
  Stingray (F60), Achileus (BA)
  C-Bill
  Exchange
  .89
  .89
  First BattleMech
  Icarus (2470)
  First Battle Armor
  Achileus (3057)
  THE SHAPE OF THINGS TO 
  COME
  —Excerpt from “Battle Technology: The Evolving Face of Tactical 
  Warfare”, an essay by Hauptmann-General Tulka Garner, Kommandant 
  of Sanglamore Academy, 11 March 3071
  For almost a millennium, humans have journeyed into the far reach-
  es of space, colonizing thousands of worlds and forming star-spanning 
  alliances. Empowered by the technologies of fusion engines, their 
  spacecraft carried them light-years from home, to alien worlds teem-
  ing with resources and easily bent to their will beneath the treads of 
  mighty machinery and human ingenuity. From these humble begin-
  nings grew the six vast star empires that made up the Inner Sphere—
  empires that would unite under the Star League, to bring even the far-
  flung worlds of the Periphery into their fold. 
  But even as humankind expanded into the depths of space, colo-
  nizing and settling hundreds of planets, political divisions and petty 
  jealousies led to wars that raged across the stars. Even the final unity 
  of the human race under the first Star League began in the fires of war, 
  and humankind’s subsequent “Golden Age” saw no end to these unre-
  lenting conflicts.
  To wage these titanic struggles, humanity once more turned to technol-
  ogy, and employed an arsenal of weapons ranging from small arms and 
  tanks to aerospace fighters and spacecraft. Then, at the peak of the twen-
  ty-fifth century, the most fearsome weapon of all emerged: BattleMechs. 
  Gigantic, often-humanoid war machines, these walking tanks could flat-
  ten cities with an arsenal of heavy weapons and could overcome almost 
  any terrain imaginable. Ever since their debut, BattleMechs have ruled the 
  battlefields, changing the face of armored combat forever.
  In 2781, the aftermath of a bloody war between General Aleksandr 
  Kerensky, Protector of the Star League and commander of its Defense 
  Forces, and Stefan Amaris—usurper of House Cameron’s Terran 
  Hegemony and ruler of the Rim Worlds Republic—left the first Star 
  League in ruins. Three years later, as the greedy lords of the five re-
  maining Great Houses each declared themselves the heirs to the Star 
  League and yet more war loomed, Kerensky’s forces—claiming the 
  vast majority of the highly advanced Star League Army—left for parts 
  unknown with the bulk of the League’s mightiest WarShips. 
  Soon afterward began the Succession Wars: three hundred years of 
  relentless fighting waged at first with terrible weapons of mass destruc-
  tion and devastating WarShip fleets. These wars ravaged hundreds of 
  worlds, cost billions of lives and destroyed the industries and infrastruc-
  ture that had once supported all of humankind. Precious, irreplaceable 
  technologies were lost, until the House Lords found their ability to wage 
  war endangered, their mighty WarShips gone, their dwindling armies 
  maintained by scavenged parts. By the thirty-first century, the desperate 
  Successor States had fallen into a pattern of endless raids and counter-
  raids, forming alliances, jockeying for power and the resources to keep 
  their remaining weapons of war functional and deadly. Determined as 
  ever to rule a reborn Star League in their own names, the House Lords 
  assumed the greatest enemy they would ever face was each other.
  They were wrong.
  As the Inner Sphere sank into barbarism, Kerensky’s followers built a 
  new society in the harsh environs beyond known space. They developed 
  a rigid caste system, designed to produce the ultimate warriors, hone the 
  greatest scientific minds, focus the skills of technicians and laborers. For 
  nearly three hundred years, the separate castes of Kerensky’s Clans were 
  unified by one burning ideal: that when the time was right, they would re-
  turn home and reclaim the Inner Sphere. They would become the “saviors” 
  of humanity, rebuilding the Star League in their own image. 
  In 3048, the warlords of the Clans decided the time had come to 
  launch their invasion. With their powerful OmniMechs and immensely 
  strong battle armored infantry, they drove straight toward Terra, hu-
  manity’s birthworld. Planet after planet fell to the Clans in less than five 
  years, as their advanced technologies rolled over the jury-rigged war 
  machines with which the Inner Sphere leaders still fought each other—
  until the shell-shocked Successor States finally united against the threat, 
  and ComStar’s army—blessed with the hoarded legacies of the nearly 
  forgotten Star League—helped battle the Clans to a standstill. 
  With the return of the Clans, an arms race ensued, the renewed 
  threat of total war sparking an explosion of new technologies and the 
  recovery of lost techniques. The struggle to reach parity with the Clan 
  juggernaut stumbled only where politics and internal rivalries kept the 
  Great Houses apart—rivalries to which even the once-neutral ComStar 
  fell victim. In the fifteen years after ComStar’s victory over the Clans 
  on Tukayyid, the cycles of war and technological growth accelerated 
  in the Inner Sphere, enhanced by the desperate alliance known as the 
  Second Star League. Meanwhile, in the Clan homeworlds, the descen-
  dants of the original SLDF rushed to maintain their own lead, deter-
  mined to win the next Great War with the corrupted Spheroids, even 
  as minor wars and battles raged across the stars.
  In 3067, following the devastating FedCom Civil War, the weary 
  leaders of the Great Houses met on Tharkad and declared the Second 
  Star League a sham. Their resources overtaxed and their armies weak-
  ened by surges of fighting, they declared themselves unable to sup-
  port the loose alliance. They disbanded the Second Star League—and 
  unwittingly unleashed a maelstrom.
   
  The pseudo-religious Word of Blake—splinter group of ComStar, the 
  self-appointed protectors and controllers of interstellar communication 
  and advanced technologies—saw their imminent ascension into the new 
  Star League as the glorious first step toward a new Golden Age for all hu-
  mankind. Having prepared for this moment in secret for fifteen years with 
  terrible new weapons and incredible new technologies, they reacted to 
  the disbandment of the League with swift and vengeful anger.
   
  So began the Jihad:  a Sphere-wide war that has pitted every fac-
  tion against one another and even against themselves, a new age of 
  unrelenting warfare where victory goes to whoever has the biggest 
  and best weaponry. Now, as the Great Houses and Clans battle one an-
  other, war is everywhere. Armies of tanks and men clash beneath skies 
  clouded by scores of aerospace fighters and descending DropShips. 
  Combat vehicles hold the lines to cover the advance of infantry, while 
  battle armored troops dare to oppose BattleMechs—those mighty av-
  atars of walking death that still lord it over the modern battlefields. The 
  tools of modern armored combat open a wide range of possibilities for 
  the armies of the Inner Sphere and the Clans—in a universe where life 
  is cheap, but technology isn’t.
  
  HOUSE STEINER (LYRAN ALLIANCE)
  ECONOMY
  Free Market
  GREAT HOUSE
  GREAT HOUSE
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Alarion, Arc-Royal, Carlisle, 
  Coventry, Donegal, Furillo, Gibbs, 
  Gienah, Hesperus II, Inarcs, New 
  Earth, Oliver, Skye, Tharkad
  ICONIC CORP
  Defiance Industries
  ICONIC MILITARY 
  UNITS OVERVIEW
  Zeus (M80), Commando (M25), 
  Barghest (M70), Sturmfuer (V85), 
  Eisensturm (F95), Fenrir (BA)
  C-Bill
  Exchange
  .85
  .85
  First BattleMech
  Mackie (2459)
  First Battle Armor
  Sloth (3050)
  CLAN JADE FALCON OCCUPATION ZONE
  ECONOMY
  Restrictive Socialist
  CLAN
  CLAN
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Cambridge, Pandora, Sudeten
  ICONIC CORP
  Olivetti Weaponry
  ICONIC MILITARY 
  UNITS OVERVIEW
  Thor (M70), Turkina (M95), 
  Cougar (M35), Black Lanner 
  (M55), Visigoth (F60)
  C-Bill
  Exchange
  4
  First BattleMech
  Wakazashi (2830)
  First Battle Armor
  Elemental (2871)
  CLAN WOLF OCCUPATION ZONE
  ECONOMY
  Socialist
  CLAN
  CLAN
  MAJOR FACTORY 
  WORLDS OVERVIEW
  New Oslo, Tamar, Kirchbach
  ICONIC CORP
  Gorton, Kingsley, and Thorpe 
  Enterprises
  ICONIC MILITARY 
  UNITS OVERVIEW
  Mad Cat (M75), Lobo (M40), 
  Orion IIC (M75), Fenris (M45), 
  Zoyra (V35), Ares (V40),  
  Jagatai (F70), Roc (P7)
  C-Bill
  Exchange
  4
  First BattleMech
  Imp (2825)
  First Battle Armor
  Elemental (2868)
  GHOST BEAR DOMINION
  GHOST BEAR DOMINION
  ECONOMY
  Liberal Socialist
  CLAN
  CLAN
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Alshain, Satalice, Spittal, 
  Rasalhague
  ICONIC CORP
  Bergan Industries
  ICONIC MILITARY 
  UNITS OVERVIEW
  Dasher (M20), Arcas (M65) 
  Ursus (M50), Kingfisher (M90), 
  Kodiak (M100), Tyr (V45),  
  Kirghiz (F100), Golem (BA)
  C-Bill
  Exchange
  4
  First BattleMech
  Minsk (2830)
  First Battle Armor
  Elemental (2878)
  HOUSE KURITA (DRACONIS COMBINE)
  ECONOMY
  Socialist Market
  GREAT HOUSE
  GREAT HOUSE
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Al Na’ir, Altair, Chatham 
  Luthien, New Samarkand, 
  Proserpina, Quentin, Schuyler
  ICONIC CORP
  Luthien Armor Works
  ICONIC MILITARY 
  UNITS OVERVIEW
  Dragon (M60), Panther (M35), 
  No-Dachi (M70), Tokugawa (V70), 
  Slayer (F80), Kage (BA)
  C-Bill
  Exchange
  .76
  .76
  First BattleMech
  Gladiator (2468)
  First Battle Armor
  Raiden (3053)
  HOUSE LIAO (CAPELLAN CONFEDERATION)
  ECONOMY
  Open Market Communism
  GREAT HOUSE
  GREAT HOUSE
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Ares, Betelgeuse, Capella, 
  Grand Base, Indicass, Sarna, 
  Sian, St. Ives, Tikonov, Victoria
  ICONIC CORP
  Ceres Metals Industries
  ICONIC MILITARY 
  UNITS OVERVIEW
  UrbanMech (M30), Raven (M35), 
  Vindicator (M45), Ti Ts’ang (M60), 
  Yu Huang (M90), Po (V60), Thrush 
  (F25), Defiance (F55), Fa Shih (BA)
  C-Bill
  Exchange
  .5.5
  First BattleMech
  Firebee (2472)
  First Battle Armor
  Fa Shih (3060)
  HOUSE DAVION (FEDERATED SUNS)
  ECONOMY
  Free Market
  GREAT HOUSE
  GREAT HOUSE
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Axton, Belladonna, Delavan, 
  Galax, Johnsondale, Kathil, 
  Layover, Nanking, New Avalon, 
  New Syrtis, Panpour, Talon
  ICONIC CORP
  General Motors
  ICONIC MILITARY 
  UNITS OVERVIEW
  Valkyrie (M30), Enforcer 
  (M50), JagerMech (M65), 
  Templar (M85), Ajax (V90), 
  Stuka (F100), Cavalier (BA)
  C-Bill
  Exchange
  .83
  .83
  First BattleMech
  BattleAxe (2459)
  First Battle Armor
  Infiltrator Mk I (3050)
  
  Coreward
  Spinward
  Anti-spinward
  Rimward
  MAXIMUM  JUMP: APPROXIMATELY 30 LIGHT YEARS
  30 LIGHT YEARS
  120 LIGHT YEARS OR 26,8 PARSECS
  Map compiled by COMSTAR.
  From information provided from the COMSTAR EXPLORER CORPS 
  and the STAR LEAGUE ARCHIVES on Terra.
  © 3067 COMSTAR CARTOGRAPHIC CORPS
  L E G E N D
   
  MARIAN HEGEMONY
  ECONOMY
  Restrictive Capitalist
  PERIPHERY STATE
  PERIPHERY STATE
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Alphard, Baccalieu,  
  Horatius, Lindassa
  ICONIC CORP
  Marian Arms Incorporated
  ICONIC MILITARY 
  UNITS OVERVIEW
  Hunchback (M50), Wasp (M20), 
  Locust (M20), Gladius (V40)
  C-Bill
  Exchange
  .13
  .13
  First BattleMech
  Locust (3067)
  First Battle Armor
  N/A
  COMSTAR
  ECONOMY
  Corporate Hegemony
  MINOR POWER
  MINOR POWER
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Columbus, Newgrange  
  Factory Yards
  ICONIC CORP
  None
  ICONIC MILITARY 
  UNITS OVERVIEW
  Hussar (M30), Kintaro (M55), 
  Black Knight (M75), Thug (M80), 
  Alacorn (V95), Tomahawk (F45)
  C-Bill
  Exchange
  1
  First BattleMech
  Titan (2787)
  First Battle Armor
  Tornado (2903)
  MAGISTRACY OF CANOPUS
  ECONOMY
  Open Market Socialism
  PERIPHERY STATE
  PERIPHERY STATE
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Canopus IV, Detroit, 
  Dunianshire, Marantha
  ICONIC CORP
  Magesty Metals and 
  Manufacturing
  ICONIC MILITARY 
  UNITS OVERVIEW
  Anubis (M30), Marshal (M55), 
  Wasp (M20), Pike (V60), Heavy 
  LRM Carrier (V80), Sabre (F25), 
  Troika (F65)
  C-Bill
  Exchange
  .25
  .25
  First BattleMech
  Wasp (2579)
  First Battle Armor
  Theseus (3066)
  CLAN WOLF (IN-EXILE)
  ECONOMY
  Experimental Free Market
  CLAN
  CLAN
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Arc Royal
  ICONIC CORP
  WC Site 3
  ICONIC MILITARY 
  UNITS OVERVIEW
  Pack Hunter (M30), Arctic Wolf 
  (M40), UrbanMech IIC (M30), 
  Mad Cat (M75), Heimdall (V95), 
  Jagatai (F70)
  C-Bill
  Exchange
  5.26
  5.26
  First BattleMech
  Pack Hunter (3059)
  First Battle Armor
  N/A
  CLAN DIAMOND SHARK
  CLAN DIAMOND SHARK
  ECONOMY
  Socialist Market
  CLAN
  CLAN
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Twycross, Bazaar, Attenbrooks, 
  various factory ships such as 
  the Potemkin-class Poseidon
  LARGEST CORP
  Trellshire Heavy Industries
  ICONIC MILITARY 
  UNITS OVERVIEW
  Thresher (M60), Grendel (M45), 
  Mad Cat Mk II (M90), Hachiman 
  (V50), Ammon (F65), Elemental 
  (BA), Undine (BA)
  C-Bill
  Exchange
  4.55
  4.55
  First BattleMech
  Fox (2824)
  First BattleArmor
  Elemental (2869)
  
  WORD OF BLAKE
  ECONOMY
  Restrictive Corporate Hegemony
  MINOR POWER
  MINOR POWER
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Terra, Epsilon Eridani, New 
  Earth
  ICONIC CORP
  Krupp Armaments
  ICONIC MILITARY 
  UNITS OVERVIEW
  Buccaneer (M55), Grand 
  Crusader (M80), Toyama (M75), 
  Legacy (M80), Red Shift (M20), 
  Alacorn (V95), Tomahawk (F45)
  C-Bill
  Exchange
  1
  First BattleMech
  Grand Crusader 
  (3052)
  First Battle Armor
  Purifier (3061)
  TAURIAN CONCORDAT
  ECONOMY
  Capitalist
  PERIPHERY STATE
  PERIPHERY STATE
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Illiushin, MacLeod’s Land, New 
  Vandenberg, Perdition, Pinard, 
  Sterope, Taurus
  ICONIC CORP
  Pinard Protectorates Ltd.
  ICONIC MILITARY 
  UNITS OVERVIEW
  Marshal (M55), Marauder (M75), 
  Maultier (V15), Plainsman (V35), 
  Light SRM Carrier (V40), 
  Thunderbird (F100), Asterion (BA)
  C-Bill
  Exchange
  .25
  .25
  First BattleMech
  Toro (2484)
  First Battle Armor
  Asterion (3066)
  FREE RASALHAGUE REPUBLIC
  ECONOMY
  Capitalism
  MINOR POWER
  MINOR POWER
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Grumium, Orestes, Tukayyid
  ICONIC CORP
  Odin Manufacturing
  ICONIC MILITARY 
  UNITS OVERVIEW
  Panther (M35), Beowulf (M45), 
  Viking (M90), Huscarl (F75), 
  Kobold (BA)
  C-Bill
  Exchange
  .60
  .60
  First BattleMech
  Panther (3034)
  First Battle Armor
  Kobold (3069)
  OUTWORLDS ALLIANCE
  ECONOMY
  Socialist Barter
  PERIPHERY STATE
  PERIPHERY STATE
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Alpheratz, Mitchella, Ramora, 
  Sevon
  ICONIC CORP
  Alliance Industries Diversified
  ICONIC MILITARY 
  UNITS OVERVIEW
  Nighthawk (M35), Merlin (M60), 
  Corax (F30), Lightning (F50)
  C-Bill
  Exchange
  .15
  .15
  First BattleMech
  Locust (2549)
  First Battle Armor
  N/A
  CLAN NOVA CAT
  ECONOMY
  Socialist Market
  CLAN
  CLAN
  MAJOR FACTORY 
  WORLDS OVERVIEW
  Irece, Avon
  ICONIC CORP
  Irece Alpha
  ICONIC MILITARY 
  UNITS OVERVIEW
  Jenner IIC (M35), Shadow Cat 
  (M45), Nobori-Nin (M50),  
  Nova Cat (M70), Shoden (V70), 
  Satyr (P4), Roc (P7)
  C-Bill
  Exchange
  4
  First BattleMech
  Vision Quest 
  (2828)
  First Battle Armor
  Elemental (2876)
  CLAN SNOW RAVEN
  ECONOMY
  Socialist
  CLAN
  CLAN
  MAJOR FACTORY 
  WORLDS OVERVIEW
  None
  ICONIC CORP
  None
  ICONIC MILITARY 
  UNITS OVERVIEW
  Clint IIC (M40), Peregrine (M35), 
  Oro Heavy Tank (V60),
  Bashkir (F20), Chaeronea (F25), 
  Issus (F40),  Aerie (BA),
  Chrysaor (P6), Cecerops (P3)
  C-Bill
  Exchange
  2
  First BattleMech
  Pulverizer (2824)
  First Battle Armor
  Elemental (2875)
  
  In the various rules sections that follow, players will learn how 
  to design each of the BattleTech units described in the Introduc-
  tion. These methods may vary somewhat, but most use common 
  concepts in terms of weight, space, technology and so forth. 
  The following rules explain how these concepts work in terms of 
  constructing units for standard rules play (as presented in Total 
  Warfare). Unless otherwise specified, all units constructed in this 
  book rely on these basic construction concepts.
  WEIGHT (MASS)
  In BattleTech, most units are measured by their weight, or 
  mass. The BattleTech universe uses the metric system, with all 
  objects defined by their weight in kilograms or metric tons. In 
  TechManual construction, units may be constructed under the 
  kilogram standard (battlesuits, ProtoMechs, and Small Support 
  Vehicles) or by the tonnage standard (BattleMechs, Industrial-
  Mechs, Combat Vehicles, Medium and Large Support Vehicles 
  and aerospace units). 
  In TechManual, nearly every unit must establish its target weight 
  before construction can begin. This weight may be referred to as 
  the unit’s Total Mass (Unit Mass or Unit Weight) or Total Tonnage 
  (Unit Tonnage).
  UNUSED WEIGHT
  Even if the completed unit falls short of this target weight, once 
  completed, the unit must be considered to have achieved its tar-
  get weight for purposes of game play performance and transport 
  weight. Unused weight is either “lost” or treated as cargo (if the 
  unit’s construction rules so permit). For example, if a Support 
  Vehicle designed with a target weight of 100 tons incorporates 
  only 86 tons worth of structure, engines and other components, 
  it still functions as a 100-ton unit and weighs 100 tons in a Drop-
  Ship’s cargo bay.
  CONVENTIONAL INFANTRY
  Under the rules in TechManual, conventional infantry is the only 
  unit type that does not require designers to determine its weight 
  beforehand. Instead, the weight of an infantry platoon must be 
  determined at the end of the creation process (where it applies 
  solely for transport reasons).
  SPACE (CRITICALS)
  Most—but not all—units constructed in TechManual make use 
  of a secondary construction standard alternately referred to as 
  space, critical space or weapon slots. Used to determine the maxi-
  mum capacity of equipment the unit can place in a given location, 
  space—and how it works for a given unit—is fleshed out for each 
  particular unit type as follows.
  BATTLEMECHS AND INDUSTRIALMECHS
  Critical space is internal to the ’Mech’s frame, where bulkier 
  items occupy more room than smaller, sleeker components. 
  Because ’Mechs have a specific internal arrangement that permits 
  possible critical hits to the ’Mech’s internal structure, this space is 
  also used to locate key components, weapons and ammunition 
  bins within a given design, graphically illustrating what amounts 
  to the unit’s “internal organs.” 
  RA 
  RA
  A Davion AS7-D Atlas and BLR-4S BattleMaster exit a repair hangar, flanked by a Light Utility Truck.
  
  1919
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  that such equipment is generally more varied, less expensive 
  and easier to obtain and maintain.
  Equipment and components are generally assigned a Clan 
  or Inner Sphere technology base in the core construction rules, 
  as well as in the Equipment section (starting on p. 200) and the 
  Equipment Tables (starting on p. 341). Units built with a Clan 
  Technology Base may only use equipment and components 
  available to the Clans, while units built with an Inner Sphere 
  Technology Base may only use equipment and components 
  available to the Inner Sphere. 
  SHARED TECHNOLOGY
  In some cases, a given component or item may be available 
  to both Clan and Inner Sphere technology bases, but will have 
  differing statistics for each (such as ER large lasers or double 
  heat sinks). In such cases, designers must use the statistics 
  appropriate to the unit’s chosen technology base.
  Other items and components may be available to both 
  tech bases with no statistical differences (such as single heat 
  sinks or standard ’Mech armor). These items are considered 
  universal components, and may be used equally well by units 
  designed under both tech bases.
  PROTOMECHS
  ProtoMechs may only be constructed using a Clan Technol-
  ogy Base.
  SUPPORT VEHICLES
  Support Vehicles must also be assigned to a Clan or Inner 
  Sphere technology base at the start of construction, the same 
  as all other unit types. However, in addition to assigning and 
  adhering to a technology base, these units also have a Tech-
  nology Rating (Tech Rating) that reflects the wider range of 
  sophistication inherent to their design.
  The Support Vehicle’s Tech Rating is expressed as a letter 
  code, A through F, which indicates the relative level of sophis-
  tication from lowest to highest (respectively). Unlike items 
  of differing tech bases, a Support Vehicle may mix items of 
  differing Tech Ratings on a component-by-component basis, 
  but the final Tech Rating of the Support Vehicle is presumed 
  to be that of its most advanced component for purposes of 
  determining availability and cost multipliers.
  OTHER UNITS
  All other BattleTech units covered in this book—aerospace 
  units, BattleMechs, battle armor, Combat Vehicles, conven-
  tional infantry and IndustrialMechs—may be constructed 
  using either Clan or Inner Sphere tech bases. A number of 
  these unit types may incorporate universal components, but 
  must otherwise maintain the same technology base through-
  out the design process.
  OMNI TECHNOLOGY
  Certain units may be constructed using modular technolo-
  gies first developed by the Clans. In most cases, these units 
  are differentiated from their non-modular versions with the 
  prefix “Omni-” and may be broadly referred to as Omni units 
  BATTLE ARMOR
  Battle armor (battlesuits) must consider a specific weight 
  range limit per body location when adding weapons and 
  equipment to their inventories. In addition, battle armor uses 
  a weapon slots system that parallels the one used by Bat-
  tleMechs and IndustrialMechs, and so each item mountable 
  on a battlesuit occupies a certain amount of internal space. 
  Some (but not all) ammunition mounted on battle armor also 
  consumes space.
  COMBAT VEHICLES AND AEROSPACE UNITS
  Using a more open construction system, Combat Vehicles 
  and aerospace fighters track only their non-structural parts 
  (weapons and equipment) in the form of a straight inven-
  tory of items. Combat Vehicles receive a flat number of such 
  weapon slots based on their weight, while aerospace and 
  conventional fighters have a static number regardless of size, 
  and Small Craft/DropShips may expand their slot limits by 
  expanding their targeting systems. In all of these unit types, 
  weapons and other non-structural equipment (unless specifi-
  cally stated otherwise) occupy a single “weapon slot” on the 
  unit’s inventory, regardless of their bulk, and ammunition 
  (unless otherwise specified) is considered free. 
  CONVENTIONAL INFANTRY
  Conventional infantry units do not track internal space.
  PROTOMECHS
  Like Combat Vehicles and aerospace units, core structural 
  components (including heat sinks and jump jets) are not 
  counted toward the unit’s equipment space. This leaves 
  only weapons and other optional items to be tracked by a 
  weapons inventory similar to that of Combat Vehicles and 
  aerospace units, where each item—regardless of bulk—occu-
  pies one weapon slot. However, because of their small size, 
  ProtoMechs must bear in mind the weight of their weapons 
  when installing them, as each body location has a specific 
  weight range limit.
  SUPPORT VEHICLES
  Though built along the same lines as Combat Vehicles 
  and aerospace units, Support Vehicles handle internal space 
  somewhat differently. Because Support Vehicles are not 
  built for military use, heavy weapons mounted on such units 
  take up multiple item slots, and ammunition also consumes 
  internal space.
  TECHNOLOGY BASE
  The technology base (tech base) of a given unit deter-
  mines its access to components and its general level of 
  sophistication. Most units in standard rules (as presented in 
  Total Warfare) game play fall into two broad technological 
  categories: Clan and Inner Sphere. Clan technology is more 
  advanced, lighter, more powerful and generally more com-
  pact than Inner Sphere technology. The broader industrial 
  capacity of the Inner Sphere and Periphery, however, means 
  
  aerospace units and Support Vehicles of Medium size or larger. 
  Some heavy weapons may be further restricted to select unit 
  types, such as capital missile launchers (which only DropShips 
  may carry) or hatchets (which may only be wielded by BattleM-
  echs and IndustrialMechs).
  Ammunition for heavy weapons is generally required only for 
  ballistic and missile weapons, and must be installed in full bins for 
  all unit types except ProtoMechs (ProtoMech ammunition may be 
  installed per shot). Under these rules, a full bin represents 1 ton of 
  ammunition for most weapons, though machine guns may install 
  half-ton bins at the designer’s option. The amount of ammuni-
  tion a weapon receives per bin is shown under its listing on the 
  Weapons and Equipment Tables (starting on p. 341). Depending 
  on a unit’s construction rules, ammunition may occupy space as 
  well as weight.
  MEDIUM WEAPONS
  The medium weapon category overlaps with the Support sub-
  division of infantry weapons, and tends to reflect man-portable 
  versions of heavy weapons such as the SRM and the machine gun. 
  In terms of construction, medium weapons may be mounted only 
  on Small Support Vehicles or battle armor with anti-personnel 
  weapon mounts.
  Regardless of the weapon’s type (energy, ballistic, missile and 
  so forth), medium weapons mounted on Support Vehicles and 
  battlesuits include a first lot of ammunition free with the weapon, 
  equal to a single default-size bin for that weapon. Additional 
  ammunition may be installed as well, though the amount of shots 
  provided for a given amount of weight varies from weapon to 
  weapon. The weight of this ammunition (and the number of shots 
  provided per unit of ammo), are shown in the weapon’s listing 
  on the Conventional Infantry Weapons Table (starting on p.  349). 
  Unless otherwise noted in the unit’s construction rules, ammuni-
  tion for a medium weapon is considered part of the weapon in 
  terms of space occupied.
  LIGHT WEAPONS
  Light weapons overlap with the Standard subdivision of infan-
  try weapons, reflecting smaller man-portable arms such as pistols, 
  rifles and submachine guns. In terms of construction, light weap-
  ons may be mounted only on Small Support Vehicles or battle 
  armor with anti-personnel weapon mounts.
  In terms of ammunition, light weapons use the same rules as 
  medium weapons.
  BATTLE ARMOR WEAPONS
  Battle armor weapons occupy a middle ground between 
  medium and heavy weapons. Though based on medium weap-
  ons, these weapons are significantly upgraded and enhanced 
  for use by battlesuit units only, where their enhanced targeting 
  capabilities and more stable firing render them more effective 
  than their conventional infantry variations.
  Non-missile battle armor weapons install ammunition along 
  the same lines as medium and light weapons, integrating all 
  ammunition into the weapon’s space and counting only as addi-
  tional weight for the weapon itself. Battlesuit missile launchers 
  receive one full volley of missiles free, but must allocate mass 
  and space for additional volleys based on the size of the launcher 
  used, with each full four missiles (regardless of volley size) occupy-
  ing an extra slot of internal space.
  (or Omnis). Omni units function in combat just like their standard 
  equivalents, but may be rapidly reconfigured between missions 
  and are depicted as having a Primary configuration and at least 
  one Alternate configuration that uses the same base components 
  (structure, engines, armor and controls), but may vary in weapons 
  and other equipment.
  All equipment and components used in an Omni unit’s base 
  (core) configuration are considered “fixed” and may not change 
  in terms of weight, space or bodily location between the base 
  model and any of its Primary or Alternate configurations. At 
  minimum, such fixed equipment includes the Omni unit’s chassis 
  (internal structure/structural integrity values and arrangement), 
  engine (type, rating and size), control systems (including cockpits, 
  actuators and fire-control systems, as well as driving and lift/dive 
  equipment for vehicles) and armor (including type and allocation). 
  In addition, some weapons and a minimum number of heat sinks—
  where applicable—may be considered part of the Omni unit’s base 
  design, with such components “fixed” to the core of the unit.
  Any weight or mass left over after the fixed core components 
  and any optional items are installed on the base design is consid-
  ered open to modular pods. This pod-based equipment fills out 
  the remainder of the unit’s unused weight and/or space to com-
  plete the design, and may include additional heat sinks, weapons, 
  ammunition and so forth.
  ALLOWED UNITS
  Aerospace fighters, BattleMechs, Combat Vehicles and Support 
  Vehicles may use Omni technology regardless of whether they 
  are constructed using Clan or Inner Sphere technology bases. 
  Aerospace fighters (OmniFighters) and Airship, Fixed-Wing, Naval 
  or VTOL vehicles (Combat or Support) gain no additional benefits 
  from Omni technology in game play. BattleMechs (OmniMechs), 
  ground-based Combat Vehicles (OmniVehicles) and ground-based 
  Support Vehicles (Support OmniVehicles) designed as Omnis may 
  carry a squad of battlesuits capable of using the Mechanized 
  Battle Armor rules (see p. 227, TW) with no loss in performance. 
  Battle Armor: Battlesuits use a variation on modular technol-
  ogy that requires special modular mountings to be installed on a 
  location-by-location basis at the designer’s option, and so battle 
  armor units are not considered true Omni units.
  PROHIBITED UNITS
  Conventional fighters, conventional infantry, DropShips, Indus-
  trialMechs, ProtoMechs and aerospace Small Craft may not be 
  constructed using Omni technology, regardless of the technology 
  base chosen for them.  
  WEAPONS AND AMMUNITION
  The various units in Total Warfare employ a broad range of weap-
  ons. For purposes of construction, these weapons are divided into 
  five main categories, some of which overlap in game play.
  HEAVY WEAPONS
  These weapons generally weigh as little as 0.25 tons (Inner 
  Sphere heavy weapons are never seen below 0.5 tons) and up. 
  This class of weapons represents those commonly available to 
  BattleMechs, IndustrialMechs, ProtoMechs, Combat Vehicles, 
  
  2121
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  COST AND BATTLE VALUE
  As the final phase of the construction process, designers 
  should compute the cost and Battle Value (BV) for all units 
  built using these rules. 
  COST
  The cost of a unit (in C-bills, the dominant monetary system 
  used in the BattleTech universe) reflects the resources required 
  to produce it. As this information is more useful for logistical 
  operations and roleplaying settings (both of which will be 
  addressed in upcoming products such as Tactical Operations 
  and Strategic Operations), computing a unit’s cost may be con-
  sidered an optional part of the design process.
  BATTLE VALUE (BV)
  The Battle Value of a unit reflects its overall combat capa-
  bilities relative to other units in game play. This value may be 
  used to determine a more balanced mix of opposing forces 
  during a pick-up game of BattleTech. Though choosing not 
  to compute a unit’s Battle Value during the design process in 
  no way invalidates the design, it is highly recommended that 
  the designer compute the BV prior to using the unit in any 
  standard rules games.
  ROUNDING AND PERCENTAGES
  Constructing units for use in BattleTech games can be a 
  lengthy and math-intensive process. As a result, designers 
  must often round off figures generated by formulas in order 
  to make them more manageable during the design process. 
  The following paragraphs describe a number of basic round-
  ing principles that designers will find throughout the various 
  construction rules in this book.
  GENERAL ROUNDING (UP, DOWN AND “NORMALLY”)
  Recurring rules throughout this book may request that 
  a designer “round up,” “round down” or “round normally,” 
  depending on the situation.
  Rounding up means to increase the value to the nearest 
  desired number (usually the nearest whole number, though 
  some rules ask for the nearest half, the nearest tenth or 
  even the nearest 5 or more). For example, if a value of 3.1 is 
  achieved and a designer is asked to “round up to the nearest 
  whole number,” that 3.1 becomes a 4. [Note: Sometimes, the 
  formula for rounding up may be expressed in text as, “For 
  every X of something (or fraction thereof), add Y….” In such 
  cases, the designer should divide the number of specified 
  items by the value of X and round up to the nearest whole to 
  find the value of Y.]
  Rounding down means to decrease the value to the nearest 
  desired number. For example, a value of 3.6 that the designer 
  must “round down to the nearest whole” becomes a 3. [Note: 
  As described above with rounding up, sometimes formulas 
  that round down are expressed in text as “For every full X of 
  something, add Y….” In such cases, the designer should divide 
  CONVENTIONAL INFANTRY WEAPONS
  Infantry weapons are armaments that conventional infan-
  try troops may carry without modification. These weapons 
  are broken into three broad sub-classes: Personal (weapons 
  intended for extreme close-range combat, such as bows, 
  swords and knives), Standard (small arms and rifles) and Sup-
  port (heavier weapons intended for anti-armor work). Various 
  special-features categories also apply based on the weapons’ 
  function, with Subduing weapons effective in non-lethal work 
  or against conventional infantry, and Flame-based (incendi-
  ary) weapons capable of starting fires or generating heat 
  against certain units. Under these construction rules, only 
  conventional infantry units, Small Support Vehicles and battle 
  armor with anti-personnel weapon mounts may use infantry 
  weapons (as indicated above). 
  Infantry ammunition is not tracked by conventional infan-
  try units, nor is weapon weight considered significant in their 
  design (weapons are presumed to be part of the trooper’s 
  weight). The values for infantry weapon weights and shots per 
  bin are primarily intended to aid in the construction of Small 
  Support Vehicles and battle armor. However, in logistical or 
  role-playing campaigns, players may find the data on infantry 
  weapons useful.
  AMMUNITION
  Regardless of the ammunition installation rules referenced 
  above, it should be noted that only heavy weapons and 
  battle armor missile weapons track ammunition usage in 
  Total Warfare standard rules play. However, any weapon that 
  requires ammunition must include at least one bin of ammo 
  when created, and may carry more at the designer’s option. 
  (Later rulebooks will address the other types in campaign and 
  RPG-scale game play.)
  DF 
  DF
  GUN-1ERD Gunslinger, Second Freemen (Free Rasalhague Republic)
  
  RECORD SHEETS
  In Total Warfare, game play is resolved for all units via record 
  sheets that track the unit’s relative level of damage, heat (where 
  applicable) and a number of other statistics. At the end of the 
  design process, each designer must translate his or her unit from 
  its raw statistics to an appropriate record sheet in order to use it 
  properly in a game of BattleTech. 
  Blank Record Sheets are provided at the back of this rulebook 
  for all unit types.  How they work, and which record sheets should 
  be used for each unit type featured in this book, are outlined 
  below.
  Note: As with the Components section (see p. 9), players that 
  own Total Warfare will notice some similarities between this 
  section and the Record Sheets section of Total Warfare (see p. 26, 
  TW). However, this section, while conveying much of the same 
  information, focuses on the record sheet in terms of construction.
  RECORD SHEET TYPES
  TechManual provides 17 distinct record sheets for use in 
  designing and using units in Total Warfare game play. The record 
  sheets—and their appropriate unit types—are shown in the 
  Record Sheets Table below. When designing a unit, it is important 
  to use the appropriate Blank Record Sheet to track its capabili-
  ties and statistics, as well as for at-a-glance recognition of a given 
  unit’s type.
  Note: The visual outline of the Armor Diagram for some pre-
  generated record sheets may appear slightly different than the 
  standard Blank Record Sheet. For example, a pre-generated 
  Tracked Vehicle Record Sheet includes graphics showing tracks, 
  while one for a wheeled vehicle includes wheel graphics as part 
  of the Armor Diagram. This is done to enhance the visual aesthetic 
  of playing the game, but has no impact on the record sheet or 
  game play.
  RECORD SHEET BASICS
  All of the BattleTech Record Sheets designed for use in Total 
  Warfare standard rules play arrange their vital information and 
  game statistics in blocks of data based on their form and func-
  tion. Throughout the various record sheets, a number of common 
  blocks appear that perform roughly the same functions regard-
  less of the unit’s type.
  Unit Data
  The title of the Unit Data block differs by unit type (’Mech 
  Record Sheets call this the ’Mech Data block, aerospace and con-
  ventional fighters call this the Fighter Data block and so on), but 
  the function of this block remains the same: It provides a direct 
  overview of the make, model, base performance and weapons 
  load of the unit in question.
  The Unit Data block begins with the name of the unit, its model 
  number (if any), its weight (Tonnage), Movement Points (Walking/
  Running/Jumping, or Cruising/Flank for vehicles) or Thrust Points 
  (Safe/Max) for aerospace units, and Technology Base (Clan or Inner 
  Sphere). The Weapons Inventory follows, listing the quantity, type, 
  location on the unit’s body, heat (where applicable), damage and 
  ranges of all the unit’s weapons. On some units, this inventory 
  also lists the ammunition for a weapon beside its entry and may 
  be used to track ammunition expenditure. (Aerospace units use 
  the number of specified items by the value of X and round down 
  to the nearest whole to find the value of Y.]
  Rounding normally means that when the value to be rounded 
  falls closer to a lower target number than a higher one, the 
  designer must round down. Conversely, values from the midpoint 
  between two possible target numbers and up to the higher 
  number must be rounded up. For example, a value of 3.4 that 
  the designer must “round normally to the nearest half” becomes 
  3.5, because 3.5 is closer to 3.4; but a value of less than 3.25 (the 
  midpoint between 3.0 and 3.5) would be rounded down to 3.
  ROUNDING AND WEIGHT
  Most units that may be constructed in this TechManual measure 
  their weight by the Tonnage Standard. Small Support Vehicles, 
  ProtoMechs and battlesuits use a kilogram standard instead (1,000 
  kilograms = 1 ton). When rounding weight values for units using 
  the tonnage standard, a designer should round up all weight 
  values to the nearest half-ton unless the unit’s construction 
  rules specifically state otherwise. Kilogram-standard units round 
  weight up to the nearest full kilogram. 
  ROUNDING AND SPACE
  Though rounding rarely comes up in terms of assigning space to 
  multi-slot items during construction, item space fractions during 
  construction are always rounded up to the nearest whole number.
  ROUNDING AND ARMOR/INTERNAL STRUCTURE
  Many armor types exist for various units that can result in 
  fractional armor points during design. Unless stated otherwise 
  under the unit’s construction rules, when rounding fractional 
  armor points, always round down to the nearest whole number. 
  Conversely, if a designer is trying to find the weight of an amount 
  of armor based on the number of points and comes up with a frac-
  tion, that fraction should be rounded up to the nearest half-ton (for 
  tonnage-standard units), or to the nearest kilogram (for kilogram-
  standard units).
  Internal structure usually appears in a fractional format only 
  when creating Combat Vehicles and Support Vehicles, which 
  derive their internal structure values from formulas rather than 
  tables. Unless stated otherwise, whenever the designer encoun-
  ters fractional values for internal structure points, these values are 
  always rounded up.
  ROUNDING AND COSTS/BATTLE VALUE
  At the end of the cost computations for any unit, all C-bill cost 
  values must be rounded up to the nearest 0.01 C-bill. At the end 
  of the Battle Value computations for any unit, any fractional values 
  must be rounded normally to the nearest whole number. 
  PERCENTAGES
  Sometimes, the rules require a value in terms of percentages. 
  Designers should note that a percentage value may be expressed 
  as a straight multiplier by moving the decimal point two numbers 
  to the left (or dividing by 100, without rounding). Multiplying this 
  value by the value in question attains the desired percentage of 
  that value. For example, if a rule requests the designer to find “30 
  percent of the unit’s tonnage” and the unit’s target weight (ton-
  nage) is 65, the designer should multiply 65 (the unit’s tonnage) 
  by 0.30 (30 percent = 30 ÷ 100 = 0.30) to find the desired value. 
  The rounding rules applied when computing a percentage may 
  vary by situation.
  
  23
  23
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  structure in the very same diagram. Aerospace units present 
  armor circles for each location, and lump all Structural Integ-
  rity circles into a gray-shaded box at the center of the diagram. 
  Battlesuits, which do not use Hit Locations in Total Warfare, are 
  presented as a single line of armor circles, with the leftmost 
  circle gray-shaded to represent the trooper inside the suit.
  Critical Hits Table
  Though common to almost every unit, the Critical Hits Table 
  and its impact on construction varies significantly by unit 
  type. For BattleMechs and IndustrialMechs, this table is used 
  to determine the effects of critical hits, and also to arrange 
  the layout of weapons and other internal components, with 
  bulkier items taking up more space—and thus more chances 
  to get hit—on the Table. The ProtoMech, Vehicular and 
  Aerospace Unit Critical Hits Tables, by comparison, are unaf-
  fected by the unit’s loadout, and so may not be affected by 
  the arrangement of such equipment. These units’ Critical Hit 
  Tables are standardized across each unit’s type and have no 
  bearing on construction.
  Heat Data
  BattleMechs, IndustrialMechs and aerospace units (other 
  than conventional fighters) also include a Heat Data block, 
  used to track the number, type and capacity of a unit’s heat 
  sinks. For ‘Mechs and aerospace units other than DropShips, 
  this block includes circles that each represent a functioning 
  heat sink on the design, while a blank line with parentheses 
  range brackets, and so instead of listing the ranges for each 
  weapon, they give the Damage Value of the weapons at each 
  range bracket where non-aerospace units list damage.) Unit 
  Data blocks end with a listing of the unit’s Cost (in C-bills) and 
  its Battle Value (BV).
  Armor Diagram
  A common feature on almost every BattleTech unit’s record 
  sheet, the Armor Diagram provides a graphic representation 
  of the unit’s appearance as a guide for locating and tracking 
  armor and internal structure (or Structural Integrity) damage 
  during game play. To track these factors, Armor Diagram 
  blocks use empty circles to represent points of armor and 
  internal structure, but also leave blank lines beside the related 
  area so the designer can write the numerical value of the loca-
  tion’s armor or structure (as well as any “Threshold” value for 
  aerospace units).
  Based on unit type, the Armor Diagram can vary in complex-
  ity. BattleMechs and IndustrialMechs, for instance, have three 
  distinct armor diagrams; the first represents the front armor 
  values, the smaller second represents the rear torso armor 
  locations, and a third, slimmer version of the first represents 
  internal structure.  Vehicles use a simpler approach, show-
  ing the armor locations in a white-background “armor” area, 
  while the internal structure of the related section uses a gray-
  shaded background. ProtoMechs incorporate their Armor 
  Diagram into the Critical Hits block, and use white circles to 
  represent outer armor, while shaded circles represent internal 
  RECORD SHEETS TABLE
  Record Sheet Type
  Appropriate Units
  ’Mech Record Sheet
  Bipedal (humanoid) BattleMechs and IndustrialMechs
  Four-legged ’Mech Record Sheet
  Four-legged (quad) BattleMechs and IndustrialMechs
  ProtoMech Record Sheet
  ProtoMechs
  Ground Vehicle Record Sheet
  Tracked, Hover, Wheeled and WiGE Combat Vehicles; Small/Medium Tracked, 
  Hover, Wheeled and WiGE Support Vehicles
  Large Support Vehicle Record Sheet
  Large-Sized Tracked, Hover, Wheeled and WiGE Support Vehicles 
  VTOL Vehicle Record Sheet
  VTOL Combat and Support Vehicles
  Naval Vehicle Record Sheet
  Naval Combat Vehicles and Small/Medium Naval Support Vehicles
  Battle Armor Record Sheet
  Battle Armor
  Conventional Infantry Record Sheet
  Conventional Infantry
  Generic Infantry Record Sheet
  Conventional Infantry (Pre-Generated for standard rules game play)
  Airship Record Sheet
  Small/Medium Airship Support Vehicles
  Aerospace Fighter Record Sheet
  Aerospace Fighters 
  Conventional Fighter Record Sheet
  Conventional Fighters and All Fixed-Wing Support Vehicles
  Small Craft Record Sheet (Aerodyne)
  Aerodynamic (Aerodyne) Small Craft
  Small Craft Record Sheet (Spheroid)
  Sphere-shaped (Spheroid) Small Craft
  DropShip Record Sheet (Aerodyne)
  Aerodynamic (Aerodyne) DropShips
  DropShip Record Sheet (Spheroid)
  Sphere-shaped (Spheroid) DropShips
  
  be combined on a single line to conserve space (though heat and 
  damage should still be shown for only one weapon, as these units 
  resolve fire by individual weapons). Ammunition need not be listed 
  on the Weapons Inventory, as each bin will appear—and should be 
  tracked—on the Critical Hits Table.
  Warrior Data
  This block—located at the center-top of the record sheet—lists 
  the name, skills and condition of the unit’s pilot.
  Critical Hits Table
  The Critical Hits Table—filling the lower-left block on the sheet—
  is used to physically allocate the various components of the ’Mech’s 
  body, weapons and ammunition, and represents the internal space 
  available to these units. Each part of the ’Mech’s body, such as the 
  Left Arm, Right Leg or Center Torso, is referred to as a location. Each 
  line in a location (six in the head and legs, twelve in other locations) 
  is referred to as a critical slot, or simply slot. Each slot usually repre-
  sents a particular weapon or other piece of equipment susceptible 
  to destruction. Remember that some equipment occupies so much 
  space in the ’Mech that it requires multiple slots on the table, and in 
  rare cases equipment may even require mounting in a specific loca-
  tion (such as the heavy Gauss rifle) or is considered incompatible 
  with other equipment (such as Clan ER PPCs and lower arm/hand 
  actuators on OmniMechs). 
  Armor Diagram
  The Armor Diagram fills most of the right-hand side of the 
  ’Mech record sheet. It outlines each of the body locations found 
  is used to write the number of sinks and their total heat dissipa-
  tion capacity (in the event double heat sinks are used). DropShips, 
  which operate on a zero-net-heat principle, do not use heat sinks, 
  but simply list their number of sinks (and their total heat capacity) 
  along with the total heat potential for each arc of weapon bays. 
  Other Blocks
  In addition to the above-mentioned data blocks, each record 
  sheet type includes a varying degree of other blocks provided 
  to track warrior/pilot/crew data (including relevant Gunnery and 
  Piloting skills), note cargo storage and other special features or to 
  follow vital game play values, such as altitude, depth and so on. 
  Because these data blocks are generally used only during game 
  play, they have no bearing on construction unless otherwise noted.
  ’MECH RECORD SHEETS
  Two Blank Record Sheets provided with this book are used 
  to track the design and use of BattleMechs or IndustrialMechs 
  during combat. These same sheets may be used to represent 
  regular ’Mechs and OmniMechs. Designers should be sure, 
  however, to use the sheet associated with the correct body type 
  before proceeding.
  ’Mech Data
  The Unit Data block for BattleMechs and IndustrialMechs is called 
  the ’Mech Data block. Located in the upper left corner, this sec-
  tion of the record sheet lists the ’Mech’s most important statistics, 
  including the BattleMech type, tonnage, MP, weapons inventory, 
  cost and Battle Value. Weapons of identical types and location may 
  ’MECH RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Head
  Center
  Torso
  (     )
  Right
  Leg
  (     )
  Left
  Arm
  (     )
  Right
  Arm
   (     )
  Left Torso (     )
  Right Torso (     )
  Left
  Leg
  (     )
  Head (    )
  Center
  Torso
  (    )
  Right Torso
  (    )
  Left Torso
  (    )
  Right
  Leg
  (    )
  Left
  Leg
  (    )
  Center
  Torso
  Rear (    )
  Torso Rear
  (    )
  Right
  Left
  Torso Rear
  Left Arm
  (    )
  Right Arm
  (    )
  (    )
  Engine
  Engine
  Engine
  Engine
  Engine
  Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  (       )
  Single
  Double
  Heat Sinks:
  Lower Arm Actuator 
  Hand Actuator
  Lower Arm Actuator
  Hand Actuator
  Cost:
  Clan
  Inner Sphere
  BV:  
  2018
  FOUR-LEGGED ’MECH RECORD SHEET
  TM
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Rear Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Torso
  Right Rear Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Front Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator 
  4.
  Foot Actuator
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Right Front Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Head
  Center
  Torso
  Left
  Front Leg
  Right
  Front Leg
  Left
  Rear Leg
  Right
  Rear Leg
  Left
  Torso
  Right
  Torso
  (     )
  (     )
  (     )
  (     )
  (     )
  (     )
  (     )
  Center Torso Rear (    ) 
  Torso Rear
  (    )
  Right
  Left
  Torso Rear
  (    )
  Right
  Rear Leg
  (    )
  Right
  Front Leg
  (    )
  Center
  Torso
  (    )
  Left
  Torso
  (    )
  Right
  Torso
  (    )
  Head (    )
  Left
  Rear Leg
  (    )
  Left
  Front Leg
  (    )
  Engine
  Engine
  Engine
  Engine
  Engine
  Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  (       )
  Single
  Double
  Heat Sinks:
  Cost:
  Clan
  Inner Sphere
  BV:  
  2018
  
  25
  25
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  Weapons Inventory
  Located to the right of the ProtoMech Data block, the 
  Weapons Inventory provides a detailed listing of the weap-
  ons carried by each ProtoMech, with locations pre-noted (as 
  ProtoMechs may mount only a fixed number of items per 
  location). Similar to the ’Mech Weapons Inventory, lines are 
  provided in this block for each weapon type (for example, ER 
  medium laser), damage and ranges (in hexes). 
  Pilot Data
  The Pilot Data block for the ProtoMech is shown below the 
  ProtoMech’s basic data and Weapons Inventory. 
  Hit Locations and Critical Hits
  This sub-block incorporates a Hit Location table for each 
  ProtoMech, as well as a list of specific effects from multiple 
  critical hits to each location on the ProtoMech.
  Armor Diagram
  On the far right of each ProtoMech’s block is the Armor 
  Diagram. Similar to the ’Mech Armor Diagram, each circle here 
  represents a point of armor or internal structure, with white 
  circles representing armor and shaded circles representing 
  internal structure. When finalizing a ProtoMech design, the 
  designer must black out all excess armor and internal struc-
  ture circles by location, leaving open only the points assigned 
  to each location.
  on the ’Mech, including the rear torso locations, followed by 
  an internal structure diagram. When finalizing a ’Mech design, 
  the designer must black out all excess armor and internal 
  structure by location.
  Heat Scale
  Located below the Armor Diagram, the Heat Scale on a 
  ’Mech Record Sheet provides a place to note the number of 
  heat sinks on the design, as well as their type (single or dou-
  ble) and total heat-absorption capacity. This block uses circles 
  the same way as the Armor Diagram; any extra sinks must be 
  blacked out when finalizing the unit’s design.
  PROTOMECH RECORD SHEET
  ProtoMech Record Sheets provide enough data blocks 
  for five individual ProtoMechs per page, allowing players to 
  track an entire ProtoMech Point at one time. Each ProtoMech 
  receives its own overall block of data, which is in turn divided 
  up among smaller sub-blocks as follows.
  ProtoMech Data
  This information, located at the top-left of each ProtoMech 
  block, is the ProtoMech equivalent of the Unit Data block. It pro-
  vides space to note the ProtoMech’s model name (Type), weight 
  (Tons) and Movement Points (Walking/Running/Jumping).  Cost 
  and BV lines are located below the Pilot Data block.
  PROTOMECH
  RECORD SHEET
  TM
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  ARMOR DIAGRAM
  BV:
  Cost:
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
           /      /
  Type: 
  Tons:
  Movement Points:
  Walk/Run/Jump
  PILOT DATA
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  WEAPONS INVENTORY
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  ARMOR DIAGRAM
  BV:
  Cost:
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
           /      /
  Type: 
  Tons:
  Movement Points:
  Walk/Run/Jump
  PILOT DATA
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  WEAPONS INVENTORY
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  ARMOR DIAGRAM
  BV:
  Cost:
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
           /      /
  Type: 
  Tons:
  Movement Points:
  Walk/Run/Jump
  PILOT DATA
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  WEAPONS INVENTORY
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  ARMOR DIAGRAM
  BV:
  Cost:
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
           /      /
  Type: 
  Tons:
  Movement Points:
  Walk/Run/Jump
  PILOT DATA
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  WEAPONS INVENTORY
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  ARMOR DIAGRAM
  BV:
  Cost:
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
           /      /
  Type: 
  Tons:
  Movement Points:
  Walk/Run/Jump
  PILOT DATA
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  WEAPONS INVENTORY
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
  2018
  RH
  Despite improving relations, a ProtoMech-centered Blood Spirit force raids a Clan Coyote outpost.
  
  Critical Damage
  The Critical Damage block for a vehicle is the equivalent of 
  the Critical Hits Table on a ’Mech, but—as with ProtoMechs—is 
  vastly simplified and abstracted. Varying slightly with the vehicle’s 
  motive type, these tables provide the effects of critical damage 
  to the vehicle in game play. Designers should clearly note which 
  type of motive system the vehicle is using to avoid confusion.
  Armor Diagram
  The Vehicle Armor Diagram is more compact than that of the 
  ’Mech Record Sheet, and incorporates its internal structure values 
  in gray-shaded sections directly attached to the white outer armor 
  sections for each of the vehicle’s body locations. When finalizing 
  the design of a vehicle, the designer must black out all excess 
  armor and internal structures by location. Ground-based vehicles 
  without turrets must black out the entire turret location, armor and 
  internal structure alike. A line near the top of the Armor Diagram 
  is provided to note the Barrier Armor Rating (BAR) of a vehicle’s 
  armor. All Combat Vehicles automatically receive a BAR of 10, ren-
  dering them immune to penetrating critical hits. Support Vehicles 
  must note their BAR in this line to account for their armor type.
  Note: The Large Ground Vehicle Record Sheet differs from the 
  standard Ground Vehicle Record Sheet in having two extra side 
  body locations to allocate armor and structure.
  Elevation/Depth Tracks
  VTOLs and submersible naval vehicles can vary their relative 
  elevation over (or under) the surface of the battlefield. In game 
  play, these blocks are used to track the unit’s vertical position on 
  the map relative to the surface.
  VEHICLE RECORD SHEETS
  The Vehicle Record Sheet allows players to track damage done 
  to individual vehicles during combat. Each type of vehicle (ground, 
  VTOL and naval) uses a different form of the Vehicle Record Sheet, 
  but they all share the features described below. Ground-based 
  and naval Support Vehicles in the Small and Medium size ranges 
  use the same record sheet as Combat Vehicles of equivalent 
  motive types. VTOL Support Vehicles of all sizes use the same 
  record sheets as the VTOL Combat Vehicle type. Airship and Fixed-
  Wing Support Vehicles do not use Vehicle Record Sheets.
  Vehicle Data
  The Unit Data block for all vehicle types is called the Vehicle 
  Data block. Located in the upper left corner of the sheet, this 
  section lists the vehicle’s most important statistics, including its 
  model (Type), weight (Tonnage), MP (Cruising/Flank), Movement 
  (Motive) Type and Engine Type (Fusion, ICE and so forth). Also 
  listed here is the unit’s Weapons Inventory, Cost, and Battle Value. 
  Weapons of identical type and location may be combined on a 
  single line to conserve space (though heat and damage should 
  still be shown for only one weapon, as these units resolve fire by 
  individual weapons). Ammunition should be listed on the inven-
  tory as well, to show how many shots each ammo-dependent 
  weapon possesses.
  Crew Data
  This block lists the name of the vehicle’s commander, as well as 
  the skills and condition of its crew.
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  GROUND VEHICLE RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  GROUND COMBAT VEHICLE HIT LOCATION TABLE
  GROUND COMBAT VEHICLE CRITICAL HITS TABLE
  MOTIVE SYSTEM DAMAGE TABLE
   
   
   
  ATTACK DIRECTION 
   
  2D6 Roll  
  FRONT  
  REAR 
   SIDE§ 
   
  2* 
  Front (critical)  
  Rear (critical)  
  Side (critical)  
   
  3  
  Front†  
  Rear†  
  Side†  
   
  4  
  Front†  
  Rear†  
  Side†  
   
  5  
  Right Side† 
  Left Side† 
  Front†  
   
  6  
  Front  
  Rear  
  Side  
   
  7  
  Front  
  Rear  
  Side  
   
  8  
  Front  
  Rear  
  Side (critical)* 
   
  9  
  Left Side†  
  Right Side†  
  Rear†  
   
  10  
  Turret  
  Turret 
  Turret 
   
  11  
  Turret  
  Turret 
  Turret  
   
  12*  
  Turret (critical) 
   Turret (critical)  
  Turret (critical)  
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on the vehicle. For each result of 2 or
  12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls
  once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for more information).
  A result of 12 on the Ground Combat Vehicles Hit Location Table may inﬂict critical hit against the turret; if the vehicle has 
  no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in 
  that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in 
  Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect.
  §Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results 
  strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
   
  2D6 Roll  
  EFFECT*
   
  2–5 
  No effect
   
  6–7 
  Minor damage; +1 modiﬁer to all Driving Skill Rolls
   
  8–9 
  Moderate damage; –1 Cruising MP, +2 modiﬁer to all 
   
  Driving Skill Rolls
   
  10–11 
  Heavy damage; only half Cruising MP (round fractions up), 
   
  +3 modiﬁer to all Driving Skill Rolls
   
  12+ 
  Major damage; no movement for the rest of the game. 
   
  Vehicle is immobile.
  Attack Direction Modiﬁer: 
   
  Vehicle Type Modiﬁers:
  Hit from rear 
  +1 
  Tracked, Naval 
  +0
  Hit from the sides  
  +2 
  Wheeled 
  +2
   
   
  Hovercraft, Hydrofoil 
  +3
   
   
  WiGE 
  +4
  *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
  modiﬁer can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inﬂicting 
  a +1 modiﬁer, that is the only time that particular +1 can be applied; a subsequent roll of 6-7 
  has no additional effect. This means the maximum Driving Skill Roll modiﬁer that can be 
  inﬂicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
  to 0, it cannot move for the rest of the game, but is not considered an immobile target. In 
  addition, all motive system damage takes effect at the end of the phase in which the damage 
  occurred. For example, if two units are attacking the same Combat Vehicle during the 
  Weapon Attack Phase and the ﬁrst unit inﬂicts motive system damage and rolls a 12, the –4 
  immobile target modiﬁer would not apply for the second unit. However, the –4 modiﬁer would 
  take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 
  over a Depth 1 or deeper water hex, it sinks and is destroyed.
   
  LOCATION HIT
   
  2D6 Roll  
  FRONT  
  SIDE  
  REAR  
  TURRET
   
  2–5 
  No Critical Hit  
  No Critical Hit  
  No Critical Hit  
  No Critical Hit
   
  6 
  Driver Hit  
  Cargo/Infantry Hit  
  Weapon Malfunction  
  Stabilizer
   
  7 
  Weapon Malfunction  
  Weapon Malfunction  
  Cargo/Infantry Hit  
  Turret Jam
   
  8 
  Stabilizer  
  Crew Stunned  
  Stabilizer 
   Weapon Malfunction
   
  9 
   Sensors  
  Stabilizer  
  Weapon Destroyed  
  Turret Locks
   
  10 
  Commander Hit  
  Weapon Destroyed  
  Engine Hit  
  Weapon Destroyed
   
  11 
  Weapon Destroyed  
  Engine Hit  
  Ammunition**  
  Ammunition**
   
  12 
  Crew Killed  
  Fuel Tank*  
  Fuel Tank*  
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  ** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
  TM
  NOTES
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  BV:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
   Left Side Armor (      ) 
   Right Side Armor (      ) 
   Front Armor
  (      ) 
  Rear Armor
  (      ) 
  Turret Armor
  (      ) 
  BAR:
  Clan
  Inner Sphere
  2018
  BATTLE ARMOR
  RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  LEG ATTACKS TABLE
  SWARM ATTACKS TABLE
  SWARM ATTACK MODIFIERS TABLE
  SWARM ATTACKS HIT LOCATION TABLE
  TRANSPORT POSITIONS TABLE
   2D6 
  BIPEDAL 
  FOUR-LEGGED
   ROLL 
  LOCATION 
  LOCATION
   
  2 
  Head 
  Head
   
  3 
  Rear Center Torso 
  Front Right Torso
   
  4 
  Rear Right Torso 
  Rear Center Torso
   
  5 
  Front Right Torso 
  Rear Right Torso
   
  6 
  Right Arm 
  Front Right Torso
   
  7 
  Front Center Torso 
  Front Center Torso
   
  8 
  Left Arm 
  Front Left Torso
   
  9 
  Front Left Torso 
  Rear Left Torso
   
  10 
  Rear Left Torso 
  Rear Center Torso
   
  11 
  Rear Center Torso 
  Front Left Torso
   
  12 
  Head 
  Head
   
   
  FRIENDLY MECHANIZED BATTLE
   
   
  ARMOR TROOPERS ACTIVE
   
   
  1 
  2 
  3 
  4 
  5 
  6
   
  6 
  +0 +0 +0 +0 +1 +2
   
  5 
  +0 +0 +0 +1 +2 +3
   
  4 
  +0 +0 +1 +2 +3 +4
   
  3 
  +0 +1 +2 +3 +4 +5
   
  2 
  +1 +2 +3 +4 +5 +6
   
  1 
  +2 +3 +4 +5 +6 +7
  BATTLE ARMOR EQUIPMENT
  Claws with magnets 
  –1
   
  SITUATION*
  ’Mech prone  
  –2
  ’Mech or vehicle immobile 
  –4
  Vehicle 
  –2
  *Modiﬁers are cumulative
   TROOPER 
  ’MECH  
  VEHICLE
   NUMBER 
  LOCATION 
  LOCATION
   
  1 
  Right Torso 
  Right Side
   
  2 
  Left Torso 
  Right Side
   
  3 
  Right Torso (rear) 
  Left Side
   
  4 
  Left Torso (rear) 
  Left Side
   
  5 
  Center Torso (rear) 
  Rear
   
  6 
  Center Torso 
  Rear
  TROOPER 
  LARGE SUPPORT
   NUMBER 
  VEHICLE LOCATION*
   
  1 
  Right Side (Unit 1/Unit 2)
   
  2 
  Right Side (Unit 1/Unit 2)
   
  3 
  Left Side (Unit 1/Unit 2)
   
  4 
  Left Side (Unit 1/Unit 2)
   
  5 
  Rear (Unit 1/Unit 2)
   
  6 
  Rear (Unit 1/Unit 2)
  *Unit 1 and Unit 2 represent two battle armor units
   
  BATTLE ARMOR 
  BASE TO-HIT
   TROOPERS ACTIVE 
  MODIFIER
   
  4–6 
  0
   
  3 
  +2
   
  2 
  +5
   
  1 
  +7
   
  BATTLE ARMOR 
  BASE TO-HIT
   TROOPERS ACTIVE 
  MODIFIER
   
  4–6 
  +2
   
  1–3 
  +5
  ATTACKING ENEMY
   BATTLE ARMOR
   TROOPERS ACTIVE
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Armor:
  (       /      /      )
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 1
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 5
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 3
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 4
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 2
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Armor:
  (       /      /      )
  Armor:
  (       /      /      )
  Armor:
  (       /      /      )
  Armor:
  (       /      /      )
  2018
  
  2727
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  is designed for use in creating conventional infantry platoons 
  of the designer’s choosing. The generic sheet is ready-made, 
  with data for the basic platoon types already featured in Total 
  Warfare and legal for standard rules play.
  The Infantry Record Sheets are arranged along similar lines 
  to those for battle armor, with multiple platoons (Points) 
  shown per platoon block. Each of these blocks provides lines 
  to note the platoon’s overall Gunnery and Anti-’Mech skills, 
  as well as their MP and Movement (Motive) Type. A row of 30 
  trooper icons—each representing a single soldier—makes 
  up the rest of these blocks. As troopers in these rules have no 
  armor points per se, each trooper represents a single point 
  of damage the platoon can sustain. Excess troopers in each 
  platoon must be blacked out when finalizing platoon con-
  struction, starting with the leftmost trooper in the row. [Note: 
  Some platoon types field more than 30 troopers. To reflect 
  this, the player may use multiple lines and divide the number 
  of troopers equally among the required number of lines. For 
  example, a Marian conventional platoon of 100 men should 
  be treated as four 25-man platoons in combat.]
  On the blank Infantry Record Sheet, two blocks of data 
  following the platoon blocks are left blank: the Conventional 
  Infantry Damage Table and the Conventional Infantry Range 
  Modifiers Table blocks.  These blocks are used to note how 
  much damage a platoon may inflict for each number of 
  active troopers, and what range modifiers are applied to their 
  attacks at any given number of hexes. For an example of how 
  this information is presented, designers may use the Generic 
  Infantry Record Sheet as a guide.
  BATTLE ARMOR RECORD SHEET
  Each Battle Armor Record Sheet can record the information 
  for five Points or squads of battle armor at a time. Designed to 
  accommodate any type of battle armor for the Inner Sphere 
  or Clans, this sheet—like that for ProtoMechs—is broken into 
  multiple blocks to track entire squads.
  The data is highly simplified, with each block assigned to 
  a single type of battlesuit, and incorporating the Squad Data 
  including the suit model used (Type), Gunnery and Anti-’Mech 
  skills of its troopers, Ground MP, Non-Ground MP (including 
  type) and Weapons Inventory  (with each weapon’s type, loca-
  tion, damage and range, noting ammunition only for missile 
  weapons). Additional boxes are provided to track whatever 
  special capabilities the suits may have (Anti-’Mech Swarm, 
  Anti-’Mech Leg Attacks, Mechanized Battle Armor rules usage, 
  and even the ability to operate anti-personnel weapons). 
  Along the right side of each Point/Squad Data block are rows 
  of white circles, each beginning with a gray-shaded circle. These 
  rows indicate the troopers in that squad and their armor values. 
  Any excess troopers should be blacked out when finalizing the 
  squad’s design, as should any excess armor points per trooper. 
  If the armor has stealth capabilities or the like (including modi-
  fiers for short, medium and long range), that information must 
  be noted on the lines following these rows.
  CONVENTIONAL INFANTRY RECORD SHEETS
  Two infantry record sheets appear in TechManual for player 
  use: the blank Conventional Infantry Record Sheet, and the 
  Generic Conventional Infantry Record Sheet. The blank sheet 
  CONVENTIONAL
  INFANTRY RECORD
  SHEET
  TM
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10
  Cluster (Ballistic) 
  Damage Value / 10 + 1
  Pulse** 
  Damage Value / 10 + 2
  Cluster (Missile) 
  Damage Value / 5
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons Table
  Heat-Effect Weapons 
  See Heat-Effect Weapons‡
  *See Combat, p. 113 in Total Warfare, for weapon terminology.
  **Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of  armor protection.
   Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated;
   round all fractions up.
  ‡Each Heat-Effect Weapon has speciﬁc damage against conventional infantry, as noted on either the
   appropriate Weapon and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129 in
   Total Warfare).
  ’MECHS, PROTOMECHS AND VEHICLES
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  AP Gauss Riﬂe 
  2D6
  Light Machine Gun 
  1D6
  Machine Gun 
  2D6
  Heavy Machine Gun 
  3D6
  Small/Micro Pulse Laser 
  2D6
  Flamer 
  4D6
  BATTLE ARMOR
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  Light Machine Gun 
  1D6/2 (round up)
  Machine Gun 
  1D6
  Heavy Machine Gun 
  2D6
  Flamer 
  3D6
  Light Recoilless Riﬂe 
  1D6
  Medium Recoilless Riﬂe 
  2D6
  Heavy Recoilless Riﬂe 
  2D6
  Light Mortar 
  1D6
  Heavy Mortar 
  1D6
  Automatic Grenade Launcher 
  1D6/2 (round up)
  Heavy Grenade Launcher 
  1D6
  Gunnery Skill:
  Anti-’Mech Skill:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  *Damage is always applied
  in 2-point Damage Value
  groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
  Gunnery Skill:
  Anti-’Mech Skill:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  *Damage is always applied
  in 2-point Damage Value
  groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
  Gunnery Skill:
  Anti-’Mech Skill:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  *Damage is always applied
  in 2-point Damage Value
  groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
  Gunnery Skill:
  Anti-’Mech Skill:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  *Damage is always applied
  in 2-point Damage Value
  groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
  2018
  GENERIC CONVENTIONAL
  INFANTRY RECORD
  SHEET
  TM
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  CONVENTIONAL INFANTRY DAMAGE TABLE
  BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE
  CONVENTIONAL INFANTRY RANGE MODIFIER TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  NUMBER OF TROOPERS
  Rifle, Ballistic 16
  15
  15
  14
  14
  13
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  MAX WEAPON DAMAGE
  PER PLATOON/POINT TYPE* 30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Rifle, Energy
  8
  8
  8
  8
  7
  7
  7
  6
  6
  6
  6
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  1
  1
  1
  1
  0
  Machine Gun
  17
  16
  16
  15
  15
  14
  13
  13
  12
  12
  11
  11
  10
  10
  9
  8
  8
  7
  7
  6
  6
  5
  4
  4
  3
  3
  2
  2
  1
  1
  SRM
  15
  14
  14
  13
  13
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  LRM
  13
  12
  12
  11
  11
  11
  10
  10
  9
  9
  9
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  3
  3
  3
  2
  2
  1
  1
  0
  Flamer
  14
  14
  14
  13
  12
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  WEAPON TYPE 
  RANGE IN HEXES (TO-HIT MODIFIER)
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Riﬂe, Ballistic 
  –2 
  0 
  +2 
  +4 
  — 
  — 
  — 
  — 
  — 
  —
  Riﬂe, Energy 
  –2 
  0 
  0 
  +2 
  +2 
  +4 
  +4 
  — 
  — 
  —
  Machine Guns 
  –2 
  0 
  +2 
  +4 
  — 
  — 
  — 
  — 
  — 
  —
  SRM 
  –1 
  0 
  0 
  +2 
  +2 
  +4 
  +4 
  — 
  — 
  -—
  LRM 
  –1 
  0 
  0 
  0 
  +2 
  +2 
  +2 
  +4 
  +4 
  +4
  Flamer 
  –1 
  0 
  +2 
  +4 
  — 
  — 
  — 
  — 
  — 
  —
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10
  Cluster (Ballistic) 
  Damage Value / 10 + 1
  Pulse** 
  Damage Value / 10 + 2
  Cluster (Missile) 
  Damage Value / 5
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons Table
  Heat-Effect Weapons 
  See Heat-Effect Weapons‡
  *See Combat, p. 113 in Total Warfare, for weapon terminology.
  **Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of  armor protection.
   Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated;
   round all fractions up.
  ‡Each Heat-Effect Weapon has speciﬁc damage against conventional infantry, as noted on either the
   appropriate Weapon and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129 in
   Total Warfare).
  ’MECHS, PROTOMECHS AND VEHICLES
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  AP Gauss Riﬂe 
  2D6
  Light Machine Gun 
  1D6
  Machine Gun 
  2D6
  Heavy Machine Gun 
  3D6
  Small/Micro Pulse Laser 
  2D6
  Flamer 
  4D6
  BATTLE ARMOR
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  Light Machine Gun 
  1D6/2 (round up)
  Machine Gun 
  1D6
  Heavy Machine Gun 
  2D6
  Flamer 
  3D6
  Light Recoilless Riﬂe 
  1D6
  Medium Recoilless Riﬂe 
  2D6
  Heavy Recoilless Riﬂe 
  2D6
  Light Mortar 
  1D6
  Heavy Mortar 
  1D6
  Automatic Grenade Launcher 
  1D6/2 (round up)
  Heavy Grenade Launcher 
  1D6
  *Damage is always applied
  in 2-point Damage Value
  groupings
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 5
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  2018
  
  Critical Damage
  All aerospace units and DropShips include a block for tracking 
  possible effects of critical damage; the equivalent of a Critical Hits 
  Table, this section is pre-generated, and varies only slightly by 
  unit type. 
  Armor Diagram
  The Armor Diagrams for aerospace units and Airships fills most 
  of the right-hand side of the unit’s record sheet. It outlines each of 
  the main body locations found on the unit, and surrounds a single 
  area shaded in gray that represents the unit’s structural integrity. 
  When finalizing the design of an aerospace unit, the designer 
  must black out all excess armor and structural integrity circles 
  by location. Airships and Fixed-Wing Support Vehicles—like their 
  ground-based equivalents—may possess armor of a different 
  BAR than the normal combat-grade armor used by fighters, Small 
  Craft and DropShips. A line to note this BAR appears in the Armor 
  Diagram block.
  External Stores Blocks (Fighters and Fixed-Wing Support Vehicles)
  In the upper-right corner of the Armor Diagram for fighters are 
  up to 20 blocks representing external stores that may be used for 
  bombs, spare fuel tanks and even spotting gear. As the number of 
  these available to such craft depends heavily on the unit’s weight, 
  any excess stores blocks must be blacked out when finalizing the 
  design.
  Fixed-Wing Support Vehicles can only carry external stores 
  when equipped with external stores hardpoints.
  Heat Scale
  Heat Scale blocks appear only on record sheets for aerospace 
  fighters, Small Craft and DropShips. Airships, conventional fight-
  ers and Fixed-Wing Support Vehicles do not need to track heat in 
  the same fashion as those units.
  On fighters and Small Craft, the Heat Scale provides a place to 
  note the number of heat sinks on the design, as well as their type 
  (single or double) and total heat-absorption capacity. This block 
  uses circles in the same way as the Armor Diagram; any extra sinks 
  must be blacked out when finalizing the unit’s design.
  DropShips, which operate on a “zero-net-heat” principle, do 
  not use a Heat Scale, nor do they track the number of sinks on 
  the ship using circles. Instead, these units list the number of heat 
  sinks, check off their type (single or double) and their heat capac-
  ity in parentheses. These units also must note the total number of 
  heat points for each arc’s worth of weapons fire. Remember that 
  DropShips may not fire an arc if doing so would exceed the unit’s 
  heat sink capacity.
  Velocity Record
  This block, featured on all record sheets for aerospace units, 
  provides space to record the unit’s current velocity and altitude 
  during game play.
  AEROSPACE/AIRSHIP RECORD SHEETS
  Similar to BattleMechs, but much more varied in design and 
  function, Airship and Aerospace Unit record sheets account for 
  seven of the record sheets included with this book. Based on unit 
  type, these sheets have a different appearance, but use the same 
  overall layout and core components. These record sheets are: Air-
  ship (for Small/Medium Airship Support Vehicles), Conventional 
  Fighter (for conventional fighters and Fixed-Wing Support Vehi-
  cles of any size), Aerospace Fighter (for aerospace fighter units), 
  Small Craft (one each for aerodyne and spheroid-shaped craft) 
  and DropShip (one each for aerodyne and spheroid-shaped Drop-
  Ships). Where applicable (Airships and fighters) these sheets may 
  be used to represent regular units and their Omni equivalents. 
  Designers should be sure, however, to use the sheet associated 
  with the correct unit type before proceeding.
  Unit Data: The Unit Data block for aerospace and Airship 
  units varies by name with the unit type (Airship Data for Airships, 
  Fighter Data for aerospace and conventional fighters, DropShip 
  Data for DropShips and so forth). Located in the upper left corner, 
  this section of the record sheet lists the unit’s most important sta-
  tistics, including its model (Type), weight (Tonnage), Thrust Points 
  (Safe and Max), Weapons Inventory, Cost and Battle Value. Con-
  ventional fighters and Fixed-Wing Support Vehicles, meanwhile, 
  can also check off boxes to indicate whether they have VSTOL or 
  STOL capabilities. DropShips, which can possess fighter and other 
  unit bays, may note their complement of such units, followed by 
  the number of functioning doors on the vessel capable of releas-
  ing these units during game play.
  In the Weapons Inventory, weapons of identical types and 
  location may be combined on a single line to conserve space. 
  Unlike ’Mechs and vehicles, however, multiple weapons in the 
  same firing arc (or the same bay, for DropShips) must note their 
  total combined heat and Damage Values at each range bracket, 
  as these units generally fire their weapons by arc or bay. Unlike 
  other units, aerospace units do not list weapon ranges in hexes, 
  but rather list the damage their weapons can deliver at each 
  range bracket (with a value of 0 or simply a dash for any bracket 
  beyond the weapon’s range). Ammunition should be listed on the 
  same line as any ammo-dependent weapons (DropShips receive 
  a separate line devoted to ammo); designers can track such muni-
  tions there or in the Notes block.
  DropShips, which have access to capital missile weapons, 
  should list damage in Standard and Capital scale. To translate 
  Standard-scale damage into Capital-scale damage, divide the 
  Damage Value for the weapon in Standard scale by 10 and 
  round normally. When listing Damage Values for DropShips, the 
  appropriate format is to list the capital value first, followed by the 
  standard damage in parentheses.
  Pilot/Crew Data
  This block lists the name, skills and condition of the unit’s pilot 
  or crew.
  
  29
  29
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  AIRSHIP RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  NOTES
  VELOCITY RECORD
  ARMOR DIAGRAM
  AIRSHIP DATA
  CREW DATA
  CRITICAL DAMAGE
  AIRSHIP VELOCITY TABLE
  Gunnery Skill:
  Crew:
  Passengers:
  Other:
  Life Boats/Escape Pods: 
  Marines:
  Elementals:
  Battle Armor:
  Piloting Skill:
   1 
   +1 
   2 
   +2 
   3 
   +3 
   4 
   +4 
   5 
   +5 
   6 
  Incp.
  Hits Taken
  Modiﬁer
  Type:
  Cost:
  Thrust:
  Tech Base:
  Weapons & Equipment Inventory
  Ammo:
  BV:  
  Name:
  Tonnage:  
  Clan
  Safe Thrust: 
  Inner Sphere
  Maximum Thrust: 
  /
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Qty Type
  Loc. Ht
  SRV MRV LRV
  ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  BAR:
   
  Thrust Points per Cycle Turn
   Current
   Velocity 
  1 
  2 
  3 
  4
   
  0.25 
  1 
  — 
  — 
  —
   
  0.5 
  1 
  — 
  1 
  —
   
  0.75 
  1 
  — 
  1 
  1
   
  1 
  1 
  1 
  1 
  1
   
  1.25 
  2 
  1 
  1 
  1
   
  1.5 
  2 
  1 
  2 
  1
   
  1.75 
  2 
  1 
  2 
  2
   
  2 
  2 
  2 
  2 
  2
   
  2.25 
  3 
  2 
  2 
  2
   
  2.5 
  3 
  2 
  3 
  2
   
  2.75 
  3 
  2 
  3 
  3
   
  3 
  3 
  3 
  3 
  3
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Right
  +1
  +2
  +3
  D
  Left
  +1
  +2
  +3
  D
  Engine
  –1
  –2
  –3
  –4
  –5
  D
  Thrusters
  FCS
  +2
  +4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Aft Damage Threshold
  (Total Armor)
         (     )
  Right Wing
  Damage Threshold
  (Total Armor)
         (     )
  Nose Damage 
  Threshold
  (Total Armor)
         (     )
  Left Wing
  Damage Threshold
  (Total Armor)
         (     )
  Structural Integrity:
  2018
  AERODYNE SMALL CRAFT RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  CRAFT DATA
  CRITICAL DAMAGE
  NOTES
  VELOCITY RECORD
  HEAT DATA
  PILOT DATA
  ARMOR DIAGRAM
  Standard Scale
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   +1 
   2 
   5 
   +2 
   3 
   7 
   +3 
   4 
   10 
   +4 
   5 
   11 
   +5 
   6 
  Dead
  Consciousness #
  Hits Taken
  Modiﬁer
  Type:
  Thrust:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  Qty Type
  Loc. Ht
  Tonnage:  
  BV:  
  Safe Thrust: 
  Maximum Thrust: 
  SRV MRV LRV
  ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  FCS
  +2
  +4
  D
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Engine
  2
  4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Heat
  Level*
  Effects
  Heat Sinks:
  (       )
  Single
  Double
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  30
  28
  26
  25
  24
  23
  21
  27
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  Random Movement,
   avoid on 10+
  +4 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Pilot Damage, avoid on 6+
  Pilot Damage,
   avoid on 9+
  Shutdown, avoid on 8+
  Random Movement,
   avoid on 8+
  Ammo, Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  Random Movement,
   avoid on 7+
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  Random Movement,
   avoid on 6+
   +1 Modiﬁer to Fire
  Random Movement,
   avoid on 5+
  Right Wing
  Damage
  Threshold
  (Total Armor)
         (     )
  Aft Damage
   Threshold
  (Total Armor)
         (     )
  Nose
  Damage Threshold 
  (Total Armor)
        (     )
  Left Wing
  Damage
  Threshold
  (Total Armor)
         (     )
  Structural
  Integrity:
  2018
  AEROSPACE FIGHTER RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  FIGHTER DATA
  CRITICAL DAMAGE
  NOTES
  VELOCITY RECORD
  HEAT DATA
  ARMOR DIAGRAM
  EXTERNAL STORES/BOMBS
  PILOT DATA
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   +1 
   2 
   5 
   +2 
   3 
   7 
   +3 
   4 
   10 
   +4 
   5 
   11 
   +5 
   6 
  Dead
  Consciousness #
  Hits Taken
  Modiﬁer
  Type:
  Thrust:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  Qty Type
  Loc. Ht
  Tonnage:  
  BV:  
  Safe Thrust: 
  Maximum Thrust: 
  SRV MRV LRV
  ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Key:-
  HE - High Explosive
  LG - Laser Guided
  C - Cluster
  RL - Rocket Launcher
  FCS
  +2
  +4
  D
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Engine
  2
  4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Heat
  Level*
  Effects
  Heat Sinks:
  (       )
  Single
  Double
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  30
  28
  26
  25
  24
  23
  21
  27
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  Random Movement,
   avoid on 10+
  +4 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Pilot Damage, avoid on 6+
  Pilot Damage,
   avoid on 9+
  Shutdown, avoid on 8+
  Random Movement,
   avoid on 8+
  Ammo, Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  Random Movement,
   avoid on 7+
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  Random Movement,
   avoid on 6+
   +1 Modiﬁer to Fire
  Random Movement,
   avoid on 5+
  Nose Damage 
  Threshold (Total Armor)
        (     )
  Right Wing
  Damage Threshold
  (Total Armor)
         (     )
  Aft Damage
   Threshold
  (Total Armor)
         (     )
  Left Wing
  Damage Threshold
  (Total Armor)
         (     )
  Structural
  Integrity:
  2018
  SPHEROID DROPSHIP RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  NOTES
  VELOCITY RECORD
  HEAT DATA
  ARMOR DIAGRAM
  DROPSHIP DATA
  CREW DATA
  CRITICAL DAMAGE
  Standard Scale
  Gunnery Skill:
  Crew:
  Passengers:
  Other:
  Life Boats/Escape Pods: 
  Marines:
  Elementals:
  Battle Armor:
  Piloting Skill:
   1 
   +1 
   2 
   +2 
   3 
   +3 
   4 
   +4 
   5 
   +5 
   6 
  Incp.
  Hits Taken
  Modiﬁer
  Type:
  Fighters/Small Craft:
  /
  Launch Rate:
  Cost:
  Thrust:
  Tech Base:
  Weapons & Equipment Inventory
  Bay
  Ammo:
  Loc
  BV:  
  Name:
  Tonnage:  
  Clan
  Safe Thrust: 
  Inner Sphere
  Maximum Thrust: 
  SRV MRV LRV
  ERV
  Heat Sinks:
  Heat Generation Per Arc
  (       )
  Nose:
  Aft:
  Fore-Right:
  Aft-Right:
  Aft-Left:
  Fore-Left:
  Single
  Double
  /
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  (1–12)
  Capital Scale
  (13–24) (25–40) (41–50)
  (1–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Right
  +1
  +2
  +3
  D
  Left
  +1
  +2
  +3
  D
  Engine
  –1
  –2
  –3
  –4
  –5
  D
  Thrusters
  Docking
  Collar
  D
  FCS
  +2
  +4
  D
  Life
  Support
  +2
  K-F Boom
  D
  Sensors
  +1
  +2
  +5
  Aft Damage 
  Threshold
  (Total Armor)
         (     )
  Right Damage 
  Threshold
  (Total Armor)
         (     )
  Nose Damage 
  Threshold
  (Total Armor)
         (     )
  Left Damage 
  Threshold
  (Total Armor)
         (     )
  Structural Integrity:
  2018
  
  BATTLEMECH TECH: A PRIMER
  BATTLEMECH TECH: A PRIMER
  —Transcript of a special tech services lecture,  
  “The Basics of BattleMechs,” Stuttgart School of Defense, Kaumberg, 12 May 3070
  
  3131
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  Distinguished members of the media, my name is Professor 
  Dietrich Mathers and I’ve been asked to provide you an 
  overview of BattleMechs. As I understand, a number of your 
  editors requested this lecture because Kaumberg’s ‘net has 
  gotten rather toasty towards you. Apparently, legions of 
  armchair MechWarriors are waging a holy crusade to correct 
  technical inaccuracies in your reporting. 
  …I suspect I could have chosen a better phrase than “holy 
  crusade,” what with the Blakists’ current misbehavior…At any 
  rate, the more organized ’Mech-nuts’ petitions must have 
  hurt your ratings, else you wouldn’t be joining me here at the 
  Stuttgart School of Defense. 
  To the point, what I hope to achieve today is not to fully 
  illuminate you regarding all the mysteries of BattleMech 
  technology, but rather to explain enough so that when your 
  future reports next involve BattleMechs, you know to ask the 
  correct questions and get the facts. You should thus—theo-
  retically—come away from here knowing how to avoid being 
  flamed by pimple-faced armchair MechWarriors.
  So, this is my lesson plan for the day. First, I’m going to tell 
  you what a BattleMech is. Then I’m going to tell you about their 
  guts, starting at the bones and then covering major compo-
  nents. Finally, I’m going to wrap it all up by explaining how the 
  whole thing gets brought to life. Are we ready? Good.
  TERMINOLOGY
  TERMINOLOGY
  Now, before I describe the basics, allow me to explain my 
  terminology. First, when I say “BattleMech,” I’m referring to 
  BattleMechs and OmniMechs. If I have something to say about 
  Omnis alone, I will say “OmniMech.” But if I just say “’Mech,” I’m 
  referring to any type of ’Mech, including IndustrialMechs.
  Also, I believe some of you got in trouble from the ’Mech-
  heads for taking your biological analogies to ’Mechs too liter-
  ally. Before I begin confusing you, I’m going to warn you right 
  now that while I will be using terms like “bones” and “joints” 
  and “muscles,” keep in mind I am talking about mechanical 
  systems. For example, the “bones” of a BattleMech’s chassis 
  are composite structural components that can endure mega-
  newton loads while supporting an exterior armor shell, dif-
  fusing excess electrical currents from PPC strikes, carrying a 
  dense web of data and power lines, and anchoring myomer 
  bundles. As a result, they appear no more like human bones 
  than the wings of a large aircraft resemble a bird’s wings.
  BATTLEMECHS: THE BASICS
  BATTLEMECHS: THE BASICS
  You would have to be a blind, deaf, and dumb inhabitant 
  of a Deep Periphery lost colony to not know basically what 
  a BattleMech is. But just in case, a BattleMech is a giant, ar-
  mored robot toting huge guns, piloted by those modern 
  knights called MechWarriors.
  That is a simplification, of course. As many of you have 
  learned, no doubt, there is a little more to these machines 
  than that.
  Your recent problems originate not only from people 
  shouting at you for technical errors, but also for violating cul-
  tural taboos about the BattleMech. For example, in some ‘net 
  halls, I would be wise to wear asbestos undies if I dared to 
  call those shining and magnificent titans of war something so 
  crass as “giant, armored robots toting huge guns.” So, to strip 
  away the cultural baggage that BattleMechs have acquired 
  over the past half-millennium, let me give you this enhanced 
  definition of the BattleMech:
  A BattleMech is an armored combat vehicle.
  That’s right. Don’t be fooled by the sculpted armor and 
  lifelike motions of its limbs. A BattleMech is just a tank on 
  legs. The arms are complicated turrets, but turrets nonethe-
  less. The legs are a complicated all-terrain propulsion system. 
  And a BattleMech’s guns and armor do not significantly differ 
  from those found on any other armored combat vehicles in 
  use today.
  There are, of course, several subtle differences.
  INTERNAL STRUCTURE
  First and foremost, it is the articulated structure of the legs 
  that set ’Mechs (Battle- or otherwise) apart from other vehi-
  cles. No other vehicle has articulated legs as capable as those 
  of a ’Mech.
  Making these legs possible is a chassis, an internal struc-
  ture quite different than those of other vehicles. There is an 
  obvious degree of articulation—joints—not found in the rig-
  id bodies of conventional vehicles. And when the first ’Mech 
  designers sought to harness myomers in the 24th century to 
  better animate the limbs of their IndustrialMechs, they found 
  the easiest approach was to mimic the layout of humans and 
  other advanced animals: an endoskeleton. 
  Having an endo-skeletal frame means that many of a 
  ’Mech’s systems sit on the exterior of the frame rather than 
  being caged within a frame, roughly similar to the way your 
  skeleton serves as an internal support for muscles and organs. 
  As rigid and unyielding as BattleMech armor might seem, few 
  ’Mech designs use the armor to assist the internal structure’s 
  load-bearing duty. BattleMech armor is too thin for its width 
  and height to be anything but a wobbly sheet.
  Wait, “wobbly” was another bad word choice, wasn’t it?
  The Frame
  So, let’s start talking about internal structure components 
  with the bones. A ’Mech typically only has about sixteen to 
  twenty-five “bones.” This is partly because some structures 
  that might be assembled from a dozen or more bones in a 
  human, like the ribcage, are a one-piece cage in ’Mechs. In 
  other areas ’Mechs simply don’t need the complexity of the 
  human model, like the foot, where shock pads are used. One 
  end result of this structural streamlining compared to the hu-
  man inspiration is that ’Mechs generally have less flexibility 
  and articulation than their organic creators.
  The ’Mech’s so-called bones differ between ’Mech classes. 
  The cheap, heavy bones of IndustrialMechs, for instance, are 
  quite different from BattleMech bones and are beyond the 
  scope of this discussion. The bones of BattleMechs, mean-
  while, fall into two major designs at the moment: standard 
  structure and endo-steel structure. 
  Standard BattleMech structure uses major components 
  that are composites of foamed aluminum—
  Eh? Yes? Could you speak up a bit for the microph—? 
  
  it runs into buckling problems unless you make the bones wider. 
  That’s how cardboard turns thin sheets of paper into a stiff struc-
  ture: it makes the structure thicker with the corrugated paper be-
  tween two outer sheets. Endo-steel uses a larger foam core inside 
  the thinner shell.
  Now, because of its composition, endo-steel is produced in 
  zero-G to avoid chemical segregation. Er, that is, some of the al-
  loying agents want to separate like oil and water and thus make 
  the steel brittle and weak, but they’ll stay mixed in zero-G until 
  solidification. Structural designers also make endo-steel’s foam 
  core in zero-G, where foams form a more regular pore size and 
  thus have superior strength. Zero-G processing makes endo-
  steel expensive, but the elimination of the fiber layer allows it to 
  be produced faster than standard structures.
  So, those are the bones of ’Mechs. Next: the joints that string 
  them together.
  Actuators
  A ’Mech’s joints are generally referred to as its actuators. This 
  includes more than just the hinges between bones. An actuator 
  includes the joint itself, the associated myomer bundles and the 
  motor control units.
  The actual joint is typically a ball joint like your hip or a hinge 
  like your elbow, and it is the simplest component of an actuator. 
  The joints are sealed and are usually filled with dry lubricants 
  like graphite.
  The joints are moved by the myomers, just as your joints are 
  moved by their associated muscles. Before I get to the myomers, 
  however, I want to describe how the myomers and joints are con-
  trolled. Each joint has an associated Motor Control Unit (MCU, 
  for short) that sends commands—in the form of electrical pow-
  er—to the myomer bundles. The MCUs are local managers that 
  organize thousands of myomer fibers in each myomer bundle, 
  contracting them and monitoring feedback. These MCUs are in 
  turn commanded by higher-order control systems that interpret 
  the MechWarrior’s input for the benefit of these units.
  Myomers 
  A ’Mech’s muscles—called myomers—are made up of bundles 
  of microscopically thin plastic tubes filled with a contracting sub-
  stance. Each tube, basically made of polyacetylene, is individually 
  extruded in microscopically thin forms and spun into the bundle. 
  The contractile filling, called acti-strandular fiber, is crapped out 
  by vats of genetically engineered bacteria, rather like how alco-
  hol production occurs. This acti-strandular precursor material, 
  strained out of the vats, is mixed with specific polymers, and then 
  squirted into the tubes. The polyacetylene tubes are then electri-
  fied and the acti-strandular precursor material arranges itself into 
  intricate, complex nanoscale structures akin to the contractile 
  protein filaments in natural muscle (myosin and actin filaments).
  When the acti-strandular fibers are stimulated by sufficient 
  electrical energy, the fibers contract sharply. The process is vir-
  tually identical to the contraction of protein filaments in natu-
  ral muscles, but with an electrical power source, rather than a 
  chemical one. Also like natural muscle, the contraction is an all-
  or-nothing process. The level of strength generated by myomer 
  bundles is regulated by the number of myomer fibers triggered, 
  rather than the amount of current itself. As myomers are much 
  more powerful by weight than natural muscle, and can be built 
  on larger scales, it is their use that makes efficient ’Mechs pos-
  …Thank you. No, when I say “composite,” I mean it in the cor-
  rect engineering sense of “a material made of several distinct 
  components.” I am not referring to the experimental and fragile 
  “composite internal structure” that you’ve heard of from Solaris 
  Tech Monthly. I’m not going to cover experimental stuff like that 
  today. Hopefully after we’re done here, you’ll be able to investi-
  gate those topics on your own.
  Anyway, the major components—the major “bones” of the 
  standard internal structure—are composite structures with a 
  core of ultra-light foamed aluminum, shrouded in carefully ori-
  ented wraps of silicon carbide fibers. This assembly is then clad 
  with titanium-alloyed steel. The fiber layer also has assorted 
  structural sensors and data lines woven into it, while the exterior 
  is rigged to mount assorted equipment. Struts extend outward 
  from the bones to support the armor shell without interfering 
  with the myomer rigging. Weapons frame attachments are cus-
  tom-designed for each ’Mech.
  Endo-Steel
  Endo-steel internal structures are basically the same as standard 
  structures in layout, but differ in materials. Endo-steel structures uti-
  lize endomorphic steel (hence their name). This endo-steel is much 
  stronger than the steel of standard BattleMech frames, which allows 
  their structural walls to be thinner and lighter for the same strength. 
  The thinner walls would make the bones less stiff for the same diam-
  eter of bone, so endo-steel bones have to be noticeably larger. 
  Yes? I can hear you— …No. Stiffness and strength aren’t the 
  same qualities. A thick cardboard panel is stiffer, less prone to 
  buckling, than a thin sheet of metal even though the metal is 
  much stronger. Endo-steel is stronger, but because it is thinner, 
  
  33
  33
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  ARMOR
  Armor is the last of the “dumb” components in a BattleMech 
  before I get to the juicy stuff.
  The Layers
  Standard BattleMech armor consists of multiple layers. 
  Only two of these layers are armor in the truest sense. The 
  other two layers play supporting roles.
  The outer layer of armor is an extremely strong, extremely 
  hard iron alloy…a steel. It is intended to fragment projec-
  tiles and/or—hey, have you heard anyone use “and/or” aloud 
  before?—to fragment projectiles and/or ablate protectively 
  in the face of energy attacks. The grains of this steel, that is, 
  its crystals, are carefully aligned for maximum strength and 
  radiation-treated to further hardness and strength. Though 
  phenomenally strong and hard, the steel pays for these prop-
  erties by being quite brittle. In fact, the steel is brittle enough 
  that the second layer of armor that backs the steel is a ce-
  ramic, cubic boron nitride.
  The point of the boron nitride layer is to act as a catcher’s 
  mitt for the fragments and plasma of the steel. Another very 
  strong, very hard material with a brittleness problem, boron 
  nitride is carefully processed to avoid any porosity and incor-
  porates an additional web of artificial diamond fibers to make 
  the ceramic a fine backstop for the steel outer layer.
  Now, during the Succession Wars, some armor manufactur-
  ers lost the fiber-making techniques and resorted to diamond 
  powders, which could be made from natural diamonds. This 
  spiked demand and provided a great excuse for some of the 
  greatest jewel robberies in history. The good news is, recovery 
  of fiber-making technology in the last half century has virtu-
  ally eliminated natural diamonds as an industrial commodity, 
  and so diamond jewelry’s value has returned to normal. The 
  bad news is, there are a lot of scams running around. Those 
  of you who donated jewelry to the “Armor Reconstruction 
  sible. The relatively recent development of the NAIS’s “triple 
  strength myomers” are quite similar to normal myomers, but 
  operate more efficiently when hot due to a simple and revers-
  ible endothermic chemical reaction within the myomers.
  Now, I tried to shake some of your misconceptions about 
  BattleMechs earlier by calling them walking tanks. At this 
  stage, I want to do the same with myomers, because you can’t 
  simply think of them as mere plastic muscles. Myomers are 
  electrical motors, and powerful ones at that. Even the small 
  bundles in a ’Mech’s fingers are multi-kilowatt motors, while 
  those of the legs are vastly more powerful. But it’s also impor-
  tant to know that myomers aren’t particularly efficient elec-
  trical motors due to their high electrical resistance; without 
  vigorous cooling, they can fry themselves.
  And while we’re talking about myomers as electrical mo-
  tors, I’d like to take a moment to discount a theory being 
  kicked around by—was it Lasers and Slugs magazine?—that 
  an easy way to cripple ’Mechs would be to hit them with riot 
  control stun bullets. Sorry, no. A little jolt of electricity from a 
  bullet isn’t going to make a ’Mech’s myomers twitch anymore 
  than a flashlight battery will budge the multi-megawatt mo-
  tors of a fusion-electric freight train.
  On a related note, there’s the misconception that lightning 
  and PPCs (which actually are nothing like lightning) should 
  spasm a ’Mech and rip its myomers apart. ’Mechs protect 
  themselves from these electrical dangers much like your 
  home does with lightning rods. ’Mech armor and skeletons 
  are designed to provide low-resistance routes for stray elec-
  tricity to ground out safely without ever going through the 
  myomers. And once the armor’s gone…well, once the armor’s 
  gone, you’re shooting PPCs into bundles of plastic. Damage 
  will be done one way or another.
  
  capabilities. Stealth armor incorporates a number of signature-
  suppressing materials that eat up weight, making it only about as 
  effective as standard armor for its weight and bulk. Its effect isn’t 
  attained through materials alone, though. Even the BattleMech’s 
  architecture needs careful attention to use stealth armor, with 
  heat sinks rerouted so they can be suppressed, while corners and 
  surfaces must be molded to control radar reflections and inter-
  nal baffles help to mask even the massive magnetic field of the 
  engine itself.
  And so, those are the simple, “dumb” parts of ’Mechs. Though 
  they aren’t so dumb, actually; both the structure and myomers 
  are laced with sensors, data lines, and—hey, that reminds me. 
  The fiber layers in the armor also often include sensor and data 
  fibers. That’ll be an important point later in this lecture.
  GYROSCOPE
  A BattleMech’s gyroscope is the device that keeps a BattleMech 
  upright while running over rough terrain, jumping or struggling 
  against battle damage. ’Mech actuators are too slow and clumsy 
  for the swift, precise applications of force needed to keep a ’Mech 
  upright, and so that force comes from the gyroscope housed in 
  the heart of every ’Mech’s torso.
  A BattleMech’s gyro consists of two parts, a balance-sensing 
  mechanism and a force-generating mechanism. 
  Balance
  The balance sensors typically consist of a small computer in the 
  cockpit that has one or more chips incorporating balance-sens-
  ing widgets. The widgets (and I do say widget in the technical 
  sense) operate on a number of different principles, like laser-
  ring gyroscopes, harmonic vibration gyroscopes—I’ve heard the 
  Capellans used beads of mercury during the Third Succession 
  War. This balance-sensing component is little different than the 
  inertial sensors often found in your noteputer and may also func-
  tion as a ’Mech’s inertial navigation system.
  Brute Force
  The part of the gyro that everyone thinks of when the gyro is 
  mentioned is in the torso. It’s a multi-ton assembly of reaction 
  wheels. Reaction wheels are like the traditional concept of a gyro-
  scope: spinning rings. Calling them “reaction wheels” is just me be-
  ing nitpicky. When a BattleMech starts to fall, the gyro mechanism 
  grabs one of the fast-spinning wheels and, as a reaction, is jerked 
  in the direction the wheel was spinning. Or it pushes against the 
  wheel to make the wheel go faster and as a reaction is pushed in 
  the opposite direction. Action-reaction. You can try it for yourself 
  at home by turning your bicycle upside down and spinning one 
  of the wheels, then grabbing it…and before anyone sues me for 
  amputated fingers, be careful. The torso gyroscope assembly dif-
  fers from manufacturer to manufacturer, but always has at least 
  three reaction wheels set at 90 degrees to each other.
  Some gyroscopes are further complicated by mounting the 
  wheels in a free-spinning sphere. The point of this is to avoid 
  having the reaction wheels inhibit a BattleMech’s movement 
  with unwanted gyroscopic effects. In this design, when the 
  ’Mech needs a balance assist from the gyroscope, it locks the 
  sphere and taps on the reaction wheels. Other gyroscopes use 
  six reaction wheels rigidly mounted to the internal structure. 
  They are configured in three counter-rotating pairs, which also 
  Charity” and other “charitable institutions” to aid Kaumberg’s re-
  cent explosion of bandit-hunters…yes, you’ve been had.
  Now, the next layer below the boron nitride is a titanium alloy 
  honeycomb. The honeycomb provides no armor protection per 
  se, but is instead used to support the armor layers. The first and 
  second armor layers are very thin—in terms of millimeters and 
  centimeters—because ’Mechs have a lot of surface area to cover 
  with only a proportionately light quantity of armor. Because this 
  tends to make armor surprisingly thin for its length and width, 
  much like a large pane of glass, the titanium honeycomb keeps 
  the armor in place and prevents it from flexing too much under 
  stress. Remember the endo-steel discussion and cardboard? The 
  same principle applies here.
  Finally, there’s a polymer sealant layer. Because the armor is 
  configured into multiple, separately replaceable panels, this 
  sealant is needed to keep the ’Mech air- and water-tight. The 
  polymers chosen for the role usually have some self-sealing capa-
  bility, enough to handle small punctures and gaps. Though this 
  pales in comparison to the Clan HarJel system, it is this layer that 
  allows BattleMechs to operate underwater and in vacuum.
  Other Materials
  Of course, standard armor doesn’t cover everything on a ’Mech. 
  Armor over the actuators can be a wide range of protective mate-
  rials, from ballistic/ablative fabrics to carefully articulated plates 
  of standard armor. Cockpit canopies use a wide range of trans-
  parent armor combinations, with anything from ferroglass to al-
  ternating diamond and polymer sheets.
  New Armors
  The new wonder armors of the thirty-first century…and the 
  old Star League, I guess…and the Clans…um, let me find the 
  little animation clip here…
  Ferro-fibrous Armor: One of the oldest-newest armor types 
  is ferro-fibrous, which differs little from standard armor except to 
  add a weave of diamond fibers to the steel layer itself. This is actu-
  ally quite an accomplishment since molten iron and carbon get 
  along real well, if you know what I mean.
  …Or if you don’t, I mean iron reacts with carbon, so the diamond 
  would dissolve unless you’re clever. The fiber protection tech-
  niques involved result in bulkier—yet lighter—armor. Pioneered in 
  the Star League era, the technology was lost to us for a time, but 
  the Clans (of course) have had more practice with this technology. 
  Theirs is an even more efficient version that is somewhat denser, 
  and may also be shaped better, to maximize internal volume. Inner 
  Sphere ferro-fibrous, by comparison, is a bugger to shape in any-
  thing other than flat plates, thanks to its bulk.
  On the other hand, various groups in the Inner Sphere have 
  been making some groundbreaking progress by varying the 
  amount of fiber in the armor. “Light” ferro-fibrous armor has less 
  fiber reinforcement, making it less bulky but also less protective, 
  while “heavy” ferro-fibrous armor uses more fiber to gain protec-
  tive capabilities greater than even Clan armor, but with enormous 
  bulk. Personally, I think the names are reversed, as the so-called 
  “heavy ferro” is lighter by weight than the “light ferro”, but I wasn’t 
  consulted during the naming process, so…
  Stealth Armor: The infamous stealth armor developed by the 
  Capellans is actually a variation on standard ferro-fibrous armor. 
  It attempts to replicate the Star League’s long-lost Null Signature 
  System, but has to use a separate ECM suite in order to attain its 
  
  35
  35
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  is that the plasma is like a dynamo, stirring up electrical currents 
  in loops of conductors that wrap around the reactor. MHD di-
  rectly converts heat from the fuel into electricity—unlike, say, a 
  gas turbine, which burns fuel to spin a turbine, and the turbine 
  spins a dynamo. By cutting out the middleman and operating 
  at extreme temperatures, MHD power generation can exceed 
  90 percent efficiency in turning heat into electricity. 
  The second way of generating power is only a secondary 
  system, called regenerative cooling. Regenerative cooling 
  uses some of the waste heat it’s handling to generate pow-
  er. The typical format is a closed-cycle gas turbine or even a 
  steam turbine. Most BattleMech designers and MechWarriors 
  view this as part of the cooling system, even calling it “heat 
  sinks hidden in the engine.” In fact, the regenerative cooling 
  machinery is quite different from real heat sinks, even though 
  it can benefit from the same advances in materials that make 
  the recovered double strength heat sinks possible. This sys-
  tem adds negligible volume to the engine, as it mostly uses 
  the existing plumbing of the engine’s cooling system, though 
  weight starts to add up on larger engines when designers at-
  tempt to scavenge every last scrap of waste heat.
  Since real heat sinks—especially the double strength 
  “freezers”—take up quite a bit of volume, it would be nice 
  if all waste heat from an engine could be handled by these 
  so-called “integral heat sinks,” but as a matter of practical 
  engineering you can only extract so much energy from this 
  lower-quality source. Bigger engines generate more waste 
  heat and can handle a larger regenerative cooling system, but 
  most ’Mechs end up with some real heat sinks placed else-
  where to handle the excess.
  cancels the gyroscopic problems. One design isn’t particu-
  larly better than the other.
  Though the gyro system can keep a BattleMech upright fairly 
  well, left to itself, it can be fooled fairly easily. A ’Mech is particu-
  larly bad at determining when it should be off-balance, which can 
  be surprisingly useful in combat. This is where the MechWarrior 
  and his neurohelmet come in. In fact, this is the primary purpose 
  of the neurohelmet: telling a BattleMech when it’s okay to be off-
  balance and to help the BattleMech regain its bearings.
  Oh, and contrary to kids’ books like the The Littlest Atlas, a 
  gyroscope cannot be used to help you hover in mid-air over 
  a pit trap or move you through space. The reaction wheels 
  can only rotate a ’Mech, they can’t “translate” it—that is, they 
  can’t move it up, down, sideways, back or forth. To “translate” 
  an object, you need to push on some external object (like a 
  wheel or foot pushing on the ground) or eject something in 
  the other direction (like a rocket).
  ENGINE
  Ah, the engine. Now this manmade star is one of the com-
  ponents that give BattleMechs part of their allure. Well, it did 
  at least during the Succession Wars, when fusion engines 
  were rare.
  Fusion and Fusion Fuels
  Fusion reactors generate their vast quantities of power 
  by, well, fusing light elements like hydrogen together into 
  heavier elements like helium. Contrast this with nuclear fis-
  sion, which splits heavy elements, like uranium, into lighter 
  materials. The fuel of choice for modern fusion engines is nor-
  mal hydrogen, the protium isotope if you want to be fancy.
  In the past, other fuels were used by early fusion reactors—
  from the heavier hydrogen isotopes deuterium and tritium, to 
  the helium-3 isotope and even lithium. But these types gradu-
  ally lost ground to protium users. It was almost a century after 
  the Terran—sorry, the Western Alliance—harnessed fusion that 
  a reactor capable of burning protium was built. Though other 
  fuels would’ve allowed simpler reactors, and backwater plan-
  ets continued to use such primitive systems for that reason, 
  militaries are fascinated with the newer reactor technology.
  Normal hydrogen is a fairly clean nuclear fuel in terms of 
  radioactive waste, at least compared to fusion with other fu-
  els or fission. In fusion reactors today, this normal hydrogen 
  is easily extracted from any number of sources, especially 
  water. This is why most military fusion engines include a 
  small electrolysis unit to extract hydrogen from water. Those 
  tales you may have heard, of MechWarriors “refueling” their 
  BattleMechs with urine? They aren’t myths. 
  Containment and Power Generation
  So, you’ve got this super-hot ball of hydrogen plasma be-
  ing turned into helium. What keeps it from melting the en-
  gine? Magnetic fields. Plasma is electrically charged, so it can 
  be pushed around by magnetic fields. There are fields in the 
  plasma itself and fields generated outside the plasma. The 
  plasma doesn’t touch the wall. In fact, outside the plasma, the 
  reactor chamber is a vacuum for insulation.
  How does the power come out of the plasma? Two ways. 
  The first way is a tongue twister called “magnetohydrody-
  namics,” MHD for short. The short and semi-correct description 
  
  damage and to serve as a heat sink. By this, I mean a mass meant 
  to soak up heat—just in case the magnetic containment bubble 
  fails.
  In BattleMechs, you’ll find a few variations on engine shield-
  ing types. The famous extra-light (XL) engines slim down the 
  tungsten-carbide reactor walls and reinforce them with a crystal-
  line plastic similar to those of double strength heat sinks… Don’t 
  worry; I’ll cover those when we get to cooling systems later.
  Now, trying to make large blocks of this shielding is a trial for 
  engine manufacturers. The scrap rate is phenomenal and ac-
  counts for some of the hideous price XL engines command in the 
  open market. The newer so-called light engines use an innova-
  tive mix of layered shielding materials and secondary magnetic 
  screens…
  Incidentally, I recall a rumor in Lasers and Slugs that claims 
  the only difference between XLs and standard engines is the 
  shielding, and that salvaged standard engine cores can be easily 
  refitted into XL engines. This is an exaggeration, but it’s not com-
  pletely false. In fact, while shielding is the major difference be-
  tween the two fusion types, the XL engines also usually replace 
  some components with advanced, lightweight parts. So, while a 
  300 Vlar and a 300 Vlar XL have a lot in common—enough to con-
  Shielding and Fusion Engine Types
  Since Kaumberg has been enjoying a boom in technology over 
  the past generation, I’ve noticed that local attempts to build mu-
  nicipal fusion power plants have run into trouble from environ-
  mentalists and followers of Blake. Of course, the fusion industry 
  is hitting back with its own propaganda about what a clean and 
  wonderful power source fusion is.
  Yes, I said “propaganda.” Fusion is a wonderful power source. 
  We’re on Kaumberg and a thousand other systems today rather 
  than Terra because of fusion power, which even made the Kearny-
  Fuchida drive possible. Even through the bloody Age of War and 
  the Golden Age of the old Star League, fusion power did wonders 
  for elevating humankind away from the cold, nasty life of a cave-
  man. But fusion isn’t as perfect as you might expect. All fusion 
  reactions generate radiation. Fusion reactors irradiate their inte-
  riors, creating an issue when the reactor is serviced or decommis-
  sioned. As a result, radiation shielding is the largest portion of a 
  ’Mech-scale fusion engine’s mass.
  In standard fusion engines, the shielding is a very dense ce-
  ramic. Typically, this is tungsten carbide, which is reinforced with 
  short ceramic fibers mixed into the carbide. This shielding isn’t 
  just thick enough to stop the radiation, but also to survive battle 
  Fusion engine explosions: an urban legend that won’t die. Let’s 
  see if I can kill it on this planet, at least. Where to start?
  All right. First of all, when I said earlier that the magnetic 
  fields of a fusion engine keep the plasma from melting the 
  engine, I was already anticipating this question. In fact, the 
  issue is actually kind of the opposite and counter-intuitive, 
  so I didn’t bring it up. The magnetic fields do provide some 
  protection to the reactor walls from the plasma, but primarily 
  they protect the plasma from the cold, cold walls of the reac-
  tor chamber.
  The fusion reactions in a BattleMech’s fusion engine occur 
  only under very narrow conditions of temperature and pres-
  sure. Generally, the hotter and higher the pressure, the faster the 
  reactions, and below a certain minimum, fusion simply ceases. 
  If you remember your ideal gas laws from chemistry…eh…the 
  condensed version is that when you heat up a gas, it wants to 
  expand. If it can’t expand, its pressure increases. When a gas ex-
  pands, its temperature drops. Remember those rules of thumb 
  and if you have trouble remembering them, hit the ‘net when this 
  lecture is over.
  When a BattleMech’s fusion reactions spike a bit, the plasma 
  gets hotter. More fusion reactions mean more heat means hot-
  ter plasma. But the magnetic confinement fields are not rigid. 
  In fact, an ancient fusion engineering description that dates to 
  the twentieth century says that, “Trying to hold onto plasma with 
  magnetic fields is like trying to contain a roll of jelly with rub-
  ber bands.” When the plasma gets hotter, it pushes against the 
  magnetic fields because its pressure is rising, and the magnetic 
  fields give a bit. The expansion cools the plasma, and the reac-
  tions drop. There’s some elbow room in the reactor chamber for 
  just this purpose.
  Now, I said the fusion reactions drop when they get cooler. 
  There are ways for the plasma to cool other than expansion. 
  One way is when the plasma touches the relatively frigid walls of 
  the reaction chamber. If they do, the plasma will chill so rapidly 
  that fusion ceases instantly. That only leaves you with a puff of 
  hot gas, with no continuing source to damage the reactor walls. 
  When confinement fails so badly that the plasma hits the walls, 
  the walls are usually only scuffed.
  Surprising, isn’t it? But remember, all the heat energy comes 
  from the fusion reactions. It’s not stored as latent heat in the 
  plasma. In fact, there’s so little plasma mass to store heat that the 
  “dead” plasma is barely able to warm up a multi-ton reactor—
  even if the cooling system completely fails. You might scorch your 
  hand if you touched the outer casing, but it’s not enough to melt 
  the shielding or damage critical components.
  And, no, you can’t just keep powering the fusion reaction while 
  it gnaws through the reactor walls. Evaporating the lining of the 
  reactor will mix kilograms of cold, heavy, non-fusible elements 
  into the plasma, which is much lighter. The effect would be like 
  dumping a ton of wet sand on a welding torch. So, the short ver-
  sion of all that is that when a fusion reactor gets out of hand, it 
  usually shuts itself down and is unable to do more than warm up 
  the reactor a bit.
  And you protest, “But I saw a ’Mech explode on the news in 
  a blinding flash of light! It had to be a nuke!” Or is it, “Well, what 
  about that MechWarrior that buried a bunch of Clanners in a can-
  yon with his exploding reactor?” Or would you ask, “Well, what 
  about Tharkad City?” Okay…
  Fusion reactors do occasionally die in spectacular manners. But 
  most of the time, the fireworks are not actually from an explod-
  ing reactor. What typically happens is that some heavy weapon 
  manages to puncture the reactor itself. Since the reactor interior 
  is a vacuum, air would get sucked in and mix with the plasma, 
  stopping the fusion reaction. Kilograms of cold air mixing with 
  a tiny mass of plasma…well, that’s the wet-sand-and-torch anal-
  ogy again. And, no, there’s not enough hydrogen in the reactor to 
  really explode with the oxygen.
      FUSION ENGINE EXPLOSIONS: 
  FUSION ENGINE EXPLOSIONS: 
  
  3737
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  provide assorted, ill-defined boosts in combat. Unfortunately, 
  these engines simply ran too hot or shut themselves down 
  with overloads. The problem—in part—was that BattleMech 
  systems could only draw so much power at one time. 
  Ramming more down their throats didn’t help.
  So, now that we’ve found a major heat source in ’Mechs, 
  let’s talk about how to get rid of it—
  Yes, question? Speak up for the microphone… No. No; just 
  stop there. Fusion reactors are nothing like fusion bombs. 
  Tharkad City— Yes, I know. Calm down and let me explain.
  HEAT SINKS
  To become fusion-powered avatars of war gods that can 
  stalk airless wastes or battle below the waves, BattleMechs are 
  well-sealed, well-insulated vehicles. While that prevents heat 
  from getting in, it also prevents heat from getting out, and 
  the endless megawatts of power consumed by a BattleMech 
  end up as a lot of waste heat. So, BattleMechs have heat sinks.
  Now, first off, there’s been some confusion among the more 
  technical journals about what BattleMech heat sinks are. 
  Basically, BattleMech heat sinks are misnamed. It’s an honest 
  mistake for Kaumberg’s more technically literate to miss the 
  vert a standard into an XL—such a process is not easy and the 
  required parts cost almost as much as new XL. Furthermore, 
  some manufacturers don’t strive for parts commonality at all, 
  so I guess my message here is, “Techs, if you’re trying to be the 
  next Battle Magic and convert an old clunker into an XL en-
  gine, check the manufacturer’s specs for both engines before 
  you try it. A fusion engine is terrible thing to waste.”
  Engine Cooling Systems
  In addition to the regenerative cooling system and heat 
  sinks, fusion engines have a basic, integral cooling system 
  separate from the regular heat sink network. This involves a 
  set of liquid nitrogen jackets over key components and allows 
  the engine to operate at minimal levels without outside cool-
  ing systems. Any exertions require the greater cooling capac-
  ity of the main heat sink system.
  Oversized Engines
  A slight digression here: For the first couple of decades 
  in BattleMech design, engineers used oversized fusion en-
  gines—power plants that were larger than needed today for 
  a given speed category of ’Mech. It was hoped that this would 
  But while the plasma is cooling down from jillions of de-
  grees—yes, “jillion” is a technical term, my youngest son as-
  sures me—the air is heated up to thousands of degrees and 
  will promptly burst back out the hole in a gout of white-hot 
  flame. Since a weapon heavy enough to puncture a reactor 
  also generally destroys the core frame of a ’Mech, you get a 
  blinding fireball accompanied by the ’Mech falling apart. It 
  looks like a nuclear fireball bursting out of the ’Mech’s chest, 
  but it’s literally just a load of hot air.
  And that’s a brutal way to kill a fusion engine. When you 
  let oxygen loose inside an operating reactor, the super-hot 
  oxygen just ravages the lining of the reactor and the deli-
  cate sensors and probes in there. It gets turned into a flash-
  rusted mess.
  Now, I earlier said that a reason the reactor shielding is so 
  heavy is that it serves as a heat sink during a hard shutdown 
  without a functional cooling system. I also said that there isn’t 
  enough heat stored in the “dead” plasma to damage shield-
  ing. Well, there are circumstances where this ultimate in pas-
  sive safety systems can be overwhelmed, and you can get 
  the fabled “nuclear reactor” explosion…though it’s more like 
  a bursting balloon than a nuclear bomb. See, reactor shield-
  ing isn’t a great thermal conductor, so it takes time for heat 
  to soak through the shielding. That means the interior of the 
  reactor can get very hot while it’s waiting for the heat to soak 
  outward. Engine designers know that and allow for that, at 
  least for reasonable levels of heat left in the plasma. Over the 
  centuries, some clever and stupid MechWarriors have figured 
  out that if they overcharge the engine, then kill the magnetic 
  containment field quickly, they can dump so much heat into 
  the reactor walls that the reactor lining explosively evapo-
  rates. This over pressurizes the reactor, which bursts and 
  causes a respectable explosion. Again, however, the effect is 
  not very much like a nuclear bomb at all.
  This, incidentally, is why you don’t see fusion-powered 
  battle armors and fusion engines much smaller than 250 
  kilograms. Smaller fusion engines just don’t have the mass 
  to soak up the remaining heat of a hard shutdown and can 
  much more easily explode as described above.
  And then there’s the reactor explosion at Tharkad City, 
  which was yet another sort of fusion engine explosion and 
  illustrates why you only get fusion engine explosions after 
  multitudes of unlikely failures. As I’ve read, the Tharkad Power 
  & Heat power is—er, was—a multi-functional industrial facil-
  ity, including the cornerstone of TP&H’s radioactive waste 
  treatment. TP&H used the facility to irradiate radioactive 
  waste into non-radioactive or short half-life isotopes. It was 
  also an ancient facility built during the old Star League. While 
  the reactor was well maintained, the aging roof was carrying 
  a heavy winter snowfall. And since it was a fusion reactor, the 
  building wasn’t reinforced like the containment domes of 
  those primitive fission reactors outside of town here. There 
  would be no real explosion risk to contain. The reactor vessel 
  and shielding would handle that.
  But over the decades, it seems, TP&H had expanded its 
  profitable Star League-era facilities for producing industrial 
  heat and processing more radioactive waste. That involved 
  installing extra tanks of sodium coolant outside of the pro-
  tected areas. It seemed reasonable and quite defensible at the 
  time, but hadn’t allowed for the centuries of penny-pinching 
  deferred building maintenance. When the Word bombarded 
  Tharkad City, the tremors collapsed the old roof and dumped 
  hundreds of tons of snow and debris on hundreds of tons of 
  molten sodium. There was a large chemical explosion, one 
  big enough to generate a credible mushroom cloud, and a 
  fire amongst tanks of molten salts holding dissolved radioac-
  tive wastes. Frankly, the reactor was almost a bystander to the 
  whole episode.
      THE GREAT MYTH
  THE GREAT MYTH
  i
  
  radiators in BattleMechs don’t look all that different from those 
  on your car or refrigerator. They are networks of finned tubing 
  carrying hot coolant, usually assisted by fans to pump external air 
  or water over the radiators when those fluids are available. These 
  radiators are always hidden under armored grills.
  The reason that heat sinks use pumps is because of these ra-
  diators and the laws of thermodynamics. Remember that heat 
  flows from hot to cold. Thus, if the heat sinks were simple cool-
  ant systems like the water pump on your car engine and your 
  BattleMech ended up in a hot environment, its heat sinks would 
  carry heat right back into the BattleMech rather than cooling it. 
  Thus, we come to the heat pumps.
  Heat Pumps
  Arguably the heart of a heat sink, the heat pump basically 
  collects and condenses heat until it can be easily dumped over-
  board, even into environments hotter than the ’Mech. You can 
  find plenty of descriptions of heat pumps on air-conditioning ‘net 
  sites, so I’m not going to describe the physics behind different 
  types of pumps. A multitude of different heat pumps are used 
  today, based on the manufacturers—including vapor-compres-
  sion systems like your home refrigerator, sonic cooling systems, 
  magneto-caloric systems and others.
  Alternate Materials
  Standard heat sink radiators have been using graphite tubing 
  and fins since the dawn of the BattleMech. The graphite’s struc-
  ture is carefully arranged for best heat flow, and oriented graph-
  ite can have a thermal conductivity about five times that of the 
  reigning metallic champions, silver and copper. Some Periphery 
  nations have resorted to using copper for heat sink radiators. But 
  while these do lose some percentage of performance, such ra-
  diators work better than one might expect, because they make 
  up for their lower conductivity with thinner construction, as the 
  metals are tougher than the graphite.
  The wonder plastics of the Star League also revolutionized 
  BattleMech heat sinks. These semi-crystalline polymers, which 
  are also found in XL engine shielding, don’t quite have graphite’s 
  thermal conductivity, but they are dramatically lighter. They allow 
  larger radiators to be constructed for the same mass as standard 
  heat sinks and give us the famous “double strength freezers.” Unlike 
  many recovered pieces of technology, it’s fun to note that this did 
  not come from the Helm Memory Core. The New Avalon Institute 
  of Science was experimenting with this technology prior to the 
  Core’s discovery. The Clans, meanwhile, never lost the technology 
  behind this material and even improved on it by using more crys-
  talline, which creates a more thermally conductive—but also more 
  brittle—freezer. The required reinforcements keep the Clan double 
  strength heat sinks at about the same mass, but more compact.
  JUMP JETS
  I didn’t really want to get into all the many different option-
  al items of equipment like weaponry and jump jets, but the 
  Kaumberg media has been filling the ‘net with far too many com-
  puter images of ’Mechs rocketing into orbit to defend us from 
  bandits, WoBblies, and space monsters. So, I’m making an excep-
  tion for jump jets here.
  Most notably, jump jets can only operate for short periods be-
  fore requiring a cool-down period. They can’t operate continu-
  ously, and certainly not long enough to carry a BattleMech into 
  misnaming because, really, you guys were using the term cor-
  rectly. You grew up with primitive computers that needed heat 
  sinks to cool their chips. ’Mech heat sinks should be called heat 
  pumps. Those chips are obsolete and gone, but the term “heat 
  sink” lingers in Kaumberg’s lexicon. And what’s a real heat sink? 
  It’s a mass meant to soak up heat. Like the shielding of a fusion 
  engine. That’s a heat sink.
  But BattleMechs generate far too much heat to just depend on 
  a block of silver to soak heat and slowly radiate it. For whatever 
  historical reason, the required cooling units on ’Mechs are called 
  heat sinks and I’m going to call them heat sinks in this discussion, 
  simply to avoid any confusion.
  So, before we talk about heat sink hardware further, let’s look 
  at the major sources of heat in a BattleMech. Know the enemy 
  before looking at the solution.
  Heat Sources
  First and foremost, the fusion engine generates heat, even with 
  all its efficient energy conversion. The delicate balancing act of sus-
  taining fusion often results in a fusion engine producing more en-
  ergy than is needed. Since there’s more energy than needed, and 
  it’s not all converted into electricity, the excess is dumped as heat.
  Second, energy weapons are not very efficient at turning elec-
  tricity into laser or particle beams. A heavy laser weapon or PPC 
  can thus create more waste heat than energy going into the tar-
  get. The tubes and breeches of ballistic weapons also need good 
  cooling in the well-insulated structure of a BattleMech.
  Finally, myomers generate quite a bit of waste heat, though 
  rarely as much as weapons. As I think I mentioned earlier, myo-
  mers are not very efficient at turning electricity into useful work, 
  resulting in more waste heat. Incidentally, myomers are also one 
  of the primary limitations on the temperature a BattleMech can 
  tolerate. Despite centuries of research, only certain materials can 
  be used to make myomers, and those materials—particularly the 
  acti-strandular fibers—don’t like high temperatures.
  Collecting Heat
  The first step to getting rid of heat is collecting it. To do this, hot-
  running equipment like the engine and weapons have networks 
  of cooling tubes built into their frames, like the water jacket in your 
  groundcar’s engine. Myomers have a distributed network of cool-
  ant lines that look like a computer’s concept of a vascular system. 
  These coolant lines in turn connect the collection systems to the 
  heat pumps and radiators that I’ll get to in a moment. 
  Coolants differ between heat sinks, depending on the manu-
  facturer. Oils, chlorofluorocarbons, water-based solutions, liquid 
  nitrogen, gaseous nitrogen, gaseous helium and other coolants 
  are used. No, you won’t see molten metals like the Tharkad City 
  fusion engine. Those are simply too hazardous in combat.
  The coolant is then circulated by a wide variety of pumps. A 
  lot of modern heat sinks like to eliminate traditional mechanical 
  pumps and instead use myomer-wrapped flexible tubing that 
  pulses the coolants along, which is much more damage-tolerant 
  than central mechanical pumps. For additional damage toler-
  ance, the whole network of coolant lines also includes a lot of 
  cut-off valves to prevent catastrophic loss of coolant.
  Dumping the Heat
  At the other end of heat sinks are the radiators. To understand 
  how the heat pumps work, I’m bringing these up first. Now, the 
  
  39
  39
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  like a cross between the familiar Marauder and Catapult de-
  signs, the name “Mad Cat” was born. The ability to tell friend 
  from foe—another key ability of the T&T suite—eases the 
  burden of target identification for MechWarriors in the heat 
  of battle, particularly under poor visibility conditions.
  BattleMechs are also not islands unto themselves. They can 
  share sensor data to some extent, allowing greater sensory 
  performance than a single ’Mech can achieve. The specialized 
  equipment of a C3 system takes this to new heights with di-
  rect battlefield applications, but all BattleMechs can at least 
  receive basic sensory data from a unit mate. 
  And that data is recorded. BattleMechs have capable 
  “black box” systems, the so-called battleROM that stores 
  hundreds of hours of all sensor data from a ’Mech, from its 
  internal and external sensors and communications. The ar-
  mored battleROM recorder is located in the cockpit and will 
  survive virtually any catastrophe, from an ammo explosion 
  to a failed orbital drop.
  COCKPIT
  While it is technically a ground vehicle, a BattleMech’s 
  cockpit is more akin to that of an aerospace fighter than the 
  crew station of a normal armored vehicle. More than a control 
  center, however, BattleMech cockpits can become homes for 
  MechWarriors operating on extended campaigns, with sleep-
  ing and sanitary facilities available to minimize the need for 
  egress in hostile territory. Clan cockpits—which reflect the 
  Clan perspective on warfare as a series of short Trials—are 
  something of an exception to this latter point. Much more 
  compact and narrow than Inner Sphere cockpits, Clan cock-
  pits are more like those of conventional fighters—ill-suited to 
  longer campaigns, but capturing the Clan ideal of efficiency.
  As every BattleMech manufacturer has its own opinion of 
  an ergonomic cockpit design, there is virtually no such thing 
  as a “standard” ’Mech cockpit. However, they do share a lot of 
  common features, and there are enough similarities from de-
  sign to design that MechWarriors can usually master the con-
  trols of a new BattleMech in a short period of time. A decent 
  analogy would be automobile controls: they’re always a bit 
  different in layout, but you’ll rarely get confused in a new car.
  Today, one of the raging debates among cockpit designers 
  is configurability. In the Inner Sphere, there has been a cycle of 
  cockpit layouts that alternate between sets of multi-function 
  displays and programmable controls, and fixed displays with 
  single-function switches. Each of these approaches has its pro-
  ponents. Fixed cockpits have minor advantages in damage toler-
  ance, since one blown control won’t take out a suite of functions, 
  and—supposedly—reflex speed for the MechWarriors. There’s 
  no hesitation in finding the switch to activate punching mode 
  if you (and your father before you, and your grandfather before 
  him) have been using the same switch for years.
  Adjustable cockpits also claim reflex advantages by allow-
  ing a MechWarrior to customize the controls and displays to 
  suit his preferences, and are favored especially in these days 
  of OmniMech design, where configurable and customizable 
  controls are practically a necessity. Still, MechWarriors have 
  so much to learn just to qualify as “green” today that few care 
  to alter the defaults on any programmable controls they do 
  have, resulting in configurations that remain strikingly similar 
  to those used across known space. In fact, the standard train-
  orbit. But even when working for short bursts, they still have 
  great use. They can help a BattleMech clear difficult terrain or 
  quickly maneuver around enemies.
  Now, jump jets have a lot of similarities to the fusion rock-
  ets of aerospace fighters. They use a magnetically shielded 
  reaction chamber to superheat some material, the reaction 
  mass, and squirt it out a rocket nozzle. Like fighter engines, 
  an electron beam, an electrical arc, is used to superheat the 
  reaction mass. 
  However, jump jets do not add plasma vented from the fu-
  sion engine, unlike fighters. Aerospace fighters are interested 
  in maximizing their engine efficiency because they have to 
  carry all their reaction mass onboard, and thus want the ex-
  haust as hot as possible. On the other hand, jump jets usually 
  have an endless supply of reaction mass and don’t need all 
  the complexity of venting their fusion engine’s plasma. These 
  jets thus usually capture air as their reaction mass through a 
  system of turbo-compressors.
  This use of atmosphere also contributes to jump jets’ short 
  burns. Remember what I said about outside air getting inside 
  an operating fusion engine and causing an explosion? Jump 
  jets can be eaten alive by hot oxygen if they keep running 
  too long on air. This—as well as the possibility that the ’Mech 
  might be called to action in vacuum—is why most jump jet-
  equipped BattleMechs also carry a small reserve of reaction 
  mass, like hydrogen, water or mercury, for jumps. No, it’s still 
  not enough to get them into orbit.
  It’s also worth noting that jump jets can’t handle operat-
  ing underwater. Lighting up a jet when it’s filled with incom-
  pressible water generates high pressures that rupture even 
  the toughened jump jet’s casing. Even jump jets trying to 
  operate on stored reaction mass don’t work right with water 
  plugging their nozzles.
  SENSORS AND TARGETING SYSTEMS
  In its entirety, a BattleMech’s targeting and tracking (T&T) 
  system includes a sophisticated set of sensors and computers 
  to process data. These systems are getting ever more sophis-
  ticated as technology is recovered and expanded…a fact that 
  might explain the Blakists’ recent interest in targeting elec-
  tronics manufacturers throughout the Inner Sphere.
  Thermal imaging, light amplification, radar and magnetic 
  anomaly sensors are all among the primary sensors used by 
  BattleMechs, supplemented by seismic sensors, motion de-
  tectors, chemical analyzers and a multitude of others. Despite 
  this broad range of sensor types, MechWarriors are not del-
  uged with raw data. Sophisticated computers streamline, 
  interpret and prioritize this information, so that by the time 
  the warrior gets the info, it appears as simple visual cues on 
  the usual cockpit displays or the warrior’s own neurohelmet 
  heads-up display (HUD).
  The powers of a BattleMech’s sensory processors stand 
  out most strongly in their ability to recognize other units and 
  classify them by type and as friend or foe. Any T&T suite today 
  can inform a MechWarrior of the type of unit it detects, and 
  can even speculate on what variant it is, and the system is sur-
  prisingly intuitive. Sometimes, this can present an interesting 
  effect, such as the famous example of the Inner Sphere nam-
  ing of the Clan Timber Wolf OmniMech. Upon an Inner Sphere 
  BattleMech’s first encounter with that ’Mech—which looked 
  
  ing ’Mechs used by the Clans and Inner Sphere are very similar 
  because of common origins, hence the cockpits and default con-
  figurations are similar.
  Controls
  Configurability aside, the controls for a machine as compli-
  cated as a BattleMech are actually surprisingly simple. And I’ll 
  say it now: it’s not because the MechWarrior links directly with 
  the BattleMech through the neurohelmet. Leave that notion to 
  the cheap holovids. No, this simplicity is because the BattleMech 
  itself does most of the work. I’ll explain that when I tie all these 
  components together.
  BattleMechs typically have two or three major hand controls, con-
  trol sticks. One control stick is the throttle, typically on the left side 
  of the cockpit. The other is the main targeting control stick that aims 
  the ’Mech’s weapons. Yes, despite all the arms and adjustable guns 
  on a ’Mech, you just point and click to fire. Some BattleMechs will 
  add a second, left-hand weapon control stick to simultaneously aim 
  different groups of weapons, but this rarely works well in practice.
  Steering is accomplished with a pair of foot pedals. You press 
  the right pedal, the ’Mech turns right. The foot pedals also control 
  jump jets if the ’Mech has them. Hit both pedals at once, the jump 
  jets trigger; mid-air steering is usually accomplished with the 
  pedals, but complicated aerial maneuvering may be performed 
  with the regular hand controls. Crosshairs can pick a landing spot 
  as well as target a foe.
  When hand actuators are present on a ’Mech, most of their 
  actions require little input from the MechWarrior. As I’ll describe 
  later, ’Mechs generally have enough intelligence to recognize a 
  simple “grab command” as aimed by a control stick and cross-
  hairs, and can thus pick up improvised clubs or cargo without 
  detailed input from the MechWarrior. Punching is trivial: click the 
  punch mode switch, aim the crosshairs, and pull the punch trig-
  ger. Ditto for using clubs and hatchets. For fine hand manipula-
  tions, sensors built into the gloves of MechWarriors or separate 
  waldo gloves can allow a ’Mech to mimic the gestures of its 
  MechWarriors, at least when the glove sensors are activated.
  Of course, BattleMechs can do more than just turn left or right, 
  or move backwards and forwards. Talented MechWarriors have 
  gotten assault ’Mechs to skip sideways to avoid missiles, executed 
  handstands under carefully controlled conditions, and otherwise 
  tapped some of the often-unused potential of a BattleMech’s 
  limbs for complicated movements. For now, you’re just getting 
  the two-kroner overview.
  More complicated movements involve more complicated 
  combinations of controls. The steering pedals don’t just push 
  back and forth. They can also tilt and twist. Throttle control levers 
  and fire control can also provide steering and movement input. 
  And while neurohelmets primarily serve to correct balance, they 
  can help clarify the MechWarrior’s intent to the BattleMech.
  Now, you’ll notice in these pictures multitudes of other switch-
  es, but those are the nitty-gritty details of ’Mech operation: comm 
  systems, ECM, missile alerts, ammo displays, navigation controls, 
  diagnostics, environmental controls and so forth. These systems 
  aid the MechWarrior in a host of secondary operations and com-
  bat at the touch of a button or the quick scan of a readout.
  Displays
  In addition to dashboard displays, neurohelmets have often 
  incorporated some displays. This is particularly true of the cruder 
  
  4141
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  the field or when transporting VIPs. Indeed, some BattleMech 
  cockpit designs go so far as to include a full ejection seat for 
  the passenger and even provide them with some controls, 
  such as communications systems.
   
  Waste Systems
  Speaking of seats, many Inner Sphere BattleMechs provide 
  one other seat in the cockpit: a foldout toilet. The abundant 
  energy of a fusion reactor allows easy waste incineration with 
  microwaves or an electrical arc. Most ’Mech toilets capture 
  the water produced by this incineration for flushing—since 
  the dry toilets never seem to work despite all our advances 
  in super-slick coatings and sonic cleaners. Without a storage 
  tank to overflow, the endurance limit on cockpit toilets is how 
  much toilet paper the MechWarrior has.
  Go ahead and laugh.
  Note again that the Clans’ spartan and compact cockpit 
  styles rarely incorporate this feature, leaving their warriors to 
  depend on bottles, baggies or self-discipline. Think on that 
  concept for a while, and you may see why the Clans come off 
  as such an irate people.
  Life Support
  BattleMechs don’t just fight on pleasant spring days. In 
  fact, they can—and often do—end up fighting battles in 
  some atrocious environments. To handle this, a BattleMech’s 
  cockpit is normally sealed, pressurized and fitted with a life 
  support system.
  The cockpit’s mass has a lot of gear to cover, which imposes 
  some limits on a BattleMech’s life support system. Life sup-
  port cannot spare the mass for unlimited air and water recy-
  cling, though it can operate anywhere from a few hours to 
  several days in vacuum depending on the design. If air or wa-
  ter exists outside the ’Mech, however, the life support system 
  can provide fresh oxygen for an almost unlimited period as 
  long as the fusion engine runs. In such cases, the life support 
  system uses a thorough set of filters or an electrolysis system 
  to draw the oxygen out of the surroundings. 
  Of course, filtration isn’t perfect. Some chemical weapons 
  can bypass the filtration systems that became common dur-
  ing the late Succession Wars—many of which we still use to-
  day. Also, the filters require maintenance for any usage, and 
  so MechWarriors operating in presumably safe areas typically 
  turn off the filters. Such was the case in the recent demise of 
  the Free Worlds’ Knights of the Inner Sphere while on parade, 
  an act that single-handedly renewed interest in revamping 
  filter technologies across the Inner Sphere.
  Naturally, one of the critical features for BattleMech life 
  support systems is climate control. In the rare instances when 
  a cockpit gets too cool for its MechWarrior, the system has 
  fusion-powered heaters ready to bring the temperature to 
  something more comfortable. Most of the time, however, the 
  problem is overheating. A hot ’Mech can transform the cock-
  pit into a sauna despite the life support system’s vigorous 
  cooling—and a non-functional life support system can leave 
  a warrior dead from the blistering heat in extreme cases. 
  Modern life support systems can usually prevent heat stroke, 
  but a MechWarrior who runs his ’Mech hot will swelter.
  Improving technology has provided old Star League-style 
  combat suits that offer extra protection against the heat, but 
  neurohelmets typical of the Succession Wars. Those behe-
  moths rested on the shoulders and prevented a MechWarrior 
  from turning his head. The typical trick was a 360-degree view 
  compressed into a 160-degree display.
  More advanced neurohelmets, like Clan versions, are light-
  er and have large visors that don’t require the display. In fact, 
  more advanced helmets can provide sensory input instead of 
  just balance information. This “direct neural virtual reality” is 
  usually very weak because of the risk of cooking brain cells, 
  but a well-trained MechWarrior can use it for additional warn-
  ing cues—including access the BattleMech’s tactile and kin-
  esthetic senses—and as a poor substitute for normal displays.
  If there is anywhere the average MechWarrior will custom-
  ize his cockpit, it’s in the way all the data is presented. These 
  preferences are often encoded on battleROM chips carried by 
  a MechWarrior from ’Mech to ’Mech, so a preferred configura-
  tion can quickly be re-established in a new ’Mech.
  Sound cues and verbal commands also play an important 
  role in commanding a BattleMech. Most BattleMechs have al-
  ways had excellent speech recognition systems, though Inner 
  Sphere MechWarriors tend to underutilize this as a simple 
  security protocol. As for audio cues, during the Succession 
  Wars, BattleMechs generally just had a set of simple alarms, 
  like missile alerts, hostile radars, and so on. Modern neurohel-
  mets incorporate speakers that generate 3-D alarms to help a 
  MechWarrior quickly locate an external threat.
  Ejection Seats
  Another feature as common to BattleMechs as to aero-
  space fighters, ejection seats have been part and parcel of 
  BattleMechs since the Mackie first stomped onto the battle-
  field. When tons of ammo detonate, or a merciless foe seems 
  intent on obliterating a MechWarrior, or when something 
  else goes disastrously wrong with a ’Mech, the ejection seat is 
  there to get the pilot out of the worst trouble. 
  Ejection seats haven’t changed much in the eleven centu-
  ries since they were introduced on Terran aircraft. The seat is 
  still propelled by rockets through blow-away cockpit panels, 
  then deploys parachutes or rockets to land safely once clear. 
  The seat also has some survival gear in a small compartment.
  The latest variation—first seen on our own Hatchetman 
  design—is ejecting cockpits, rather than shooting the 
  MechWarrior out on a rocket seat. These ejection pods are old 
  hat in aerospace circles, but were a breakthrough intended 
  to minimize a MechWarrior’s fears of “Dispossession” during 
  the late Succession Wars. These systems are now useful for 
  protecting ejected warriors from the nuclear, chemical and 
  biological battlefields that Blake’s followers have brought us, 
  and may someday become the norm.
  Storage and Passengers
  Because a MechWarrior might be in his cockpit for days at 
  a time (and in the field for weeks), most BattleMech cockpits 
  provide some storage lockers for rations, field gear, a personal 
  firearm and other gear. Some roomier cockpits can be lavishly 
  fitted with amenities, including small microwave ovens and 
  refrigerated food storage. Understandably, few Clan cockpits 
  have such amenities, as they are built for the short haul.
  Most BattleMechs also make room for a foldout passenger 
  seat, allowing one warrior to assist others forced to bail out in 
  
  coordinates actuators. When a BattleMech gets shot up, it is the 
  DI computer that reconfigures leaking heat sinks, bypasses sev-
  ered myomer fibers and routes power to disconnected weapons.
  Security
  The DI computer handles other ’Mech functions, too, but the 
  last one I’m going to point out is security. This typically involves 
  the MechWarrior thinking his way through several commands 
  while wearing a neurohelmet, as well as voice recognition or oth-
  er codes. The DI computer even determines whether or not to fry 
  a would-be thief with the neurohelmet, which reflects an Inner 
  Sphere MechWarrior subculture paranoid about “Dispossession.” 
  The Clans tend to skimp on this aspect of ’Mech security, since, 
  according to them, there are no thieves in Clan society. Even if 
  someone did steal a Clan ’Mech, the MechWarrior will simply be 
  assigned another one.
  ALIVE! IT’S ALIVE!
  Ahem, excuse me. I always wanted to say that. I’m a Frankenstein 
  fan—that’s a story that just gets better with age…
  So, you’ve got all these separate components. The structure, ac-
  tuators and myomers for mobility; the protective armor; the bal-
  ancing gyroscope; the fusion engine; the commanding cockpit; 
  and the managerial DI computer. If a neurohelmet isn’t a direct 
  brain-machine link, what actually brings all those systems to life? 
  After my last topic, you shouldn’t be surprised: it’s the DI 
  computer.
  BattleMechs are very capable and smart robots, with most of 
  their intelligence embodied in the DI computer network. But 
  they are not truly autonomous. Partly because they have so 
  much firepower and could cause so much destruction if some-
  thing went wrong, virtually all of the higher decisions are left 
  in the hands of MechWarriors. MechWarriors decide when the 
  BattleMech moves, where the BattleMech moves to and whom 
  the BattleMech shoots. Frankly, it is difficult to code all that deci-
  sion-making for computers, at least in real-world environments. 
  This, despite claims to the contrary by…are they here? Kaumberg 
  Komp Quarterly journalists?
  Anyway, the Terran Hegemony managed independent op-
  erations for its WarShip-sized Caspar robots, but even those 
  had shortcomings that precluded their use in ’Mechs. So don’t 
  worry, folks; the MechWarrior isn’t just a safety system preventing 
  BattleMechs from taking over us puny organics.
  But BattleMech computers do handle an incredible amount of 
  lower-level decision-making. The T&T system, for instance, sorts, 
  processes and interprets sensor data for the MechWarrior, who 
  only has to look at his screens or HUD to get a concise picture 
  of the battlefield. When targeting, a MechWarrior merely uses a 
  control stick to aim a crosshair on a display that shows the enemy. 
  It is up to the BattleMech to actually aim the weapons with all the 
  calculations that entails. 
  It is also mostly up to the BattleMech to compensate for the 
  recoil of its autocannons or the blasts of hostile fire while moving 
  in the direction a MechWarrior sets. Yes, a MechWarrior can cor-
  rect the BattleMech on its balance, such as telling the BattleMech 
  when to ride with the blasts rather than leaning against them, 
  or when to throw itself off-balance and into another BattleMech, 
  but a lot of the decision-making gets done by the DI computer.
  Speaking of movement, this is another task that the BattleMech 
  sweats over. As massive as BattleMechs are, they cannot depend 
  these are not yet widespread items. This is why so many warriors 
  go into battle wearing uniforms more appropriate for the beach-
  es of planets with minimal nudity taboos than the cockpit of an 
  armored combat vehicle.
  It’s worth noting, by the way, that if the ’Mech’s fusion engine is 
  shut down for whatever reason, most life support units incorpo-
  rate ports for conventional personal battery packs that can keep 
  the life support system running for hours.
  DIAGNOSTIC INTERPRETATION (DI) COMPUTER
  The unsung hero of the BattleMech is the diagnostic inter-
  pretation (or DI) computer. This little gem pretty much acts as 
  the ’Mech’s autonomic and higher nervous system, and is the 
  last component that I want to talk about before describing how 
  BattleMechs are brought to life. The short form is, the DI comput-
  er is a network of distributed computers that monitors and co-
  ordinates the basic functions and components of a BattleMech.
  By Whatever Means Necessary
  When I described several components earlier, such as the 
  armor and internal structure, I think I mentioned they were 
  webbed with optical data lines and sensory fibers. If I didn’t, well, 
  they are. The DI computer uses these lines and fibers to keep tabs 
  on the health of these components, tracking a ’Mech’s integrity 
  and feeding it to the battle damage assessment computer (BDA) 
  for the warrior’s information.
  But the DI is more than a status indicator. It can also use these 
  lines and webs as a back-up data feed to other components. For 
  example, if a BattleMech’s forearm is nearly severed, the DI com-
  puter can determine the status of the hand actuator dangling by 
  a thread of armor through data lines in the armor. The BattleMech 
  wouldn’t be able to do much with the hand because the forearm 
  myomer groups and structure are destroyed, but it would be able 
  to communicate with the hand…
  I probably could’ve picked a better example. At any rate, this 
  “bypass capability” enables BattleMechs to continue functioning 
  even when suffering from massive internal damage.
  The DI computer itself is quite damage tolerant as well. While 
  it does have some key hardware in the cockpit, many of its com-
  ponents are scattered throughout the BattleMech closer to the 
  systems they control. These sub-processing units are heavily 
  redundant and able to take over for damaged counterparts. For 
  example, DI processors located in the engine may end up coordi-
  nating leg actuators after a “Golden BB” lobotomizes leg DI pro-
  cessors without harming the actuators.
  Manager
  The DI computer is the manager for all the systems in a 
  BattleMech. Each component has its own controlling computer, 
  brought together by the DI system. For example, the DI distrib-
  utes orders to actuator MCUs that create smooth limb motions. 
  It also compares the health of multiple systems to keep com-
  ponents from damaging themselves, like changing engine op-
  eration when the ’Mech suffers from heat sink damage. Or it can 
  override the “common sense” of the individual components. For 
  example, when the MechWarrior demands it, the DI computer 
  will run the engine hot even when the engine control computer 
  wants nothing more than to cool down.
  So, when a MechWarrior jams the throttle forward, it is the DI 
  computer that adjusts the engine power, applies the gyro and 
  
  43
  43
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  wireless means that neurohelmets use to pump informa-
  tion into brain cells. You just can’t get a good, sharp image 
  that overwhelms natural sensory signals before you start 
  literally cooking brain cells.
  On the other hand, getting information out is a passive 
  process with no risk of fried brains. But while delivering in-
  formation into the MechWarrior depends on the ever-flexible 
  human brain’s ability to interpret these foreign signals, neu-
  rohelmets have no such natural advantage for interpreting 
  human thoughts. As a result, neurohelmets focus on a few 
  specific centers of the brain with easily translated signals 
  rather than trying to interpret the behavior of the entire mo-
  tor cortex and frontal lobes.
  The result is an interface that—while not fast and smooth 
  enough for direct control over ’Mech movement—does make 
  it possible for MechWarriors to communicate their intentions 
  better and faster than with speech alone. For example, when 
  a MechWarrior is charging his BattleMech at another ’Mech, 
  he would use the neurohelmet to communicate, “Yes, I want 
  you to throw yourself off balance in that direction,” but at a 
  much more visceral level. Once the MechWarrior’s stupidity 
  is confirmed, the DI computer will diligently release the gy-
  roscope and command the actuators to throw the ’Mech for-
  ward rather than sensibly avoiding the other ’Mech.
  Modern neurohelmets are getting better than their clunky 
  Succession Wars-era predecessors. For example, when a 
  MechWarrior designates a person to be picked up with a 
  hand actuator, he can clarify—with a moment’s thought—
  that he wants to encase the person in a gen-
  tle cage of fingers with all due respect 
  for the fragility of a human. 
  The DI computer will then ex-
  ecute the details of the com-
  mand.  MechWarriors who 
  are talented with the par-
  ticular mental discipline 
  of communicating in-
  tentions via neurohel-
  mets can even achieve 
  some impressive feats 
  with their ’Mechs—as anyone 
  who follows the Noisiel Summer 
  Games can attest.
  Thus we see that BattleMechs 
  are clever machines that can ex-
  ecute complicated motions if you can communicate the de-
  sired motion to them. In that way, the neurohelmet helps to 
  take some of the slack from the limited physical controls of 
  the cockpit.
  So ends this lecture on the basics of BattleMechs. Those of 
  you interested in more detail regarding weapons systems and 
  the like may consult the handouts provided at the start of this 
  lecture for a list of suggested reading. The Stuttgart School of 
  Defense has all of those materials in hardcopy and electronic 
  formats for your convenience. We’ll take a short break for now 
  and I will field a few questions at this time, but this should 
  give you enough information to get your stories straight in 
  your future endeavors.
  on blind, crushing feet to create good footing. Even tanks, 
  which have better footing and lower centers of balance than 
  ’Mechs, will slip and slide in muck or on ice. Each footstep 
  is chosen to compensate for outside forces and in anticipa-
  tion of the terrain as best possible, which the DI computer 
  carefully observes through a BattleMech’s many sensors. 
  BattleMechs will also attempt to move their limbs and torso 
  to avoid collisions with terrain, like trees. The nimble twists of 
  a light BattleMech slipping through a forest are not merely 
  the action of a talented MechWarrior, but the ’Mech’s own DI 
  computer attempting to avoid the trees.
  Of course, we’ve all seen vids of BattleMechs crashing 
  through forests, or clipping a building, or falling into a ravine. 
  This is because BattleMechs are war machines and must accept 
  some risk to carry out the commands of their MechWarriors. 
  When a MechWarrior is aiming at a target, his commands take 
  priority and the BattleMech will swing its arms through the 
  side of a building if that is what’s required to fire on the tar-
  get. Once the MechWarrior releases the weapon controls, the 
  DI computer will resume avoiding solid objects as best it can. 
  This self-determinant behavior is even more pronounced 
  in IndustrialMechs, where the IndustrialMech will steer it-
  self around objects while carrying out general directional 
  commands from the pilot. But because battles can move 
  anywhere, BattleMechs give MechWarriors direct steering 
  control with the blind faith that their MechWarriors won’t run 
  them off a cliff—or at least, if they do that, the MechWarriors 
  have a good reason. BattleMechs will give collision warnings, 
  but won’t override the MechWarriors.
  This is partly why it takes so long to produce a good 
  MechWarrior. Such warriors have to learn how to think for 
  their machine and yet learn how best to use the machine’s 
  own intelligence. Yet the ’Mech’s own intelligence is why nov-
  ices learn to operate ’Mechs quickly. Pardon the heresy, but 
  it probably also accounts for incidents like the Black Pearl’s 
  last combat, where her ’Mech fired weapons even after the 
  pilot had died. Well-trained ’Mechs can make some surprising 
  independent decisions.
  Hand actuators are another area where BattleMechs make 
  decisions, especially in modern ’Mechs, which have more so-
  phisticated actuator routines. As I said earlier, a MechWarrior 
  uses point-and-click commands with his aiming controls for 
  most hand actuator operations. Older ’Mechs depend more 
  on mimicking the motions of the MechWarrior’s hands, but 
  any ’Mech must do that for complicated motions like com-
  bat engineering.
  Neurohelmets
  Earlier, I said neurohelmets primarily supply balance in-
  formation to the BattleMech. I also mentioned that more 
  sophisticated neurohelmets can provide some feedback to 
  MechWarriors. It’s time to clarify that.
  The key to remember here is that current neurohelmets are 
  not good enough to deliver real-time “mind reading” necessary 
  for direct control of a BattleMech’s movements. Even the Clans 
  and Star League didn’t manage to produce helmets that good. 
  When it comes to putting information into brains, the 
  Star League did develop some pretty good neurohelmets, 
  and their best were actually the big clunkers used by aero-
  space fighter pilots. But the input limitation remains the 
  
  In BattleTech, the BattleMech (’Mech) represents the pinnacle 
  of thirty-first century warfare. Massive, well armored and highly 
  mobile, even the lightest of these machines may pack enough 
  firepower to flatten a city, and small groups of them can conquer 
  entire worlds in short order. With power equaled only by other 
  BattleMechs, a bewildering array of these “kings of the battle-
  field” are built at factories and design firms throughout the Inner 
  Sphere, Periphery and Clan space.
  The following system enables players to construct unique 
  BattleMechs for BattleTech games that conform to the standard 
  rules presented in Total Warfare. As these rules can be fairly math-
  intensive, BattleMech designers are encouraged to do all work on 
  scratch paper before committing the resulting design’s specifica-
  tions to an appropriate blank BattleMech Record Sheet.
  BATTLEMECH BASICS
  BattleMech construction relies on three primary factors: 
  technology base, weight and space. These factors were broadly 
  overviewed in the Construction Basics section (see p. 18). The 
  notes below expand on these factors.
  TECHNOLOGY BASE
  In Total Warfare standard play, BattleMechs fall into one of two 
  available technology bases: Inner Sphere or Clan. Inner Sphere 
  ’Mechs may only use Inner Sphere equipment, while Clan ’Mechs 
  may only use Clan equipment. The standard forms of internal 
  structure, armor, cockpits, engines, gyros, heat sinks and jump jets 
  are considered universal, and so are available to Clan and Inner 
  Sphere technology bases.
  Tech Rating
  In the Weapon and Equipment Tables used for creating BattleM-
  echs and other units in this book, all items receive a Technology 
  Rating in addition to a Technology Base. This rating (expressed as 
  a series of letter grades that define the level of technology, and its 
  availability through the major eras of BattleTech history) helps to 
  define the item’s level of sophistication and may be used to help 
  standardize the level of “advancement” the unit demonstrates 
  for purposes of era-based campaigning. Beyond this, however, 
  an item’s Technology Rating has no direct bearing on BattleMech 
  design. See Costs and Availability (p. 274) for more on Tech Rating.
  OmniMechs
  OmniMechs—BattleMechs designed for rapid reconfigura-
  tion between missions—are available to Clan and Inner Sphere 
  technology bases. OmniMechs use the same construction rules 
  featured here, but when an Omni is made, the designer must first 
  establish its base configuration. This base configuration includes 
  the OmniMech’s chassis, engine, gyro, cockpit systems, armor, 
  special myomer or speed enhancements and—if desired—any 
  additional weapons and heat sinks “hardwired” into its design, 
  leaving the remaining weight and space open to pods that can 
  mix and match additional weapons and other components. 
  “Fixed” equipment must be allocated to the Critical Hit Table per 
  normal rules and may not vary between alternative configura-
  tions of the OmniMech. Also, a base OmniMech configuration is 
  never considered a finished BattleMech and is generally not legal 
  for standard rules play (as such units are essentially open frames 
  of empty pods). Only the completed primary and alternate con-
  figurations of an OmniMech (which must always comply with the 
  rules for constructing standard BattleMechs) are considered legal 
  for standard rules game play.
  RA 
  RA
  Corean techs look over the fruition of Project Legion: the LGN-2X Legionnaire.
  
  45
  45
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  WEIGHT
  BattleMechs use the tonnage standard, with all units legal 
  for Total Warfare standard play weighing 20 to 100 tons 
  (increasing in increments of 5 tons). 
  Weight Classes
  BattleMechs fall into four main weight classes, deter-
  mined by their tonnage. Most designs in these classes share 
  similar features, though the ’Mech’s intended role on the 
  battlefield can lead to more specialized or unusual capabili-
  ties for the class.
  Light BattleMechs weigh 20 to 35 tons. Because their armor 
  and weapon options are usually limited, they often sacrifice 
  both for speed, and are favored as scouts or light security 
  forces.
  Medium BattleMechs weigh 40 to 55 tons, and are the most 
  common ’Mech type used in the Inner Sphere. They com-
  monly balance speed and firepower, and are favored as raiders 
  and hunter/killers.
  Heavy BattleMechs weigh from 60 to 75 tons. They tend to 
  be brawlers, with average mobility and a wide range of weap-
  ons. They often serve as the battering rams of attack forces.
  Assault BattleMechs weigh from 80 to 100 tons. Usually 
  built for maximum firepower and armor, they tend to be far 
  slower than most other ’Mechs, and so are favored more for 
  defensive or fire support roles.
  SPACE
  Internal space (also called critical space) on a BattleMech is 
  illustrated and tracked by the Critical Hits Table on the ’Mech’s 
  record sheet, which abstractly describes in detail the internal 
  arrangement of the BattleMech’s body. Certain sections of 
  this table are already filled in, because the relevant compo-
  nents and equipment—actuators, cockpit systems, engines 
  and gyros—must be in those specific body locations. As the 
  ’Mech’s various design elements are chosen—from additional 
  heat sinks and jump jets to weapons and equipment—the 
  designer must assign these components to different parts of 
  its body and allocate their required number of slots on this 
  Critical Hits Table.
  Many items that may be mounted on a BattleMech take up 
  more than one critical slot, and no slot may accommodate 
  more than one item at a time. When installed, items that 
  occupy multiple slots must be specially noted on the tables, 
  as most become non-functional if they receive even a single 
  critical hit from damage. Few items may be placed in multiple 
  body locations, and the critical slots for all multi-slot items 
  must be contiguous in their location(s) unless the item’s con-
  struction rules specifically permit otherwise. 
  The Standard ’Mech Critical Space Table at right summarizes 
  the number of open critical slots (those not automatically 
  assigned to specific equipment in every ’Mech, such as the 
  engine, gyro, life support and sensors) in each location of a 
  standard BattleMech, whether built as a biped (humanoid) or 
  a four-legged (quad) design. As with tonnage, the designer 
  should keep in mind how many slots have been used and how 
  many remain available in each body section. Doing this will 
  help to avoid installing too many items or items too large for 
  the given location.
  Reclaiming Critical Space
  The Critical Space Table presumes a “default” BattleMech 
  configuration: one built using standard engines, gyros, 
  cockpit systems and—in the case of humanoid chassis—two 
  complete sets of arm and hand actuators. However, the 
  advent of Compact Engines, Compact Gyros, Small Cockpits, 
  or the removal of hand and/or lower arm actuators (on one 
  or both arms) can increase the amount of open space in a 
  location. Be aware that using many of these systems can burn 
  up a unit’s available tonnage faster, or even impair its ability 
  to function well under certain combat conditions. Designers 
  should consider these effects carefully before opting to use 
  such “space-saving” measures.
  For humanoid-style ’Mechs, which may remove Hand and 
  Lower Arm Actuators to reclaim actuator space, the removal of 
  an arm’s Lower Arm Actuator requires that the Hand Actuator 
  on that arm must also be removed.
  THE DESIGN PROCESS
  The process of BattleMech design is organized into six simple 
  steps, each of which is more fully described later in this section:
  Step 1: Design the Chassis—determine the BattleMech’s 
  technology base, weight, type (biped or four-legged), and 
  internal structure.
  Step 2: Install Engine and Control Systems—determine the 
  BattleMech’s Engine Rating, type and size, add cockpit and 
  jump jets.
  Step 3: Add Additional Heat Sinks—determine number, 
  type and locations (if necessary) for the BattleMech’s heat sinks.
  Step 4: Add Armor—determine type, amount and weight 
  of armor, and allocate armor points.
  Step 5: Install Weapons and Equipment—add weapons and 
  other gear to the BattleMech.
  Step 6: Complete the Record Sheet.
  STANDARD ’MECH  
  CRITICAL SPACE TABLE
  Humanoid Chassis
  Quad Chassis
  Location
  Open  
  Critical Slots
  Location
  Open 
  Critical Slots
  Head 
  1
  Head
  1
  Center Torso
  2
  Center Torso
  2
  Right Torso 
  12
  Right Torso
  12
  Left Torso 
  12
  Left Torso
  12
  Right Arm 
  8
  Right Front Leg
  2
  Left Arm 
  8
  Left Front Leg
  2
  Right Leg 
  2
  Right Rear Leg
  2
  Left Leg 
  2
  Left Rear Leg
  2
  Note: Additional space can be made in the arms by removing hand or 
  hand and lower arm actuators, while head and torso space may be 
  reclaimed by using certain alternative cockpit, engine, and gyro types 
  (described later).
  
  CHOOSE WEIGHT (TONNAGE)
  Under these rules, BattleMechs may measure 20 to 100 tons in 
  weight (increasing in 5-ton increments). Within these limits, the 
  player may choose any tonnage. The total weight of the BattleM-
  ech’s engine, weapons, armor and other components may not 
  exceed this amount. Nor should it fall below; under these rules, 
  any unspent weight left over after the creation process is classi-
  fied as wasted tonnage.
  Andrew decides his Mongoose will be 
  a lightweight scout. Light BattleMechs 
  weigh between 20 and 35 tons, so he 
  chooses to set his Mongoose at 25 tons.
  Brent’s Gladiator is to be a mass of 
  devastating firepower few can withstand. 
  Choosing the assault weight class, Brent 
  decides this ’Mech will weigh in at 95 
  tons—nearly the heaviest mass possible.
  Chas chooses a heavy weight class for 
  his Barghest, giving him a range of 60 to 
  75 tons to choose from. He selects a total 
  mass of 70 tons for his machine.
  ALLOCATE TONNAGE FOR INTERNAL STRUCTURE
  Every BattleMech has an internal structure, which represents 
  its skeleton and joints. The weight of this structure depends on 
  the weight of the BattleMech, as well as on whether the designer 
  chooses a standard or endo-steel frame. Standard structure 
  weighs 10 percent of the BattleMech’s total weight, while endo-
  steel weighs half as much (rounded up to the nearest half ton).
  The BattleMech’s total mass also determines the number of 
  internal structure points each location receives. When using the 
  blank ’Mech Record Sheet, the designer must mark out any excess 
  circles on the Internal Structure Diagram, leaving behind only the 
  number of circles in each location equal to the number of internal 
  structure points in that location.
  BattleMech internal structure points are fixed to their assigned 
  locations, based on the weight and body type of the ’Mech itself. 
  These points may not be redistributed elsewhere.
  The maximum amount of armor points a BattleMech may carry 
  (called its Maximum Armor Factor) is directly determined by the 
  number of internal structure points per section. All locations 
  except the head may carry a maximum of twice the number of 
  armor points as they have internal structure points, including any 
  armor placed in rear locations (see Add Armor, p. 54). All head loca-
  tions may receive a maximum of 9 armor points.
  The BattleMech Internal Structure Table at right provides the 
  mass of internal structure (standard and endo-steel) for all legal 
  BattleMech tonnages, as well as the number of internal structure 
  circles each location must have. Also provided (for designer refer-
  The above design process is a mere framework for designing 
  a BattleMech. The actual process—particularly after the chassis, 
  engine and control systems are determined—can involve a bit 
  more flexibility as weapons, armor and heat sinks are balanced 
  for their best fit in terms of weight and space. For instance, some 
  designers might wish to assign armor as soon as they have chosen 
  the engine and chassis, perhaps to maximize the ’Mech’s protec-
  tion before dealing with heat sinks and weapons. Others may 
  want to choose weapons before adding more heat sinks, to see 
  how many might be needed in addition to those that come free 
  with the engine.
  To assist in this effort, the designer may find it useful to make 
  copies of the ’Mech Record Sheet (in the back of this book), to 
  visually arrange the placement of weapons and equipment while 
  tracking the use of tonnage on a piece of scratch paper. Alterna-
  tively, designers with access to the HeavyMetal Pro software can 
  use it to develop their BattleMechs on their PCs.
  STEP 1: DESIGN THE CHASSIS
  The first step in BattleMech design is the creation of the ’Mech’s 
  basic framework, or chassis. This step establishes some of the most 
  basic aspects of the BattleMech’s design, determining what kind 
  of ’Mech it is, its technology base, its weight and the design type 
  (biped or four-legged). These choices will restrict the designer’s 
  access to certain equipment, and will also determine the weight 
  and bulk of the ’Mech’s internal structure. 
  CHOOSE TECHNOLOGY BASE
  BattleMechs may be constructed using Clan or Inner Sphere 
  technology bases. ’Mechs designed using either technology base 
  may be built as OmniMechs.
  Andrew is designing a BattleMech that 
  he has dubbed the MON-66 Mongoose. 
  Because he plans to create this design for 
  an old Star League-era game, before the 
  time of the Clans, he chooses an Inner 
  Sphere technology base, and notes that 
  the design will not be an OmniMech.
  Brent is designing a BattleMech, which 
  he has named the Gladiator (Clan name: 
  Executioner). He has chosen the Clan 
  technology base for this design, and has 
  elected to make it an OmniMech.
  Chas is designing a four-legged Bat-
  tleMech that he has chosen to name the 
  BGS-1T Barghest. As this will be a modern 
  Lyran-made design, he has chosen an 
  Inner Sphere technology base, and has 
  opted not to make it an Omni.
   
  
  4747
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  For Andrew’s Mongoose, weight is 
  at a premium, so he chooses to install 
  endo-steel internal structure on his 
  BattleMech. At 25 tons in total weight, 
  the Mongoose’s endo-steel internal 
  structure weighs 1.5 tons, leaving 
  23.5 tons to play with [25 – 1.5 = 23.5]. 
  This endo-steel construction will 
  require 14 slots on the Critical Hit 
  Table, but Andrew opts to wait until later to distribute 
  them. In the meantime, Andrew blacks out all extrane-
  ous circles from the Internal Structure Diagram on his 
  Mongoose’s Record Sheet, leaving only 8 open circles 
  in the center torso, 6 circles each in the left and right 
  torsos, 6 circles in each leg and 4 in each arm. (As all 
  heads receive 3 points of structure automatically, 
  Andrew leaves the head’s internal structure alone.)
  To devote as much internal space 
  as possible, Brent opts for standard 
  internal structure on his Gladiator, 
  confident that the more efficient 
  weight of Clan weaponry will allow 
  him to arm the OmniMech to the 
  teeth without undue expense. Stan-
  dard internal structure for a 95-ton 
  ence) is the maximum possible armor factor for BattleMechs 
  at each tonnage, for biped and four-legged designs.
  Technology Base: Standard internal structure is equally 
  available to BattleMechs of Clan or Inner Sphere technology 
  bases. Inner Sphere endo-steel is available only to BattleMechs 
  with an Inner Sphere Tech Base. Clan endo-steel is available 
  only to BattleMechs with a Clan Tech Base.
  Four-legged: BattleMechs built as quads have four legs, 
  rather than two arms and two legs. The number of internal 
  structure points for all four legs is thus determined by the Legs 
  (Each) column appropriate to the ’Mech’s tonnage. The Arms 
  (Each) column has no bearing on quads.
  Space: If the design uses endo-steel internal structure, Inner 
  Sphere ‘Mech designs must assign 14 critical slots on the Bat-
  tleMech’s Critical Hit Table to endo-steel (Clan designs assign 
  only 7 slots). The location of these slots need not be contiguous, 
  nor do they need to be determined at this stage. However, they 
  must be assigned by the final stages of design, while allocating 
  weapons, heat sinks and any other equipment not otherwise 
  preset (such as engines, gyros and cockpit systems).
  OmniMechs: The type of internal structure and placement of 
  any critical slots required must be determined upon the design of 
  the base configuration. All complete primary and alternate con-
  figurations thereafter must use the same number in any given 
  bodily location for their slots, although it is permissible to shift 
  the slots within a location when designing a new configuration.
  BATTLEMECH INTERNAL STRUCTURE TABLE
  Internal Structure Tonnage
  Internal Structure Circles
  Maximum Armor 
  Factor  (Biped/
  Four-legged)
  Total ’Mech 
  Tonnage
  Standard 
  Structure
  Endo Steel
  Head
  Torso (Center)
  Torso (Left/Right)
  Arms (Each)
  Legs (Each)
  20
  2.0
  1.0
  3
  6
  5
  3
  4
  69/73
  25
  2.5
  1.5
  3
  8
  6
  4
  6
  89/97
  30
  3.0
  1.5
  3
  10
  7
  5
  7
  105/113
  35
  3.5
  2.0
  3
  11
  8
  6
  8
  119/127
  40
  4.0
  2.0
  3
  12
  10
  6
  10
  137/153
  45
  4.5
  2.5
  3
  14
  11
  7
  11
  153/169
  50
  5.0
  2.5
  3
  16
  12
  8
  12
  169/185
  55
  5.5
  3.0
  3
  18
  13
  9
  13
  185/201
  60
  6.0
  3.0
  3
  20
  14
  10
  14
  201/217
  65
  6.5
  3.5
  3
  21
  15
  10
  15
  211/231
  70
  7.0
  3.5
  3
  22
  15
  11
  15
  217/233
  75
  7.5
  4.0
  3
  23
  16
  12
  16
  231/247
  80
  8.0
  4.0
  3
  25
  17
  13
  17
  247/263
  85
  8.5
  4.5
  3
  27
  18
  14
  18
  263/279
  90
  9.0
  4.5
  3
  29
  19
  15
  19
  279/295
  95
  9.5
  5.0
  3
  30
  20
  16
  20
  293/309
  100
  10.0
  5.0
  3
  31
  21
  17
  21
  307/323
  
  provided for the benefit of IndustrialMech and Combat Vehicle 
  construction (which begin on pp. 64 and 94, respectively).
  Tech Base: Standard fusion engines are equally available to 
  BattleMechs of Clan or Inner Sphere tech bases. Compact, Light 
  and Inner Sphere XL fusion engines are available only to BattleM-
  echs with an Inner Sphere Tech Base. Clan XL engines are available 
  only to BattleMechs with a Clan Tech Base.
  Space: In addition to varying in weight based on their rating, 
  fusion engines can also vary in size based on their engine type. 
  A 220-rated Compact Fusion engine, for example, weighs 50 
  percent more than a Standard Fusion plant of the same rating, 
  but occupies only 3 slots in the ’Mech’s center torso, rather than 
  the traditional 6. The blank  ’Mech Record Sheet presumes that a 
  design is using a Standard Fusion engine type. To determine the 
  placement (or removal) of critical slots for non-standard fusion 
  engines, consult the ’Mech Engine Critical Space Table below. 
  Any additional engine critical slots (beyond those in the ’Mech’s 
  center torso) should be placed contiguously in their locations, to 
  minimize confusion on the Critical Hit Table.
  The placement of engine critical spaces must also be deter-
  mined at this time.
  OmniMechs: The engine type, rating and location of its critical 
  slots must be established when designing an OmniMech’s base 
  configuration, and Engine critical slots in the right or left torsos 
  may be shifted within their location in that OmniMech’s com-
  pleted primary or alternate configurations as the designer wishes, 
  so long as the slots remain contiguous.
  Because his Mongoose is intended 
  primarily as a scout, high speed is 
  Andrew’s goal here. He decides to give 
  the ’Mech a Walking MP of 8 (thus attain-
  ing a Running MP of 12; 8 MP x 1.5 = 12 
  MP). This means that the Mongoose’s 
  Engine Rating will be 200 (25 tons x 8 MP 
  = 200). Looking at the Master Engine 
  Table, a standard 200-rated engine 
  weighs 8.5 tons. Though an XL engine is tempting, Andrew 
  goes with the standard engine mass and subtracts 8.5 tons 
  from his 23.5 tons of unspent weight (for a remainder of 15 
  tons). Because it carries a standard engine, the Mongoose 
  uses the standard engine slots on the Critical Hits Table, 
  neither adding more nor reducing the number shown.
  Brent wants his Gladiator to have 
  decent mobility for its size, and so chooses 
  a Walking MP of 4, yielding an Engine 
  Rating of 380 (95 tons x 4 MP = 380). To 
  save tonnage for weapons, he opts for an 
  XL engine to lighten the load. The Master 
  Engine Table shows that a 380-rated 
  XL engine weighs 20.5 tons, leaving the 
  Gladiator with 65 tons remaining (85.5 
  tons – 20.5 tons = 65 tons). The Running MP for the Gladi-
  ator is 6 (4 Walking MP x 1.5 = 6 MP). The Gladiator must 
  also assign two engine critical slots to each side torso loca-
  tion on the ’Mech’s Critical Hits Table, to reflect the larger 
  physical size of the Clan XL engine.
  ’Mech weighs in at 9.5 tons, leaving 85.5 tons for other 
  systems. No slots need be filled in on the Critical Hits Table 
  for standard structure, and Brent need only black out a few 
  circles on the Internal Structure Diagram, leaving 30 in the 
  center torso, 20 in each side torso, 20 in each leg and 16 in 
  each arm. 
  Chas also decides on standard internal 
  structure for his Barghest, knowing that 
  the big guns he plans to install down the 
  road will be bulky in the extreme. He finds 
  that at 70 tons, the Barghest’s internal 
  structure will weigh 7 tons, and provides 
  22 points of internal structure in the center torso, 15 each 
  in the left and right torsos, and 15 in each of the ’Mech’s 
  four legs. On the record sheet’s Internal Structure Diagram, 
  Chas blacks out all the excess circles in those locations.
  STEP 2: INSTALL ENGINES 
  AND CONTROL SYSTEMS
  The second step in BattleMech design is the installation of the 
  ’Mech’s engines and control systems. This step establishes the 
  key factors in the BattleMech’s mobility, including the size and 
  performance of its engine, the mass of the gyroscopes that keep 
  it upright, and whether or not the design is capable of jumping 
  movement. Also determined in this step is the weight and nature 
  of the BattleMech’s cockpit systems, where the MechWarrior 
  resides during battle. 
  INSTALL ENGINE
  Every BattleMech constructed under these rules may carry one 
  fusion engine to power its movement, weapon systems and other 
  integral components. The relative output of this power plant is 
  measured by the BattleMech’s Engine Rating, which is directly 
  determined by the ’Mech’s total weight and desired speed.
  To compute the Engine Rating, the designer simply multiplies 
  the BattleMech’s tonnage by its desired Walking MP. The ’Mech’s 
  Running MP is also calculated at this time by multiplying its Walk-
  ing MP by 1.5 and rounding up to the nearest whole number.
  Note that under these rules, no BattleMech may be constructed 
  with an Engine Rating below 10 or above 400.
  The Master Engine Table, p. 49, lists the tonnage taken up by 
  engines of various types and ratings. BattleMechs may only use 
  fusion engine types from this table (Compact, Standard, Light and 
  XL engines are available). The non-fusion engines on this table are 
  ENGINE RATING  
  AND MOBILITY FORMULAS
  Engine Rating = ’Mech Tonnage x Desired Walking MP
  Running MP = Desired Walking MP x 1.5 (round up)
  
  49
  49
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  Non-Fusion Engines
  Fusion Engines
  Engine 
  Rating
  ICE
  Cell
  Fission
  Comp.*
  Std.*
  Light*
  XL*
  10
  1.0
  1.0
  5.0
  1.0
  0.5
  0.5
  0.5
  15
  1.0
  1.0
  5.0
  1.0
  0.5
  0.5
  0.5
  20
  1.0
  1.0
  5.0
  1.0
  0.5
  0.5
  0.5
  25
  1.0
  1.0
  5.0
  1.0
  0.5
  0.5
  0.5
  30
  2.0
  1.5
  5.0
  1.5
  1.0
  1.0
  0.5
  35
  2.0
  1.5
  5.0
  1.5
  1.0
  1.0
  0.5
  40
  2.0
  1.5
  5.0
  1.5
  1.0
  1.0
  0.5
  45
  2.0
  1.5
  5.0
  1.5
  1.0
  1.0
  0.5
  50
  3.0
  2.0
  5.0
  2.5
  1.5
  1.5
  1.0
  55
  3.0
  2.0
  5.0
  2.5
  1.5
  1.5
  1.0
  60
  3.0
  2.0
  5.0
  2.5
  1.5
  1.5
  1.0
  65
  4.0
  2.5
  5.0
  3.0
  2.0
  1.5
  1.0
  70
  4.0
  2.5
  5.0
  3.0
  2.0
  1.5
  1.0
  75
  4.0
  2.5
  5.0
  3.0
  2.0
  1.5
  1.0
  80
  5.0
  3.0
  5.0
  4.0
  2.5
  2.0
  1.5
  85
  5.0
  3.0
  5.0
  4.0
  2.5
  2.0
  1.5
  90
  6.0
  4.0
  5.5
  4.5
  3.0
  2.5
  1.5
  95
  6.0
  4.0
  5.5
  4.5
  3.0
  2.5
  1.5
  100
  6.0
  4.0
  5.5
  4.5
  3.0
  2.5
  1.5
  105
  7.0
  4.5
  6.5
  5.5
  3.5
  3.0
  2.0
  110
  7.0
  4.5
  6.5
  5.5
  3.5
  3.0
  2.0
  115
  8.0
  5.0
  7.0
  6.0
  4.0
  3.0
  2.0
  120
  8.0
  5.0
  7.0
  6.0
  4.0
  3.0
  2.0
  125
  8.0
  5.0
  7.0
  6.0
  4.0
  3.0
  2.0
  130
  9.0
  5.5
  8.0
  7.0
  4.5
  3.5
  2.5
  135
  9.0
  5.5
  8.0
  7.0
  4.5
  3.5
  2.5
  140
  10.0
  6.0
  9.0
  7.5
  5.0
  4.0
  2.5
  145
  10.0
  6.0
  9.0
  7.5
  5.0
  4.0
  2.5
  150
  11.0
  7.0
  10.0
  8.5
  5.5
  4.5
  3.0
  155
  11.0
  7.0
  10.0
  8.5
  5.5
  4.5
  3.0
  160
  12.0
  7.5
  10.5
  9.0
  6.0
  4.5
  3.0
  165
  12.0
  7.5
  10.5
  9.0
  6.0
  4.5
  3.0
  170
  12.0
  7.5
  10.5
  9.0
  6.0
  4.5
  3.0
  175
  14.0
  8.5
  12.5
  10.5
  7.0
  5.5
  3.5
  180
  14.0
  8.5
  12.5
  10.5 
  7.0
  5.5
  3.5
  185
  15.0
  9.0
  13.5
  11.5
  7.5
  6.0
  4.0
  190
  15.0
  9.0
  13.5
  11.5
  7.5
  6.0
  4.0
  195
  16.0
  10.0
  14.0
  12.0
  8.0
  6.0
  4.0
  200
  17.0
  10.5
  15.0
  13.0
  8.5
  6.5
  4.5
  205
  17.0
  10.5
  15.0
  13.0
  8.5
  6.5
  4.5
  Non-Fusion Engines
  Fusion Engines
  Engine 
  Rating
  ICE
  Cell
  Fission
  Comp.*
  Std.*
  Light*
  XL*
  210
  18.0
  11.0
  16.0
  13.5
  9.0
  7.0
  4.5
  215
  19.0
  11.5
  17.0
  14.5
  9.5
  7.5
  5.0
  220
  20.0
  12.0
  17.5
  15.0
  10.0
  7.5
  5.0
  225
  20.0
  12.0
  17.5
  15.0
  10.0
  7.5
  5.0
  230
  21.0
  13.0
  18.5
  16.0
  10.5
  8.0
  5.5
  235
  22.0
  13.5
  19.5
  16.5
  11.0
  8.5
  5.5
  240
  23.0
  14.0
  20.5
  17.5
  11.5
  9.0
  6.0
  245
  24.0
  14.5
  21.0
  18.0
  12.0
  9.0
  6.0
  250
  25.0
  15.0
  22.0
  19.0
  12.5
  9.5
  6.5
  255
  26.0
  16.0
  23.0
  19.5
  13.0
  10.0
  6.5
  260
  27.0
  16.5
  24.0
  20.5
  13.5
  10.5
  7.0
  265
  28.0
  17.0
  24.5
  21.0
  14.0
  10.5
  7.0
  270
  29.0
  17.5
  25.5
  22.0
  14.5
  11.0
  7.5
  275
  31.0
  19.0
  27.5
  23.5
  15.5
  12.0
  8.0
  280
  32.0
  19.5
  28.0
  24.0
  16.0
  12.0
  8.0
  285
  33.0
  20.0
  29.0
  25.0
  16.5
  12.5
  8.5
  290
  35.0
  21.0
  31.0
  26.5
  17.5
  13.5
  9.0
  295
  36.0
  22.0
  31.5
  27.0
  18.0
  13.5
  9.0
  300
  38.0
  23.0
  33.5
  28.5
  19.0
  14.5
  9.5
  305
  39.0
  23.5
  34.5
  29.5
  19.5
  15.0
  10.0
  310
  41.0
  25.0
  36.0
  31.0
  20.5
  15.5
  10.5
  315
  43.0
  26.0
  38.0
  32.5
  21.5
  16.5
  11.0
  320
  45.0
  27.0
  39.5
  34.0
  22.5
  17.0
  11.5
  325
  47.0
  28.5
  41.5
  35.5
  23.5
  18.0
  12.0
  330
  49.0
  29.5
  43.0
  37.0
  24.5
  18.5
  12.5
  335
  51.0
  31.0
  45.0
  38.5
  25.5
  19.5
  13.0
  340
  54.0
  32.5
  47.5
  40.5
  27.0
  20.5
  13.5
  345
  57.0
  34.5
  50.0
  43.0
  28.5
  21.5
  14.5
  350
  59.0
  35.5
  52.0
  44.5
  29.5
  22.5
  15.0
  355
  63.0
  38.0
  55.5
  47.5
  31.5
  24.0
  16.0
  360
  66.0
  40.0
  58.0
  49.5
  33.0
  25.0
  16.5
  365
  69.0
  41.5
  60.5
  52.0
  34.5
  26.0
  17.5
  370
  73.0
  44.0
  64.0
  55.0
  36.5
  27.5
  18.5
  375
  77.0
  46.5
  67.5
  58.0
  38.5
  29.0
  19.5
  380
  82.0
  49.5
  72.0
  61.5
  41.0
  31.0
  20.5
  385
  87.0
  52.5
  76.5
  65.5
  43.5
  33.0
  22.0
  390
  92.0
  55.5
  80.5
  69.0
  46.0
  34.5
  23.0
  395
  98.0
  59.0
  86.0
  73.5
  49.0
  37.0
  24.5
  400
  105.0
  63.0
  92.0
  79.0
  52.5
  39.5
  26.5
  MASTER ENGINE TABLE
  * Compact, Standard, Light  and XL apply only to fusion engine types.
  
  ADD GYROSCOPE
  Every BattleMech requires a powerful gyroscope to keep it 
  upright and able to move. The exact size of this gyro depends on 
  the ’Mech’s engine rating and the type of gyro used (standard, 
  compact, heavy-duty or extra-light). To determine the weight for 
  a gyro, divide the BattleMech’s Engine Rating by 100 and round 
  the result up to the nearest whole number. The resulting number 
  is the gyro’s base weight (in tons). To find the gyro’s final weight, 
  multiply this tonnage by the appropriate multiplier given in the 
  Master Gyroscope Table below (rounding up this final result to the 
  nearest half-ton). The weight of a Compact Gyro on a BattleMech 
  with a 160-rated engine would come to 3 tons: 160 ÷ 100 = 1.6, 
  rounded up to 2 (base gyro weight) x 1.5 (Compact Gyro multi-
  plier) = 3.
  Tech Base: Standard gyros are equally available to BattleMechs 
  of Clan or Inner Sphere tech bases. Compact, Heavy-Duty and XL 
  are available only to BattleMechs with an Inner Sphere Tech Base. 
  BattleMechs built using a Clan Tech Base do not have access to 
  non-standard gyros.
  Space: The blank ’Mech Record Sheet generally presumes that 
  a BattleMech design is using a Standard Gyro type (which takes 
  up 4 critical slots in the center torso). To determine the actual 
  number of critical slots a given gyro occupies, consult the Slots 
  column of the Master Gyroscope Table. All gyro critical slots are 
  allocated to the center torso location only. These slots must be 
  allocated continguously.
  The placement of gyro critical slots must also be determined 
  at this time.
  OmniMechs: The gyro type, weight and placement of its critical 
  slots must be established when designing an OmniMech’s base 
  configuration, and may not be altered in the completed primary 
  or alternate configurations of that OmniMech.
  Chas intends to give his Barghest 
  excellent speed for a heavy ’Mech, and 
  decides upon a Walking MP of 5. This 
  requires an Engine Rating of 350 (70 tons 
  x 5 MP = 350). As the Master Engine Table 
  shows that this would take up an incred-
  ible 29.5 tons if he selected a standard fusion engine for the 
  job, Chas also chooses an XL engine at a cost of 15 tons 
  (leaving 48 tons leftover; 63 – 15 = 48). The use of an Inner 
  Sphere XL engine—which is even bulkier than its Clan 
  equivalent—requires Chas to assign 3 critical slots each to 
  the left and right torso locations on the Barghest’s Critical 
  Hits Table. The Running MP for the Barghest is 8 (5 Walking 
  MP x 1.5 = 7.5, which rounds up to 8 MP).
  MASTER GYROSCOPE TABLE
  Gyroscope Type
  Weight Multiplier
  Slots Occupied*
  Compact
  1.5
  2
  Heavy-Duty
  2.0
  4
  Standard
  1.0
  4
  Extra-light (XL)
  0.5
  6
  *All gyro slots must be allocated to the center torso
  ’MECH ENGINE CRITICAL SPACE TABLE
  Engine Type
  Slots (Inner Sphere)
  Slots (Clan)
  Military Fusion (Standard)
  6 (center torso only)
  6 (center torso only)
  Extra-light Fusion (XL)
  12 (6 in center torso; 3 per side torso)
  10 (6 in center torso; 2 per side torso)
  Light Fusion
  10 (6 in center torso; 2 per side torso)
  Not Available
  Compact Fusion
  3 (center torso only)*
  Not Available
  *Removes lower three engine slots on blank ’Mech Record Sheet Critical Hit Table.
  RA 
  Stacy Church of the Black Widow Trinary leaps from cover to cover as she makes her last stand on Outreach.
  
  5151
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  jet requires is determined by the jump jet’s type, as noted in 
  the Jump Jets Table (to the right of the slash). The placement 
  of these critical slots need not be determined at this time, but 
  must be determined at or during the final stages of the Bat-
  tleMech’s design.
  OmniMechs: The number, type and placement of jump jets 
  need not be determined as part of an OmniMech’s base con-
  figuration, and so do not need to be established at this stage 
  if the designer wishes to leave jump capability as an option.
  If any jump jets are established for a base configuration at 
  this stage, they are considered permanent but may be shifted 
  within their bodily location as the designer wishes in that 
  OmniMech’s completed primary or alternate configurations. 
  However, additional jump jets may be placed on an alternate 
  configuration if the base configuration does not carry the 
  maximum possible jets for its type.
  As it is already capable of swift 
  land speed and meant for open areas 
  where it can use its mobility best, 
  Andrew decides that his Mongoose 
  will not require jump jets at this point.
  Though his ’Mech is fast for its size, 
  Brent anticipates it will need some help 
  getting through difficult terrain or out 
  of sticky situations. He thus opts to 
  install jump jets on the Gladiator, and 
  decides upon a Jump MP of 4—the 
  maximum attainable using standard 
  jets. Because of the Gladiator’s weight, 
  Brent finds that the jump jets will weigh 
  2 tons each and occupy 1 critical slot each. He opts to 
  install all four jets in the legs, with 2 in each leg for a total 
  of 8 tons spent. Because Brent is building the base model 
  of an OmniMech, he may not move or remove these jets 
  when making alternate configurations for the machine 
  later on. The Gladiator now has a Jumping MP of 4, and 
  has 53 remaining unspent tons (61 – 8 = 53).
  Chas decides that his Barghest is 
  mobile enough for his tastes, and 
  decides not to install jump jets at 
  this time.
  Andrew has chosen a standard 
  gyro for his Mongoose. With an 
  Engine Rating of 200, the Mongoose 
  would need a 2-ton gyroscope (200 ÷ 
  100 = 2). This leaves him with 13 tons 
  (15 – 2 = 13).
  Because his OmniMech uses a Clan 
  tech base, Brent may only select a 
  standard gyro. With an Engine Rating 
  of 380, his Gladiator needs a 4-ton 
  gyroscope (380 ÷ 100 = 3.8, rounded 
  up to 4). This leaves Brent with 61 tons 
  left over (65 – 4 = 61).
  Chas’ Barghest, with its Engine 
  Rating of 350, would also have a base 
  4-ton standard gyroscope weight 
  (350 ÷ 100 = 3.5, rounded up to 4). 
  Because Chas also selects a standard 
  gyro, this leaves him with 44 tons (48 – 4 = 44).
  DETERMINE JUMP CAPABILITY
  At the designer’s option, BattleMechs may be equipped with 
  jump jets in their legs and/or torsos to allow for short bursts 
  of jumping movement. The weight of these jets depends on 
  the weight of the BattleMech, the Jumping MP desired and 
  the type of jump jets employed (standard or improved). A Bat-
  tleMech may mount only one jump jet type at a time.
  Jump jets are mounted singly, with each jet providing a 
  BattleMech with one Jumping Movement Point. For example, 
  a BattleMech with five jump jets would have a Jumping MP of 
  5. The maximum number of jets a ’Mech may mount depends 
  on its ground MPs and the type of jets used, as shown on 
  the Jump Jets Table below. A ’Mech with standard jets, for 
  example, may have as many jets as it does Walking MP. The 
  weight for each mounted jump jet is given in the Jump Jets 
  Table below (to the left of the slash). 
  Tech Base: Standard and Improved jump jets are equally 
  available to BattleMechs of Clan or Inner Sphere tech bases. 
  Space: Jump jets may only be mounted in a BattleMech’s 
  torso and leg locations. The number of critical slots each jump 
  JUMP JETS TABLE
  Jump Jet Weight (per Jump MP) / Critical Slots
  ’Mech Tonnage
  Standard Jump Jets*
  Improved Jump Jets*
  10–55 
  0.5 tons / 1
  1 ton / 2
  60–85
  1 ton / 1
  2 tons / 2
  90–100
  2 tons / 1
  4 tons / 2
  *Max Jump = Maximum Walking MP for Standard Jump Jets; Max Jump = 
  Maximum Running MP for Improved Jump Jets
  DF 
  DF
  Puma H, Gamma Galaxy (Clan Steel Viper)
  
  Though a +1 Piloting modifier would 
  hardly impair his quad Barghest, Chas 
  too opts to use a Standard cockpit, leav-
  ing him with 41 unspent tons (44 – 3 = 41). 
  He too retains the default slot arrange-
  ment on the Critical Hits Table.
  SPECIAL PHYSICAL ENHANCEMENTS (MASC/TSM)
  Some designers may wish to install additional motive or mus-
  culature enhancements to their BattleMechs at this time, such 
  as the speed-enhancing Myomer Acceleration Signal Circuitry 
  (MASC) or the strength-boosting Triple Strength Myomer (TSM). 
  Though this equipment is technically not part of the engine or 
  control systems, it should be installed at this stage, and its critical 
  slots allocated—particularly if the design is to be the base con-
  figuration of an OmniMech. Consult the BattleMech MASC and 
  TSM Table below for tonnage and critical slot data on MASC and 
  Triple-Strength Myomer.
  MASC and Triple-Strength Myomer may not be combined on 
  the same BattleMech.
  Tech Base: BattleMechs built with an Inner Sphere technology 
  base may make use of Inner Sphere MASC and Triple-Strength 
  Myomer. BattleMechs built using a Clan tech base may use Clan 
  MASC, but may not mount Triple-Strength Myomer.
  Space: The number of critical slots required by MASC or Triple-
  Strength Myomer is shown in the BattleMech MASC and TSM 
  Table, below. The critical slots for both systems may be placed 
  anywhere on the Critical Hit Table, but MASC must be allocated in 
  contiguous slots as a single item, while the critical slots for Triple-
  Strength Myomer may be distributed throughout the table (like 
  endo-steel critical slots).
  ADD COCKPIT
  Every BattleMech must have a cockpit, which contains the 
  MechWarrior’s control station, life-support system and electronic 
  sensors. The weight and critical spaces these cockpit systems 
  occupy in the BattleMech design depend on which type is chosen 
  (Standard or Small). Standard cockpits, which allow for unfettered 
  operations, weigh 3 tons and leave only one slot open in the 
  head for additional equipment. The more cramped Small cockpits 
  weigh 2 tons and leave 2 head location slots open, but impose 
  penalties on the warrior in game play. The BattleMech Cockpit 
  Table below outlines these basic features, including tonnage, 
  critical slots (as well as default locations on the Head Location of 
  the Critical Hits Table) and game play modifier.
  Tech Base: Standard cockpits are equally available to BattleM-
  echs of Clan or Inner Sphere tech bases. BattleMechs built using 
  an Inner Sphere Tech Base may use Small cockpits as well. Small 
  cockpits are currently unavailable to Clan-made BattleMechs.
  Space: Both the Small and Standard cockpit types must be 
  located in the BattleMech’s head location. The blank ’Mech Record 
  Sheet generally presumes that the designer is using the Standard 
  cockpit and its default slot locations, which includes 2 Sensors 
  slots (in default slots 2 and 5), 2 Life Support slots (in default slots 
  1 and 6), and 1 Cockpit slot (in default slot 3), leaving slot 4 open 
  for any additional equipment.
  The Small cockpit, if used instead, removes one of the Life Sup-
  port slots (default slot 6) and moves the sensors in slot 5 up to slot 
  4 to create 2 contiguous empty slots in the head.
  The placement of cockpit critical spaces must be determined 
  at this time.
  OmniMechs: The cockpit type and placement of its critical slots 
  must be established when designing an OmniMech’s base con-
  figuration, and may not be altered in that OmniMech’s completed 
  primary or alternate configurations.
  Andrew decides to give his Mongoose 
  a Standard cockpit, spending 3 tons on it, 
  and thus retains the default slot arrange-
  ment for the cockpit’s systems. He has 10 
  tons remaining (13 – 3 = 10).
   
  With no access to Small cockpits, Brent 
  installs a Standard cockpit in his Gladiator, 
  using the default slots on the Record Sheet 
  Critical Hits Table as well. His OmniMech now 
  has 50 unspent tons remaining (53 – 3 = 50).
  BATTLEMECH MASC AND TSM TABLE
  Weight
  Critical Slots
  System
  (Inner 
  Sphere)
  (Clan)
  (Inner 
  Sphere)
  (Clan)
  MASC
  5%*
  4%*
  5%*
  4%*
  Triple-Strength 
  Myomer
  0
  Not 
  Avail.
  6
  Not 
  Avail.
  *Percentage of the BattleMech’s total weight (in tons). Round this figure normally 
  to the nearest full ton/critical slot.
  BATTLEMECH COCKPIT TABLE
  Slots (Default Locations)
  Cockpit Type
  Tons
  Cockpit
  Sensors
  Life Support
  Gameplay Effect
  Standard 
  3
  1 (3)
  2 (2 and 5)
  2  (1 and 6)
  None
  Small
  2
  1 (3)
  2 (2 and 4)
  1 (1)
  +1 modifier to all Piloting Skill Rolls
  
  53
  53
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  STEP 3:  
  ADD ADDITIONAL HEAT SINKS
  The heat sinks that dissipate heat produced by the Bat-
  tleMech’s movement, weapons fire and other actions may be 
  allocated at this time. At this stage, however, the give-and-
  take of BattleMech design begins to come into play, and so 
  the player can skip this step for now, leaving the heat sinks 
  until after assigning the ’Mech’s weapons and equipment.
  The fusion engines used on BattleMechs automatically 
  provide the ’Mech with 10 free heat sinks that do not take up 
  tonnage (but may occupy critical slots, if the engine is not large 
  enough). Additional heat sinks may be installed beyond this free 
  amount, at a cost of 1 ton per heat sink (regardless of whether 
  or not the heat sinks used are standard or double-strength). 
  Two types of heat sink are available to BattleMechs: stan-
  dard heat sinks (generally known as single heat sinks) and 
  double heat sinks. A BattleMech may only carry one type of 
  heat sink, not a mixture of both. This includes the free sinks 
  that come with the fusion engine. If a designer opts to equip a 
  ’Mech with double heat sinks, the 10 heat sinks that come with 
  the engine are automatically considered double heat sinks as 
  well. If standard heat sinks are chosen instead, then the 10 free 
  sinks are considered single heat sinks.
  Tech Base: Standard (single) heat sinks are equally available 
  to BattleMechs of Clan or Inner Sphere tech bases. BattleM-
  echs built using an Inner Sphere Tech Base may use Inner 
  Sphere double heat sinks as well. Clan-made BattleMechs may 
  use Clan double heat sinks.
  Space: Regardless of the type of heat sinks used, or how 
  many more are added after the engine’s 10 free sinks, a number 
  of heat sinks may not require any critical slots on the Critical 
  Hits Table, based on the size of the engine. To find the number 
  of heat sinks that may be considered “critical-free,” divide the 
  BattleMech’s engine rating by 25 and round the result down. 
  These sinks are considered an integral part of the engine, and 
  so can only be destroyed if the engine is destroyed.
  All remaining heat sinks (even the engine’s 10 free sinks) 
  must be allocated to the Critical Hits Table, with each sink 
  considered a separate item. Heat sinks that occupy multiple 
  critical slots—such as Clan and Inner Sphere double heat 
  sinks—must allocate these slots contiguously on the table. 
  For example, if a player adds 5 heat sinks (for a total of 15) to 
  a BattleMech with a 195-rated fusion engine, 7 of these sinks 
  (195 ÷ 25 = 7.8, rounded down to 7) are considered integral to 
  the engine and are not assigned critical slots. The other 8 [10 
  (original equipment) + 5 (extra) – 7 (integral to engine) = 8] 
  must be assigned to critical slots.
  Each standard (single) heat sink not considered integral to 
  the engine takes up 1 critical slot, while Inner Sphere double 
  heat sinks fill 3 slots each, and Clan double heat sinks occupy 2 
  slots each. The allocation of these sinks to the Critical Hits Table 
  can wait until later, if the designer so wishes, in order to assure 
  the best fit when mounting weapons and other equipment.
  OmniMechs: A Clan or Inner Sphere OmniMech may add 
  more heat sinks at this stage, or—at the designer’s option—
  may stick with the 10 free sinks already provided by the fusion 
  The placement of these critical slots need not be deter-
  mined at this time, but must be determined at or during the 
  final stages of the BattleMech’s design.
  OmniMechs: The type, weight and location of critical slots 
  for MASC and Triple-Strength Myomer must be established 
  when designing an OmniMech’s base configuration, and may 
  be shifted within their location (following the contiguity of the 
  system) in that OmniMech’s completed primary or alternate 
  configurations. Unlike jump jets, neither MASC nor Triple-
  Strength Myomer may be “pod-mounted,” so an OmniMech 
  may not feature MASC or TSM capabilities on an alternate 
  configuration unless the base configuration is so equipped.
  Though MASC technology existed 
  in the era in which Andrew plans to 
  base his Mongoose, he decides not to 
  use that technology for added speed 
  bursts, as the ’Mech already boasts a 
  respectable movement rate. He like-
  wise considers Triple-Strength 
  Myomer inappropriate, though that 
  has more to do with the technology 
  not existing in the old Star League era than the fact 
  that the lightweight Mongoose would make a lousy 
  close-in brawler.
  To provide his  95-ton Gladiator 
  with amazing bursts of speed that 
  can catch lighter enemies off-guard, 
  Brent chooses to add MASC to the 
  base design. Clan-made MASC 
  weighs 4 percent of the BattleMech’s 
  total weight, so MASC on the Gladia-
  tor will weigh 4 tons (95 tons x 0.04 = 
  3.8 tons, rounded up to 4). As this for-
  mula also determines the equipment’s size in terms of 
  critical slots, the same value (4) applies to the number 
  of slots needed. The Gladiator now has 46 unspent 
  tons remaining (50 – 4 = 46). Brent decides to assign 
  the 4 MASC slots to the Omni’s left torso location.
  Chas resists the urge to install 
  MASC or TSM on his Barghest, opting 
  to save weight and space for ranged 
  weapons.
  SM 
  ??
  PXH-4L Phoenix Hawk, Broadsword Legion (Mercenary)
  
  On the Heat Data Block of the Record Sheet he is using 
  to record his OmniMech’s base configuration, Brent notes 
  the Gladiator has 16 double heat sinks by blacking out all 
  but 16 Heat Sink circles, checking off the box marked 
  “Double” and writing a value of 16 in the line marked Heat 
  Sinks, and a value of 32 (16 x 2 = 32) between the parenthe-
  ses on the same line.
  Chas does not feel he has much weight 
  to spare for heat sinks, considering his 
  plans for firepower and armor on his Bar-
  ghest. He thus sticks with the 10 free sinks 
  that come with the BattleMech’s engine, 
  but chooses to make them double heat 
  sinks rather than singles. In computing how many are inte-
  grated into the engine “critical-free,” Chas finds he won’t 
  need to worry about assigning any of these 3-slot Inner 
  Sphere double heat sinks to the ’Mech’s Critical Hits Table, 
  as the 350-rated engine is large enough to easily take in 
  all 10 (350 ÷ 25 = 14). Because the 10 sinks came with the 
  engine, Chas still has 41 unspent tons.
  On the Heat Data Block of the Record Sheet, Chas notes 
  the Barghest has 10 double heat sinks by blacking out 
  all but 10 Heat Sink circles, checking off the box marked 
  “Double” and writing a value of 10 in the line marked Heat 
  Sinks, and a value of 20 (10 x 2 = 20) between the parenthe-
  ses on the same line.
  STEP 4: ADD ARMOR
  Armor helps protect the BattleMech’s internal structure and 
  critical components. Depending on the technology base used 
  and the type of armor selected, armor can vary in tonnage and 
  critical space. Inner Sphere-designed BattleMechs have more 
  options, in fact, including standard, Inner Sphere ferro-fibrous, 
  light and heavy ferro-fibrous, and stealth armor. Clan BattleMechs 
  may only use standard and Clan ferro-fibrous armor.
  The maximum amount of armor a BattleMech may mount is based 
  on the number of points of internal structure it has. For all locations 
  but the head, the BattleMech may mount twice as many armor 
  points as it has internal structure in that location—for example, if an 
  arm has 9 points of internal structure, it may carry up to 18 points of 
  armor. The head of all BattleMechs (regardless of size) may support 
  up to 9 armor points. Torso locations divide this maximum between 
  their front and rear sides. (Most designs focus more armor toward the 
  front, as BattleMechs tend to sustain more frontal combat damage.) 
  The maximum armor levels for any location are unaffected by the use 
  of alternative armor or internal structure types.
  Armor may be mounted in full- or half-ton lots, and provides a 
  base amount of 16 points per ton of standard armor (8 points per 
  half-ton). The use of alternative armor types such as ferro-fibrous can 
  modify this amount as shown in the BattleMech Armor Table (see p. 
  56), allowing for generally higher points-per-ton ratios at a cost in 
  greater bulk (and fewer open critical slots on the Critical Hits Table).
  To determine the armor value provided by these alternative 
  armor types, multiply the base armor value (16 points per ton) by 
  engine. As heat sinks may be mounted in Omni-pods just like 
  other weapons and equipment, any additional sinks can easily be 
  left to alternate configurations.
  However, said configurations must always use the same heat 
  sink type as that used by the base chassis. In addition, all heat 
  sinks added onto later configurations must be mounted as pods 
  and thus occupy critical space on the OmniMech’s record sheet 
  (even if the Engine Rating would otherwise allow some of them to 
  be “critical-free”). It is therefore generally more efficient (and well 
  advised) for OmniMechs to incorporate their maximum comple-
  ment of “critical-free” heat sinks into their base designs.
  Andrew does not foresee placing a 
  lot of firepower on his lightweight Mon-
  goose, so he decides to stick with the 10 
  free heat sinks that come with the ’Mech’s 
  engine (which he decides will be single 
  heat sinks, to cut costs). In computing 
  how many sinks will not require critical 
  slots, he finds that the Mongoose’s 200-
  rated engine will only integrate 8 of these 
  10 sinks (200 ÷ 25 = 8). The remaining 2 heat sinks—which 
  occupy 1 slot apiece—must be allocated to the Mon-
  goose’s Critical Hits Table someplace. Andrew decides to 
  settle this now, rather than wait until later, and assigns one 
  sink to each of the Mongoose’s leg locations. Because the 
  10 sinks were provided free with the engine, Andrew still 
  has 10 tons remaining.
  On the Heat Data Block of the Record Sheet, Andrew 
  notes the Mongoose has 10 sinks by blacking out all but 10 
  Heat Sink circles, checking off the box marked “Single” and 
  writing a value of 10 in the line marked Heat Sinks, and 
  between the parentheses on the same line.
  Anticipating some awesome firepower 
  options on his Gladiator, Brent decides 
  to provide the OmniMech’s base chassis 
  with a total of 16 double-strength heat 
  sinks. Because 10 of these come free with 
  the engine, this decision costs 6 tons in 
  weight, leaving the Gladiator with 40 
  tons left over (46 – 6 = 40). In addition, the 
  OmniMech’s 380-rated engine integrates 
  all but 1 of these heat sinks (380 ÷ 25 = 15.2, rounded down 
  to 15; 16 sinks – 15 integrated = 1), leaving that heat sink 
  to be allocated on the ’Mech’s Critical Hits Table. Brent 
  assigns this remaining sink to the right torso location, 
  where the Clan double heat sink takes up 2 critical slots.
  HEAT SINKS TABLE
  Critical Slots
  Heat Sink Type
  Inner Sphere
  Clan
  Single (Standard) 
  1
  1
  Double
  3
  2
  
  55
  55
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  Tech Base: Standard armor is equally available to Bat-
  tleMechs of Clan or Inner Sphere tech bases. Inner Sphere 
  ferro-fibrous, heavy ferro-fibrous, light ferro-fibrous and 
  stealth armor is available only to BattleMechs with an Inner 
  Sphere Tech Base. Clan ferro-fibrous armor is available only to 
  BattleMechs with a Clan Tech Base.
  Space: Carrying ferro-fibrous or stealth armor requires the 
  player to fill in critical slots on the BattleMech’s Critical Hit Table. 
  These critical slots need not be contiguous, and—like endo-
  steel internal structure—may not be “hit” in combat (critical hits 
  to these slots get re-rolled). For all ferro-fibrous armor (Clan, 
  Inner Sphere, heavy and light) the appropriate number of slots 
  as indicated on the BattleMech Armor Table must be assigned 
  to any desired locations on the Critical Hit Table.
  Stealth armor, a special version available only to Inner 
  Sphere BattleMechs, specifically requires that its 12 critical 
  slots be placed on the Hits Table with 2 slots in each body loca-
  tion except for the center torso and head. This armor type also 
  requires the installation of a Guardian ECM Suite (see p. 213).
  When armor is installed that uses critical slots, the allocation 
  of these slots need not be contiguous, nor do they need to 
  be determined at this stage. However, they must be assigned 
  by the final stages of design, while allocating weapons, heat 
  sinks and any other equipment not otherwise pre-set (such as 
  engines, gyros and cockpit systems).
  OmniMechs: The type, weight, number of points and 
  critical slots (if any) required for an OmniMech’s armor must 
  be established when designing an OmniMech’s base con-
  figuration, and although the location of such slots may not be 
  changed they may be shifted as the designer pleases within 
  their established location in the completed primary or alter-
  nate configurations.
  the Base Armor Multipliers shown for the appropriate armor 
  type in the BattleMech Armor Table (see p. 56), rounding the 
  final result down to the nearest full point. For instance, a Bat-
  tleMech that uses 4 tons of Inner Sphere ferro-fibrous armor 
  would receive 71 armor points (4 tons x 16 points per ton x 
  1.12 = 71.68 armor points, rounded down to 71), while 1 ton 
  of the same armor would provide only 17 armor points (1 ton 
  x 16 points per ton x 1.12 = 17.92, round down to 17).
  Conversely, if a specific number of armor points is sought—
  up to the Maximum Armor Factor shown for the ’Mech’s 
  weight on the Internal Structure Table (see p. 47)—and the 
  weight is unknown, the designer can find this weight (in tons) 
  by dividing the target number of armor points by 16 times the 
  Base Armor Multiplier. This result is rounded up to the near-
  est half-ton. For example, if a designer decides to mount 105 
  points of heavy ferro-fibrous armor, he will need 5.5 tons to 
  accomplish that (105 points ÷ [16 x 1.24] = 5.29 tons, which 
  rounds up to the nearest half at 5.5). However, sometimes a 
  desired number of points—such as many Maximum Armor 
  factors—may force the designer to “waste” weight on points 
  that cannot be mounted. If in the previous example of the 
  heavy ferro-fibrous armor, 105 armor points was the maxi-
  mum that could be installed on the ’Mech, the actual 5.5-ton 
  capacity of heavy ferro-fibrous armor—109 points (5.5 tons x 
  16 points/ton x 1.24 = 109.12 points, rounded down)—would 
  result in 4 points of “wasted” armor.
  Use the Armor Diagram on the blank ’Mech Record Sheet 
  to indicate the number of Armor Points protecting each part 
  of the BattleMech’s body. Mark out any excess armor circles in 
  the same way as for the Internal Structure Diagram.
  BattleMechs built under these rules may not combine mul-
  tiple armor types on the same design.
  MM 
  A Ha-Otoko from Clan Fire Mandrill’s Kindraa Sainze clashes with a Hunchback IIC from Kindraa Payne.
  
  At 95 tons, Brent’s Gladiator could 
  be massively armored (the BattleMech  
  Internal Structure Table on p. 47 indicates 
  a potential 293 points on a humanoid 
  ’Mech), but Brent hopes to maintain 
  enough weight for a large array of weap-
  onry. Even with Clan ferro-fibrous armor, 
  he decides that the weight of the maxi-
  mum armor level is extreme at 15.5 tons 
  (293 Points ÷ [16 Base Points per Ton x 1.2 Clan Ferro-Fibrous 
  Multiplier] = 15.26, rounded up to 15.5 tons). Brent decides 
  to shave a couple tons off the armor weight. Installing 13.5 
  tons of Clan ferro-fibrous armor, Brent determines that his 
  Gladiator will have a final armor factor (total armor value) 
  of 259 points (13.5 tons x [16 Base Points per Ton x 1.2 Clan 
  Ferro-Fibrous Multiplier] = 259.2, rounded down to 259). 
  In distributing this armor, Brent maximizes the protec-
  tion on his OmniMech’s head and limbs, placing 9 points 
  on the head, 40 on each leg and 32 on each arm. On the 
  center torso, he assigns 37 points to the front and 9 to the 
  rear (Clan Omnis rarely present their backs in combat, 
  he reasons), while the left and right side torsos receive 20 
  points to the front and 10 to the rear. Verifying that all 
  points are accounted for, Brent adds all the armor values 
  together: 9 [Head] + (37 + 9 [Center Torso, Front + Rear]) + 
  (20 + 10 [Left Torso, Front + Rear]) + (20 + 10 [Right Torso, 
  Front + Rear]) + (40 + 40 [Legs, Left + Right]) + (32 + 32 
  [Arms, Left + Right]) = 259. In the appropriate locations 
  of the Armor Diagram for his Gladiator’s Record Sheet, 
  Brent blacks out all extra circles, leaving only the assigned 
  amount for each location.
  Like Andrew’s Mongoose, Brent’s Gladiator must assign 
  slots to its ferro-fibrous armor, but because of its Clan 
  design, this armor only requires 7 critical slots in total. 
  Because it is an OmniMech’s base chassis, however, Brent 
  realizes he should assign these slots as soon as possible. He 
  thus places 2 ferro-fibrous slots in the center torso, 1 in the 
  head, 1 each in the arms and the last 2 in the right torso. 
  With 13.5 tons of armor, the Gladiator has 26.5 tons of 
  unused weight remaining.
  With internal space already at a 
  premium—partly for the XL engine and 
  partly for a quad body shape—Chas’ 
  Barghest can’t afford to use ferro-
  fibrous armor (even the light version 
  seems dodgy to him). Instead, he selects 
  standard armor. Like Andrew and Brent, Chas checks the 
  BattleMech Internal Structure Table on p. 47 to find that 
  the maximum potential armor for a 70-ton quad ’Mech 
  is 233 points. But because that level of protection would 
  come in at 15 tons using standard armor (233 points ÷ 
  [16 Base Points per ton x 1.0 Standard Armor Multiplier] 
  = 14.56, rounded up to 15 tons), Chas decides to mount a 
  couple of tons less to leave more room for weapons. After 
  installing 13 tons of standard armor, Chas determines that 
  his Barghest will have a final total armor value of 208 
  points (13 tons x [16 Base Points per ton x 1.0 Standard 
  Armor Multiplier] = 208 points). 
  Andrew’s Mongoose is light and fast, 
  but he still wants to protect it as best he 
  can while giving it some bite. He therefore 
  chooses to use standard ferro-fibrous 
  armor. As shown on the BattleMech 
  Internal Structure Table (p. 47), the 
  maximum armor potential for a 25-ton 
  humanoid BattleMech is 89 points. With 
  that in mind, Andrew finds that attaining 
  89 points using Inner Sphere ferro-fibrous 
  armor will cost his design another 5 tons (89 points ÷ 
  [16 Base Points per Ton x 1.12 Inner Sphere Ferro-Fibrous 
  Multiplier] = 4.967, rounded up to 5 tons). Because it is the 
  maximum possible armor, Andrew applies 9 points to the 
  head, 12 to each leg and 8 to each arm without a second 
  thought; the maximum for any BattleMech’s head is 9 and 
  the maximum for all other locations is double the internal 
  structure value.
  For the torsos, he assigns most of the armor protection 
  up front, with 12 points to the front-center and 10 points 
  to each front-side. The rear torso locations receive 4 to 
  the center and 2 to each side. Verifying that all points are 
  accounted for, Andrew adds all the armor values together: 
  9 [Head] + (12 + 4 [Center Torso, Front + Rear]) + (10 + 2 
  [Left Torso, Front + Rear]) + (10 + 2 [Right Torso, Front + 
  Rear]) + (12 + 12 [Legs, Left + Right]) + (8 + 8 [Arms, Left 
  + Right]) = 89. In the appropriate locations of the Armor 
  Diagram for his Mongoose’s Record Sheet, Andrew blacks 
  out all extra circles, leaving only the assigned amount for 
  each location.
  With 5 tons spent on armor now, the Mongoose has 
  only 5 tons remaining for weapons and other equipment 
  (10 – 5 = 5). Andrew notes he has 14 critical slots to assign 
  for his ferro-fibrous armor, which may be placed anywhere 
  in the ’Mech’s body and need not be contiguous. He holds 
  off assigning these slots until the final stages of design.
  BATTLEMECH ARMOR TABLE
  Base Armor Points per Ton: 16
  Armor Type
  Base Points 
  Multiplier
  Slots  
  (Inner Sphere)
  Slots 
  (Clan)
  Standard
  1.0
  0
  0
  Stealth
  1.0
  12*
  NA
  Light Ferro-Fibrous
  1.06
  7
  NA
  Ferro-Fibrous (I.S.)
  1.12
  14
  NA
  Ferro-Fibrous (Clan)
  1.2
  NA
  7
  Heavy Ferro-Fibrous
  1.24
  21
  NA
  * Stealth armor requires 2 critical slots each in the arms, legs and side torsos of 
  the ’Mech on which it is installed; a Guardian ECM Suite is also required to use 
  stealth armor.
  
  5757
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  torso’s rear, if the item is mounted for rearward firing). Arm-
  mounted weapons receive the firing arc appropriate to that 
  arm. Leg-mounted weapons receive either a forward or rear-
  ward firing arc, based on the designer’s choice of forward or 
  rear-firing arcs.
  Almost all weapons and equipment that may be mounted 
  on a BattleMech must be allocated to the Critical Hits Table in 
  a contiguous series within the same location. (Any items that 
  do not will be so noted under their specific rules.) These items 
  therefore may not be placed in a body section that has fewer 
  open critical slots than the equipment requires. Some items, 
  however, may be broken up among two locations.
  Any ranged weapon occupying 8 or more critical slots may 
  be split between any two adjacent locations (not including 
  the legs). If so, it automatically receives the more restrictive 
  firing arc of the two. For example, if a BattleMech carries an 
  AC/20 split between its left torso and left arm, that weapon 
  uses the torso arc, not the arm arc.
  Ammunition: All ammunition-dependent weapons except 
  for machine guns (including their light and heavy versions) 
  and nail or rivet guns require at least a ton of ammunition. 
  Machine guns, nail guns and rivet guns may carry ammo in 
  half-ton lots instead. Each ammo bin occupies one critical 
  slot per ton (round up), and must be of the same ammunition 
  type per slot. Because each slot is considered a separate bin, 
  however, ammunition need not be contiguous.
  OmniMechs: Though it is unusual, weapons and equip-
  ment may be established as fixed components of an 
  OmniMech’s base configuration just like heat sinks and jump 
  jets. In such cases, these “fixed” items must be mounted and 
  placed on the Critical Hits Table before completion of the base 
  configuration, and though the location of such slots may not 
  be changed they may be shifted as the designer wishes within 
  their established location according to the contiguity of the 
  system in the completed primary or alternate configurations.
  On biped OmniMechs, the lower arm and hand actuators are 
  always considered to be pod-mounted, and may be removed 
  to provide additional slots for weapons and other equipment. 
  If the configuration desired mounts any kind or size of Gauss 
  rifle, autocannon or PPC in a given arm, however, the lower 
  arm and hand actuators in that arm must be removed first.
  Chas distributes his armor points as evenly as pos-
  sible on the Barghest, maximizing only the head’s 
  protection with 9 points. Focusing more armor for-
  ward, Chas assigns 30 points to the front-center torso, 
  21 points each to the front left and front-right torsos, 
  and 27 points each to the front left and front right legs. 
  The rear-center torso receives 9 points of armor, while 
  the rear-side torsos receive 6 each, and the rear legs 
  receive 26 each. To verify that all points are accounted 
  for, Chas adds all the armor values together: 9 [Head] 
  + (30 + 9 [Center Torso, Front + Rear]) + (21 + 6 [Left 
  Torso, Front + Rear]) + (21+ 6 [Right Torso, Front + 
  Rear]) + (27 + 27 [Front Legs, Left + Right]) + (26 + 26 
  [Rear Legs, Left + Right]) = 208. In the appropriate loca-
  tions of the Armor Diagram for his Barghest’s Record 
  Sheet, Chas blacks out all extra circles, leaving only the 
  assigned amount for each location.
  With 13 tons spent on armor, the Barghest now has 
  28 tons remaining (41 – 13 = 28).
  STEP 5: ADD WEAPONS, 
  AMMUNITION AND OTHER 
  EQUIPMENT
  The weapons, ammunition and equipment that may be 
  mounted on a BattleMech are listed in the Weapons and 
  Equipment Tables shown on p. 341. In addition to any heat, 
  damage and range statistics, these tables provide the tonnage 
  and critical space these items may occupy on a BattleMech, 
  what Technology Base (Clan or Inner Sphere) is required to 
  use them, and any references to special construction rules that 
  might apply to installing the equipment. The Ammo column 
  notes how many shots a given weapon or item carries per ton 
  (only machine guns and nail/rivet guns may carry ammunition 
  in half-ton lots). Remember that the total weight of a given 
  BattleMech design’s structure, engine, cockpit, armor, weap-
  ons and other components may never exceed the tonnage 
  established for the ’Mech in Step 1. Any leftover weight that 
  cannot be allocated to other equipment (due to critical space 
  constraints or other factors) is considered “wasted” tonnage.
  Weapons placed in the torso, leg or head locations may 
  have a forward or rearward firing arc. Rear-firing weapons 
  must be so noted when installed on the design.
  For special rules on any item, consult its entry under Weap-
  ons and Heavy Equipment (pp. 200–273.)
  Tech Base: The Heavy Weapon and Equipment Tables note 
  which items are available to which technology base. Clan-
  made BattleMechs may use only items available to the Clans, 
  while Inner Sphere-made BattleMechs must use only those 
  items available to the Inner Sphere.
  Space: The mounting of any weapons and equipment that 
  occupy critical slots must be established to determine the 
  weapons’ firing arcs in game play. Torso- and head-mounted 
  items receive the firing arc of the BattleMech’s torso (or the 
  ?? 
  DF
  HEL-3D Helios, Seventh FedCom RCT (Federated Suns)
  
  Because he has been building the 
  base chassis of an OmniMech, Brent’s 
  Gladiator is technically a completed 
  base configuration already, as long as 
  all its critical slots have been assigned. 
  The 26.5 tons left over becomes clas-
  sified as “pod space” that can be filled 
  with various weapons systems and other 
  equipment available to ’Mechs with a 
  Clan technology base. With its base chassis equipment 
  already assigned, the Gladiator leaves 7 slots open per 
  arm (though 2 of the “occupied” slots per arm are actually 
  lower arm and hand actuators that can be removed for 
  later configurations), and 6 slots in each side torso. These 
  slots are considered “fixed” and should always be grouped 
  contiguously by location to maximize their usefulness to 
  later configurations.
  Retaining a copy of the base chassis’ Record Sheet, Brent 
  decides to create at least one complete configuration—
  the so-called Gladiator Prime—based on the chassis he 
  has just designed. This version mounts a Gauss rifle in the 
  left arm (necessitating the removal of a lower arm and 
  hand actuator), at a cost of 12 tons and the use of 6 criti-
  cal slots; 2 ER large lasers in the right arm (at 4 tons and 1 
  slot apiece), and 2 machine guns in the right torso (at 0.25 
  tons and 1 critical slot each). Ammunition for the Gauss—2 
  tons’ worth—occupies 2 critical slots (1 per ton) in the left 
  torso, while the machine guns carry 1 ton of ammunition 
  between them, taking up a single critical slot in the right 
  torso. Because it is a Clan-made design, CASE—used to 
  protect all explosive components, such as the machine 
  gun ammo and the Gauss rifle—comes free both in ton-
  nage and in critical space, and so need not be marked on 
  the record sheet. (Simply noting that a design has a Clan 
  tech base is generally sufficient to know that all explosive 
  components are CASE-protected.)
  Tallying up the tonnage and space used, Brent finds his 
  Gladiator Prime has used up 23.5 tons of weapons, leaving 
  3 tons to spare, with 3 slots left open in the left arm (thanks 
  to the removal of the lower arm and hand for the Gauss 
  rifle), 5 in the right arm, 4 in the left torso and 3 in the right 
  torso. Brent decides to devote the last 3 tons to more dou-
  ble heat sinks. He places one in the left arm (occupying 2 of 
  the remaining slots) and two in the right arm (where they 
  take up 2 slots each). The completed OmniMech configura-
  tion is now ready for battle.
  Compared with the other two, Chas’ 
  Barghest has a simplified weapons load. 
  With 28 tons remaining, he chooses to 
  allocate 10 tons to a pair of ER large 
  lasers (5 tons per laser x 2 lasers), which 
  are mounted in the left torso (each Inner 
  Sphere ER large laser occupies 2 critical slots). On the right 
  torso, he tries to mount a mammoth 14-ton LB 20-X auto-
  cannon, but as the weapon takes up 11 critical slots and 
  the right torso includes 3 critical slots from the XL engine 
  already, Chas must split the weapon’s slots between the 
  With only 5 tons left to spare, Andrew 
  thinks hard about the weapons and 
  equipment his Mongoose will use. As 
  the ’Mech is designed primarily to scout, 
  the first choice is obvious: a Beagle 
  Active Probe (which, he learns from the 
  Weapons and Equipment Table on p. 341, 
  weighs 1.5 tons for Inner Sphere units and 
  occupies 2 critical slots in Inner Sphere 
  ’Mechs). Deciding the Mongoose could then use some bite, 
  Andrew decides to devote the remaining 3.5 tons to lasers, 
  with 3 1-ton medium lasers and a single 0.5-ton small laser 
  providing the ’Mech with respectable ammo-free, close-in 
  hitting power. Each of these weapons occupies a single 
  critical slot.
  With all tonnage used up, Andrew finds that he has to 
  allocate not only the lasers and Active Probe to his Critical 
  Hits Table, but also 14 slots each of endo-steel and ferro-
  fibrous armor. Deciding to mount the weapons first, Andrew 
  places one medium laser in each of the Mongoose’s arms, 
  retaining their lower arm and hand actuators as well 
  (in case the ’Mech should need to punch or carry cargo). 
  Because these lasers occupy 1 slot each, and the actuators 
  (shoulder to hand) take up 4, there are 7 open slots left in 
  each arm. Andrew fills these remaining slots with the ferro-
  fibrous armor, taking care of all 14 unallocated armor slots. 
  Andrew then places the remaining medium laser in the 
  Mongoose’s center torso, and the small laser in the head. 
  At one slot apiece, this leaves 1 open slot in the center torso 
  and none in the head. The Beagle probe, which takes up 2 
  slots by itself, is placed in the ’Mech’s left torso, its slots in 
  consecutive positions for clarity. Because the side torsos are 
  otherwise unoccupied and there remain the 14 endo-steel 
  slots to consider, Andrew distributes these slots—7 apiece—
  to these locations.
  RA 
  ANH-1A Annihilator, Zeta Battalion (Wolf’s Dragoons)
  
  59
  59
  INTRODUCTION
  INTRODUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  tion, heat per weapon, and statistics as shown on the 
  appropriate Weapons and Equipment Tables (for 
  example, the Mongoose’s center torso-mounted 
  medium laser would be listed as “1” under QTY, “CT” 
  under Location, “Medium Laser” under Type, “5” under 
  Damage, “3” under Heat, “0-3” under Short Range, 
  “4-6” under Medium Range and “7-9” under Long 
  Range). After making sure that no extraneous circles 
  for internal structure, armor and heat sinks are pres-
  ent, that the heat sink values are correct and all critical 
  slots are assigned for all the BattleMech’s weapons, 
  Andrew is ready to compute the Battle Value and cost 
  for his Mongoose and bring it to play.
  Repeating similar steps, Brent 
  must also be sure to save a copy of 
  his Gladiator’s Base Chassis Record 
  Sheet with no added weapons or 
  heat sinks beyond those determined 
  before Step 5, to serve as a template 
  for future configurations.
  Likewise repeating the same 
  steps as Andrew, Chas completes his 
  Barghest’s Record Sheet.
  right side torso and the adjacent center torso (thus, 9 
  of the autocannon’s slots fill up the right torso and the 
  remaining 2 fill up the unoccupied center torso slots). 
  The remaining 4 tons available to the Barghest are 
  devoted to ammunition for the LB 20-X, at a rate of 1 
  critical slot per ton. Chas decides to place these slots 
  in the rear legs, filling the slots in both the rear left and 
  rear right legs. (As each slot represents 5 shots of LB 
  20-X ammunition, Chas obviously hopes that—with 
  any luck—the well-armored legs will either be blown 
  off before the bins explode, or the bins will be well-
  depleted by the time the armor breaches in battle.)
  STEP 6: 
  COMPLETE THE RECORD SHEET
  By the time the designer has chosen all structure, engine 
  and controls for the BattleMech, and added the armor, 
  weapons and equipment, all items must be allocated to their 
  proper places on the blank ’Mech Record Sheet. On a com-
  pleted record sheet, the designer must make sure to have 
  selected the appropriate sheet for the ’Mech’s type (biped 
  or four-legged). The sheet must have all data filled in for the 
  ’Mech Data block (including name, tonnage and MPs). All 
  items and components with critical slots must be distributed 
  on the Critical Hits Table (including armor, engine, gyro, extra 
  heat sinks, weapons and other equipment, as well as ammuni-
  tion and number of shots per bin). All extraneous armor and 
  internal structure points must be blacked out on the Armor 
  and Internal Structure Diagrams (including the back armor 
  sections). Finally, heat sink data must be filled in—with extra-
  neous heat sink circles blacked out (or new ones drawn in, if 
  necessary)—on the Heat Data block.
  Once all of the above is completed, the BattleMech is ready 
  for Total Warfare game play.
  OMNIMECHS
   When completing the record sheet for a BattleMech built as 
  an OmniMech, it is highly recommended that one sheet be 
  created specifically to serve as the base configuration, show-
  ing only the components installed on the base chassis. Copies 
  of this base configuration sheet can then be used to quickly 
  generate record sheets for the other configurations by adding 
  the appropriate weapons and equipment in the open spaces.
  Andrew verifies that all of the valid 
  data blocks are completed, including 
  the Mongoose’s full name “MON-66 
  Mongoose” in the spot for the Bat-
  tleMech’s Type, checking off that its 
  tech base is Inner Sphere, noting its 
  Walking MP as 8, its Running MP as 
  12 and its Jumping MP as 0. He also 
  lists the weapons properly on the 
  ’Mech, noting the quantity per loca-
  RA 
  DF
  Thor, Pharaoh Keshik (Clan Cloud Cobra)
  
  Mr. Gilmour, esteemed members of the board,
  As you all know, the prospects for Gilmour Miltech look 
  promising, continuing the established trend over the past four 
  financial cycles. Analysts have determined possible growth of 
  up to fifteen percent in the upcoming three years, given the 
  Sphere-wide decline in major manufacturing due to the cur-
  rent wartime crisis. However, it doesn’t take a crystal ball to 
  know that these projections are fragile at best. Our company 
  rests on a single main source of revenue: the maintenance and 
  rebuilding of military assets. While this is a wide and profit-
  able market in a wartime situation like we have today, it is also 
  highly unstable and heavily contested—as the unexpected loss 
  of our Talitha Militia contract due to an unforeseen invasion has 
  clearly demonstrated.
  INDUSTRIALMECHS: 
  INDUSTRIALMECHS: 
  TARGET OF OPPORTUNITY?
  TARGET OF OPPORTUNITY?
  BRANCHING INTO THE INDUSTRIALMECH MARKET 
  
  6161
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  reflected in their outward appearance, but also drastically 
  changes how their mainframe must be designed. It is highly 
  unlikely our development staff can be brought up to this chal-
  lenge without external know-how. A cursory job-analysis on 
  this topic was not very promising, revealing specialists in that 
  field to be rare on the open market. Consequently, if we are 
  willing to go this route, we must first take appropriate mea-
  sures, or else accept a minimum three-year developmental 
  period before a first prototype. 
  Blueprints
  Acquiring blueprints or prototypes could prove difficult as 
  well. Current large manufacturers are understandably reluc-
  tant to part with information about their core businesses. 
  Some see a quasi-monopoly endangered, others belong to 
  interstellar corporations with no interest in selling, or only 
  maintain old, automated factories with a rudimentary knowl-
  edge of how they work. 
  Smaller companies represent a possibility to exploit. Often 
  specializing in one kind of IndustrialMech, they hold an incred-
  ible amount of experience and innate knowledge about the 
  workings of such machines. Freelancers and self-proclaimed 
  inventors present a third option, offering their plans and ideas 
  freely, often for reasonable sums. Dealing with most of these 
  calls for utmost caution, but then again, more than one great 
  achievement has stemmed from risk and dubious sources.
  We also cannot discount various unforeseen means of 
  obtaining technical data through the ongoing chaos of the 
  current wartime state, Sphere-wide, especially with regard 
  to multi-state corporations and major factories threatened 
  by hostile action or occupation. This raises the possibility of 
  engineers who not only boast the necessary experience and 
  knowledge, but who may already have completed the design 
  task on someone else’s dime, forced to relocate to a more…
  stable setting, which we may be able to provide.
  Internal Structure
  The necessary materials and resources—as well as the 
  knowledge and hardware to process them—are readily avail-
  able to our company. Built of basic alloys, the structural core 
  of IndustrialMechs follows similar construction procedures to 
  those we already use, and our own metal plants are perfectly 
  capable of delivering the amounts and qualities needed. 
  Moreover, we can very well do without the import of endo-
  steel. Rare and extremely expensive in wartime anyway, it is an 
  unnecessary component in IndustrialMechs. Working machines 
  are not placed under anywhere near the same stresses as Bat-
  tleMechs and they do not have to carry as much weight in the 
  form of weaponry and armor. The advantage of endo-steel’s 
  lighter weight also does not carry over, being quickly negated by 
  the additional bulk, which blocks space needed for sleek, nimble 
  design or tools in general.
  Armor
  Armor is something of a misnomer here as the term for 
  what goes on IndustrialMechs. Instead, IndustrialMech 
  “armor” substitutes battlefield integrity for physical protec-
  tion against the environment. Most IndustrialMechs are thus 
  armored for daily wear and tear, some more than others, 
  depending on their purpose. 
  In light of these events, this group has attempted during 
  the past two months to develop several alternative business 
  models, the first of which we present in this document.
  For ease of reading, you will find a management sum-
  mary of each technological topic with its respective chapter. 
  Detailed figures, projection charts and investment calcula-
  tions are grouped in Annexes I through IV.
  INTRODUCTION
  With the advent of new weapons systems and technolo-
  gies in the past twenty years, the refit market for BattleMechs 
  has been profoundly altered. Blooming in the early fifties 
  by upgrading old machines to state-of-the-art models, this 
  well of orders naturally begins to run dry. Customers run 
  out of machines to upgrade, or decide to buy new, modern 
  merchandise in the first place. While Gilmour Miltech has 
  also taken steps in this direction, the mass market is clearly 
  dominated by larger corporations. Meanwhile, the mercenary 
  niche market—to which we sell our current Cronus series—
  has grown increasingly threatened over the past few years, 
  and sales there have noticeably declined. 
  A similar picture shows up in the maintenance branch. Big sup-
  pliers tend more and more to sell their increasingly sophisticated 
  products with service contracts included, leaving maintenance 
  providers out of the loop. In addition, the flare-up of warfare with 
  abundant use of new, more destructive weapons has further 
  diminished the stock of military equipment left to maintain.
  None of this, however, can be said of the IndustrialMech 
  market.
  At the same rate the military markets have flourished, civil-
  ian customers have been neglected. Most of this industry has 
  remained in an early thirty-first century state and shows great 
  potential in sales and maintenance markets. With the resources, 
  facilities and know-how of Gilmour Miltech at hand, it would be 
  relatively easy to quickly establish a stable foothold in this sector. 
  Based on a two-year focus program, concentrated mainly on 
  refitting and reorienting our assets, calculations project that the 
  local Talitha market alone could already account for close to sixty 
  percent of our current export income. Bundled service contracts 
  and maintenance support are not yet taken into consideration. 
  Thus, our company’s survival could be assured even with a ham-
  pered interstellar distribution network—a distinctly probable 
  scenario, considering the current state of affairs.
  Preliminary surveys among potential customers from 
  governmental and industrial sectors also indicate a general 
  tendency toward automation, despite the ongoing fight-
  ing across the Inner Sphere. Whether this is a momentary 
  fad—image-guided attempts to keep up in an increasingly 
  technologized environment—or a real necessity due to 
  reduced workforce capacity remains to be seen.
  On the topic of war: As military hardware is almost unat-
  tainable for private parties by now, alternatives in the security 
  market are highly sought after. Offering products in this 
  branch would be a viable and profitable intermediate step 
  while we retool our BattleMech-oriented factory lanes to 
  manufacture IndustrialMech components.
  STRUCTURAL CORE 
  Form follows function: IndustrialMechs have to perform 
  a specific task and are built accordingly. This is not only 
  
  any power source desired, based on its profile or the needs (and 
  budget) of the customer.
  Internal combustion engines (ICE) depend on various natural 
  resources like petrochemicals, methane or hydrogen in refined 
  form, and require oxygen to work. Relatively inexpensive and 
  uncomplicated to manufacture and maintain, they are widely 
  available and in common use. In fact, several planetary corpo-
  rations could provide us with such engines in different power 
  classes, tailored to our specifications, leaving our resources free 
  for other endeavors. This is an important point to keep in mind, as 
  the cost to import fusion engines is horrendous. Buying ICEs from 
  local suppliers would also free up valuable shipping resources, 
  which we could then rerout into our distribution efforts.
  Still, alternative power sources are necessary for special envi-
  ronments. It will probably take several projects to determine 
  when and how to install fuel cells, fission or fusion reactors. All 
  of these require no oxygen, but differ in cost, size and weight as 
  well as durability. In the case of fission piles, radiation becomes 
  a significant issue, but because such engines are employed in 
  niche markets only—such as mining or automated construction 
  in space—we see no incentive to take any steps in that direction.
  Fuel cells also should be taken into consideration. They have 
  proven to be a viable alternative to fusion engines in civilian 
  applications. Today’s technology offers several solutions for how 
  to combine two suitable reactants. With the added benefit of 
  virtually no heat generation, this technology has no apparent 
  drawbacks—at least not if regular refueling can be assured and 
  the unit is not intended for battlefield usage.
  Addendum
  On the matter of jump jets: It goes without saying that Industri-
  alMechs powered by non-fusion or non-fission engines may not 
  install these technologies. They also require intensive training of 
  operators, and some worlds even demand that pilots be properly 
  licensed for jump jet use in addition to any regular Industrial-
  Mech-licenses they might already have. Jump jets’ applicability to 
  the IndustrialMech market is questionable, and so these remain 
  an uncommon sight on such machines, but we should remain 
  aware of them nonetheless.
  ACTUATORS, MYOMERS AND MAIN SYSTEMS
  In its inner workings, a ’Mech remains a ’Mech, whether built 
  for warfare or civilian purposes. The actuators, myomers and 
  joints in IndustrialMechs hardly differ from those used in equal-
  sized BattleMechs. Though they are perhaps less resistant to 
  damage because of the materials chosen, they are only more 
  prone to failure when misused or abused through constant, daily 
  operations and neglected maintenance.
  Differences exist, of course, in how those parts are placed 
  and where they perform their work. As mentioned above, 
  IndustrialMechs often differ from war machines in their basic 
  configurations. This naturally leads to sometimes-creative alter-
  native arrangements of actuators and similar elements. It also 
  again underscores the imperative to employ specialists in this 
  technical field, if we ever want to leave the niche of standard-
  configuration BattleMechs.
  Myomers
  A word must be said about myomer muscles in particular. 
  Even if we can use standard categories from our portfolio in the 
  LoaderMechs, for instance, are plated against damage from fall-
  ing cargo, while MiningMechs have to keep their pilots alive and 
  three-dimensional in the event of cave-ins. A mechanical picker 
  will rarely be armored, contrary to its CattleMaster counterpart 
  herding Filtvelt thunderbeasts. This lack of armor requirements 
  allows for cost-cutting options that can enhance our bottom line, 
  though obviously some models—particularly those in the secu-
  rity sector—may sport protection practically indistinguishable 
  from BattleMech hides.
  For ease of reference, this document refers to three different 
  classes of armor protection. 
  Foremost is heavy industrial armor, identical in every way 
  to standard military-grade armor produced in our own plants. 
  Class two, designated industrial armor, is far less robust, but still 
  efficient in its cost/protection ratio. It has been designed for use 
  under rugged civilian conditions. Compared to standard armor, 
  industrial-grade armor production is relatively easy. We therefore 
  can accomplish this with ease.
  On the lower end of the scale is commercial armor, a de facto 
  standard among IndustrialMechs. Providing only the most 
  basic protection against elements and the occasional collision, 
  commercial-grade armor is hardly worthy of the title, but suffices 
  for everyday tasks. It is also cheap, widely available—even on-
  planet—and hardly worth the effort to produce in-house when 
  purchasing it from outside contractors will suffice.
  ENGINES AND PROPULSION
  Another prominent difference between a BattleMech and 
  IndustrialMechs of any kind are their drive systems. Their engines 
  in general and the configuration of propulsion technologies—in 
  a direct relation to task and structural core—vary greatly.
  Propulsion
  IndustrialMechs are produced today mainly in the proven two- 
  or four-legged walking designs we all know and love. Standard 
  human-emulators, like Security-, Firefighter- or ForestryMechs 
  still follow the same basic principles as a BattleMech. Other 
  bipeds, however, like Loader- and ConstructionMechs, need 
  even more stable footing and leg structure to deal with their 
  alternating weight loads, and thus require a more shifted point of 
  balance, even including adapted sole design or gripping mecha-
  nisms to help anchor them, as well as larger footprints.
  HarvesterMechs, on the other hand, need the smallest area of 
  support possible, minimizing the damage done to crops and soil. 
  Meanwhile, Scavenger- and CargoMechs are spidery construc-
  tions that must be able to cross over any terrain thinkable to 
  execute their missions. Even more radical and uncommon motive 
  modifications exist out there, such as the foot-mounted tracks 
  that allow some Mining- or TunnelMechs to work and move 
  more easily in cramped emplacements. These modifications 
  are maintenance-intensive, however, and therefore represent a 
  potentially rewarding endeavor for our company.
  The listing of examples can be extended almost indefinitely, 
  for every existing application of IndustrialMechs. As with the 
  structural core, Gilmour Miltech has limited knowledge in these 
  non-trivial matters.
  Engines
  Whereas BattleMechs rely entirely on fusion energy to fuel 
  their systems, an IndustrialMech can be outfitted with nearly 
  
  63
  63
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  With most  equipment arm-mountable, an IndustrialMech 
  can play to advantages over similarly equipped conventional 
  vehicles, such as higher dexterity, greater reach and even the 
  ability to wield two tools simultaneously without interference. 
  An experienced pilot can use both arms at the same time, 
  doubling productivity when operating an IndustrialMech so 
  equipped, though it would be more common and economi-
  cal to employ different devices in each arm to eliminate any 
  need for machine swaps.
  Weaponry
  It is also possible to install standard heavy weapons on 
  IndustrialMech chassis, provided the power source delivers 
  the output needed. Of course, energy weapons such as lasers 
  and PPCs would require power amplifiers when powered by 
  ICE- or fuel cell-based engines.
  Unsurprisingly, such armaments are legally restricted on 
  most worlds. Therefore it is of utmost importance to coor-
  dinate the necessary permits with our customers and their 
  homeworld governments before delivering an armed unit to 
  them. Our company could not weather the legal fallout and 
  loss of reputation if, for example, a SecurityMech we manu-
  facture ends up being used outside its specified tasks.
  Let us be realistic: Not all IndustrialMechs serve peaceful 
  purposes. Several past and current reports indicate the use 
  of such machines in combat on rare occasions. Though this 
  seems to occur out of sheer desperation in most cases, we 
  confirmed rumors of small factions and insurgent groups 
  fielding upgraded civilian ’Mechs on purpose. Also, several 
  reports covered sightings of “upgraded” hardware: Machines 
  with belted-on military grade weaponry or bolted-on 
  additional armor, for example—used as cheap and readily 
  available tools of warfare. Far from able to stop a BattleMech, 
  but good enough to wage a guerrilla campaign, such mon-
  strosities can hold their own against a more conventional 
  army at practically no cost.
  This recent development provides a host of new opportu-
  nities that are beyond the scope of this briefing, but further 
  emphasize the importance of this potential new market for a 
  dedicated and creative company like Gilmour Miltech.
  CONCLUSION
  From technical and organizational standpoints, Gilmour 
  Miltech can branch into the IndustrialMech market within the 
  demanded time frame. Building up of competitive know-how 
  may, however, require at least another three years, if no out-
  side help is obtained before that time.
  Once we have laid this groundwork, a whole universe of 
  opportunities should open in a promising market, assuring 
  our company’s future. A definitive recommendation will be 
  given after the presentation of other options investigated by 
  this team.
  Laszlo Hornstein
  Head of Project
  Task Force Dagobert
  March 31st, 3070
  preliminary phases, we will still need to explore further devel-
  opment. When shifting the main focus beyond reliability, 
  stronger and respectively faster-reacting myomers available 
  to IndustrialMech use may come to mind.
  Currently, the only such advancement available on the 
  open market is so-called Industrial TSM, a FedSuns product 
  derived from military triple-strength myomer. Unlike its pre-
  decessor, Industrial TSM operates at normal temperatures, 
  but still doubles the sheer physical strength of an equipped 
  ‘Mech, multiplying its performance.
  Cockpit and Sensor Systems
  The often-heard statement that, “Core electronics installed 
  in IndustrialMechs are much less sophisticated than in their 
  BattleMech counterparts” is only partly correct, and under-
  states the circumstances of specialization.
  Obviously, a machine for civilian use mounts systems that 
  are far less protected than those in BattleMechs. They lack 
  the redundancy, shielding installations and other safety 
  mechanisms expected on similar systems meant for combat. 
  Automated fire suppressors, ejection seats—these simply 
  have a different place in IndustrialMech design when one 
  does the necessary investment/yield calculations.
  Specific sensors on an IndustrialMech design, however, 
  often surpass the capabilities and complexity of any blunt-
  instrument, military-grade equipment. Perfect examples 
  are the Magnetic Anomaly Detector (MAD) equivalents 
  used on some MiningMechs, which not only detect lumps 
  of metal and veins, but also deliver specific analyses of 
  composition, density and other relevant factors for success-
  ful mining operations.
  Gyroscopes
  Apart from lesser redundancy tie-ins to cut costs, Indus-
  trialMech gyroscopes do not differ from the standard 
  models produced by our contractors. Somewhat of an odd-
  ity, however, is the fact that a lot of IndustrialMechs—unlike 
  BattleMechs—make little to no significant use of neurohel-
  met-assisted balance support. The driver of a IndustrialMech 
  relies entirely on manual control instead—a byproduct of the 
  technology loss seen during the Succession Wars.
  Addendum
  Please note that this document concerns standard mod-
  els. It is, of course, possible to design IndustrialMechs with 
  advanced fire control systems, environmental sealing and 
  other technical upgrades. Such variants can be ready-made 
  for whatever market demands them.
  TOOLS AND EQUIPMENT
  Finally, to the most telling aspect in IndustrialMech engi-
  neering: the tools of their trades, the defining equipment of 
  these machines.
  Just as IndustrialMech applications are nearly limitless, 
  so is the range of equipment available to them. Basically, 
  everything that can be mounted on a vehicle of any kind can 
  be welded onto an IndustrialMech—only larger, and with 
  greater flexibility in application and performance. This, added 
  to the ability to cross nearly any terrain imaginable at reason-
  able speed, makes such a machine a valuable asset.
  
  IndustrialMechs (also known as UtilityMechs or  WorkMechs) 
  are similar in many ways to the BattleMechs in BattleTech, but 
  are removed from their battlefield cousins by their very nature. 
  Representing a versatile—yet often overlooked—part of thirty-
  first century productivity, IndustrialMechs vary so wildly that they 
  employ a range of generic names based on their functions (such as 
  CargoMechs, ConstructionMechs, ForestryMechs, MiningMechs, 
  and so forth). Even though they remain decidedly inferior to Bat-
  tleMechs, every now and then these civilian-oriented ’Mechs find 
  their way into the crossfire, and a few armed variations have even 
  operated as light security for corporate forces and police agencies 
  across the Inner Sphere.
  The following system enables players to construct Unique 
  IndustrialMechs for BattleTech games that conform to the stan-
  dard rules presented in Total Warfare. As these rules can be fairly 
  math-intensive, IndustrialMech designers are encouraged to do 
  all work on scratch paper before committing the resulting design’s 
  final specifications to an appropriate blank record sheet.
  INDUSTRIALMECH BASICS
  As with BattleMechs, IndustrialMech construction relies on 
  three primary factors: technology base, weight and space. These 
  factors were broadly overviewed in the Construction Basics section 
  (see p. 18). The notes below expand on these factors.
  TECHNOLOGY BASE
  In Total Warfare standard play, IndustrialMechs fall into one 
  of two available technology bases: Inner Sphere or Clan. Inner 
  Sphere IndustrialMechs may only use Inner Sphere equipment, 
  while Clan IndustrialMechs (which are extremely rare) may only 
  use Clan equipment. The standard forms of internal structure, 
  armor, cockpits, engines, gyros, heat sinks and jump jets are con-
  sidered Universal, and so are available to Clan and Inner Sphere 
  technology bases.
  Technology Rating
  In the Weapons and Equipment Tables used for creating 
  IndustrialMechs (and other units in this book), all items receive a 
  Technology Rating in addition to a technology base. This rating, 
  expressed as a series of letter grades that define the level of tech-
  nology and its availability through the major eras of BattleTech 
  history, helps to define the item’s level of sophistication and may 
  be used to help standardize the unit’s level of advancement for 
  era-based campaigning. Beyond this, however, an item’s Technol-
  ogy Rating has no direct bearing on IndustrialMech design. See 
  Costs and Availability (p. 274) for more on Tech Rating.
  OmniMechs
  Regardless of the technology base chosen, IndustrialMechs 
  may not be constructed as OmniMechs.
  WEIGHT
  IndustrialMechs use the tonnage standard, with all units legal 
  for Total Warfare standard play weighing 10 to 100 tons (increas-
  ing in increments of 5 tons). 
  Weight Classes
  IndustrialMechs fall into four main weight classes, determined 
  by their tonnage. Most designs in these classes share similar fea-
  tures, though a IndustrialMech’s intended role can lead to more 
  specialized or unusual capabilities for its class.
  FL 
  Part of the deception engineered by the DMI to hide Corean’s activities, logging never stopped in Acheron Forest in the first years of the Jihad.
  
  65
  65
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  As with BattleMechs, only biped-style IndustrialMechs may 
  remove hand and lower arm actuators to reclaim space. To 
  remove a lower arm actuator, the hand actuator on that same 
  arm must also be removed.
  DESIGNING INDUSTRIALMECHS
  The process of IndustrialMech design is identical to that for 
  BattleMechs, following the same six simple steps: 
  Step 1: Design the Chassis—Determine the Industrial-
  Mech’s technology base, weight, type (biped or four-legged) 
  and internal structure.
  Step 2: Install Engine and Control Systems—Determine the 
  IndustrialMech’s Engine Rating, type and size, add cockpit and 
  jump jets.
  Step 3: Add Heat Sinks—Determine the number and loca-
  tions (if necessary) for the IndustrialMech’s heat sinks.
  Step 4: Add Armor—Determine type, amount and weight 
  of armor, and allocate armor points.
  Step 5: Install Weapons and Equipment—Add weapons 
  and other gear to the IndustrialMech.
  Step 6: Complete the Record Sheet.
  The above design process—as with BattleMechs—is a 
  mere framework for designing an IndustrialMech. The actual 
  process—particularly after the chassis, engine and control 
  systems are determined—can involve a bit more flexibility as 
  equipment, armor and heat sinks are balanced for their best 
  fit in terms of weight and space. For example, some designers 
  might wish to assign armor as soon as the engine and chassis 
  are settled, perhaps to maximize the ’Mech’s protection before 
  dealing with heat sinks and weapons. Others may want to 
  choose equipment before adding more heat sinks, to see how 
  many may be needed in addition to those that might come 
  free with the engine.
  To assist in this effort, the designer may find it useful to 
  make copies of the blank ’Mech Record Sheet (in the back of 
  this book), to visually arrange the placement of all equipment 
  while tracking the use of tonnage on a piece of scratch paper. 
  Alternatively, designers with access to HeavyMetal Pro can use 
  that design software to develop their IndustrialMechs using 
  a PC.
  Light IndustrialMechs weigh 35 tons and under. Most are 
  built in this range to keep costs low and production high. 
  Common models often serve as basic labor ’Mechs or light 
  security units.
  Medium IndustrialMechs weigh 40 to 55 tons, and are the 
  second most common IndustrialMech type. They commonly 
  balance speed and carrying capability, and are favored as 
  heavy laborers and cargo haulers.
  Heavy IndustrialMechs weigh from 60 to 75 tons. These 
  machines are rare, with average mobility, and usually haul 
  heavy cargo loads.
  Assault IndustrialMechs (the name for their weight class 
  was copied from BattleMechs over the centuries) weigh from 
  80 to 100 tons. Quite rare, IndustrialMechs at this scale are 
  typically employed for battlefield scavenge and salvage duties 
  where their muscle is needed to haul away other damaged or 
  crippled heavy units.
  SPACE
  Internal space (also called critical space) on an Industrial-
  Mech is illustrated and tracked by the Critical Hits Table on 
  the ’Mech’s record sheet, which describes in abstract detail 
  the internal arrangement of the IndustrialMech’s body just as 
  for BattleMechs. Certain sections of this table are already filled 
  in, because the relevant components and equipment—actua-
  tors, cockpit systems, engines and gyros—must be placed in 
  those specific body locations. As the ’Mech’s various design 
  elements are chosen—from additional heat sinks and jump 
  jets to weapons and equipment—the designer must assign 
  these components to different parts of its body and allocate 
  their required number of slots on this Critical Hits Table.
  Many items that may be mounted on an IndustrialMech 
  take up more than one critical slot, and no slot may accommo-
  date more than one item at a time. When installed, items that 
  occupy multiple slots must be specially noted on the tables, 
  as most become non-functional if they receive even a single 
  critical hit from damage. Also, very few items may be placed in 
  multiple body locations, and the critical slots for all multi-slot 
  items must be contiguous unless the item’s construction rules 
  specifically permit otherwise. 
  The Critical Space Table used by BattleMechs (see p. 45) 
  summarizes the number of open critical slots in each loca-
  tion of a standard IndustrialMech, whether built as a biped 
  (humanoid) or a four-legged (quad) design. As with weight, 
  the designer should keep in mind how many slots have been 
  used and how many remain available in each body section. 
  This will help to avoid installing too many items or items too 
  large for a given location.
  Reclaiming Critical Space
  The Critical Space Table presumes a default IndustrialMech 
  configuration, built using standard engines, gyros, cockpit sys-
  tems and—in the case of humanoid chassis—two complete 
  sets of arm and hand actuators. The removal of hand and/or 
  lower arm actuators on one or both arms can increase the 
  amount of open space overall at the designer’s option, though 
  doing so can impair the IndustrialMech’s ability to function 
  well under certain conditions. Designers should carefully con-
  sider the effects of exercising such “space-saving” measures.
  ?? 
  LS
  An AFFS-employed MiningMech participates in the rape of Demeter.
  
  David decides his humanoid  
  CattleMaster will be a light Industrial-
  Mech, weighing in at 25 tons.
  Edward’s Buster is intended to 
  handle small to medium cargo loads, 
  assisting in the loading and unload-
  ing of DropShips. He decides on a 
  medium weight of 50 tons.
  Geoffrey’s Uni is intended for 
  heavy lifting and hauling over rough 
  terrain. He decides his quad Work-
  Mech will occupy the heavy weight 
  class at 70 tons.
  ALLOCATE TONNAGE FOR INTERNAL STRUCTURE
  All IndustrialMechs have an internal structure, which represents 
  their skeletons and joints. The weight of this structure depends on 
  the weight of the IndustrialMech. Unlike BattleMechs, Industrial-
  Mechs are restricted to only one structure type: IndustrialMech 
  Standard. This structure takes up 20 percent of the Industrial-
  Mech’s total weight (rounded up to the nearest half-ton), or twice 
  the weight of a standard BattleMech’s internal structure. 
  As with BattleMechs, the IndustrialMech’s total mass also 
  determines the number of internal structure points each loca-
  tion receives. For IndustrialMechs 20 tons and over, these values 
  are identical to those found on BattleMechs (see the BattleMech 
  Internal Structure Table, p. 47). For IndustrialMechs in the 10- and 
  15-ton range, use the IndustrialMech Ultra-Light Internal Struc-
  ture Table below. When using the blank ’Mech Record Sheet, 
  the designer should mark out any excess circles on the Internal 
  Structure Diagram, leaving behind only the number of circles in 
  each location equal to the number of internal structure points in 
  that location.
  As with BattleMechs, internal structure points are fixed to their 
  assigned locations, based on the weight and body type of the 
  ’Mech itself. These points may not be redistributed elsewhere.
  The maximum amount of armor points an IndustrialMech may 
  carry (called its Maximum Armor Factor) is directly determined 
  by the number of internal structure boxes it has. As with BattleM-
  echs, all IndustrialMech locations except the head may carry up 
  to twice the number of armor points per location as they have 
  STEP 1: DESIGN THE CHASSIS
  The first step in IndustrialMech design is the creation of the 
  ’Mech’s basic framework, or chassis. This step establishes some of 
  the most basic aspects of the IndustrialMech’s design, determin-
  ing what kind of ’Mech it is, its technology base, weight class and 
  design type (biped or four-legged). These choices will restrict the 
  designer’s access to certain equipment, and will also determine 
  the weight and bulk of the ’Mech’s internal structure. 
  CHOOSE TECHNOLOGY BASE
  IndustrialMechs may be constructed using either Clan or Inner 
  Sphere technology bases. ’Mechs built using either tech base may 
  not be built as OmniMechs.
  David is designing an Industrial-
  Mech that he has dubbed the CTL-3R2 
  CattleMaster. Because he plans to use 
  this ’Mech as a rancher/hunter, to 
  help control massive herds of exotic 
  beasts on Lyran and Free Worlds 
  League planets, he chooses an Inner 
  Sphere Technology Base.
  Edward is designing a mid-size 
  HaulerMech that he has named the 
  Buster. Because he wishes to use cer-
  tain advanced technologies not 
  available to the Clans, he has chosen 
  an Inner Sphere Tech Base.
  Geoffrey is designing a quadruped 
  CargoMech that he has chosen to 
  name the ATAE-70 Uni. As this will be 
  a Lyran-made cargo-hauler design, 
  he has chosen an Inner Sphere Tech-
  nology Base.
  CHOOSE WEIGHT (TONNAGE)
  Under these rules, IndustrialMechs may range from 10 to 100 
  tons in weight (measured in 5-ton increments). Within these lim-
  its, the player may choose any tonnage. The total weight of the 
  IndustrialMech’s engine, weapons, armor and other components 
  may not exceed this amount, nor fall below it; under these rules, 
  any unspent weight left over after the creation process and not 
  devoted to cargo is classified as wasted mass.
  INDUSTRIALMECH ULTRA-LIGHT INTERNAL STRUCTURE TABLE
  Internal Structure Tonnage
  Internal Structure Circles
  Maximum
  Armor Factor
  (biped/four-
  legged)
  Total ’Mech
  Tonnage
  Industrial
  Standard
  Endo
  Steel
  Head
  Torso
  (Center)
  Torso
  (Left/Right)
  Arms
  (Each)
  Legs
  (Each)
  10
  2.0
  NA
  3
  4
  3
  1
  2
  41/45
  15
  3.0
  NA
  3
  5
  4
  2
  3
  55/59
  
  6767
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  Geoffrey’s Uni weighs in at 
  70 tons, so its internal structure 
  will weigh 14 tons (20 percent of 
  70 = 70 x 0.2 = 14; 2 x Standard 
  BattleMech Internal Structure at 
  70 tons = 2 x 7 tons = 14 tons). 
  Because the Uni is a quad, he 
  notes that it will receive 22 
  internal structure points in the center torso, 15 each in 
  the left and right torsos, and 15 in each of the Indus-
  trialMech’s four legs. On the record sheet’s Internal 
  Structure Diagram, Geoff blacks out all the excess 
  circles in those locations. The Uni has 56 unspent tons 
  remaining (70 tons – 14 tons = 56 tons).
  STEP 2: INSTALL ENGINES  
  AND CONTROL SYSTEMS
  The second step in IndustrialMech design is the installa-
  tion of the ’Mech’s engines and control systems. This step 
  establishes the key factors in the IndustrialMech’s mobility, 
  including the size and performance of its engine, any nec-
  essary fuel supply, the mass of the gyroscopes that keep it 
  upright and whether or not the design is capable of jumping 
  movement. Also determined in this step is the nature of the 
  IndustrialMech’s cockpit systems and any fire control its pilot 
  may use during operations. 
  INSTALL ENGINE
  All IndustrialMechs constructed under these rules may carry 
  one engine to power their movement, equipment, weapons 
  and other integral components. The relative output of this 
  power plant is measured by the IndustrialMech’s Engine Rat-
  ing, which is directly determined by the ’Mech’s total weight 
  and desired speed in the same manner as for BattleMechs.
  As with BattleMechs, the formula for determining an Indus-
  trialMech’s Engine Rating is to multiply the ’Mech’s tonnage 
  by its desired Walking MP. The IndustrialMech’s Running MP is 
  also computed at this time, by multiplying its Walking MP by 
  1.5 and rounding up to the nearest whole number. 
  Note that under these rules, no IndustrialMech may be con-
  structed with an Engine Rating below 10 or above 400.
  internal structure circles in that location, including any armor 
  placed in rear locations (see Add Armor, p. 72). All head loca-
  tions may receive a maximum of 9 armor points.
  Technology Base: Standard IndustrialMech internal struc-
  ture is equally available to IndustrialMechs of Clan or Inner 
  Sphere tech bases. Remember that endo-steel and standard 
  BattleMech internal structures are not allowed for Industrial-
  Mech designs. (Using such technologies effectively makes the 
  IndustrialMech a BattleMech instead.)
  Four-legged: IndustrialMechs built as quads have four legs, 
  rather than two arms and two legs. The number of internal 
  structure points for all four legs is thus determined by the Legs 
  (Each) column appropriate to the IndustrialMech’s tonnage. 
  The Arms (Each) column has no bearing on quads.
  Space: IndustrialMech internal structure does not occupy 
  any critical spaces. Because IndustrialMechs may use no 
  other internal structure types that occupy critical slots, estab-
  lishing the IndustrialMech’s structure has no impact on the 
  Critical Hits Table.
  David’s CattleMaster weighs 
  25 tons. With no internal structure 
  type available beyond Industrial-
  Mech Standard, he notes the 
  weight of said structure will be 5 
  tons (20 percent of 25 tons = 25 x 
  0.20 = 5 tons). This leaves 20 tons 
  left over so far (25 – 5 = 20). No slots for internal struc-
  ture need be allocated to the Critical Hits Table. After 
  consulting the BattleMech Internal Structure Table on 
  p. 47, David blacks out all extraneous circles from the 
  Internal Structure Diagram on his CattleMaster’s 
  Record Sheet, leaving only 8 open circles in the center 
  torso, 6 circles each in the left and right torsos, 6 circles 
  in each leg and 4 in each arm. (As all heads receive 3 
  internal structure points automatically, David leaves 
  the head’s internal structure alone.)
  Edward’s Buster weighs 50 
  tons, providing an internal struc-
  ture weight of 10 tons, which he 
  determined by consulting the 
  BattleMech Internal Structure 
  Table and multiplying the weight 
  of standard BattleMech structure 
  by 2 (2 x Standard BattleMech 
  Internal Structure at 50 tons = 2 x 5 tons = 10 tons). 
  This weight provides 16 internal structure points in the 
  center torso, 12 points each in the left and right torsos, 
  12 points in each leg and 8 points in each arm. Ed 
  blacks out all excess internal structure circles in those 
  locations on his Buster’s Record Sheet. The Buster has 
  40 tons of unassigned weight so far (50 – 10 = 40 tons).
  ENGINE RATING  
  AND MOBILITY FORMULAS
  Engine Rating = ’Mech Tonnage x Desired Walking MP
  Running MP = Desired Walking MP x 1.5 (round up)
  
  Because his CattleMaster needs to 
  keep up with some fairly large critters, 
  David chooses a decent walking 
  speed of 4 MP, which gives the Work-
  Mech a top speed of 6 MP (4 Walking 
  MP x 1.5 = 6 Running MP). This means 
  that the CattleMaster’s Engine Rating 
  will be 100 (25 tons x 4 Walking MP = 100). David has cho-
  sen an internal combustion engine (ICE) to keep costs low. 
  Looking at the Master Engine Table, a standard 100-rated 
  ICE weighs in at 6 tons. David reasons that the engine’s 
  integral range of 600 kilometers is more than sufficient for 
  the CattleMaster’s purposes, and so does not add more 
  fuel. He subtracts 6 tons from his 20 tons of unspent weight 
  for a remainder of 14 tons. Because all IndustrialMech 
  engines are treated as standard engines in terms of size, 
  the CattleMaster uses the default engine slots on the 
  record sheet’s Critical Hits Table.
  Edward deems speed of lesser 
  importance to his Buster’s mission, 
  and so settles on a Walking MP of 3, 
  yielding an Engine Rating of 150 (50 
  tons x 3 Walking MP = 150). Briefly, Ed 
  considers installing a Fission engine 
  for 10 tons, a Fuel Cell engine at 7 tons, 
  or even a Fusion engine at a mere 5.5 
  tons, but he ultimately opts to keep costs low and chooses 
  an Internal Combustion engine. The Master Engine Table 
  shows that a 150-rated ICE weighs 11 tons, leaving the 
  Buster with 29 tons remaining (40 tons – 11 tons = 29 tons). 
  The Running MP for the Buster is 5 (3 Walking MP x 1.5 = 
  4.5 Running MP, rounded up to 5 MP). Edward likewise 
  decides against adding to the fuel supply at this time, feel-
  ing that a range of 600 kilometers is more than enough for 
  his IndustrialMech design. 
  Prioritizing cargo capacity over 
  speed, Geoffrey also gives his Uni a 
  modest overland speed of 3 Walking 
  MP. This requires an Engine Rating of 
  210 (70 tons x 3 Walking MP = 210). 
  As the Master Engine Table shows 
  that this would take up an incred-
  ible 18 tons if he selected an ICE for the job, Geoff instead 
  chooses a lighter Fuel Cell engine at a cost of 11 tons 
  (leaving 45 tons; 56 tons – 11 tons = 45 tons). The use of 
  a Fuel Cell engine—as with all engine types available to 
  IndustrialMechs—requires no variation in the critical slots 
  placed on the ’Mech’s Critical Hits Table. Like David and 
  Edward, Geoff decides that the default fuel supply for this 
  engine—450 kilometers, in this case—is good enough for 
  the Uni’s needs.
  The Master Engine Table, p. 49, lists the tonnage taken up by 
  engines of various types and ratings. IndustrialMechs may only 
  use standard fusion engine types from this table as well as all the 
  listed non-fusion types (ICE, Fuel Cell and Fission). The non-stan-
  dard fusion engine types on the table (Compact, Light and XL) 
  are provided for the benefit of BattleMech and Combat Vehicle 
  construction (which begin on pp. 44 and 94, respectively).
  Tech Base: ICE, Fuel Cell, Fission and Standard Fusion engines 
  are equally available to IndustrialMechs of Clan or Inner Sphere 
  tech bases.
  Space: In IndustrialMech design, each of the engine types 
  permitted above may boast a different tonnage at a given rating, 
  but takes up the same amount of space in terms of critical slots 
  occupied on the Critical Hits Table. A 220-rated fusion engine, for 
  example, weighs half as much as an internal combustion engine 
  (ICE) of the same rating, but uses the same default 6 slots in the 
  IndustrialMech’s center torso. 
  Fuel
  Though it is not tracked in Total Warfare standard play, any unit 
  that mounts an internal combustion or fuel cell engine consumes 
  a significant amount of fuel. For IndustrialMechs, both of these 
  engine types incorporate a storage capacity that provides enough 
  fuel for extended operations, measured in Walking MP and an 
  operating range (in kilometers). Rates at which these fuels are con-
  sumed are covered in Strategic Operations, p. 35, but for statistical 
  completeness, designers may find the information below useful:
  IndustrialMech ICEs provide a base range of 600 kilometers, 
  or 20,000 Walking MP. IndustrialMech Fuel Cell engines provide 
  for a base 450-kilometer range, or 15,000 Walking MP. These fuel 
  capacities are considered integral to the engine and so do not 
  cost any additional weight or occupy any additional critical slots 
  in the IndustrialMech’s Critical Hit Table.
  Additional fuel tanks (see p. 244) can expand these ranges, but 
  will cost tonnage and occupy slots.
  RA 
  A ForestryMech tends to the large estates of an affluent Duke.
  
  69
  69
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  None of the three Industrial-
  Mechs being developed by David, 
  Edward or Geoff employ fission or 
  fusion engine types, so they may 
  not mount jump jets.
  Had Edward gone with a fis-
  sion or fusion engine, he could 
  have incorporated jump jets into 
  his Buster as though he were 
  mounting them on a standard BattleMech. In such a 
  case, with a IndustrialMech weight of 50 tons, Ed could 
  have installed up to 3 jump jets (the maximum allowed 
  with a Walking MP of 3), each jet weighing 0.5 ton and 
  occupying 1 critical slot. The questionable decision to 
  mount jump jets on an IndustrialMech intended to 
  haul cargo, however, is academic at this point.
  ADD COCKPIT
  IndustrialMech cockpits are simpler than those of their 
  battlefield cousins, lacking the targeting and pilot ejection 
  systems that MechWarriors take for granted. In game play, 
  these features translate into a +1 modifier for all Industri-
  alMech to-hit rolls when making attacks, and an inability to 
  eject from combat (ejection is covered in Tactical Operations, 
  p. 196). These systems, however, can be added to an Industri-
  alMech’s cockpit for an additional cost.
  The standard IndustrialMech cockpit weighs 3 tons and 
  occupies the same critical slots as the default standard 
  BattleMech cockpit. Without the Advanced Fire Control 
  enhancement (see below), an IndustrialMech may not use any 
  of the following equipment: Artemis IV, Beagle Active Probe 
  (or its Clan equivalent), C3 or C3i units (including Master and 
  Slave units) or Targeting Computers (Clan or Inner Sphere). 
  Tech Base: Standard IndustrialMech cockpits are equally 
  available to IndustrialMechs of Clan or Inner Sphere tech bases. 
  Space: As with the BattleMech cockpit, the standard Indus-
  trialMech cockpit must be located in the BattleMech’s head. The 
  blank ’Mech Record Sheet presumes that the designer is using 
  the standard cockpit, and so already has all cockpit slots in their 
  default locations, including 2 Sensors slots (slots 2 and 5), 2 Life 
  Support slots (slots 1 and 6) and 1 Cockpit slot (in slot 3), leaving 
  Slot 4 open for any additional equipment.
  IndustrialMech Cockpit Enhancements:  
  Advanced Fire Control and Ejection
  Two additions to the IndustrialMech cockpit are available at 
  the designer’s option: Advanced Fire Control and an Ejection 
  Seat for the pilot.
  Advanced Fire Control doubles the cockpit’s C-bill cost, 
  but takes up no tonnage or critical space. When installed, 
  the IndustrialMech loses its +1 to-hit modifier to all attacks, 
  and may use targeting computers and C3-type equipment, 
  essentially functioning in game play as if it had a standard 
  BattleMech cockpit.
  An Ejection Seat weighs half a ton and occupies 1 critical slot 
  in the IndustrialMech’s head. Ejection, an advanced rule cov-
  ered in Tactical Operations (p. 196), enables the pilot to make 
  a quick exit in the event of a ’Mech’s catastrophic destruction. 
  (The ejection feature comes free with all BattleMech cockpits.)
  ADD GYROSCOPE
  Like BattleMechs, IndustrialMechs require powerful gyro-
  scopes (gyros) to keep them upright and mobile. The weight 
  of these gyros (in tons) is that of the IndustrialMech’s engine 
  rating divided by 100 and rounded up to the nearest whole 
  number. IndustrialMechs may only use standard gyros; the 
  Compact, Heavy-Duty and XL gyros available to BattleMechs 
  may not be installed on a IndustrialMech.
  Tech Base: Standard gyros are equally available to Industri-
  alMechs of Clan or Inner Sphere tech bases.
  Space: The Standard Gyro (which takes up 4 critical slots in 
  the center torso) already appears on the Critical Hits Table of 
  the blank ’Mech Record Sheet. 
  Mounting a 100-rated engine, 
  David’s CattleMaster requires a 
  1-ton gyro (Engine Rating 100 ÷ 100 
  = 1 ton). Once the gyro is installed, 
  the CattleMaster will have 13 tons 
  remaining (14 tons – 1 ton = 13 tons).
  With its 150-rated engine, 
  Edward’s Buster requires a 2-ton 
  gyro (Engine Rating 150 ÷ 100 = 
  1.5, rounded up to 2 tons). After 
  this, the Buster will have 27 
  remaining unallocated tons of 
  weight (29 tons – 2 tons = 27 tons).
  The Uni’s 210-rated engine 
  requires the IndustrialMech to 
  carry a 3-ton gyro (Engine Rat-
  ing 210 ÷ 100 = 2.1, rounded 
  up to 3 tons). The Uni now has 
  42 unspent tons remaining (45 
  tons – 3 tons = 42 tons).
  DETERMINE JUMP CAPABILITY
  At the designer’s option, fusion- or fission-powered Indus-
  trialMechs may be equipped with jump jets in their legs and/
  or torsos to allow for short bursts of jumping movement. In 
  the same fashion as for BattleMechs, the weight of these jets 
  depends on the IndustrialMech’s desired Jumping Movement 
  Points (MP), though IndustrialMechs may use only standard 
  jump jets. Use the Standard Jump Jets column of the Jump 
  Jets Table for BattleMechs (see p. 51) to determine the ton-
  nage of the IndustrialMech’s jets.
  Like BattleMech jump jets, the jets on IndustrialMechs are 
  mounted singly, with each jet providing 1 Jumping MP. For 
  example, an IndustrialMech with five jump jets would have 5 
  Jumping MP. The maximum number of jets an IndustrialMech 
  may mount is equal to its maximum Walking MP. 
  Tech Base: Standard jump jets are equally available to 
  IndustrialMechs of Clan or Inner Sphere tech bases. 
  Space: Jump jets may only be mounted in an IndustrialMech’s 
  torso and leg locations. Each jet occupies one critical slot. Their 
  placement need not be determined at this time, but should be 
  set by or during the final phases of the IndustrialMech’s design.
  
  Industrial Triple-Strength Myomer occupies 12 slots on the 
  IndustrialMech’s Critical Hits Table. These slots may be distributed 
  throughout the table, and need not be contiguous (like BattleM-
  ech TSM). Their placement should be determined at this time, but 
  can be held off until finalizing the IndustrialMech’s Record Sheet.
  Though he means for it to handle some tough beasties, 
  David believes his CattleMaster will 
  be fine without musculature enhance-
  ments. Instead, he decides to save 
  space for other components.
  Edward decides that his Buster will 
  be even more impressive with Indus-
  trial TSM, and so he installs the 
  equipment on his IndustrialMech. 
  Industrial TSM occupies 12 slots in the 
  Buster’s Critical Hits Table. Edward 
  decides to place 1 Industrial TSM slot 
  in each of the Buster’s legs, 2 slots in 
  each arm and 3 slots each in the left and right torsos. 
  Because Industrial TSM is considered to have no weight (it 
  is treated as a direct replacement of the IndustrialMech’s 
  existing musculature), Ed still has 24 unspent tons to work 
  with.
  Geoffrey resists the urge to install 
  Industrial TSM on his Uni. However, 
  he does wish to deploy this Work-
  Mech in hostile environments, such 
  as airless moons, and so he elects 
  to install Environmental Sealing 
  instead. On the IndustrialMech 
  Enviro-Sealing and Industrial TSM Table, he sees that Envi-
  ronmental Sealing weighs 10 percent of the Uni’s weight, 
  or 7 tons (10 percent of 70 tons = 0.10 x 70 tons = 7 tons). 
  Geoff also sees that he must allocate one critical space per 
  body location to this equipment, and notes them on the 
  Critical Hits Table.
  Geoff’s Uni now has 32 unspent tons of weight remain-
  ing (39 tons – 7 tons = 32 tons).
  Like all IndustrialMechs, David’s 
  CattleMaster must install a standard 
  IndustrialMech cockpit, which 
  weighs 3 tons (leaving 10 unused 
  tons; 13 tons – 3 tons = 10 tons). 
  While the WorkMech is intended for 
  ranching, David also decides it must 
  be capable of hunting critters if nec-
  essary, so he selects the Advanced Fire Control upgrade. 
  This upgrade does not cost tonnage or occupy critical 
  space, but will ultimately raise the C-bill value of the 
  IndustrialMech and enhance its abilities in the unlikely 
  event of combat. David decides not to install an ejection 
  mechanism at this time; he considers the 0.5-ton and 
  1-critical slot costs unnecessary.
  Edward decides not to invest in 
  Advanced Fire Control or ejection sys-
  tems on his Buster. Its unmodified 
  IndustrialMech cockpit, at 3 tons, will 
  leave him 24 unspent tons of weight 
  (27 tons – 3 tons = 24 tons).
  Geoff likewise sees little use for 
  Advanced Fire Control or ejection 
  systems on his Uni. After installing 
  the 3-ton cockpit, he will have 39 
  tons left to spend (42 tons – 3 tons = 
  39 tons).
  SPECIAL PHYSICAL ENHANCEMENTS 
  (ENVIRONMENTAL SEALING, INDUSTRIAL TSM)
  The structure, actuators and musculature used by Industri-
  alMechs are more open than those of BattleMechs, rendering 
  them generally incapable of operation in hostile environments 
  such as under water or in vacuum. They are further incompatible 
  with the MASC and Triple-Strength Myomer (TSM) technologies 
  available to enhance BattleMech performance. However, some 
  IndustrialMechs have been developed that incorporate sealing 
  technologies, enabling their use in hostile environments. Some 
  Inner Sphere IndustrialMechs even use a commercial version of 
  Triple-Strength Myomer called Industrial TSM. Industrial TSM is 
  as weightless as the battlefield version, but is twice as bulky and 
  difficult to use in combat.
  Consult the IndustrialMech Enviro-Sealing and Industrial TSM 
  Table (at right) for weight and critical space data on these special 
  enhancements.
  Tech Base: Environmental Sealing technology is equally avail-
  able to IndustrialMechs built using an Inner Sphere or Clan tech 
  base. IndustrialMechs with an Inner Sphere technology base may 
  also use Industrial TSM. Clan-made IndustrialMechs do not have 
  access to Industrial TSM.
  Space: IndustrialMech Environmental Sealing requires one 
  critical slot per body location, regardless of the IndustrialMech’s 
  weight, body shape or technology base. These slots include 
  the head, all three torso locations and all four limbs. These slots 
  should be allocated at this time.
  INDUSTRIALMECH ENVIRO-SEALING 
  AND INDUSTRIAL TSM TABLE
  Weight
  Critical Slots
  System
  (Inner 
  Sphere)
  (Clan)
  (Inner 
  Sphere)
  (Clan)
  Enviro-Sealing
  10%*
  10%*
  8**
  8**
  Industrial TSM
  0
  Not Avail.
  12
  Not Avail.
  *Percentage of the IndustrialMech’s total weight (in tons). Round this figure up 
  to the nearest full ton.
  **One slot per body location.
  
  7171
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  sinks to the Critical Hits Table can wait until later, if the 
  designer so wishes, in order to assure the best fit when mount-
  ing weapons and other equipment.
  As David’s CattleMaster 
  uses an ICE, the IndustrialMech 
  receives no free heat sinks to start 
  with. Because he plans to mount 
  some weapons, however, David 
  decides to place 1 heat sink on 
  the design, which will slowly vent 
  any waste heat generated by its weapons. This costs 1 
  ton, leaving David with 9 tons remaining (10 tons – 1 
  ton = 9 tons). In computing how many sinks will be 
  integrated with the engine, he finds that the 100-rated 
  ICE easily handles the single sink he installed (Engine 
  Rating 100 ÷ 25 = 4 “Critical-free” sinks), and so he will 
  not need to allocate it on the Critical Hits Table.
  On the Heat Data Block of the record sheet, David 
  notes the CattleMaster has 1 heat sink by blacking out 
  all but 1 heat sink circle, checking off the box marked 
  “Single” and writing a value of 1 in the line marked Heat 
  Sinks and within the parentheses on the same line.
  Since his Buster is simply 
  expected to haul cargo, Edward 
  decides not to invest any ton-
  nage in heat sinks. If he had, his 
  IndustrialMech’s engine would 
  have allowed him to integrate up 
  to 6 heat sinks without allocating 
  them to critical slots (150 ÷ 25 = 6).
  On the Heat Data Block of the record sheet for his 
  Buster, Ed notes that it has no heat sinks by blacking out 
  all heat sink circles, checking off neither the “Single” nor 
  the “Double” boxes and writing a value of 0 in the line 
  marked Heat Sinks and within the parentheses on the 
  same line. Ed still has 24 unspent tons to work with.
  Geoffrey chose a Fuel Cell 
  engine for his Uni, and so 
  receives 1 heat sink free. Like 
  Ed, he considers that a common 
  CargoMech should not require 
  extra sinks, and so he too opts 
  to spend no tonnage on adding 
  more to his design. The Uni’s 210-rated engine is large 
  enough to easily integrate its own free sink (210 ÷ 25 = 
  8.4, rounded down to 8), and so he need not allocate 
  any to the IndustrialMech’s Critical Hits Table. Because 
  the heat sink came with the engine, Geoff still has 32 
  unspent tons.
  Like David, on the Heat Data Block of his Industri-
  alMech’s record sheet, Geoffrey notes the Uni’s single 
  heat sink by blacking out all but 1 heat sink circle, 
  checking off the box marked “Single” and writing a 
  value of 1 in the line marked Heat Sinks and within the 
  parentheses on the same line.
  STEP 3: ADD HEAT SINKS
  Though not all IndustrialMechs generate heat from 
  movement (such as those powered by internal combustion 
  engines), they may require heat sinks if they are expected to 
  mount any heat-generating equipment such as weapons and 
  some industrial tools. While heat sinks may be installed and 
  allocated at this time, the give-and-take of IndustrialMech 
  design begins to come into play here, and so the designer may 
  temporarily skip this step until after the ’Mech’s weapons and 
  equipment are assigned.
  Unlike BattleMechs, which automatically receive 10 weight-
  free heat sinks as part of fusion-engine installation, the 
  number of heat sinks provided at no tonnage cost with an 
  IndustrialMech’s engine varies with the engine type chosen. 
  The number of these weight-free sinks is shown in the Indus-
  trialMech Bonus Heat Sinks Table below. As with BattleMechs, 
  these weight-free sinks may still occupy critical slots (based on 
  the engine’s rating), and additional heat sinks may be installed 
  beyond this free amount at a cost of 1 ton per sink. 
  IndustrialMechs may use only single (standard) heat sinks.
  Tech Base: Standard (single) heat sinks are equally available 
  to IndustrialMechs of Clan or Inner Sphere tech bases.
  Space: As with BattleMechs, regardless of how many more 
  sinks are added after those that came free with the engine, a 
  number of heat sinks may not require any space on the Indus-
  trialMechs’s Critical Hits Table. To find the number of heat sinks 
  that may be considered “critical-free,” divide the Industrial-
  Mech’s Engine Rating by 25 and round the result down. These 
  sinks are considered an integral part of the engine, and so can 
  only be destroyed if the engine is totally destroyed.
  The remaining heat sinks (even those that came as free sinks 
  provided by the engine) must be allocated to the Critical Hits 
  Table, with each sink considered a separate item. For example, if 
  the designer adds 5 more heat sinks to an IndustrialMech using 
  a 100-rated Fuel Cell engine (1 weight-free heat sink provided, 
  for a total of 6 sinks), 4 of these sinks (100 ÷ 25 = 4) are consid-
  ered integral to the engine and need not be assigned to critical 
  slots. The remaining 2 [1 (original equipment) + 5 (extra) – 4 
  (critical-free) = 2] must be assigned to critical slots.
  Each standard (single) heat sink not considered integral to 
  the engine takes up one critical slot. The allocation of these 
  INDUSTRIALMECH BONUS HEAT 
  SINKS TABLE
  IndustrialMech Engine Type
  Weight-Free Heat Sinks
  ICE
  0
  Fuel Cell
  1
  Fission
  5
  Fusion
  10
  
  if a designer decides to mount 112 points of Commercial armor, he 
  will need 5 tons of armor to accomplish that (112 points ÷ [16 x 
  1.5] = 4.67 tons, which rounds up to the nearest half at 5). Note, 
  however, that sometimes a desired number of points—such as 
  many Maximum Armor Factors—may force the designer to “waste” 
  weight on points that cannot be mounted. If in the above example 
  of the Commercial armor, 105 armor points were the maximum that 
  could be installed on the IndustrialMech, the actual 5-ton capacity 
  of Commercial armor—120 points (5 tons x 16 points/ton x 1.5 = 
  120 points)—would result in 15 points of “wasted” armor.
  Use the Armor Diagram on the IndustrialMech’s Record Sheet to 
  indicate the number of Armor Points protecting each part of the 
  IndustrialMech’s body. Mark out any excess boxes in the same way 
  as for the Internal Structure Diagram. If Commercial armor is used, 
  it should be noted clearly near the Armor Diagram (in the margins 
  or in some other area where space permits) that the IndustrialMech 
  has an effective Support Vehicle Barrier Armor Rating (BAR) of 5 
  (see p. 134). (IndustrialMech and vehicular armor with a BAR of 10 is 
  considered identical to standard combat armor during game play.)
  IndustrialMechs built under these rules may not combine mul-
  tiple armor types on the same design.
  Tech Base: All three grades of IndustrialMech armor—Com-
  mercial, Industrial and Heavy Industrial—are equally available to 
  IndustrialMechs of Clan or Inner Sphere tech bases. Regardless 
  of their technology base, IndustrialMechs may not carry Ferro-
  Fibrous or Stealth armor.
  Space: None of the three armor types used by IndustrialMechs 
  under these rules occupy any slots on the Critical Hits Table.
  Deciding the rough life of the rug-
  ged frontiers and occasional combat 
  with enraged beasts will likely cause 
  some concern for future CattleMaster 
  pilots, David decides the Industrial-
  Mech will carry standard industrial 
  armor. But with only 9 tons left to 
  equip the machine, he quickly decides to devote only 5 
  tons to this protection. At 5 tons, standard industrial armor 
  provides 53 points of protection (5 tons x [16 Base Points 
  per Ton x 0.67 Industrial Armor Multiplier] = 53.6, rounded 
  down to 53 points). Prioritizing armor to the head, David 
  applies 9 points of armor there, then adds 6 points to 
  each leg, 4 points to each arm, and divides the remaining 
  24 points of armor evenly across the torso. All three front 
  torso locations receive 6 points each, while all three rear 
  torso facings receive 2 points each. 
  Verifying that all armor points are accounted for, David 
  adds his armor values together: 9 [Head] + (6 + 2 [Center 
  Torso, Front + Rear]) + (6 + 2 [Left Torso, Front + Rear]) 
  + (6 + 2 [Right Torso, Front + Rear]) + (6 + 6 [Legs, Left + 
  Right]) + (4 + 4 [Arms, Left + Right]) = 53. In the appropri-
  ate locations of the Armor Diagram for his CattleMaster’s 
  Record Sheet, Dave blacks out all extra circles, leaving 
  only the assigned amount for each location. Because the 
  armor chosen was Industrial and not Commercial armor, 
  he does not need to note the BAR anywhere; in combat, 
  the CattleMaster will weather armor damage as any other 
  combat unit.
  With 5 tons spent on armor now, the CattleMaster has 
  only 4 tons remaining for weapons and other equipment 
  (9 tons – 5 tons = 4 tons).
  STEP 4: ADD ARMOR
  Even though IndustrialMechs are generally not built for combat, 
  they do use armor to protect their internal structures and critical 
  components against the elements, accidents and other hazards 
  of wear and tear. Regardless of the technology base chosen, only 
  three types of armor (Commercial, Industrial and Heavy Industrial) 
  are available to IndustrialMechs, each of which varies in tonnage 
  and capabilities.
  Like BattleMechs, the maximum amount of armor points an 
  IndustrialMech may carry is based on the number of internal struc-
  ture points it has. For all locations but the head, an IndustrialMech 
  may mount twice as many armor points in a location as it has inter-
  nal structure in that location. For example, if an arm has 6 internal 
  structure points, it may carry up to 12 points of armor in that loca-
  tion. The head of all IndustrialMechs (regardless of size) is the only 
  exception, and may support up to 9 armor points. Torso locations 
  must divide their armor between their front and rear sides. (Taking 
  a cue from BattleMech design, most IndustrialMechs focus more 
  armor toward the front rather than the rear, to protect against 
  head-on collisions and the like.) The maximum armor levels for 
  any location are unaffected by the use of alternative armor types.
  IndustrialMech armor may be mounted in full- or half-ton lots, 
  and uses the same base amount of 16 points per ton as standard 
  BattleMech armor (8 points per half ton). The use of the three 
  IndustrialMech armor types modifies this amount as shown in 
  the IndustrialMech Armor Table, below. This can potentially allow 
  for higher or lower points-per-ton ratios and other features that 
  may prove significant in combat (such as the relative weakness of 
  Commercial armor).
  To determine the armor value provided by these alternative 
  armor types, multiply the base armor value (16 points per ton) by 
  the Base Armor Multipliers shown for the appropriate armor type 
  in the IndustrialMech Armor Table below, rounding the final result 
  down to the nearest full point. For example, a IndustrialMech that 
  uses 3.5 tons of standard Industrial armor would receive 37 armor 
  points (3.5 tons x 16 points per ton x 0.67 = 37.52 armor points, 
  rounded down to 37), while 1 ton of the same armor would pro-
  vide only 10 armor points (1 ton x 16 points per ton x 0.67 = 10.72, 
  round down to 10).
  Conversely, if a specific number of armor points is sought—up to 
  the Maximum Armor Factor shown for the IndustrialMech’s weight 
  on the Internal Structure Table (see p. 47), that is—and the weight is 
  unknown, the designer can find this weight (in tons) by dividing the 
  desired number of armor points by 16 times the Base Armor Multi-
  plier. This result is rounded up to the nearest half-ton. For example, 
  INDUSTRIALMECH ARMOR TABLE
  Base Armor Points per Ton: 16
  Armor Type
  Base Armor Multiplier
  BAR
  Heavy Industrial
  1.0
  10
  Industrial
  0.67
  10
  Commercial
  1.5
  5
  
  7373
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  Far more generous to his 
  design than Edward, Geoff 
  decides that he will devote a 
  much greater quantity of armor 
  to his Uni, though he too favors 
  Commercial armor, as the Cargo-
  Mech is not expected to appear 
  on a live battlefield. With 32 tons left to spend, Geoff 
  devotes 9 tons to Commercial armor, leaving 23 tons 
  (32 – 9 = 23) to other equipment. 
  At 9 tons of Commercial-grade armor, the Uni 
  receives 216 points of protection (9 tons x [16 Base 
  Points per Ton x 1.5 Commercial Armor Multiplier] = 
  216 points)—which is near the listed maximum of 233 
  points for a 70-ton quad (according to the BattleMech 
  Internal Structure Table on p. 47). Geoff distributes 
  these armor points by placing 9 on the head, 31 on 
  the front center torso, 20 each on the front left and 
  front right torsos, and 27 each on all four legs. On the 
  rear center torso, Geoffrey places 10 points of armor, 
  with the rear side torsos receiving 9 apiece. Double-
  checking, he adds all the armor values together: 9 
  [Head] + (31 + 10 [Center Torso, Front + Rear]) + (20 + 9 
  [Left Torso, Front + Rear]) + (20 + 9 [Right Torso, Front 
  + Rear]) + (27 + 27 + 27 + 27 [Legs, Front Left + Front 
  Right + Rear Left + Rear Right]) = 216. In the appropri-
  ate locations of the Armor Diagram for his Uni’s Record 
  Sheet, Geoff blacks out all extra circles, leaving only 
  the assigned amount for each location.
  Because the Uni is using Commercial armor, Geoff 
  notes on the Armor Diagram that the IndustrialMech 
  has a BAR of 5, which indicates that even if it carries 
  more than enough armor points in a given location, 
  any hit that inflicts 6 points of damage or more at a 
  time may cause a critical hit.
   
  Edward sees no great need to 
  spend lavishly on the Buster’s 
  armor. He thus chooses to invest 
  only 2 tons into such protection, 
  but decides to maximize the 
  number of potential armor points 
  by employing Commercial grade 
  armor. This decision will allow him 
  to spare 22 tons (24 tons – 2 tons = 22 tons) for other 
  equipment, even though the Buster will be susceptible 
  to penetrating critical hits by anything more powerful 
  than a medium laser.
  The 2 tons of Commercial armor provide the Buster 
  with 48 points of protection (2 tons x [16 Base Points 
  per Ton x 1.5 Commercial Armor Multiplier] = 48 
  points). In distributing this armor, Ed assigns 5 points to 
  the head, 5 to each leg, 5 to each arm and 5 to the front 
  facings of all three torso locations. He also assigns 4 
  points to the rear center torso and 2 points each to the 
  left and right side torsos. Verifying that all points are 
  accounted for, Ed adds all the armor values together: 
  5 [Head] + (5 + 4 [Center Torso, Front + Rear]) + (5 + 2 
  [Left Torso, Front + Rear]) + (5 + 2 [Right Torso, Front + 
  Rear]) + (5 + 5 [Legs, Left + Right]) + (5 + 5 [Arms, Left + 
  Right]) = 48. In the appropriate locations of the Armor 
  Diagram for his Buster’s Record Sheet, he blacks out all 
  extra armor circles, leaving only the assigned amount 
  for each location.
  Because the Buster is using Commercial armor, Ed 
  notes on the Armor Diagram that his IndustrialMech 
  has a BAR of 5, which indicates that even if it carries 
  more than enough armor points in a given location, 
  any hit that inflicts 6 points of damage or more at a 
  time may cause a critical hit.
  FL 
  ??
  A Mobile Field Base does hasty repairs on a brand new Legionnaire in Acheron Forest after its first encounter with the Blakists.
  
  receive the firing arc of the IndustrialMech’s torso (or the rear arc, 
  if the item is mounted for rearward-firing). Arm-mounted weap-
  ons receive the firing arc appropriate to that arm. Leg-mounted 
  weapons receive either a forward or rearward-firing arc, based on 
  the designer’s choice when installing these items.
  Almost all weapons and equipment that may be mounted on 
  an IndustrialMech must be allocated to the Critical Hit Table in a 
  contiguous series in the same location. (Any items that do not will 
  be so noted under their specific rules.) These items may not be 
  located in a body section that has fewer open critical slots than 
  the equipment requires. Some items, however, may be broken up 
  among multiple sections (and are noted as such on the Weapons 
  and Equipment Tables).
  Weapons that may be mounted in multiple locations—the 
  AC/20, Ultra AC/20, LB 20-X AC and the heavy Gauss rifle—must 
  be placed in adjacent body locations, and automatically receive 
  the most restrictive firing arc. For example, if a IndustrialMech car-
  ries an AC/20 split between its left torso and left arm, that weapon 
  uses the torso arc, not the arm arc.
  Ammunition: All ammunition-dependent weapons except 
  for machine guns (including their Light and Heavy versions) and 
  nail or rivet guns require at least a ton of ammunition. (Machine 
  guns, nail guns and rivet guns may carry ammo in half-ton lots 
  instead). Each ammo bin occupies one critical slot per ton (round 
  up), and must be of the same ammunition type per slot. Because 
  each slot is considered a separate bin, however, ammunition 
  need not be contiguous.
  With only 4 tons left to spare, David 
  realizes that any weapons he puts on 
  his “Hunter” CattleMaster will have 
  to be small. Focusing on the lightest 
  possible weaponry, he starts with 
  3 machine guns at 0.5 tons and 1 
  critical slot apiece, placing 2 of these 
  in the right arm and 1 in the left. Deciding a half-ton of 
  ammunition for all three—a total of 100 shots—will be 
  sufficient, he places this half-ton ammo bin (and its single 
  critical slot) in the center torso location. Dave then adds 
  2 small lasers to the design to give his “Hunter” some 
  ammunition-free backup weaponry, placing both of these 
  0.5-ton, 1-critical slot weapons in the right arm as well.
  Because the CattleMaster uses an ICE rather than 
  a fission or fusion power source, the use of these small 
  lasers requires the installation of power amplifiers. David 
  computes that his IndustrialMech will need 0.5 tons of 
  STEP 5: ADD WEAPONS, 
  AMMUNITION AND OTHER 
  EQUIPMENT
  The weapons, ammunition, and equipment that may be 
  mounted on an IndustrialMech are listed in the Weapons and 
  Equipment Tables shown on p. 341. In addition to any heat, dam-
  age and range statistics, these tables provide the tonnage and 
  critical space such items may occupy on an IndustrialMech (the 
  same values as for BattleMechs), as well as what technology base 
  (Clan or Inner Sphere) is required to use them, and any special 
  construction rules that might apply to installing the equipment. 
  The Ammo column notes how many shots a given weapon or 
  item carries per ton (only machine guns—including the Light and 
  Heavy models—and nail or rivet guns may carry ammunition in 
  half-ton lots). Remember that the total weight of a given Indus-
  trialMech design’s structure, engine, cockpit, armor, weapons and 
  other components may never exceed the tonnage established for 
  the IndustrialMech in Step 1. Any leftover weight that cannot be 
  allocated to cargo space (see Cargo Bays, p. 239) or other equip-
  ment (due to critical space constraints or other factors) will be 
  considered “wasted” tonnage.
  Weapons placed in any torso, leg or head location may have 
  a forward or rearward firing arc. Rear-firing weapons must be so 
  noted when installed on the design.
  For special rules on any item, consult its entry under Weapons 
  and Heavy Equipment (pp. 200–273).
  Small Items:  Several items that may be installed on Industri-
  alMechs have a weight presented in kilograms, not tons. When 
  mounting such items, the designer must keep a running total 
  of the number of kilograms used. At the end of this step in the 
  IndustrialMech design process, divide this quantity of kilograms 
  by 1,000 to find their total weight in tons. When finalizing the 
  IndustrialMech design, this result must be rounded up to the 
  nearest half-ton.
  Power Amplifiers: IndustrialMechs powered by ICE or Fuel Cell 
  engines may carry heavy energy weapons such as lasers and PPCs, 
  but to do so, they must also mount power amplifiers in the same 
  manner as ICE-powered vehicles do (see p. 107). Power amplifiers 
  weigh 10 percent of the weight of the energy weapons carried 
  (rounded up to the nearest half-ton), but take up no critical space 
  on the IndustrialMech’s Record Sheet.
  Only ICE- and Fuel Cell-powered IndustrialMechs require power 
  amplifiers. Fission- and fusion-powered IndustrialMechs do not 
  require this equipment for energy weapons.
  Tech Base: The Heavy Weapons and Equipment Tables note 
  which items are available to which technology base. Clan-made 
  IndustrialMechs may use only items available to the Clans, while 
  Inner Sphere-made IndustrialMechs must use only those items 
  available to the Inner Sphere. Power amplifiers, a Universal tech-
  nology, are equally available to IndustrialMechs produced using 
  Clan or Inner Sphere tech bases.
  Space: The mounting of any weapons and equipment that 
  occupy critical slots must be established to determine the weap-
  ons’ firing arcs in game play. Torso- and head-mounted items 
  RA 
  RA
  Ed-X4 Crosscut LoggerMech, Corean Industries (House Davion)
  
  7575
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  STEP 6: COMPLETE THE RECORD SHEET
  By the time the designer has chosen all structure, engine 
  and controls for the IndustrialMech and added the armor, 
  weapons and equipment, all items must be allocated to their 
  proper places on the blank ’Mech Record Sheet. To complete 
  a record sheet, the designer must first make sure he selected 
  the appropriate sheet for the ’Mech’s type (biped or four-
  legged). The sheet must have all data filled in for the ’Mech 
  Data block (including name, tonnage and MPs). All equipment 
  slots must be allocated on the Critical Hits Table (including 
  armor, engine, gyros, extra heat sinks, weapons and other 
  equipment, as well as ammunition and number of shots per 
  bin). All extraneous armor and internal structure points must 
  be blacked out on the Armor and Internal Structure diagrams 
  (including the back armor sections). Finally, Heat Sink data 
  should be filled in—with extraneous heat sink circles blacked 
  out—in the Heat Data block.
  Once all of the above is completed, the IndustrialMech is 
  ready for Total Warfare game play.
  David verifies that all of the valid data blocks are 
  completed, including noting the CattleMaster’s full 
  name, “CTL-3R2 ‘Hunter’ CattleMaster,” in the Work-
  Mech’s Type; checking off that its tech base is Inner 
  Sphere; and noting its Walking MP as 4, its Running MP 
  as 6 and its Jumping MP as 0. He also lists the weap-
  ons properly under Inventory, noting the quantity per 
  location, heat per weapon, and statistics as shown on 
  the appropriate Weapons and Equipment Tables (for 
  example, the CattleMaster’s right arm-mounted small 
  lasers would list a “2” under QTY, “RA” under Loca-
  tion, “Small Laser” under Type, “3” under Damage, 
  “1” under Heat, “0-1” under Short Range, “2” under 
  Medium Range and “3” under Long Range). After then 
  making sure that no extraneous circles for internal 
  structure, armor and heat sinks are present, that the 
  heat sink values are correct, and that all critical slots 
  are assigned for all the IndustrialMech’s equipment, 
  Dave is ready to compute the Battle Value and Cost for 
  his CattleMaster and take it out hunting.
  Repeating similar steps to David, Edward and Geof-
  frey complete their own record sheets, making sure 
  also that their use of Commercial armor is indicated 
  by a note regarding the IndustrialMechs’ BAR of 5. To 
  save space under Inventory, they also opt to list their 
  multi-slot cargo bins by location with the location’s 
  slot count under “QTY” and the word “Cargo” under 
  Type. (During any game play with these units, a player 
  would indicate the exact contents and locations of 
  any special cargo by location and slots it  on the record 
  sheet.)
  Edward also marks in his IndustrialMech’s Notes 
  Block the effects of Industrial TSM from its description 
  in Total Warfare, while Geoff  writes down his Uni’s 
  ability to operate in vacuum and underwater (courtesy 
  of its combined Fuel Cell engine and Environmental 
  Sealing features).
  power amplifiers to supply the needs of its lasers (2 
  small lasers x 0.5 tons per laser = 1 ton of lasers; 10 
  percent of 1 ton = 0.1 tons, which rounds up to 0.5 tons 
  of power amplifier weight). These amplifiers need not 
  be assigned to the Critical Hits Table. To round out the 
  IndustrialMech, Dave invests his last half-ton in a high-
  power mounted searchlight and assigns this item’s 
  single critical slot to the right arm.
  In equipping his Buster Haul-
  erMech, Edward makes his first 
  order of business the installation 
  of lift hoists to aid in picking up 
  external cargo. In the Weapons 
  and Equipment Tables, he finds 
  that lift hoists weigh 3 tons and 
  occupy 3 critical slots apiece. 
  Ed chooses to place one hoist 
  each in the Buster’s arm. For added freight capacity, 
  Ed then chooses to devote 11 tons to internal cargo 
  bays—each ton of which will occupy a single slot on 
  the IndustrialMech’s Critical Hits Table, which he dis-
  tributes at 5 slots each per side torso, plus 1 slot in the 
  center torso.
  Ed has so far used up 17 tons, leaving only 5 tons 
  remaining. This is perfect as he also decides to add 
  track units to the Buster’s design, to aid in maneuvers 
  in tight confines (such as the inner holds of a fully 
  stocked DropShip). Track units, according to the Weap-
  ons and Equipment Tables, weigh 10 percent of the 
  IndustrialMech’s total mass, which comes to 5 tons for 
  the 50-ton Buster (10 percent x 50 tons = 0.1 x 50 tons = 
  5 tons), and require 1 slot per leg to install. (Ed was 
  undoubtedly anticipating this decision when he allo-
  cated only 1 slot’s worth of the Buster’s Industrial TSM 
  to its legs, rather than the 2 he could have used.)
  Geoffrey has 23 remaining 
  tons for his Uni CargoMech. 
  Because the IndustrialMech’s 
  primary function is to load and 
  carry cargo, he too invests 6 
  tons into 2 lift hoists, which he 
  places—1 each—in the left and 
  right side torsos. Geoff further decides to mount them 
  with a rearward facing, so when he places the 3-slot 
  hoists on his Critical Hits Table (and on the Industrial-
  Mech’s Equipment Inventory), he notes this facing with 
  an “(R)” after the item name.
  Geoff then chooses to invest all of the remaining 17 
  tons available to internal cargo bays, with each ton of 
  cargo occupying 1 critical slot on the record sheet. Not-
  ing that the left and right side torsos are already down 
  by 4 slots (thanks to the 3-slot lift hoists and the 1-slot 
  requirement for the environmental sealing he chose 
  earlier), he fills the remaining 8 slots per side torso 
  with cargo bays, allocating 16 of the 17 cargo slots in 
  one swoop. The remaining slot he places in the center 
  torso, using up the last open slot left there.
  
  PROJECT: PROTOMECHS 
  PROJECT: PROTOMECHS 
  —Minutes from ProtoMech Research and Development  
  meeting at Coventry Metal Works, Coventry
  
  7777
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  MEETING AGENDA
  MEETING AGENDA
  Project Details
  Project Name:
  ProtoMech Exploration
  Project Manager:
  Jenna McCoullagh
  Date of Meeting:
  15 November 3067
  Time of Meeting
  1030-1530
  Location of Meeting:
  207 (Bright Room)
  Conference Call Details:
  None
  Meeting Objective:
  Update on Proto R&D Progress and Assignment of Actions
  ID
  Agenda Item Description
  Presenter
  Purpose
  (P, C, PS, D)
  Planned duration  
  (or start time)
  1
  Review of earlier minutes
  McCoullagh
  C
  10
  2
  Update on design progress/review of basics
  Siegfried
  C
  20
  3
  Discussion on technological requirements for design
  Johnson
  D
  40
  4
  Explore possible pilots
  Shifflett
  PS, D
  30
  5
  Refreshment break
  30
  6
  Strong points
  Anderson
  C
  40
  7
  Areas for improvement
  Chism
  C, PS
  60
  8
  Marketing
  Shifflett
  P, D
  45
  9
  Review and assignment of change actions/due date discussion
  McCoullagh
  C, D
  15
  Key: Purpose
  P = Planning 
  C = Communication
  PS = Problem Solving
  D = Deciding
  Meeting minutes to be recorded by: Nicole Siegfried
  Note: Excerpt of minutes to be available within 24 hrs after meeting
  TRANSCRIPT
  Jenna McCoullagh: Thanks, everyone, for coming. So, what 
  have we got from last week’s minutes?
  Nicole Siegfried: Well, Aileen gave us a little history lesson; 
  Smoke Jaguars developed the first ProtoMechs in response to 
  dwindling resources, and Task Force Serpent discovered them 
  when they sacked Huntress. Then Tom gave us an overview 
  of the Clan pilots, but he’s got a more detailed presentation 
  today. Finally, we had the battleROMs from the Hollanders 
  we supplied for Serpent. I think they show the effectiveness 
  that ProtoMechs can have and some of the things we need to 
  overcome.
  McCoullagh: Thanks, Nicole. Then let’s move on to this 
  week’s agenda; we have a lot to accomplish today. What tech-
  nology do we need to build ProtoMechs?
  Siegfried: Dan has that. Take it away, Sparkles.
  Dan Johnson: Thanks… Starting with internal structure, 
  Clan Protos use a special composite that’s proportionately 
  similar to that seen in BattleMechs. We believe it to be a 
  refined combination of endo-steel and regular alloys. Now, 
  we’ve found that our Endo II prototype, while still not durable 
  enough for use in BattleMechs, might work in this case, but 
  there are significant problems with bulk at this time.
  Clan ProtoMechs, meanwhile, have inefficient engines for 
  their size. We have little trouble replicating them thanks to 
  work in other sectors. In fact, we’ve even looked at a fuel cell 
  option, though its range is limited. Jump jets are also no issue, 
  given our experience with ’Mechs and battle armor. Proto-
  Mech armor, however, could be an issue.
  Christine Dolan: What do you mean? We can’t make armor 
  for our ProtoMechs?
  Johnson: No—it’s just that we can’t currently make the 
  advanced alloy the Clans use. The best option we have is 
  that new light ferro-fibrous armor they’ve been working on, 
  though for the same weight Clan armor will be more effective. 
  The bulk also presents problems, negating the size advantage 
  somewhat. And we’ll lose efficiency with weapons, but heat 
  sinks derived from double-strength freezers keep us level with 
  the Clans there.
  Quinn Chism: Sounds like we have everything ready to 
  make a go of it.
  Johnson: Well, I haven’t gotten to the most complex part of 
  the ProtoMech: the cockpit.
  Aileen Anderson: The cockpit? I thought that was one area 
  where we did equal Clan technology.
  
  We just put a size limitation on this branch of the military, as 
  humans have done throughout time.
  The E.I. will be the hardest part. Currently, the data we have shows 
  that the effective lifespan of Clan pilots with E.I. is 2.3 years. First, 
  we have to deal with highly invasive neural surgery. After recovery 
  from that, pilots need physical therapy time to reclaim full control 
  of the body and learn to use the E.I. Next, the user suffers tremen-
  dous strain from neural feedback when his vehicle gets damaged. 
  Finally, the user develops psychosis, generally involving paranoia.
  Johnson: That doesn’t sound good.
  Shifflett: It isn’t. Some medications can attenuate the mental 
  illness for a time, and we think prescreening from a wider pool 
  plus traditional therapy can extend their usefulness; however, this 
  will be by far the most expensive pilot training and maintenance 
  program in the Inner Sphere. One thing we’ve looked at with 
  Nashan Pharmaceuticals is that E.I. implants can often overcome 
  some degenerative conditions, such as multiple sclerosis and 
  muscular dystrophy.
  Dolan: I’m not sure that really has anything to do with us…
  Shifflett: On the contrary, we can offer people with these afflic-
  tions a quarter to half a decade of normal control over their bodies. 
  Well enough to even serve on the front lines, fight for the good of 
  humanity and all that. We could probably even get a tax write-off.
  Siegfried: I’m not sure how I feel about this. 
  Shifflett: Beats the alternative we discussed: Children. Some 
  studies suggested that children in preteen and early teenage 
  brackets not only are small enough to fit in a ProtoMech-sized 
  cockpit, but also may be more resilient against the degenerative 
  effects of E.I. technologies, and they have the dexterity to handle 
  the controls. But even the Clans don’t start ’em that young. Take 
  your pick.
  McCoullagh: We’re a business; not a church. Let’s leave moral-
  ity out of this. What about training, Tom?
  Shifflett: As I touched on earlier, it will be intensive and expen-
  sive to start up. We’ll have to foot the bill—at least at first—or no 
  one will be able to operate our product. However, initially we can 
  sell pilot and machine as a package deal.
  McCoullagh: That idea sounds intriguing. Have marketing and 
  R&D get some numbers together. Who’s hungry? I had Christo-
  pher pick us up some sandwiches.
  Chism: I’m starving! Hey, I heard a great joke this morning. A 
  Capellan, a Taurian and a Canopian walk into a bord—
  Anderson: You better stop the recording; we don’t want to deal 
  with the Friends of Cultural Heritage if they get ahold of these 
  minutes.
  Dolan: You can say that ag—
  >>Recording Stopped<<
  >>Recording Resumed<<
  McCoullagh: Okay, folks, let’s get going again. I have a Six-
  Sigma meeting after this.
  Anderson: I’ve got the selling points for Protos here.
  McCoullagh: Take it away, Aileen.
  Anderson: Well, the best thing they have going for them is size. 
  Protos are 11 percent less likely to be hit by heavy weapons fire when 
  compared to units of similar mobility, even by so-called “smart” sys-
  tems like the Streak missile system. They’re also pretty rugged, able to 
  survive in the same extreme environments as battle armor.
  Most else is relative. They can be dropped from space just like 
  BattleMechs. They can mount heavier weapons than battlesuits 
  and their size and configuration often leads to very efficient pay-
  Johnson: Based on an adaptation of a quad battlesuit’s cockpit, 
  maybe, but as you can see in this cutaway schematic, the cockpit 
  of a Proto isn’t really a cockpit in the traditional sense, nor is it 
  “worn” like battle armor. Instead, the pilot curls into a ball in the 
  torso. Rather than manipulating manual controls, the Proto is 
  controlled solely by a complex neural interface. Of course, we’ve 
  seen Clan ’Mech and battlesuit pilots with the enhanced imaging 
  neural nets that give them a slight edge, but for ProtoMechs, this 
  technology is even further advanced. A battlesuit-based cockpit 
  approach is far less fluid by comparison; in fact, we may be back 
  to needing a gyro if we use that approach.
  McCoullagh: Sounds like an R&D boondoggle; we really don’t 
  have the resources for such a biology-based program.
  Johnson: Actually, we have data from Dr. Burke Kale’s Pro-
  metheus project back in ’53. It’s possible we can adapt that 
  program to this, with the materials and personnel we got from 
  the Quartermaster’s Department. Tom will have more when we 
  focus on piloting issues next.
  Dolan: Wait, go back to the internal structure for a moment. 
  Why can’t we use endo-steel?
  Johnson: BattleMechs and vehicles have relatively large 
  amounts of room. Endo-steel uses a different alloy with larger 
  parts and stronger bonds. By sacrificing bulkier systems in a 
  ‘Mech, you can use this lighter alloy to support your ’Mech with 
  no major changes in profile. But, as you can see in this schematic, 
  there really isn’t any room for the Proto’s structure to be any 
  bulkier. Most weapons are essentially on the outside of the unit 
  with a well-designed armored housing, so we can’t even sacrifice 
  that. The result is a larger target profile.
  Siegfried: And the same with ferro-fibrous armor?
  Johnson: Basically. Though armor is less problematic there 
  because it’s on the “outside.” Nevertheless, the bulkiness would 
  interfere with the Proto’s mobility, and the larger profile might 
  result in more hits on the unit because it’d wind up almost as large 
  as a typical 20-tonner.
  Siegfried: Someone in R&D also told me that the heat sinks are 
  something special.
  Johnson: Yes…and no. Even we can make heat sinks work more 
  efficiently than on BattleMechs when we install them on Protos, 
  because their reduced volume makes the process quicker. But 
  even so, the Clan sinks put all others to shame. Proto heat sinks, 
  if we could extrapolate them out and keep the same efficiency, 
  would have to be twice as effective as the current Clan heat sinks 
  to be viable. Part of this is because the heat sinks are integral to 
  the weapons and another part is the lack of need for a whole sys-
  tem throughout the unit. I shudder to think how the current Proto 
  heat sinks will lead to the next generation of Clan sinks. Hopefully, 
  further study will enable us to use them to keep pace.
  McCoullagh: Another hurdle, then. Thanks, Dan. Let’s move 
  right into the pilots, then get something to eat. Tom?
  Thomas Shifflett: Thanks, Jenna. We’ve got a few limitations 
  regarding ProtoMech pilots. The first, as Dan mentioned, was the 
  E.I. neural-ware. The next is size, and lastly we need training. I think 
  that of these, size is the easiest to tackle. Clan warriors tend to be 
  on the large side, with the exception of aerospace pilots. That’s 
  what they’ve been forced to use, given the limited space inside 
  the ProtoMech. We have an advantage here with a more diversi-
  fied gene pool and no reservations about using certain parts of 
  the population, unlike the Clans’ disdain for “freeborn” warriors. 
  
  7979
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  Shifflett: …after the usual permissions, of course.
  McCoullagh: Well, not the Word of Blake or the Fifth of May 
  or anything.
  Dolan: Of course not. But we’re targeting our most likely 
  customers. We have to be efficient with our advertising kroner 
  these days. We aren’t Defiance, throwing money around when 
  we feel like it. We’ll want to start out with some recon units and 
  probably something like the Clans’ Roc, a versatile unit with 
  decent mobility. We want to focus on price. If we can offer a 
  fast scout unit and jack of all trades, both for the price of a light 
  ’Mech, a lot of customers will take the two units that together 
  can do both of their jobs better than one. An important ques-
  tion we have is where to focus selling our ProtoMechs.
  Siegfried: Well, first we need to be sure we can—
  Dolan: Yes, we aren’t going to get ahead of ourselves, but 
  we do need to plan ahead. Of course we’ll advertise in the 
  Lyran Alliance and also the Federated Suns. The Rim Common-
  ality is also a good candidate; we could work out a subsidy 
  from the Alliance for increasing the military of a border ally. A 
  big question is the Free Worlds League.
  Chism: If anyone has the cash, they do.
  Dolan: True, but their support of the Word of Blake is 
  hampering our sales and our raw material supply chain. Sales 
  thinks the Principality of Regulus and the Duchy of Andurien 
  are good markets to sell in and prevent Alliance fines. ComStar 
  seems likely.
  Shifflett: What about the Trinity Alliance?
  Dolan: As long as we don’t get into any more accounts 
  payable snafus like we had a few years ago. They aren’t on 
  the list of Lyran Alliance combatants right now. Sales doesn’t 
  think the Combine has the money or stable trade routes at the 
  moment. However, the trouble at Luthien Armor Works should 
  help us down the road.
  McCoullagh: Sounds like our targets.
  Dolan: Actually, we have one more potential customer.
  Siegfried: Who? Not the Wobbies!
  Dolan: The Nova Cats.
  Shifflett: What? A Clan?
  Dolan: They have advanced technology, but limited 
  manufacturing resources. They’re also likely the only potential 
  customer that can supply their own pilots.
  Shiflett: Apart from the Wolves on Arc-Royal.
  McCoullagh: Well, that’s a good overview of our markets. 
  Let’s get to the action items for next week. Christine, get mar-
  keting to do some prelim plans for the Alliance, FedSuns, Rim 
  Commonality and Free Worlds states. Dan, we need an update 
  on the cockpits and the advanced alloys—a timeline and how 
  it will impact the final design. And we really need you to get a 
  more detailed study on pilots, especially how hard it will be to 
  attract volunteers and the cost of training.
  Meanwhile, Aileen, look into that transportation issue. Our 
  customers will be interested in that. Quinn, I’d like you to get 
  some preliminary designs from Engineering. We don’t need 
  anything too detailed, just general specifications to see how 
  they’d stack up to existing designs.
  How does that same time next month sound? Anybody 
  need more time? All right, hopefully we can come to a conclu-
  sion for the Steering Committee by next quarter. Have a good 
  afternoon, everyone.
  Siegfried: I’ll get minutes out first thing next morning.
  loads. The lower- to medium-size Protos can rival the fastest 
  and most maneuverable ’Mechs, and even the larger models 
  can move faster than battle armor. They can frequently be 
  equipped with ballistic weapons that rival scout ‘Mechs and 
  often have flexibility to mount a wider variety of missile tubes. 
  Finally, the ProtoMech is much cheaper than a BattleMech, 
  making them an ideal replacement for scouting units, espe-
  cially those in second-line forces less likely to see combat.
  Johnson: How much cheaper?
  Anderson: After accounting for R&D costs, of course, our 
  cost analysis projects that most Protos would range from 
  500,000 to 800,000 kroner per unit, where most light ‘Mechs 
  fall well over 1 million kroner.
  Shifflett: What about transporting units?
  Anderson: A preliminary study found that more Protos 
  could fit into a DropShip than BattleMechs, but the exact cost 
  or gain in number of units is still in the air. One of my engi-
  neers thinks he could fit eight Protos, two BattleMechs and 
  two fighters on a Leopard, but it’s too early to be sure.
  Dolan: Expand that study. We need to push that forward. 
  What drawbacks do we face?
  Chism: As noted earlier, pilots are the biggest issue. That’ll 
  be even harder than filling the battle armor demand. Protos 
  have an inherent limit on energy weapons because of their 
  lack of integral heat sinks on the engine. Our units would carry 
  less weaponry than Clan units, on a much more dramatic scale 
  than battle armor and ’Mechs, as well as much more limited 
  selection. The Clans have a variety of micro-scale weapons 
  that we really haven’t done any research on. They weren’t 
  going to be of much use on BattleMechs, nor would they be 
  light enough to really help out our battle armor troops. The 
  recent development of heavy and light machine guns gives 
  us more choices, but the fact that Clan missile systems are 
  much lighter than ours limits the number of tubes we can 
  put on a unit versus what the Clans do. Our energy weapons 
  may be equal as far as number, but the Clan versions are more 
  efficient and damaging, with better heat management, so the 
  advantage still goes to them.
  Along with that, ammunition is usually much more limited, 
  with the standard ton of ammo being anywhere from eleven 
  to fifty percent of the unit’s weight. Armor is an issue and 
  limbs are prone to destruction, but the effect is less damaging 
  than it is to battlesuits, and they’ll be cheaper to replace than a 
  BattleMech limb. Overall, I think the drawbacks are fewer than 
  the advantages.
  McCoullagh: It seems like it. Any suggestions?
  Siegfried: This might be a good time to try some of our 
  experimental equipment. Heck, we could mount a light PPC 
  on one of these things.
  Johnson: Now, that might make anyone sit up and take 
  notice.
  Dolan: That’s something we need, to keep us in the fore-
  front. I’ve got an overview from a marketing perspective. We’re 
  looking to target medium to large military forces. Small units 
  won’t have the resources to maintain a ProtoMech and aren’t 
  likely to want such specialized units.
  Anderson: What if a small mercenary command wants to 
  form itself around Protos, like those Killer Bees and VTOLs? We 
  don’t want to cut ourselves short of any customers.
  Dolan: No, if any customer approaches us, we’ll sell to them.
  
  A uniquely Clan concept (the Inner Sphere has yet to mimic 
  the technology), ProtoMechs (sometimes referred to simply as 
  “Protos”) occupy a middle ground between heavy battle armor 
  and true BattleMechs in BattleTech. Intended as a frugal answer 
  to BattleMechs for more resource-poor Clans, ProtoMechs are 
  much smaller than BattleMechs, and most are much tougher than 
  battlesuits. Operating in groups, ProtoMechs can be a powerful 
  weapon in battle.
  The following system enables players to construct unique 
  ProtoMechs for BattleTech games that conform to the standard 
  rules presented in Total Warfare. As these rules can be fairly math-
  intensive, ProtoMech designers are encouraged to do all work 
  on scratch paper before committing the resulting design’s final 
  specifications to an appropriate blank record sheet.
  PROTOMECH BASICS
  Though ProtoMechs are thematically based on BattleMech 
  design, their construction is slightly more simplified. Only avail-
  able to a Clan Technology Base, their lighter weight and simpler 
  space system make for a shorter process. These factors, broadly 
  overviewed in the Construction Basics section (see p. 44), are 
  expanded on below.
  TECHNOLOGY BASE
  Under these rules, ProtoMechs may only be constructed using 
  a Clan Technology Base. Any weapons and equipment carried by 
  a ProtoMech must be selected from those available to the Clans.
  Tech Rating
  In the Weapons and Equipment Tables used for creating Proto-
  Mechs and other units in this book, all items receive a Technology 
  Rating in addition to a technology base. This rating (expressed as 
  a series of letter grades that define the level of technology, and its 
  availability through the major eras of BattleTech history) helps to 
  define the item’s level of sophistication and may be used to help 
  standardize the level of “advancement” the unit demonstrates 
  for purposes of era-based campaigning. Beyond this, however, 
  an item’s Technology Rating has no direct bearing on ProtoMech 
  design. See Costs and Availability (p. 274) for more on Tech Rating.
  OmniMechs
  ProtoMechs may not be constructed as OmniMechs.
  WEIGHT
  ProtoMechs use a kilogram standard, with all units legal for 
  Total Warfare standard play weighing between 2,000 and 9,000 
  kilograms, increasing in increments of 1,000 kilograms. Because 
  many items that may be mounted on Protos express their weight 
  in tonnage, these items must be converted to the kilogram stan-
  dard by multiplying their tonnage values by 1,000.
  At the end of ProtoMech construction, a Proto’s total mass is 
  expressed in terms of tonnage on its record sheet for simplicity. 
  For example, a 6,000-kilogram ProtoMech is listed on its record 
  sheet as a 6-ton design.
  Weight Classes
  ProtoMechs loosely fall into four main weight classes, deter-
  mined by their tonnage. Most designs in these classes share 
  similar features, though the lighter weight of ProtoMechs (com-
  pared to BattleMechs) often blurs their distinctions.
  SM 
  SL
  After a round of training exercises, this Blood Spirit ProtoMech point is sent in for a routine maintenance check.
  
  8181
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  Light ProtoMechs weigh 3 tons (3,000 kilograms) and 
  under. Uncommon because their small sizes offer few options, 
  common Protos in this range are typically employed as “super-
  battle armor” or anti-infantry units.
  Medium ProtoMechs weigh 4 to 5 tons (4,000 to 5,000 
  kilograms), and are more common than light Protos. Large 
  enough for more powerful engines, these tend to see exten-
  sive use as scouts.
  Heavy ProtoMechs run from 6 to 7 tons (6,000 to 7,000 
  kilograms). More powerful than mediums, with average 
  mobility and good firepower, heavy Protos often make good 
  anti-vehicular units.
  Assault ProtoMechs weigh from 8 to 9 tons (8,000 to 9,000 
  kilograms). Often eschewing speed for armor and weapons, 
  these Protos average the same mobility as battle armor, but in 
  swarms they can endanger even heavy BattleMechs.
  SPACE
  Internal space (also called critical space) on a ProtoMech 
  is not illustrated and tracked by a Critical Hits Table like that 
  found on ’Mech Record Sheets. Instead, all ProtoMechs—
  regardless of weight—have established equipment limits per 
  body locations, with each location restricted as follows.
  Arms: Each of a ProtoMech’s arms may mount one weapon 
  or piece of equipment weighing no more than 500 kilograms 
  (0.5 ton). 
  Torso: A ProtoMech’s torso may mount up to two weap-
  ons or pieces of equipment. The total weight of both items 
  together may be no more than 2,000 kilograms (2 tons). Weap-
  ons in the torso may be mounted to the rear.
  Main Gun: A ProtoMech may—at the designer’s option—
  also carry a single main gun. This weapon is attached to the 
  Proto’s torso, though it is aimed and fired with both hands. 
  The main gun may be a single weapon or piece of equipment 
  of any weight. A missile launcher consisting of multiple tubes 
  (see p. 88) is considered a single weapon for this purpose.
  Ammo: In all of the cases noted above, ammunition does 
  not count toward a ProtoMech’s weight or space limits.
  DESIGNING A PROTOMECH
  The process of ProtoMech design is similar to that of Bat-
  tleMechs, following the same six simple steps, outlined as 
  follows:
  Step 1: Design the Chassis—Determine the ProtoMech’s 
  weight and internal structure.
  Step 2: Install Engine and Control Systems—Determine 
  the ProtoMech’s engine rating and size; add cockpits and 
  jump jets.
  Step 3: Add Heat Sinks—Determine the number of the 
  ProtoMech’s heat sinks.
  Step 4: Add Armor—Determine the amount and weight of 
  the ProtoMech’s armor and allocate armor points.
  Step 5: Install Weapons and Equipment—Add weapons 
  and other gear to the ProtoMech.
  Step 6: Complete the Record Sheet.
  As with all unit types, the above design process is a framework 
  for designing a ProtoMech. The actual process—particularly 
  after the chassis, engine and control systems are determined—
  can involve a bit more give-and-take as equipment, armor and 
  heat sinks are balanced for their best fit in terms of weight and 
  equipment space. For example, some designers might wish to 
  assign armor as soon as the engine and chassis are settled to 
  attain maximum protection before dealing with weapons and 
  heat sinks. Others may want to choose equipment before add-
  ing armor, to maximize firepower.
  To assist in this effort, the designer may find it useful to 
  make copies of the Blank ProtoMech Record Sheet (in the back 
  of this book), to visually arrange the placement of the Proto-
  Mech’s equipment while tracking the use of kilograms on a 
  piece of scratch paper. Alternatively, designers with access 
  to a PC and HeavyMetal Lite can use that design software to 
  develop their ProtoMech electronically.
  STEP 1: DESIGN THE CHASSIS
  The first step in ProtoMech design is the creation of the 
  Proto’s basic framework, or chassis. This step establishes 
  some of the most basic aspects of the ProtoMech’s design, 
  determining its maximum total weight and that of its internal 
  structure. These choices may restrict the designer’s access to 
  certain weapons and equipment. 
  CHOOSE WEIGHT
  ProtoMechs weigh between 2 and 9 tons (2,000 to 9,000 
  kilograms), measured in 1-ton (1,000-kilogram) increments. 
  Within these limits, the player may choose any tonnage. The 
  total weight of the Proto’s engine, weapons, armor and other 
  components may not exceed this amount, nor should it fall 
  below; any unspent tonnage left after the creation process is 
  considered wasted.
  John is designing a light ProtoMech 
  that he has dubbed the Siren-4. Because 
  he plans to use this Proto as a light scout 
  and harasser, he chooses a weight of 3 
  tons (3,000 kilograms).
  Kevin is designing a heavy Proto-
  Mech that he has named the Hydra. 
  Intended for good mobility and all-
  purpose firepower, he selects a weight 
  of 6 tons (6,000 kilograms).
  Lara is designing an assault-class 
  ProtoMech that she has chosen to name 
  the Delphyne-2. She is hoping to build 
  this design as a fast mover with heavy 
  firepower, and decides on a final weight 
  of 9 tons (9,000 kilograms).
  
  only the excess gray-shaded circles) to indicate how many points 
  actually make up the internal structure in each hit location. 
  Like those of BattleMechs and IndustrialMechs, ProtoMech 
  internal structure points are fixed to their assigned locations, 
  based on the weight of the ProtoMech itself. These points may 
  not be redistributed elsewhere.
  Quads: ProtoMechs cannot be constructed as quadrupeds 
  (quads).
  Main Gun: At the designer’s option, a ProtoMech may or may 
  not have a main gun mount. The mount itself costs no addi-
  tional weight during construction, but any weapons and armor 
  mounted on that location would take up weight. If no main gun 
  is mounted on the ProtoMech, all armor and structure points for 
  the main gun should be blacked out on the unit’s record sheet.
  Space: ProtoMech internal structure does not occupy any 
  spaces in the ProtoMech’s equipment slots. Establishing the 
  Proto’s structure therefore has no impact on its weapons and 
  equipment inventory.
  ALLOCATE WEIGHT FOR INTERNAL STRUCTURE
  Like BattleMechs and IndustrialMechs, all ProtoMechs have an 
  internal structure, which represents their bones and joints. The 
  weight of this structure depends on the weight of the ProtoMech. 
  A ProtoMech’s structure takes up 10 percent of its total weight 
  (100 kilograms per 1,000 kilograms). ProtoMechs do not have 
  access to alternate internal structure types, such as endo-steel.
  The ProtoMech’s mass also determines the number of internal 
  structure points each of its location receives. The ProtoMech 
  Structure and Armor Table below lists these values by location, 
  with the structure points (the numbers outside the parentheses) 
  shown, along with the maximum potential armor value per loca-
  tion (the numbers in parentheses). ProtoMechs have only five 
  body locations (Head, Torso, Left Arm, Right Arm and a unified 
  Legs location), with an optional sixth (Main Gun), versus the eight 
  internal locations found on BattleMechs and IndustrialMechs.
  Internal structure points are noted on the ProtoMech Record 
  Sheet by gray-shaded circles. When working with the sheet, the 
  designer should mark out any excess gray-shaded circles (and 
  RH 
  ??
  Centaur ProtoMechs from Clan Blood Spirit’s Iota Galaxy lead the charge against a Clan Coyote Mad Cat and Rabid Coyote.
  PROTOMECH STRUCTURE AND ARMOR TABLE
  Internal Structure Circles (Max. Armor)
  Maximum
  Armor Factor
  (Without/With Main Gun)
  Total ProtoMech Tonnage
  Internal Structure Weight
  Head
  Torso
  Arms 
  (Left/Right)
  Legs  
  (Both)
  Main 
  Gun*
  2
  200 kg
  1 (3)
  2 (4)
  1 (2)
  2 (4)
  1 (3)
  15/18
  3
  300 kg
  1 (3)
  3 (6)
  1 (2)
  2 (4)
  1 (3)
  17/20
  4
  400 kg
  1 (4)
  4 (8)
  1 (2)
  3 (6)
  1 (3)
  22/25
  5
  500 kg
  1 (4)
  5 (10)
  1 (2)
  3 (6)
  1 (3)
  24/27
  6
  600 kg
  2 (5)
  6 (12)
  2 (4)
  4 (8)
  1 (3)
  33/36
  7
  700 kg
  2 (5)
  7 (14)
  2 (4)
  4 (8)
  1 (3)
  35/38
  8
  800 kg
  2 (6)
  8 (16)
  2 (4)
  5 (10)
  1 (3)
  40/43
  9
  900 kg
  2 (6)
  9 (18)
  2 (4)
  5 (10)
  1 (3)
  42/45
  *The main gun is an optional ProtoMech component, which provides no internal structure circles (or armor) when not installed.
  
  83
  83
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  STEP 2: INSTALL ENGINES AND 
  CONTROL SYSTEMS
  The second step in ProtoMech design is the installation of 
  the Proto’s engines and control systems. This step establishes 
  key factors in the ProtoMech’s mobility, including the size 
  and performance of its engine, the placement of its cockpit 
  system and whether or not the design is capable of jumping 
  movement. ProtoMechs do not use gyros, as BattleMechs and 
  IndustrialMechs do.
  INSTALL ENGINE
  Under these rules, a ProtoMech may carry one fusion engine 
  to power its movement, equipment, weapons and other inte-
  gral components. The relative output of this power plant is 
  measured by the ProtoMech’s Engine Rating, which is directly 
  determined by the Proto’s total weight and desired speed 
  (similar to how BattleMech Engine Ratings are calculated).
  To determine a ProtoMech’s Engine Rating, multiply the 
  ProtoMech’s weight (in tons, not kilograms) by its desired 
  Running MP (as opposed to its Walking MP). As with Bat-
  tleMechs and IndustrialMechs, a ProtoMech’s Running MP is 
  computed by finding its desired Walking MP first, and then 
  multiplying that value by 1.5 (rounding up to the nearest 
  whole number). Therefore, to determine a Proto’s required 
  Engine Rating, the designer should first determine its desired 
  Walking MP, and then compute its Running MP before com-
  puting its Engine Rating.
  Note that under these rules, no ProtoMech may be con-
  structed with an Engine Rating below 1 or above 400.
  ProtoMechs largely use the same standard fusion engines 
  found in BattleMechs, but they also have access to a wider 
  range of engines weighing less than 1 ton (1,000 kilograms) 
  than are listed on the Master Engine Table. To reflect this, 
  ProtoMech fusion engines with an Engine Rating below 
  40 multiply their Engine Rating by 25 kilograms to find the 
  engine’s weight. For engines rated 40 and up, ProtoMechs 
  John’s Siren-4 weighs 3 tons (3,000 
  kilograms). With no other internal 
  structure type available beyond Proto-
  Mech Standard, he notes the weight of 
  said structure will be 300 kilograms (10 
  percent of 3,000 kilograms = 3,000 kilo-
  grams x 0.1 = 300 kilograms). This 
  leaves 2,700 kilograms so far (3,000 – 
  300 = 2,700). After consulting the 
  ProtoMech Internal Structure Table, John blacks out 
  all extraneous gray-shaded circles from the Proto-
  Mech’s Armor Diagram on his Siren-4’s Record Sheet, 
  leaving only 1 open gray circle in the head, 3 open 
  gray circles in the torso, 1 circle each in the left and 
  right arms, and 2 circles in the legs. John decides 
  against installing a main gun, and so blacks out all 
  gray and white circles in the Main Gun location.
  Kevin’s Hydra weighs 6 tons (6,000 
  kilograms), providing an internal struc-
  ture weight of 600 kilograms, which he 
  determined by consulting the Proto-
  Mech Internal Structure Table. This 
  weight provides 2 structure points in 
  the head, 6 points in the torso, 2 points 
  each in the left and right arms, and 4 
  points in the legs. Kevin also decides to 
  mount a main gun, and so receives 1 structure point in 
  that location as well. He blacks out all of the excess 
  gray-shaded internal structure circles in those loca-
  tions on his Hydra’s Record Sheet. The Hydra has 5,400 
  kilograms of unassigned weight so far (6,000 – 600 = 
  5,400 kilograms).
  Lara’s Delphyne-2 weighs in at 9 
  tons (9,000 kilograms), so its internal 
  structure will weigh 900 kilograms (10 
  percent of 9,000 kg = 9,000 x 0.1 = 900 
  kg). The ProtoMech internal Structure 
  Table tells Lara that her Delphyne will 
  receive 2 points of internal structure in 
  the head, 9 points in the torso, 2 points 
  in each arm and 5 in the ProtoMech’s 
  legs. Like John, Lara decides not to install a main gun, 
  and so—while blacking out all the excess gray-shaded 
  circles in the ProtoMech’s various locations—she also 
  blacks out all circles in the Main Gun location. The Del-
  phyne has 8,100 unspent kilograms remaining (9,000 
  kg – 900 kg = 8,100 kg).
  SM 
  ??
  Centaur and Roc ProtoMechs, Alpha Galaxy (Clan Ice Hellion)
  PROTOMECH ENGINE RATING  
  AND MOBILITY FORMULAS
  Running MP = Desired Walking MP x 1.5 (round up)
  ProtoMech Engine Rating =  
  ProtoMech Tonnage x Running MP
  ENGINE WEIGHT FORMULAS
  Engine Rating
  Weight
  39 or less
  Rating x 25 (kilograms)
  40 or more
  Use Master Engine Table (see p. 49)*
  * For ratings not divisible by 5 in this category, round up to the next Engine Rating.
  
  On the Master Engine Table, Lara finds that a 75-rated 
  standard fusion engine weighs 2 tons (2,000 kilograms), 
  and so she subtracts this from the Delphyne’s unspent 
  weight. The Delphyne now has 6,100 unspent kilograms 
  left (8,100 kg – 2,000 kg = 6,100 kg).
  DETERMINE JUMP CAPABILITY
  ProtoMechs may mount jump jets in the same way as BattleM-
  echs do, except that their jets weigh considerably less per Jump 
  MP than BattleMech jets. See the ProtoMech Jump Jet Weight 
  Table above to find the mass of each ProtoMech jump jet, based 
  on the Proto’s total weight. Each ProtoMech jump jet provides 1 
  Jumping MP and is considered to be mounted in the ProtoMech’s 
  legs and/or rear torso.
  Only ProtoMechs may use ProtoMech jump jets. ProtoMechs 
  may not employ non-ProtoMech jump jets.
  A ProtoMech’s Jumping MP may not exceed its Walking MP, so 
  a ProtoMech that has a Walking MP of 5 may not install more than 
  5 jump jets.
  Space: ProtoMech jump jets do not occupy slots on the Proto-
  Mech’s Weapons Inventory. Critical hits to any jets are already built 
  into the Proto’s Hit Locations and Critical Hits Table, so their exact 
  locations need not be determined on the record sheet.
  Satisfied with the Siren-4’s swift overland 
  speed, and already short on kilograms for 
  weapons, ammunition and armor, John 
  decides not to mount jump jets on his Proto-
  Mech at this point.
  Equally content with the ground speed 
  of his Hydra, and eager to save as much 
  weight as possible for guns and armor, 
  Kevin also elects to mount no jump jets on 
  his ProtoMech design.
  Even though her Proto is already fast 
  for its size, Lara decides to add an extra 
  surprise in the form of jump jets. She 
  decides on the maximum Jumping MP of 
  5 (equal to the Delphyne-2’s Walking MP) 
  and computes that the total weight for all 
  5 jump jets will come to 500 kilograms (5 
  Jumping MP x 100 kg/Jumping MP [for a 
  6- to 9-ton Proto] = 500 kilograms).  Because ProtoMechs 
  must use standard BattleMech fusion engines instead (see the 
  Master Engine Table, p. 49). In the latter case, however, any Engine 
  Rating not evenly divisible by 5 must be rounded up to the next 
  nearest rating to find its appropriate engine size. For example, a 
  ProtoMech with a computed Engine Rating of 42 rounds up to a 
  final Engine Rating of 45.
  The ProtoMech Engine Rating and Mobility Formulas sum-
  marize the rules for computing a ProtoMech’s Engine Rating and 
  determining the tonnage for its engine.
  ProtoMechs may use only standard fusion engines. Non-
  fusion engines, as well as non-standard fusion engines such as 
  Compact, Light and XL engines, may not be installed on a Pro-
  toMech’s chassis.
  Space: ProtoMech engine hits are handled as a default critical 
  hit on the ProtoMech’s Hit Locations and Critical Hits Table, and so 
  occupy no critical slots as engines do on BattleMechs and Indus-
  trialMechs. 
  John wants to give his Siren-4 enough 
  speed to run down almost any quarry and 
  still escape the inevitable return fire, so he 
  chooses a fast Walking speed of 10 MP. This 
  gives his ProtoMech a Running speed of 15 
  MP (10 Walking MP x 1.5 = 15 Running MP). 
  The Siren’s Engine Rating will thus be 45 (3 
  tons x 15 Running MP = 45). Because this rat-
  ing is 40 or higher, John consults the Master Engine Table 
  on p. 49 and finds that a standard 45-rated fusion engine 
  will weigh 1 ton (1,000 kilograms). After subtracting this 
  from the Siren’s unspent weight, John finds that he has 
  1,700 kilograms left over.
  Kevin feels speed is less a priority for his 
  Hydra than good armor and firepower, so 
  he decides on an average Walking MP of 4, 
  which yields a Running MP of 6 (4 Walking 
  MP x 1.5 = 6 Running MP). This means his 
  6,000-kilogram (6-ton) Proto’s engine will 
  need an Engine Rating of 36 (6 tons x 6 
  Running MP = 36). This is below the 40 Rat-
  ing that would place the ProtoMech’s 
  engine weight on the Master Engine Table. Instead, Kevin 
  computes his Hydra’s engine mass, multiplying its rating 
  by 25 kilograms, and finds that his final engine weight will 
  be 900 kilograms (Engine Rating 36 x 25 kg = 900 kg). The 
  Hydra now has 4,500 kilograms of unspent weight remain-
  ing (5,400 kg – 900 kg = 4,500 kg). 
  Lara wants her 9-ton assault ProtoMech 
  to have a surprising amount of speed, 
  and so decides to give the Delphyne-2 an 
  impressive Walking MP of 5. This produces 
  a Running MP of 8 (5 Walking MP x 1.5 = 7.5 
  Running MP, rounded up to 8), and requires 
  an Engine Rating of 75 to accomplish. 
  (While 9 tons x 8 Running MP = 72, the fact 
  that 72 is greater than 40 means that Lara 
  has to find her Proto’s engine using the Master Engine 
  Table on p. 49. This forces her to round her Engine Rating 
  result up to the nearest listed Engine Rating, which is 75.) 
  PROTOMECH JUMP JET 
  WEIGHT TABLE  
  ProtoMech Weight
  Jump Jet Weight
  2 to 5 tons
  50 kg/Jumping MP
  6 to 9 tons
  100 kg/Jumping MP
  
  85
  85
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SPECIAL PHYSICAL ENHANCEMENTS
  (PROTOMECH MYOMER BOOSTER)
  Where BattleMechs have access to MASC and Triple-Strength 
  Myomer, ProtoMechs have one special performance-enhanc-
  ing option available to them: the ProtoMech Myomer Booster. 
  At the designer’s option, this technology—essentially a Proto-
  scaled version of MASC—may be installed at this stage to 
  provide the ProtoMech with a “boosted” Running MP equal to 
  twice its normal Walking MP.
  The ProtoMech Myomer Booster weighs 25 kilograms per 
  ton of ProtoMech weight (in other words, 2.5 percent of the 
  ProtoMech’s total weight, in kilograms). A ProtoMech may 
  carry only one Myomer Booster system.
  Space: ProtoMech Myomer Boosters do not count toward 
  the ProtoMech’s Weapons and Equipment Inventory, nor do 
  they need to be placed on the unit’s Hit Locations and Critical 
  Hits Table.
  Though he is desperately low on avail-
  able weight, John decides to equip his 
  Siren-4 with a ProtoMech Myomer 
  Booster system. For the 3-ton (3,000-kilo-
  gram) Siren-4, John finds that the 
  booster will weigh 75 kilograms (3 tons x 
  25 kg per ton = 75 kg). Installing this sys-
  tem leaves the Proto with only 1,125 
  unspent kilograms (1,200 kg – 75 kg = 1,125 kg), and a 
  blinding new Running MP—with Booster engaged—
  of 20 MP (10 Walking MP x 2 = 20 Boosted Running MP)!
  Kevin decides his Hydra is fine as-is, 
  and does not install a Booster.
  Lara considers a Booster for her 9-ton 
  (9,000-kilogram) Delphyne-2, but 
  decides that she can find a better use 
  for the 225 kilograms it would entail (9 
  tons x 25 kg per ton = 225 kg). She, too, 
  decides against installing one at this 
  time, finding the 8 Running MP and 5 
  Walking/Jumping MP sufficient.
  do not record internal space the same way as Bat-
  tleMechs and IndustrialMechs do, Lara does not 
  need to allocate these jets anywhere. Her Delphyne 
  now has a Jumping MP of 5, and has 5,600 unspent 
  kilograms left (6,100 kg – 500 kg = 5,600 kg).
  ADD COCKPIT
  A ProtoMech’s cockpit and control system weighs 500 kilo-
  grams. This mass includes the pilot and associated support 
  systems, including the modified form of the enhanced imag-
  ing link used to operate the machine without a gyroscope. 
  Unlike the BattleMech cockpit, the ProtoMech cockpit does 
  not reside in the Proto’s head section, but in the torso.
  Space: ProtoMech cockpits do not occupy slots on the Pro-
  toMech’s Weapons Inventory. Critical hits to any cockpit 
  systems are already built into the Proto’s Hit Locations and 
  Critical Hits Table, so their exact locations need not be deter-
  mined on the record sheet. 
  After installing its cockpit, John’s 
  Siren-4 has 1,200 unspent kilograms left 
  (1,700 kg – 500 kg = 1,200 kg).
  Kevin’s Hydra has 4,000 kilograms 
  left after installing its cockpit systems 
  (4,500 kg – 500 kg = 4,000 kg).
  With its cockpit, Lara’s Delphyne-2 
  has 5,100 unspent kilograms remaining 
  (5,600 kg – 500 kg = 5,100 kg).
  SM 
  SL
  Centaurs, Tau Galaxy (Clan Blood Spirit)
  
  STEP 4: ADD ARMOR
  Unlike most other units, ProtoMechs mount their armor (an 
  advanced composite incompatible with non-ProtoMech units) 
  on a point-by-point basis, rather than in half- or full-ton lots. Each 
  armor point mounted on a ProtoMech weighs 50 kilograms and 
  must be allocated to one of the Proto’s five locations (or six, if it 
  carries a main gun). Remember that both legs count as a single 
  location, and note that no ProtoMech location has a front/rear 
  facing, as BattleMechs do.
  The maximum number of armor points a ProtoMech may carry 
  per location remains tied to the ProtoMech’s tonnage. This value 
  is shown in parentheses on the ProtoMech Structure and Armor 
  Table (see p. 82), along with the Maximum Armor Factor possible 
  for a given ProtoMech (both with and without an optional main 
  gun mount). Use the ProtoMech’s Armor Diagram block to indi-
  cate the number of points protecting each part of the ProtoMech’s 
  body by marking out any excess white armor circles, just as was 
  done for the gray-shaded internal structure circles. 
  ProtoMechs built under these rules may only use ProtoMech 
  standard armor; no alternative armor types are currently available 
  to these units.
  Space: ProtoMech armor does not count toward the Proto-
  Mech’s Weapons and Equipment Inventory, nor does it need to be 
  distributed on the unit’s Hit Locations and Critical Hits Table.
  John’s Siren-4 is light, incredibly fast and 
  slated to carry an ER micro laser. He decides 
  that, of his 875 remaining kilograms, he will 
  invest 600 kilograms in armor. This will pro-
  vide his ProtoMech with 12 points of armor 
  (600 kg ÷ 50 kg per armor point = 12 armor 
  points)—5 points less than the 17-point 
  maximum shown on the Structure and 
  Armor Table (p. 82) possible for a 3-ton Proto.
  John assigns the armor to his Siren-4 as best as he can, 
  allocating 5 points to the torso, 2 to the head, 1 each to the 
  arms and 3 to the legs. With no main gun structure, John 
  cannot assign armor points to that location. John then 
  blacks out all extra white circles in the appropriate body 
  locations of his ProtoMech’s Record Sheet, leaving only the 
  assigned points remaining in each location.
  With 600 kilograms spent on armor, John’s Siren-4 
  has only 275 kilograms remaining for weapons and other 
  equipment (875 – 600 = 275). 
  STEP 3: ADD HEAT SINKS
  ProtoMechs vent heat the same way conventional vehicles do, 
  and so do not require heat sinks for movement or the use of non-
  energy weapons. Any ProtoMech that mounts energy weapons, 
  however, must install enough sinks to dissipate the heat gener-
  ated by all such weapons. A ProtoMech that carries an ER medium 
  laser, for example, must also carry 5 heat sinks to handle the heat. 
  Because this step depends more heavily on the weapons that will 
  be installed, the designer may hold off assigning heat sinks until 
  he or she has determined an appropriate weapons and equip-
  ment load.
  ProtoMechs may use only their own specially made heat sinks, 
  which function like BattleMech single heat sinks, but are sig-
  nificantly smaller. Each of these heat sinks weighs 250 kilograms. 
  There is no ProtoMech equivalent to the double heat sink. Proto-
  Mech heat sinks are incompatible with non-ProtoMechs.
  Also, ProtoMechs do not automatically receive weight-free 
  heat sinks as part of their fusion engine installations, unlike Bat-
  tleMechs and some IndustrialMechs. ProtoMechs must therefore 
  spend kilograms on each heat sink they require. 
  Space: ProtoMech heat sinks do not count toward the Proto-
  Mech’s Weapons and Equipment Inventory, nor do they need to 
  be placed on the unit’s Hit Locations and Critical Hits Table. 
  Noting that even one heat sink will leave 
  his Siren-4 with less than a ton to install 
  weapons, ammo and armor, John nonethe-
  less resolves that his ProtoMech will carry an 
  ER micro laser, which requires 1 heat sink. 
  John thus spends 250 kilograms on installing 
  one heat sink, leaving 875 kilograms left over 
  (1,125 kg – 250 kg = 875 kg).
  Kevin is also planning to mount a micro 
  laser on his ProtoMech, and spends 250 of 
  the Hydra’s remaining 4,000 kilograms on 
  a single heat sink, leaving 3,750 kilograms 
  remaining (4,000 kg – 250 kg = 3,750 kg)
  Lara foresees a greater need for heat 
  sinks on her Delphyne-2, and installs 2 heat 
  sinks at this time for a cost of 500 kilograms 
  (2 heat sinks x 250 kg per sink = 500 kg). This 
  leaves her ProtoMech with 4,600 unspent 
  kilograms (5,100 kg – 500 kg = 4,600 kg).
  
  8787
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  STEP 5: ADD WEAPONS, 
  AMMUNITION AND OTHER 
  EQUIPMENT
  The weapons, ammunition and equipment that may be 
  mounted on a BattleMech are listed in the Weapons and Equip-
  ment Tables shown on p. 341. In combat, these items function 
  the same way for ProtoMechs as they do for BattleMechs in 
  terms of heat, damage and range, and special abilities. Heat is 
  not tracked for ProtoMechs, though—as indicated above—all 
  energy weapons mounted on a Proto require enough sinks to 
  cover their heat values.
  Given the smaller sizes of ProtoMechs, their Clan-only Tech-
  nology Base and any restrictions native to certain items (such 
  as MASC, which only BattleMechs may use), the range of items 
  that can be mounted on a ProtoMech is obviously limited. 
  ProtoMechs also carry ammunition differently, as is described 
  below. Remember that the total weight of a given ProtoMech 
  design’s structure, engine, cockpit, armor, weapons and other 
  components may never exceed the tonnage established for 
  the Proto in Step 1. Any leftover kilograms that cannot be 
  spent on other equipment (due to space constraints or other 
  factors) are considered “wasted” weight. (ProtoMechs may not 
  carry internal cargo.)
  Weapons placed in the torso may have a forward or rear-
  ward firing arc. Rear-firing weapons must be so noted when 
  installed on the design.
  For special rules on any item, consult its entry under Weap-
  ons and Heavy Equipment  (pp. 200–273).
  Weight: During construction, all weapons available to 
  ProtoMechs weigh the same as their BattleMech-mounted 
  kin (with the exception of missile launchers, which may be 
  mounted in individual tubes). Because Protos use a kilogram 
  At 6 tons (6,000 kilograms), Kevin’s Hydra could 
  mount up to 36 armor points—count-
  ing its main gun mount—according 
  to the ProtoMech Structure and Armor 
  Table on p. 82. Kevin decides that the 
  Hydra will carry decent enough armor, 
  but leave more room for weapons. 
  He opts to install a total of 29 armor 
  points on the Proto, with 10 points on 
  the torso; 3 points each on the head, the main gun and 
  both arms; and 7 points on the legs (10 + 3 + 3 + 3 + 
  3 + 7 = 29). The weight for 29 armor points comes to 
  1,450 kilograms (50 kg per point x 29 points = 1,450 kg), 
  leaving 2,300 unspent kilograms (3,750 kg – 1,450 kg 
  = 2,300 kg).
  In the appropriate locations of the ProtoMech Armor 
  Diagram for his Hydra’s Record Sheet, Kevin blacks out 
  all extra white armor circles, leaving only those 
  assigned to each location.
  Lara could install as many as 42 armor 
  points on her Delphyne-2 according to 
  the Structure and Armor Table on p. 82. 
  Such an effort would require investing 
  2,100 of her 4,600 unspent kilograms. 
  Instead, Lara decides on a nice, round 
  40 points, for an even cost of 2,000 
  kilograms (40 points x 50 kg per point = 
  2,000 kg).
  Lara applies 16 armor points to the torso and the 
  maximum number of points each to the head, each 
  arm and legs (6, 4 and 10, respectively). After blacking 
  out the appropriate amount of white armor dots on 
  her ProtoMech’s Record Sheet, Lara moves on, with just 
  2,600 unspent kilograms remaining.
  PROTOMECH LOCATION  
  RESTRICTIONS TABLE 
  ProtoMech Loca-
  tion
  Maximum Number 
  of Items*
  Maximum Total 
  Weight of Items
  Head
  0
  0
  Torso
  2**
  2,000 kg**
  Arms (Each)
  1
  500 kg
  Legs
  0
  0
  Main Gun
  1
  Unlimited
  * Missile launchers composed of multiple tubes are counted as one weapon for pur-
  poses of determining item quantities.
  ** Maximum weight of torso items is the weight of both items taken together; torso 
  weapons may also be mounted to the rear.
  RH 
  RA
  Clan Blood Spirit ProtoMechs flank the remnants of a Clan Coyote star.
  
  Ammunition: Unlike BattleMechs and most other combat 
  units, ProtoMechs may carry any size ammo bins desired and 
  are not limited to full-ton or half-ton lots, nor are they limited 
  by space constraints. Instead, ammunition must be purchased 
  by shot (complete volleys for multi-tube missile launchers) for 
  each weapon that uses ammunition. Ammunition bins are not 
  assigned to critical spaces, and are essentially counted as part 
  of the weapon’s mount. They do not, however, count toward the 
  weight limits established under the ProtoMech Location Restric-
  tions Table.
  The ammunition weights shown on the ProtoMech Ammuni-
  tion Weight Table show the weight of each shot (or missile, where 
  appropriate) of ammunition available to ProtoMech units.
  For missiles, determine the full “shot weight” of a given launcher 
  as follows: multiply the appropriate missile weight by the number 
  of tubes in the missile group (also known as a missile volley). For 
  example, the shot (or volley) weight for a 4-tube group of SRMs 
  would equal 40 kilograms (4 tubes x 10 kg per missile = 40 kg 
  per volley). After adding together the number of desired shots 
  (volleys), round any fractional kilograms up to the nearest whole.
  standard during construction, the weight of any items in ton-
  nage should be converted to kilograms first; to do this, multiply 
  their tonnage value by 1,000. Note also that ammunition for any 
  of the ProtoMech’s weapons need not be allocated in half- or 
  full-ton lots.
   Space: Regardless of their critical space in terms of BattleM-
  ech construction, all weapon and equipment items that may be 
  mounted on a ProtoMech count as only one “slot” on the Proto-
  Mech’s Weapons Inventory. However, the amount of equipment 
  space available in each body location is strictly limited. These 
  limits are weight-based rather than size-based, as shown in the 
  ProtoMech Location Restrictions Table below. Any ammunition 
  required by an item does not count toward these limits.
  Missile Launchers: Rather than mounting standard-issue mis-
  sile racks, ProtoMechs may mount missile launchers in a more 
  varied number of tubes. Missile tubes combined in such a fashion 
  (up to the maximum normally permitted by their launcher type, 
  such as 6 for SRMs and 20 for LRMs) may be treated as a single item 
  of equipment and mounted as such within a single body location. 
  When fired, these combined tubes resolve as a single launcher. 
  For example, it a ProtoMech carries 3 combined SRM tubes in its 
  torso, it fires the weapon in the same way as a standard SRM, but 
  resolves damage using the 3 column of the Missile Hits Table. 
  The weights of ProtoMech missile tubes are noted on the 
  ProtoMech Missiles and Ammunition Table below. Note that the 
  weights of standard-sized launchers used on ’Mechs and vehicles 
  may not always match the weight of a similar launcher built from 
  individual tubes for a ProtoMech. This discrepancy is intentional, 
  for ease of use and maximum flexibility.
  PROTOMECH AMMUNITION WEIGHT 
  TABLE
  Ammo Type
  Kg (per Shot)
  Anti-Missile System
  40
  Anti-Personnel Gauss
  25
  Heavy Machine Gun
  10
  Light Machine Gun
  5
  Standard Machine Gun
  5
  LRM (by missile)
  8.33
  SRM (by missile)
  10
  Streak SRM (by missile)
  10
  Narc Pods
  150
  Ultra AC/2
  20
  Ultra AC/5
  50
  Ultra AC/10
  100
  LB 2-X AC
  20
  LB 5-X AC
  50
  LB 10-X AC
  100
  Gauss Rifle
  125
  HAG/20
  166.66
  Flamer (Vehicle)
  50
  Plasma Cannon
  100
  PROTOMECH MISSILES TABLE
  Missile Launcher
  Weights
  ATMs
  ProtoMechs cannot mount ATMs.
  LRMs
  200 kg per tube
  SRMs
  250 kg per tube
  Streak SRMs
  500 kg per tube
  SM 
  ??V
  Mixed ProtoMech Point, Beta Galaxy (Clan Ice Hellion)
  
  89
  89
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  per launcher = 750 kg), which she mounts in the torso 
  slots. (While Lara could have combined the SRM tubes 
  into a single 6-rack launcher, her decision to separate 
  them will allow the Delphyne an additional attack in 
  the event of a miss, and may retain at least some of 
  its missile capability in the event of any internal dam-
  age.) For ammo, Lara devotes 10 shots to each SRM-3 
  launcher, for a combined weight of 600 kilograms (10 
  kg per missile x 3 missiles per shot/volley x 10 shots per 
  launcher = 300 kg per SRM-3 launcher x 2 launchers = 
  600 kg). She notes this ammunition on the Ammo line 
  for her ProtoMech’s Inventory by writing “SRM-3 (20).”
  Summing up the kilograms spent on her Delphyne’s 
  weapons, Lara confirms that she has used all 2,600 
  kilograms remaining (250 + 250 + 750 + 750 + 600 = 
  2,600), effectively completing her ProtoMech.
  STEP 6: COMPLETE THE 
  RECORD SHEET
  By the time the designer has chosen all structure, engine 
  and components for the ProtoMech and added armor, weap-
  ons and equipment, all items must be allocated to their proper 
  places on the Blank ProtoMech Record Sheet. On a competed 
  record sheet, the designer must be sure to have filled in all 
  data for the ProtoMech’s Data block (including name, tonnage 
  and MPs). All weapons and equipment must be allocated on 
  the Weapon Inventory (including weapon ranges, damage 
  and ammunition in shots per weapon). All extraneous armor 
  and internal structure points must be blacked out on the 
  Armor Diagram.
  Once all of the above is completed, the ProtoMech is ready 
  for Total Warfare game play (though in the case of ProtoMechs, 
  it is generally best to fill in all five ProtoMech blocks to have a 
  fully functional Point ready for action).
  John verifies that all of the valid data 
  blocks are completed for his Siren-4, 
  including noting the ProtoMech’s full 
  name, “Siren 4,” in the ProtoMech’s Type; 
  its Tonnage (“3”); and its Walking MP 
  of 10, Running MP (listed as “15 (20)” to 
  indicate standard and boosted MPs) and 
  Jumping MP of 0. He also lists the weap-
  ons properly on the Inventory, noting “ER micro laser” 
  under the Type column on the Torso A line, “2” under 
  Damage, “1” under Short Range, “2” under Medium 
  Range and “3-4” under Long Range. After making sure 
  that no extraneous white or gray circles appear on the 
  Armor Diagram beyond those already assigned to the 
  ProtoMech, John is ready to compute the Battle Value 
  and Cost for his Siren-4 and bring it to play.
  Repeating the same steps as John, Kevin and Lara 
  complete their ProtoMech Record Sheets as well.
  With just 275 kilograms left to spend, 
  John installs only one weapon on his 
  Siren-4: an ER micro laser. With the 
  laser’s weight of 250 kilograms, John can 
  mount the weapon in either one of the 
  ProtoMech’s arms, or in its torso. Opting 
  for the best-protected of these locations, 
  John installs the laser in the Siren’s torso, 
  and notes the weapon’s type, damage 
  and ranges on the “Torso A” line for the ProtoMech 
  Record Sheet’s Weapons Inventory.
  With only 25 kilograms left (275 kg – 250 kg = 25 kg), 
  John finds that he can install no other equipment of 
  use to his ProtoMech at this stage. Though he may 
  decide to go back a few steps and revise the design to 
  use up every kilogram of weight (such as deleting the 
  Myomer Boosters and spending the resulting total of 
  freed-up weight on a couple more points of armor), 
  John decides to accept the fact that his Siren-4 is com-
  pleted with 25 kilograms’ worth of “wasted” weight. 
  Kevin decides to center his Hydra’s 
  firepower on an ammo-efficient 
  Streak-SRM system, and spends 1,500 
  kilograms on a 3-tube Streak launcher 
  (3 tubes x 500 kg per Streak SRM tube 
  = 1,500 kg). While he may mount the 
  weapon in either the torso or the main 
  gun mount, Kevin feels the Main Gun 
  location—which has the most flex-
  ible firing arc—is more appropriate, and notes the 
  Streak SRM 3’s statistics (type, damage per missile 
  and ranges) on the Main Gun line of this ProtoMech’s 
  Weapons Inventory. For ammunition, Kevin installs 10 
  shots for the launcher, which come to 300 kilograms 
  in weight (10 kg per missile x 3 missiles per shot/volley 
  x 10 shots = 300 kg). Kevin notes this ammunition on 
  the Ammo line of the ProtoMech’s Inventory by writing 
  “Streak SRM-3 (10).”
  To back up his missiles, Kevin decides to add a small 
  but potent micro pulse laser, which weighs in at 500 
  kilograms. While this weapon is light enough to be 
  mounted in the torso or the arms now (the main gun 
  is no longer an option, as it carries the Streak-3), Kevin 
  places the weapon in the well-armored Torso location.
  With a total of 2,300 kilograms now spent on weap-
  ons, Kevin’s Hydra is effectively completed.
  Lara has 2,600 kilograms to burn on 
  weapons for her Delphyne-2, and plans 
  to make the most of it. Having already 
  installed 2 heat sinks in advance, she 
  begins with 2 ER micro lasers at 250 
  kilograms apiece, placing one in each 
  of the ProtoMech’s arms.
  To give her ProtoMech more reach, 
  Lara decides to back these lasers up with 
  standard SRMs, and creates two 3-rack SRM launchers 
  at 750 kilograms apiece (250 kg per SRM tube x 3 tubes 
  
  “Every soldier must know, before he goes into battle, how the little 
  battle he is to fight fits into the larger picture, and how the success of 
  his fighting will influence the battle as a whole.”
  —Bernard Law Montgomery 
  It is said that military history is written on the tombstones of 
  soldiers who thought themselves invincible.
  More than any other combatants, MechWarriors are predis-
  posed to this fatal flaw. You pilot the ultimate product of centuries 
  of armored warfare, so it is not surprising that many of you affect 
  this mindset. Unfortunately, some of you believe it. As students 
  at the Canopian Institute of War, you are being trained to discard 
  outmoded thinking in favor of a realistic view of combat. This 
  fundamental relearning is vital in the vehicular combat arena; no 
  other paradigm is as neglected. 
  In subsequent units, we shall review specific strategies and 
  tactics regarding the so-called lesser combatants most armies 
  refer to simply as “conventional vehicles.” This briefing will pres-
  ent an overview of 31st-century armored combat vehicles and 
  discuss the place of noteworthy designs in modern warfare, with 
  a focus on practical information. The Warbook Appendix on the 
  accompanying data disk contains technical information on all 
  major vehicle designs currently in use, and Unit Twelve will focus 
  on identifying them. At the conclusion of this exercise, you will 
  THE MECHANIZED BATTLEFIELD
  THE MECHANIZED BATTLEFIELD
  —Excerpt from “The Modern Battlefield” by MAF Colonel (Ret) Ashley Hodd,  
  Canopian Institute of War Press, Canopus IV, 19 August 3067 
  
  9191
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  understand the technologies employed by modern combat 
  vehicles. You will be intimately versed in their deployment and 
  applications, and have the knowledge necessary to engage 
  them appropriately. Above all, you will learn to respect them 
  for the danger they represent.
  Ever since the introduction of the BattleMech, armored 
  vehicles have been incorrectly discounted as minor nuisances, 
  insects against a giant avatar of metal and weapons. And yet, in 
  your provincial academy, you probably learned that a Periphery 
  MechWarrior is two to three times as likely to engage combat 
  vehicles as are his counterparts in the Successor States. By now, 
  your instructors should have debunked the popular myths 
  about combat vees: that they use inferior equipment, that they 
  are less maneuverable than BattleMechs, that they are poorly 
  armed and armored by comparison, that their archaic approach 
  to warfare doesn’t belong on the modern battlefield. In case 
  they haven’t, let this lecture be your reminder:
  There are two types of MechWarriors—those who believe 
  the myths and those who survive. If you’re in the former cate-
  gory, then you’re in deep with Lady Luck. The combat efficacy 
  of modern tanks and their armored kin cannot be underesti-
  mated. The sad account of Locust Pilot Savannah Johnson is an 
  excellent example of the dangers of your invincibility mindset. 
  Tri-vid footage of her battle with S. L. Lewis and his five-ton 
  hovertank may be found in the appendices on the accom-
  panying data disk. Before discussing the operational roles of 
  combat vehicles, we’ll explore their myths and construction 
  in more detail.
  COMBAT VEHICLES: MYTHS VS. REALITY
  Myth Number 1: Combat vehicle weapons and armor are infe-
  rior to those of BattleMechs.
  This statement is patently false. The truth is that combat 
  vehicles use the same armor and equipment as your Bat-
  tleMech. The Lyran Alliance’s Dragon Fire, for example, is fitted 
  with the same ArcShield armor that protects the Manticore 
  heavy tanks pumped out by our own Majesty Metals corpora-
  tion. The ubiquitous SHD-2H Shadow Hawk, a mainstay of the 
  Succession Wars not only for us but for most of the Succes-
  sor States, uses the same Armstrong J11 autocannon as the 
  equally popular Vedette tank. Even enhanced fire control sys-
  tems, such as Artemis IV and other sophisticated electronics, 
  are similarly apportioned—you can see a key example in the 
  Draconis Combine’s Master C3 variant on the Maxim, which 
  uses the same enhanced communications network as the 
  TSH-7S Tai Sho BattleMech.
  Myth Number 2: Combat vehicles are slower and less maneu-
  verable than BattleMechs. 
  The speed component is an outright lie. As mentioned ear-
  lier, the 5-ton Savannah Master easily dispels this myth using 
  decades-old technology, and boasts a maximum speed of 216 
  kph—faster than most of its BattleMech contemporaries. To 
  be fair, a few ’Mechs, like the Clans’ Dasher, can keep up with 
  a Savannah Master for short periods of time, but the majority 
  of fast ’Mechs even today cannot break 150 kph—much less 
  match speeds with a well-built hovertank. 
  The lack of maneuverability claim, by contrast, has some 
  merit. Particularly in rugged and wet terrain, some armored 
  vehicles do flounder. Recognizing and exploiting these 
  impediments is a key component of your simulator training, 
  and might keep you alive long enough to make a difference.
  Hovercraft, for example, attain their high speeds by 
  essentially floating above the ground, using powerful fans to 
  generate thrust and lift, and by restricting their tonnage to 
  ranges that make them viable speedsters. Air vented out the 
  aft of the craft propels it forward, and modifying the airflow 
  with rudders controls direction. Lift, however, is maintained 
  beneath the craft by a flexible skirt that has a very large 
  footprint and is notably susceptible to snags and weapons 
  fire. Damage to this skirt causes the vehicle to lose its lift, and 
  power must be diverted from the directional fans to compen-
  sate. This fragility also prevents hovercraft from negotiating 
  broken ground and woods, where ’Mechs can go without 
  much trouble.
  Tracked vehicles, however, are a more common sight and 
  can negotiate woods much better. These units maneuver by 
  using a loop of interlocking, metal plates that makes them 
  far less nimble than hovers but also negates any need for a 
  weight cap. Though they remain hampered by dense woods 
  and deep water, they can invest more mass in armor and fire-
  power, which makes them every bit as lethal.
  Wheeled vehicles, another ground vehicle type particularly 
  adept in urban areas, might resemble lower-tech civilian 
  automobiles, but make no mistake: these units can be swift 
  in their element, and they incorporate off-road modifications, 
  military-grade transmissions and control systems far more 
  durable than their civilian equivalents. Fortunately for Mech-
  Warriors, these vehicles are the most restricted by terrain and 
  often run afoul of their limitations. 
  VTOLs are another high-speed, high-maneuverability com-
  bat vehicle type. They use directional jets or rotors to provide 
  lift, and are agile and often well armed for their size. Though 
  they are invariably lightweight and their rotors susceptible to 
  weapons fire, they only need worry about underlying terrain 
  when flying too low and too fast at the same time. 
  Wing-in-Ground Effect craft—also called WiGEs, “Wiggies” 
  or “Widgets”—are something of a cross between aircraft and 
  hovercraft. As fast and maneuverable as a hovercraft—but 
  without the fragile skirt—their limited flight capabilities 
  make it possible for these units to coast over more difficult 
  terrain, making them deadly when used in combat. At this 
  time, WiGEs are an untapped battlefield resource, but as most 
  tend to serve in transport roles, an overlooked WiGE combat 
  vehicle could easily be hauling your doom in the form of anti-
  ’Mech infantry.
  Military naval vessels are the final common form of com-
  bat vehicle a MechWarrior might encounter, though I use 
  the term “common” loosely. A niche vehicle type, restricted 
  entirely to waters where most other combat vees cannot go, 
  they are rarely encountered in the Periphery. In their element, 
  however, even the slowest of these vessels can swim rings 
  around a bogged-down BattleMech.
  Myth Number 3: Combat vehicles are archaic and useless.
  This one is true and false. While combat vees make use of 
  simpler technologies than BattleMechs, they are technologies 
  proven over a thousand years of warfare. Regardless of their 
  motive system, many combat vehicles frequently make use of 
  
  non. Behind a Manticore, the turret can still swing around quickly 
  enough to deliver eighty-six percent of its firepower with no loss 
  in accuracy—especially given that those weapons are manned 
  by troops who have nothing to worry about beyond shooting at 
  a BattleMech whose warrior must not only fire back, but move 
  around and keep a multi-ton war machine upright in a war zone. 
  BATTLEFIELD ROLES
  Far from archaic, combat vehicles are inexpensive, effective 
  units that perform vital combat roles. Now that we’ve debunked 
  the myths, we’ll take a brief look at some of the operational duties 
  a combat vehicle may undertake. Throughout this briefing, we 
  will deal exclusively with Inner Sphere and Periphery combat 
  vehicles. Thankfully, the ravages of the Clan invasion have not 
  reached rimward of Terra—but, as they say, anything is possible. 
  You are unlikely to encounter Clan units in combat, but you 
  should be familiar with them. Unit Twenty-three will focus on the 
  Clans in detail.
  Reconnaissance/Spotters
  MAF BattleMech commands often make use of the RVN-3L Raven 
  (supplied by our Capellan neighbors) for scouting missions. The 
  Raven’s sophisticated array of sensors make it ideal for ferreting out 
  OpFor, but though its maximum speed of 97 kph may be effective 
  in covering small areas, when it’s necessary to reconnoiter a large 
  operational theater, VTOLs are far more efficient. The Ferret light 
  scout—with its maximum speed of 248.4 kph—allows it to cover 
  terrain much faster than the Raven. 
  On the ground, Inner Sphere vehicle commands often include 
  mobile headquarters in a similar role. These exceptional vehicles 
  provide sophisticated communications and tracking systems 
  capable of monitoring and coordinating several operational the-
  aters, and when deployed in conjunction with Centipede scout 
  cars and Sprint scout helicopters, these groups can gather valu-
  able intelligence faster than the casinos in Crimson gather money. 
  These advanced resources aren’t generally available in the MAF, 
  but our combination of Ferrets, Ravens and Pack Rat long-range 
  patrol vehicles handles the same tasks admirably. An astute com-
  mander leverages all the resources available to her. 
  In addition to their reconnaissance profiles, combat vehicles are 
  often employed as spotters, both for indirect fire and long-range 
  artillery barrages. The high speed and maneuverability of VTOLs 
  again makes them ideal for this task. Units like the Lockheed/CBM 
  Warrior H-7 attack helicopter can also act as skirmishers. On the 
  ground, hovercraft like the J. Edgar light hover tank also excel 
  as spotters, and—like the Warrior—can double as an effective 
  skirmisher.
  Main Battle Tanks
  Combat vehicles aren’t just well suited to scouting and spotting. 
  When it comes to front-line combat, many tanks eclipse all but the 
  most powerful BattleMechs. Among the more terrifying vehicles 
  you might encounter is Kallon Industries’ Challenger X MBT—a 
  favorite of mercs and FedSuns forces. An impressive combination 
  of weaponry makes this ninety-ton monster potent at all ranges 
  from 30 to 660 meters. For long-range combat, the Challenger 
  includes a Federated 10-Shot LRM launcher, an Imperator Code 
  Red LB 10-X autocannon, and a Poland Main Model A gauss rifle—
  the same weapon found on Caesar and Gunslinger ’Mechs. The 
  Poland has an excellent track record, well deserving its reputation 
  “archaic” petrochemical-burning internal combustion engines. This 
  significantly reduces their cost and puts them within the technical 
  manufacturing and maintenance capabilities of most worlds, even 
  in the Periphery. Even though these power plants cannot meet the 
  energy requirements of particle cannon and lasers by themselves, 
  power amplifiers easily counter that restriction by providing large 
  capacitors to store and channel electrical energy, thereby allow-
  ing ICE-powered vehicles to compete with their fusion-powered 
  counterparts. During the Succession Wars, military vehicles 
  predominately used internal combustion engines, but the tech-
  nological resurgence of the past two decades is bringing more 
  fusion-powered vehicles back to the battlefield. Moreover, even 
  with fusion power plants, combat vehicles are significantly less 
  expensive than ’Mechs, and consequently they may be more 
  widely deployed. 
  Yes, in some ways combat vehicles are less resilient, but don’t 
  let that marketing propaganda fool you. The chinks in vehicular 
  armor are a consequence of their construction and nothing more. 
  In fact, many vehicles mount more armor than equivalent-weight 
  BattleMechs. If you don’t show them the same respect, you’ll wind 
  up in more trouble than an off-world tourist on his first visit to the 
  Mindstar compound.
  Finally, despite their structural weaknesses, vehicular chassis also 
  shed waste heat more efficiently; the thermal output from ballistic 
  systems and missile launchers has a negligible effect on vehicles. 
  Energy weapons, however, still require the addition of heat sinks. 
  Armed with a sophisticated array of weaponry, combat vehicles 
  serve in the same roles as BattleMechs. In fact, newer units, like 
  StarCorps Industries’ Manteuffel attack tank, take advantage of 
  extra-light fusion engines and StarSlab III ferro-fibrous armor, 
  and are part of an emerging trend in vehicles that use modular 
  Omni technology. These new OmniVehicles mount equipment in 
  modular pods the same way Clan OmniMechs do, enabling them 
  to be quickly reconfigured or repaired between battles, or even to 
  ferry armored troopers in the absence of internalized bays.
  CREWS
  At the heart of any crew is the vehicle commander. Usually a 
  lance corporal or equivalent, the commander is responsible for 
  directing the gunner (or gunners), navigating the vehicle, moni-
  toring the sensors, communications, and coordinating the efforts 
  of her team. Take the commander out of the equation, and though 
  the whole team suffers, the vehicle remains functional—unlike a 
  BattleMech, which falls down if the MechWarrior gets KO’ed. In 
  turreted units, commanders often ride above the hull, where they 
  can monitor the entire vehicle. In the absence of a turret, a com-
  mander usually occupies a more central station. 
  Many vehicles also have a dedicated driver who—in addition 
  to steering and controlling the unit’s speed—makes many of the 
  split-second tactical decisions. While this is the least glamorous 
  of the crew positions, a good driver can mean the difference 
  between an effective battlefield unit and a charred metal coffin. 
  Gunners, a mainstay of combat vehicles, control the targeting 
  and tracking systems, monitor ammunition, and of course fire the 
  weapons. An effective gunnery team can track multiple targets 
  with precision and coordinate their attacks for the utmost effect. 
  Turrets give gunners the flexibility to track their more maneuver-
  able opponents, and to mass fire in any direction. Get behind a 
  Dragon, and its firepower is reduced to a single Victory 23R laser, 
  or a difficult (and often inaccurate) twisting shot with its autocan-
  
  93
  93
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  of cargo space prevent it from being an effective vehicle 
  transport, but it serves as an adequate infantry carrier, and its 
  VTOL capabilities allow it to quickly deliver two platoons of 
  foot troops to any operational theater. Other infantry carriers 
  active in the MAF include a variety of armored personnel carri-
  ers and the omnipresent Maxim heavy hover transport.
  The Maxim is perhaps the best heavy infantry carrier ever 
  designed. Protected by five and a half tons of ArcShield 
  armor, it can transport a full platoon of infantry at nearly 130 
  kph—only thirty kph slower than the Karnov. A combination 
  of SureShot SRM launchers and heavy machine guns provide 
  ample covering fire while deploying troops, and three Long-
  Fire V LRM launchers enable it to engage targets at ranges up 
  to 630 meters. 
  No facet of combat vehicles is more important, and poten-
  tially more undervalued, than troop transport.
  Dragoon/Cavalry
  Another role in which combat vehicles excel is that of the 
  dragoon. Thirteen hundred years ago on Terra, dragoons 
  were soldiers trained to fight as infantry, but who traveled 
  by horseback. On the modern battlefield, dragoons work 
  as scouts, skirmishers and raiders. While some medium 
  BattleMechs—notably the Lightray, Men Shen and Phoenix 
  Hawk—perform well as dragoons, equivalent combat vehicles 
  often overmatch these units on the field. The Condor, Pegasus 
  and Regulator hovertanks are all well suited to deployment as 
  dragoons, as are the J. Edgar and the Fulcrum. And at less than 
  900,000 C-bills, the stock-model Pegasus is far more economi-
  cal (not to mention faster) than a similarly armed and armored 
  JR7-D Jenner. 
  Blue-Water Naval Operations
  Though they are virtually non-existent on water-poor 
  worlds, blue-water combat vehicles are often maintained by 
  many of the so-called Great House militaries. Submarines, 
  hydrofoils and displacement hull vessels protect the water-
  rich worlds wealthy enough to support them. Unit Thirty-one 
  will cover these special case vessels in detail.
  CONCLUSION
  As we’ve demonstrated in this briefing, combat vehicles are 
  ready equivalents to ’Mechs in many respects. They fulfill the 
  same operational roles, with each suited to several tasks and 
  excelling at some while suffering at others.
  Vehicles offer flexibility and performance at a fraction of 
  the cost of BattleMechs, and consequently are much more 
  common whenever and wherever cost is a factor. While 
  ’Mechs may be the “kings” of the modern battlefield, theirs is 
  a tenuous position. Combat vehicles—when deployed appro-
  priately—can always pose a significant threat to MechWarriors, 
  both those affecting the invincibility mindset and those with 
  appropriate training.
  You’ll need to familiarize yourself with the information pre-
  sented in this briefing, pass several simulated exercises and 
  complete any additional drills designated by your instructor 
  before moving on to the next unit. Good luck with your exer-
  cises, and try not to get yourself killed. Remember: just like 
  House Cameron, you’re not invincible.
  as a reliable, accurate weapon. Given the Challenger’s popu-
  larity with mercenary commands, it’s likely that at some point 
  in your career you will engage one of these monsters in the 
  Magistracy’s defense.
  It’s important to note that advanced weaponry doesn’t 
  delineate main battle tanks. The Zhukov, with its paired 
  SarLon MaxiCannon, and the Brutus, with its signature Firmir 
  MaxiLase heavy lasers, form the staple of many vehicle com-
  mands, particularly those of our Capellan and Free Worlds 
  neighbors. Neither of these vehicles takes advantage of new 
  technology. There are many schools of thought regarding 
  these tanks. Some commands—particularly those where Bat-
  tleMechs are scarce—organize their entire force around these 
  units. Others prefer to conceal their ’Mech killers behind hills 
  and defilades to catch complacent MechWarriors off guard. 
  Your simulator exercises will train you to spot these tanks and 
  engage them appropriately. 
  Close Range/Urban Combat
  For close-range and urban combat, few BattleMechs in the 
  Periphery can ignore the classic Rommel—built originally 
  by the Lyran corporation Defiance Industries and faithfully 
  duplicated by our Taurian friends on Perdition. Centered on 
  an assault-grade autocannon, the Defiance Killer Type T, the 
  Rommel’s firepower backs up this weapon with a five-tube 
  LRM, a small laser and a flamer for anti-infantry work. Enough 
  armor protects this beast on nearly all sides to take two direct 
  hits from one of its own kind and still dish it out—something 
  an average raider ’Mech cannot do. As with front-line tanks, 
  many serviceable urban warfare designs (like the Taurian 
  Rommel) lack upgraded technologies, but remain powerful 
  and numerous on the modern battlefield. 
  Fire Support
  Fire support vehicles abound on the modern battlefield, 
  with nearly as many operational strategies as there are vehicle 
  designs. In the Draconis Combine, Federated Suns and Lyran 
  Alliance, the triple-gauss Alacorn Mk VI heavy tank is the king 
  of direct-fire support. Mounting three Norse-Storm Model-7D 
  gauss rifles and the impressive TharHes Digital Scanlok 347 
  targeting and tracking system, it quickly displaced the Schrek 
  PPC carrier across the Successor States.
  Closer to home, the Schrek is still a favorite. Compared to 
  the AWS-8Q Awesome, the Schrek has a 34 percent wider field 
  of fire and equivalent speed. Though the Schrek mounts only 
  seven and a half tons of armor, its smaller size gives it more 
  kilograms of armor per square meter than the Awesome, all 
  for less than sixty percent of the Awesome’s price tag, making 
  it quite attractive to cost-conscious commands. 
  For indirect fire support, few vehicles compare to the MAF’s 
  new heavy LRM carrier, with its quartet of Delta Dart missile 
  launchers. Capable of both area saturation and firing for effect, 
  the heavy LRM carrier is the premier support vehicle in the 
  MAF. 
  Transport 
  Combat vehicles also include cargo craft that provide trans-
  portation when operating DropShips is not fiscally viable. The 
  Karnov UR transport is common in the MAF. Its seven tons 
  
  Though the BattleMech may represent the most powerful 
  expression of thirty-first century warfare, the vast majority of the 
  great militaries of the Inner Sphere and Periphery are comprised 
  of conventional Combat Vehicles (often called vees). Widely 
  varied in speed, armor, firepower and mission roles, Combat 
  Vehicles are also cheaper to build and maintain, and enough of 
  these “common” units can even overwhelm an unprepared Bat-
  tleMech regiment in the right hands. Even the Clans, who largely 
  disdain Combat Vehicles on general principles, have come to 
  respect the potential of these units, and have begun to develop 
  an ever-widening range of such units to supplement their own 
  armed forces.
  The following system enables players to construct unique Com-
  bat Vehicles for BattleTech games that conform to the standard 
  rules presented in Total Warfare. As these rules can be fairly math-
  intensive, designers are encouraged to do all work on scratch 
  paper before committing the resulting vehicle’s specifications to 
  an appropriate blank Vehicle Record Sheet.
  COMBAT VEHICLE BASICS
  Combat Vehicle construction relies on three primary factors: 
  movement (motive) type, technology base and weight. These fac-
  tors were broadly overviewed in the Construction Basics section 
  (see p. 44). The notes below expand on these factors.
  MOVEMENT (MOTIVE) TYPE
  Combat Vehicles in Total Warfare standard play come in a 
  variety of movement (motive) types that largely determine what 
  their maximum tonnages may be and the terrains in which they 
  may operate. These features are broadly outlined below. Because 
  so much is influenced by the vehicle’s movement type—includ-
  ing its record sheet—this factor must be decided on first in the 
  design process.
  Hovercraft: Hover Combat Vehicles are among the fastest 
  types of ground vehicle, but are also among the lightest (with a 
  maximum weight limit of 50 tons). Favored as scouts and harass-
  ers, they cannot traverse woods, but can cross bodies of water as 
  easily as solid land. In order to maintain this ability, however, hov-
  ercraft must tie up at least one-fifth of their total mass in engine 
  weight, which can restrict their weapon choices.
  Naval (Displacement Hull): Also called surface naval ves-
  sels, these Combat Vehicles can weigh up to 300 tons, but are 
  restricted to operations in water of six meters (1 Depth Level) or 
  deeper. Typically employed in swamps, rivers or close-to-shore 
  locales, displacement hulls may be well armored and armed, but 
  boast average speed and are ultimately susceptible to aircraft, 
  shoreline forces or even submerged units.
  Naval (Hydrofoil): The aquatic answer to the hovercraft, hydro-
  foils can reach 100 tons in mass and tend to be much faster than 
  surface vessels. Ultimately, however, they remain just as tied to 
  deeper waters as displacement hulls, and so are rarely deployed in 
  combat except as picket defenses or blue-water scouts.
  Naval (Submarine): Submarines are the bane of all naval 
  vehicles and of any other unit type—including BattleMechs—that 
  dares enter their domain. Though rare because few battles occur 
  exclusively in such depths, subs can mass up to 300 tons and boast 
  incredible firepower and armor with such weight. Compared to 
  other units not designed for routine underwater operations, subs 
  are highly maneuverable and capable of dealing severe damage.
  Tracked: Tracked vehicles are the most common ground-
  based vehicles. Massing as much as 100 tons, they can negotiate 
  RA 
  RA
  The Twelfth Vegan Rangers and a Shadow Division clash after stumbling on each other in a secluded clearing.
  
  95
  95
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  and space is then left open for “pods” that can mix and match 
  additional weapons and other components. “Fixed” equip-
  ment must be allocated to the vehicle’s inventory per normal 
  rules and may not vary between alternative configurations of 
  the OmniVehicle. Also, a base OmniVehicle configuration is 
  never considered a finished unit, and is generally not legal for 
  Total Warfare standard rules play (as such units are essentially 
  open frames of empty pods). Only the completed primary 
  and alternate configurations of an OmniVehicle (which must 
  always comply with the rules for constructing standard Com-
  bat Vehicles) are considered legal for game play.
  WEIGHT (TONNAGE)
  Under these rules, Combat Vehicles use the tonnage stan-
  dard, and may—based on the motive type chosen—run the 
  gamut from 1 ton to 300 tons (increasing in increments of 
  1 ton).
  Weight Classes
  Combat Vehicles are broadly grouped into the same four 
  main weight classes BattleMechs use, based on their tonnage. 
  Because their tonnage maximum varies with motive types, 
  however, some Combat Vehicle types do not commonly 
  exist in some weight classes. Nevertheless, many designs in 
  these weight classes share similar features across the various 
  motive types.
  Light vehicles (weighing 39 tons and under) typically sacri-
  fice armor and firepower for speed. Because their engines and 
  structures are better suited for use as scouts and light secu-
  rity, VTOLs and hovertanks often dominate this class, while 
  wheeled and tracked units often serve as urban scouts and 
  anti-infantry vehicles.
  Medium Combat Vehicles (weighing 40 to 59 tons) usually 
  strike a balance between armor, speed and firepower. Most of 
  these units are tailored for raiding, mobile attack missions or 
  infantry transport and support. Hovercraft and wheeled vehi-
  cles usually shine in these roles, though newer technologies 
  have allowed even tracked vehicles to competitively enter this 
  arena.
  Heavy Combat Vehicles (weighing 60 to 79 tons) usually 
  focus more on delivering solid firepower at a respectable 
  speed. Dominated by tracked and wheeled vehicle types, 
  these units tend to be heavy support vehicles, such as missile 
  carriers, and main battle tanks. 
  Assault Combat Vehicles weight 80 tons and up, and 
  typically possess minimal mobility, as most of their weight is 
  devoted to armor and weaponry. Though often barely faster 
  than conventional infantry, these vehicles make prime defen-
  sive units and picket forces, and—in the right hands—can 
  boast enough firepower to cripple a BattleMech.
  Internal Space
  In Combat Vehicle design, internal space is less defined than 
  it is for BattleMechs. Nevertheless, a direct correlation exists 
  between the weight of the vehicle and the amount of weap-
  ons and other items it may carry. Thus, determining weight 
  also determines the internal space (weapon slots) a Combat 
  Vehicle receives. 
  most terrain other than heavy woods and deep water using 
  their tracks. These Combat Vehicles often move more slowly 
  than others, with speeds for the typical tracked vehicle often 
  matching that of an equal-sized BattleMech.
  VTOL: VTOLs are the lightest—and often the fastest—of 
  the Combat Vehicle motive types. They range up to a maxi-
  mum weight of 30 tons, and may traverse any terrain, so long 
  as they are flying over it and not through it. These units usually 
  are favored for reconnaissance work or infantry deployment, 
  but try to avoid combat as much as possible because their 
  armor is limited and their rotors are highly susceptible to 
  quick destruction.
  Wheeled: Wheeled vehicles typically occupy the medium 
  speed ranges of ground vehicles; slightly faster than tracks, 
  yet often slower than hovercraft. These vehicles can weigh up 
  to 80 tons, and cannot negotiate rough terrain, woodlands or 
  deep waters at all. However, they are a favored battlefield unit 
  in open terrain and urban areas.
  WiGE: Wing-in-Ground-Effect (WiGE) vehicles weigh as 
  much as 80 tons and are essentially a hybrid between hov-
  ercraft and aircraft. These rare vehicles are fast, and favored 
  for transport operations, but require a burst of speed to attain 
  their low-level flight capabilities. 
  TECHNOLOGY BASE
  In Total Warfare standard rules play, Combat Vehicles fall 
  into one of two available technology bases: Inner Sphere or 
  Clan. Inner Sphere vehicles may only use Inner Sphere equip-
  ment, while Clan vehicles may only use Clan equipment. Some 
  Combat Vehicle structural components—notably internal 
  structure, controls, and heat sinks—are so similar between 
  the two that they are considered universal, and are available 
  to Clan and Inner Sphere technology bases.
  Technology Rating
  In the Weapons and Equipment Tables used for creating 
  Combat Vehicles and other units in this book, all items 
  receive a Technology Rating in addition to a tech base. This 
  rating (expressed as a series of letter grades that define the 
  level of technology and its availability through the major 
  eras of BattleTech history) helps to define the item’s level 
  of sophistication and may be used to help standardize the 
  level of advancement the unit demonstrates for purposes 
  of era-based campaigning. Beyond this, however, an item’s 
  Tech Rating has no direct bearing on Combat Vehicle 
  design. See Costs and Availability (p. 274) for more informa-
  tion on Tech Rating.
  OmniVehicles
  OmniVehicles—Combat Vehicles designed for rapid recon-
  figurations between missions—are available to both Clan 
  and Inner Sphere technology bases. OmniVehicles use the 
  same construction rules featured here, but when an Omni is 
  made, the designer must first establish its base configuration. 
  This base configuration includes the OmniVehicle’s chassis, 
  engines, control systems, armor, and—if desired—any addi-
  tional weapons, heat sinks and power amplifiers that may be 
  considered “hardwired” into its design. The remaining weight 
  
  STEP 1: DESIGN THE CHASSIS
  The first step in Combat Vehicle design is the creation of the 
  vehicle’s basic framework, or chassis. This step establishes some 
  of the bedrock aspects of the Combat Vehicle’s design, determin-
  ing what kind of vehicle it is, its technology base, its weight class 
  and its movement (motive) type. These choices will restrict the 
  designer’s access to certain equipment, and will also determine 
  the weight and bulk of the vehicle’s internal structure. 
  CHOOSE MOTIVE TYPE
  Combat Vehicles come in a variety of motive types, which can 
  affect their maximum tonnage, terrain restrictions and engine 
  efficiencies. Because of this, choosing a Combat Vehicle’s motive 
  type is the first key part of the chassis design process. Even the 
  selection of a proper blank Record Sheet for use in vehicle design 
  hinges on the choice of motive type first.
  The Combat Vehicle Motive Types Table below provides the 
  key data that applies to Combat Vehicle design and game play. 
  Each motive type covered by these rules is listed in the Motive 
  Type column, and has its own Maximum Tonnage (beyond which 
  Combat Vehicles of that motive type may not be constructed) and 
  Restricted Terrains (areas impassable to units of that motive type 
  in Total Warfare game play). The Combat Vehicle Record Table, 
  meanwhile, determines which blank Record Sheet must be used 
  to record the construction of a new Combat Vehicle from a given 
  motive type.
  DESIGNING COMBAT VEHICLES 
  The process of Combat Vehicle design can be organized into six 
  simple steps, each described below:
  Step 1: Design the Chassis—Determine the vehicle’s motive 
  type, tech base, weight, and internal structure.
  Step 2: Install Engine and Control Systems—Determine the 
  Combat Vehicle’s Engine Rating, type and size, add control sys-
  tems and any necessary lift/dive equipment.
  Step 3: Add Heat Sinks—Determine number and tonnage for 
  the Combat Vehicle’s heat sinks, if any.
  Step 4: Add Armor—Determine type, amount and weight of 
  armor, and allocate armor points.
  Step 5: Install Weapons and Equipment—Add weapons and 
  other gear to the Combat Vehicle.
  Step 6: Complete the Record Sheet.
  The above design process is a framework for designing a Combat 
  Vehicle. The actual process—particularly after the chassis, engine 
  and control systems are determined—can involve a bit more flex-
  ibility as weapons, armor and heat sinks are balanced for their best 
  fit in terms of tonnage and space. For instance, some designers 
  might wish to assign armor as soon as the engine and chassis are 
  settled, perhaps to maximize the vehicle’s protection before dealing 
  with heat sinks and weapons. Others may want to choose weapons 
  before adding more heat sinks, to see how many might be needed 
  in addition to those that come free with the engine.
  To assist in this effort, the designer may find it useful to make 
  copies of an appropriate blank Vehicle Record Sheet (in the back 
  of this book), to visually arrange the placement of weapons 
  and equipment while tracking the use of tonnage on a piece of 
  scratch paper. Alternatively, designers with access to a PC and 
  HeavyMetal Vee can use that design software to develop their 
  Combat Vehicle electronically.
  COMBAT VEHICLE MOTIVE TYPES TABLE
  Motive Type
  Maximum Tonnage
  Restricted Terrain
  Hover
  50
  Woods (Light and Heavy)
  Naval (Displacement Hull)
  300
  All except Water (Depth 1+)
  Naval (Hydrofoil)
  100
  All except Water (Depth 1+)
  Naval (Submarine)
  300
  All except Water (Depth 1+)
  Tracked
  100
  Woods (Heavy), Water (Depth 1+)
  VTOL
  30
  Any Woods, Hills, or Structures at same altitude*
  Wheeled
  80
  Rough, Rubble, Woods (Light and Heavy), Water (Depth 1+)
  Wing-in-Ground Effect (WiGE)
  80
  Any Woods, Hills, or Structures at same altitude
  *VTOL units may not operate on the High-Altitude Map
  COMBAT VEHICLE RECORD SHEET TABLE
  Motive Type
  Record Sheet
  Hover, Tracked, Wheeled or WiGE
  Ground
  Naval (Displacement Hull, Hydrofoil or Submarine)
  Naval
  VTOL
  VTOL
  
  9797
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CHOOSE TECHNOLOGY BASE
  Combat Vehicles may be constructed using either Clan or 
  Inner Sphere technology bases. Vehicles constructed using 
  either tech base may be built as OmniVehicles.
  Because he plans to create this 
  design for a Clan game, Michael 
  chooses a Clan Technology Base for 
  his Hephaestus, and further decides 
  to maximize its flexibility by develop-
  ing it as an OmniVehicle.
  Nathaniel chooses the Inner 
  Sphere Technology Base for his Yel-
  low Jacket, and has elected not to 
  make it an OmniVehicle.
  Patrick sees his Zhukov as a bare-
  bones Capellan-made design, and so 
  he selects an Inner Sphere Technology 
  Base and opts not to make it an Omni.
  Rick chooses an Inner Sphere Tech-
  nology Base for his Neptune, and also 
  decides not to make it an Omni.
  CHOOSE WEIGHT (TONNAGE)
  As noted above, depending on the Combat Vehicle’s chosen 
  motive type, its maximum weight will vary greatly (see p. 96). 
  Designers are free to choose any tonnage desired (in full-ton 
  increments, starting from 1 ton) up to the maximum weight for 
  their Combat Vehicles, though in the age of BattleMechs, few 
  Combat Vehicles weigh less than 20 tons. The total weight of 
  the Combat Vehicle’s engine, weapons, armor and other com-
  ponents may not exceed this amount. Any unspent tonnage left 
  after the creation process must be noted as cargo, if the Combat 
  Vehicle still has space to spare, or is classified as wasted tonnage.
  Michael wants to design a fast 
  and flexible scout and attack unit, 
  and decides on a hovercraft, which 
  he chooses to name the Hephaestus. 
  In preparation for the design pro-
  cess, he gets a copy of a blank Ground Vehicle Record 
  Sheet ready.
  Nathaniel is designing an airborne 
  vehicle ideal for recon and attack 
  missions, and selects a VTOL motive 
  type. He chooses the name Yellow 
  Jacket for this unit. Nathaniel pre-
  pares a blank VTOL Record Sheet to aid in his design.
  Patrick has a more conventional 
  battle tank in mind for his vehicle, 
  and so decides that his unit, the 
  Zhukov, will be a tracked vehicle. 
  Patrick notes from the Combat Vehicle Record Sheet 
  Table that he will use a Ground Vehicle Record Sheet 
  for his design.
  Rick is looking for a rare item in 
  the BattleTech universe: a submers-
  ible coastal defense unit. Naming 
  this craft the Neptune, he decides 
  on a naval (submarine) motive type. Rick must use 
  a Naval Vehicle Record Sheet to plan out his design.
  WB
  This Pinto Attack VTOL sweeps through the ruins of Harlech during the height of the Word of Blake assault on Outreach.
  
  ALLOCATE TONNAGE FOR INTERNAL STRUCTURE
  All Combat Vehicles have an internal structure that represents 
  their internal framework. The weight of this structure is equal to 
  10 percent of the Combat Vehicle’s total weight (rounded up to 
  the nearest half-ton). Unlike BattleMechs, Combat Vehicles built 
  using these rules may not make use of weight-saving structural 
  technologies like endo-steel.
  The Combat Vehicle’s total mass also determines the number 
  of internal structure points each of its locations receives. The 
  number of internal structure points per location (including the 
  optional turret) is also equal to 10 percent of the vehicle’s ton-
  nage, rounded up to the nearest whole number. For example, a 
  45-ton Combat Vehicle would receive 5 points per location (10 
  percent of 45 tons = 0.10 x 45 tons = 4.5, rounded up to 5).
  When using the blank Vehicle Record Sheet, the designer 
  should mark out any excess internal structure circles—those 
  located within the gray-shaded portions of each location in 
  the Armor Diagram—for all locations, to leave untouched only 
  the number of circles in each hit location equal to the internal 
  structure value. If no turret is assigned to the vehicle (see Turrets, 
  below), then all internal structure circles for the Turret location 
  must be blacked out.
  Unlike BattleMechs, a Combat Vehicle’s Maximum Armor Factor 
  is not determined by the number of internal structure points it 
  receives, but by its total tonnage. See Add Armor, p. 105 for the 
  rules governing a Combat Vehicle’s Maximum Armor Factor.
  The Combat Vehicle Internal Structure Locations Table below 
  outlines which locations and record sheets apply to the various 
  types of Combat Vehicles constructed using these rules. The 
  internal structure points on Combat Vehicles—like those on 
  BattleMechs, IndustrialMechs, ProtoMechs, and Support vehi-
  cles—may not be redistributed to other body locations.
  Turrets: Like the Main Gun location on a ProtoMech, turrets are 
  optional components available to all Combat Vehicle types covered 
  by these rules except for VTOLs. If installed, a turret automatically 
  receives the same number of internal structure points as the 
  vehicle’s other locations, but does not directly affect the structure 
  tonnage. Turrets instead add weight in the form of an independent 
  “turret tonnage” equal to 10 percent of the total mass of all weapons 
  and equipment mounted in them (rounded up). As this decision 
  may not be made until the designer is ready to add weapons and 
  other equipment to the Combat Vehicle design, the designer need 
  not establish the turret weight at this point, but should decide 
  whether or not the vehicle is to have a turret. (See the rules regard-
  ing OmniVehicles below for an exception.)
  All Combat Vehicles constructed under these rules may carry 
  only 1 turret, except for VTOLs, which may not carry turrets.
  Rotors: All VTOLs automatically receive a Rotor location, and 
  must allocate internal structure boxes to that location as well. 
  Unlike the turret for other Combat Vehicle types, rotors are not 
  optional for VTOLs, nor may any equipment or weapons be 
  mounted in the Rotor location.
  Tractor/Trailer Vehicles: At the designer’s option, Combat 
  Vehicles with a Tracked or Wheeled motive type may be built 
  as Tractor or Trailer Units. These units must include a hitching 
  mechanism into their frames at no cost in weight, but 1 item slot 
  per hitch. Hitches may be place in the front or rear locations (or 
  even both) for both Tractor and Trailer units (Tractors with a hitch 
  in front are effectively “push tractors”, while Tractors with a hitch 
  in the back are more conventional “pullers”).
  Space
  In addition to determining the maximum total weight of all 
  equipment and components that comprise the vehicle, a Combat 
  Vehicle’s tonnage also determines the maximum number of 
  weapons and items that may be installed. Regardless of motive 
  type, for all Combat Vehicles this equipment space limit is 5 items, 
  plus 1 additional item for every 5 tons of Combat Vehicle weight 
  (rounded down). A 22-ton VTOL, for example, may carry up to 9 
  items of equipment (5 + [22 ÷ 5] = 9.4, round down to 9), while a 
  45-ton hovertank may carry up to 14 items (5 + [45 ÷ 5] = 14). 
  Unless otherwise noted in the equipment’s rules, the open con-
  struction of Combat Vehicles allows them to treat all weapons and 
  equipment as 1 “slot” of items, regardless of the mass or BattleM-
  ech critical space of the item in question. 
  Michael plans to make his Hephaestus 
  a nimble speedster. Because it is a hover 
  vehicle, the Hephaestus has a maximum 
  weight limit of 50 tons. Mike decides that 
  a nice, round 30 tons will be suitable for 
  his needs. At this weight, he calculates that the vehicle will 
  have 11 items of weapon and equipment space (5 + [30 
  tons ÷ 5] = 11 items).
  As a VTOL, Nathaniel’s Yellow Jacket 
  cannot exceed a 30-ton maximum 
  weight for its motive type. With ambi-
  tious plans in mind, he chooses to design 
  his Jacket as a 30-tonner. The Yellow 
  Jacket also has space for 11 items (5 + [30 
  tons ÷ 5] = 11 items).
  Patrick decides his Zhukov will weigh 
  in at 75 tons, on the heavy side of the 100-
  ton maximum permissible for tracked 
  vehicle types. At this weight, the Zhukov 
  has space for up to 20 items (5 + [75 tons ÷ 5] = 20 items).
  Rick decides his Neptune should be 
  large, to maximize its armor and fire-
  power in underwater combat. He chooses 
  a weight of 100 tons, noting that—as a 
  submarine—he could have gone as high as 300 tons. The 
  100-ton weight nonetheless gives the Neptune space for 25 
  items (5 + [100 tons ÷ 5] = 25 items).
  RA 
  RA
  Mantis Light Attack VTOL, Thirty-sixth Division (Word of Blake)
  
  99
  99
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  Nathaniel’s Yellow Jacket weighs 30 
  tons as well, and so he also computes 
  a 3-ton weight for internal structure 
  (10 percent of 30 tons = 3 tons). He 
  also computes a 3-point value for 
  each of the VTOL’s internal structure locations, including 
  the rotor (10 percent of 30 tons = 3 points per location). 
  Because the record sheet already shows 3 points per 
  location for the VTOL’s internal structure, Nathaniel has 
  no structure circles to black out (but if he had built his 
  Yellow Jacket 10 tons lighter, he would have).
  The Yellow Jacket has 27 unspent tons remaining (30 
  tons – 3 tons = 27 tons).
  Patrick’s Zhukov weighs 75 tons. 
  From that he finds that its internal 
  structure will weigh 7.5 tons (10 
  percent of 75 tons = 0.10 x 75 tons = 
  7.5 tons). The number of structure points provided per 
  location, meanwhile, will be 8 (10 percent of 75 tons 
  = 0.10 x 75 = 7.5, rounded up to 8 points). Because he 
  plans on mounting a turret, Patrick blacks out all but 
  8 circles in each of the 5 internal structure locations on 
  his Zhukov’s Armor Diagram.
  Because the Zhukov is not an OmniVehicle, however, 
  Pat will not need to compute the turret’s weight at this 
  time, and so he still has 67.5 unspent tons remaining (75 
  tons – 7.5 tons = 67.5).
  At 100 tons, Rick’s Neptune will 
  need to spend 10 tons on internal 
  structure (10 percent of 100 tons = 
  10 tons), and will receive 10 points of 
  internal structure per location as a result (10 percent 
  of 100 = 10 points). Rick decides, however, that his sub 
  will not require a turret, and so he blacks out all of the 
  circles in the Turret location on the Neptune’s Armor 
  Diagram (including the internal structure circles in 
  the gray-shaded area and the armor circles in the 
  unshaded Turret area). For the other four locations 
  (Front, Left, Right and Rear), Rick only blacks out all the 
  excess structure circles, leaving 10 per location.
  The Neptune now has 90 tons left to spend (100 tons – 
  10 tons = 90 tons).
  Units built as Trailers do not require an engine, control 
  systems, or crew, unless they are also expected to operate 
  without a suitable Tractor unit or are expected to employ 
  heavy weapons and equipment while operating indepen-
  dently of a unit with an engine.
  Tractors need not have the same motive type as their Trail-
  ers, but when operating as a unit, a combined Tractor/Trailer 
  unit is treated as though it has the most restrictive motive sys-
  tem of the two. See the Tractor/Trailer rules in Step 2 (p. 101) to 
  determine the speed of a combined Tractor/Trailer unit.
  Tech Base: The standard structure used by Combat Vehicles 
  is equally available to vehicles of Clan or Inner Sphere tech 
  bases. 
  Space: A Combat Vehicle’s standard internal structure does 
  not affect the amount of item space available, unless the unit 
  is built as a Tractor or Trailer unit (in which case, one item slot 
  is occupied per hitching mechanism).
  OmniVehicles: As the arrangement of internal structure 
  circles is fixed across all Combat Vehicle types and no item 
  space is occupied by structure, OmniVehicle designers must 
  note at this time only whether or not the Combat Vehicle’s 
  base configuration is to mount a turret. If so, the turret ton-
  nage must be pre-determined at this stage, based on the 
  maximum tonnage of weapons the designer may wish to 
  place in the Turret location.
  With a weight of 30 tons, Mike 
  determines that his Hephaestus’ 
  internal structure will weigh 3 tons 
  (10 percent of 30 tons = 0.10 x 30 tons 
  = 3 tons). He also determines that the 
  Hephaestus will receive 3 internal structure points per 
  location (10 percent of 30 tons = 0.10 x 30 tons = 3).
  As the Hephaestus is an OmniVehicle, Mike must deter-
  mine at this time whether or not it will have a turret, and 
  how much said turret will weigh. He decides to equip the 
  unit with a turret that can mount up to 5 tons’ worth of 
  weapons, and so spends an additional 0.5 tons on turret 
  equipment (10 percent of 5 tons [expected mass of turret 
  weapons] = 0.10 x 5 tons = 0.5 tons). This leaves the Hep-
  haestus with 26.5 tons of unspent weight (30 tons – 3 tons 
  [structure] – 0.5 tons [turret] = 26.5 tons).
  On the Hephaestus’ Armor Diagram, Mike blacks out all 
  but 3 circles in each of the five gray-shaded areas that 
  indicate the vehicle’s internal structure.
  RA 
  RA
  A contingent of Twelfth Vegan Rangers, Saladin Hover Tanks, speed down the M6 Motorway.
  
  To compute a Combat Vehicle’s Engine Rating, the designer 
  simply multiplies the vehicle’s tonnage by its desired Cruising 
  MP, then subtracts from this result the suspension factor appro-
  priate to the vehicle’s tonnage and motive type. A vehicle’s Flank 
  MP is also calculated at this time; multiply the Cruising MP by 1.5 
  and round up to the nearest whole number. The Engine Rating 
  and Mobility Formulas Table below provides the formulas for 
  computing Combat Vehicle Engine Ratings and also provides 
  the suspension factors for various Combat Vehicle motive types 
  and weights.
  Under these rules, no Combat Vehicle may be constructed with 
  an Engine Rating below 10 or above 400. An engine may never 
  have a negative rating. If, through the formulas presented, a 
  designer finds the desired speed and tonnage of the vehicle will 
  produce an Engine Rating below 10, the designer must either 
  upgrade the vehicle’s speed until it reaches the minimum rat-
  ing required, or consider the engine to have a final Rating of 10, 
  regardless of the vehicle’s MP. Also, if the Engine Rating attained 
  STEP 2: INSTALL ENGINES AND 
  CONTROL SYSTEMS
  The second step in Combat Vehicle design is the installation of 
  the vehicle’s engines and control systems. This step establishes the 
  key factors in the Combat Vehicle’s mobility, including the size and 
  performance of its engine, the mass of its lift/dive systems (if any) 
  and the weight of the control systems the crew uses during battle.
  INSTALL ENGINE
  Under these rules, each Combat Vehicle carries one engine to 
  power its movement, weapon systems and other integral compo-
  nents. The relative output of this engine is measured by the vehicle’s 
  Engine Rating, which is directly determined by the vehicle’s total 
  weight and its desired speed, as modified by its suspension factor.
  ENGINE RATING AND MOBILITY FORMULAS
  Base Engine Rating = Vehicle Tonnage x Desired Cruising MP
  Final Engine Rating = Base Engine Rating – Suspension Factor*
  Flank MP = Desired Cruising MP x 1.5 (round up)
  *Minimum Final Rating = 10; Maximum Final Rating = 400; Round up results to the nearest multiple of 5.
  Combat Vehicle Suspension Factors
  Motive Type (Weight*)
  Suspension Factor
  Motive Type (Weight*)
  Suspension Factor
  Hovercraft
  Naval
  (01-10 tons) 
  40
  Displacement Hull (All)
  30
  (11-20 tons)
  85
  Submarine (All)
  30
  (21-30 tons)
  130
  Tracked 
  (31-40 tons)
  175
  (All)
  0
  (41-50 tons)
  235
  VTOL
  Naval – Hydrofoil 
  (01-10 tons)
  50
  (01-10 tons)
  60
  (11-20 tons)
  95
  (11-20 tons)
  105
  (21-30 tons)
  140
  (21-30 tons)
  150 
  Wheeled
  (31-40 tons)
  195
  (All)
  20
  (41-50 tons)
  255 
  WiGE
  (51-60 tons)
  300 
  (01-15 tons)
  45
  (61-70 tons)
  345
  (16-30 tons)
  80
  (71-80 tons)
  390
  (31-45 tons)
  115
  (81-90 tons)
  435
  (46-80 tons)
  140
  (91-100 tons)
  480
  * Weight is the target tonnage for the entire Combat Vehicle
  
  101
  101
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  Suspension Factor of the combined units, then divided by 
  the combined weight of the Tractor and its Trailer(s) (rounded 
  down). The Flank MP is then computed normally by multiply-
  ing the Cruise MP by 1.5, and rounding up to the nearest whole 
  number. Thus, a 15-ton Wheeled Tractor with an Engine Rating 
  of 55 and Suspension Factor 20, towing a 10-ton Wheeled 
  Trailer (Suspension Factor 20), would have a combined Trac-
  tor/Trailer MP of 3 Cruise and 5 Flank MP ([Engine Rating 55 + 
  lowest suspension factor of 20] / [15 Tractor tons + 10 Trailer 
  tons] = 75/25 = 3 MP; 3 Cruise MP x 1.5 = 4.5MP; round up to 
  5 Flank MP).
  WiGEs: These vehicles must be constructed with a mini-
  mum of 5 Cruising MP.
  Tech Base: The standard ICE and Fusion engines used by 
  Combat Vehicles are equally available to vehicles of Clan or 
  Inner Sphere tech bases. Vehicles constructed with an Inner 
  Sphere Technology Base may also use Compact, Light and 
  Inner Sphere XL Fusion engine types, but not Clan XL engines. 
  Vehicles constructed with a Clan Tech Base may use Clan XL 
  engines, but not Compact, Light or Inner Sphere XL engines.
  Space: If a Combat Vehicle uses an ICE or Standard Fusion 
  engine, the maximum number of items the vehicle may carry is 
  unaffected. Other engine types—such as Compact, Light Fusion, 
  and Extralight (XL) engines—will cost (or add, as in the case of 
  the Compact Fusion engine type) a number of open slots, as 
  indicated in the Combat Vehicle Engine Space Table below.
  Any reduction (or addition) of equipment slots should be 
  determined at this time.
  OmniVehicles: The engine type, rating and any reduction 
  of equipment slots must be established when designing an 
  OmniVehicle’s base configuration, and may not be altered in 
  the vehicle’s completed primary or alternate configurations.
  Because his Hephaestus is 
  intended primarily as a recon unit, 
  high speed is Michael’s primary 
  focus. He thus decides to give the 
  hovertank a Cruising MP rate of 8 
  (thus attaining a Flank MP of 12, as 
  8 MP x 1.5 = 12 MP). This means that the Hephaestus’ 
  Base Engine Rating will be 240 (30 tons x 8 MP = 240). 
  However, Mike also notes that according to the Com-
  bat Vehicle Suspension Factors Table, a hovertank 
  weighing 21 to 30 tons has a Suspension Factor of 130. 
  This means Mike’s vehicle will have a Final Engine Rat-
  ing of 110 (240 Base Engine Rating – 130 Suspension 
  Factor = 110 Final Engine Rating).
  Looking at the Master Engine Table, Michael notes 
  that a standard 110-rated fusion engine weighs 3.5 
  tons, but because it is a fusion engine, he must add 
  another 50 percent to this figure to account for added 
  shielding, raising the engine weight to 5.5 tons (3.5 tons 
  x 1.5 = 5.25 tons, rounded up to the nearest half-ton for 
  5.5). However, even then the engine weighs less than 
  the minimum 6 tons he needs to devote to engine mass 
  for his hover vehicle (20 percent of 30 tons = 0.2 x 30 
  tons = 6 tons). Rather than increase the vehicle’s speed 
  to a Cruising MP of 9 (which would produce an Engine 
  Rating of 190, and require a 7.5-ton fusion engine), 
  Mike accepts an automatic increase of half a ton in 
  engine weight to “force” the engine to a 6-ton size (5.5 
  is not evenly divisible by 5, the designer must round the result 
  up to the nearest Engine Rating.
  Combat Vehicles must select their engines from the Master 
  Engine Table (see p. 49), which lists the tonnage taken up by 
  engines of various types and ratings. Combat Vehicles may 
  only use ICE and Fusion engine types. Furthermore, when 
  installing any form of fusion engine (including Compact, Stan-
  dard, Light or XL engines), the listed weight must be increased 
  by 50 percent (multiply the engine’s weight on the table by 
  1.5, rounding up to the nearest half-ton). This reflects the 
  weight of additional shielding and such.
  Fuel Capacity and Range: Fuel consumption is not tracked 
  in Total Warfare standard rules play, and fuel-using Combat 
  Vehicles have their fuel automatically included in the mass of 
  their engine, rather than needing to allocate weight for it. How-
  ever, if you wish to calculate the range for Combat Vehicles with 
  ICE and Fuel Cell engines, assume a fuel mass equal to 10% of 
  the engine’s mass, as found on the Master Engine Table. Range 
  is then calculated by using the Support Vehicle fuel rules (see p. 
  129), referencing the appropriate engine type (see p. 127).
  Hovercraft: Hovercraft Combat Vehicles have a minimum 
  engine weight (including added shielding) equal to 20 percent 
  of their total weight. If the desired movement rates and the 
  vehicle’s tonnage would result in an engine that weighs less 
  than this minimum, the engine is automatically increased in 
  weight—but not performance—to meet this requirement. For 
  example, a 45-ton hovertank has a minimum engine weight 
  of 9 tons (20 percent of 45 tons = 9 tons). If this vehicle then 
  attempts to install an ICE engine that provides 6 Cruising MP, 
  it can either accept that its 35-Rated ICE (Engine Rating 35: [45 
  tons x 6 Cruising MP] – 235 Suspension Factor = 35) weighs 9 
  tons rather than its customary 2-ton weight, or it can upgrade 
  its speed until it finds a “legitimate” rating-to-weight ratio.
  Tractor/Trailer Vehicles: Combat Vehicles with a Tracked 
  or Wheeled motive type may be built as Trailers. Trailers do 
  not require an engine, control systems, or crew, unless they 
  are also expected to operate without a suitable Tractor unit or 
  are expected to employ heavy weapons and equipment while 
  operating independently of a unit with an engine (in which 
  case, a minimum Engine Rating of 10 applies). 
  The MPs of a combined Tractor/Trailer unit may vary during 
  gameplay. The Cruise MP of a combined Tractor/Trailer unit is 
  equal to the sum of the Engine Rating of the primary Tractor 
  unit (the one doing all the towing/pushing) plus the lowest 
  COMBAT VEHICLE ENGINE SPACE TABLE
  Item Slots Lost
  Engine Type
   (Inner Sphere)
   (Clan)
  ICE
  0
  0
  Military Fusion (Standard)
  0
  0
  Extralight Fusion (XL)
  2
  1
  Light Fusion
  1
  Not Available
  Compact Fusion
  -1*
  Not Available
  *Using a Compact Fusion engine adds 1 free item slot to any Combat Vehicle design.
  
  ADD LIFT/DIVE EQUIPMENT OR ROTORS
  Some Combat Vehicles require special equipment to enable 
  their motive systems to function properly. VTOL Combat Vehicles 
  require rotors, while hovercraft, hydrofoils and wing-in-ground 
  effect (WiGE) vehicles use lift equipment and submarines use dive 
  equipment. Regardless of the name, all of these systems cost 10 
  percent of the Combat Vehicle’s weight (rounded up to the near-
  est half-ton).
  Tech Base: Rotors and lift/dive equipment are standardized, 
  and equally available to vehicles of Clan or Inner Sphere tech 
  bases. 
  Space: Combat Vehicle rotors or lift/dive equipment do not 
  affect the amount of item space available.
  OmniVehicles: As rotors and lift/dive equipment are required 
  for hovercraft, hydrofoils, submarines, VTOLs and WiGEs, their 
  weight—where applicable to the OmniVehicle’s motive type—
  may not change between an OmniVehicle’s base, primary or 
  alternate configurations.
  Michael’s Hephaestus is a hovercraft, 
  which requires lift equipment to remain 
  aloft during movement. The weight of 
  this equipment is 3 tons (10 percent of 30 
  tons = 0.1 x 30 tons = 3 tons), leaving the 
  vehicle with 17.5 unspent tons remaining (20.5 tons – 3 
  tons = 17.5 tons).
  Nathaniel’s Yellow Jacket VTOL needs 
  to invest 10 percent of its weight into its 
  rotor equipment. This will leave the craft 
  with 22 unspent tons (25 tons – 3 tons = 
  22 tons).
  Patrick’s Zhukov, as a tracked Combat 
  Vehicle, has no need for lift or dive equip-
  ment and rotors. It thus still has 47.5 tons 
  remaining.
  At 100 tons, the dive equipment for 
  Rick’s Neptune comes to 10 tons (10 per-
  cent of 100 tons = 10 tons). The vessel still 
  has 51 tons of unspent weight (61 tons – 
  10 ton = 51 tons).
  tons [engine with shielding] + 0.5 tons [added weight] = 6 
  tons). Because he opted to use a standard Fusion engine 
  rather than an XL, Michael’s hovertank loses no item slots 
  to engine installation.
  Upon installing the engine, Mike notes that his Hepha-
  estus still has 20.5 unspent tons remaining (26.5 tons – 6 
  tons = 20.5 tons).
  Nathaniel wants his Yellow Jacket 
  to be fast, but is also thinking about 
  packing some heavy firepower on it, so 
  he decides on a modest VTOL Cruising 
  speed of 6 MP. This gives the Jacket a 
  Flank speed of 9 MP (6 Cruising MP x 1.5 = 9 Flank MP). It 
  also yields an Engine Rating of 40 ([30 tons x 6 Cruising 
  MP] – 140 Suspension Factor [for a 30-ton VTOL] = 40 Final 
  Engine Rating). To keep production costs low, Nathaniel 
  opts for an internal combustion engine. On the Master 
  Engine Table (p. 49), he finds that a 40-rated ICE weighs 
  only 2 tons, leaving the Yellow Jacket with 25 unspent tons 
  remaining (27 tons – 2 tons = 25 tons). 
  Because he opted to use a standard IC engine rather 
  than a Light or XL Fusion plant, Nathaniel’s VTOL loses no 
  item slots to engine installation.
  Patrick plans to devote more of his 
  Zhukov’s weight to armor and weap-
  ons, and because he wants to make this 
  vehicle a defensive battle tank, he decides 
  on a Cruising MP of 3. This requires an Engine Rating of 
  225 ([75 tons x 3 Cruising MP] – 0 Suspension Factor [for 
  tracked vehicles of any size] = 225 Final Engine Rating). 
  Like Nathaniel, Pat plans to keep the costs low on this 
  design, and so he also opts for an ICE over a Fusion engine. 
  The Master Engine Table shows that a 225-Rated ICE will 
  take up a hefty 20 tons. (By way of comparison, an identi-
  cally rated standard Fusion engine would weigh 15 tons, 
  with its added shielding, but would drive up the Zhukov’s 
  C-bill cost dramatically.) 
  Sticking with his choice, Pat computes that his Zhukov still 
  has 47.5 unspent tons left (67.5 tons – 20 tons = 47.5 tons), and 
  has a Flank MP rate of 5 (3 Cruising MP x 1.5 = 4.5 Flank MP, 
  rounded up to 5). Like Nathaniel’s VTOL, Patrick’s tracked vehi-
  cle loses no item slots because it uses a standard IC engine, 
  rather than a Light or XL Fusion plant.
  For his Neptune submarine, Rick feels 
  a Cruising MP of 3 is fine for underwater 
  movement. Like Nathaniel and Patrick, 
  he also opts for a cheaper ICE to do the 
  job, and computes an Engine Rating of 270 for the ves-
  sel ([100 tons x 3 Cruising MP] – 30 Suspension Factor for 
  submarines of any weight = 270 Final Engine Rating). The 
  weight of a 270-rated ICE comes to 29 tons, leaving 61 tons 
  unspent so far (90 tons – 29 tons = 61 tons). The Neptune’s 
  engine will provide a Flank MP rate of 5 (3 Cruising MP x 
  1.5 = 4.5, rounded up to 5 MP), so long as the boat stays 
  in the water. The use of the IC engine does not reduce the 
  Neptune’s maximum number of items.
  MD
  Patton Tank, First Canopian Cuirassiers (Magistracy of Canopus)
  
  103
  103
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  The controls for Michael’s Hepha-
  estus weigh in at 1.5 tons (5 percent 
  of 30 tons = 0.05 x 30 tons = 1.5 tons), 
  leaving the vehicle with 16 unspent 
  tons remaining (17.5 tons – 1.5 tons = 
  16 tons). Michael further computes that his Hephaes-
  tus operates on a 2-man crew (30 tons ÷ 15 tons per 
  crewman = 2 crewmen).
  Nathaniel’s Yellow Jacket VTOL 
  requires 1.5 tons’ worth of control 
  equipment as well (5 percent of 30 
  tons = 0.05 x 30 tons = 1.5 tons), leav-
  ing 20.5 tons remaining (22 tons – 1.5 
  tons = 20.5 tons). The VTOL also requires a crew of 2 to 
  operate (30 tons ÷ 15 tons per crewman = 2 crewmen).
  Patrick’s Zhukov, a significantly 
  heavier vehicle, requires 4 tons of 
  control systems to operate (5 percent 
  of 75 tons = 0.05 x 75 = 3.75, which 
  rounds up to 4 tons). This leaves the tank with 43.5 tons 
  remaining (47.5 tons – 4 tons = 43.5 tons). Based on the 
  crew formula, the Zhukov needs 5 crewmen to operate 
  it (75 tons ÷ 15 tons per crewman = 5 crewmen).
  The controls for Rick’s 100-ton 
  Neptune come to 5 tons (5 percent of 
  100 tons = 5 tons), bringing the ves-
  sel’s unspent weight down to 46 tons 
  (51 tons – 5 tons = 46 tons). To operate, the Neptune 
  requires a crew of 7 (100 tons ÷ 15 tons per crewman = 
  6.67, rounded up to 7 crewmen).
  SPECIAL PHYSICAL ENHANCEMENTS
  Under these rules, no special physical enhancements 
  pertaining to Combat Vehicles are widely available to either 
  the Inner Sphere or the Clans. Combat Vehicles may not use 
  equipment such as MASC or Triple-Strength Myomers.
  DETERMINE JUMP CAPABILITY
  Combat Vehicles built under these rules may not possess 
  jump capability as BattleMechs do, and therefore may not 
  mount jump jets.
  ADD CONTROL SYSTEMS
  Every Combat Vehicle must have control systems, reflecting 
  cockpits or crew stations from which the vehicle is operated. 
  These control systems provide sensors and basic life support, 
  but do not include ejection systems. The weight these systems 
  take up is equal to 5 percent of the Combat Vehicle’s weight, 
  rounded up to the nearest half-ton (regardless of motive type).
  Tractor/Trailers: Combat Vehicles built as Trailer units do 
  not require control systems unless they are also expected 
  to operate without a suitable Tractor unit or are expected to 
  employ heavy weapons and equipment while operating inde-
  pendently of a unit with an engine.
  Tech Base: Vehicular control systems are standardized and 
  equally available to vehicles of Clan or Inner Sphere tech bases. 
  Space: Combat Vehicle control systems do not affect the 
  amount of internal equipment space available.
  OmniVehicles: As control systems are required for all Com-
  bat Vehicle types, their tonnage—once established for the 
  OmniVehicle’s base configuration—may not change between 
  its base, prime or alternate configurations.
  Crew: Though not generally tracked in Total Warfare stan-
  dard rules play, larger Combat Vehicles typically have larger 
  crews. To reflect this, Combat Vehicles are presumed to have 
  1 crewman for every 15 tons of vehicle weight (or fraction 
  thereof). Combat Vehicles are always assumed to have the 
  crew stations required for all their crew members (including 
  any supplemental crew derived from equipment).
  Trailer units without engines or heavy weapons and equip-
  ment do not require crew.
  RA 
  RA
  A pair of Word of Blake Von Luckner Heavy Tanks patrol the edges of a thick forest.
  
   
  The fusion engine installed on 
  Michael’s Hephaestus provides 10 heat 
  sinks without cost. Mike decides that this 
  is sufficient for his hovertank’s needs, 
  noting that—as an OmniVehicle—he can always add 
  more if a later configuration so requires. As heat sinks 
  occupy no space in a Combat Vehicle design, the Hephaes-
  tus loses no item slots for having sinks.
  Nathaniel’s Yellow Jacket VTOL uses 
  an ICE, and so receives no free heat sinks. 
  Because he does not plan to install 
  energy weapons, he elects not to add 
  any.
  Patrick’s Zhukov is also being planned as 
  a ballistic-based Combat Vehicle, and so he 
  is equally satisfied with having no heat 
  sinks due to the selection of an IC engine.
  Rick has decided to mount energy 
  weapons on his Neptune, but because 
  he has chosen an internal combustion 
  engine, he has received no free heat sinks 
  to handle any such weapons. With his eye on a standard 
  large laser, he decides to add 8 heat sinks to the vessel, to 
  vent the 8 points of heat the weapon would generate. At 
  1 ton per heat sink, Rick finds that he has 38 unspent tons 
  remaining (46 tons – 8 tons = 38 tons).
  Heat sinks take up no item space in Combat Vehicle design, 
  so Rick moves on to the next step.
  STEP 3:  
  ADD HEAT SINKS
  Because they handle heat differently than BattleMechs, only 
  Combat Vehicles that use energy weapons require the installation 
  of heat sinks to vent the waste heat such weapons generate. If a 
  Combat Vehicle mounts no energy weapons, it requires no heat 
  sinks. The minimum number of heat sinks required by a vehicle 
  equals the total amount of heat generated by firing all of its 
  energy weapons simultaneously.
  As noted in the Combat Vehicle Bonus Heat Sink Table below, 
  Combat Vehicles that use a fusion engine automatically receive 10 
  heat sinks at no cost in tonnage (as they are considered part of the 
  engine). ICE-powered vehicles receive no free sinks. Additional 
  heat sinks may be installed beyond this free amount, at a cost of 
  1 ton per heat sink. 
  Combat Vehicles may use only single (standard) heat sinks.
  Tractor/Trailers: Trailer units carrying energy weapons must 
  mount their own heat sinks like any other Combat Vehicle type.
  Tech Base: The standard heat sinks used in vehicle construc-
  tion are equally available to vehicles of Clan or Inner Sphere 
  tech bases. 
  Space: Combat Vehicle heat sinks do not affect the amount of 
  item space available, even if mounted in the form of OmniVehicle 
  pods. Heat sinks are considered to be located deep within the 
  vehicle’s body.
  OmniVehicles: OmniVehicles of Clan or Inner Sphere design 
  may add more heat sinks at this stage, or—at the designer’s 
  option—may stick with whatever weight-free sinks they may 
  receive from their fusion engines. Additional heat sinks for later 
  alternate configurations may be mounted in Omni-pods like 
  other weapons and equipment (at a cost in weight, but not item 
  space). Such additional sinks may then be easily determined by 
  the vehicle’s configuration, based on its chassis and the total heat 
  of all energy weapons on that configuration.
  COMBAT VEHICLE BONUS HEAT 
  SINKS TABLE
  Combat Vehicle Engine Type
  Weight-Free Heat Sinks
  ICE
  0
  Fusion*
  10
  * Includes Compact, Standard, Light and XL engine types.
  DF
  A pair of Blood Spirit Shamash vehicles deploys with a Warhammer IIC.
  
  105
  105
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  down to the nearest full point. For instance, a vehicle that uses 
  6 tons of Inner Sphere ferro-fibrous armor would receive 107 
  armor points (6 tons x 16 points per ton x 1.12 = 107.52 armor 
  points, rounded down to 107), while 1 ton of the same armor 
  would provide only 17 armor points (1 ton x 16 points per ton 
  x 1.12 = 17.92, round down to 17).
  Conversely, if a specific number of armor points is sought—
  up to the vehicle’s computed Maximum Armor Factor, that 
  is—and the weight is unknown, the designer can find the 
  weight (in tons) by dividing the target number of armor points 
  by 16 times the Base Armor Multiplier. This result is rounded 
  up to the nearest half-ton. For example, if a designer decides 
  to mount 92 points of heavy ferro-fibrous armor, he will need 
  5 tons to accomplish that (92 points ÷ [16 x 1.24] = 4.64 tons, 
  which rounds up to the nearest half at 5). Note, however, 
  that sometimes a desired number of points—such as many 
  Maximum Armor Factors—may force the designer to “waste” 
  weight on points that cannot be mounted. If, in the example 
  of the heavy ferro-fibrous armor, 110 armor points were the 
  maximum that could be installed on the vehicle, the actual 
  6-ton capacity of heavy ferro-fibrous armor needed to attain 
  that level would produce 119 points (6 tons x 16 points/ton 
  x 1.24 = 119.04 points, rounded down), and would result in 9 
  points of “wasted” armor.
  Use the Armor Diagram on the vehicle’s record sheet to 
  indicate the number of Armor Points protecting each part 
  of the unit’s body by marking out any excess armor circles in 
  the same way as for the internal structure. Armor circles for a 
  given location are located in the appropriate unshaded parts 
  of the diagram.
  Combat Vehicles built under these rules may not combine 
  multiple armor types on the same design.
  Tech Base: Standard armor is universally available to 
  both the Clan and Inner Sphere technology bases. Inner 
  Sphere-designed Combat Vehicles can also use Inner Sphere 
  ferro-fibrous, light ferro-fibrous and heavy ferro-fibrous 
  armors. Clan Combat Vehicles may only use standard and Clan 
  ferro-fibrous armors.
  Space: Carrying ferro-fibrous armor reduces a Combat 
  Vehicle’s allotment of item slots. The number of slots reduced 
  by using a given armor type is shown on the Combat Vehicle 
  Armor Table. 
  STEP 4: ADD ARMOR
  Armor helps protect the Combat Vehicle’s internal structure 
  and critical components. Depending on the tech base used 
  and the type of armor selected for a Combat Vehicle, armor 
  can vary in tonnage and item space. 
  Unlike BattleMechs, which limit their armor maximums by 
  body locations, the maximum amount of armor a Combat 
  Vehicle may mount is not based on the number of points of 
  internal structure it has, but on its total tonnage. Regardless 
  of the technology base chosen, a Combat Vehicle may mount 
  a number of armor points equal to 3.5 times the vehicle’s 
  weight, plus 40 (rounded down to the nearest whole number). 
  This limit applies regardless of the type of armor chosen, but 
  with the exception of VTOL rotors, no Combat Vehicle’s hit 
  location has an actual maximum limit (unlike BattleMechs). 
  VTOL rotors have a maximum armor limit of 2 points, regard-
  less of the unit’s size. 
  Armor may be mounted in full- or half-ton lots, and pro-
  vides a base amount of 16 points per ton of standard armor (8 
  points per half ton). The use of alternative armor types (such as 
  ferro-fibrous) can modify this amount as shown in the Combat 
  Vehicle Armor Table below, allowing for generally higher points-
  per-ton ratios at a cost in greater bulk (and fewer item slots on 
  the vehicle’s inventory).
  To determine the armor value provided by these alternative 
  armor types, multiply the base armor value (16 points per 
  ton) by the Base Armor Multipliers shown for the appropriate 
  armor type in the Armor Table below, rounding the final result 
  COMBAT VEHICLE ARMOR TABLE
  Maximum Armor Factor (Points): (3.5 x Vehicle Weight) + 40
  Base Armor Points per Ton: 16
  Armor Type
  Base 
  Armor 
  Multiplier
  Item Slots
  (Inner 
  Sphere)
  Item Slots
  (Clan)
  Standard
  1.0
  0
  0
  Light Ferro-Fibrous
  1.06
  1
  NA
  Ferro-Fibrous (I.S.)
  1.12
  2
  NA
  Ferro-Fibrous (Clan)
  1.2
  NA
  1
  Heavy Ferro-Fibrous
  1.24
  3
  NA
  DF 
  Karnov UR Transport, Eleventh Lyran Regulars (House Steiner)
  
  ing his numbers, he adds up the armor points: 20 [Nose] + 
  (13 + 13 [Left and Right Sides]) + 8 [Rear] + 2 [Rotor] = 56 
  points. Nathaniel blocks out all the excess armor points in 
  each location on the Yellow Jacket’s Record Sheet.
  Because he used standard armor rather than ferro-
  fibrous, the Yellow Jacket sees no loss in item space on its 
  inventory. It now has 17 tons of unspent weight remaining 
  (20.5 tons – 3.5 tons = 17 tons).
  At 75 tons, Patrick’s Zhukov could 
  mount as much as 302 points of armor 
  ([3.5 x 75 tons] + 40 = 302.5 points, round 
  down to 302), but doing so would cut 
  deeply into the 43.5 tons remaining to be spent. Pat thus 
  decides to devote 11 tons to armor, and chooses standard 
  armor to keep costs low. At 11 tons, the Zhukov will receive 
  176 armor points (11 armor tons x 16 Base Points per Ton x 
  1.0 Standard Armor Multiplier = 176 points). 
  Patrick distributes his armor points with a heavy 
  emphasis on the Front and Turret locations, where he 
  places 44 points each. On the sides, he assigns 32 points 
  each, before allocating the remainder—24 points—to 
  the rear. Verifying his numbers, he adds up the assigned 
  armor points: 44 [Front] + (32 + 32 [Left and Right Sides]) 
  + 24 [Rear] + 44 [Turret] = 176 points. On his Vehicle 
  Record Sheet, Pat blacks out all the excess points for each 
  of the Zhukov’s non-shaded armor locations, based on 
  these figures. 
  With 11 tons spent on armor, the Zhukov now has 32.5 
  unspent tons remaining (43.5  – 11 = 32.5). Because Pat 
  chose standard armor over ferro-fibrous, the vehicle also 
  retains all 20 of its original item slots.
  Rick decides that his 100-ton Neptune 
  can afford to spend 14.5 tons on standard 
  armor, which will yield a total of 232 
  points (14.5 armor tons x 16 Base Points 
  per Ton x 1.0 Standard Armor Multiplier = 232). Just to 
  be sure, however, he verifies that he is not exceeding the 
  vehicle’s maximum armor potential, and finds that the 
  submarine could take on as much as 390 points in all ([3.5 
  x 100 tons] + 40 = 390 points).
  With no turret to place armor on, Rick has only 4 facings 
  among which to distribute his 232 armor points. He assigns 
  78 points to the front, while the sides receive 58 points 
  each and the rear receives 38. Summing up, he verifies the 
  armor is fully assigned: 78 [Front] + (58 + 58 [Left and Right 
  Sides]) + 38 [Rear] = 232 points. On the Neptune’s Record 
  Sheet, he then blacks out all excess armor circles in each of 
  the affected locations, making sure to black out all armor 
  circles for the turret.
  Because Rick used standard armor rather than ferro-
  fibrous, the Neptune does not lose any item spaces from its 
  inventory. It now has 23.5 tons of unspent weight remain-
  ing (38 tons – 14.5 tons = 23.5 tons).
  OmniVehicles: The type of armor, its weight, number (and 
  allocation) of points, and any reduction of weapon and equip-
  ment slots required must be established when designing an 
  OmniVehicle’s base configuration, and may not be altered in its 
  completed primary or alternate configurations.
  Michael’s Hephaestus has 16 tons 
  remaining. Given its weight, he computes 
  that the maximum armor he can place 
  on the vehicle is 145 points ([3.5 x 30 tons] 
  + 40 = 145 points). Mounting that many 
  points—even using Clan ferro-fibrous armor—would cost 
  him 8 tons, however (145 points ÷ [16 Base Points per Ton 
  x 1.2 Clan Ferro-Fibrous Multiplier] = 7.552, rounded up to 
  8). Unwilling to go quite that far, Mike decides to install 
  only 5 tons of Clan ferro-fibrous armor, which gives him 96 
  armor points to allocate instead (5 tons of armor x 16 Base 
  Armor Points per Ton x 1.2 Clan Ferro-Fibrous Multiplier = 
  96 points).
  Michael decides to distribute most of this armor toward the 
  front and sides of the vehicle, where he feels it is most likely 
  going to be hit, and so he places 20 points of armor each in 
  the Front, Left Side and Right Side locations. The remaining 36 
  points he divides evenly among the Rear and Turret locations 
  at 18 points apiece. Verifying that all points are accounted for, 
  Mike adds all the armor values together: 20 [Front] + (20 + 
  20 [Left Side, Right Side]) + 18 [Rear] + 18 [Turret] = 96. In the 
  appropriate non-shaded locations of the Hephaestus’ Armor 
  Diagram, Michael blacks out all extra circles, leaving only the 
  assigned amount for each location.
  With 5 tons spent on armor now, the Hephaestus has only 
  11 tons remaining for weapons and other equipment (16 – 5 
  = 11). Michael also notes he has 1 fewer item slots remaining 
  in which to assign equipment, thanks to his use of Clan ferro-
  fibrous armor, meaning that his vehicle can only mount 10 
  items now (11 slots – 1 item = 10 slots).
  Still looking to keep costs low and 
  preserve as much weight for weaponry 
  as possible, Nathaniel chooses to mount 
  3.5 tons’ worth of standard armor on his 
  Yellow Jacket. Like Michael’s Hephaestus, 
  the 30-ton VTOL has a maximum armor potential of 145 
  points ([3.5 x 30 tons] + 40 = 145 points), but using stan-
  dard armor would cost more than 9 tons to accomplish 
  (145 points ÷ [16 Base Points per Ton x 1 Standard Armor 
  Multiplier] = 9.06, rounded up to 9.5 tons).
  The 3.5 tons Nathaniel chooses provides 56 points of 
  armor (3.5 tons x 16 Base Points per Ton x 1.0 Standard 
  Armor Multiplier = 56 points). He chooses to mount the 
  majority of this armor on the Yellow Jacket’s nose, with 20 
  points to that location. As the rotor location cannot receive 
  more than 2 points of armor, Nathaniel places the maxi-
  mum of 2 points there, before mounting 13 armor points 
  on each of the VTOL’s sides and 8 points on the rear. Verify-
  
  107
  107
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  and nail or rivet guns require at least a ton of ammunition. 
  (Machine guns, nail guns and rivet guns may carry ammo in 
  half-ton lots instead.) Each ammo bin occupies one item slot, 
  but may be of any weight desired, so long as the ammuni-
  tion is devoted to one or more of the vehicle’s weapons of 
  the same type (for example, a vehicle with 3 Autocannon/5s 
  may store all AC/5 ammunition in a single bin of any size). All 
  ammunition is presumed to have a Body location. 
  Heat Sinks: Remember that Combat Vehicles only require 
  heat sinks for energy weapons used by the vehicle, and that the 
  number of heat sinks required equals the waste heat produced 
  by all of the vehicle’s energy weapons firing simultaneously. 
  Power Amplifiers: Any ICE-powered Combat Vehicle may 
  carry heavy energy weapons such as lasers and PPCs, but to do 
  so, they must also mount power amplifiers. Power amplifiers 
  weigh 10 percent of the weight of the energy weapons carried, 
  rounded up to the nearest half-ton, but take up no item slots on 
  the vehicle’s record sheet.
  Fusion-powered Combat Vehicles do not require power 
  amplifiers for energy weapons.
  Trailer units drawing power from a Tractor’s power plant are 
  subject to the Power Amplifier rules of the Tractor, and thus 
  require power amplifiers if the Tractor is powered by an ICE. 
  Trailers with an independent engine are subject to the stan-
  dard rules for Power Amplifiers.
  Turrets: Under these rules, all Combat Vehicles (except 
  VTOLs) may possess no more than 1 turret at the designer’s 
  option. The mass of this turret’s mechanisms must equal no 
  less than 10 percent of the weight of all items (excluding 
  ammunition) mounted within the turret itself. This turret 
  weight must be rounded up to the nearest half ton.
  OmniVehicles: Though it is unusual, weapons and 
  equipment may be established as fixed components of an 
  OmniVehicle’s base configuration just like heat sinks, armor 
  and the like. In such cases, these “fixed” items must be mounted 
  (placed among the vehicle’s Weapon Inventory and assigned to 
  vehicle locations) before the completion of the base configura-
  tion. After this, these items may not be altered in the completed 
  primary or alternate configurations of the OmniVehicle.
  STEP 5: ADD WEAPONS, 
  AMMUNITION AND OTHER 
  EQUIPMENT
  The weapons, ammunition and equipment that may be 
  mounted on a Combat Vehicle are listed in the Weapons and 
  Equipment Tables shown on p. 341. In addition to any heat, 
  damage and range statistics, these tables provide the tonnage 
  these items may occupy on a Combat Vehicle, what technol-
  ogy base (Clan or Inner Sphere) is required to use them, and 
  any special construction rules that might apply to installing 
  the equipment. The Ammo column notes how many shots a 
  given weapon or item carries per ton (only machine guns and 
  nail/rivet guns may carry ammunition in half-ton lots).
  Remember that the total tonnage of a given Combat 
  Vehicle’s structure, engine, controls, armor, heat sinks, weap-
  ons and other components may never exceed the tonnage 
  established for the vehicle in Step 1. Any leftover weight that 
  cannot be allocated to cargo space (see Cargo Bays, p. 239) or 
  other equipment (due to item slot constraints or other factors) 
  will be considered wasted tonnage.
  Weapons and items placed in any non-turret location 
  received a fixed firing arc in that direction (a front-mounted 
  weapon would have a front firing arc, while a left-side 
  mounted weapon can only fire into the left side arc, and so 
  forth). Turret-mounted weapons have a firing arc determined 
  by the turret’s facing during game play. No equipment may be 
  mounted in a Rotor location. Items mounted in the vehicle’s 
  “Body”—indicating a central position on the unit—may not 
  have a firing arc at all; only items that are not weapons (such 
  as ammunition and sensors) may be placed in this area.
  Tractor/Trailer units may not fire into any arc that would 
  hit another unit in their “chain”. For instance, a Tractor with a 
  rear-mounted hitch may not fire into its Rear arc while towing 
  Trailers, and armed Trailers with hitches in both the front and 
  back may not fire into either of those arcs if units are attached 
  at both ends.
  For special rules on any item, consult its entry under Weap-
  ons and Heavy Equipment  (pp. 200–273). 
  Tech Base: The Heavy Weapons and Equipment Tables 
  note which items are available to which technology base. 
  Clan-made Combat Vehicles may use only items available to 
  the Clans, while Inner Sphere-made Combat Vehicles must use 
  only those items available to the Inner Sphere. 
  Space: Because of their open construction, and unless the 
  rules for the item specifically state otherwise, Combat Vehicles 
  treat each weapon or equipment item mounted as a 1-slot 
  item for purposes of tracking equipment slots, regardless of 
  the amount of critical space occupied in a BattleMech design. 
  Combat Vehicle items may never be broken up among mul-
  tiple locations under these rules.
  Ammunition: All ammunition-dependent weapons except 
  for machine guns (including their Light and Heavy versions) 
  RA
  Manticore Heavy Tank, Thirty-first Division (Word of Blake)
  
  the VTOL’s front, and the second slot devoted to its 2-ton, 
  16-shot ammunition bin.
  With all tonnage used up, the completed Yellow Jacket 
  is now ready for battle.
  Patrick has decided to focus his Zhu-
  kov’s firepower on a conventional mix of 
  autocannon and missile weapons. Start-
  ing with the big guns, he chooses to place 
  two Autocannon/10s in the vehicle’s turret, each of which 
  weighs 12 tons and claims 1 item slot on the vehicle’s inven-
  tory. As Pat plans to add no more weapons to the turret, he 
  takes this opportunity to compute the turret weight itself at 
  this time, too. With the twin autocannons weighing 24 tons 
  in total, Patrick finds the turret will weigh 2.5 tons (10 per-
  cent of 24 turret weapon tons = 2.4, rounded up to 2.5 tons). 
  For ammunition, Pat decides to supply each autocannon 
  with 10 shots at 1 ton each. Since they are identical ammo 
  types for identical weapons, he combines these 2 tons of 
  AC/10 ammo into a single slot in the Zhukov’s inventory, 
  and allocates them to the vehicle’s body.
  To round out his vehicle’s firepower, Patrick decides to 
  add a 3-ton standard SRM-6 to the design, placing the 
  weapon in a fixed mount in the forward section for addi-
  tional front-arc firepower. Providing 15 shots for this 
  weapon at a weight cost of 1 ton and an item cost of 1 slot, 
  Pat finds that he has used up all of the Zhukov’s remaining 
  32.5 tons ([12 tons + 12 tons for AC/10s] + [2.5 tons for tur-
  ret] + [2 tons for AC/10 ammo] + [3 tons for SRM-6] + [1 ton 
  for SRM ammo] = 32.5 tons). He is now ready to complete 
  the record sheet.
  Rick’s Neptune now has only 23.5 tons 
  remaining for weaponry, which he plans 
  to center on torpedo launchers befitting 
  his vehicle’s role as a submersible combat 
  unit. Starting with the big weapons, he decides to place 
  a 10-ton Inner Sphere LRT-20 in the Neptune’s front, for 
  devastating long-range capability. Backing this up, Rick 
  adds two more SRT-6 launchers in the same area, at 3 tons 
  apiece. Between these three missile launchers, he has now 
  spent 16 tons, but each weapon occupies only one item 
  slot on the Neptune’s inventory. To supply these weapons, 
  Rick adds 1 ton of LRM ammunition and 1 ton of SRM 
  ammo for 1 slot apiece; though it is a stingy quantity of 
  munitions, the Neptune’s ability to fire a cloud of poten-
  tially lethal warheads almost assures that it will sink its 
  opposition quickly.
  For an added surprise—especially useful when surfaced—
  Rick decides to install a single large laser in the front section. 
  The weapon itself weighs 5 tons, and the 8 heat sinks needed 
  to dissipate its heat were thoughtfully installed already. But 
  because an IC engine powers the Neptune, the laser will 
  require power amplifiers to function. The weight of these 
  amplifiers is equal to 10 percent of the weaponry they are 
  intended to supply, and so the Neptune will require 0.5 tons’ 
  worth of power amplifiers.
  Rick tallies up the weapons he has installed so far, and deter-
  mines that he has completed the vehicle’s design now. Of the 
  23.5 tons he had after armoring the submarine, he has spent 
  For turret-equipped OmniVehicles, the tonnage of the turret 
  may not be changed across configurations. This means that devel-
  oping an OmniVehicle requires the designer to consider in 
  advance how many tons’ worth of equipment (not counting 
  ammunition) may be placed in the turret location, so as to estab-
  lish the weight of the turret for the base, primary and all alternate 
  configurations of that OmniVehicle. As indicated in Step 2, turrets 
  weigh 10 percent of the weight of all weapons located in the tur-
  ret. Therefore, the weight of any equipment placed in a turret 
  (discounting ammunition) may be no greater than 10 times the 
  turret’s weight.
  With 11 tons remaining, Michael’s 
  Hephaestus OmniVehicle could ideally 
  have it all assigned to pod space for 
  future configurations. Instead, he opts 
  to establish a few items of “fixed” equip-
  ment first. Considering its potential as a scout, the first 
  item he decides to permanently mount on the hovercraft is 
  a Clan Active Probe, at a cost of 1 ton in weight and 1 item 
  slot. Figuring that basic infantry-transport capability may 
  also prove useful, he further decides to allot 4 tons of the 
  vehicle to infantry-cargo space. These 4 tons of space also 
  count as a single item in terms of the Hephaestus’ inven-
  tory. Both of these items he places in the Body location.
  At this point, the Hephaestus has 6 tons remaining (11 
  tons – 1 ton [Probe] - 4 tons [Cargo] = 6 tons), and 8 item 
  slots available (10 slots – 1 slot [Probe] – 1 slot [Cargo] = 
  8 slots). Of this space, the turret may carry up to 5 tons of 
  equipment, thanks to its 0.5-ton turret weight (10 x 0.5 tons 
  [turret weight] = 5 tons). At this stage, Michael considers 
  the Hephaestus completed, and notes that it has 6 tons 
  of available pod space (of which the turret may mount a 
  maximum of 5 tons). The base chassis for his hovertank is 
  now complete.
  Retaining a copy of the base chassis’ record sheet, Mike 
  decides to create at least one complete configuration—
  the so-called Hephaestus Prime—based on the chassis he 
  has just designed. This version will mount a pair of Clan 
  medium pulse lasers in the turret, at a cost of 4 tons and 
  the use of 2 item slots, plus a Clan TAG also in the turret (at 
  1 tons and 1 slot). With 1 ton left over, and the turret 
  already at its 5-ton limit, Mike adds a Clan ECM suite to the 
  Body location to enhance the vehicle’s electronics pack-
  age. This item weighs 1 ton and takes up 1 more slot on the 
  vehicle’s inventory, completing the design of a Primary 
  Hephaestus.
  Nathaniel’s Yellow Jacket has 17 tons 
  available now, and he has his heart 
  set on a hard-hitting Gauss rifle as the 
  source of all its firepower. At 15 tons, 
  however, the Inner Sphere weapon 
  becomes the gunship’s only weapon, as Nathaniel then 
  realizes he must install at least 2 tons of ammo to give it 
  better battlefield endurance. The combined payload of 
  weapon and ammunition weighs in at 17 tons—enough 
  to complete the design—and 2 item slots, with the first 
  slot allocated to the Gauss rifle that Nathaniel mounts in 
  
  109
  109
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  installed that may appear on the primary and alternate con-
  figurations. Copies of this Base Configuration Record Sheet 
  (noting all unused tonnage as “pod space” for the body and 
  the turret separately) can then be used to quickly generate the 
  record sheets for the other configurations.
  Michael verifies that all of the 
  valid data blocks are completed for 
  his Hephaestus, including noting the 
  vehicle’s full name “Hephaestus” after 
  Vehicle Type, checking off that its tech base is Clan, and 
  noting its Cruising MP as 8 and its Flank MP as 12. He 
  also lists the weapons properly on the Weapons Inven-
  tory, noting the quantity per location, heat per weapon 
  and statistics as shown on the appropriate Weapons 
  and Equipment Tables (for instance, the Hephaestus’ 
  fixed Active Probe would list a “1” under QTY, “Body” 
  under Location, “Active Probe” under Type, “0” under 
  Damage, “0” under Heat and “5” under Long Range). 
  After making sure no extraneous circles for internal 
  structure, armor and heat sinks are present, that the 
  heat sinks’ values are correct, and that all weapon slots 
  are assigned for the vehicle’s fixed components, Mike 
  makes a copy of the record sheet to serve as his Base 
  Configuration Record Sheet. He then uses it as the basis 
  for his second sheet, to record the primary configura-
  tion. Once that configuration is completed, he is ready 
  to compute its Battle Value and Cost and bring it to play.
  Repeating similar steps to Michael, Nathaniel, 
  Patrick and Rick complete the record sheets for their 
  vehicles as well. As none of them are Omnis, they need 
  not make copies of a Base Configuration Record Sheet.
  all 23.5 tons ([10 tons for LRT-20] + [6 tons for 2 SRT-6s] + 
  [2 tons of ammunition] + [5 tons for the large laser] + [0.5 
  tons for the power amplifiers] = 23.5 tons). He is now ready 
  to complete the vessel’s record sheet.
  STEP 6:  
  COMPLETE THE RECORD SHEET
  By the time the designer has chosen all structure, engine 
  and controls for the Combat Vehicle, and added its armor, 
  weapons and equipment, all of these items must be allocated 
  to their proper places on the blank Vehicle Record Sheet. For 
  the completed record sheet, the designer must first be sure to 
  have selected the appropriate sheet for the Combat Vehicle’s 
  type (by motive system). The sheet must have all data filled in 
  for the Vehicle Data block (including name, tonnage, engine 
  and movement types, and MPs). All equipment slots must be 
  allocated on the Weapons and Equipment Inventory (includ-
  ing ammunition and number of shots per bin). All extraneous 
  armor and internal structure points must be blacked out on 
  the Armor Diagram. 
  Once all of the above is completed, the Combat Vehicle is 
  ready for Total Warfare game play.
  OMNIVEHICLES
   When completing the record sheet for a Combat Vehicle 
  built as an OmniVehicle, it is highly recommended that the 
  designer create one sheet specifically to serve as the base 
  configuration, with none of the weapons or equipment 
  RA 
  RA
  The Word of Blake makes extensive use of combined-arms, as demonstrated by this Level II formation.
  
  HOT PRODUCTS OF 3067
  HOT PRODUCTS OF 3067
  —Excerpt from Hot Products of 3067, Product Technologies Magazine, PTI Press, Fall 3067
  
  111
  111
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  PTI’S HOT PRODUCTS: 3067 
  PTI’S HOT PRODUCTS: 3067 
  (SUPPORT VEHICLE REVIEW)
  (SUPPORT VEHICLE REVIEW)
  Hot Products is an annual review published by Product Tech-
  nologies, Inc. that provides unbiased evaluations of defense 
  industry technologies. Products for the private, corporate and 
  government sectors may be considered, but the focus is on 
  military craft, paramilitary vehicles and militarized private-
  sector units. Anything from handheld electronics to aircraft 
  may be covered and all major industries are included.
  To ensure a qualitative analysis, Hot Products accepts no 
  sponsorships or endorsements, and only production models 
  of current-year units are tested. However, the PTI board occa-
  sionally permits pre-production designs. Manufacturers may 
  submit any design for consideration, though PTI retains the 
  right to refuse any submission.
  This review, conducted by an impartial panel of experts, 
  evaluates twenty-six key factors and scores them on a seven-
  point scale. As compared to other items in the same class, a 
  score of 1 indicates the worst performance, while a score of 
  7 indicates near-perfect performance. The following three 
  categories are presented in this summary:
  Functionality: A measure of how the product performs 
  compared to the manufacturer’s specifications. Products that 
  score high in this area meet and consistently exceed the specs. 
  Quality: Evaluates the durability of the product with a 
  focus on normal use. Issues arising out of intentional misuse 
  are not scored, though they are tabulated to assess trends. 
  Greater durability receives a higher mark.
  Value: Contrasts the product features with the MSRP. A 
  higher ratio of features to price merits a higher score.
  The complete product review may be ordered, for immediate 
  electronic delivery, through ComStar and Word of Blake branch 
  offices throughout the Inner Sphere. It includes the full twenty-
  six point test results of every product in each category. As an 
  added bonus, all honorable mentions, “lemon” winners and 
  purchasing recommendations are included at no extra charge. 
  This special supplement focuses on support units. To be 
  eligible for consideration in this category, a unit must serve in 
  a role that does not involve direct front-line combat, and must 
  meet the requirements described for each category.
  Each section opens with a brief discussion of the pertinent 
  criteria along with some anecdotal information on the classifi-
  cation as a whole.  Select units are presented for eight platforms:  
  Airship, Fixed-Wing, Hovercraft, Naval Vessel, Tracked Vehicle, 
  VTOL, Wheeled Vehicle, and WiGE.  The term support vehicle 
  has been used in reference to a broad range of platforms, and 
  PTI is proud to include thirty different categories, including 
  satellites and IndustrialMechs in the unabridged review.  
  PTI offers a full line of reviews for the private and corporate 
  sectors, and in-depth analysis of military vendors.  The Inner 
  Sphere Manufacturer’s Rating (ISMR) is the de facto standard 
  for vendor reliability in the Inner Sphere.  PTI’s Quarterly Cham-
  pions showcases the best in emerging products, and Lemon 
  Lookout puts the spotlight on products to avoid.  Corporate 
  subscriptions are also available.  Ask your sales representative 
  for further information or visit us online.
  AIRSHIPS
  This specialty market covers craft massing under 300 tons. 
  These craft must be aerostatic constructions producing lift 
  through lighter-than-air gas. Rigid airframe craft, like zep-
  pelins, and non-rigid airframe craft, such as blimps, are given 
  equal consideration. 
  Military dirigibles frequently serve as transport craft, 
  though recent trends indicate that surveillance applications 
  are becoming more popular. Airships are fragile in compari-
  son to combat craft, and maneuvering challenges often keep 
  them out of battle. Nevertheless, many airships are armed 
  with anti-personnel weapons, and some support airships 
  mount anti-’Mech weapons like the Delta Dart series of LRM 
  launchers. 
  Monza Light Cruise Liner (Federated-Boeing Interstellar)
  One of several private-sector craft in this year’s review, 
  the Monza is the newest product from Federated-Boeing 
  Interstellar. Based on Galax in the Federated Commonwealth, 
  Federated-Boeing is renowned for its aerospace product 
  lines, including the new Overlord-A3 and upgraded Leopard 
  CV DropShips. A diverse corporation, Federated-Boeing has 
  products in many aircraft market segments.
  The Boeing subsidiary on Tiber has been manufacturing 
  large cargo airships for decades, but only began producing 
  the Monza two years ago as a smaller extension of the Cor-
  vair line. Despite its recent market entry, the Monza is rapidly 
  becoming a favorite pleasure craft among the power elite 
  of the Free Worlds League. A reliable Nimakachi F-7 fission 
  engine—smaller and lighter than the Corvair’s VOX—pro-
  vides quiet operation and acceptable cruising speeds, while 
  considerable shielding eliminates any danger of radioac-
  tive contamination. Though Monzas can accommodate up 
  to twenty-five passengers comfortably, they are usually 
  deployed with larger first-class facilities that reduce the pas-
  senger complement to fifteen. 
  Boeing could not provide a production model for evalua-
  tion, but they did permit our testing team to spend a week 
  aboard a Monza 102. This new ’67 luxury model supplements 
  the standard hand-carved wood inlays with gold filigree, and 
  includes numerous opulent accoutrements throughout. One 
  tester raved (at length) about the platinum-bedecked bidet in 
  her suite. The professionalism of the service staff was on par 
  with expectations. 
  Functionality: 
  µµµµµ 
  Quality: 
  µµµµµµµ
  Value: 
  µµµµµµµ
  
  crew of two and bench seating for ten passengers. As a firefighting 
  aircraft, it makes an ideal first responder, featuring a compartmen-
  talized water tank with a capacity of nearly twenty tons. The craft 
  is approved for flight with its aft cargo door open, and so its first-
  response complement often includes smokejumpers and airborne 
  paramedics. The Muskrat can refill its water tank from any body of 
  water at least 300 meters across, providing added flexibility, while 
  its comprehensive Garret R32 sensor package includes look-down 
  radar, high-resolution cameras and infrared imaging. 
  Thanks to its popularity with smokejumpers, the Muskrat has 
  also entered the recreational aircraft market. Solaris Skydiving 
  recently purchased six Muskrats and converted them to jump 
  planes for the ’66 Solaris Freefly Competition. Due to a strong 
  performance there, in Q3 of 3068 StarCorps will begin offering 
  the Muskrat 379-B. The 379-B will replace its radar and infrared 
  imaging with additional digital cameras and offer increased pas-
  senger capacity at the expense of its water tanks. 
  PTI’s test pilots gave the Muskrat high marks for handling, par-
  ticularly in deep flaps necessary for water dumping and jumper 
  deployment. Airfield landings were satisfactory for a seaplane, 
  and STOL capabilities received above-average scores from all 
  pilots. 
  Functionality: 
  µµµµµ
  Quality: 
  µµµµµµ
  Value: 
  µµµµµ
  Mosquito IX Radar Plane (Malrite Company)
  Many companies never recover from a weak market entry.  The 
  stigma of a poorly received initial release has left countless orga-
  nizations bankrupt.  DMI, Ltd. had such a start, but after being 
  acquired by Malrite, six centuries of steady sales have erased that 
  tainted image and garnered a small share of the surveillance 
  aircraft market.  
  Aside from minor cosmetic changes the ’67 Mosquito is identi-
  cal to the ’52 model that earned favorable reviews fifteen years 
  ago.  As with the ’52 model, the ‘67 Mosquito impressed PTI’s 
  engineering team with its solid components, and modular SISO 
  equipment.  Airframe stress was well within prescribed tolerance 
  and the craft is technically sound.  Powered by a reliable Hermes 
  fission engine, the Mosquito is adaptable to a variety of environ-
  ments with minimal modifications.  Although less popular than 
  fusion equivalents, the line has an exemplary record, and it’s 
  technician friendly; earning favorable comments from the review 
  panel.  An excellent cargo capacity and wonderful sensor suite 
  round out an impressive package backed by one of the industry’s 
  best warranties. Unfortunately, performance comes at a premium. 
  The Mosquito’s MSRP is 30% or more above competing products 
  in most markets.  While Malrite’s PR campaign lauds this as the 
  price of excellence, PTI cannot agree.  The high price tag has left 
  most markets with a dearth of vendors and service providers and 
  regularly scheduled maintenance can sideline the aircraft for 
  twice as long as competing products.  If not for the high price 
  tag, the Mosquito would undoubtedly outsell its competitors in 
  most markets.  
  Functionality: µµµµµµ 
  Quality: 
  µµµµ
  Value:  
  µµ
  FIXED-WING AIRCRAFT
  This category focused on common aircraft massing 200 tons or 
  less, leaving super-sized transports for a specialized review. The 
  primary division in this market segment occurs with propulsion 
  technology. Our team considered both jet-propelled craft, like the 
  FB335 Long Haul, and turbo-props, like the KC-9 King Karnov.
  Fixed-wing support aircraft are typically deployed in mid-air 
  refueling, transport, relief, evacuation and similar roles. Many craft 
  are equipped with tailgate cargo doors for ease of loading and 
  unloading goods. Among armored support craft, StarSlab Viceroy 
  Mk III, Kallon Light Shield SR and SimplePlate Manufacturers Type 
  K are popular choices. Support aircraft also tend to be unarmed, 
  though some models incorporate light weaponry to deter infan-
  try units. 
  Smoke Ultralight Trike (StarCorps Industries)
  Best known for the Warhammer BattleMech, StarCorps has 
  been manufacturing military hardware for more than three 
  centuries. Headquartered on Menke in the Capellan Confed-
  eration, StarCorps is a multinational corporation with production 
  facilities throughout much of the Inner Sphere. Though it is most 
  often identified as a defense contractor, about thirty percent 
  of the company’s customer base comes from its endeavors in 
  private-sector markets. This year, StarCorps has two entries in Hot 
  Products, both fixed-wing aircraft. This development represents a 
  new market for StarCorps.
  Gambling that recreational aircraft will experience a resur-
  gence, now that the Federated Commonwealth Civil War is over, 
  StarCorps introduced the Smoke Ultralight Trike in Quarter 4 of 
  3067. The Smoke is constructed from aluminum alloy tubes cov-
  ered with a fiberglass composite, and suspended under a fifteen 
  square meter wing. The wing is a nylon-polymer sheath over a 
  rigid airframe, and is fully collapsible for storage and transport. 
  The Smoke can comfortably carry its pilot and up to 100 kilograms 
  of cargo, and comes standard with a safety package.
  The base model Smoke is powered by a Pitban Model-534 jet 
  engine, which has a low thrust-to-weight ratio that gives the craft 
  exceptional range for its weight. The frame and wing assemblies are 
  produced locally in most markets, while the engines are imported. 
  Final assembly is the responsibility of the individual resellers. A fuel-
  cell electric-powered version of the Smoke is planned for Q3 3068. 
  Several militaries have expressed interest in this model.
  Test pilots found the unusual combination of a jet engine and 
  ultralight design daunting; one even called it incontinence-induc-
  ing.  But once the pilots acclimated to the quick take-off and rapid 
  ascent, they rated it as the craft’s best feature. Flight characteris-
  tics surpassed the manufacturer’s specifications by 3.5 percent in 
  most categories, earning the Smoke an exceptional rating.
  Functionality: 
  µµµµµµ
  Quality: 
  µµµµµµµ
  Value: 
  µµµµµ
  Muskrat-379 (StarCorps Industries)
  Now in its fifth year of production, StarCorps’ second award-
  winner is the multi-purpose Muskrat-379. The Muskrat is built on 
  a resilient, semi-monocoque fuselage, made up of graphite epoxy 
  composites. Steel and titanium alloys are used around the engine 
  mounts and in other high-temperature areas. 
  An amphibious, prop-driven aircraft with short take-off and land-
  ing capabilities, the Muskrat’s standard configuration includes a 
  
  113
  113
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  NAVAL VESSELS
  Traditional (or blue-water) naval vessels are found on many 
  planets in the Inner Sphere, though they are infrequently 
  deployed in combat roles. Construction materials vary, from 
  fiberglass-shell sport boats to armor-plated coastal patrol 
  craft. Displacement hull craft are the most common, though 
  numerous manufacturers like Skye Pleasure Craft and Win-
  dancer Marine Technologies each produce several reputable 
  hydrofoil models, and a few specialty manufacturers, like 
  Ryan Systemics, produce submarines. 
  Smaller craft hulls may be vacu-formed in one piece, while 
  larger craft are usually constructed on an alloy frame wrapped 
  in layered composite materials. Military uses for naval vessels 
  are typically defensive in nature and include protecting water-
  borne installations, patrolling shipping lanes, troop transport 
  and coastal security. The flexibility of BattleMechs has elimi-
  nated most other roles. Units up to 300 tons are considered 
  in this category. 
  Silverfin Coastal Cutter (Windancer Marine Technologies) 
  This year’s Editor’s Choice vehicle is the Silverfin coastal 
  cutter by Windancer Marine Technologies. This hydrofoil uses 
  a proprietary blend of polymers to create a uniquely durable 
  foil that impressed the experts. The evaluation model met or 
  exceeded every expectation, and performed so well that the 
  reviewers wondered if an upgraded model had been supplied 
  for testing. To allay their concerns, the testing team arranged 
  to demo another Silverfin from a local dealer. The demo craft 
  competed side by side with the evaluation craft, as the team 
  ran through all the tests a second time. Amazingly, both craft 
  performed almost identically. The margin of difference was 
  statistically insignificant, and cinched the Silverfin for our Edi-
  tor’s Choice award.
  The Silverfin outperformed competing vessels in accelera-
  tion and maneuverability tests, and came in second overall in 
  the handling category. Crew stations were well laid out and 
  easy to use, and the bow-mounted Magnum-Sperry machine 
  gun performed beautifully in both stationary firing and flank 
  speed firing tests. The Silverfin doesn’t skimp on important 
  components, either. A surveillance package, turret-mounted 
  searchlight and Faulk-150 Comset communications package 
  all round out this impressive vehicle. 
  The Windancer Lightwave armor held up as advertised to 
  a full-power shot from a Diverse Optics Type 10 laser. Though 
  the ship needed significant repairs, its structure remained 
  sound, and suffered only a 2.3-percent loss in maneuverability 
  tests after damage. 
  Functionality: 
  µµµµµµ
  Quality: 
  µµµµµµ 
  Value: 
  µµµµµµµ
  HOVERCRAFT
  Units in this category must mass 100 tons or less. Hovercraft 
  ride on cushions of air generated by lift fans and contained 
  beneath the vehicle by a flexible polymer skirt. This set-up 
  allows such craft to skim over the ground at altitudes as 
  narrow as fifty centimeters (skirt-to-surface clearance). Con-
  struction materials and propulsion systems vary greatly and 
  are not considered separately in this evaluation. 
  Auxiliary hovercraft have variable operational profiles 
  that include mine-sweeping and -laying, medevac, amphibi-
  ous assault, logistics, recon and coastal security. As they 
  frequently operate outside the rear echelon, most military 
  hovercraft have some form of anti-personnel weaponry such 
  as the Johnston MiniGun or Slingshot machine gun. Primary 
  armaments, when available, often include Holly or HoverTec 
  missile launchers. 
  In the private sector, hovercraft serve in a number of 
  transportation roles that leverage their unique capabilities. 
  A surprising trend has a number of DropPort management 
  corporations using hovercraft for DropShip crash rescues and 
  firefighting. 
  Mastodon Transport (Cyclops, Incorporated)
  The Mastodon entered the market in Q1 of 3067 as the 
  newest in a class of vehicles designed to compete with bulk 
  transports. Though it uses an expensive Vlar fusion engine, its 
  ability to ford rivers, lakes and other bodies of water gives it an 
  advantage in certain niche markets like archipelagos, where 
  goods imported from the mainland must be flown in at great 
  expense or sent by surface ship with significant delay. 
  At eight meters high and thirty-two meters long, the Mast-
  odon is a massive vehicle, with an impressive cargo capacity 
  equivalent to a small fleet of conventional trucks. Four giant 
  drive fans propel it to a maximum speed of 64.8 kph. Cyclops 
  engineers opted for a reliable loop-and-segment airskirt, 
  where the skirt material is attached to the underside of the 
  vehicle and forms a continuous loop around the craft to which 
  segmented chambers are connected.
  The Mastodon was well received by our evaluation team. 
  Numerous tie-down points and a spacious cargo hold were 
  notable strengths, as the vehicle’s interior is wonderfully 
  appointed for its designed role. The driver’s station received 
  top scores for layout and functionality, and its communica-
  tions suite also garnered praise. Operational range was well 
  above average for the class.
  Militia forces on Skye are reportedly testing a modified 
  Mastodon for use as an armor and infantry transport. As it 
  may see combat, the Skye version has been upgraded with 
  anti-personnel weaponry and several tons of Arcshield Light 
  V3 armor. The Light V3 armor is not as thick as standard plate 
  armor, but provides adequate protection for a noncom vehicle. 
  The testing team did not evaluate the Skye version. 
  Functionality: 
  µµµµµ
  Quality: 
  µµµµµµ 
  Value: 
  µµµµµ
  
  VTOLS
  Only craft that mass 60 tons or less are considered in this 
  category, though such craft may employ vectored-thrust or 
  rotary-wing propulsion styles. Vectored-thrust aircraft use special 
  directional nozzles to control their engine exhaust, creating thrust 
  and producing lift along different axes. Rotary-wing VTOLs use 
  one or more primary propellers (rotors) to provide lift, with tail 
  rotors to produce latitudinal thrust to counter the main rotor’s 
  spin.
  Support VTOLs operate in an assortment of roles shared by 
  hovercraft. Heavy-lift VTOLs, like the NETC’s Skyhook, can trans-
  port ’Mechs and combat vehicles alike, though they frequently 
  ferry supplies from protected stockpiles to the rear echelon. 
  RTC-215M Swiftran (Cal-Boeing)
  This year’s “Lemon Award” winner, the Swiftran, produced by 
  Cal-Boeing, has a long history of sub-par performance. In an effort 
  to correct its problems, the ’67 model employed a new comput-
  erized stabilizer for its tilt-rotor operation, but unfortunately for 
  anyone who owns one, a software glitch can cause the assembly 
  to seize if the engines are rotated at speeds above 21.6 kph. As 
  a result, Cal-Boeing has issued a recall for all ’67 models manu-
  factured prior to June 29. Defective units can be serviced at any 
  authorized outlet, or a field service kit can be ordered through 
  Cal-Boeing. 
  The paramedic equipment that comes standard with the Swift-
  ran functioned adequately in tests, but Cal-Boeing has replaced 
  the ’66 model’s gear with a lower-quality kit from a new subcon-
  tractor. In addition, the duraplast seats have been swapped for 
  canvas web designs, and other similar corners have been cut. 
  Overall, the testers found the Swiftran met all its functionality 
  claims, but at a significant cost in quality and value.
  Functionality: 
  µµµµµµ
  Quality: 
  µ
  Value: 
  µµ
  Pegasus Passenger VTOL (Blackstone BattleMechs)
  It’s been more than twenty years since a manufacturer has a 
  first model year product place favorably.  Expectations were high 
  when Blackstone announced the Pegasus VTOL, and to the delight 
  of corporate executives in the Lyran Alliance, they delivered.  
  Designed with the working professional in mind, each seat 
  is equipped to provide a comfortable working environment in 
  transit.  The main cabin has a fore and aft lavatory, automated 
  beverage service, and adequate—if not spacious—leg and 
  elbow room.
  The Pegasus is powered by whisper-quiet electric fuel cell 
  engines, giving passengers a peaceful commuting experience 
  without the need for expensive sound baffling technologies. 
  With an impressive 2,000 km range and seating for 100 passen-
  gers, the Pegasus is a laudable alternative to maglev commuter 
  trains in many markets.  The lack of armor has kept it out of the 
  military sector so far, but Blackstone has hinted they may make 
  an armored model (with reduced passenger capacity) available 
  in 3069.  
  Functionality: µµµµµ
  Quality: 
  µµµµ
  Value:  
  µµµµµµ
  TRACKED VEHICLES
  The tracked vehicle category includes combat engineering 
  vehicles, construction equipment, cargo transports, recovery 
  vehicles and so on. To be considered for this category, units must 
  mass less than 200 tons. Power plants are not evaluated sepa-
  rately due to the number of available options.
  Noncombat tracked vehicles often perform battlefield engineer-
  ing. Equipped with an array of rock cutters, manipulators, chainsaws 
  and bulldozers, they are used to erect (or to demolish) temporary 
  fortifications. Other tracked vehicles include some models of heavy 
  BattleMech recovery units and arctic exploration craft.
  CellCo Ranger UPU 3000 (Quikscell Company)
  In the 3050s, the Jade Falcons’ push into the Inner Sphere 
  threatened to put Quikscell out of business. When the FedCom 
  Civil War started, industry skeptics gave Quikscell long odds of 
  surviving. Apparently the industry skeptics are lousy odds-makers, 
  as Quikscell is thriving in the postwar market. Sales of their LRM 
  and SRM carriers are up, and their government-sector products 
  are slightly ahead of sales projections. 
  The ’67 Ranger’s success is a product of Quikscell’s marketing. In 
  a time when newer and better are almost synonymous, Quikscell 
  marketed the Ranger as a simple solution to complex problems. The 
  vehicle is fundamentally unremarkable, but that feature is what most 
  endeared it to PTI’s test team. Its simplified design reduces mainte-
  nance time, and common components minimize repair costs. 
  The Ranger received low scores on every comfort category 
  available, but was well received otherwise. Competing units in 
  this class featured popular targeting and tracking systems, such 
  as the Maxell TA55, and other high-priced features. The Ranger, by 
  comparison, is priced less than some ground cars. Though techni-
  cally inferior, its performance earned it an honorable mention in 
  this category. 
  Functionality: 
  µµµ
  Quality: 
  µµµµµµ 
  Value: 
  µµµµµµ
  Sherpa Armored Truck (Earthwerks-CC)
  Earthwerks first entry in this review comes in the unusual form 
  of a half-track.  The Sherpa continues to suffer from sub-standard 
  range for a support vehicle, costing it dearly in several categories. 
  Surprisingly, it remains quite popular.
  Powered by a Capellan produced GM petrochemical engine, the 
  Sherpa boasts a Dynatec 270 series fire control system and two 
  tons of military-grade Riese 100 armor.  With seven tons of flatbed 
  cargo space it is comparable to the venerable J-27 Ordance Trans-
  port.  Although the latter boasts better speed, the Sherpa stood up 
  to a Defiance P5M Laser in testing, perhaps explaining its popular-
  ity with ordinance officers to the consternation of quartermasters.  
  Robust construction aside, the Sherpa falls in the middle as 
  compared to other units.  The cab interior is what generations 
  of soldiers have come to expect from military equipment.  Open 
  panel construction provides easy access to a plethora of wiring 
  harnesses.  Functional dials and readouts adorn a simplistic con-
  sole, and climate controls are sub-standard.  Suspension is tight, 
  giving passengers a rough ride.  When operating at flank speed 
  over broken ground our test gunner achieved a deplorable 28% 
  hit rate versus stationary targets.
  Functionality: µµµ
  Quality: 
  µµµµµµ
  Value:  
  µµµ
  
  115
  115
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  WiGE:
  In the pre-spaceflight days of Terra, aircraft engineers 
  discovered a dramatic increase in lift that occurred when 
  fixed-wing craft operated in close proximity to the ground. 
  Two thousand years later Wing in Ground Effect craft remain 
  a curiosity.  Part hovercraft and part fixed-wing aircraft, these 
  are jacks of all trades vehicles.
  This category is more open than most, and PTI only restricts 
  units based upon weight.  Any craft under 80 tons is consid-
  ered.
  Coanda PSC (Skye Pleasure Craft)
  Designed as a sport racing craft, the Coanda is not intended 
  for military consumption.  Last year, a high profile Loki opera-
  tion rescued the daughter of an unnamed Skye noble, and 
  now the rumor mill tells that military leaders are considering 
  employing the Coanda in rapid deployment scenarios.   
  PTI’s test team spent ten days putting the Coanda through 
  a rigorous evaluation, and it came out on top of fifteen cate-
  gories.  Best in class for acceleration and maneuverability, this 
  tiny package hums along on a high performance GM internal 
  combustion engine with an incredible thrust to weight ratio.
  Skye Pleasure Craft spared no expense on the interior, 
  appointing the two-passenger cabin with walnut inlays, 
  chrome accents, and an all-digital instrumentation package. 
  Technophobes will be happy to know that an analog instru-
  mentation package is also available.  The leather bucket seats 
  are comfortable and adjust easily, providing ample leg room. 
  Five-point restraints, and supplemental restraint systems 
  round out a comprehensive safety package.
  Functionality: µµµµµ 
  Quality: 
  µµµµµ
  Value:  
  µµµµµµµ
  WHEELED VEHICLES
  The wheeled support vehicle category encompasses units 
  up to 80 tons in mass. From fuel tankers to troop transports, 
  the most common support units are wheeled. Like the tracked 
  vehicle category, they are not subdivided by power plant. As 
  they often travel from staging areas to the front lines, many 
  wheeled support vehicles mount anti-personnel weapons, 
  and some mount light anti-armor and anti-’Mech weapons 
  like the Defiance Shredder autocannon or the LongFire V mis-
  sile launcher. Wheeled support vehicles are often armored to 
  some extent.
  Ibex RV (Earthwerks-FWL)
  Long known for their array of dependable BattleMechs, 
  Earthwerks entered the noncombat vehicle market eighteen 
  years ago with the Ibex. It has won the Wheeled Support 
  Vehicle category for an impressive six of those years, most 
  recently in 3062. 
  The military Ibex features rugged Durallex A47 Series 
  armor, superb off-road handling, adequate cargo space and 
  an excellent top speed of 86.4 kilometers per hour. It has a 
  roomy interior with seating for eight, and 400 kilograms of 
  cargo space. 
  The test team was impressed with every aspect of the Ibex. 
  The driver’s seat burgeons with convenient accessories and 
  controls, though unfortunately none operate the King David 
  light gauss rifle. Earthwerks declined to comment on a rumor 
  that fire control would be an option for the ’68 model. The 
  Ibex received excellent scores in seventeen categories, and 
  this year’s model posted a record-setting time on the off-road 
  course. 
  Functionality: 
  µµµµµµ 
  Quality: 
  µµµµ
  Value: 
  µµµµµ
  P T I  
  HOT PRODUCTS
  
  In BattleTech, the term “Support Vehicle” refers to a wide range 
  of conventional vehicles not built to same precise military stan-
  dards as BattleMechs, ProtoMechs, Combat Vehicles, and fighters. 
  This class of unit includes civilian and industrial variants of every-
  thing from ground vehicles (tracked, wheeled, hover and WiGE), 
  to VTOLs, airships and fixed-wing aircraft, to naval vessels such 
  as surface ships, hydrofoils and submarines. Common almost 
  anywhere where that industrial development exists, Support 
  Vehicles perform such diverse functions as civilian transportation, 
  industrial applications and even battlefield recovery.
  The following system enables players to construct unique Sup-
  port Vehicles for BattleTech games that conform to the standard 
  rules presented in Total Warfare. As these rules can be fairly math-
  intensive, designers are encouraged to do all work on scratch 
  paper before committing the resulting Support Vehicle’s specifi-
  cations to an appropriate blank Vehicle Record Sheet.
  SUPPORT VEHICLE BASICS
  Support Vehicle construction relies on three primary factors: 
  motive type, technology base and weight. These factors were 
  broadly overviewed in the Construction Basics section (see p. 18). 
  The notes below expand on these factors.
  MOVEMENT (MOTIVE) TYPE
  Support Vehicles in Total Warfare standard rules play come in a 
  variety of movement (motive) styles that largely determine what 
  their maximum tonnages may be and the terrains in which they 
  may operate. These features are broadly outlined below. Because 
  so much is influenced by the vehicle’s movement type—includ-
  ing its record sheet—this factor must be decided upon first in 
  the design process. The more varied nature of Support Vehicles 
  provides for more motive types than with Combat Vehicles
  Airships: Airship Support Vehicles use light-than-air gases to 
  achieve their lift, and require smaller engines to achieve thrust. 
  These relatively slow-moving aircraft Support Vehicles may weigh 
  as much as 300 tons, and are favored mostly as observation units 
  or airborne cruise liners.
  Fixed-Wing: Fixed-Wing Support Vehicles are essentially 
  conventional aircraft, including propeller-driven planes and atmo-
  spheric jets. Massing up to 200 tons, they are generally favored 
  for long-distance transport and passenger service, though some 
  more militarized versions have been developed as radar planes, 
  airborne refueling craft or even search and rescue units.
  Hovercraft: Hover Support Vehicles are among the fastest types 
  of ground vehicle. Weighing up to 100 tons, most of these are com-
  mercially used for cargo and passenger transport duties, though 
  more militarized versions may be employed as police cruisers.
  Naval: For Support Vehicles, the naval category encompasses 
  submersible, hydrofoil and standard displacement hull-type 
  vessels whose upper mass depends on their final chassis modifi-
  cations (subs and displacement hulls can be as heavy as 300 tons, 
  while naval craft with a hydrofoil modification may only mass 
  up to 100 tons). Most of these are used for cargo and passenger 
  transport on water-rich worlds, though fishing boats and deep-
  sea explorers are also common.
  Tracked: Tracked vehicles are the most common type of 
  industrial Support Vehicles. These vehicles can weigh as much as 
  200 tons, and can handle most terrain thanks to their tracks or 
  treads. Typical applications for such vehicles include tractors and 
  construction equipment, though militarized models include the 
  likes of bridge layers and armored riot control vehicles.
  RA 
  RA
  Maintenance crews pepare to work on a Fifth FedCom NSR-9J Nightstar, starting with a coolant flush.
  
  117
  117
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  VTOL: VTOLs are one of the lightest Support Vehicle motive 
  types, with a maximum weight of 60 tons. Slower than fixed-
  wing aircraft but faster than most ground vehicles, these units 
  are often employed by police and emergency crews as search 
  and rescue units, or by commercial agencies for traffic obser-
  vation, news coverage and routine short-range transport of 
  goods or VIPs. 
  Wheeled: Wheeled vehicles are perhaps the most common 
  Support Vehicle, as they encompass all manner of commercial, 
  industrial and private-use transports. Ranging from motor-
  cycles, economy cars and minivans to tractor-trailer rigs and 
  even heavy road-service vehicles, these units can weigh as 
  much as 160 tons.
  WiGE: Wing-in-Ground-Effect (WiGE) Support Vehicles may 
  weigh as much as 240 tons and are essentially a hybrid of a 
  hovercraft and an aircraft. These rare ground vehicles are fast, 
  and favored for long-distance transport operations, but require 
  a burst of speed to attain their low-level flight capabilities.
  Chassis Modifications
  Some Support Vehicle motive types (such as naval vehicles) 
  may also receive chassis modifications that can affect their 
  mobility in certain terrains or even influence their maximum 
  weight limit.
  TECHNOLOGY BASE
  In Total Warfare standard play, Support Vehicles broadly 
  fall into one of two available technology bases: Inner Sphere 
  or Clan. Inner Sphere vehicles may only use Inner Sphere 
  equipment, while Clan vehicles may only use Clan equipment. 
  However, a much wider range of standards exists for Support 
  Vehicles than for most battlefield units. This range is expressed 
  as the unit’s Technology Rating, described below.
  The distinction between Clan and Inner Sphere technology 
  bases remains applicable even under the Technology Rating 
  system used by Support Vehicles. Also, all of the following core 
  Support Vehicle structural components are incompatible with 
  those of Combat Vehicles: chassis (internal structure/Struc-
  tural Integrity), engines, control systems and armor.
  Technology Rating
  In the Weapons and Equipment Tables used for creating 
  Combat Vehicles and other units in this book, each item has 
  a Technology Rating listed in addition to a tech base. This 
  rating (expressed as a series of letter grades that define the 
  level of technology and its availability through the major eras 
  of BattleTech history) helps to determine the item’s level of 
  sophistication, and may even be used to help standardize the 
  level of advancement the unit demonstrates for purposes of 
  era-based campaigning.
  While the Tech Rating does not generally affect the con-
  struction of most other units, in Support Vehicle design, this 
  factor heavily influences the weight, efficiency and costs of the 
  various components a Support Vehicle may employ. Support 
  Vehicles are constructed using two Tech Ratings: Structural 
  Tech Rating and Overall Tech Rating.
  The Tech Rating of a Support Vehicle also influences its cost 
  and helps determine its availability for era-based games. For 
  more information on this, consult the Costs and Availability 
  section (p. 274).
  Structural Tech Rating: This Tech Rating is used for a Sup-
  port Vehicle’s base chassis, and fixes the vehicle’s access to 
  certain components and modifications. Based on the chassis 
  modifications desired, a Support Vehicle designer may find it 
  necessary to increase the Structural Tech Rating for a given 
  motive type beyond its listed value. 
  Overall Tech Rating: This rating comes into play at the end 
  of construction, after the designer has found the Tech Ratings 
  required for the vehicle’s engines and other components. The 
  highest-rated item on a Support Vehicle defines its final Over-
  all Tech Rating. For instance, if a Support Vehicle is constructed 
  using chassis components and engines with a Technology 
  Rating of C, but then mounts a Technology E item (such as a 
  Guardian ECM Suite), the Support Vehicle will receive an Over-
  all Tech Rating of E.
  Support OmniVehicles
  Support OmniVehicles—Support Vehicles built using the 
  Omni chassis modification and designed for rapid recon-
  figuration between missions—are available to Clan and 
  Inner Sphere technology bases. These Support Vehicles use 
  the same construction rules as standard Support Vehicles, 
  but when an Omni is made, the designer must first establish 
  its base configuration. The base configuration of a Support 
  OmniVehicle includes its chassis, engine, control systems, 
  armor and—if desired—any additional equipment considered 
  “hardwired” to its design.
  The weight, item slots and arrangement for all of this “fixed” 
  equipment is locked in for all configurations of that Support 
  OmniVehicle, leaving any leftover tonnage and critical space 
  open for pods that can mix and match additional weapons 
  and equipment based on mission needs. A base Support 
  OmniVehicle configuration is never considered a finished 
  unit, and is generally not legal for Total Warfare standard rules 
  play (as such units are essentially open frames of empty pods). 
  Only the completed Primary and Alternate configurations of 
  a Support OmniVehicle (which must always comply with the 
  rules for constructing standard Combat Vehicles) are consid-
  ered legal for game play. 
  WEIGHT (AND SIZE)
  Because they represent a far broader category of unit type 
  than Combat Vehicles, Support Vehicles are classified by size 
  as well as weight.
  Small Support Vehicles: Small Support Vehicles are 
  classified as all Support Vehicles built below 5 tons (5,000 
  kilograms) in total weight. Support Vehicles built at this size 
  use the kilogram standard for their construction.
  Medium and Large Support Vehicles: Medium and Large 
  Support Vehicles use the tonnage standard for their construc-
  tion, and start at 5 tons. Based on the motive type chosen, 
  these vehicles may run the gamut from 5 to 300 tons (increas-
  ing in half-ton increments). 
  
  protection that may or may not be relevant to its design. Others 
  may want to add weapons before adding more heat sinks, to see 
  how many may be needed before installing any.
  To assist in this effort, the designer may find it useful to make 
  copies of an appropriate blank Vehicle Record Sheet (in the back 
  of this book), to visually arrange the placement of weapons and 
  equipment while tracking the use of tonnage on a piece of scratch 
  paper. Alternatively, designers with access to the appropriate 
  HeavyMetal application can use that design software to develop 
  their Support Vehicle electronically.
  STEP 1: DESIGN THE CHASSIS
  The first step in Support Vehicle design is the creation of the 
  vehicle’s basic framework, or chassis. This step establishes some of 
  the most basic aspects of the Support Vehicle’s design, determin-
  ing what kind of vehicle it is, its motive type, technology base and 
  weight. These choices will restrict the designer’s access to certain 
  equipment, and will also determine the weight and bulk of the 
  vehicle’s internal structure. 
  CHOOSE MOTIVE TYPE
  Support Vehicles come in a variety of motive types (also 
  referred to as movement types), which can affect their maximum 
  weight, terrain restrictions and engine efficiencies. Because of 
  this, choosing a Support Vehicle’s motive type is the first key part 
  of the chassis design process. Even the selection of a proper blank 
  Record Sheet for use in vehicle design hinges on the choice of 
  motive type before any other component.
  The Support Vehicle Motive Types Table below provides key 
  data that applies to Support Vehicle design and game play. Each 
  of the motive types covered by these rules is listed in the Motive 
  Type column, along with its upper Size-Class Limit, its own Maxi-
  mum Weight (beyond which Support Vehicles of that motive type 
  may not be constructed) and Restricted Terrain (areas impassable 
  to units of that motive type in Total Warfare game play). The Sup-
  port Vehicle Record Sheet Table, meanwhile, determines which 
  Blank Record Sheet must be used to record the construction of a 
  new Combat Vehicle from a given motive type.
  Simon wants to design a fast and small 
  ambulance for city use. He decides on a 
  wheeled design, which he names the Simca. In 
  preparation for the design process, he gets a 
  copy of a Ground Vehicle Record Sheet ready.
  Todd is designing an airborne Support 
  Vehicle ideal for medivac missions close to 
  a battle zone, and chooses a VTOL motive 
  type for his design. He names his unit the 
  RTC-215M Swiftran, and prepares a VTOL 
  Record Sheet to aid in his design.
  Aaron has a more industrial concept in 
  mind for his Support Vehicle. Though he 
  considers a tracked design, he sees his unit, 
  the Hesiod, as more of an all-purpose utility 
  vehicle, and decides on a wheeled design 
  Weight and Size Classes
  Unlike most battlefield units, Support Vehicles are rarely 
  grouped together by weight class, even though they may range 
  in weight and features as broadly as their militarized analogues. In 
  fact, while a case may be made for Support Vehicles to be classi-
  fied by the same light, medium, heavy and assault weight classes 
  that roughly equate to those of Combat Vehicles, a more distinc-
  tive difference lies in the size category.
  Small Support Vehicles generally fill civilian roles as personal 
  transports, including motorcycles, automobiles, and even one-
  man autogyros and powered balloons. Paramilitary versions 
  typically include jeeps, ultra-light transports and other vehicles 
  favored by motorized and mechanized infantry.
  Medium Support Vehicles focus mostly on civilian transport 
  duties toward the lighter end, while heavier units often perform 
  specialized tasks in construction, demolition and recovery work. 
  Militarized equivalents of these Support Vehicles typically fill the 
  role of battlefield logistical support, including tankers, ammuni-
  tion haulers and salvage trucks. Weight classes for such vehicles 
  are often merely a formalized means of tracking how heavy these 
  units are and how much work they are designed to handle.
  Large Support Vehicles—when they appear—are the “ultra-
  heavy” versions of their medium-sized kin. In civilian roles, these 
  are commonly super-heavy industrial vehicles or oversized bulk 
  transports. Paramilitary versions include heavy recovery vehicles 
  large enough to haul a BattleMech carcass on the field without 
  much prep work.
  Space
  In Support Vehicle design, internal space is less defined than it 
  is for ’Mechs, but often more restricted than for Combat Vehicles. 
  Nevertheless, a direct correlation exists between the weight of the 
  vehicle and the amount of weapons and other items it may carry. 
  Determining weight therefore also determines the internal space 
  (item slots) a Support Vehicle receives. 
  DESIGNING A SUPPORT VEHICLE
  The process of Support Vehicle design can be organized into six 
  simple steps, each of which is described in detail below.
  Step 1: Design the Chassis—Determine the Support Vehicle’s 
  motive type, tech base (including Structural Tech Rating), weight, 
  internal structure and chassis modifications (if any).
  Step 2: Install Engine and Control Systems—Determine the 
  Support Vehicle’s engine type, modifications and size; add control 
  systems.
  Step 3: Add Heat Sinks—Determine number and weight of the 
  Support Vehicle’s heat sinks (if any).
  Step 4: Add Armor—Determine type, amount and weight of 
  armor (if any), and allocate armor points.
  Step 5: Install Weapons and Equipment—Add weapons and 
  other equipment to the Support Vehicle.
  Step 6: Complete the Record Sheet.
  The above design process is a mere framework for designing a 
  Support Vehicle. The actual process—particularly after the chas-
  sis, engine and control systems are determined—can involve 
  a bit more flexibility as equipment, armor, heat sinks and other 
  components are balanced for their best fit in terms of weight 
  and item slots. For instance, some designers might wish to assign 
  armor to their Support Vehicles after all equipment is installed, 
  emphasizing the Support Vehicle’s main functions over battlefield 
  
  119
  119
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CHOOSE TECHNOLOGY BASE
  Support Vehicles may be constructed using Clan or Inner 
  Sphere technology bases. Support Vehicles created using 
  either tech base may be built as Support OmniVehicles, but 
  must incorporate the Omni chassis modification to do so (see 
  Allocate Weight for Internal Structure, p. 121).
  For various reasons, all five of our designers opt to use 
  an Inner Sphere Technology Base for their Support Vehicles. 
  Aaron, however, has decided to construct his Hesiod as a 
  Support OmniVehicle, hoping to maximize its flexibility.
  CHOOSE WEIGHT
  Depending on the Support Vehicle’s desired motive type 
  (see p. 118) and size class (Small, Medium or Large), the maxi-
  mum weight may vary greatly.
  For Small vehicles, designers may choose any weight under 
  5 tons, up to a maximum of 4,999 kilograms (in 1-kilogram 
  increments). Construction of such vehicles will be handled 
  using a kilogram standard, so the designer must first convert 
  like Simon’s. Aaron notes from the Support Vehicle 
  Record Sheet Table that he will use a Ground Vehicle 
  Record Sheet for his design.
  Brian thinks his Support Vehicle will 
  be something for the typical Inner 
  Sphere jet-setter: a fixed-wing luxury 
  aircraft that he has already named the 
  Jetta Coruna 4X. He prepares a Conven-
  tional Fighter Record Sheet for the work 
  of designing it.
  Christine has chosen to create a 
  paramilitary Airship, used to patrol the 
  skies over busy cityscapes, looking for 
  trouble and coordinating with ground-
  based units. Naming this craft the Dixon, she prepares 
  an Airship Vehicle Record Sheet to plan out her design.
  SUPPORT VEHICLE MOTIVE TYPES TABLE
  Motive Type
  Size Class 
  Limit*
  Max. Weight 
  (Tons)
  Restricted Terrain**
  Airship†
  Medium
  300
  Any Woods, Hills, or Structures at same altitude‡
  Fixed-Wing†
  Large
  200
  Any Woods, Hills, or Structures at same altitude‡
  Hover
  Large
  100
  Woods (Light and Heavy)
  Naval (w/ Hydrofoil modification)
  Medium
  100
  All except Water (Depth 1+)
  Naval (w/ Submarine or no mod.)
  Medium
  300
  All except Water (Depth 1+)
  Tracked
  Large
  200
  Woods (Heavy), Water (Depth 1+)
  VTOL
  Large
  60
  Any Woods, Hills, or Structures at same altitude‡
  Wheeled
  Large
  160
  Rough, Rubble, Woods (Light and Heavy), Water (Depth 1+)
  Wing-in-Ground-Effect (WiGE)
  Large
  240
  Any Woods, Hills, or Structures at same altitude
  *Large Airships and Naval Support Vehicles will be covered in Tactical Operations.
  **Some Support Vehicle types may receive modifications that can alter their terrain restrictions.
  †These Support Vehicle types use Aerospace Fighter movement and combat rules. (Airships may not operate on the High-Altitude Map; Fixed-Wing Support Vehicles may operate on the 
  Ground Row and Row 1 of the High-Altitude Map.)
  ‡These units may land only in Clear or Paved Terrain. (VTOL-capable units may also land atop buildings and on helipads, but may not operate on the High-Altitude Map.)
  SUPPORT VEHICLE RECORD SHEET TABLE
  Motive Type
  Record Street
  Airship (Small or Medium Size)
  Airship
  Fixed-Wing (Any Size)
  Conventional Fighter
  Hover, Tracked, Wheeled or WiGE (Small or Medium Size)
  Ground Vehicle
  Hover, Tracked, Wheeled or WiGE (Large)
  Large Ground Vehicle
  Naval (All forms, Small or Medium Size)
  Naval Vehicle
  VTOL (Any Size)
  VTOL
  
  MASTER SUPPORT VEHICLE WEIGHT TABLE
  Support Vehicle Motive Type (Size)
  Weight Range (Tons)
  Minimum Tech/ 
  Base Availability Rating
  Base Chassis Value
  Base Engine Value
  Airship (Small)
  0.100 – 4.999
  A/C-D-C
  0.20
  0.004
  Airship (Medium)
  5 – 300
  B/D-E-D
  0.25
  0.008
  Fixed-Wing (Small)
  0.100 – 4.999
  B/C-D-C
  0.08
  0.005
  Fixed-Wing (Medium)
  5 – 100
  B/C-D-C
  0.10
  0.010
  Fixed-Wing (Large)
  100.5 – 200
  B/D-E-D
  0.15
  0.015
  Hover (Small)
  0.100 – 4.999
  C/A-B-A
  0.20
  0.0025
  Hover (Medium)
  5 – 50
  C/A-B-A
  0.25
  0.004
  Hover (Large)
  50.5 – 100
  C/B-C-B
  0.30
  0.008
  Naval (Small)
  0.100 – 4.999
  A/C-D-C
  0.12
  0.004
  Naval (Medium)
  5 – 300
  A/C-D-C
  0.15
  0.007
  Tracked (Small)
  0.100 – 4.999
  B/B-C-B
  0.13
  0.006
  Tracked (Medium)
  5 – 100
  B/B-C-B
  0.15
  0.013
  Tracked (Large)
  100.5 – 200
  B/C-D-C
  0.25
  0.025
  VTOL (Small)
  0.100 – 4.999
  C/C-D-C
  0.20
  0.002
  VTOL (Medium)
  5 – 30
  C/C-D-C
  0.25
  0.0025
  VTOL (Large)
  30.5 – 60
  C/D-E-D
  0.30
  0.004
  Wheeled (Small)
  0.100 – 4.999
  A/A-A-A
  0.12
  0.0025
  Wheeled (Medium)
  5 – 80
  A/A-B-A
  0.15
  0.0075
  Wheeled (Large)
  80.5 – 160
  A/B-C-B
  0.18
  0.015
  WiGE (Small)
  0.100 – 4.999
  C/B-C-B
  0.12
  0.003
  WiGE (Medium)
  5 – 80
  C/B-C-B
  0.15
  0.005
  WiGE (Large)
  80.5 – 240
  C/C-D-C
  0.17
  0.006
  Support Vehicle Item Slots
  Number of Item Slots = 5 + (Support Vehicle Tons ÷ 10); Round down to the nearest whole number
  Space
  In addition to determining the maximum total weight of all 
  equipment and components that comprise the vehicle, the Sup-
  port Vehicle’s weight also determines the maximum amount of 
  items that may be mounted on the unit. For all Support Vehicles 
  weighing 300 tons or less (which encompasses all of the Support 
  Vehicle types in this book), this equipment space limit is 5 base 
  item slots, plus 1 additional slot for every 10 tons (10,000 kilo-
  grams) of Support Vehicle weight (rounded down). For example, 
  a 22-ton Support VTOL may carry up to 7 slots for items (5 base + 
  [22 tons ÷ 10] = 7.2, round down to 7 item slots), while a 45-ton 
  Support hovercraft may carry up to 9 items (5 base + [45 tons ÷ 
  10] = 9.5, round down to 9 item slots).
  Though built like Combat Vehicles to an extent, Support Vehi-
  cles mount equipment less efficiently than their battlefield kin. 
  Rather than occupying one slot per item, equipment mounted in 
  a Support Vehicle may occupy a variable amount of equipment 
  slots, as indicated by the Support Vehicle Slots column on the 
  Weapons and Equipment Tables.
  to kilograms any desired items with a weight listing in tons. To do 
  this, multiply the item’s tonnage by 1,000.
  Medium and Large Support Vehicles begin at 5 tons and can 
  weigh any tonnage desired up to the maximum listed for their 
  motive type (including any relevant chassis modifications, such 
  as a hydrofoil modification for naval vehicles). This choice of 
  weights must be measured in half-ton increments for the unit’s 
  total weight. Construction of such vehicles will be handled using 
  a tonnage standard, so the designer must first convert to tons any 
  desired items with a weight listing in kilograms. To do this, divide 
  the item’s kilogram weight by 1,000.
  The Master Support Vehicle Weight Table below defines the 
  weight ranges of each Support Vehicle that may be designed 
  under these rules, by motive type and size class. Regardless of 
  the Support Vehicle’s size and motive type, the total weight of 
  its engine, equipment, armor and other components must not 
  exceed the weight chosen. Any unspent weight left after the 
  creation process is considered cargo space, if the vehicle still has 
  equipment slots to spare, or “wasted weight” if it does not.
  
  121
  121
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  Christine decides that her Dixon 
  should be as large as she can make 
  it, to maximize its capabilities as a 
  floating police headquarters. She 
  chooses the Medium size class—the largest available 
  to Airship Support Vehicles—and a weight of 300 tons. 
  This weight gives the Dixon a space capacity of 35 item 
  slots (5 base slots + [300 tons ÷ 10] = 35 slots). 
  Christine also notes her Dixon’s Base Chassis Value is 
  0.25 and its Base Engine Value is 0.008.
  ALLOCATE WEIGHT FOR INTERNAL STRUCTURE
  Support Vehicles have an internal structure, just like Combat 
  Vehicles, representing their internal framework. The weight of 
  this structure depends on the weight of the Support Vehicle 
  itself, as well as its Structural Tech Rating and any special chas-
  sis modifications applied. Because more variables apply to 
  Support Vehicle design, the weight of the vehicle’s chassis is 
  determined by a more complex formula than that used by its 
  battlefield equivalents.
  Choose Structural Tech Rating
  The first step in computing a Support Vehicle’s structural 
  weight is the determination of its Structural Technology 
  Rating. This is the Tech Rating (expressed as a letter grade A 
  through F) used to define the sophistication of the design’s 
  core structure. The Technology Rating Table below helps to 
  define these terms more clearly, and may be used to associate 
  a given Support Vehicle design with a particular era of cre-
  ation, but should also be seen as a general guide. For example, 
  the Clans can and do make use of technologies rated E or 
  lower, and certain Inner Sphere agencies do have access to 
  the occasional homegrown item that merits a Tech Rating of F. 
  While choosing a Support Vehicle’s Structural Tech Rating 
  will help anchor its core design into the universe and establish 
  a standard by which any other components installed may be 
  measured, it merely applies to the internal structure of the 
  vehicle; engines, armor and other equipment installed later 
  may hail from more or less sophisticated technology levels.
  For all Support Vehicle types and size classes covered by 
  these rules, the Minimum Support Vehicle Structural Tech Rat-
  ing may be found on the Master Support Vehicle Weights Table. 
  Designers may choose a higher rating in order to save weight, 
  but they may not choose a structural design less sophisticated 
  than indicated by this minimum listed Tech Rating.
  Base Chassis/Engine Values
  In addition to the weight ranges and Minimum Technology 
  Ratings (see Choose Technology Rating, below), each motive 
  type and size class of Support Vehicle also has a correspond-
  ing Base Chassis Value and Base Engine Value. These values are 
  required to compute the final chassis and engine weights for 
  these Support Vehicles, and are included here to avoid undue 
  repetition. When choosing a weight for the Support Vehicle, 
  the designer should note these values as well.
  Simon plans to make his Simca small 
  and fast. Because it is a wheeled Sup-
  port Vehicle, the Simca has a maximum 
  weight limit of 160 tons in the Large 
  size, but Simon wants something in 
  the Small category, placing the vehicle 
  under 5 tons. Simon decides he can make his Simca 
  work at just 2.5 tons (2,500 kilograms). At this weight, 
  he calculates that his Support Vehicle will have 5 item 
  slots for equipment space (5 base slots + [2.5 tons ÷ 10] 
  = 5.25 slots, rounded down to 5 slots).
  Simon also notes from the Master Support Vehicle 
  Weights Table that the Simca will have a Base Chassis Value 
  of 0.12 and a Base Engine Value of 0.0025.
  As a VTOL, Todd’s Swiftran cannot 
  exceed a 60-ton maximum weight 
  (at the Large size) for its motive type. 
  Deciding that bigger doesn’t equal bet-
  ter, he chooses a Medium-size design 
  and places his VTOL at 25 tons in total weight. At this 
  weight, the Swiftran will have 7 item slots to work with 
  (5 base slots + [25 tons ÷ 10] = 7.5 slots, rounded down 
  to 7). 
  Todd also jots down his Swiftran’s Base Chassis Value of 
  0.25 and Base Engine Value of 0.0025.
  Aaron decides his Hesiod will be a 
  Medium-size wheeled vehicle that 
  weighs in at 7 tons. At this weight, the 
  Hesiod will have up to 5 item slots for 
  equipment (5 base slots + [7 tons ÷ 10] 
  = 5.7 slots, rounded down to 5 slots). It 
  also has a Base Chassis Value of 0.15 
  and Base Engine Value of 0.0075.
  While Brian’s Coruna cannot exceed 
  the 200-ton maximum weight of a 
  Large Fixed-Wing Support Vehicle, 
  he has something much smaller in 
  mind. Choosing the Medium size class 
  and a weight of 35 tons, he finds that 
  his aircraft will have 8 item slots to work with (5 base 
  slots + [35 tons ÷ 10] = 8.5 slots, rounded down to 8). 
  The Coruna’s Base Chassis Value is 0.10, while its Base 
  Engine Value is 0.010.
  ?? 
  MD
  Monitor Naval Vessel, Kraken Unleashed (Mercenary)
  
  TECHNOLOGY RATING TABLE
  Tech Rating
  Technology Level
  Sample Unit Types
  A
  Primitive (19th to early 20th centuries)
  Wheeled Support Vehicles and Small Airships 
  B
  Low-Tech (late 20th century)
  Tracked Support Vehicles and Fixed-Wing Support Vehicles
  C
  Common Tech (21st to 22nd centuries)
  Hovercraft Support Vehicles and VTOL Support Vehicles
  D
  High-Tech (Age of War and Succession Wars)
  Combat Vehicles and BattleMechs
  E
  Advanced (Star League/Post-3050 Inner Sphere)
  Inner Sphere OmniMechs and OmniVehicles
  F
  Hyper-Advanced (Clan/Post-3065 Inner Sphere)
  Clan OmniMechs and OmniVehicles
  SUPPORT VEHICLE STRUCTURE TABLE
  Support Vehicle Structure Weight Formulae:
  Structure Weight = Base Chassis Value x Tech Rating Multiplier x Chassis Modification Multiplier(s) x Total Support Vehicle Weight
  TECH RATING MULTIPLIERS
  Support Vehicle Technology Rating
  A
  B
  C
  D
  E
  F
  Tech Rating Multiplier
  1.60
  1.30
  1.15
  1.00
  0.85
  0.66
  CHASSIS MODIFICATIONS TABLE
  Chassis Modification
  Min. Tech Rating
  Multiplier
  Modification Restrictions
  Amphibious
  C
  1.75
  Not available to Hover or Naval Support Vehicles
  Armored*
  A
  1.5
  Not available to Airship Support Vehicles
  Bicycle**
  A
  0.75
  Small Wheeled and Small Hover Support Vehicles Only
  Convertible
  A
  1.1
  Wheeled, Tracked and Hover Support Vehicles Only
  Dune Buggy†
  B
  1.5
  Wheeled Support Vehicles Only 
  Environmental Sealing
  B
  2
  No Restrictions
  Hydrofoil
  B
  1.7
  Naval Support Vehicles (up to 100 tons in Weight) Only
  Monocycle**
  B
  0.5
  Small Wheeled and Small Hover Support Vehicles Only
  Off-Road
  B
  1.5
  Wheeled Support Vehicles Only 
  Omni
  E
  1
  No Restrictions
  Prop
  B
  1.2
  Fixed-Wing Support Vehicles Only
  Snowmobile†
  B
  1.75
  Wheeled and Tracked Support Vehicles Only
  STOL
  C
  1.5
  Fixed-Wing Support Vehicles Only
  Submersible
  B
  1.8
  Naval Support Vehicles Only
  Tractor (Wheel/Track)
  A
  1.2
  Wheeled/Tracked Support Vehicles Only
  Tractor (Naval)
  A
  1.2
  Naval Support Vehicles Only
  Trailer
  A
  0.8
  Wheeled and Tracked Support Vehicles Only
  Ultra-Light*
  D
  0.5
  Small Support Vehicles Only
  VSTOL
  C
  2
  Fixed-Wing Motive Types Only
  *Armored and Ultra-Light modifications may not be combined.
  **Bicycle and Monocycle modifications may not be combined.
  †Snowmobile and Dune Buggy modifications may not be combined with each other or with Amphibious and/or Off-Road modifications.
  
  123
  123
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  applies—tonnage or kilograms) to find how much of the unit’s 
  total weight is devoted to its internal structure (or structural 
  integrity, where applicable).
  All modification multipliers apply in sequence; design-
  ers should not add them up if multiple modifications are 
  employed. For example, a 50-ton (Medium size) wheeled unit 
  with Tech Rating C that sports both the Amphibious and the 
  Armored chassis modifications would compute its chassis 
  weight as follows: 0.15 (Medium, wheeled) x 1.15 (Tech Rating 
  C) x 1.75 (Amphibious) x 1.5 (Armored) x 50 tons, for a final 
  chassis weight of 22.64 tons (rounded to 23 tons). 
  Remember that the final value of all computations must be 
  rounded up to the nearest kilogram for Small Support Vehi-
  cles, or to the nearest half-ton for Support Vehicles weighing 
  5 tons and up.
  A Support Vehicle’s total weight also determines its number 
  of internal structure points per location, in the same way as 
  for Combat Vehicles. Regardless of the Support Vehicle’s size, 
  to find the number of internal structure points it receives 
  per location, divide its weight (in tonnage) by 10 and round 
  the result up to the nearest whole number. The result is the 
  number of points the Support Vehicle receives in each of its 
  locations (including the turret, if the designer chooses to 
  install one). When using the appropriate blank Record Sheet, 
  the designer must mark out any excess internal structure cir-
  Choose Chassis Modifications
  For many Support Vehicles, special modifications may be 
  applied to the chassis at this time that provide added features 
  not built into the Support Vehicle’s basic design. These chassis 
  modifications not only provide a multiplier for chassis weight 
  computations, but also may modify the Support Vehicle’s 
  Structural Tech Rating, and may be restricted to certain motive 
  types or even incompatible with other chassis modifications.
  The Support Vehicle Structure and Modifications Table 
  below shows all of the chassis modifications applicable to 
  the units covered by these rules, including their Chassis Value 
  Multipliers, Minimum Tech Ratings, restrictions and basic 
  descriptions. If a desired chassis modification has a Minimum 
  Tech Rating higher than that of the Structural Tech Rating cho-
  sen, the designer must either forego the modification or raise 
  the Support Vehicle’s Structural Tech Rating to match.
  Calculate Chassis Weight
  The basic formula for finding the weight of a Support 
  Vehicle’s internal structure is to multiply its Base Chassis Value 
  (as found on the Master Support Vehicle Weights Table) by its 
  Tech Rating multiplier, and then multiply that result by each 
  chassis modification multiplier that the designer wishes to 
  apply. The result of all these factors is then multiplied by the 
  Support Vehicle’s total mass (using whichever weight standard 
  CHASSIS MODIFICATION DESCRIPTIONS
  Modification
  Description/Features
  Amphibious
  May traverse or land on water of any depth (unit is considered to be afloat on the water’s surface)
  Armored
  May mount heavier armor types (marked with an asterisk on the Support Vehicle Armor Table)
  Bicycle
  May enter Light Woods terrain, if otherwise restricted from doing so
  Convertible
  May not mount a turret; Unit receives a Crew Killed result if hit in a Turret location while top is open
  Dune Buggy
  Operates normally only on Sand; When not on Sand: –1 Cruising MP, and unit may not use Flank MP*
  Environmental Sealing
  Fission-, Fusion- and Electric-engine units may operate normally in vacuum or underwater unless breached
  Hydrofoil
  May operate as a hydrofoil; multiply base Cruising MP by 1.25 (round normally, rounding .5 up)
  Monocycle
  May enter Light Woods terrain, if otherwise restricted from doing so
  Off-Road
  Operates normally on and off Paved terrain; Unit still considered immobile if it enters prohibited terrain
  Omni
  May be constructed as an OmniVehicle (but may not use Mechanized Infantry rules)
  Prop
  Cannot operate above atmospheric row 1; Only moves 1 hex per turn on the high-altitude map; 
  Goes Out of Control at Velocity 8+
  Snowmobile
  Operates normally only on Snow/Ice; When not on Snow or Ice: –1 Cruising MP, and may not use Flank MP*
  STOL
  May land and takeoff with only 300 meters (10 hexes) of runway space
  Submersible
  May operate as a submarine (may not use hydrofoil mod, if equipped, when submerged)
  Tractor (Wheel/Track)
  May tow other ground units over non-water terrain (up to towing unit’s mass)
  Tractor (Naval)
  May tow other naval units over water  (up to 5x the towing unit’s mass)
  Trailer
  No engine required (unit may be towed by a suitable Tractor); Not required for naval units
  Ultra-Light
  May not mount armor better than a BAR of 5 due to lighter structure design
  VSTOL
  May operate as an STOL or may take off and land vertically
  * No effect in standard rules play
  
  Any Support Vehicles constructed under these rules may carry 
  only one turret, except for Airship, Fixed-Wing and VTOL Support 
  Vehicles (which may not mount turrets).
  Rotors: All VTOL Support Vehicles automatically receive a Rotor 
  location, and must allocate internal structure points to that loca-
  tion as well. Unlike turrets, VTOL rotors are not optional items.
  Tech Base/Rating: The internal structure types for Support 
  Vehicles in this section are equally available to vehicles of Clan 
  or Inner Sphere tech bases. Support Vehicle internal structure is 
  incompatible with Combat Vehicle internal structure.
  Space: Support Vehicles have no equivalent to endo-steel 
  construction. The types of internal structure and chassis modifi-
  cations presented in these rules do not affect their equipment 
  slot spaces.
  Support OmniVehicles: As the arrangement of internal struc-
  ture circles is fixed across all Support Vehicle types and no 
  equipment slots are occupied by structure, OmniVehicle design-
  ers need only note whether or not the Support Vehicle’s base 
  configuration is to mount a turret at this time. If so, the turret 
  weight must be pre-determined at this stage as well, based on the 
  maximum weight of weapons the designer wishes to have 
  installed in the Turret location.
  According to the Master Support Vehicle 
  Chassis Table, Simon’s Simca—a Small 
  wheeled vehicle weighing 2,500 kilo-
  grams—has a Minimum Tech Rating of A 
  and a Base Chassis Value of 0.12. Because 
  the vehicle is already pretty short on 
  weight, Simon chooses a Structural Tech Rating of D, for a 
  Rating Multiplier of 1.0.
  Simon decides that he requires no additional modifications 
  for the Simca’s chassis, and thus computes a chassis weight of 
  300 kilograms (0.12 Base Chassis Value x 1.0 Structural Tech 
  Rating D x 2,500 kg = 300 kg). The Simca has 2,200 kilograms 
  of unspent weight remaining (2,500 kg – 300 kg = 2,200 kg).
  Simon sees no need for a turret and decides at this point that 
  the Simca will not have one. Given its weight of 2,500 kilograms 
  (2.5 tons), he computes that the Simca will have only 1 point of 
  internal structure per location (2.5 tons ÷ 10 = 0.25 points per 
  location, rounded up to 1).  Using the Ground Vehicle Record 
  cles on the Armor Diagram for all locations to indicate the number 
  of points that make up each hit location. If no turret is assigned 
  to the vehicle (see Turrets, below), then all internal structure and 
  armor circles for the Turret location must be blacked out.
  Airships and Fixed-Wing Support Vehicles are an exception to 
  this rule. As aerospace units, these unit types use a more abstract 
  means of tracking their internal framework, called Structural 
  Integrity (rather than internal structure). The value of this Struc-
  tural Integrity for these Support Vehicle types depends on the 
  vehicle’s Safe Thrust, not necessarily its raw tonnage. Because 
  of this, Airship and Fixed-Wing Support Vehicles do not receive 
  internal structure circles at this stage. Instead, they determine 
  their Structural Integrity after engine installation.
  Like Internal Structure points on BattleMechs, Industrial-
  Mech, ProtoMechs and Combat Vehicles, the structure points 
  used by Support Vehicles may not be redistributed to other 
  body locations.
  Support Vehicles, like Combat Vehicles, determine their Maxi-
  mum Armor Factors by vehicle tonnage, rather than the number 
  of internal structure points received. See Add Armor, p. 134 for the 
  rules governing a Support Vehicle’s Maximum Armor Factor.
  The Support Vehicle Internal Structure Locations Table below 
  outlines the locations that apply to the various motive types and 
  size classes of Support Vehicles constructed using these rules.
  Turrets: Like those on Combat Vehicles, turrets on Support 
  Vehicles are optional components available to all motive types 
  covered by these rules except for Airships, Fixed-Wings and VTOLs. 
  If installed, a turret automatically receives the same number of 
  internal structure points as the Support Vehicle’s other locations, 
  but does not directly affect the structure weight. Turrets instead 
  add weight in an independent “turret tonnage” equal to 10 per-
  cent of the total mass of all weapons and equipment mounted 
  in them (rounded up to the nearest kilogram for Small Support 
  Vehicles, or to the nearest half-ton for Support Vehicles weigh-
  ing 5 tons and up). As this decision may not be made until the 
  designer is ready to add weapons and other equipment to the 
  Support Vehicle, the turret weight need not be established at this 
  point. The designer should decide, however, whether or not the 
  vehicle is to have a turret. (See the rules regarding OmniVehicles 
  below for an exception.)
  SUPPORT VEHICLE INTERNAL LOCATIONS TABLE
  Support Vehicle Motive Type (Size)
  Internal Structure Locations*
  Airship (Small and Medium)**
  Structural Integrity†
  Fixed Wing (All Sizes)
  Structural Integrity†
  Hover/Tracked/Wheeled/WiGE (Small and Medium)
  Front, Left, Right, Rear, Turret
  Hover/Tracked/Wheeled/WiGE (Large)
  Front, Front Left, Front Right, Rear Left, Rear Right, Rear, Turret
  Naval (Small and Medium)**
  Front, Left, Right, Rear, Turret
  VTOL (All Sizes)
  Front, Left, Right, Rear, Rotor
  *Turret locations, where presented, are optional. Rotor locations, where presented, are not optional.
  **Large Airships and Naval Support Vehicles will be covered in Tactical Operations.
  †Structural Integrity for these vehicle types is determined upon installing the unit’s engine.
  
  125
  125
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  Aaron computes that his Hesiod will have a chassis 
  weight of 1.5 tons (0.15 Base Chassis Value x 0.85 Structural 
  Tech Rating E x 1.5 Off-Road Multiplier x 1.0 Omni Multi-
  plier x 7 tons = 1.34 tons, rounded up to 1.5). The Hesiod has 
  5.5 unspent tons remaining (7 tons – 1.5 tons = 5.5 tons).
  Like Simon, Aaron also decides to place no turret on his 
  wheeled Support Vehicle, deciding that any of its configu-
  rations will find better uses for the half-ton (minimum) he’d 
  need to assign to turret weight. With the Hesiod’s 7-ton 
  weight, he finds that it will have only 1 point of internal 
  structure per location (7 tons ÷ 10 = 0.7 points per location, 
  rounded up to 1). Using the Ground Vehicle Record Sheet, 
  Aaron blacks out all but 1 internal structure point in the 
  gray-shaded areas of the vehicle’s Front, Left, Right and 
  Rear sides, and blacks out all Turret location circles.
  Brian’s Jetta Coruna—a 35-ton, 
  Medium-sized, Fixed-Wing Support 
  Vehicle—receives a Minimum Tech 
  Rating of B from the Master Chassis 
  Table, with a Base Chassis Value of 
  0.10. For a chassis modification, Brian 
  decides on Environmental Sealing (Chassis Modifier 2), 
  just in case the aircraft is to be taken any place where 
  the atmosphere is hostile. Enviro-sealing raises the 
  Minimum Tech Rating for the Coruna’s chassis to C, but 
  Brian decides to take it one step further and chooses a 
  Structural Tech Rating of D instead.
  These factors combine to give the Jetta Coruna a chassis 
  weight of 7 tons (0.10 Base Chassis Value x 1.0 Structural 
  Tech Rating D x 2.0 Enviro-Sealing Multiplier x 35 tons = 7 
  tons). The Coruna has 28 unspent tons remaining (35 tons 
  – 7 tons = 28 tons).
  Because Brian’s Coruna is a Fixed-Wing Support Vehicle, 
  it does not have internal structures to black out at this time. 
  Instead, Brian must first determine the vehicle’s Thrust rat-
  ings in the next step before determining how many 
  Structural Integrity circles he will need to black out. 
  Christine’s Dixon is a Medium 300-
  ton Airship, and so it has a Minimum 
  Tech Rating of B and a Base Chassis 
  Value of 0.25. Though she expects the 
  craft might see combat in its role as a 
  police vehicle, she cannot choose an armored chas-
  sis modification because the Dixon is an Airship. She 
  decides that no other chassis modifications are neces-
  sary as well, but does choose a Structural Tech Rating 
  of D (Rating Multiplier 1) for the design.
  Christine finds the Dixon’s chassis weight to be 75 tons 
  (0.25 Base Chassis Value x 1.0 Structural Tech Rating D 
  x 300 tons = 75 tons). The Dixon has 225 tons of unspent 
  weight remaining (300 tons – 75 tons = 225 tons).
  Like Brian’s Coruna, Christine’s Dixon does not have 
  internal structures to black out at this time. Instead, she 
  must determine the craft’s Thrust ratings in the next step 
  before determining how many Structural Integrity circles 
  she will need to black out.
  Sheet, Simon blacks out all of the Turret circles (including 
  those in the gray-shaded internal structure and the 
  unshaded armor area), and all but 1 internal structure 
  point in the gray-shaded areas of the vehicle’s Front, Left, 
  Right and Rear sides.
  Todd’s Swiftran—a Medium-sized 
  VTOL Support Vehicle—has a Mini-
  mum Tech Rating of C and a 0.25 Base 
  Chassis Value. Like Simon, Todd decides 
  to use more advanced technology and 
  gives the vehicle a Structural Tech Rating of E (Rating 
  Multiplier 0.85). Because the Swiftran is to be a battle-
  field medivac unit, he chooses the Armored Chassis 
  Modification, and so computes a chassis weight of 8 
  tons (0.25 Base Chassis Value x 0.85 Structural Tech 
  Rating E x 1.5 Armored Chassis Modifier x 25 tons = 
  7.969, rounded up to the nearest half-ton at 8).
  Todd’s Swiftran may not carry a turret as it is a VTOL 
  Support Vehicle. With the Swiftran’s 25-ton weight, he finds 
  that it will have 3 points of Internal Structure per location 
  (25 tons ÷ 10 = 2.5 points per location, rounded up to 3). 
  Using the VTOL Record Sheet, Todd blacks out all but 3 
  internal structure points in the gray-shaded areas of the 
  vehicle’s Rotor location, as well as its Front, Left, Right and 
  Rear sides.
  Because it is a Medium 7-ton 
  wheeled Support Vehicle, Aaron’s 
  Hesiod has a Minimum Tech Rating 
  of A and a Base Chassis Value of 0.15. 
  Aaron wants to give the unit off-road 
  capability, along with the flexibility of 
  OmniVehicle design, and so adds the 
  chassis modifications for Off-Road (Chassis Multiplier 
  1.5) and Omni (Chassis Multiplier 1). As the higher of 
  these two modifications—the Omni capability—has a 
  Minimum Tech Rating of E, Aaron’s Hesiod upgrades its 
  Minimum Tech Rating to E, and so he selects that as his 
  Structural Tech Rating (Rating Multiplier 0.85).
  MD 
  Neptune Naval Vessel, Kraken Unleashed (Mercenary)
  
  Minimum Engine Weights: In Support Vehicle design, Fusion 
  engines of Tech Rating C, Fission engines of all Tech Ratings, and 
  all hover-based Support Vehicles have minimum engine weights 
  that must be satisfied during construction. Fusion Engines with 
  a Tech Rating of D or higher have a minimum engine weight of 
  0.25 tons (250 kilograms). For Fission engines (and Fusion engines 
  of Tech Rating C), this minimum engine weight is 5 tons (5,000 
  kilograms), regardless of the Support Vehicle’s size, weight, speed 
  or motive type. For Support Vehicles with a hover motive type, 
  this minimum weight is equal to 20 percent of the vehicle’s total 
  weight, rounded up to the nearest kilogram for Small vehicles, or 
  to the nearest half-ton for hovercraft 5 tons and over. If both of 
  these conditions apply (for example, a hovercraft powered by a 
  Fission engine), the higher weight result applies.
  If the computed weight of the vehicle’s engine is less than this 
  minimum, the designer must either increase the vehicle’s speed 
  until an engine weight that meets the above criteria is found, 
  or inflate the engine’s weight to meet these minimums without 
  increasing performance. For example, a 4,500-kilogram hovervan 
  with a minimum engine weight of 900 kilograms (20 percent of 
  4,500 kg = 900 kg) may install an engine that provides 6 Cruis-
  ing MP at 600 kg if desired. In order to meet its minimum engine 
  size requirement, however, this engine will be “inflated” to 900 kg 
  without changing its performance.
  Tractor/Trailers: Support Vehicles built as Trailers (constructed 
  using the Trailer chassis modification), do not require an engine or 
  control systems unless they are also expected to operate without 
  a suitable Tractor unit. The movement rate of any Tractor/Trailer 
  Support Vehicle combinations is based off that of the controlling 
  Tractor unit, and is subject to the rules for carrying external cargo 
  as presented in Total Warfare (see p. 261, TW).
  Tech Base/Rating: The engine types and Tech Ratings pre-
  sented in this section are available to Support Vehicles made 
  using either the Clan or Inner Sphere tech bases. Support Vehicles 
  created under either technology base may not make use of the 
  combat engines shown on the Master Engine List, including Com-
  pact, Light and XL Fusion engines.
  Space: The types of engine used by Support Vehicles do not 
  affect the Support Vehicle’s equipment slot space.
  Support OmniVehicles: Engine type, Tech Rating, movement 
  points and weight must be established when designing a Sup-
  port OmniVehicle’s base configuration, and may not be altered 
  in the completed Primary or Alternate configurations of that 
  Support OmniVehicle.
  STEP 2: INSTALL ENGINES AND 
  CONTROL SYSTEMS
  The second step in Support Vehicle design is the installation of 
  the vehicle’s engines and control systems. This step establishes 
  the key factors in the Support Vehicle’s mobility, including the 
  size and performance of its engine and the weight of the control 
  systems the crew uses during operations. 
  INSTALL ENGINE
  Each Support Vehicle carries one engine to power its move-
  ment, equipment and other integral components. As Support 
  Vehicles use a wider set of standards than Combat Vehicles, the 
  formula for determining the vehicle’s engine weight is slightly 
  more complex than that for a Combat Vehicle, and factors in the 
  Support Vehicle’s engine type, Technology Rating and desired 
  speed as well as the unit’s overall weight. Support Vehicles do not 
  use the military engines shown on the Master Engine Table (p. 49).
  The Support Vehicle Engine Table below provides the for-
  mulas and compatibilities of the various engine types available 
  to Support Vehicles, by Tech Rating. Determining the weight of 
  a Support Vehicle’s engine is simply a matter of multiplying the 
  vehicle’s total weight by its Base Engine Weight (a base multiplier 
  of the vehicle’s total weight based on its size and motive type), 
  Movement Factor (a value derived from the unit’s desired Cruise/
  Safe Thrust) and Engine Weight Multiplier (a value based on the 
  type and Tech Rating of the engine chosen). This final weight 
  (rounded to the nearest kilogram for Small Support Vehicles, and 
  to the nearest half-ton for those weighing 5 tons and up) includes 
  the engine, transmission and any integral cooling systems and 
  shielding necessary to operate the engine.
  If the compatibility of an engine type is noted as “N” (under its 
  respective Compatibility column on the table) for a given Support 
  Vehicle motive type, that engine type may not be installed on that 
  Support Vehicle. If a given Engine Weight Multiplier for a Tech Rat-
  ing is listed as “NA” (under its respective Multiplier column on the 
  table), that engine type is unavailable at that Tech Rating.
  At the designer’s option, a Support Vehicle may mount an 
  engine at a different Tech Rating than its chassis (either higher or 
  lower). If a higher-rated engine is used, however, it will drive up 
  the Support Vehicle’s overall Tech Rating accordingly. 
  AIRSHIP/FIXED WING SUPPORT VEHICLE FUEL TABLE
  Fuel Weight (kg) per Thrust Point (by Tech Rating)*
  Support Vehicle Size Class
  A
  B
  C
  D
  E
  F
  Small (Under 5 tons)
  50
  30
  23
  15
  13
  10
  Medium
  63
  38
  25
  20
  18
  15
  Large
  83
  50
  35
  28
  23
  20
  *Airships and Prop-Driven Fixed Wing Support Vehicles multiply by 0.75 (round up to nearest kg). Solar-, Fission- and Fusion-Powered Airships and Prop-Driven Fixed Wing Support Vehicles require no 
  mass for fuel.
  
  127
  127
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE ENGINE TABLE
  SUPPORT VEHICLE BASE MOVEMENT FORMULAE
   
  Support Vehicle Movement Factor (Non-Airships/Fixed-Wing):
  4 + (Desired Cruising MP x Desired Cruising MP)
  Support Vehicle Movement Factor (Airship/Fixed-Wing):
  4 + (Desired Safe Thrust x Desired Safe Thrust)*
  Flank MP = Cruising MP x 1.5 (round up); Maximum Thrust = Safe Thrust x 1.5 (round up)*
  *Airships have a Maximum Safe Thrust of 2 and may choose Thrust Points in multiples of 0.25, rather than whole numbers (round all computed Max Thrusts for Airship 
  units up to the nearest multiple of 0.25)
  SUPPORT VEHICLE ENGINE WEIGHT FORMULA
   
  Engine Weight = Base Engine Weight x Movement Factor x Engine Weight Multiplier x Total Support Vehicle Weight
  BASE SUPPORT VEHICLE ENGINE COMPATIBILITIES TABLE
  Compatibility by Engine Type
  Support Vehicle Motive Type
  Steam
  ICE
   Battery*
  Fuel Cell*
  Solar*
  Fission
  Fusion
  Wheeled
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Tracked
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Hover**
  N
  Y
  Y
  Y
  N
  Y
  Y
  VTOL
  N
  Y
  Y
  Y
  N
  Y
  Y
  Airship
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  Fixed Wing
  N
  Y
  Y†
  Y†
  Y†
  Y
  Y
  Naval Vessel
  Y
  Y
  Y
  Y
  Y
  Y
  Y
  WiGE
  N
  Y
  Y
  Y
  Y
  Y
  Y
  *Battery, Fuel Cell and Solar engine types are classified as Electric engines.
  **Hover Support Vehicles have a minimum final engine weight equal to 20 percent of their total weight.
  †Fixed-Wing unit types may only use Electric engines if they have the Prop-Driven chassis modification.
  SUPPORT VEHICLE ENGINE WEIGHT MULTIPLIERS AND FUEL WEIGHT PERCENTAGE TABLE
  Support Vehicle Engine Type
  Engine Weight Multiplier (by Tech Rating)
  Fuel: % of Engine
  per 100 km Range*
  A
  B
  C
  D
  E
  F
  Steam
  4.0
  3.5
  3.0
  2.8
  2.6
  2.5
  3
  Internal Combustion (ICE)
  NA
  3.0
  2.0
  1.5
  1.3
  1.0
  1**
  Electric (Battery)
  NA
  NA
  1.5
  1.2
  1.0
  0.8
  5
  Electric (Fuel Cell)
  NA
  NA
  1.2
  1.0
  0.9
  0.7
  1.5
  Electric (Solar)†
  NA
  NA
  5.0
  4.5
  4.0
  3.5
  NA
  Fission†‡
  NA
  NA
  1.75
  1.5
  1.4
  1.3
  NA
  Fusion‡
  NA
  NA
  1.5‡
  1.0
  0.75
  0.5
  NA
  *Airships and Fixed-Wing Support Vehicles use Airship/Fixed Wing Support Vehicle Fuel Table below.
  **ICEs running on alcohol or natural gas use 1.25 percent.
  †Airships and Prop-Driven Fixed-Wing Support Vehicles using these engine types do not require fuel.
  ‡The minimum weight for Fission engines and Tech Rating C Fusion engines is 5 tons; the minimum weight for Tech Rating D+ Fusion Engines is 0.25 tons.
  
  Brian’s Jetta Coruna is a 35-ton, Medium 
  Fixed-Wing Support Vehicle. As a dedicated 
  aircraft, it operates using Thrust Points 
  rather than ground-based MPs. Because 
  it is designed for cruising, Brian decides 
  a fair Safe Thrust of 4 will be sufficient for 
  the Coruna (giving the plane a Maximum Thrust of 6; 4 
  Safe Thrust x 1.5 = 6 Max Thrust). Brian plans to power this 
  aircraft using a Fusion engine with a Tech Rating of D (the 
  same as the chassis).
  The Master Support Vehicle Weight Table shows that a 
  Medium Fixed-Wing Support Vehicle has a Base Engine Value 
  of 0.010, while the Movement Factor provided by its Thrust 
  Points come to 20 (4 + [4 Safe Thrust x 4 Safe Thrust] = 20). This 
  establishes an engine weight of 7 tons for the Coruna (0.010 
  Base Engine Value x 20 Movement Factor x 1.0 Tech Rating D 
  Fusion x 35 tons Total Vehicle Weight = 7 tons), leaving it with 
  21 unspent tons remaining (28 tons – 7 tons = 21 tons).
  As a Medium-sized, 300-ton Airship, 
  Christine’s Dixon has a Base Engine Value 
  of 0.008. Like the Coruna, Airships use 
  thrust Points, rather than MPs, but they 
  cannot achieve speeds over 3 Thrust 
  Points. While her Dixon can be built using increments of 
  0.25 Thrust Points (unlike any other aircraft or aerospace 
  unit), Christine decides to give her Airship the maximum 
  possible speed it can handle and so assigns it a Safe Thrust 
  of 2. (The Dixon’s Max Thrust thus becomes 3, as 2 Safe 
  Thrust x 1.5 = 3 Max Thrust.)
  The Dixon’s Safe Thrust provides it with a Movement Factor 
  of 8 (4 + [2 Safe Thrust x 2 Safe Thrust] = 8), which will combine 
  with the Base Engine Value of 0.008, and the Tech Rating D 
  Fusion engine that she decides to install here. Christine thus 
  finds that the engine weight for her Dixon will be 19.5 tons 
  (0.008 Base Engine Value x 8 Movement Factor x 1.0 Tech D 
  Fusion x 300 tons Total Vehicle Weight = 19.2 tons, round up to 
  19.5 tons). The airship now has all of 205.5 tons remaining (225 
  tons – 19.5 tons = 205.5 tons).
  DETERMINE FUEL CAPACITY
  Steam, internal combustion and electric engines powered by 
  batteries or fuel cells have significant fuel requirements. For most 
  Support Vehicles, this fuel capacity is generally expressed as an 
  operating range for the vehicle, which is computed based on the 
  engine type and the operating range desired (as shown in the 
  Fuel column in the Support Vehicle Engine Table). Even though 
  fuel is not tracked in Total Warfare standard rules play, all Support 
  Vehicles that require fuel must allocate some weight—in addition 
  to their engines—to internal fuel supplies. 
  Non-Airship/Fixed-Wing Fuel: For all Support Vehicles except 
  Airships and Fixed-Wing craft, fuel weight is computed by multi-
  plying the desired range (in hundreds of kilometers) by the listed 
  percentage of the Support Vehicle engine’s final weight. This fig-
  ure is rounded to the nearest kilogram for Small Support Vehicles, 
  or to the nearest half-ton for Support Vehicles weighing 5 tons 
  and up. For example, a Medium Support Vehicle with a 32-ton 
  fuel cell engine and a desired operating range of 500 kilometers 
  would add 2.5 tons of fuel to its design, rounded up to the nearest 
  For his Simca, Simon decides that a 
  basic Internal Combustion engine (ICE) will 
  be cheaper and easier to employ. He also 
  decides he wants the vehicle to be fast, so 
  that it can reach a scene fast and get to 
  the hospitals just as quickly. Deciding on a 
  Cruising MP of 7 (which yields a Flank MP of 11; 7 MP x 1.5 = 
  10.5, rounded up to 11), Simon establishes the Simca’s Base 
  Movement Factor as 53 (4 + [7 Cruising MP x 7 Cruising 
  MP] = 53). Furthermore, a Small wheeled vehicle weighing 
  2,500 kilograms has a Base Engine Value of 0.0025. Given 
  that the Simca has a Structural Tech Rating of D, Simon 
  decides that its engine will be just as sophisticated as the 
  chassis (Tech Rating D). This provides an Engine Weight 
  Multiplier of 1.5.
  Given these values, Simon computes that the Engine Weight 
  for his Simca will be 497 kg (0.0025 Base Engine Value x 53 Base 
  Movement Factor x 1.5 Tech Rating D ICE x 2,500 kg Total Vehi-
  cle Weight = 496.875 kg, round up to 497). The Simca now has 
  1,703 kg remaining (2,200 kg – 497 kg = 1,703 kg).
  Todd’s Swiftran also uses a basic ICE, 
  and he decides on a fast speed suitable for 
  medivac operations at a Cruising MP of 11 
  (which yields a Flank MP of 17; 11 MP x 1.5 
  = 16.5, rounded up to 17). Todd thus estab-
  lishes the Swiftran’s Base Movement Factor as 125 (4 + [11 
  Cruising MP x 11 Cruising MP] = 125). Furthermore, the 
  25-ton Medium VTOL has a Base Engine Value of 0.0025. 
  Given that the Swiftran has a Structural Tech Rating of E, 
  Todd decides on a Tech Rating of E for its engine (for an 
  Engine Weight Multiplier of 1.3).
  Given these values, Todd finds that the Swiftran’s engine 
  weight will be 10.5 tons (0.0025 Base Engine Value x 125 Base 
  Movement Factor x 1.3 Tech Rating E ICE x 25 tons Total Vehicle 
  Weight = 10.156 tons, round up to 10.5).
  The Swiftran now has 6.5 unspent tons remaining (17 tons – 
  10.5 tons = 6.5 tons).
  To take advantage of the plentiful 
  resources of most agro-worlds, Aaron 
  decides that his Medium 7-ton Hesiod 
  wheeled Support Vehicle will also use an 
  ICE, but will run on alcohol rather than 
  standard petrochemicals. Giving his Sup-
  port OmniVehicle a modest Cruising MP of 
  4 (for a Flank MP of 6; 4 Cruising MP x 1.5 = 6 Flank MP), he 
  finds its Base Movement Factor will be 20 (4 + [4 Cruising 
  MP x 4 Cruising MP] = 20). He also notes that, as a Medium 
  wheeled Support Vehicle, the Hesiod’s Base Engine Value 
  is 0.0075. Aaron further decides his Hesiod will match its 
  sophisticated chassis Tech Rating of E, which provides an 
  Engine Weight Multiplier of 1.3.
  Thus, the Hesiod’s engine weight comes to 1.5 tons (0.0075 
  Base Engine Value x 20 Base Movement Factor x 1.3 Tech Rat-
  ing E ICE Multiplier x 7 ton Total Vehicle Weight = 1.365 tons, 
  rounded up to 1.5). This leaves 4 unspent tons to go (5.5 tons 
  – 1.5 tons = 4 tons).
  
  129
  129
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  If the Support Vehicle is a Fixed-Wing Support Vehicle with 
  the Prop-Driven chassis modification, and is powered by 
  Steam, Internal Combustion, Battery, or Fuel Cell types, it also 
  multiplies the weight of its Fuel Points by 0.75 (rounded up to 
  the nearest whole kilogram). Fixed-Wing Support Vehicles that 
  use the Prop-Driven chassis modification and are powered 
  by Solar, Fission, or Fusion engine types do not require Fuel 
  Points at all.
  The total weight of all Fuel Points for Airships and Fixed-
  Wing Support Vehicles must be rounded to the nearest 
  kilogram for Small units, and to the nearest half-ton for units 
  5 tons and up.
  Tech Base/Rating: Fuel tanks and fuels are standardized, 
  and equally available to Support Vehicles of Clan or Inner 
  Sphere tech bases, but any Fuel Points installed in Airship 
  and Fixed-Wing Support Vehicles must always match the 
  Technology Rating and size class used to compute the Sup-
  port Vehicle’s engine. (For example, a Medium Airship’s Tech 
  D-Rated IC engine may not use fuel points reserved for a Small 
  Tech F engine.)
  Space: The internal fuel tanks covered by these rules occupy 
  no equipment slots on Support Vehicles.
  Support OmniVehicles: The fuel capacity installed with a 
  Support OmniVehicle’s engine must be established when 
  designing a Support OmniVehicle’s base configuration, and 
  may not be altered in the completed Primary or Alternate 
  configurations of that support OmniVehicle (though some 
  units may have access to pod-mounted external fuel tanks).
  Because it uses an ICE, the Simca 
  relies on fuel, and so requires some 
  weight devoted to fuel tanks (though 
  fuel is not tracked in Total Warfare). 
  Simon notes that the Simca can attain 
  an operating range of 100 kilometers 
  for every 1 percent of engine weight spent on fuel 
  tanks. Feeling that an 850-kilometer range would be 
  sufficient, he computes that the weight of fuel tanks to 
  half-ton (32 tons [engine weight] x 0.015 [1.5 percent per 100 
  km for fuel cells] x 5 [hundreds of kilometers desired; 500 ÷ 
  100 = 5] = 2.4 tons, rounded up to 2.5 tons).
  Designers interested in a more exact measure of fuel 
  capacity may also re-compute the vehicle’s range based on 
  the fuel’s final weight (after rounding). To accomplish this, 
  first determine the percentage of the engine mass the fuel 
  weight represents (divide the fuel weight by the engine 
  weight and multiply the result by 100 to find the percent-
  age). Next, divide this percentage by the percentage of fuel 
  weight needed per 100 kilometers of range, and multiply the 
  result by 100 kilometers (rounding down). The final result is 
  the number of kilometers the Support Vehicle can travel on a 
  single full tank of fuel. For instance, if a Steam engine (which 
  requires 3 percent of engine mass in fuel tanks to achieve a 
  100-km range) weighs 300 kilograms, and its fuel tanks weigh 
  12 kilograms, the percentage of its fuel weight to its engine 
  weight is 4 ([12 kg ÷ 300 kg] x 100 = 4 percent). At 4 percent of 
  fuel weight (relative to the engine), the vehicle may travel 133 
  kilometers on a full tank ([4 percent ÷ 3 percent per 100 km] x 
  100 km = 133.33 km, rounded down to 133).
  Airships and Fixed-Wing Fuel: Airships and Fixed-Wing 
  Vehicles, which burn fuel by Thrust Points, use a different 
  method of computing fuel weight. For these Support Vehi-
  cles, the weight of each “Fuel Point” (in kilograms) is shown 
  for Small and Medium units under the Fuel Weight column 
  appropriate to the Tech Rating of the unit’s engine. This fuel 
  weight—and even the need for Fuel Points at all—may vary 
  among these Support Vehicle types as follows:
  If the Support Vehicle is a Fixed-Wing Support Vehicle that 
  does not have the Prop-Driven chassis modification, do not 
  modify the weight or number of its Fuel Points.
  If the Support Vehicle is an Airship powered by Steam, Inter-
  nal Combustion, Battery, or Fuel Cell engine types, multiply 
  the weight for its Fuel Points by 0.75 (rounding up to the next 
  whole kilogram). Airship Support Vehicles powered by Solar, 
  Fission, or Fusion engine types require no Fuel Points at all.
  RA 
  RA
  A new light “millipede” Support Vehicle is cleared for inspection.
  
  As an aircraft, Brian’s Jetta Coruna uses 
  Fuel Points, rather than determining its fuel 
  mass by a set overland range. Consulting 
  the Airship/Fixed-Wing Support Vehicle Fuel 
  Table, Brian finds that a D-rated engine on 
  a Medium Support Vehicle receives 1 Fuel 
  Point per 20 kilograms (0.02 tons). This value is not modi-
  fied, as the Coruna is neither an Airship nor a prop-driven 
  aircraft. Brian decides to give his Coruna plenty of range 
  with 8.5 tons’ worth of fuel. At 0.02 tons per Fuel Point, the 
  Coruna receives 425 Fuel Points for that weight (8.5 tons ÷ 
  0.02 tons per Fuel point = 425 fuel points).
  After spending 8.5 tons on fuel tanks, the Coruna is left with 
  12.5 tons of unspent weight (21 tons – 8.5 tons = 12.5 tons).
  Because Christine’s Dixon is an Airship 
  powered by a Fusion engine, it requires 
  no Fuel Points. Had the Dixon received 
  any engine type other than Fusion, Fission 
  or Solar-Electric, however, it would have 
  paid only three-quarters of the weight for any fuel points 
  required.
  DETERMINE STRUCTURAL INTEGRITY
  (AIRSHIPS/FIXED-WINGS ONLY)
  Once the weight and Thrust Points of an Airship or Fixed-Wing 
  Support Vehicle are determined, designers of these units can 
  determine their Structural Integrity (SI) values. This determines 
  the overall strength of the unit’s internal structure or airframe.
  Airships: The Structural Integrity Value for an Airship Support 
  Vehicle must equal the Airship’s Safe Thrust Rating or 2 percent of 
  the Airship’s weight in tons (rounded down), whichever value is 
  higher (to a minimum of 1). This value may not be increased once 
  the Airship’s weight and Thrust Points are established.
  Fixed Wing: The Structural Integrity Value for a Fixed-Wing 
  Support Vehicle is equal to the aircraft’s Safe Thrust Rating. This 
  value may not be increased once the aircraft’s weight and Thrust 
  Points are established.
  Regardless of the Structural Integrity Value for an Airship or 
  Fixed-Wing Support Vehicle, the structure takes up no additional 
  weight at this stage, as it is considered part of the chassis, engines 
  and armor. 
  Space: Airship and Fixed-Wing structural integrity does not 
  affect the amount of internal equipment space available to the 
  Support Vehicle.
  Support OmniVehicles: The Structural Integrity Value of an 
  Airship or Fixed-Wing Support Vehicle built as an Omni is fixed 
  once established for the unit’s base configuration. These values 
  may not change between the Support OmniVehicle’s base, Pri-
  mary or Alternate configurations.
  Because his Jetta Coruna is a Fixed-Wing 
  Support Vehicle, it receives a Structural 
  Integrity (SI) Value at this stage, in place 
  of the internal structure value found on 
  ground vehicles and VTOLs. With a Safe 
  Thrust of 4, Brian finds that the Coruna 
  receives an SI of 4. On the record sheet, Brian blacks out all 
  but 4 circles in the gray-shaded Structural Integrity area at 
  the center of the aircraft’s Armor Diagram.
  achieve that range would equal 8.5 percent of the engine 
  weight (850 km range ÷ 100 km = 8.5 x 1 percent per 100 
  km = 8.5 percent).
  Because 8.5 percent of the engine weight would come 
  to a little over 42 kilograms, however (8.5 percent of 497 kg 
  Engine Weight = 0.085 x 497 kg = 42.245 kg Fuel Weight), 
  Simon decides to round the figure down to an even 42 kg. 
  In doing so, Simon feels he must recalculate the actual 
  fuel range provided by 42 kg, by determining what exact 
  percentage of the engine’s weight the fuel comes to. He 
  computes that 42 kg of fuel is actually 8.45 percent of the 
  engine’s weight (42 kg Fuel Weight ÷ 497 kg Engine Weight 
  = 0.0845 x 100 percent = 8.45 percent). Since each 1 per-
  cent of the engine weight equals 100 km for an IC engine 
  running on petrochemicals, 8.45 percent of the Simca’s 
  engine weight in fuel equates to an 845-kilometer operat-
  ing range for the ambulance ([8.45 percent ÷ 1 percent per 
  100 km] x 100 km = 845 km).
  With 42 kg spent on fuel tanks, the Simca now has 1,661 
  kg left over (1,703 – 42 = 1,661).
  The Swiftran’s ICE also needs fuel, and 
  so requires some weight devoted to fuel 
  tanks. Todd notes that his VTOL—like 
  Simon’s ambulance—can attain an oper-
  ating range of 100 kilometers for every 1 
  percent of engine weight spent on fuel tanks. He decides to 
  invest a full ton into fuel, rather than compute the weight 
  from a desired range. Todd finds that this single ton of fuel 
  equates to 9.52 percent of the Swiftran’s engine weight (1 
  ton Fuel Weight ÷ 10.5 tons Engine Weight = 0.0952 x 100 
  percent = 9.52 percent). Since each 1 percent of the engine 
  weight equals 100 km for an ICE running on petrochemi-
  cals, 9.52 percent of the Swiftran’s engine weight in fuel 
  tanks equates to a 952-kilometer operating range for the 
  VTOL ([9.52 percent ÷ 1 percent per 100 km] x 100 km = 
  952 km).
  The Swiftran’s 1-ton fuel tanks leave Todd with 5.5 tons 
  remaining (6.5 tons – 1 ton = 5.5 tons)
  Aaron decides to find the Hesiod’s operat-
  ing range after putting the bare minimum 
  of 0.5 tons of fuel tanks on the vehicle. 
  At 0.5 tons in weight, the Hesiod’s tanks 
  account for 33.33 percent of the vehicle’s 
  engine weight (0.5 ton Fuel Weight ÷ 1.5 
  tons Engine Weight = 0.3333 x 100 percent 
  = 33.33 percent). However, rather than achieving 100 km 
  per each 1 percent of the engine weight, the Hesiod’s use of 
  alcohol fuel means that the vehicle requires 1.25 percent of 
  the engine’s weight to reach 100 kilometers. Applying this 
  value to determine how much range his vehicle can attain, 
  Aaron finds that the Hesiod can travel 2,666-kilometers per 
  tank ([33.33 percent ÷ 1.25 percent per 100 km] x 100 km = 
  2,666.4 km, rounded down to 2,666).
  After installing its fuel tanks, the Hesiod now has 3.5 tons 
  remaining (4 tons – 0.5 ton = 3.5 tons).
  
  131
  131
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  Vehicle designers thus need not assign weight or space to 
  this equipment.
  DETERMINE JUMP CAPABILITY
  As with Combat Vehicles, Support Vehicles built under 
  these rules may not possess jump capability and so cannot 
  mount jump jets.
  ADD CONTROL/CREW SYSTEMS
  Technically speaking, the chassis of a Support Vehicle 
  contains its basic control systems as well, but some Support 
  Vehicles must still allocate additional mass to crew accommo-
  dations and fire-control systems (if installed). 
  Christine’s Dixon is a 300-ton Airship 
  with a Safe Thrust of 2. Because it is an 
  Airship, and because 2 percent of its 
  tonnage comes to 6 (2 percent of 300 
  tons = 0.02 x 300 tons = 6), which is greater than the 
  Safe Thrust value of 2, the Dixon receives an SI of 6. On 
  her airship’s record sheet, Christine blacks out all but 6 
  circles in the gray-shaded Structural Integrity area.
  ADD LIFT/DIVE EQUIPMENT OR ROTORS
  Support Vehicles incorporate any lift/dive equipment 
  and rotors into their chassis modification weights, rather 
  than computing them as a separate component. Support 
  SUPPORT VEHICLE MINIMUM CREW TABLE
  Minimum Crew Formula:
  Minimum Crew Needs = Base Crew Minimum + Non-Gunner Minimum Crew + Minimum Gunners + Minimum Officers
  Vehicle Type
  Base Crew Minimum
  All Support Vehicles (Small size)
  1
  Airship or Naval (Medium size)
  4
  Other Support Vehicles (Medium size)
  2
  Other Support Vehicles (Large size)
  3
  Support Vehicle constructed as a Trailer with no Engine
  0*
  ADDITIONAL CREW
  Non-Gunners
  Minimum Crew Requirement
  Communications Equipment (per ton, see p. 212)
  1
  Field Kitchen (per item, see p. 217)
  3
  MASH (per theater, see p. 228)
  5
  Minimum Gunners (by Fire Control System)*
  Support Vehicle Size
  None (+2 to-hit)
  Basic (+1 to-hit)
  Advanced (+0 to-hit)
  Small
  1 per weapon
  1 per facing‡
  1 per facing‡/‡‡
  Medium/Heavy
  Total Weapon  
  Tonnage ÷ 2†
  Total Weapon  
  Tonnage ÷ 3†
  Total Weapon  
  Tonnage ÷ 4†/††
  Non-Officer Crew
  Minimum Officer Requirement
  1 to 3 Non-Officer Crew
  0
  4 or more Non-Officer Crew
  Total Non-Officer Crew ÷ 6 (round up)
  *Gunners are required only for items that require a Gunnery Skill roll to use in combat.
  †Round up
  ††Tech E Chassis SVs use Tonnage ÷ 5; Tech F Chassis SVs use Tonnage ÷ 6 to determine gunners
  ‡Turret and pintle mounts counts as separate facing
  ‡‡Includes the vehicle’s driver
  
  Fire Control Systems: In addition, designers of armed Support 
  Vehicles may wish to allocate weight for fire-control systems to 
  reduce the crew’s need for all mounted weapons. The impact 
  on crew requirements for installing such fire-control systems is 
  also shown on the Support Vehicle Crew Requirements Table, 
  but these need not apply unless the designer chooses to mount 
  weaponry. Because fire-control system weights are directly related 
  to the weight of the weaponry mounted on a Support Vehicle, 
  the designer may feel free to determine the weight of fire-control 
  systems after installing any mounted weapons and ammunition, 
  though in some cases—such as the design of support OmniVe-
  hicles—it may be important to establish that the vehicle will be 
  using such systems first.
  Space: Seating, whether it needs to be installed (as for Small 
  vehicles) or is considered part of the chassis (as for the minimum 
  crew needs of Support Vehicles 5 tons and up), and fire-control 
  systems of any kind do not affect the amount of internal equip-
  ment space available in a Support Vehicle design. However, if the 
  Support Vehicle installs additional quarters or compartment/bays 
  for passengers and crew, these items do count toward the unit’s 
  equipment space, as shown in the Control and Crew Systems 
  Space Table below.
  Support OmniVehicles: The minimum seating and fire-control 
  systems, once established for the Support OmniVehicle’s base 
  configuration, may not change between its base, Primary or Alter-
  nate configurations. Because the weight of any fire-control system 
  is directly tied to the weight of the weapons mounted on the Sup-
  port Vehicle, this weight determines how much pod space may be 
  devoted to weaponry.
  According to the Support Vehicle Crew 
  Requirements Table, Simon’s Simca—as a 
  Small wheeled vehicle—has a Minimum 
  Crew Requirement of 1. But because he 
  plans this vehicle to serve as an ambulance, 
  he adds 2 more crewmen to reflect stations 
  for additional paramedics. All three crewmen receive 
  seating at 75 kilograms per crewman, for a total of 225 
  kilograms spent (3 seats x 75 kg per seat = 225 kg). The 
  Simca has 1,436 kilograms of unspent weight remaining 
  (1,661 kg – 225 kg = 1,436 kg).
  Todd’s Swiftran—a Medium VTOL Sup-
  port Vehicle—has a Minimum Crew 
  Requirement of 2. Because it is not a Small 
  vehicle, additional weight need not be 
  assigned for these crewmen (as they are 
  considered intrinsic to the unit’s chassis and control sys-
  tems). However, as the Swiftran is a medivac unit, Todd 
  adds 10 more seats for medics. For these crew alone, the 
  seating will weigh 750 kilograms (10 seats x 75 kg per seat 
  = 750 kg), or 0.75 tons. Todd decides to double this amount 
  of seats to make room for passengers as well, bringing the 
  Crew: Though Total Warfare standard rules play does not track 
  crew sizes and such, their impact on Support Vehicle design 
  (as noted above) requires Support Vehicle designers to resolve 
  the number during the design process. To determine the basic 
  crew needs for each vehicle type, consult the Support Vehicle 
  Minimum Crew Table below. A Support Vehicle’s crew must be 
  equal to (or, at the designer’s option, greater than) the sum of its 
  minimum crew requirements (including any supplemental crew 
  such as officers and those needed to man special equipment such 
  as weapons, communications, kitchens and MASH theaters). Bay 
  personnel—for vehicle bays, and such—are not listed (the bays 
  themselves incorporate a limited amount of bunk space for such 
  personnel). Note that the additional crew needs for the specific 
  items listed do not have to be met unless and until the items are 
  mounted, and that any officer requirements must be computed 
  after all crew is assigned.
  Note that gunners are required only for any items that require 
  a Gunnery Skill roll to use in combat, and which have a range of 
  more than 1 hex. (Thus, automatic defensive armaments like Anti-
  Missile Systems, A-Pods, and the like require no gunners, nor do 
  non-weapon items listed on the Weapons and Equipment Tables, 
  such as Active Probes and ECM gear.)
  Crew Accommodations: For Small Support Vehicles, the 
  designer must allocate weight to seating (standard, pillion or 
  ejection-capable) or to appropriate infantry compartment/bays 
  for all crew and passengers, including their minimum personnel. 
  All Support Vehicles 5 tons and over integrate seating automati-
  cally for the minimum required crewmen, but will still require 
  appropriate compartments/bays (or even quarters) for passen-
  gers such as infantry, or for any crew added beyond the minimum. 
  Bay personnel—those required for vehicle bays, ’Mech bays, and 
  so forth—incorporate a limited amount of seating and/or bunk 
  space into their design, and so need not be counted toward 
  required accommodations.
  Support Vehicles that are particularly large or which are 
  designed to spend days of operation away from any ports 
  of call should invest in quarters, rather than seating, when 
  weight permits.
  CONTROL AND CREW SYSTEMS SPACE TABLE
  Control/Crew System
  Equipment Space 
  Required (slots)
  Fire Control (Basic or Advanced)
  0
  Seating (Standard, Pillion, Ejection)
  0
  Infantry Bay/Compartment
  1 (per 28-man 
  capacity)*
  Quarters, Steerage
  1 (per 50 quarters)*
  Quarters, Crew/2nd Class
  1 (per 20 quarters)*
  Quarters, Officer/1st Class
  1 (per 5 quarters)*
  *Round all fractions up; Accommodations for Minimum Crew Needs require no slots
  
  133
  133
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  Unlike those found on Combat Vehicles, Support Vehicle 
  engines never provide bonus “weight-free” heat sinks. (Any 
  shielding and cooling capability they have covers only the 
  engine’s own needs.) This means any and all heat sinks 
  mounted on a Support Vehicle are installed at a cost of 1 ton 
  per heat sink. 
  Like Combat Vehicles, Support Vehicles may use only single 
  (standard) heat sinks.
  Tech Base/Rating: The heat sinks used in Support Vehicle 
  construction are standardized and equally available to vehi-
  cles of Clan or Inner Sphere tech bases. 
  Space: Support Vehicle heat sinks take up no item slots 
  and do not affect the amount of internal equipment space 
  available, even when mounted as Support OmniVehicle pods. 
  Vehicular heat sinks are considered to be located deep within 
  the vehicle’s body.
  Support OmniVehicles: Support OmniVehicles of Clan or 
  Inner Sphere design may add more heat sinks at this stage, or 
  none at all. Additional heat sinks for later configurations may 
  be mounted in Omni-pods as with other weapons and equip-
  ment, but at a cost in weight only (not item space). Such 
  additional sinks may then be easily determined by the vehicle’s 
  configuration, based on its chassis and the total heat of all 
  energy weapons on that base configuration.
  Simon sees no reason whatsoever for 
  his Simca ambulance to carry energy 
  weapons, and so installs no heat sinks 
  at this time.
  Likewise, Todd sees no reason to arm 
  his Swiftran with heavy energy weap-
  ons, and therefore sees no need for 
  weighty heat sinks.
  Aaron’s Hesiod has limited space as 
  it is, and is certainly not intended for 
  combat. Therefore, he decides to place 
  no fixed heat sinks on the Support 
  OmniVehicle at this time, leaving that 
  an option for anyone creating a milita-
  rized Alternate configuration.
  Brian’s Jetta Coruna is a civilian air-yacht, not a 
  fighter. He plans it to mount no weap-
  ons, and he also decides it will waste no 
  tonnage on heat sinks.
  Christine anticipates the upcom-
  ing selection of weapons she has in 
  mind for her Dixon, and so installs 6 
  heat sinks on the Airship to vent the 
  combined heat of its future weaponry. 
  These heat sinks cost her 6 tons, but occupy no item 
  slots on the Support Vehicle’s inventory. The Dixon 
  now has 199.5 tons remaining (205.5 tons – 6 tons = 
  199.5 tons).
  total crew/passenger seat weight to 1,500 kilograms or 
  1.5 tons. This leaves the Swiftran with 4 tons available 
  (5.5 tons – 1.5 tons = 4 tons).
  As a Medium wheeled Support Vehi-
  cle, Aaron’s Hesiod has a Minimum 
  Crew Requirement of 2, whose seating 
  is considered intrinsic to the vehicle’s 
  chassis and controls. Aaron decides to 
  add no more seating.
  Brian’s Jetta Coruna—a Medium 
  Fixed-Wing Support Vehicle—has a 
  Minimum Crew Requirement of 2 from 
  the Support Vehicle Crew Requirements 
  Table. As a Medium-sized vehicle, he 
  need not assign seating to these crew-
  men. Still mulling passenger accommodations, Brian 
  continues on without assigning any weight to seating.
  Christine’s Dixon, a Medium Sup-
  port Vehicle, has a Minimum Crew 
  Requirement of 4, plus one officer 
  (because the Dixon, as an airship 5 
  tons or more in weight, requires at 
  least one officer). Because the Dixon is Medium-sized, 
  Christine need not allocate seating for these crewmen. 
  However, as she intends to arm and equip the Airship 
  later on with additional systems that will require 
  additional crew, she makes a note that she has pre-
  allocated seating and space for 5 crew (4 crewmen + 
  1 officer = 5), and leaves the assignment of additional 
  quarters and seating until she has determined what 
  her expanded crew needs will be. She also notes that 
  she plans to install a fire-control system, meaning that 
  tonnage will be also be needed to accommodate any 
  gunners.
  SPECIAL PHYSICAL ENHANCEMENTS
  Under these rules, any special physical enhancements—
  such as Environmental Sealing, hydrofoil capability and 
  so forth—are already incorporated into the design of the 
  Support Vehicle’s chassis. Support Vehicles have no add-on 
  equivalents to the MASC or Triple-Strength Myomer systems 
  BattleMechs employ.
  STEP 3: ADD HEAT SINKS
  Like Combat Vehicles, Support Vehicles handle heat dif-
  ferently than BattleMechs, and only require heat sinks if they 
  mount heavy energy weapons. If a Support Vehicle mounts 
  no heavy energy weapons (energy weapons not listed under 
  the Infantry Weapons and Equipment Tables), it requires no 
  heat sinks. If such energy weapons are mounted, however, the 
  number of heat sinks required by the vehicle equals the total 
  amount of heat generated by firing all such energy weapons 
  simultaneously. 
  
  maximum total armor capacity; the number of points per location 
  is left up to the designer. Only VTOL rotors have an upper limit: 
  a maximum armor allowance of 2 points at any weight. Support 
  Vehicles designed with the Armored, Amphibious, Environmental 
  Sealing or Submersible chassis modifications have a minimum 
  armor requirement of 1 point per location.
  Support Vehicle armor may be mounted in kilogram lots for 
  Small vehicles, but units weighing 5 tons or more must mount any 
  armor in full- or half-ton lots. The number of points per ton may be 
  derived from the Support Vehicle Armor Table below; divide 1,000 
  by the number of kilograms per point of desired armor type, and 
  round the result down to the nearest whole number.
  Conversely, if a specific number of armor points is sought—up 
  to the Support Vehicle’s computed Maximum Armor Factor—and 
  the weight is unknown, the designer can find this weight (in 
  kilograms) by multiplying the armor weight per point by the 
  number of points desired. For Small Support Vehicles, this result 
  requires no rounding. Support Vehicles weighing 5 tons and over, 
  however, must round up to the nearest half-ton. For example, if 
  a designer decides to mount 92 points of BAR 6, Tech Rating D 
  armor on a Medium Support Vehicle, it will cost 3.5 tons of armor 
  to accomplish that (92 points x 38 kg per point = 3,496 kg = 3.496 
  tons, which rounds up to the nearest half at 3.5). Note, however, 
  that sometimes a desired number of points—such as many Maxi-
  mum Armor Factors—may force the designer to “waste” weight 
  on points that cannot be mounted. 
  Use the Armor Diagram on the Support Vehicle’s record sheet to 
  indicate the number of armor points protecting each part of the 
  unit’s body by marking out any excess armor circles in the same 
  way as for the internal structure. Armor circles for a given location 
  are located in the appropriate unshaded parts of the diagram.
  Designers may not mix armor types on a given Support Vehicle, 
  and Support Vehicles may only use armor types listed in the Sup-
  port Vehicle Armor Table. 
  Tech Rating: The Tech Rating of the armor chosen for a Support 
  Vehicle usually does not exceed that of its chassis. It is possible to 
  mount armor at a higher Tech Rating than the chassis, but this will 
  drive up the Support Vehicle’s overall Tech Rating accordingly. Also, 
  armor at some BAR levels may not be available to a Support Vehicle 
  unless it possesses the Armored chassis modification. (An entry of 
  NA on the Support Vehicle Armor Table means that armor of a given 
  BAR does not exist for Support Vehicles at that Tech Rating.)
  Space: Under these rules, no armor type available to Support 
  Vehicles reduces their equipment slot space. 
  Support OmniVehicles: The type of armor, its weight, number 
  of points and their allocation must be established when design-
  ing the base configuration of a Support OmniVehicle. These 
  values may not be altered in the completed Primary or Alternate 
  configurations of that OmniVehicle.
  Simon decides his Simca ambulance does 
  not require any armor, believing that any 
  weight distributed to such reinforcements 
  will detract from more important life-saving 
  equipment and work space. Counting on the 
  kindness of others not to shoot at unar-
  mored rescue vehicles, he moves on to the 
  next step.
  Because his VTOL is planned as a medi-
  vac craft that might venture close to a war 
  STEP 4: ADD ARMOR
  Even though Support Vehicles are not built for the rigors of com-
  bat, most use some kind of armor to protect their internal structures 
  and critical components against the elements, accidents and other 
  hazards of wear and tear. Support Vehicle armor varies wildly with 
  the vehicle’s tech base, weight and the relative strength of the armor 
  chosen (defined as the armor’s Barrier Armor Rating, or BAR).
  The “armor” most Support Vehicles carry is usually nothing of 
  the sort, and can range from thick fabrics, wood and sheet metal 
  to resin polymers and industrial alloys. The Support Vehicle’s BAR 
  value reflects this variance, and is used to determine whether 
  or not heavy weapons fire penetrates the vehicle’s protection 
  regardless of how many points remain in the location. In Total 
  Warfare standard rules game play, if a unit has a BAR of less than 
  10, any damage sustained in a single hit that exceeds the unit’s 
  BAR may inflict such a penetrating Critical Hit (see Damage, p. 206, 
  Total Warfare), even if armor points remain in the stricken location. 
  The maximum amount of armor points a Support Vehicle may 
  mount is based on its tonnage and type. This value applies to Clan 
  and Inner Sphere Support Vehicles, regardless of the Tech Rating 
  used. The value of this maximum is shown in the Support Vehicle 
  Armor Table below. Regardless of the BAR or Tech Rating appli-
  cable to the armor used, it may not exceed this maximum point 
  value. Remember, however, that this value reflects the vehicle’s 
  SUPPORT VEHICLE ARMOR TABLE
  Vehicle Type
  Total Max Armor Factor*
  Airship, Naval
  4 + (0.334 per ton)
  WiGE
  4 + (0.5 per ton)
  Fixed Wing, Hover, VTOL
  4 + (1 per ton)**
  Tracked, Wheeled
  4 + (2 per ton)
  *Round down to nearest whole number.
  **VTOLs:  The  Rotor location always has a maximum armor allowance of 2 points, regardless 
  of size.
  Barrier 
  Armor
  Rating (BAR)
  Weight (in kg) per Armor Point (by Tech Rating)
  A
  B
  C
  D
  E
  F
  2
  40
  25
  16
  13
  12
  11
  3
  60*
  38
  24
  19
  17
  16
  4
  NA
  50
  32
  26
  23
  21
  5
  NA
  63*
  40
  32
  28
  26
  6
  NA
  NA
  48
  38
  34
  32
  7
  NA
  NA
  56*
  45
  40
  37
  8
  NA
  NA
  NA
  51*
  45
  42
  9
  NA
  NA
  NA
  57*
  51*
  47
  10
  NA
  NA
  NA
  63*
  56*†
  52*†
  *The Armored chassis modification is required to install this armor on a chassis of this Tech Rating.
  †At Tech Ratings E and F, BAR 10 Armor occupies slot space equal to that of Inner Sphere and Clan 
  Ferro-Fibrous Armor types (respectively).
  
  135
  135
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  so he is mounting 18 points of BAR 4 armor with a Tech 
  Rating of E.
  At 23 kilograms per point of armor, 18 points’ worth of 
  protection will cost Aaron’s Support Vehicle half a ton in 
  weight, the minimum—and maximum—that he was will-
  ing to spend on such protection (18 points x 23 kg per point 
  = 414 kg = 0.414 tons, rounded up to 0.5). Aaron chooses 
  to allocate this armor mostly around the Hesiod’s front 
  and sides, at 5 points per location, with the last 3 points 
  placed in the rear. Double-checking his figures, he adds up 
  the armor points: (5 + 5 + 5 [Front, Left and Right sides]) + 
  3 [Rear] = 18 points). Aaron then blocks out all the excess 
  armor circles in each location on his Hesiod’s record sheet, 
  being sure as well to black out all turret circles (as he has 
  not opted to install one). He also makes sure to note the 
  Hesiod’s BAR of 4 in the appropriate location.
  The Hesiod now has 3 tons of unspent weight remaining 
  (3.5 tons – 0.5 ton = 3 tons).
  Brian’s 35-ton Jetta Coruna may 
  mount up to 39 points of armor (4 base 
  points + [1 point per ton x 35 tons] = 39 
  points). While he’s willing to install it, he 
  knows the Coruna is not meant to see 
  combat, and so he decides on BAR 2 armor, the lowest 
  level possible. Using armor with a Technology Rating 
  of D—on a par with so many other components in his 
  plane—Brian finds that his Coruna will receive a point 
  of armor for every 12 kilograms invested. Because he 
  wants to place the full 39 points, this comes to 1 ton 
  of armor (39 points x 12 kg per point = 507 kg = 0.507 
  tons, which rounds up to 1 ton).
  Brian distributes his armor points with a majority in the 
  nose, where he places 15 points. Each wing receives 9 points, 
  and the aft location gets 6 (15 [Nose] + 9 [Left Wing] + 9 [Right 
  Wing] + 6 [Aft] = 39 points spent.) On his Fighter Record Sheet, 
  Brian blacks out all the excess points in each location, leaving 
  only the number of circles equal to the Coruna’s assigned 
  armor values, and notes that the aircraft has a BAR of 2. 
  With 1 ton spent on armor, the Coruna now has 11.5 
  unspent tons remaining (12.5 – 1 = 11.5).
  zone, Todd invested in the Armored chassis modifica-
  tion, which enables him to install BAR 10 armor on the 
  vehicle. Before mounting any armor, however, he first 
  determines the maximum capacity for his 25-ton Swift-
  ran and concludes that the vehicle may take on only 29 
  points of armor (4 base points + [1 point per ton x 25 
  tons] = 29 points).
  At the Tech Rating of E used for the Swiftran’s chassis, Todd 
  notes that BAR 10 armor—the equivalent of Combat Vehicle 
  armor—weighs in at 56 kilograms per point. The maximum 
  protection of 29 points would weigh 2 tons (29 points x 56 kg 
  per point = 1,624 kg = 1.62 tons, which rounds up to 2 tons). 
  Noting that at 2 tons the Swiftran can also achieve the same 
  29 points of BAR 10 armor at Tech Rating D (29 points x 63 kg 
  per point = 1,827 kg = 1.83 tons, which also rounds up to 2 
  tons), for flavor reasons Todd chooses to go with less efficient 
  Tech Rating D armor instead.
  Because the Swiftran’s rotor can only have 2 armor 
  points, Todd allocates those first. The remaining 27 points 
  he divides among the VTOL’s other locations, placing 8 
  points in the front, 7 points each on the sides and 5 points 
  in the rear. After adding up the numbers to verify that he 
  has not wasted any points (8 [Front] + (7 + 7 [Left and Right 
  sides] + 5 [Rear] + 2 [Rotor] = 29), Todd blacks out all the 
  excess armor points from the Armor Diagram on his Swift-
  ran’s record sheet and notes on the appropriate line that 
  the VTOL has a BAR of 10. The Swiftran now has 2 unspent 
  tons remaining (4 tons – 2 tons = 2 tons).
  With his Hesiod Support OmniVe-
  hicle down to just 3.5 unspent tons in 
  weight, Aaron also decides to make 
  armor a low priority. This is hardly a 
  problem, as the maximum armor the 
  7-ton wheeled Medium Support Vehicle 
  can receive is 18 points (4 base points + [2 points per 
  ton x 7 tons] = 18 points). Because his Hesiod is not 
  intended for combat, Aaron chooses a BAR of 4. Unlike 
  Todd, Aaron does not downgrade the Tech Rating of 
  his armor relative to that of the Hesiod’s chassis, and 
  RA 
  RA
   Iveco “Burro II” Super Heavy Cargo Truck
  
  while Inner Sphere-made Support Vehicles must use only those 
  items available to the Inner Sphere. Within these limits, items of 
  any Tech Rating may be chosen, but designers should remember 
  that a Support Vehicle’s Final Tech Rating—and with it, its final 
  cost—will be determined by its highest-rated component.
  Space: Though their construction is more open than that of 
  Combat Vehicles, Support Vehicles may spend a variable number 
  of item slots on each weapon or equipment item they carry. The 
  number of slots each item occupies on a Support Vehicle (when 
  permissible) is noted in the item’s listing on the Weapons and 
  Equipment Tables.
  Weapons and Ammunition: Small Support Vehicles may only 
  mount Light- and Medium-weight weapons, which are shown on 
  the Infantry Weapons and Equipment Tables. For purposes of arm-
  ing Support Vehicles, Light weapons are those listed as standard 
  on the Infantry Equipment Table, while Medium-weight weapons 
  are classed as “Support”. Regardless of their type, these weapons 
  require no heat sinks and come with a free clip; they may carry 
  ammunition in multiples of their clip size. (Small and Medium 
  weapons incorporate their ammunition into the slots devoted to 
  the weapons themselves, and require no added slots for expanded 
  reserves.) Both of these weapon types may be mounted in fixed 
  locations, or on pintle and turret mounts.
  When mounting Small and Medium Weapons on Support 
  Vehicles, each such weapon occupies 1 item slot. Use the Con-
  ventional Infantry Weapons Table starting on p. 349 to determine 
  the weapon’s damage in BT gameplay. Because such weapons 
  fire individually, however, the actual damage values for a Small/
  Medium weapon in BT gameplay when fired by a Support Vehicle 
  must be rounded to the nearest whole point (rounding 0.5 up). 
  Thus, a Support Vehicle mounting a Thunderstroke II Gauss Rifle 
  as a Medium Weapon (Base Damage: 0.53), would inflict 1 point of 
  damage with that weapon in BT gameplay (0.53 rounds up to 1), 
  but if the vehicle used a Gyroslug Carbine instead (Base Damage: 
  0.35), it would inflict no BT damage with that weapon (0.35 rounds 
  down to 0). Any applicable special weapon effects (such as Heavy 
  Burst or Flame-Based Weapon capability) also apply to Light or 
  Medium Weapons mounted on Support Vehicles.
      To find the weapon’s Short, Medium, and Long Range values 
  when fired by a Support Vehicle, use the weapon’s listed Base 
  Range for Short, multiply it by 2 for Medium Range, and 3 for Long. 
  If applicable, the Range can then be used to determine a Small 
  or Medium Weapon’s Aerospace combat range as well: a range 
  of 9 or less equals Aerospace Short Range; 10 to 19 equates to 
  Aerospace Medium Range; 20 to 24 is Aerospace Long Range; and 
  25 or more is Aerospace Extreme Range. Thus, a Support Vehicle 
  that mounts a Thunderstroke II Gauss Rifle (Base Range: 2) has a 
  Short Range of 2 (Base Range 2), Medium Range of 4 (Base Range 
  2 x 2 = 4), and a Long Range of 6 (Base Range 2 x 3 = 6). If mounted 
  on a Support Vehicle that uses Aerospace rules (such as a Fixed 
  Wing Support Vehicle), the Long Range of 6 would translate to an 
  Aerospace Range of Short.
  Support Vehicles weighing 5 tons or more may not mount 
  Light or Medium-weight weapons, but may instead mount Heavy 
  weapons, which are represented in the Weapons and Equipment 
  Tables shown on p. 341. All ammunition-dependent weapons 
  from this list—except for machine guns (including their Light and 
  Heavy versions) and nail or rivet guns—require at least a ton of 
  ammunition. (Machine guns, nail guns and rivet guns may carry 
  ammo in half-ton lots instead.) Each ammo bin occupies one item 
   
  Because it is an Airship and thus cannot 
  receive the Armored chassis modification, 
  the best BAR possible for Christine’s Dixon 
  at the Structural Tech Rating D is BAR 7. 
  After determining the Maximum Armor 
  Factor for her Dixon to be 104 (4 base points + [0.334 
  points per ton x 300 tons] = 104.2 points, rounded down to 
  104), she decides to spend the maximum.
  At a BAR of 7 and Tech Rating D, armor for the Dixon weighs 
  in at 45 kilograms per point. To achieve 104 armor points, 
  Christine therefore must spend 5 tons on armor (104 points x 45 
  kg per point = 4,680 kg = 4.68 tons, rounded up to 5). The Dixon 
  will have 194.5 tons remaining (199.5 – 5 = 194.5).
  With no turret or rotors on which to place armor, Christine 
  assigns 29 points to the Dixon’s nose and 25 points each to the 
  Airship’s left wing, right wing and aft. Summing up, she veri-
  fies the armor is fully assigned: 29 [Front] + (25 + 25 [Left and 
  Right Wings]) + 25 [Aft] = 104 points. On the Dixon’s record 
  sheet, she blacks out all excess armor circles in each of the 
  affected locations.
  STEP 5: ADD WEAPONS, 
  AMMUNITION AND OTHER 
  EQUIPMENT
  The weapons, ammunition and equipment that may be 
  mounted on a Support Vehicle are listed in the Weapons and 
  Equipment Tables shown on p. 341. In addition to any heat, dam-
  age and range statistics, these tables provide the weight these 
  items take up on a Support Vehicle, how many equipment slots 
  they occupy, what technology base (Clan or Inner Sphere) and 
  Tech Rating (A through F) is required to use them, and any special 
  construction rules that might apply to installing the equipment 
  (such as location and unit type restrictions). 
  Remember that the total weight for a given Support Vehicle’s 
  structure, engine, controls, armor, heat sinks, weapons and other 
  components must never exceed the weight established for the 
  vehicle in Step 1. Any leftover weight that cannot be allocated to 
  cargo space (see Cargo Bays, p. 239) or other equipment (due to item 
  slot constraints or other factors) is considered “wasted” tonnage.
  Weapons and items placed in any non-turret location receive 
  a fixed firing arc in that direction (meaning a front-mounted 
  weapon would have a front firing arc, while a left-side mounted 
  weapon can only fire into the left side arc, and so on). Turret-
  mounted weapons have a firing arc determined by the turret’s 
  facing during game play. Pintle-mounted weapons—which dif-
  fer from turrets in that they have no separate locations and are 
  mounted more as items—have a 180-degree firing arc based on 
  the side of the vehicle on which they are mounted.
  For special rules on any item, consult its entry under Heavy 
  Weapons and Equipment (pp. 200–273). 
  Tech Base/Rating: The Heavy Weapons and Equipment Tables 
  note which items are available to which technology base. Clan-
  made Support Vehicles may use only items available to the Clans, 
  
  137
  137
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  Note that if space is available for cargo, this can also be 
  accomplished by allocating any “loose” kilograms to cargo, so 
  a 100-ton unit that comes to 96.36 tons because of small items 
  may simply add a 3.64-ton (3,640-kilogram) cargo bay to reach 
  an even 100-tons. 
  Support OmniVehicles: Though it is unusual, weapons 
  and equipment may be established as fixed components of a 
  Support OmniVehicle’s base configuration just like heat sinks, 
  armor and the like. These “fixed” items must be mounted 
  (placed in the vehicle’s Weapon Inventory and assigned to 
  vehicle locations) before the completion of the base con-
  figuration. Afterward, these items may not be altered in the 
  completed Primary or Alternate configurations of the Support 
  OmniVehicle.
  For turret- or pintle-equipped OmniVehicles, the tonnage of 
  the turret or pintle(s) may not be changed across configura-
  tions. Developing a Support OmniVehicle therefore requires 
  the designer to consider in advance how much weight in 
  equipment (not counting ammunition) may be placed in the 
  turret and/or pintle location(s), so as to establish the weight of 
  the turret and/or pintle(s) for the base, Primary and all Alter-
  nate configurations of that OmniVehicle. As indicated earlier, 
  turrets weigh 10 percent of the weight of all weapons located 
  in the turret. Therefore, the weight of any equipment placed in 
  a turret (discounting ammunition) may be no greater than 10 
  times the turret’s weight. Pintles, which weigh 5 percent of 
  their weapons’ weight, may carry no more than 20 times the 
  pintle’s weight in items.
  With 1,436 kilograms remaining for 
  his Simca and only 5 item slots, Simon 
  decides to install 1,000 kilograms’ 
  worth of paramedic equipment, 
  which will occupy 4 item slots (each 
  slot of paramedic equipment weighs 
  0.25 tons or 250 kilograms; 250 kg x 4 = 1,000 kg). For 
  another 300 kilograms, he adds 4 seats to represent 
  passenger stretchers (75 kg per seat x 4 seats = 300 kg; 
  seats occupy no item slots). Finally, Simon assigns the 
  last 136 kilograms to cargo, taking up the last item slot 
  in the bargain. As none of these items requires a firing 
  arc, he places all of them in the Simca’s Body location.
  As a final touch, Simon adds a rear bay door at 
  no weight or slot cost, to reflect the large doors 
  used to quickly load and unload the ambulance’s 
  precious cargo.
  Todd’s Swiftran has only 2 tons of 
  unspent weight remaining, with 7 item 
  slots. As his vehicle is a medivac, Todd 
  also decides to devote much of this 
  to paramedic equipment, investing a 
  total of 1.5 tons to 6 slots’ worth of such gear (each 
  slot of paramedic equipment weighs 0.25 tons x 6 
  = 1.50 tons). The remaining half-ton is diverted to a 
  cargo bay that takes up the Swiftran’s final item slot. 
  Like Simon, Todd allocates all of these items to the 
  VTOL’s Body location, and installs a 0-ton, 0-slot door 
  in the rear to designate where passengers are loaded 
  and unloaded.
  slot, but may be of any weight desired, so long as the ammu-
  nition is devoted to one or more of the vehicle’s weapons of 
  the same type (for example, a Support Vehicle armed with 2 
  Autocannon/2s may store all AC/2 ammunition in a single bin 
  of any size). All ammunition on Medium and Large Support 
  Vehicles is presumed to have a Body location.
  Remember that, depending on the number of weapons 
  and types of fire-control systems used, a Support Vehicle may 
  require additional crew (and any applicable accommodations) 
  to handle its firepower (see Additional Crew Table, p. 131). For 
  Light and Medium-weight weapons, the gunners required 
  are based on the weapon’s Crew value shown in the Infantry 
  Weapons and Equipment Tables. For Heavy weapons, gunners 
  are required only for any item that requires a Gunnery Skill 
  roll to use in combat, and which has a range of more than 1 
  hex. (Thus, automatic defensive armaments like Anti-Missile 
  Systems, A-Pods, and the like require no gunners, nor do non-
  weapon items listed on the Heavy Weapons and Equipment 
  Tables, like Active Probes and ECM gear.)
  Heat Sinks: Heat sinks are required only for Heavy energy 
  weapons used by the Support Vehicle, and the number of 
  heat sinks required equals the heat value of all such energy 
  weapons fired simultaneously. (Medium and Light energy 
  weapons, which represent infantry combat weapons, do not 
  require sinks.)
  Power Amplifiers: Any Medium- or Large-sized Support 
  Vehicle not powered by Fission or Fusion engines may carry 
  Heavy energy weapons such as lasers and PPCs, but to do so, it 
  must also mount power amplifiers. Power amplifiers weigh 10 
  percent of the weight of the energy weapons carried, rounded 
  up to the nearest half-ton, but take up no item slots on the 
  vehicle’s record sheet. (Medium-weight and Light energy 
  weapons, which represent infantry combat weapons, do not 
  require power amplifiers.)
  Turrets/Pintles: All Support Vehicles (except VTOLs, 
  Fixed-Wing craft and Airships) may possess one turret at 
  the designer’s option, the mass of which must equal at least 
  10 percent of the weight of all weapons and equipment 
  (excluding ammunition) mounted within. This weight must 
  be rounded up to the nearest kilogram for Small vehicles, or 
  to the nearest half-ton for Support Vehicles 5 tons and up. 
  A turret counts as an extra section on the Support Vehicle, 
  requiring its own internal structure and armor.
  Pintles—available to Small vehicles only—may mount only 
  Light and Medium weaponry, and must weigh no less than 5 
  percent of the weight of all weapons and equipment mounted 
  within (rounded to the nearest kilogram). Pintles do not count 
  as separate locations and do not receive internal structure or 
  armor. They must be mounted instead in side locations (Left, 
  Right, Front or Rear).
  Small Items on Medium and Large Units:  Several items 
  that may be installed on Medium and Large Support Vehicles 
  have a weight presented in kilograms rather than tons. When 
  mounting such items, the designer must keep a running total 
  of the number of kilograms used. At the end of this step in 
  the Support Vehicle design process, divide this quantity of 
  kilograms by 1,000 to find their total weight in tons. The final 
  result must be rounded up to the nearest half-ton.
  
  As a final, non-lethal weapon system—also useful in fire 
  control as well as anti-riot work—she adds 4 sprayers to 
  the Dixon, each of which weighs 15 kilograms (0.015 tons) 
  and occupies 1 item slot. Two each of these are mounted 
  in the Dixon’s Nose and Aft sections. For ammunition, she 
  devotes 10 tons (and 1 item slot) to the sprayers’ capacity 
  in the form of liquid cargo in the airship’s Body location. 
  This provides the sprayers with a maximum of 9 tons of 
  “ammo,” as liquid cargo bays (see Transport Bays, p. 239) 
  have a capacity equal to their weight, multiplied by 0.91 
  (10 tons × 0.91 = 9.1, rounded down to 9 tons).
  For all of these weapons, Christine opts to install a Basic 
  Fire Control system to improve their accuracy. As Basic Fire 
  Control weighs only 5 percent of the weight of any associ-
  ated Heavy or Medium weapons, she finds that the Dixon’s 
  fire-control system will weigh 0.5 tons (5 percent of all 
  weapons’ weight = 0.05 x [2 tons (Machine Guns) + 2 tons 
  (Medium Lasers)] = 0.2 tons, round up to 0.5). The Basic 
  Fire Control system occupies no item slots on the Dixon’s 
  design. (Note that the Sprayers, though they may be used 
  as weapons, may not benefit from Fire Control Systems, in 
  accordance with their rules on p. 248).
  With all its armament, the Dixon has so far invested 
  19.56 tons and 12 slots into weapons and fire control. 
  Because there is more yet to assign, Christine does not 
  yet round the odd tonnage she has received (for the use 
  of sprayers) up to the nearest half ton. She also holds off 
  assigning additional crew for now.
  Christine next decides to add 3 light vehicle bays to the 
  design’s body, each of which can be used to carry vehicles 
  weighing up to 50 tons apiece, with 1 door provided for 
  each (at 0 tons and 0 slots) in the Nose, Left Wing and 
  Right Wing locations. These bays each weigh 50 tons and 
  occupy 1 slot. She intends these bays for the deployment 
  of riot-control ground vehicles when landed, and also for 
  launching and landing small police aircraft while airborne, 
  and so Christine decides to add a lift/arresting hoist to the 
  vehicle as well (at a cost of 3 tons and 1 item slot).
  Because she also sees the Dixon as a command 
  center for police activity, she adds 6 tons’ worth of com-
  munications equipment to the Dixon’s Body location at an 
  additional cost of 1 item slot. She even adds two mounted 
  searchlights to the Support Vehicle, placing 1 each of these 
  half-ton, 1-slot lights in the Dixon’s Nose and Aft locations. 
  Reviewing her Airship’s crew needs, Christine notes 
  that she has already accounted for the basic crew of 4. 
  The heavy weapons mounted by the Dixon—4 machine 
  guns and 2 medium lasers—require 1 crewman per every 
  3 tons of weapon weight (each), rounded up. This means 
  that the Dixon’s heavy weapons—each of which weighs 1 
  ton or less—will require 1 gunner apiece. Furthermore, the 
  6-ton communications equipment requires 1 crewman per 
  ton, for an added 6 crewmen. These added crewmen raise 
  the Dixon’s minimum crew to 16. Because the Dixon is a 
  Support Vehicle over 5 tons in weight, Christine must also 
  add officers. According to the officer requirements shown 
  on the Support Vehicle Minimum Crew Table on p. 131, she 
  will need 4 officers (16 crew ÷ 5 = 3.2, round up to 4), who in 
  turn raise the Dixon’s minimum crew needs to 20 (16 crew 
  +4 officers = 20).
  Aaron has 3 tons and 5 slots remaining for 
  his Hesiod Utility Vehicle. Rather than desig-
  nating any of it to “fixed” equipment, he 
  decides to complete the base chassis of this 
  Support OmniVehicle by noting all 3 tons 
  and 5 item slots as pod space. To present at 
  least one completed configuration, he desig-
  nates the Primary configuration—which he calls Hesiod 
  Configuration 1—as the cargo loadout, where all 3 tons are 
  assigned to a 3-ton, 1-slot cargo bay in the Body location, 
  complete with a zero-ton, zero-slot door in the rear.
  For his Jetta Coruna 4X, Brian has 11.5 
  tons of unspent weight and 8 unspent item 
  slots. Because he sees the Coruna as the 
  ultimate in air travel for the wealthy elite, 
  he installs luxurious first-class passenger 
  quarters on the aircraft. These quarters 
  weigh 10 tons and occupy 1 slot in the Support Vehicle’s 
  design. Brian allocates them to the unit’s Body location, 
  noting that such quarters are spacious enough for the VIP 
  passenger to entertain a few guests in flight. He allocates 
  the remaining 1.5 tons to a cargo bay in the Body location, 
  which also takes up only 1 item slot. A door is added to the 
  rear for the loading and unloading of cargo while landed.
  With 194.5 tons left to go and 35 item 
  slots open, Christine plans to arm and 
  equip her Dixon Law Enforcement Airship. 
  Starting with weapons, she decides on 4 
  standard vehicular-scale machine guns, 
  each of which weighs 0.5 tons and occupies 1 item slot. 
  Three of these weapons she places in the Dixon’s nose, 
  while the remaining 1 is mounted in the Aft location. 
  Deciding to provide these weapons with ample ammuni-
  tion reserves, she installs a 5-ton (1-slot) bin for a total of 
  1,000 shots between the weapons (200 shots per ton x 5 
  tons = 1,000 shots).
  Christine then adds 2 vehicular-scale medium lasers 
  (which each occupy 1 ton and 1 item slot), and mounts 
  one laser in each of the Airship’s Wing locations. Having 
  already provided the heat sinks for these weapons, and 
  equipped with a Fusion engine, Christine need not add 
  power amplifiers to make these weapons functional.
  RA 
  RA
  A Fifth Donegal Guards Uziel pilot waits impatiently for a supply truck to unload.
  
  139
  139
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  Simon verifies that all of the valid data 
  blocks are completed for his Simca, 
  including noting the vehicle’s full name, 
  “Simca Ambulance,” on the Vehicle Type 
  line, checking off that it uses an Inner 
  Sphere Tech Base, noting its Cruising MP as 7 and its 
  Flank MP as 11, and noting what engine type it uses. As 
  the vehicle lacks weapons, he chooses to list the vehi-
  cle’s critical items—the fuel range, paramedic 
  equipment, stretchers and cargo—in the block labeled 
  “Notes”, leaving the Weapons Inventory empty. He 
  then makes sure all the appropriate armor and inter-
  nal structure circles have been blacked out and that 
  the vehicle’s BAR is noted, before going on to compute 
  its Battle Value and Cost.
  Todd performs the same steps as 
  Simon for his Swiftran.
  Because Aaron built his Hesiod as a 
  Support OmniVehicle, he completes 
  his record sheet first for his uncom-
  pleted base chassis design, noting only 
  the number of tons and slots of pod 
  space available in the Notes block. He 
  then makes a copy of that record sheet 
  to use for completing the Primary (Hesiod-1) configu-
  ration. Once that configuration is completed, he is 
  ready to compute its Battle Value and Cost and bring 
  it to play.
  Brian’s Jetta Coruna and Chris-
  tine’s Dixon Airship both follow the 
  same process as the others in com-
  pleting their record sheets, assuring 
  that the appropriate values are 
  entered for Safe Thrust and Max 
  Thrust, noting any special features in the Notes 
  block (such as the Jetta’s Enviro-Sealing and the 
  Dixon’s basic fire-control system.
  Christine even manages to place 
  items on her Weapons Inventory to 
  provide data on her Dixon’s machine 
  guns, medium lasers and sprayers. 
  Because the Dixon is an aerospace unit 
  (like Brian’s Coruna), she draws the statistics from the 
  Aerospace Equipment Tables, noting aerospace dam-
  age values at each range bracket instead of ranges in 
  hexes, but disregarding heat data because Support 
  Vehicles do not track heat as aerospace fighters do.
  Because these minimum crew needs are met by the 
  Dixon’s design automatically, Christine need not install 
  any added seating to her Airship. However, for the ben-
  efit of any additional personnel who may be required 
  as light security or to support the vehicles and equip-
  ment that may be carried in the Dixon’s bays, Christine 
  takes the simple approach of adding 2 foot infantry 
  compartments—at 3 tons and 1 item slot apiece—to 
  the Dixon’s Body location. Noting that each compart-
  ment provides basic seating (and little else) for 28 
  men, Christine reasons that these compartments will 
  represent a minimalist amount of “cot space” for off-
  duty police and Airship crewmen to catch a few winks 
  between shifts.
  Added to the weight and space allocated to 
  weapons, Christine finds that the vehicle bays, arrest-
  ing hoist, communications gear, searchlights and 
  infantry compartments combine to bring the weight 
  of all items to 185.56 tons, with 21 slots spent. Chris-
  tine allocates the remaining 8.94 tons of her Dixon’s 
  weight to general cargo in the Body location, at a cost 
  of 1 more slot.
  STEP 6: COMPLETE THE 
  RECORD SHEET
  By the time the designer has chosen all structure, engine 
  and controls for the Support Vehicle, and added armor, weap-
  ons and equipment, all items must be allocated to their proper 
  places on the appropriate blank Record Sheet. For a completed 
  record sheet, the designer must make sure to have selected 
  the appropriate sheet for the Support Vehicle’s motive type. 
  The sheet must have all data filled in for the Vehicle/Fighter/
  DropShip Data block (including name, tonnage, engine and 
  movement types, and MP/Thrust). All equipment slots must be 
  allocated on the Weapons and Equipment Inventory (includ-
  ing ammunition and number of shots per bin). All extraneous 
  armor and internal structure points must be blacked out on 
  the Armor Diagram. 
  Once all of the above is completed, the Support Vehicle is 
  ready for Total Warfare game play.
  SUPPORT OMNIVEHICLES
   When completing the record sheet for a Support Vehicle 
  built as an OmniVehicle, it is highly recommended that the 
  designer create one sheet specifically for the base configura-
  tion, with none of the weapons or equipment installed that 
  may appear on the Primary and Alternate configurations. Cop-
  ies of this Base Configuration Record Sheet (noting all unused 
  tonnage as pod space for the body and the turret separately) 
  can then be used to quickly generate record sheets for the 
  other configurations.
  
  BOOT CAMP BASICS
  BOOT CAMP BASICS
  —Excerpted from the journals of Recruit Stefan Palmer, Teggiwald Camp,  
  Squad B (Signal Corps), Acubens Planetary Militia, Free Worlds League
  
  141
  141
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  13 August 3068
  This is my diary.
  I record whatever I like, whenever I like, HOW I LIKE.
  I’m here because I have to be.
  I want to study literature. Or be an author. 
  And this just sounded like a cliché start.
  3 October 3068
  Oh man, I thought I’d have more time!
  20 October 3068
  Hey! We got off early today! And I found this thingie here 
  again. Great!
  We had two equipment checks today. One to start the 
  morning, one to top off the evening. If I’ve learned something 
  in these last six weeks, it’s this: There are times when you bet-
  ter shut up and do what you’re told. It might hurt your pride 
  and go against whatever personal code you live by, but it 
  makes life plenty easier. Lieutenant Jordi, the wet-eared pla-
  toon leader who’s graciously allowed to do the more tedious 
  parts of our formation, called the shots. Piece after piece, we 
  dug all our gear out of our backpacks, pockets and pouches, 
  and placed it on our canvases spread out before us:
  Helmet; Filter mask; Gloves; Goggles; Tent-poles/pegs; 
  Spade; Cleaning utensils; Tags; Emergency rations; Raincoat 
  (with hood); Spare clothes (in airtight bag); Rifle; Spare maga-
  zines (2); Datapad with regulations (per Order of the Day)…
  Impressive, how long a list that is. Even in the field, with 
  most of my equipment back in barracks. It practically guaran-
  tees that somebody forgot something, provoking the usual 
  reprimands and “consequences”—today being no exception. 
  Only after Tom got back from his fifth lap around the wooden 
  shelter, with Drik and Nat pumping their last twenty and 
  Lieutenant Jordi calming down, did the platoon get around 
  to some serious chow time.
  You always hear people complaining about rations in hol-
  ovids or when returning from their ToD’s with the FWL, but I 
  couldn’t agree less. Food in the militia is always freshly pre-
  pared, warm and diverse enough. Chefs even thought about 
  the poor guy with the gluten allergy. But even if not, usually I 
  feel hungry enough to mow down about everything anybody 
  shovels into my foldable plate.
  15 November 3068
  These are the stories of the mighty militia warrior Stefan 
  Palmer (1.72m, 81kg, 186Pts., fit for service) nearing the end of 
  his basic training, as recorded on the ancient scrolls of Acubania. 
  Cower, infidels, and listen!
  “Nestled in a shallow ravine, surrounded by beautiful flora 
  in the first stages of bloom and just a stone’s throw away 
  from a small lake, the Teggiwald lies roughly five kilometers 
  outside the city. Soft paths suitable for runners crisscross the 
  underbrush, tiny huts offer protection from the occasional 
  shower, while open spaces invite a picnic in the sun. All in all, 
  the perfect spot to enjoy life.
  Or not.
  The youngsters moving through the underbrush at an accel-
  erated pace certainly didn’t agree. Heavy boots soaked through 
  and covered in mud up to the calves from the soft ground, 
  combat fatigues clinging to the skin from sweat and damp air 
  certainly didn’t make lugging around a ten-kilogram backpack 
  terribly recreational. Adding to the fun, each of them carried a 
  meter-long, six-kilogram rifle, which tended to get caught in 
  vines and branches if attention slipped for a split second. Not 
  that avoiding them was easy when one felt like a stuffed turtle 
  on two legs. A stuffed turtle with a cooking-pot on its head—
  “Cover!”
  Sighing silently, Stefan Palmer let himself drop flat behind 
  the nearest tree stump at his group leader’s hushed call. 
  Glancing toward the front of the line, he saw the corporal 
  waving his hands frantically. Obviously trying to signal the 
  squad something, in that combat talk they’d been shown 
  yesterday. Too bad neither Palmer nor the corporal had paid 
  much attention, leaving Stefan utterly clueless as to what 
  had prompted the halt. Probably a deer. Or they had taken a 
  wrong turn, and now the corp was trying to cover it up with 
  a little show…again.
  Palmer gave up on wiping clear his accursed combat 
  goggles, letting them dangle around his chin, and reached 
  for the canteen at his side. After a minute or so of fumbling 
  around, he gave that up, too. Whoever had designed their 
  harness sure had gotten the easy-access part right – tested 
  on an anatomically perfect tailor’s bust by a person other 
  than the wearer!
  “Clear, let’s move.”
  Out of the corners of his eyes, Stefan saw the corporal 
  stuff compass and map back into his leg pockets, pick up his 
  weapon, make the safety control by the book and rise.
  BANG!
  BEEEEEEEEEP
  Surprise in his eyes, the corporal fell backwards, clutching 
  at a little black box on his chest. Great. Just what they needed. 
  It really had been an ambush this time. Rolling his eyes, Stefan 
  snapped off a few dud shots into the woods at an “enemy” 
  he couldn’t see anyway, waiting for his own simulation gear 
  to announce him hit. Unfortunately, the instructor called off 
  the exercise before that happened, declaring several of the 
  squad as wounded and therefore in need of transport for the 
  remainder of the distance. 
  And thus ends the first episode of this mighty epic.
  27 November 3068
  Part 2, where the hero deals with extreme hardship and does 
  not encounter a damsel in distress:
  They were in the middle of redistributing equipment when 
  someone sounded the chemicals alert.
  Five seconds for the mask, ten for the gloves, then sealing 
  neck and ankles. Next: spreading the alarm, helping others. 
  For once a drill Palmer could rattle through with no problems. 
  A mere month ago, he would have objected to that part of 
  the training as well. Citing passages from the outmoded Ares 
  Conventions about chemical weapons being outlawed and 
  all that. 
  That was before the instructor had shown them the hol-
  ovids from Atreus.
  It wasn’t long before the recruits were sweating in their 
  sealed garments like Taurian oxen under a Federated Sun. The 
  
  unattended. Heavens beware! A squirrel might accidentally trip 
  over it and shoot its nuts off!
  I don’t know what it is with this guy. It’s not like we’re green-
  horns anymore. I very well know what I do!
  3 December 3068
  Ooooooh! Testing day! And I finally managed to tie the recorder 
  into my helmet’s visor cam. Woohoo!
  Screen goes dark, comes back to life with a first-person view.
  “Gentlemen! This afternoon you will be tested on basic weapon 
  skills…”
  Standing about three meters from the viewer, a young man wear-
  ing lieutenant’s insignia is bellowing around.
  “Master Sergeant Grovler and myself will conduct the inspec-
  tion. I expect nothing but the best from you! Don’t put our 
  platoon to shame! Lieutenant Wicki’s apparently got a flat three 
  this morning. But we will do better!”
  The camera swerves left and right, showing about thirty soldiers 
  standing in a half-circle, staring blankly at their superior.
  “Understood?”
  “UNDERStoooood!”
  The platoon answers automatically, lacking more than a bit of 
  enthusiasm. On the other side, the lieutenant apparently decides to 
  leave it at that, probably realizing he couldn’t expect much more.
  “Very well, then. Spread out. One-meter intervals. Prepare to 
  disassemble weapons. Sixty seconds on my mark…MARK!”
  As one, the men drop to the ground and start to fumble, twist, bat 
  and screw until every one of them kneels behind a sea of meticu-
  lously placed parts—all in time. A master sergeant passes the row, 
  asking questions here and there.
  “Recruit Isler! Name three parts of your rifle.”
  “Barrel, trigger and aaah…magazine.”
  “Recruit, what is the effective combat distance of a platoon 
  armed with such rifles?”
  “Master Sergeant, Recruit Mangrove: Ninety meters.”
  And so it went. My knees started to hurt again from the rough gravel. 
  Why aren’t we issued padded suits? Or at least kneepads? All the good 
  stuff is restricted to the regular army. And if something trickles through, 
  it always goes to the combat troops. Never to Signal Corps. 
  Ah, well… 
  Positive thoughts! Positive thoughts! That probably means I’ll 
  be saved from the blessing of a 20-kilo flak suit…
  Oh, and you know what? The end of the test you’ve just seen? I 
  managed to assemble my rifle in 78 secs. Personal record! Drilling 
  paid off.
  But still, I long for a good old Intek laser. Sleek, lighter and with 
  half the parts of what I’ve got now. Quartermaster says they’re 
  even cheaper than this older TK-clone and standard issue up 
  until a year ago. Don’t know what prompted the step backwards. 
  Latrine-talk says something about the guns giving out in NEMP—
  whatever that is.
  5 December 3068
  Now for another installment of our glorious series:
  Grovler’s shouting disrupted the concentration of human, ani-
  mal and machine once more. Even the sun apparently decided 
  that farther away from the instructor was better, and hid behind 
  temptation to screw the gas mask’s valve loose for easier breathing 
  was great, but Master-Sergeant Grovler knew his business too well. 
  Sharp barks kept most in line; the rest followed immediately after 
  their instructor produced a tear gas capsule and started twirling 
  it between his fingers. Too fresh was the memory of the literally 
  burning sensation most of them had experienced when they 
  thought cheating was safe during sleep in those bunkers last week!
  So they pulled themselves and their “wounded” comrades 
  through one more silent eternity of heat, panting and grunting. 
  Past singing birds, sprouting bushes and the first, early brawash 
  larvae wriggling out of the ground. At least the mosquitoes 
  couldn’t worry them anymore.
  “Recruit Palmer!” Grovler shouted, materializing at Palmer’s left 
  side. “What is the maximum time span you will stay protected in 
  your coveralls’ sealed mode?”
  “Twelve hours, Master-Sergeant!”
  “Correct! And what do you need to do before you change out 
  of it?”
  “I need to await the order to do so, because I don’t carry the 
  necessary equipment to decontaminate the… aaah… equipment.”
  “Correct again! Recruit Isler: Please tell us where you place your 
  anti-toxin syringe and when.”
  By the time his comrade started to answer, Stefan had already 
  tuned out of the question game, an integral part of any drill train-
  ing. A part that posed him no problem for a change; he was used 
  to learning stuff thrown at him by heart. With that, he closed out 
  most of his other perceptions too, losing himself in the slow shuf-
  fle-step the group had fallen into. Supposedly they looked look 
  like a line of walking alien undead to outsiders. Not that he cared.
  A full hour later, the band stumbled upon the gravelled square in 
  front of the shooting range at the heart of this training area, where 
  the rest of the platoon already waited. Exercising his right to train 
  them as he saw fit, the instructor kept all of them stewing in their own 
  juice for a bit more. Nature’s soothing sounds didn’t stand a chance 
  against the collective grunting and gasping of thirty recruits as they 
  finally got the order to take off their airtight masks and gloves.
  Relieved for the moment, Stefan stuffed the chemical gear 
  back into its pocket, carefully rearranging the non-standard issue 
  chocolate bars around it again. Cleaning the lot this evening 
  would be painful enough; no need to adorn it with a squashed 
  pack of sugary foodstuffs.
  Oh, the drama! How will it end (if it ever does)?
  28 November 3068
  Sergeants and officers always seem to eat faster than the 
  troops. Might be because they don’t have to do their dishes 
  themselves. Or just out of simple malignance. Whatever.
  29 November 3068
  On dishes again:
  I was down at the creek, rinsing plate and multi-purpose knife 
  before bagging it, only to discover upon my return that my rifle 
  had mysteriously disappeared from the spot near the backpack 
  where I left it.
  Looking up, I found the tomato-red face of Corporal Büttikofer 
  instead, who made it loud and clear (not without distributing 
  the usual spittle) that one’s weapon was one’s personal weapon. 
  One’s only friend as a soldier.  And that it was somewhere up near 
  treason to leave such an important hunk of metal and plastic 
  
  143
  143
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  to slow down my heart to an acceptable rhythm. Essential, 
  since we were going to shoot at targets as far as 300 meters. 
  That’s difficult enough with a projectile weapon and nearly 
  impossible when panting from exhaustion. The whole thing 
  is HPG-aligner’s work: Without a keen eye and carefully timed 
  breath, shots go wide in all directions, shattering a perfect 
  score in a moment of carelessness. Today however, Fortuna 
  smiled on me and the rest of B Squad. Every last one of us 
  achieved the goal in the commanded program with a safe 
  margin to spare. Once more I stood true to my reputation, 
  hitting top scores on all targets that looked vaguely human 
  (and doing mediocre on those boring round standard marks).
  But that wasn’t the cool thing today.
  The cool thing happened when we stepped out of the 
  range, pulled the muffs off our ears and suddenly felt like we 
  were in the real military.
  Roaring diesel engines tore through the air, accompanied 
  by the characteristic clanging, rasping and squeaking of hard-
  ened steel-alloy on concrete. With expressions from curious 
  to startled, the whole platoon turned heads, fervently trying 
  to make out the direction the noise was coming from. Bounc-
  ing back and forth from the valley’s walls at first, the sound 
  quickly became omnipresent, echoing from all directions. 
  A minute later, the first of three APCs turned onto the square, 
  coming to an abrupt halt a close hand-span from Tom. Painted a 
  mix of dark green and pitch-black, the treaded vehicles sported 
  none of the usual militia insignias. Instead, a black cat on the 
  front panel smiled fiendishly from her white circle at us. She did 
  the same from the upper left arms and chest armor of the mixed 
  bunch of infantry stomping down the lowered ramps.
  I admit, even my mouth stood agape until the first of the 
  soldiers stepped up to Grovler and saluted sloppily before 
  announcing himself:
  “Sergeant Chao, first platoon, third company, Black Cats. 
  Command told us we could train here at your facilities?”
  Black Cat mercenaries! Hell, I knew they’d been hired by 
  Acubens’ government, but I NEVER would have thought to 
  actually see them! Those guys are pure elite. Battle-hardened, 
  experienced and deadly. Even the militia’s pride—the 
  Acubens Grenadiers—didn’t stand a chance against them. 
  They were war personified.
  Or so Tom told me.
  On second glance, up close, the mercs lost quite a bit of 
  their myth. In the tales, they were more disciplined and better 
  equipped than the ragtag band emerging from the APCs. Any 
  of my superiors would redline immediately if their recruits 
  looked that way. Privileges of success, probably.
  Speaking of success: After that, Instructor Grovler assem-
  bled the platoon in front of the firing range. And he wasn’t 
  happy. Marksman results were way above what he had 
  expected, leaving him no choice but to let everyone pass. 
  No repetitions the next weekend, no verbal reprimands right 
  then. It really looks like all of us will make it out of soldiery 
  into technical training next week.
  This didn’t stop the master sergeant from announcing 
  a quick-march back to base instead of the promised ride in 
  trucks, though. Exhausting recruits on Friday, hours before 
  their free weekend began, was another of his favorite meth-
  ods of education.
  At least we got dessert today.
  the forming clouds. The recruits on the square dispersed, at 
  first slowly, then faster as the master sergeant’s voice rose 
  higher. Palmer’s squad was up for weapon manipulations first. 
  That meant an endless series of tightly timed finger work, 
  designed to drill behavior in weapon failure situations—or 
  so they were told. For Palmer, it usually ended in frustration, 
  knotted fingers and hands scratched bloody from those 
  damned copper fake-rounds.
  “Load!”
  “Unload!”
  “Load!”
  “Reload!”
  “Jaaaaammed!”
  “Change magazine!”
  “Failure One!”
  “Failure Three!”
  “Aaaand again!”
  Corporal Büttikofer sure enjoyed himself, Stefan thought. 
  Oh, how he longed for the first-aid training this afternoon. 
  Taking turns lying comfortably on the ground, breaking out 
  the medpack, bandaging feet, arms or legs. Sticking needles 
  or pinching the guys where it hurt—all in the name of rescue. 
  Great fun. Especially the pics taken in real combat with all the 
  gore, splintered bones and mangled feet. Fun!
  He could do without the patient transport, though. When 
  in the same group as Isler, none of the twenty-one ways to 
  haul a wounded comrade really worked. Not with a 130kg 
  lump of flesh and fat.
  “Are we dreaming sweet, Recruit Palmer?” The corporal’s 
  voice thundered from the other end of the group.
  “Absolutely, Corporal. Always in your presence!”
  Snapping remarks at dumb superiors was just plain fun.
  And running laps after it was, too. Nothing better than a bit 
  of physical effort to keep in shape, after all.
  8 December 3068
  We had some fun today. Saw several instruments of 
  destruction a simple recruit usually wouldn’t catch sight of. 
  One can say about Instructor Grovler what one wants, but 
  that man’s capable. And all in all, not that bad. Deep down. 
  Somewhere near the molten core of Acubens.
  He showed off a shoulder-fired missile launcher used by anti-
  armor platoons. Two linked tubes—short range, judging from 
  the caliber—with a quick reload mechanism and infrared sights 
  allowing an experienced tag-team to snap off a shot every five 
  seconds. Devastating little thing. Just as much as the plethora 
  of grenades and mines arrayed around a spit-polished Impera-
  tor 22. Smoke, frag, flashbangs, all were there. Same could be 
  said about the mines. I even got to touch satchel charges and 
  vibrabombs, specifically designed to work against BattleMechs!
  For me, even a trooper’s wet dream like the Starfire laser 
  rifle or a Liao Mandrake simply can’t stand up against any-
  thing going boom.
  But in truth…nah. Even such prospects aren’t worth living 
  through five months of real groundpounder hell. Yep, Signal 
  Corps is just fine.
  14 December 3068
  It’s searing hot now. Everybody’s sweating liters just stand-
  ing still. When we went to the firing range today, I first had 
  
  Cheap and easy to raise and maintain on any given world in the 
  BattleTech universe, conventional infantry may number among 
  the most underestimated of battlefield units in Total Warfare 
  standard rules play. But without their support, few invasions 
  can be won. Properly placed, conventional infantry can surprise 
  enemy units with a burst of firepower, or hold objectives BattleM-
  echs and Combat Vehicles cannot, or scout an area with minimal 
  chance of detection, or even clear buildings of enemy presence 
  without having to level an entire block. 
  The following system enables players to construct infantry 
  platoons for BattleTech games that conform to the standard rules 
  presented in Total Warfare. As these rules can be fairly math-
  intensive, designers are encouraged to do all work on scratch 
  paper before committing the resulting platoon’s specifications to 
  an appropriate blank Conventional Infantry Record Sheet.
  CONVENTIONAL INFANTRY BASICS
  Infantry platoon construction is defined by two primary fac-
  tors: motive type and technology base. These factors, broadly 
  overviewed in the Construction Basics section (see p. 18), are 
  expanded on below. Unlike other unit types in Total Warfare, 
  weight is less of a factor for conventional infantry, except to 
  determine how much tonnage a platoon may occupy in terms of 
  vehicle cargo space. 
  MOTIVE TYPE
  Combat infantry platoons in Total Warfare standard rules play 
  come in a variety of motive types that largely determines their 
  base weight as well as their maximum number of troops (per 
  squad and per platoon). The choice of infantry motive type also 
  influences the platoon’s movement speed as well as possible ter-
  rain and transport restrictions.
  Foot: The cheapest, lightest and most basic transport for 
  conventional infantry is the infantry’s own legs. Foot infantry are 
  considered to have a generic ground movement type, and can 
  negotiate any terrain except water (of any depth), but they are 
  also the slowest of the infantry options. Infantry transport units 
  may carry foot infantry.
  Motorized: A broadly defined class of conventional infantry 
  that involves equipping the troops with small one- or two-man 
  wheeled or tracked vehicles, motorized infantry also have a 
  generic ground movement type and can cover any terrain except 
  for water (of any depth). Much speedier than foot infantry, and 
  correspondingly heavier and more expensive, motorized pla-
  toons still often hitch a ride in infantry transports in order to get 
  to and from the battlefield more quickly.
  Jump: Jump infantry are foot infantry equipped with jump 
  packs that enable them to execute short hops when desired, 
  making them slightly more mobile than motorized platoons 
  in battle. These platoons are somewhat lighter than motorized 
  infantry on a per-trooper basis, but cost more and operate in 
  smaller formations. They too may operate in any terrain except 
  water (of any depth) and may be carried in infantry transports
  Mechanized Infantry: Mechanized conventional infantry rely 
  on larger and heavier vehicles with open positions for passengers 
  and crew to fire small arms from. These vehicles—considered 
  intrinsic to the platoon’s make-up—enable players to equip 
  their infantry units with light APCs without the need to sepa-
  rately track their vehicles. Unfortunately, in exchange for their 
  enhanced mobility and the abstraction of their design, they lose 
  the ability to make anti-’Mech Swarm and Leg attacks.
  RA 
  RA
  A company of Islamabad March Militia surround a heavily damaged mercenary Mad Cat MKII during the battle for the Jalestar Aerospace complex.
  
  145
  145
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  Hovercraft-based mechanized infantry platoons make use 
  of larger hover vehicles that can carry as much as a squad of 
  troops each. Their mobility allows them to traverse water, but 
  they cannot negotiate woods of any type.  
  Tracked-based mechanized infantry platoons use larger, 
  squad-size tracked vehicles. Like tracked Combat Vehicles, 
  these mechanized infantry can traverse Depth 0 Water, but 
  cannot handle heavy woods or deeper water terrains. 
  In terms of speed, wheeled mechanized infantry fall 
  between hover and tracked platoons. Mainly dependent 
  on militarized versions of off-road cars, these troops cannot 
  negotiate rough terrain, rubble, any woods, or water greater 
  than Depth 0 in combat.
  TECHNOLOGY BASE
  In Total Warfare standard rules play, conventional infantry 
  fall into Clan or Inner Sphere technology bases. Inner Sphere 
  infantry may only use equipment available to the Inner 
  Sphere, while Clan infantry may only use equipment available 
  to the Clans. 
  Technology Rating
  In the Infantry Weapons and Equipment Tables used for 
  creating conventional infantry, all items receive a Technology 
  Rating in addition to a tech base. This rating (expressed as 
  a series of letter grades that define the level of technology 
  and its availability through the major eras of BattleTech his-
  tory) helps to define the item’s level of sophistication and 
  may be used to standardize the level of advancement the 
  unit demonstrates for purposes of era-based campaigning. 
  Beyond this, however, an item’s Tech Rating has no bearing 
  on conventional infantry design. See Costs and Availability (p. 
  274) for more on Tech Rating.
  Affiliation and Infantry Organization
  Though not technically a matter of technology base, the 
  sophistication of a given faction in the BattleTech universe 
  and its corresponding level of technological advancement 
  do combine to influence the arrangement of conventional 
  infantry forces at the squad and platoon levels. For ease of 
  reference in these rules, these effects are handled as part of a 
  platoon’s technology base.
  DESIGNING INFANTRY
  The process of conventional infantry design can be orga-
  nized into three simple steps, each of which is described in 
  detail in this section. These steps are:
  Step 1: Establish Platoon Type—Determine the platoon’s 
  motive type, tech base and size.
  Step 2: Establish Platoon Weaponry—Determine the 
  weapons carried by the platoon’s component troops, includ-
  ing their range, damage, base to-hits at each range and 
  special abilities.
  Step 3: Complete the Record Sheet.
  The above design process is a mere framework for 
  designing a conventional infantry platoon. The actual pro-
  cess—particularly after determining the motive type, tech 
  base and platoon size—can involve a bit more give-and-take 
  as weapons and armor are balanced for their best fit in terms 
  of mobility, damage and protection. 
  STEP 1: ESTABLISH PLATOON TYPE
  The first step in conventional infantry platoon design is 
  the creation of the platoon’s basic type, including its motive 
  type, which describes the means by which it travels when 
  not operating as a passenger aboard other units. This step 
  establishes some of the most basic aspects of the platoon’s 
  design, determining what kind of platoon it is, its movement 
  capabilities and technology base, and the number of troops 
  that deploy in a full platoon. These choices will restrict the 
  designer’s access to certain equipment. 
  CHOOSE MOTIVE TYPE
  Conventional infantry come in a variety of motive types 
  (also referred to as movement types), which affect their maxi-
  mum number of troops, terrain restrictions and Movement 
  Points (MP). The various options available for standard rules 
  play are described below.
  In terms of construction rules, the Conventional Infantry 
  Motive Types Table below defines the central features of 
  each infantry platoon motive type. The Max Squad Size col-
  umn indicates the maximum number of troopers (individual 
  CONVENTIONAL INFANTRY MOTIVE TYPES TABLE
  Motive Type
  Max Squad Size  
  (Troopers)
   Max Platoon 
  Size (Troopers)
  MP (Type)
  Prohibited Terrain
  Foot
  10
  30
  1 (Ground)
  Water (Any)
  Motorized
  10
  30
  3 (Ground)
  Water (Any)
  Jump
  10
  30
  3 (Jump)
  Water (Any)
  Mechanized
  Hover
  5
  20
  5 (Hover)
  Woods (Any)
  Tracked
  7
  28
  3 (Tracked)
  Woods (Heavy), Water (Depth 1+)
  Wheeled
  6
  24
  4 (Wheeled)
  Rough, Rubble, Woods (Any), Water (Depth 1+)
  
  the Periphery realms of the Taurian Concordat and the Marian 
  Hegemony—and the Clans use different formations that can vary 
  their infantry troop sizes. When building infantry platoons under 
  these rules, designers looking for more flavor may wish to explore 
  these options, which appear in the Conventional Infantry Forma-
  tions (by Tech Base) Table (see p. 147). Any platoon with an Inner 
  Sphere Technology Base may use the Inner Sphere (General) 
  line or the line that applies to their particular affiliation, while 
  any platoon with a Clan Technology Base must use the Clan (All) 
  line. Note that, regardless of affiliation, a maximum of 5 squads is 
  allowed per platoon or sub-platoon.
  When using the Conventional Infantry Record Sheet, upon 
  determining the platoon size, all excess troopers must be 
  blacked out on the platoon’s Record Sheet line, beginning with 
  the trooper numbered “30” and working back to the highest-
  numbered trooper in the platoon (or sub-platoon, in the event 
  of oversized units, see below). Only the troopers numbered 1 
  through the platoon (or sub-platoon) maximum should be left 
  visible. For instance, for a standard Inner Sphere jump infantry 
  platoon of 21, the designer would black out troopers numbered 
  22 through 30.
  Oversized Platoons: The Conventional Infantry Formations 
  Table shows that most platoons fall into the listed maximum 
  number of troopers per platoon given in the Motive Types Table 
  on p. 145. If, however, a designer chooses the Marian Hegemony 
  formation or a custom arrangement that yields more than 30 
  troops per platoon, he or she must break up the formation into 
  sub-platoons of no more than 30 troopers each. These troops 
  must be divided as evenly as possible, regardless of the squad 
  size chosen, with any odd troopers assigned to the first sub-
  platoon. These sub-platoons may then be tracked separately 
  on the Conventional Infantry Record Sheet for damage resolu-
  tion, movement and making attacks.  For instance, a full Marian 
  Hegemony jump infantry platoon of 50 would be divided evenly 
  into 2 sub-platoons of 25 troopers apiece, with each sub-platoon 
  moving, attacking and suffering damage as a separate formation 
  during game play.
  soldiers) that may be allocated to each of the platoon’s compo-
  nent squads, while the Max Platoon Size column indicates how 
  many troopers may be assigned to the platoon overall. The MP 
  column indicates the number of Movement Points the platoon 
  receives for that motive type (and what motive system they are 
  considered to be using). Finally, the Prohibited Terrain column 
  indicates what type of battlefield terrain the platoon may not 
  traverse during game play.
  Darrell is planning to create a motorized infantry pla-
  toon. Consulting the Conventional Infantry Motive Types 
  Table, he finds that the maximum number of troops per 
  squad of such infantry is 10, and that the maximum num-
  ber of troops for the entire platoon is 30. He also notes that 
  his platoon will have a movement rate of 3 Ground MP, 
  and that it may not enter water of any depth.
  Eberhard decides to create some foot infantry for his 
  games. According to the table, he too will have a maxi-
  mum number of 10 troopers per squad and 30 per platoon. 
  His foot troops, however, will have only 1 Ground MP for 
  movement, and may enter any terrain except for water of 
  any depth.
  Glenn’s infantry platoon, he decides, will be self-
  mechanized. He decides on the Mechanized Hover motive 
  type for maximum speed potential, and finds that he will 
  be limited to 5 troopers per squad and a maximum of 20 
  troopers per platoon. The platoon receives a 5 MP (Hover) 
  movement rate, but may not enter woods of any kind.
  Jason’s platoon, he decides, will also be self-mecha-
  nized, but he goes with tracked movement, trading speed 
  for troop size. His platoon, according to the table, will have 
  a maximum squad size of 7 troopers and a maximum 
  platoon size of 28. He further notes that it receives 3 MPs 
  of Tracked movement, and may not enter heavy woods or 
  water at Depth 1 or more.
  CHOOSE TECHNOLOGY BASE (AFFILIATION) AND SIZE
  The technology base for an infantry platoon determines what 
  weapons and equipment are available to its troopers, as well as 
  their overall size and organization. Clan conventional infantry 
  platoons (called Points) may only use items from the Infantry 
  Platoon Equipment Table that are available to the Clans, while 
  Inner Sphere (and Periphery) platoons may only use technology 
  available to the Inner Sphere. 
  Affiliation and Infantry Deployment
  In general, Clan conventional infantry operates on a strict 
  base-5 squad system, where 5 troopers make up a squad and 
  5 squads make up a Point of infantry with few variations. Inner 
  Sphere platoons, by comparison, typically follow a base-7 squad 
  system, with greater variations especially among self-mechanized 
  conventional platoons.
  Many of the variations in platoon sizes and arrangements come 
  from the faction (affiliation) fielding the infantry. While the infan-
  try types shown in Total Warfare represent the standards used 
  by the majority of the Inner Sphere, some factions—particularly 
  RA 
  RA
  An unsuspecting Word of Blake Black Knight is stalked by infantry hidden in the nearby ruins.
  
  147
  147
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  Glenn decides his Mechanized Hover Infantry Pla-
  toon will use an Inner Sphere Tech Base. Regardless 
  of the affiliation chosen, he finds that the platoon will 
  always number 4 squads of 5 troops each (for a total of 
  20 troopers).  He blacks out Troopers 21 through 30 on 
  a single line of his Infantry Record Sheet.
  Jason chooses a Clan Technology Base for his 
  Tracked conventional infantry, and thus limits his 
  soldiers to Clan technology. His mechanized platoon 
  (Point) numbers 20 troopers; the Formations Table 
  indicates it will be composed of 4 squads of 5 troops 
  each. Jason also blacks out Troopers 21 through 30 for 
  his Clan platoon’s line on the Infantry Record Sheet.
  Darrell picks a Generic Inner Sphere platoon affili-
  ation, so his motorized infantry will use Inner Sphere 
  technology. He finds that the platoon will contain 4 
  squads of 7 troops each, for a total of 28 troopers per 
  platoon (7 troops per squad x 4 squads per platoon 
  = 28). Because the number of troops is less than the 
  platoon maximum of 30 given in the Motive Types 
  Table, Darrell need not divide these troops into sub-
  platoons, and will need only one line on the Infantry 
  Record Sheet after blacking out troopers 30 and 29 on 
  that line.
  Eberhard chooses an Inner Sphere Technology Base 
  as well for his foot infantry platoon, but picks a Marian 
  Hegemony formation style. He finds from the Conven-
  tional Infantry Formations Table that his platoon will 
  consist of 10 squads of 10 troops each, yielding a total 
  of 100 troopers in the platoon (10 troops per squad x 
  10 squads = 100). Because the platoon size exceeds 
  the maximum of 30 listed on the Motive Types Table, 
  Eberhard needs to subdivide his unit as evenly as 
  possible into sub-platoons of 30 or less. He soon finds 
  that the most even division breaks his platoon into 4 
  sub-platoons of 25 troopers each. Eberhard will use 
  four lines on the record sheet, each with Troopers 26 
  through 30 blacked out.
  CONVENTIONAL INFANTRY FORMATIONS (BY TECH BASE) TABLE
  Force Size (Troopers per Squad / Squads per Platoon)
  Tech Base (Affiliation)
  Foot
  Motorized
  Jump
  Mech: Hover
  Mech: Wheeled
  Mech: Tracked
  Clan (All)
  5 / 5
  5 / 5
  5 / 4
  5 / 4
  5 / 4
  5 / 4
  Inner Sphere
  Generic / Mercenary
  7 / 4
  7 / 4
  7 / 3
  5 / 4
  6 / 4
  7 / 4
  Capellan Confederation
  7 / 4
  7 / 4
  7 / 3
  5 / 4
  6 / 4
  7 / 4
  Draconis Combine
  7 / 4
  7 / 4
  7 / 3
  5 / 4
  6 / 4
  7 / 4
  Federated Suns
  7 / 4
  7 / 4
  7 / 3
  5 / 4
  6 / 4
  7 / 4
  Free Rasalhague Republic
  7 / 4
  7 / 4
  7 / 3
  5 / 4
  6 / 4
  7 / 4
  Free Worlds League
  7 / 4
  7 / 4
  7 / 3
  5 / 4
  6 / 4
  7 / 4
  Lyran Alliance
  7 / 4
  7 / 4
  7 / 3
  5 / 4
  6 / 4
  7 / 4
  ComStar / Word of Blake
  6 / 6**
  6 / 6**
  6 / 5
  5 / 4
  6 / 4
  6 / 4
  Periphery (Major)*
  7 / 4
  7 / 4
  7 / 3
  5 / 4
  6 / 4
  7 / 4
  Marian Hegemony
  10 / 10**
  10 / 10**
  10 / 5**
  5 / 4
  5 / 4
  5 / 4
  Taurian Concordat
  10 / 3
  10 / 3
  10 / 3
  5 / 4
  5 / 4
  5 / 4
  Calderon Protectorate
  10 / 3
  10 / 3
  10 / 3
  5 / 4
  5 / 4
  5 / 4
  *Includes Circinus Federation, Magistracy of Canopus, Niops Association, Outworlds Alliance, Nueva Castile, Hanseatic League and Pirates
  **Oversized Platoons such as these must be divided as evenly as possible and treated as multiple sub-platoons during game play.
  RA 
  RA
  Laser Rifle Platoon, Third Crucis Lancers (House Davion)
  
  types: slug-throwing pistols, submachine guns, shotguns, laser 
  rifles and so on.
  Tech Base (Rating): This column identifies the weapons’ tech-
  nology base (Clan or Inner Sphere) and Tech Rating (A through 
  F). Inner Sphere platoons must use only Inner Sphere weapons, 
  while Clan platoons only use Clan weapons. Many weapons are 
  listed as available to both tech bases.
  A weapon’s Tech Rating, noted in parentheses, does not typi-
  cally factor into infantry platoon construction unless the designer 
  wishes to apply a maximum Tech Rating for the platoon. Other-
  wise, this statistic is primarily used for the benefit of Support 
  Vehicle design.
  Weapon Class/Type: In this column, infantry weapons are 
  listed as having a size class (Small or Medium) and a type (Melee, 
  Standard or Support). The class (shown to the left of the slash) 
  indicates its size for Support Vehicle construction, and so has 
  no bearing on infantry platoon construction. The type (listed 
  to the right of the slash) designates the general weapon type 
  for the platoon. Conventional infantry may designate Melee or 
  Standard weapons only as the platoon’s primary weapon type. 
  If a secondary weapon is chosen, it may be of any weapon type 
  (Melee, Standard, or Support).
  After type, the Infantry Weapons and Equipment Table also 
  lists the weapon’s Damage Type in parentheses (“B” for Ballistic, 
  STEP 2: ESTABLISH PLATOON 
  WEAPONRY
  The next step in conventional infantry platoon design is to 
  establish the platoon’s armaments. This step determines the 
  type of weapons carried by the troopers overall (considered 
  their primary weapons), the type and number of heavier support 
  weapons carried (if any) and whether or not these weapons affect 
  the platoon’s base movement rate. 
  INFANTRY WEAPON STATISTICS
  The Conventional Infantry Weapons Table (see p. 349) lists 
  the broad range of weaponry available to conventional infantry 
  platoons (as of about 3070). Each weapon shown on this list 
  includes its name, tech base and Technology Rating, Class/Type 
  and Damage Type, Base Range, Damage (per weapon), Weights 
  (for weapon and ammunition, including the number of bursts 
  or shots per clip) and the crew needed to operate the weapon. 
  These details are expanded on below.
  Weapon Name: The formal name and brand (if applicable) 
  for the weapon is listed here. The list groups weapons by similar 
  INFANTRY WEAPON CLASSIFICATIONS TABLE
  Weapon Class/Type
  Infantry Construction Effects
  Infantry Game Play Effects
  Class = Small or Medium
  No Effect
  Not Applicable
  Type = Melee
  Primary Infantry Weapon*
  Attack only at 0 Hexes*
  Type = Standard
  Primary Infantry Weapon
  Attack per normal rules
  Type = Support
  Secondary Infantry Weapon
  Attack per normal rules
  *Mechanized infantry may not use Melee Weapons.
  Damage Type
  Game Play Effect
  (B)
  Ballistic Weapon: Attacks as standard infantry ranged weapon
  (E)
  Energy Weapon: Attacks as standard infantry ranged weapon
  (M)
  Missile Weapon: Attacks as standard infantry ranged weapon
  (P)
  Point-Blank Weapon: +1 to-hit at 0 Hexes; May not be used by mechanized infantry types
  Special Feature
  Game Play Effect
  A
  Anti-Aircraft Weapon: Enables platoon to attack airborne aerospace units.*
  B
  Heavy Burst Weapon: –1 to-hit at hex 0; +1D6 platoon damage (vs. Conventional Infantry)**
  F
  Flame-Based Weapon: Every time the platoon fires, before the to-hit roll is made, the player may announce 
  he is applying the Damage Value as heat to the target, in place of damage*†
  N
  Non-Penetrating Weapon: Affects only other Conventional Infantry††
  *Platoon special feature applies if one or more weapons assigned.
  **Platoon to-hit and damage bonus only if assigned to a minimum of 2 troopers per squad
  †Including BattleMechs and IndustrialMechs; Standard damage only to units that do not track heat
  †† Platoon special feature only applies if weapon is used to determine Base Range
  
  149
  149
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  at that hex range, while a dash entry (“–”) indicates a range 
  at which the platoon’s weapons are considered ineffective in 
  Total Warfare gameplay.
  For example, if (at the end of this step) a platoon has a final 
  Base Range of 2 for its weapon attacks, the platoon receives a 
  –2 modifier against targets 0 hexes away, no modifier at hex 
  ranges of 1 to 2, +2 at hex ranges 3 through 4, and +4 at a 
  range of 5 to 6 hexes. 
  Damage: The value listed in the Damage column shows 
  how many damage points an individual infantry weapon 
  delivers on a successful attack. When creating a platoon, the 
  sum damage for the full platoon—including Primary and 
  Secondary Weapons—is used to determine the platoon’s full 
  Damage Value at each quantity of troopers. Damage is not 
  rounded until the end of this step in platoon creation. These 
  platoon Damage Values are then recorded in the Max Weapon 
  Damage blocks that appear below each trooper’s icon on the 
  Conventional Infantry Record Sheet.
  Weight of Weapon/Ammo (Shots): This column provides 
  the weights for each listed infantry weapon and a standard 
  clip of its ammunition, followed by values in parenthe-
  ses that note the weapon’s number of shots (and, where 
  applicable, its number of bursts) per magazine. Because 
  conventional infantry is treated more abstractly in these 
  rules and those in Total Warfare, these weights do not factor 
  into infantry platoon construction. They have instead been 
  included on the table for the benefit of Support Vehicle and 
  battle armor design.
  “E” for energy, “M” for Missile and “P” for Physical/Point-blank). 
  These letters indicate the weapons’ damage type relative to 
  other battlefield weapons in Total Warfare. Ballistic weapons 
  (B) are direct-fired projectiles, while Energy weapons (E) are 
  direct-fired lasers and the like; Missile weapons (M) feature 
  explosive warheads and often fire in an arcing trajectory. 
  Point-blank weapons (P) are ineffective beyond the hex of the 
  platoon itself, and receive a penalty to attacks that reflects the 
  troopers’ need to close with a target in order to use them (see 
  Base Range, below, for more details).
  Special feature indicators may follow the Damage Type as 
  well. These letter codes (located outside the parenthetical 
  Damage Type) indicate if the listed weapon has any spe-
  cial effects, which apply to the entire platoon’s attack if 
  the weapon is employed as either a Primary or Secondary 
  Weapon (though in some cases, a minimum weapon quantity 
  per squad may be required). These special features, by code, 
  are shown in the Infantry Weapon Classifications Table below.
  Base Range: The Base Range of all infantry weapons 
  provides a key to determining the platoon’s overall effective 
  attack range, including its to-hit modifiers from a range of 0 
  (the platoon’s own hex), to the maximum range of its weap-
  ons (three times the weapons’ Base Range). The Conventional 
  Infantry Range Modifiers Table below enables the designer to 
  find a platoon’s base to-hit modifier with any listed conven-
  tional infantry weapon based on the weapon’s Base Range 
  and the range of the attack (in hexes). Numerical entries note 
  the to-hit modifier that applies for an attack with a weapon 
  CONVENTIONAL INFANTRY RANGE MODIFIERS TABLE
  Base 
  Range
  To-Hit Modifiers by Range (in Hexes)
  0*
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22+
  0
  +0
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  1
  –2
  0
  +2
  +4
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  2
  –2
  0
  0
  +2
  +2
  +4
  +4
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  3
  –2
  0
  0
  0
  +2
  +2
  +2
  +4
  +4
  +4
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  4
  –2
  0
  0
  0
  0
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +4
  —
  —
  —
  —
  —
  —
  —
  —
  —
  —
  5
  –1
  0
  0
  0
  0
  0
  +1
  +1
  +2
  +2
  +2
  +3
  +3
  +4
  +4
  +4
  —
  —
  —
  —
  —
  —
  —
  6
  –1
  0
  0
  0
  0
  0
  0
  +1
  +1
  +1
  +2
  +2
  +2
  +4
  +4
  +4
  +5
  +5
  +5
  —
  —
  —
  —
  7
  –1
  0
  0
  0
  0
  0
  0
  0
  +1
  +1
  +1
  +2
  +2
  +2
  +2
  +4
  +4
  +4
  +6
  +6
  +6
  +6
  —
  *Same Hex. Modifiers for Point-Blank weapons, Heavy-Burst weapons, and weapons with a crew value other than “1” apply in addition to those listed at this range.
  CONVENTIONAL INFANTRY WEAPON CREW TABLE
  Crew Value
  To-Hit Modifier
  Weapon Limit (by Weapon Type)
  1
  No to-hit effect
  1 per Trooper (Standard/Melee); 2 per Squad (Support)
  1E
  +1 to-hit at 0 Hexes
  1 per Trooper (Standard/Melee); 2 per Squad (Support)
  2+
  +1 to-hit at 0 Hexes
  1 per Crew (All Types); Maximum 2 per Squad (Support)
  
  Glenn decides his Mechanized Hover Infantry Platoon will 
  also use ballistic rifles. Like Eberhard, he chooses the auto-
  rifle for a Base Range of 1 and a Damage Value of 0.52 per 
  trooper. 
  For his Tracked Mechanized Clan platoon (Point), Jason 
  decides to employ the new Gauss submachine guns (SMGs) 
  as the Point’s Primary Weapon system. Gauss submachine 
  guns are available only to a Clan Tech Base and are listed 
  as a Standard (B) Weapon, meaning they are usable as Pri-
  mary Weapons and attack per normal infantry direct fire 
  rules.  With their Base Range of 1, the Gauss SMGs receive 
  the same modifiers as Eberhard’s and Glenn’s auto-rifles, 
  but receive a per-trooper Damage Value of 0.45.
  CHOOSE SECONDARY (SUPPORT) INFANTRY WEAPONS
  Secondary weapons—support weaponry intended to improve 
  a platoon’s overall hitting power and reach—are common in 
  many conventional infantry formations, but are decidedly less 
  numerous because their bulk and crew needs make them more 
  difficult to transport and fire at the same time. As with Primary 
  Weapons, the infantry forces used in Total Warfare are con-
  structed around the principle that a platoon will employ only one 
  type of Secondary Weapon at a time, if any.
  Under these rules, Secondary Weapons are chosen and 
  assigned to a platoon on a per-squad basis, with all squads in the 
  platoon receiving an identical Secondary Weapons assignment. 
  If one squad in the platoon receives 1 Secondary Weapon, all 
  squads in the platoon receive 1 Secondary Weapon of the same 
  type and statistics; if a squad receives 2 Secondary Weapons, all 
  squads in the platoon receive 2 Secondary Weapons of the same 
  type and statistics.
  Crew: Normally a concern with Support Weapons, the Crew 
  Value is used to determine the minimum number of troopers 
  required to operate a weapon. The Crew Value serves to limit the 
  number of Support Weapons that a platoon can carry (per squad) 
  and can even affect the platoon’s to-hit modifiers in close-range 
  attacks. These effects are noted on the Conventional Infantry 
  Weapon Crew Table (see p. 149).
  CHOOSE PRIMARY INFANTRY WEAPONS
  While all conventional infantry forces carry an array of arma-
  ments to the battlefield—combat knives, grenades, pistols and so 
  forth—infantry forces in Total Warfare are constructed around the 
  principle that the majority of troops in a platoon will carry the same 
  standardized primary weapon (typically a rifle). When arming a pla-
  toon, this primary weapon must be established first, to determine 
  the platoon’s overall damage type (similar to how the standard 
  auto-rifle serves as the basis for the generic Rifle, Ballistic platoon 
  presented in Total Warfare).
  Using the statistics outlined above, the designer determines 
  the platoon’s weaponry by selecting the desired Primary Infantry 
  Weapon type. Only weapons listed as Melee or Standard under 
  the Weapon Class/Type column may be chosen as Primary Infan-
  try Weapons. All troopers in the platoon receive the same Primary 
  Weapon at this point, though the addition of any Secondary 
  (Support) Weapons will change this as some troopers trade in 
  their Primary Weapons for Secondary Weapons (at right).
   
  Darrell decides that his motorized infantry platoon 
  will be a basic laser rifle unit. The standard laser rifle is 
  available to the Inner Sphere and the Clans, and is listed 
  as a Standard weapon. This means it is suitable for use 
  as his platoon’s Primary Weapon.  Darrell notes that the 
  laser rifle is given Damage Type (E), indicating an energy 
  weapon used for standard ranged attacks, and has no 
  special abilities. The laser rifle has a Base Range of 2, which 
  will give the platoon a –2 to-hit modifier at a range of 0 
  hexes (the platoon’s same hex), no modifier at a range of 1 
  to 2 hexes, a +2 modifier at ranges of 3 to 4 hexes, and a +4 
  to-hit modifier at 5 to 6 hexes. The laser rifle also provides 
  each trooper with a Damage Value of 0.28. Finally, a Crew 
  Value of 1 means that the use of laser rifles will not affect 
  the platoon’s to-hit numbers, and that each trooper in the 
  platoon may carry one.
  For his Marian foot infantry platoon, Eberhard chooses 
  standard ballistic rifles as a Primary Weapon. From the 
  Infantry Weapons List, he chooses the basic auto-rifle, 
  which is listed as a Standard (B) weapon, for standard 
  ranged attack capability with a Base Range of 1, and a 
  Damage Value of 0.52 points per trooper. The Crew Value 
  of 1 means that the auto-rifles function without added 
  modifiers at close range and may be carried by all troop-
  ers. Eberhard notes that the Base Range will yield a –2 
  to-hit modifier at 0 hexes/same-hex range, no modifier at 
  1 hex, +2 at 2 hexes and +4 at 3 hexes.
  MM 
  MM
  A Davion Guards’ Osiris makes the mistake of turning its back on a platoon of conventional infantry.
  
  151
  151
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  mobility restrictions for carrying 2 Support Secondary Weap-
  ons per squad.
  These limits only apply when the Secondary Weapon is a 
  Support Weapon. Platoons using Melee or Standard Second-
  ary Weapons do not modify their mobility.
  Assigning Secondary Weapons
  Once chosen, Secondary Weapons are assigned to the 
  platoon with one trooper per weapon. Even if the weapon 
  is crewed by multiple soldiers, only one is required to aim 
  and fire it, while the others are free to use their own Primary 
  Weapons in combat. Troopers designated as Secondary 
  Weapon operators may not use their Primary Weapon at 
  the same time, and so receive the Damage Value for their 
  assigned Secondary Weapon instead.
  Darrell decides that his Motorized Laser Rifle infan-
  try platoon will not employ Secondary Weapons.
  For his Marian Foot Platoon, Eberhard decides to 
  back up their ballistic rifles with Secondary Weapons 
  and chooses machine guns for the job. From the Infan-
  try Weapons List, he chooses the Support Machine 
  Gun, which is listed as an Inner Sphere-available 
  weapon, its type given as “Support (B)B”. The Infantry 
  Classifications Table tells Eberhard that this weapon 
  will function normally in infantry combat as a bal-
  listic weapon. It also notes that the “B” special feature 
  grants the machine gun heavy-burst capability, which 
  adds an extra 1D6 damage against other conventional 
  infantry, as well as a –1 to-hit modifier for attacks at 
  Range 0 (changing the Range 0 to-hit modifier from  –2 
  to –3—but only if Eberhard assigns 2 of these weapons 
  per squad. (Because his platoon is broken into five 
  sub-platoons for construction and game play, each of 
  Eberhard’s sub-platoons will receive this bonus ability.)
  Secondary Weapon Limits
  The use of Secondary Weapons by an infantry platoon 
  comes with a number of restrictions, which can affect the 
  choice of such weapons, their quantity and the mobility of 
  the platoon. These limits are described below.
  Type Limits: The type of weapon (Melee, Standard or Sup-
  port) chosen for a platoon’s Secondary Weapon is related to 
  the type chosen for the platoon’s Primary Weapon. If the pla-
  toon has a Standard Primary Weapon, the designer may select 
  a Melee, Standard or Support Weapon as a secondary. If the 
  platoon uses a Melee Primary Weapon, it may only select a 
  Melee or Standard Secondary Weapon. For example, if a back-
  woods infantry platoon chooses vibro-swords as its Primary 
  Weapon, it cannot pick an SRM for a Secondary Weapon, but 
  could pick an auto-rifle, which is a Standard Weapon.
  Crew Limits: A platoon may employ a maximum of 2 Sec-
  ondary Weapons per squad, or a number of weapons equal to 
  the number of troopers in one squad divided by the weapon’s 
  Crew Value (rounded down), whichever is lower. A standard 
  Inner Sphere platoon—which uses 7-man squads—may field 
  2 Secondary Weapons with a Crew Value of 3, as the squad 
  has sufficient manpower for both weapons (7 troops per 
  squad ÷ 3 crew per weapon = 2.333, rounded down to 2). A 
  Clan Point, however, which uses 5-man squads, may only field 
  one Secondary Weapon, as the squad has insufficient troops 
  for more (5 troopers per squad ÷ 3 crew per weapon = 1.667, 
  rounded down to 1). The Inner Sphere squad may not field 
  3 Secondary Weapons with a Crew Value of 2, even if they 
  have the bodies for it, because doing so would exceed the 
  maximum of 2 Secondary Weapons per squad.
  Mobility Limits: At 2 Support Secondary Weapons per 
  squad, a platoon loses an appreciable amount of mobil-
  ity. Foot platoons may move or fire in a turn, but not both. 
  Motorized, jump and mechanized (hover or wheeled) pla-
  toons suffer a –1 MP rating for carrying 2 Support Secondary 
  Weapons per squad. Mechanized (tracked) platoons suffer no 
  DF/MD 
  A detachment from the Eleventh Lyran Guards secures a perimeter for the approaching Karnov UR Transport.
  
  DETERMINE FINAL RANGE AND DAMAGE VALUES
  In Total Warfare, infantry platoons may resolve fire using only 
  one set of ranges and to-hit modifiers, and one unified Damage 
  Value that abstracts the entire platoon’s attack based on the num-
  ber of troops remaining. Once all Primary Weapons and any desired 
  Secondary Weapons are assigned to a platoon, the designer may 
  determine these final range and damage values for the platoon.  
  Determining Final Range Values
  Determining which sets of range values apply to a platoon 
  is simple. If the platoon fields 1 Secondary Weapon or less per 
  squad, the ranges, modifiers and Damage Type that apply to the 
  platoon’s attack are those of the Primary Weapons. If the platoon 
  fields 2 or more Secondary Weapons per squad, then it is the Sec-
  ondary Weapons’ range, modifiers and Damage Type that apply. 
  Any to-hit modifiers for the use of point-blank weapon types or 
  weapons with a Crew Value of more than 2 (or a value of “1E”) 
  apply as well, regardless of the number of Secondary Weapons.
  Determining Final Damage Values
   For instance, if a 4-squad Inner Sphere platoon of 28 uses a 
  Primary Weapon worth 0.21 damage points, but also has 2 troop-
  ers per squad carrying Secondary Weapons with a Damage Value 
  of 0.43, the sum of all damage together is equal to the damage 
  of 8 Secondary Weapons (4 squads x 2 per squad) and 20 Primary 
  Weapons (28 troops per platoon – 8 per platoon assigned to 
  Secondary Weapons = 20 troops using Primary Weapons), or 8 
  damage points for the full platoon ([8 Secondary Weapons x 0.43] 
  + [20 Primary Weapons x 0.21] = 7.64, rounded normally [up] to 8).
  Once the total damage for the platoon is determined, the 
  designer must then divide the Damage Value by the number of 
  troopers to find the platoon’s raw average. This average value, 
  multiplied by each number of troopers (from 1 to the maximum 
  deployed per platoon line), and rounded normally to the nearest 
  whole number (rounding .5 up), will provide the Damage Value 
  for the platoon at each number of surviving troopers. (Special 
  features for heavy-burst and flame-based weapons remain active 
  at all levels.)
  The Support machine guns have a Base Range of 2, and 
  a Damage Value of 0.94 points per trooper. The Crew Value 
  of 2 means that these weapons apply a +1 to-hit modifier at 
  Range 0 (changing his platoon’s to-hit modifier in the same 
  hex back from –3 to –2), allowing Eberhard to easily field the 
  maximum of 2 such weapons per each of his 10-trooper squads 
  (10 troopers per Marian squad ÷ 2 Crew per Support Machine 
  Gun = 5; maximum of 2 Secondary Weapons applies). Eberhard 
  notes that the Base Range of 2 gives the Support machine guns 
  a to-hit modifier of 0 at a range of 1 to 2 hexes, +2 at 3 to 4 
  hexes, and +4 at 5 to 6 hexes—essentially double the range of 
  the standard auto-rifles carried as Primary Weapons. For these 
  range and damage advantages, Eberhard assigns the full 2 
  Support machine guns per squad.
  He also notes that the fact that because his platoon is Foot-
  based, the use of two Support Machine Guns means that it may 
  only move or fire in a single turn, but not both.
  Glenn decides his Mechanized Hover Infantry Platoon 
  will also add Secondary Weapons to its capabilities. He 
  picks the Corean Farshot LRM launcher. This weapon—
  available to the Inner Sphere Tech Base only and listed as a 
  Support Weapon (M), with no special abilities—has a Base 
  Range of 3 and a Damage Value of 0.19. With this base 
  range, the LRM receives a –2 to-hit modifier at a range of 0 
  hexes, +0 at 1 to 3 hexes, +2 at 4 to 6 hexes and +4 at 7 to 
  9 hexes. Its Crew Value of 1E adds +1 to attacks at Range 0, 
  but also assures that Glenn can fit the maximum of 2 LRMs 
  per squad, as each launcher takes only a single trooper 
  per squad to fire. Glenn thus assigns the maximum of 2 
  Farshot LRMs to each squad in his platoon. This decision 
  reduces his platoon’s mobility by –1 MP.
  For his Clan platoon (Point) of Mechanized Tracked 
  Gauss SMG troops, Jason decides on the devastating 
  firepower of the Bearhunter Superheavy autocannon. 
  Available only to the Clan Tech Base, and listed in the 
  Infantry Weapons Table as “Support (B)B”, Jason notes that 
  the weapon shares the same capabilities as the Support 
  machine gun Eberhard chose—complete with the +1D6 
  heavy-burst capability. However, the Bearhunter suffers 
  at range, with a Base Range of 0 giving it no effectiveness 
  beyond its own hex in combat. (The Infantry Range Modi-
  fiers Table shows that a Base Range of 0 equates to a +0 
  to-hit modifier at Range 0 and “NA” at all other ranges, 
  indicating this maximum range.) Still, in its own hex the 
  Bearhunter provides its shooter with a Damage Value of 
  2.33 points per trooper.
  Though the Bearhunter’s Crew Value of 2 would allow Jason 
  to put 2 in each of the 5-man squads that make up his Clan 
  Point, and the Mechanized Tracked motive type would suffer 
  no effects from such equipment, Jason decides to assign only 
  1 Bearhunter trooper per squad in his platoon. This decision 
  forgoes the ability to inflict an additional 1D6 damage to other 
  conventional infantry. Even including 1 Bearhunter per squad, 
  however, adds a +1 modifier to attacks at a range of 0 hexes.
  MM 
  MM
  Rifle Platoon, LAW Security (House Kurita)
  
  153
  153
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  the platoon (2 Secondary Weapon troops per squad x 10 
  troopers per squad = 20)—are equipped with Support 
  machine guns, while the rest (80 troops; 100 – 20 = 80) 
  are equipped with the Primary Weapon (auto-rifles). With 
  each auto-rifle’s Damage Value of 0.52, and each Support 
  machine gun’s Damage Value of 0.94, Eberhard computes 
  a final platoon Damage Value of 60 points ([20 Secondary 
  Weapons x 0.94 Damage per Secondary Weapon] + [80 
  Primary Weapons  x 0.52 Damage per Primary Weapon] 
  = 60.4, rounded normally to 60). Dividing this value by 
  100, Eberhard finds that the average per-trooper Dam-
  age Value for his platoon comes to 0.6 (60 Total Damage 
  ÷ 100 troopers = 0.6 Damage per trooper). Multiplying 
  each trooper individually on the first row for his four-row 
  Marian platoon, he determines the Damage Value of the 
  platoon for troops numbered 1 through 25 (then repeats 
  these values for each row).
  Glenn’s Mechanized Hover Platoon is comprised of 
  4 squads of 5 troopers each, for a total of 20 soldiers. 
  Their Primary Weapon is the standard auto-rifle, and 
  they are using Corean Farshot LRM launchers as a 
  Secondary Weapon. Because Glenn has given his 
  troops 2 Secondary Weapons per squad, the ranges 
  and modifiers for those weapons will apply. On the 
  Range Modifiers row for his platoon, he notes the fol-
  lowing: –1 at 0 hexes (–2 initial, +1 for the LRM’s Crew 
  Value of 1E), +0 at hex ranges 1 through 3, +2 for hexes 
  4 through 6 and +4 for hexes 7 through 9. Glenn then 
  blacks out the rest of the Range Modifiers lines from 10 
  through 21 hexes, as the platoon may not effectively 
  attack at such ranges.
  At 2 weapons per each of the platoon’s 4 squads, the 
  LRMs account for 8 troopers’ Damage Values. The remain-
  ing 12 troopers deliver the Damage Value for the platoon’s 
  Primary Weapon (20 total troops – 8 Secondary Weapons 
  = 12 Primary Weapon users). The LRMs have a Damage 
  Value of 0.19 each, and the auto-rifles have a Damage 
  Value of 0.52 points each, so the final Damage Value 
  comes to 8 for the platoon ([8 Secondary Weapons x 0.19 
  Damage per Secondary Weapon] + [12 Primary Weapons 
  x 0.52 Damage per Primary Weapon] = 7.76, rounded up 
  to 8). Dividing this value by 20, Glenn finds that the aver-
  age damage per trooper for his platoon is 0.4 (8 Damage 
  ÷ 20 troops = 0.4 Damage per trooper). Multiplying each 
  trooper individually, Glenn determines the Damage Value 
  of the platoon for troops numbered 1 through 20.
  Oversized Platoons
  Even though oversized platoons operate as separate sub-
  platoons on the battlefield, the calculations for total weapon 
  damage and damage by trooper may be computed for such 
  units across the entire platoon and then divided evenly across 
  the sub-platoons. A 36-man Word of Blake foot platoon, would 
  break into two 18-trooper sub-platoons for gameplay, but 
  would compute its damage based on the cumulative firepower 
  of 36 troopers. Each 18-trooper sub-platoon would then receive 
  their allotment of damage points based on the average for the 
  whole platoon, with each sub-platoon computed evenly. If the 
  entire 36-man platoon could dish out 0.5 points per trooper, 
  then each 18-trooper platoon would see damage values of 1 
  point at a single trooper (0.5, rounded up, is 1) to 9 points at 
  the full 18 per sub-platoon (18 troopers in the sub-platoon x 0.5 
  points per trooper = 9 points per sub-platoon).
  Note that while the sub-divisions of oversized platoons may 
  break up individual squads and their distribution of support 
  weaponry, the approach for these rules follows the abstract 
  principles that keep conventional infantry relatively easy to 
  play in Total Warfare.
  As Darrell has decided not to equip his Motorized 
  Laser Rifle Platoon with Secondary Weapons, all 28 men 
  in the platoon are using the same Primary Weapon, 
  which provides a –2 to-hit modifier at a range of 0, a 
  +0 modifier at ranges of 1 to 2 hexes, a +2 modifier at 
  ranges 3 to 4 hexes and a +4 modifier at 5 to 6 hexes. 
  He notes these numbers on the Range Modifier lines 
  corresponding to each number of hexes, then blanks 
  out the remainder, as the platoon’s weapons become 
  ineffective beyond 6 hexes.
  He then adds up all his troopers’ Damage Values and 
  comes to a final Platoon Damage Value of 8 points (0.28 
  per trooper x 28 troopers = 7.84, round up to 8), which he 
  divides among the platoon to find the average damage 
  per trooper (8 ÷ 28 = 0.286 per trooper). Computing this 
  new damage, trooper by trooper, and rounding normally, 
  he computes the platoon’s Damage Value for every quan-
  tity of troopers from 1 to 28, finding that the platoon will 
  deliver no damage at 1 trooper (1 x 0.286 = 0.286, rounded 
  normally to 0), 1 point at 2 troopers (2 x 0.286 = 0.572, 
  rounded normally to 1), 1 point at 3 troopers (3 x 0.286 = 
  0.858, rounded normally to 1) and so on. For each Damage 
  Value, he notes the number in the Max Weapon Damage 
  box corresponding to that number of surviving troopers.
  Eberhard’s Marian Foot Platoon is equipped with 
  auto-rifles as a Primary Weapon and Support machine 
  guns as a secondary, with each 10-man squad carry-
  ing 2 Support MGs. This means that the ranges and 
  to-hit modifiers for the Support machine guns will 
  apply over those of the platoon’s auto-rifles. He thus 
  notes the machine guns’ to-hit modifiers across the 
  Range Modifiers row on each of his four platoon lines: 
  –1 at 0 hexes (–2 initial, +1 for Crew Value of 2), +0 at 
  hex ranges 1 and 2, +2 at 3 to 4 hexes and +4 at 5 and 6 
  hexes. Eberhard blacks out the remaining ranges. 
  Eberhard’s platoon numbers 100 in all, at 10 squads 
  of 10. Of these troops, 2 per squad—for a total of 20 in 
  MM 
  MM
  A Savannha Master driver pauses briefly to coordinate with a nearby patrol.
  
  STEP 3: COMPLETE THE 
  RECORD SHEET
  After computing all the data for the platoon’s size, MP, motive 
  type, Damage Value and ranges, the designer may complete 
  the Conventional Infantry Record Sheet by filling in this data, 
  making sure that the Damage Value for each number of active 
  troopers appears in the boxes below each trooper icon at that 
  number (for example, the Damage Value for 15 troopers would 
  appear below the trooper icon numbered 15) and that the modi-
  fiers are shown for each hex to which the weapons are effective. 
  Any excess troopers in the platoon or range boxes beyond the 
  reach of the platoon’s weapons must then be blacked out. The 
  designer should fill in the platoon’s MP and movement type on 
  their appropriate lines, as well as any special capabilities (such as 
  heavy-burst fire or flame-based weapon capabilities). As Platoon 
  Data blocks permit, the information may be repeated throughout 
  the record sheet, so that the designer can track multiple platoons 
  of the same type at the same time during game play.
  Once the designer has finished all of the above, the infantry 
  platoon is ready for Total Warfare game play.
  PLATOON NOMENCLATURE
  Though designers may choose any name desired for their 
  infantry platoons (as with all other units), as a rule of thumb, most 
  conventional infantry units in BattleTech are identified by their 
  motive and weapon types for ease of reference. For instance, a 
  platoon equipped with auto-rifles that moves by jumping might 
  be called “Jump Rifle Infantry” or “Rifle Infantry (Jump)”.
  If such platoons are also equipped with Secondary Weapons 
  that enhance their abilities, these Secondary Weapons may be 
  used to differentiate the platoon instead; for example, a platoon 
  armed with auto-rifles backed up by SRMs may call itself an 
  SRM platoon. Because the choice of weapon and motive types 
  dominates the platoon’s function so completely and can easily 
  affect such naming decisions, it is generally in this final step that a 
  designer can best determine the proper nomenclature for a new 
  conventional infantry platoon.
  INFANTRY AND CARGO TRANSPORTATION
  When constructing infantry using these rules, the designer may 
  gain insight into how many troopers may be contained aboard a 
  vehicle with a cargo capacity measured in tonnage. The capacity 
  needed by an infantry platoon type is listed in the infantry bay 
  rules for such vehicles, and the weights generated by these rules 
  are intended to match them. When in doubt, however, use the 
  weight of the platoon versus the weight assigned to cargo by 
  the transporting vehicle(s) as a guide to determining how many 
  troops may be placed aboard a transport. While the result may 
  force the player to break up a platoon into groups smaller than 
  its component squads, it is not uncommon for a platoon to be 
  carried into battle in such a fashion aboard multiple APCs.
  Oversized platoons—those that take up multiple lines on the 
  Infantry Record Sheet—should divide this total in proportion to 
  the troopers on each line, and record the weight for each line of 
  troops separately. Doing so enables the platoon to better account 
  for its component sub-platoons.
  Jason’s Mechanized Tracked Point is comprised of 4 
  squads of 5 troopers each, for a total of 20 troops. Their 
  Primary Weapon is the standard Clan Gauss SMG, and 
  they employ 1 Bearhunter Superheavy AC per squad as 
  a Secondary Weapon. Because Jason has not provided 2 
  Secondary Weapons per squad, the ranges and modifiers 
  for the Primary Weapons apply, rather than those of the 
  Bearhunters. On the Range Modifiers row for his platoon, 
  Jason notes the following range values, based on the 
  Gauss SMGs: –1 to-hit modifier at 0 hexes/same-hex range 
  (–2 base modifier +1 for the Bearhunters’ Crew Value of 2), 
  no modifier at 1 hex, +2 at 2 hexes and +4 at 3 hexes. Jason 
  then blacks out the rest of the Range Modifiers lines from 
  4 through 21 hexes, as the platoon may not effectively 
  attack at such ranges.
  At 1 Bearhunter per each of the platoon’s 4 squads, the Sec-
  ondary Weapon damage of 2.33 points each applies for only 4 
  troopers’ Damage Values. The remaining 16 troopers (20 total 
  troopers – 4 Bearhunter troopers = 16 remaining troopers) 
  deliver the Damage Value for the platoon’s Primary Weapons, 
  the Gauss SMGs (0.45 each). The final platoon Damage Value 
  comes to 17 ([4 Secondary Weapons x 2.33 Damage per Sec-
  ondary Weapon] + [16 Primary Weapons x 0.45 Damage per 
  Primary Weapon] = 16.52, round up to 17). Dividing this value 
  by 20, Jason finds that the average damage per trooper for 
  his Point is 0.85 (17 Damage ÷ 20 troops = 0.85 Damage per 
  trooper). Multiplying each trooper individually, he determines 
  the Damage Value of the platoon for troopers numbered 1 
  through 20.
  RA 
  RA
  The swarming infantry converge on the BattleMech’s cockpit, banking on a quick-kill.
  
  155
  155
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  Having tracked the Range and Damage values for his 
  platoon all through the creation process, Darrell simply 
  verifies that all is well and notes that his Motorized Laser 
  Rifle Platoon retains its 3 MP of Ground Movement. He 
  also notes that the entire platoon of 28 troopers weighs 
  6 tons (28 troopers x 0.21 Motorized Trooper Base 
  Weight = 5.88 tons, rounded up to 6 tons) and may be 
  broken down to as few as 1 trooper per transport.
  Eberhard makes sure his details are noted on the 
  various platoon lines for his Marian Machine Gun Foot 
  Platoon, including that the platoon has 1 Ground MP 
  and that it may only move or attack (not both) in one 
  turn, by adding “Move or Shoot” to the Movement 
  Type line. He even adds “+1D6 v. conventional infantry” 
  below the Max Weapon Damage header, to remind 
  him that when his platoons fire on standard infantry, 
  they add 1D6 points to their attack damage.
  In all, Eberhard’s 100-trooper infantry unit weighs 10 tons 
  for transport purposes (100 troopers x 0.1 Foot Trooper Base 
  Weight = 10 tons), but since Eberhard has broken his platoon 
  up among 4 lines, he notes that each line of troopers weighs 
  2.5 tons (10 tons ÷ 4 platoon rows = 2.5 tons per row). They, 
  too, may be broken down to as few as 1 trooper per transport.
  Glenn fills in his data as well, noting that his Mecha-
  nized Hover LRM Platoon has 4 Hover MP (5 MP base 
  – 1 MP for carrying 2 Support Secondary Weapons per 
  squad). He then calculates that at 20 troopers, his platoon 
  weighs 20 tons in all (20 troopers x 1 ton per Mechanized 
  Hover Trooper Base Weight = 20 tons), and may only be 
  broken down as far as 5 troopers per transport.
  Jason finalizes his record sheet like his fellow platoon 
  creators, noting that his Mechanized Tracked Bearhunter 
  Platoon has 3 MP of Tracked-type Movement (3 MP base, 
  unmodified for carrying Support Secondary Weapons). 
  He then calculates that at 20 troopers, his platoon weighs 
  20 tons in all (20 troopers x 1 ton per Mechanized Tracked 
  Trooper Base Weight = 20 tons), and may only be broken 
  down as far as 5 troopers per transport.
  The above applies only to foot, motorized and jump infan-
  try platoons. Mechanized conventional infantry incorporate 
  their own transports as an abstraction of their unit weight. 
  Though they can be carried by cargo transports as well (and 
  so should have their platoon weight computed), designers 
  may not break them down to less than a squad in size to do 
  so, as each squad represents both the troopers in the squad 
  and their attached Support Vehicle.
  To find the weight of a platoon, multiply the number of 
  troopers by the Base Weight (per Trooper) provided in the 
  Conventional Infantry Weight Table below. This table also 
  notes the platoon type’s Minimum Breakdown Level—the 
  minimum number of troopers into which the platoon may be 
  broken for transport purposes. Round all weights up to the 
  nearest half ton.
  Special Feature:  
  Adding Anti-’Mech Capability to Conventional Infantry
  Although most conventional infantry are technically capa-
  ble of swarming or conducting leg attacks on enemy ’Mechs, 
  this highly risky tactic is usually performed only by those who 
  are trained for it, and who go into battle properly equipped.
  To reflect the equipping of a con-
  ventional infantry unit for Anti-’Mech 
  attacks during platoon construction, 
  add 15 kilograms (0.015 tons) to the 
  base weight of each trooper in the 
  unit, to account for the unit’s Anti-
  ’Mech Infantry kits. This kit includes the 
  necessary climbing gear and a satchel 
  charge; with it, the unit can possess a 
  better Anti-’Mech Skill Rating than 8 in 
  game play. Without it, the unit receives 
  a fixed Anti-’Mech Skill Rating of 8 dur-
  ing construction (see p. 314 to alter a 
  unit’s Anti-’Mech Skill Rating).
  Disregard this rule if the platoon uses 
  any of the Mechanized Motive Types, 
  as such units are automatically barred 
  from Anti-’Mech attacks.
  CONVENTIONAL INFANTRY 
  WEIGHT TABLE
  Motive Type
  Base Weight 
  (per Trooper)
  Minimum Breakdown Level 
  (in Troopers)
  Foot
  0.085 ton
  1
  Motorized
  0.195 ton
  1
  Jump
  0.165 ton
  1
  Mechanized
  Hover
  1 ton
  5
  Tracked
  1 ton
  5
  Wheeled
  1 ton
  5
  MM 
  MM
  Bored security guards look on as a squad of Kage battle armor perform exercises.
  
  BATTLE ARMOR BASICS
  BATTLE ARMOR BASICS
  [Per your request, Dr. Parker has asked me to pull together some basic background on battle armor. The following is a transcript of an 
  induction and orientation briefing typical of the kind given to new candidates in the NAIS Accelerated Battle Armor Training (ABAT) program. 
  Presented in Sergeant Major Zeb Isacs Macintyre’s own irrepressible style, it nonetheless serves as an informative discourse on the fundamen-
  tals of battle armor technology and its application on the modern battlefield. —J.S.]
  
  157
  157
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  ZM: Good morning, campers! They call me Sergeant Major 
  Macintyre, but you will address me as “Sergeant”! I don’t care 
  where you’ve come from or what you had to do to get here. 
  You may be some badass Special Forces type. Maybe you’re 
  here from a line regiment and figure this for an easy gig. Or 
  perhaps you’re fresh out of boot camp and still damp around 
  the ears. It don’t matter here, because you’re all starting right 
  at the beginning. So settle down, pin your ears back and pay 
  attention! The enemy will be giving you an exam later.
  Most people think these tin cans we call battle armor 
  are just baby BattleMechs. As you have all volunteered to 
  become grade-A SPAM, you’ll soon enough know they are 
  dead wrong.
  Over here we have a genuine Toad suit, or Elemental battle 
  armor as the Clanners call it. Don’t let the bullet holes and 
  bloodstains faze you.
  Your battle armor falls into several classes. Power armor 
  is not much more than an armored exoskeleton, and 
  weighs up to four hundred kilograms. You don’t see it out 
  on the battlefield much, but suits like the Nighthawk and 
  Tornado are best for special ops work. Some don’t con-
  sider them true battle armor, but don’t go discounting 
  them out of hand.
  Next up, you have the light class, coming in at up to 750 kilos. 
  Suits like the Kobold and Kage are fast and agile, so they tend 
  to show up as scouts, though they can still lay a world of pain 
  on anything that gets in their way. Still, they just can’t carry the 
  kind of armor needed to stand up to heavy weapons.
  Toadie here is a medium-weight suit. Weighing in at a full 
  ton, his mix of mobility, weapons and armor makes him one 
  of the most balanced battle armor types you’ll ever run into.
  Up to one and a half tons, you get the heavy class. These 
  babies can pack some serious armor and firepower, but they 
  pay for it in speed and agility. As a result, you don’t see them 
  as much. The Clanners have started fielding the Gnome, and 
  we have our Sloth. Both move about as well as a stuck pig, but 
  pack a solid wallop nonetheless.
  Last of all, you get the assault class. Now here, you’re riding 
  the curve of diminishing returns. At up to two tons in weight, 
  these things are slow and as clumsy as hell. Of course, they 
  can also carry enough armor to stop just about any mobile 
  weapon system you care to mention—short of an orbital fire 
  support mission from a passing WarShip—and they can pack 
  more firepower than some light ’Mechs.
  Now that this sucker is opened up, you can see the chassis 
  don’t look all that different from the powered exoskeletons 
  you’ve seen used for boring civilian work. Of course, in this 
  case, weight and strength are real important. You’ll never find 
  a civilian exoskeleton made out of this stuff. It takes some 
  fancy zero-G manufacturing, and it’s not cheap. Just like the 
  rest of the gear on the suits you’ll be playing with. Bring them 
  back. We can afford to lose you, but we can’t spare the suit. 
  Remember that.
  The chassis is just like a skeleton. Everything else mates 
  to it. Most battlesuits are like Toad Boy here. They walk 
  around on two legs just like you. Gather ’round. Come closer, 
  everyone. See here? You can see these bundles of rubbery 
  stuff attached to the chassis. That’s your musculature—just 
  like myomers on a BattleMech, except the fibers in these 
  are shorter—designed to work on this reduced scale. Pass 
  electricity though an actuator at one end and watch them 
  contract. Works just like your own muscles, only this stuff is 
  way stronger.
  Don’t pull that, soldier! You don’t know what it’s 
  attached to.
  Next up, we have the power packs right back here. These 
  little beauties will keep you going for about a day of heavy 
  use. Longer if you shut down everything but the essentials 
  between fights. These things charge your life support, 
  comms and movement. Your weapons run off their own 
  power packs, so don’t go wild spraying laser fire everywhere. 
  I hear tell the Clans messed with using a lightweight fusion 
  reactor to power their Toads. Didn’t work out too well, appar-
  ently. You really don’t want to have reactor containment fail 
  when you’ve got a ball of million-degree plasma sitting 
  between your shoulder blades. Your average recharger will 
  fill you up in under an hour. Techs can swap the packs out 
  in a few minutes. Some suits rigged for longer endurance 
  carry additional power packs, and if you can hitch a lift on 
  a friendly OmniMech you can just plug in and draw juice 
  straight from the engine.
  So the chassis supports the weight of all your gear, the 
  myomer muscles are strong enough to move it all, and you 
  have power to make everything work. How do you make 
  the can you’re wearing do what you want it to? The key is 
  the suit lining, which is filled with pressure sensors. The sen-
  sors detect every movement you make and then trigger the 
  suit’s myomers to mimic the motion. What this means to you 
  is, you don’t have to think about driving or controlling the 
  suit like a tank or a ‘Mech. Just move, and the suit moves 
  with you.
  Ahh! I hear you all cry out in dismay. If it’s that simple, why 
  can’t anybody just strap on a suit of battle armor and go? First 
  off, the suit has to be adjusted to fit each person like a glove if 
  it’s going to work right. That takes time and skill. Second, the 
  control system not only mimics your movements, but uses 
  that fancy musculature to amplify the effect. So a lot of what 
  you’ll be doing over the next month is learning how to avoid 
  killing yourself and your buddies by accident. And then there 
  are suits with a jump pack built in. Jumping in one of these 
  is a tricky skill to pick up, and the only way to do it is practice. 
  Understand this. Some of you are going to get hurt during 
  your training. Maybe hurt dead. And nine times out of ten it 
  will be during jump practice. Talking of jumping, some giz-
  mos can boost jump range. The late, great GDL came up with 
  a jump booster for their scout suits, and the Combine came 
  up with its own partial wing system.
   Your hands are going to be busy controlling the weapons. 
  So you’ve got to use your head. There’s a heads-up display 
  inside your helmet to give you targeting info and tell you 
  what shape you’re in. All the controls are activated by voice 
  or eye movement. Also built into that fancy heads-up display 
  are IR and light amplification systems. Don’t get too depen-
  dent on them, though. The bad guys can use all sorts of 
  
  This so-called mimetic armor, used on their Purifier suits, acts like 
  a chameleon’s skin, using a bunch of sensors to copy the colors 
  and shades of the surrounding terrain. Unfortunately for them, 
  the system works best when they stay still; fast enough motion 
  strains the computers that run the color change features, and 
  they just can’t keep up.
  Battle armor can be hermetically sealed, so it can operate in 
  space or toxic environments. You can even survive under water, 
  though without the underwater maneuvering units the Clans use, 
  it’s going to take you about an hour to slog your way out of a lake 
  if you fall in. Life support is usually good for twelve hours in these 
  suits, though some suits have even longer endurance. Internal 
  heat generated by your own soft and squishy body and the 
  suit’s systems is vented away by an efficient heat transfer system, 
  which uses the same kind of coolant found in a MechWarrior’s 
  cooling vest, aided by a liner specially designed to absorb excess 
  perspiration and other waste fluids.
  The Clanners have had much more time to mess around 
  with battle armor, of course. Their equipment is much lighter, 
  but their chassis are heavier because they have this HarJel 
  stuff. When their armor takes a penetrating hit, the suit squirts 
  this sticky black gunk into the breach. This goo will hold 
  a seal even when fighting in space for a while. I hear tell it 
  comes from some planet way back in the Clan homeworlds. 
  The oceans on this world are lousy with chemicals and there 
  are these great big clams lurking on the bottom. They just sit 
  there, sucking up the gloop while looking for food. All the stuff 
  they can’t digest, they crap out all over the ocean floor. Bam! 
  Instant, concentrated gloop. The Clanners go in and gather it 
  all up and process it into HarJel.
  Oh! And before I forget, look out for the Clanners’ Salamander 
  suits. Don’t waste your time hitting them with flamers or inferno 
  rounds. Little bleeders are encased in some fancy fireproof armor. 
  You ain’t going to hurt them any, but you’re probably going to 
  make them mad.
  And now the subject you’ve all been hanging on the edge of 
  your seats waiting for: weapons.
  You’ll find a lot of different weapons on battle armor. Most 
  suits can carry one or more heavy weapons. These are heavily 
  modified versions of infantry support weapons, which mesh 
  with your suit’s targeting systems and built-in stabilizers to 
  be even more deadly. These weapons often supplement mis-
  sile launchers and anti-personnel weapons. Some more exotic 
  systems you probably won’t have run into before include bomb 
  racks, pop-up mines and even mine dispensers. You’ll find many 
  suits have special mounts that allow you to carry different kinds 
  of weapons depending on the mission. Going up against forces 
  with BattleMech support? Take a support laser. Got to clear out 
  a nest of infantry? Try a flamer or a machine gun. Most of the 
  weapons you get on battle armor are set up with auto-loaders 
  and gyro stabilization so you can handle them on your own. 
  They interface directly into your HUD targeting systems and 
  have integral heat sinks and cooling systems, so they don’t tax 
  your suit’s cooling system. The net results are guns that can 
  match their BattleMech-mounted equivalents. Battle armor 
  designs can mount up to four of these weapons, one in each 
  arm and two more mounted on the body.
  countermeasures to fool them. Meanwhile, your comm systems 
  are good for about fifty klicks on the battlefield, give or take.
  The Gray Death added a whole pile of advanced sensors to 
  their battle armor. Others, like our very own Infiltrator II suits, 
  have powerful electronic countermeasures that will mask every-
  thing around them, while also playing merry hell with enemy 
  sensors and comms.
  Talking of hands, you see that ugly big claw on Mr. Toad? 
  That’s your basic battle claw. With the suit’s myomers behind 
  it, you can rip your way through ferro-fibrous armor. Some 
  suits have lighter manipulators. Light suits usually make do 
  with un-powered gloves. Those are dexterous enough to 
  let you use stock infantry small arms and equipment. These 
  manipulators are one of the things that make battle armor 
  so scary to the ’Mech jocks. If a bunch of you can mob some 
  poor unsuspecting BattleMech, then you can start to rip into it. 
  Target soft spots like actuators or maintenance access points. 
  If you get lucky, you’ll cripple the ’Mech—maybe even kill it. 
  That is, if the MechWarrior don’t kill you first.
  There are quad suits out there, too. You may have seen the 
  Sloth they rushed out to fight the Clans. Quad suits are driven 
  differently than the humanoids. Stick and pedal controls make it 
  more like driving a groundcar or pushing a ’Mech around. They 
  don’t jump, and they aren’t as flexible as a full-up suit like Mr. 
  Toad, but they can be fast buggers. Some of the Clanner suits you 
  might come up against may also have other movement modes. 
  The Sylph can fly using a miniaturized VTOL system, and the 
  Undine is designed for underwater ops. The boys and girls here 
  at the NAIS are working to develop the same sort of capability, 
  but they aren’t there yet.
  We’ll take five, then move on to armor and weapons in detail.
  ZM: Still here? Nobody sleeping at the back? Fine. 
  All the time you’re wearing battle armor, the suit keeps an eye 
  on your vitals. If you get yourself hurt, this neat medical system 
  kicks in—hitting you with painkillers and stimulants. It you get 
  hit real bad, it’ll try to keep you alive until the medics can get to 
  you. The combination of the two used by the Clanners can keep 
  even a mortally wounded trooper awake and alert, allowing him 
  to fight on even when he should be halfway to the Reaper. Bear 
  that in mind when you face one on the field. The gent who rode 
  in this Toad fought to the bloody, bitter end, with no less than 
  three high-caliber AP rounds in the chest.
  Armor! Something dear to my heart—and to yours, if you 
  know what’s good for you. This is half of what battle armor is all 
  about. Thanks to the wonders of the chassis and super-strong 
  myomers, battlesuits can carry far tougher armor than anything 
  you’ll have used before. With this stuff—and a bit of luck—you 
  can survive BattleMech laser fire, missiles, autocannon shells 
  and PPC bolts. Don’t get cocky, though; even some punk from a 
  planetary militia can drop you with a bolt-action rifle if he hits 
  you just right.
  As well as the basic armor, you’ll find a whole range of special 
  stealth armors. They’re no good against infantry, but they can 
  mess with vehicle and BattleMech sensors, especially at long 
  range. The WoBbies even cooked up their own version of the 
  active camouflage system used on the Star League’s Nighthawks. 
  
  159
  159
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  So, you’ve got a suit of battle armor, all tricked out with 
  weapons of awesome destruction. But what to do when 
  you need to deal with some snot-nosed kid armed with 
  a bolt-action rifle, without destroying the neighborhood 
  in the process? If you look close at Toad Boy here, you 
  can see it has a bracket on the underside of the left arm. 
  That’s your anti-personnel weapon mount. Not all suits 
  have them. Some have two or even more. Just like the 
  heavy weapons are modified versions of infantry support 
  weapons, these AP weapon mounts can carry special 
  versions of infantry small arms. Submachine guns and 
  pulse laser rifles are a popular choice. They allow you to 
  deal with an unfriendly without trashing everything else. 
  Real useful if you’re in a boarding party on a DropShip or 
  JumpShip, and you don’t want to go blowing big nasty 
  holes in the hull.
  Just about done now, so if you can hold off yawning in my 
  face for five more minutes, I’d appreciate it.
  There’s a whole load of special equipment you can 
  slap onto battle armor. Some have special modifications 
  to their manipulators, for example, like mine-clearance 
  equipment or vibro-blades—the latter being particularly 
  nasty in close combat against squishy targets like con-
  ventional troops. The Cappies have cooked up a system 
  of clamps that let their Fa Shih suits ride on vehicles and 
  normal BattleMechs as if they were Omnis. They can’t 
  recharge the same way Omni-hitched battlesuits can, but 
  it’s a neat trick. Once the NAIS figures out how they did 
  it, you can bet we’ll be seeing the same tech on our own 
  suits. The Combine came up with a special mounting that 
  can carry a manipulator or a variety of specialized tools: 
  Drills and cutters and such. While not much use on the 
  battlefield, those tools are real handy for setting up pre-
  pared positions or helping salvage crews.
  That wraps up your introduction to the fun-fun world of 
  the Battle Armor Corps. I look forward to fighting alongside 
  those of you who survive your training.
  Weapons break down into your usual three main catego-
  ries: energy weapons, ballistic and missiles.
  First, energy weapons. Here you’ve got lasers, particle can-
  nons and plasma weapons. The lasers are roughly equivalent 
  to the lighter energy weaponry mounted on combat vehicles 
  and BattleMechs. On the other hand, the particle cannon is far 
  less powerful, which just goes to show that even battle armor 
  has its limitations. Plasma weapons are kind of a halfway 
  between energy and ballistic weapons. They use ammo to 
  generate super-hot plasma, but they fire more like a particle 
  cannon. These weapons are best used on hardened targets 
  like BattleMechs, vehicles, and of course enemy battlesuits.
  Ballistic weapons include a variety of rapid-fire machine 
  guns, light autocannons and recoilless rifles that are real 
  effective against unarmored infantry, and can also chew up 
  hardened targets. We’re also seeing some high-tech Gauss 
  weapons coming down the R-and-D pipeline. My favorite is, 
  of course, our own Magshot. Good range and penetrating 
  power for the weight. Only problem is, it’s bulky, so it can’t be 
  mounted on some suits.
  Your primary anti-armor weapon, however, is still going 
  to be missiles. They have the best range and pack a solid 
  punch. They’re bulky, though, just like the Magshot, and 
  you never seem to have enough ammo. The Clanners 
  have a real head start on missile tech here. They make 
  lighter launchers and have had the time to solve all those 
  little problems of integrating everything into their Toad 
  design. Some missile launchers are detachable; that helps 
  to improve the agility of Inner Sphere designs like the 
  Longinus, which can’t use its jump jets until it ditches the 
  backpack launcher. The standard battlefield missiles are 
  all represented. SRMs are probably the most common, and 
  pack the most bang for your C-bill. LRMs are just begin-
  ning to appear, as have MRM types. The Clanners also have 
  an advanced SRM based on Streak technology, which has 
  better range, but a guidance system that’s not quite as 
  good as full-up Streak munitions. Not yet, at least.
  
  Originally developed by the Clans, battle armor (also referred 
  to as battlesuits or simply suits) represents the ultimate in infantry 
  protection, mobility and firepower. Based on advanced variations 
  of industrial exoskeletons, these hardened, powered suits have 
  made it possible for otherwise insignificant numbers of infantry 
  to inflict real damage against armored battlefield units. Soon after 
  the start of their invasion, captured samples of Clan Elemental 
  armor made it possible for the Successor States to field their own 
  versions in short order, leading to a tech race that produced more 
  than 20 models of battle armor in less than a decade.
  The following system enables players to construct unique battle 
  armor for BattleTech games that conforms to the standard rules 
  presented in Total Warfare; this includes the  exoskeletons and 
  power armor that preceded their development (both as weapons 
  of war and as industrial tools). As these rules can be fairly math-
  intensive, battle armor designers are encouraged to do all work 
  on scratch paper before committing the resulting design’s final 
  specifications to an appropriate blank Battle Armor Record Sheet. 
  Note: In Total Warfare the term “battle armor” refers to any 
  unit built using the rules in this section. Unless specifically stated 
  otherwise in this section, the term “battle armor” also refers to any 
  unit built using the rules in this section.
  BATTLE ARMOR BASICS
  Battle armor construction (as well as the construction of 
  power armor and exoskeletons) relies on three primary factors: 
  technology base, weight and space. These factors were broadly 
  overviewed in the Construction Basics section (see p. 18). The 
  notes in this section expand on these factors.
  TECHNOLOGY BASE
  In Total Warfare standard rules play, battle armor (and its kin) 
  fall into one of two available technology bases: Inner Sphere or 
  Clan. Unless otherwise noted, Inner Sphere battle armor may only 
  use Inner Sphere equipment, while Clan battle armor may only 
  use Clan equipment. Some components—such as ground MP sys-
  tems, jump jets, manipulators, and the base chassis of industrial 
  exoskeletons—are considered universal, and so are available to 
  Clan and Inner Sphere technology bases (when noted).
  Tech Rating
  In the Weapons and Equipment Tables used for creating 
  battle armor and other units in this book, all items receive a 
  Technology Rating in addition to a technology base. This rating 
  (expressed as a series of letter grades that define the level of 
  technology, and its availability through the major eras of Bat-
  tleTech history) helps determine the item’s level of sophistication 
  and may be used to help standardize the level of advancement 
  the unit demonstrates for purposes of era-based campaigning. 
  Beyond this, however, an item’s Technology Rating has no bear-
  ing on battle armor design. See Costs and Availability (p. 274) for 
  more on Tech Rating.
  Modular Technology
  Similar to the Omni technologies occasionally used in Bat-
  tleMechs, vehicles and aerospace fighters, battle armor may 
  incorporate modular components at certain stages of develop-
  ment. These modular technologies, however, are limited to the 
  battle armor’s manipulators (hands) and other items. Motive 
  systems, chassis and armor are never considered modular, and so 
  there are no true “Omni-Battle Armor” units.
  MM 
  Raiden battle armor squads leap through a small facility just behind a Daimyo’s castle.
  
  161
  161
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  WEIGHT
  Battle armor, power armor and exoskeletons use the kilo-
  gram standard, with all units legal for Total Warfare standard 
  rules play weighing 80 to 2,000 kilograms (increasing in full-
  kilogram increments). 
  Weight Classes
  Battle armor is generally broken down into weight classes 
  similar to those of other battlefield units. These weight classes 
  help define their mission functions and also influence their 
  battlefield capabilities and limitations.
  Exoskeletons and their militarized equivalents—known as 
  Power Armor (Light) suits, or PA(L)s—run 80 to 400 kilograms 
  in weight. They have extremely limited armor capacity and 
  typically carry few, if any, weapons. These suits are often 
  employed in industrial applications (exoskeletons) or as scouts 
  (power armor), though some power armor suits also serve as 
  anti-infantry units. Above this weight range, a suit design is 
  considered battle armor.
  Light battle armor weighs anywhere from 401 to 750 kilo-
  grams and is more common among battlefield scout units, 
  with comparatively light armor and minimal firepower. 
  Medium battle armor—which weighs 751 to 1,000 kilo-
  grams—is the most common type seen on the front lines, 
  representing the majority of the battle armor used by the 
  Clans and Inner Sphere alike. These suits typically strike a solid 
  balance between mobility, armor and firepower.
  Heavy battle armor weighs 1,001 to 1,500 kilograms. 
  Often designed as anti-battle armor, these suits are generally 
  slower, but much more thickly armored than other suit types, 
  with firepower capable of easily taking down most lighter 
  battle armor. Unfortunately, at this weight range, battle armor 
  begins to lose the flexibility needed to initiate anti-BattleMech 
  actions, and many cannot even ride on OmniMechs or Omni-
  Vehicles as mechanized units.
  The assault class for battle armor ranges from 1,501 to 2,000 
  kilograms. Here, mobility is usually all but non-existent and 
  suits cannot initiate anti-BattleMech attacks or ride on Omnis 
  as mechanized units. Instead, these suits pack heavy armor 
  and firepower that can inflict serious damage to most vehicles.
  WEAPON SPACE
  Battle armor does not use Critical Hits Tables in the same 
  way as BattleMechs do. However, based on their weight and 
  chassis type (humanoid or quad), battle armor has equip-
  ment limits that represent an allotment of available space for 
  weapons and other items. These are collectively referred to as 
  weapon slots (or weapon space).
  As with BattleMechs, many items that may be mounted 
  on battle armor take up more than one weapon slot, and no 
  slot may accommodate more than one item at a time. When 
  installed, items that occupy multiple slots must be allocated 
  contiguously to the same body location (unless the item’s 
  rules specifically permit otherwise). 
  As with weight, the designer should keep in mind how many 
  slots have been used and how many remain available in each 
  body section at all times. This will help to avoid installing too 
  many items, or installing items too large for the given location.
  DESIGNING BATTLE ARMOR
  Battle armor design follows the six steps below:
  Step 1: Design the Chassis—Determine the battle armor’s 
  technology base, weight and body type.
  Step 2: Install Motive Systems—Determine the battle 
  armor’s movement rate and type. 
  Step 3: Add Manipulators—Determine the number and 
  type of the battle armor’s manipulators (if any), as well as 
  whether or not the battle armor can deploy using Mechanized 
  Battle Armor rules or engage in anti-’Mech attacks.
  Step 4: Add Armor—Determine the amount and weight of 
  the battle armor’s armor.
  Step 5: Install Weapons and Equipment—Add weapons 
  and other gear to the battle armor.
  Step 6: Complete the Record Sheet.
  As with all unit types, the above design process is a mere 
  framework for designing battle armor, power armor or exo-
  skeletons. The actual process—particularly after the chassis 
  and motive systems are determined—can involve a bit more 
  flexibility as equipment, armor and manipulators are balanced 
  for their best fit in terms of weight, weapon space and effec-
  tiveness. For instance, some designers might wish to assign 
  armor as soon as the motive systems and chassis are settled to 
  attain maximum protection before dealing with weapons and 
  manipulators. Others may want to choose equipment before 
  adding armor, to maximize firepower and functionality over 
  protection.
  To assist in this effort, the designer may find it useful to make 
  copies of the blank Battle Armor Record Sheet (in the back of 
  this book), to visually arrange the placement of the battle 
  armor’s equipment while tracking the use of kilograms on a 
  piece of scratch paper. Alternatively, designers with access to a 
  PC and Heavy Metal Battle Armor can use that design software 
  to develop their battle armor electronically.
  WB
  Word of Blake Longinus battle armor scramble to get out of the way of a charging BattleMech.
  
  sidered acceptable. The Battle Armor Structure Weights Table (see 
  p. 163) defines these weight classes by their minimum and maxi-
  mum kilogram weights under the Total Suit Weight column.
  As an exoskeleton, Keith’s Tunnel 
  Rat—in accordance with the Battle Armor 
  Structure Weights Table—has a range of 
  80 to 400 kilograms to work with.
  Lou chooses a light battle armor weight 
  class for his Sylph, providing a weight 
  range of 401 to 750 kilograms.
  Max has a standard medium-weight 
  range in mind for his Purifier. According to 
  the Battle Armor Structure Weights Table, 
  that means he’s looking for his suit to fall 
  anywhere from 751 kilograms to a maxi-
  mum of 1,000.
  To maximize his armor and weapon 
  options, Peter chooses the assault weight 
  class for his Fenrir, which offers him a 
  weight range of 1,501 to 2,000 kilograms.
  ALLOCATE WEIGHT FOR INTERNAL STRUCTURE
  Like most units, battle armor (including power armor and 
  exoskeletons) has an internal structure, which represents its 
  framework, joints and control systems—including the weight 
  of the controlling trooper. The weight of this structure (chas-
  sis weight) depends on the tech base and weight class of the 
  battle armor itself. This chassis weight is summarized in the Battle 
  Armor Internal Structure Weight Table (see p. 163), along with the 
  amount of weapon slots available to the battle armor, based on its 
  body type (humanoid or quad).
  Unlike ’Mechs, ProtoMechs and vehicles, the chassis weight 
  for a suit of battle armor does not provide a certain number of 
  internal structure points. Regardless of their weight and class, all 
  suits constructed under these rules receive only 1 point of internal 
  structure, which represents the trooper inside. 
  Technology Base: Inner Sphere battle armor (including exo-
  skeletons and power armor) may only be constructed using an 
  Inner Sphere chassis weight. Battle armor made with a Clan Tech 
  Base must use a Clan chassis weight if they are built for combat at 
  a weight of 401 kilograms or more. Clan-made battle armor chas-
  sis (including those for power armor) run heavier due to HarJel 
  technology, a feature the Clans do not consider economical on 
  exoskeleton designs intended for industrial use only. Thus, Clan-
  made exoskeletons designed for industrial work only may—at the 
  designer’s option—use an Inner Sphere chassis weight instead. 
  Body Type (Humanoid/Quad): Light, medium, heavy and 
  assault-class battle armor may be constructed as quadrupeds 
  (quads). Exoskeletons and PA(L) suits may only be constructed 
  with a humanoid body type. 
  STEP 1: DESIGN THE CHASSIS
  The first step in battle armor, power armor or exoskeleton 
  construction is the creation of the battle armor’s framework, or 
  chassis. This step establishes some of the design’s most basic 
  aspects, determining its tech base, weight class and body type 
  (humanoid or quad). These choices will restrict the designer’s 
  access to certain equipment, and will also determine the weight 
  of the battle armor’s internal structure and controls.
  CHOOSE TECHNOLOGY BASE
  Battle armor (and its kin) may be constructed using Clan or 
  Inner Sphere technology bases. Battle armor designed using 
  either technology base may incorporate modular components.
  Keith is designing the Tunnel Rat, an 
  industrial exoskeleton intended for min-
  ing and digging operations. He decides 
  this battle armor design will use an Inner 
  Sphere Technology Base.
  Lou chooses the Clan Technology Base 
  for his battle armor design. He decides to 
  name his battle armor the Sylph.
   
  Max wants to develop the last word in 
  Inner Sphere stealth technology for the 
  Word of Blake. Choosing an Inner Sphere 
  Technology Base, he calls his battle armor 
  the Purifier.
  Peter chooses an Inner Sphere Technol-
  ogy Base for his battle armor as well. He 
  sees this battle armor—the Fenrir—as a 
  fearsome mobile weapons platform.
  CHOOSE WEIGHT
  Battle armor may weigh anywhere from 80 to 2,000 kilograms 
  (measured in full-kilogram increments). Within these limits, the 
  designer may choose any weight desired. The total weight of the 
  battle armor’s chassis, weapons, armor and other components 
  may not exceed this amount. Any unspent tonnage left after the 
  creation process is considered wasted or—if space permits—
  may be used to determine the capacity of any modular mounts 
  or cargo spaces, such as configurable turret mounts and mission 
  equipment items.
  Because the core components of a battle armor design vary by 
  weight class, rather than the battle armor’s target number of kilo-
  grams, the designer may define the suit’s class—rather than its 
  actual weight—at this point. This enables the designer to estab-
  lish a minimum and maximum possible weight limit for the battle 
  armor, within which any final kilogram weight total may be con-
  
  163
  163
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  Lou’s Sylph is a light battle armor 
  design built with a Clan Tech Base. On 
  the Battle Armor Chassis Weights Table, 
  Lou finds that its chassis will weigh 150 
  kilograms. Lou notes the battle armor’s 
  default 1 point of internal structure as 
  the gray-shaded circle on the armor 
  line in the record sheet, and that the humanoid design 
  will have 2 weapon slots each in its Left Arm and Right 
  Arm, and 4 weapon slots in its Body. The Sylph has up 
  to 600 kg remaining of its original 750-kilogram maxi-
  mum (750 kg – 150 kg = 600 kg).
  Max chose a medium weight class 
  for his Inner Sphere-made Purifier. 
  Thus, its chassis will weigh 175 kilo-
  grams. After noting the single 
  gray-shaded point of internal structure 
  that represents its trooper on his record 
  sheet, Max jots down the weapon slots 
  available to his humanoid design: 3 
  each in the Left and Right arm locations and 4 in the 
  Body location. Of the 1,000-kilogram maximum avail-
  able to it, the Purifier has used 175 kg, leaving 825 
  kilograms to work with (1,000 kg – 175 kg = 825 kg).
  For his assault-class, Inner Sphere 
  Fenrir battle armor, Peter chooses a 
  quad body type, rather than a human-
  oid design. The chassis weight for the 
  Fenrir, according to the Battle Armor 
  Chassis Weights Table, will be 550 kilos, 
  and provides the battle armor with 11 
  weapon slots in its Body location. Pete also notes the 
  standard 1 gray-shaded point on the Fenrir’s armor 
  line on the record sheet, representing its controlling 
  trooper. The Fenrir’s maximum potential weight of 
  2,000 kilograms has 1,450 kilos left to spend (2,000 kg 
  – 550 kg = 1,450 kg).
  Space: The internal structure of battle armor does not 
  occupy any weapon slots in its design. Establishing the chas-
  sis weight thus has no impact on the available slot space for 
  weapons and equipment. However, the weight class and body 
  type (humanoid or quad) of the battle armor does affect a 
  suit’s starting number of available weapon slots, along with 
  their respective locations.
  Modular Technology: Battle armor internal structure is 
  never considered modular under these construction rules, 
  and so cannot be varied from mission to mission.
  Keith’s Tunnel Rat is an exoskel-
  eton with an Inner Sphere Technology 
  Base. Thus, its chassis will weigh 80 
  kilograms. Keith notes that the battle 
  armor receives 1 point of internal 
  structure to represent its pilot (the gray-
  shaded circle on the armor line on the 
  record sheet). He also notes that the humanoid Tunnel 
  Rat will have 2 weapon slots each in its Left Arm, Right 
  Arm and Body locations. Of its potential 400 kilograms 
  in total weight, the Rat has 320 kilos left to work with 
  (400 kg – 80 kg = 320 kg).
  BATTLE ARMOR STRUCTURE WEIGHTS TABLE
  Chassis Weight (kg)
  Weapon Slots
  Battle Armor Weight Class
  Total Suit Weight (kg)
  Clan
  Inner Sphere
  Humanoid (Arms* / Body)
  Quad (Body)
  PA(L) / Exoskeleton
  80 – 400
  130**
  80
  2 / 2
  NA
  Light
  401 – 750
  150
  100
  2 / 4
  5
  Medium
  751 – 1000
  250
  175
  3 / 4
  7
  Heavy
  1001 – 1500
  400
  300
  3 / 6
  9
  Assault
  1501 – 2000
  700
  550
  4 / 6
  11
  *Each Arm
  **Clan-made industrial exoskeletons may use an Inner Sphere chassis weight at the designer’s option.
  RA 
  ??
  A Wolf’s Dragoons Elemental hops onto the wreckage of a Word of Blake Vanquisher.
  
  Lou’s Sylph has 1 free Ground MP as a 
  humanoid design. Because he intends to 
  incorporate a more potent alternative 
  motive system, Lou decides that 1 Ground 
  MP is enough for his purposes, and spends 
  no additional weight on Ground MP.
  For his Purifier, Max also decides the 1 
  MP of Ground movement is sufficient, and 
  so invests no additional weight in more 
  Ground MP.
  Peter’s Fenrir has 2 free MP of Ground 
  movement, according to the Battle Armor 
  Ground MP Table. The battle armor has a 
  maximum limit of 4 Ground MP. Despite 
  the 160-kilogram cost per extra MP, Pete 
  decides to go for it, investing a full 320 
  kilograms into maxing out its mobility. The Fenrir will have 
  1,130 kg remaining after this (1,450 kg – 320 = 1,130 kg).
  DETERMINE NON-GROUND MOVEMENT
  At the designer’s option, qualified humanoid battle armor 
  (including power armor and exoskeletons) may mount jump jets, 
  VTOL equipment or even underwater maneuvering units (UMUs) 
  for an alternate mobility over and above the battle armor’s 
  Ground MP. These systems may not be combined on any single 
  design, nor may any of these systems be installed on quad body 
  types. Some non-Ground MP systems may be restricted based on 
  the battle armor’s weight class and technology base. 
  The technology base and weight (per MP) for all non-ground 
  motive systems are shown in the Battle Armor Non-Ground 
  Motive Systems Table  (see p. 165), along with the maximum MP 
  for each given non-Ground motive system. An entry of NA means 
  the motive system is not available for that class and motive type.
  Jump Jets: This motive system—equally available to battle 
  armor of Clan and Inner Sphere design—enables troopers so 
  equipped to jump as high and as far as they have Jump MP.
  VTOL: Available only to medium and lighter battle armor of 
  Clan design (including Clan industrial exoskeletons with an Inner 
  STEP 2: INSTALL MOTIVE SYSTEMS
  The second step in battle armor design is the installation of the 
  battle armor’s motive systems. This step establishes the key fac-
  tors in the unit’s mobility, including the mass of its ground motive 
  systems (its legs, including musculature and power supply), 
  whether or not the design is capable of non-ground movement 
  (such as jumping, VTOL and underwater maneuvering) and how 
  much said alternate motive systems weigh.
  DETERMINE GROUND MOVEMENT
  All battle armor, power armor and exoskeletons have a ground 
  movement rate that reflects the capabilities of their myomer-
  powered legs. A certain minimum number of Ground MP are thus 
  considered free with the chassis design of the battle armor, based 
  on its weight class and body type (humanoid or quad). Additional 
  Ground MP may be provided by investing more weight in these 
  motive systems, up to the maximum MP allowance for the battle 
  armor’s weight class and body type. The minimum and maximum 
  MP allowances for each suit type, and the weight cost for any 
  additional MP over the minimum MP are shown in the Battle 
  Armor Ground MP Table below
  Technology Base: The ground motive systems featured in 
  the Battle Armor Ground MP Table are equally available to battle 
  armor (including power armor and exoskeletons) made using 
  Inner Sphere or Clan technology bases. 
  Space: In battle armor design, additional Ground MP capability 
  does not reduce the number of weapon slots available to a given 
  battle armor.
  Modular Technology: Battle armor ground motive systems 
  may never be considered modular under these construction rules, 
  and so cannot be varied from mission to mission.
  As a humanoid battle armor design, 
  Keith’s Tunnel Rat exoskeleton has 1 free 
  Ground MP and a maximum of 3 Ground 
  MP per the Battle Armor Ground MP Table. 
  Keith decides that his battle armor doesn’t 
  require any more speed, and spends no 
  additional weight on more Ground MP. 
  BATTLE ARMOR GROUND MP TABLE
  Minimum (Free) Ground MP
  Maximum Ground MP
  Weight per Additional MP (kg)*
  Battle Armor Weight Class
  Humanoid
  Quad
  Humanoid
  Quad
  PA(L) / Exoskeleton
  1
  NA
  3
  NA
  25
  Light
  1
  2
  3
  5
  30
  Medium
  1
  2
  3
  5
  40
  Heavy
  1
  2
  2
  4
  80
  Assault
  1
  2
  2
  4
  160
  * Regardless of tech base
  
  165
  165
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  kilograms per MP, and so Max has to spend 150 kilos (3 
  Jumping MP x 50 kg per Jumping MP = 150 kg) for this 
  capability. This leaves the Purifier with up to 675 kg of 
  unspent weight (825 kg – 150 kg = 675 kg).
  Because Peter’s Fenrir is a quad 
  design, it may not mount non-Ground 
  MP systems.
  SPECIAL PHYSICAL ENHANCEMENTS  
  (JUMP BOOSTER, AND PARTIAL WING)
  A number of motive enhancements are available to battle 
  armor (and their kin) at this stage of design. Jump boosters 
  and partial wings (the latter of which is limited to Inner Sphere 
  factions), enhance a jump-capable battle armor’s distance in 
  certain circumstances. As these enhancements are considered 
  equipment items, they may be installed at the latter stages 
  of battle armor design, but because they can directly affect 
  mobility, these systems have been included here.
  The Battle Armor Special Enhancements Table (see p. 166) 
  describes in detail the various enhancements by type, tech 
  base, weight and weapon slot space occupied.
  Jump Booster: Available to any jump-capable Clan or Inner 
  Sphere battle armor design (and thus unavailable to quads), 
  the jump booster adds 1 Jumping MP to the battle armor’s 
  existing jump range, even if this additional MP exceeds 
  the unit’s normal Jumping MP maximum. This enhance-
  ment requires the installation of jump jets and may not be 
  combined with partial wings. The jump booster weighs 125 
  kilograms (regardless of tech base) and occupies 2 slots in the 
  battle armor’s Body location.
  Partial Wing: Available only to jump-capable Inner Sphere 
  battle armor designs (and thus unavailable to quads), the partial 
  wing adds 1 Jumping MP to the battle armor’s existing jump 
  range in atmosphere (not in vacuum), even if this additional MP 
  exceeds the unit’s normal Jumping MP maximum. This enhance-
  ment requires the installation of jump jets and may not be 
  combined with the jump booster. The partial wing weighs 200 
  kilograms and occupies 1 slot in the battle armor’s Body location. 
  Modular Technology: Battle armor special enhancements 
  may never be considered modular under these construction 
  rules, and so cannot be varied from mission to mission.
  Sphere chassis weight), the Vertical Take-Off and Landing 
  system enables battle armor so equipped to move as a VTOL.
  UMUs: Available to Clan battle armor of any weight class 
  (including Clan industrial exoskeletons with an Inner Sphere 
  chassis weight), Underwater Maneuvering Units enable troop-
  ers so equipped to move underwater as submarine units (see 
  Submarines, p. 56, Total Warfare).
  Space: Non-Ground battle armor motive systems do not 
  occupy equipment slots in the battle armor design. 
  Modular Technology: Battle armor motive systems may 
  never be considered modular under these construction rules, 
  and so cannot be varied from mission to mission.
  Even though it is a humanoid design, 
  and so may be equipped with non-
  Ground MP systems, Keith decides that 
  jump jets would be totally inappropriate 
  for his subterranean Tunnel Rat, and its 
  Inner Sphere Tech Base makes it incom-
  patible with VTOL or UMU technologies 
  (which he feels would also be inappropriate anyway). 
  Lou has decided that his Sylph will 
  take advantage of its Clan Technology 
  Base and humanoid design to make 
  use of the VTOL systems. As light battle 
  armor, the Sylph can attain a maxi-
  mum of 6 VTOL MP, at a cost of 40 
  kilograms per MP. Lou settles on 5 VTOL 
  MP, however, hoping to save some weight for armor 
  and other systems. He spends 200 kilograms on VTOL 
  equipment for his battle armor (5 VTOL MPs x 40 kg per 
  VTOL MP = 200 kg). This leaves the Sylph with up to 400 
  kg left to spend for its weight class.
  As an Inner Sphere battle armor of 
  humanoid design, Max’s Purifier may 
  only employ Jumping MP as a non-
  Ground MP option. Because his 
  medium battle armor has only 1 
  Ground MP, he decides to install jump 
  jets, to attain the maximum of 3 Jump-
  ing MP. The weight for such jets is 50 
  BATTLE ARMOR NON-GROUND MOTIVE SYSTEMS TABLE
  Jump Jets (Clan / IS)
  VTOL System (Clan Only)
  UMU System (Clan Only)
  Battle Armor Weight Class
  Max Jump MP
  Weight*
  Max VTOL MP
  Weight*
  Max UMU MP
  Weight*
  PA(L) / Exoskeleton
  3
  25
  7
  30
  5
  45
  Light
  3
  25
  6
  40
  5
  45
  Medium
  3
  50
  5
  60
  4
  85
  Heavy
  2
  125
  NA
  NA
  3
  160
  Assault
  2
  250
  NA
  NA
  2
  250
   * Weight in kilograms per MP, regardless of tech base
  
  cable to battle armor of Clan and Inner Sphere design). Also listed 
  is whether or not a chosen manipulator or adaptor type must be 
  mounted in pairs. Manipulator or adaptor types that need not be 
  mounted in pairs may be combined with other manipulator types, 
  so long as these other types also need not be installed in pairs. 
  Some manipulator types may add special adaptations to increase 
  their functionality as well (such as vibro-claws and magnets). 
  Limited to one such adaptation per manipulator, these enhanced 
  manipulators are also presented on the table.
  Technology Base: The manipulator systems featured in the 
  Battle Armor Manipulator Weight Table are equally available to 
  battle armor (including power armor and exoskeletons) made 
  using and Inner Sphere or Clan technology base. 
  Quads: Quad battle armor may not use manipulators.
  Space: The manipulators featured in these rules occupy no 
  weapon slots in the battle armor’s design by themselves. The 
  modular equipment adaptor—which is not technically a manipu-
  lator in itself—is the only exception, and occupies 2 slots in each 
  arm where it is mounted, regardless of the battle armor’s technol-
  ogy base (see below).
  Modular Technology: At the designer’s option, modular equip-
  ment adaptors may be installed instead of a built-in manipulator, 
  allowing battle armor to change manipulator types between 
  missions. Manipulators subsequently mounted in these adap-
  Because his Tunnel Rat has no Jumping 
  MP, Keith may not mount any of the Jump-
  ing MP enhancements available to it as an 
  Inner Sphere battle armor.
  Lou’s Sylph does not have jump jets and 
  so cannot use the jump booster, and its 
  Clan Tech Base means it may not install a 
  partial wing even if it did carry jump jets.
   
  As Inner Sphere battle armor with jump 
  jets, Max’s Purifier may use either the jump 
  booster or the partial wing, and attain a 
  Jumping MP of 4 into the bargain. He 
  decides not to employ enhancements at 
  this time, saving the weight for other com-
  ponents.
  Because Peter’s Fenrir battle armor uses 
  an Inner Sphere Tech Base and is a quad-
  ruped design, it cannot have non-Ground 
  MP and is incompatible with both of the 
  Jumping MP enhancements. Pete proceeds 
  to the next step.
  STEP 3: ADD MANIPULATORS
  Of more utility to battle armor (including power armor and exo-
  skeletons) than the hand actuators on BattleMechs or ProtoMechs, 
  manipulators can determine much of a battle armor’s capabilities 
  in combat, including its ability to engage in anti-’Mech attacks, 
  to ride on OmniMechs (and OmniVehicles) as mechanized battle 
  armor, to handle conventional infantry weapons or to carry cargo. 
  Designers may install no manipulators at all, or up to two manipu-
  lators per humanoid battle armor design. Only one manipulator 
  may be installed per arm.
  Manipulators vary by weight and function, and some must be 
  mounted in pairs, but none of the manipulators featured in these 
  rules occupy weapon slots in the battle armor’s inventory. (The 
  modular equipment adaptor, which allows for the quick swap-
  ping of manipulators, does not count as a manipulator, and so is 
  exempt from this rule.)
  The Battle Armor Manipulator Weight Table at right provides 
  data on the weight of each manipulator type and adaptor (appli-
  BATTLE ARMOR SPECIAL 
  ENHANCEMENTS TABLE
  Enhancement Type
  Tech Base
  Weight (kg)
  Slots
  Jump Booster
  Clan / IS
  125
  2
  Partial Wing
  IS
  200
  1
  BATTLE ARMOR MANIPULATOR 
  WEIGHT TABLE
  Manipulator or Adaptor Type
  Mass per 
  Manipulator 
  (kg)
  Must 
  Mount in 
  Pairs
  None
  0
  No
  Modular Equipment Adaptor
  10*
  No*
  Armored Glove
  0
  No
  Basic Manipulator
  0
  No
  Basic Manipulator (w/ Mine 
  Clearance)
  15
  Yes 
  Battle Claw
  15
  No
  Battle Claw (w/ Magnets)
  35
  Yes 
  Battle Claw (w/ Vibro-Claws)
  50
  No 
  Cargo Lifter
  30**
  Yes
  Heavy Battle Claw
  20
  No
  Heavy Battle Claw (w/ Magnets)
  40
  Yes
  Heavy Battle Claw (w/ Vibro-Claws)
  60
  No 
  Industrial Drill
  30
  No
  Salvage Arm
  30
  No
  *Modular equipment adaptors occupy 2 slots in each arm of the suit in which they are 
  mounted; they need not be mounted in pairs unless a manipulator type they are 
  intended to use has such a requirement.
  **Cargo lifter manipulators weigh 30 kilograms each for every half-ton (rounded up) of 
  desired lifting capability.
  
  167
  167
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  manipulator requirements shown may not engage in Anti-’Mech 
  Attacks or use Mechanized Battle Armor rules.
  Magnetic Clamps: A special item, available only to human-
  oid battle armors using an Inner Sphere Tech Base, and even 
  then only up to those of Heavy weight class or lighter, is the 
  Magnetic Clamps system. This item allows a battle armor to 
  use Mechanized Battle Armor rules on even non-Omni units, 
  without meeting any other manipulator requirements. This 
  system weighs 30 kilograms and occupies 2 Weapon Slots (in 
  any one location). Magnetic Clamps may not be used on the 
  same battle armor as UMUs, and do not provide the ability to 
  engage in Anti-’Mech attacks unless the battle armor also 
  features the required manipulators to do so.
  Believing that his Tunnel Rat indus-
  trial exoskeleton can best benefit from 
  maximizing its flexibility, Keith decides 
  to equip the design with modular equip-
  ment adaptors, and places one in each 
  arm. The adaptors weigh 10 kilograms 
  and occupy 2 weapon slots each, leav-
  ing the Rat with 300 kilograms (320 kg – [2 Modular 
  Equipment Adaptors x 10 kg per adaptor] = 300 kg) and 
  no weapon slots in the arms (2 slots per arm – 2 slots per 
  Modular Equipment Adaptor = 0 slots per arm).
  Keith also decides to install a default configuration for 
  these modular adaptors; he places a basic manipulator in 
  the exoskeleton’s left-arm adaptor and an industrial drill on 
  the right. These manipulators weigh 30 kilograms in total (0 
  kg for the basic manipulator + 30 kg for the drill), leaving the 
  default Tunnel Rat configuration with 270 unspent kilograms.
  Checking the Battle Armor Capabilities Table, Keith 
  notes that his Tunnel Rat—as an exoskeleton that lacks 
  some of the minimum manipulator requirements—may 
  tors must adhere to their basic rules when used, including 
  adherence to any requirements for paired mounting. Enough 
  weight should be left over after the design is completed to 
  accommodate the desired manipulator types; for example, 
  a battle armor that leaves only 45 kilograms unaccounted 
  for after construction may not use a 50-kilogram vibroclaw-
  enhanced battle claw with its modular equipment adaptor, 
  but it can install a standard battle claw that weighs only 15 kg.
  DETERMINING ANTI-’MECH AND 
  MECHANIZED BATTLE ARMOR CAPABILITIES
  Once manipulators are chosen, the designer can determine 
  what the battle armor’s anti-’Mech and mechanized battle armor 
  capabilities are. These capabilities are determined not only by 
  the battle armor’s manipulators, but by its configuration as well. 
  To determine which capabilities battle armor may possess by its 
  weight class, consult the Battle Armor Capabilities Table below, 
  noting the battle armor’s weight class, body type and minimum 
  manipulator requirements. Battle armor that qualifies for a capa-
  bility lists a “Yes” under that capability’s column (with any special 
  restrictions noted), while a “No” indicates the unit cannot exercise 
  that capability. If battle armor meets multiple lines on this table 
  based on its weight class, body type and other features (such as 
  the use of UMUs), the most restrictive qualifications apply of all 
  relevant classes, types and features.
  Battle armor listed as qualified for a given capability still may 
  not perform such tasks if it does not possess the required manip-
  ulators to do so. Battle armor using modular equipment adaptors 
  that are otherwise qualified for these actions by weight class and 
  features must install the proper manipulators in order to gain 
  these capabilities in a scenario. Otherwise, they are considered 
  incapable of executing anti-’Mech attacks or using Mechanized 
  Battle Armor rules. Note that battle armor which otherwise quali-
  fies for these actions and does not met at least one of the listed 
  BATTLE ARMOR CAPABILITIES TABLE
  Battle Armor Weight  
  Class and Features
  Anti-’Mech Attacks
  Mechanized  
  Battle Armor
  Swarm
  Leg
  Minimum Manipulator Requirements*
  Quad Body Type (Any)
  No
  No
  No
  Not Applicable
  PA(L) / Exoskeleton
  Yes
  Yes
  Yes
  2 Armored Gloves; 2(1)** Basic Manipulators; 
  or 1 Battle Claw (Heavy or Standard)
  Light
  Yes
  Yes
  Yes
  2 Armored Gloves; 2(1)** Basic Manipulators; 
  or 1 Battle Claw (Heavy or Standard)
  Medium
  Yes
  Yes
  Yes
  2(1)** Basic Manipulators; or 1 Battle Claw (Heavy or Standard)
  Heavy
  No
  No
  Yes
  1 Basic Manipulator; or 1 Battle Claw (Heavy or Standard)
  Assault
  No
  No
  No
  Not Applicable
  Uses UMU Equipment
  No
  Yes†
  Yes††
  As Weight Class
  Uses Magnetic Clamps
  ‡
  ‡
  Yes‡
  None
  *Basic Manipulator and/or Battle Claw requirements include such modifications with Vibro-Claws, Mine-Clearance, or Magnets.
  **Only 1 Basic Manipulator needed for Mechanized Battle Armor.
  †Only possible against targets in Depth 1+ Water.
  ††So long as all other requirements are met in terms of weight class, body type and minimum manipulator requirements.
  ‡See Magnetic Clamps, above.
  
  STEP 4: ADD ARMOR
  Like ProtoMechs, battle armor (including power armor and 
  exoskeletons) mount their armor on a point-by-point basis, rather 
  than in half- or full-ton lots. Based on the type of armor chosen, 
  these armor points vary in weight and many even occupy weapon 
  slots in the battle armor’s design. Unlike Protos, however, battle 
  armor need not allocate armor points across multiple areas; in 
  Total Warfare standard rules, battle armor is treated as having as a 
  single “location” per trooper.
  The maximum number of armor points battle armor may carry 
  is based on the battle armor’s weight class. Beyond this, an addi-
  tional point is always applied to a given battle armor to represent 
  the trooper inside (as noted in Step 1). On the battle armor’s 
  record sheet, a suit’s armor is tracked by the white dots to the 
  right of the gray-shaded circle that reflects the trooper. Any excess 
  armor dots beyond the suit’s armor value should be blacked out 
  after the right-most armor point.
  A single battle armor may not combine multiple armor types. 
  Suits built as battle armor or PA(L)s, or exoskeletons using a Clan 
  chassis weight, consider this armor fully enclosed and so may 
  operate in hostile environments such as vacuum and underwater. 
  Battle armor designed as exoskeletons with an Inner Sphere chas-
  sis weight are considered “open” unless they feature extended 
  life-support (see p. 254) and at least 1 point of armor.
  The weight, tech base, slot requirements and special abilities 
  of all armor types available under these rules are provided in the 
  Battle Armor Protection Table (see p. 169). This table also lists the 
  maximum armor levels permitted for each battle armor’s weight 
  class. A dashed entry (“—”) on a table column for an armor type’s 
  weight means that a battle armor of that tech base may not use 
  that particular armor type.
  Technology Base: Inner Sphere battle armor (including exo-
  skeletons and power armor) may only be constructed using armor 
  listed in the Inner Sphere weight column of the Battle Armor Armor 
  Types Table. Battle armor made with a Clan Tech Base (including 
  power armor and exoskeletons—even those constructed with an 
  Inner Sphere chassis weight) must use only those armor types and 
  weights listed under the Clan armor weight column. 
  Space: The amount of space armor takes up in terms of weapon 
  slots on the battle armor design varies with the type of armor 
  chosen. Armor slots may be broken up among the battle armor’s 
  various body locations.
  Modular Technology: Armor is never considered modular 
  under these construction rules, and so cannot be varied from mis-
  sion to mission.
  Special Abilities: Some armor types provide special abilities, 
  which are listed in the Battle Armor Armor Types Table. A listing 
  of “Range Modifiers” provides the to-hit modifier to attack battle 
  armor using that armor at short, medium and long range (respec-
  tively, in parentheses). A listing of “Movement Modifiers” provides 
  the to-hit modifier to attack battle armor that move 0, 1, 2 and 
  3+ hexes (respectively, in parentheses). A listing of “Invisible to 
  Probes” indicates that when using the Hidden Units rules (see p. 
  259, Total Warfare), active probes may not detect battle armor 
  with that armor type.
  not engage in anti-’Mech attacks in its default industrial drill 
  configuration. If, however, he were to swap the right-arm 
  industrial drill with another basic manipulator, his battle 
  armor would meet the qualifications for these capabilities.
  Lou decides that his humanoid Sylph 
  battle armor will use a single standard 
  battle claw, which he places on the battle 
  armor’s left arm. This claw occupies no 
  weapon slots and weighs 15 kilograms. 
  Deciding to place no manipulator in the 
  right arm, Lou calculates that his Sylph has up to 385 
  unspent kilograms remaining (400 kg – 15 kg = 385 kg).
  As light humanoid battle armor with a battle claw, Lou finds 
  that his Sylph qualifies for anti-’Mech and mechanized battle 
  armor capabilities.
  Max also wants to give his Purifier battle 
  armor anti-’Mech and mechanized battle 
  armor capabilities, so he also installs a sin-
  gle battle claw on the design, placing his 
  claw on the right arm. At the same cost in 
  weight—15 kilograms—the Purifier will 
  have 660 unspent kilograms remaining 
  (675 kg – 15 kg = 660 kg). As the medium-
  weight humanoid Purifier meets the minimum 
  manipulator requirements for the desired actions, Max is 
  content to move on to the next step.
  Because Peter’s Fenrir battle armor 
  is a quad design, it may not mount 
  manipulators, and also may not engage in 
  anti-’Mech attacks or deploy using Mecha-
  nized Battle Armor rules.
  CSO 
  ??
  Word of Blake forces hold their ground against Dragoon retaliation.
  
  169
  169
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  Max plans his for Purifier to epito-
  mize stealth and looks to the last word 
  in Inner Sphere stealth technology for 
  his battle armor: mimetic armor. As 
  medium battle armor, the Purifier may 
  mount up to 10 points of armor, but 
  as doing so would cost 500 kilograms 
  (10 points x 50 kg per point of mimetic 
  armor), Max decides on a more modest 
  6 points of protection, which costs him 300 kilograms. 
  This leaves the Purifier with 360 kilograms of unspent 
  weight (660 kg – 300 = 360 kg).
  Because mimetic armor also takes up 7 weapon slots—
  which can be distributed throughout the design—Max 
  must allocate slots accordingly. He decides to allocate 4 
  slots to the Purifier’s Body location and 3 to its Right Arm, 
  leaving the 3 Left Arm slots open for additional equipment.
  Meanwhile, he also notes that the Purifier’s mimetic armor 
  has a special ability of “Movement Modifiers (+3/+2/+1/0).” 
  This means that when the Purifier stands still, it imposes a +3 
  to-hit modifier on weapon attacks against it, a +2 modifier 
  if the battle armor moves 1 MP per turn, +1 if it moves 2 MP 
  and no modifier if it moves 3 or more MP.
  Keith decides to provide his Tunnel 
  Rat with some armor protection. As an 
  exoskeleton, the battle armor may carry 
  a maximum of 2 armor points. Because 
  he is not expecting combat, however, 
  Keith decides on a minimal amount of 
  armor, and so chooses a single point of 
  standard armor. With a weight of 50 kilograms per 
  point, and no slot space requirement, Keith finds that 
  his Rat has 250 unused kilograms left without manipu-
  lators (300 kg – 50 kg = 250 kg) or 220 kilograms, for the 
  industrial drill configuration (270 – 50 = 220).
  As a light battle armor design, 
  Lou’s Sylph can mount up to 6 points 
  of armor, according to the Maximum 
  Armor Levels shown on the Battle 
  Armor Protection Table. Deciding on 
  standard Clan armor, he elects to install 
  5 points on his design for 125 kilograms (5 points x 
  25 kg per point [Standard Armor, Clan] = 125 kg). 
  The Sylph now has up to 260 kilos of unspent weight 
  remaining (385 kg – 125 kg = 260 kg).
  BATTLE ARMOR PROTECTION TABLE
  MAXIMUM ARMOR LEVELS
  Battle Armor Weight Class
  Maximum Armor Points
  PA(L) / Exoskeleton
  2
  Light
  6
  Medium
  10
  Heavy
  14
  Assault
  18
  BATTLE ARMOR ARMOR TYPES
  Weight (per Point, in kg)
  Armor Type
  Clan
  Inner Sphere
  Slots Used
  Special Abilities
  Standard
  25
  50
  0
  None
  Standard (Advanced)
  —
  40
  5
  None
  Standard (Prototype)
  —
  100
  4
  None
  Stealth (Basic)
  30
  55
  3
  Range Modifiers (0/+1/+2); Invisible to Probes
  Stealth (Improved)
  35
  60
  5
  Range Modifiers (+1/+2/+3); Invisible to Probes
  Stealth (Prototype)
  —
  100
  4
  Range Modifiers (0/+1/+2); Invisible to Probes
  Stealth (Standard)
  35
  60
  4
  Range Modifiers (+1/+1/+2); Invisible to Probes
  Fire Resistant
  30
  –
  5
  Suit ignores damage by heat-causing weapons
  Mimetic
  —
  50
  7
  Movement Modifiers (+3/+2/+1/0)
  
  most items may not be divided among locations on battle armor 
  (unless otherwise noted), the limited slot space available to battle 
  armor (see the Battle Armor Structure Weights Table, p. 163) must 
  be taken into consideration at all times. 
  Weapon Location Restrictions: In addition to the straight 
  weapon slot limits given by the Battle Armor Structural Weights 
  Table, a hard limit exists on the quantity and types of weapons 
  that may be mounted in battle armor’s locations. Regardless of 
  their weight class, the maximum number and type of weapons 
  permitted in a battle armor’s locations are outlined in the Battle 
  Armor Weapon Limits Table below.
  For purposes of this table, anti-’Mech weapons include all the 
  weapon items listed on the Battle Armor Weapons and Equip-
  ment Table, while anti-personnel weapons are all those weapons 
  shown under the Conventional Infantry Weapons Table (see p. 
  349) specifically identified as Standard (under the Weapon Type 
  column). Battle armor may not use Melee-type conventional 
  infantry weapons.
  The listed weapon limits do not include ammunition, nor are 
  they affected by the weight of any additional ammunition.
  Non-Missile Ammunition: Unlike missile launchers, all other 
  weaponry carried by battle armor (including power armor and 
  exoskeletons) automatically incorporates a single default maga-
  zine of ammunition in its base weight. The size of this magazine 
  (given in shots and bursts) varies with the weapon, as shown 
  on the Battle Armor Weapons and Equipment Table. Though 
  non-missile ammunition is not tracked for battle armor in Total 
  Warfare standard rules play, an allowance for additional shots 
  may be made for the benefit of a role-playing campaign setting. 
  Any additional ammunition (including charge packs for energy 
  weapons) may thus be added to the weapon’s weight without 
  taking up additional weapon slots on the battle armor’s design.
  The weight for these extra magazines is also listed on the Battle 
  Armor Weapons and Equipment Table (to the right of the slash 
  following the magazine shot and burst counts).
  Missile Launchers and Missile Ammunition: Often 
  deployed by battle armor (including power armor and exoskel-
  etons) as a potent secondary weapon, missile launchers are one 
  of the largest battle armor weapon systems available. They are 
  also the only weapon system used by battle armor that tracks 
  ammunition use in Total Warfare game play. For construction 
  purposes, these weapons are installed differently than non-
  missile weapon systems.
  The only missile launchers available to battle armor under these 
  rules are LRMs, MRMs, SRMs, rocket launchers and Narc launchers. 
  Most of these weapons are available in varying launcher sizes, 
  which determines the number of missile tubes the launcher can 
  fire in a single turn.
  Peter wants to reserve as much space 
  and weight as possible for weapons on 
  his Fenrir, so he opts for only 5 points of 
  standard armor rather than the 18 points 
  he could place on the assault-class battle 
  armor. As standard Inner Sphere armor 
  weighs 50 kilos per point, this costs the 
  Fenrir 250 kilograms in weight, but occupies no slot space 
  in the design. The Fenrir has 880 kilograms left over (1,130 
  kg – 250 kg = 880 kg)
  STEP 5: ADD WEAPONS, AMMUNITION  
  AND OTHER EQUIPMENT
  The weapons, ammunition and equipment that may be 
  mounted on a battle armor (or on power armor and exoskeletons) 
  are listed in the Battle Armor Weapons and Equipment Tables 
  shown on pp. 346–348. In addition to any damage and range 
  statistics, these tables provide the weight and weapon slots 
  these items may occupy on battle armor, what technology base 
  (Clan or Inner Sphere) is required to carry them and any special 
  construction rules that might apply to installing the equipment. 
  The Ammo column notes how many shots a given weapon or 
  item carries per magazine and its weight (though in Total Warfare 
  game play, only missile ammunition is tracked). Remember that 
  the total weight of a given battle armor design’s structure, motive 
  systems, manipulators, armor, weapons and other components 
  may never exceed the weight range established for the battle 
  armor in Step 1. Any leftover weight that cannot be allocated to 
  mission equipment storage or other equipment (due to critical 
  space constraints or other factors) is considered “wasted” weight.
  For purposes of Total Warfare game play, regardless of where 
  weapons are placed on a battle armor—be it in the body or 
  arms—they are presumed to have a 360-degree firing arc.
  For special rules on any item, consult its entry under Weapons 
  and Heavy Equipment (pp. 200–273).
  Tech Base: The Battle Armor Weapon and Equipment Tables 
  note which items are available to which technology base. Clan-
  made battle armor may use only items available to the Clans, 
  while Inner Sphere-made battle armor must use only those items 
  available to the Inner Sphere.
  Weight and Space: The weight and slot space occupied by all 
  battle armor weapons and equipment are shown in the table. As 
  BATTLE ARMOR WEAPON LIMITS TABLE
  Battle Armor Location
  Maximum Weapon Load
  Arms (Humanoid)
  1 Anti-’Mech Weapon and 1 Anti-Personnel Weapon Mount or 2 Anti-Personnel Weapon Mounts
  Body (Humanoid)
  2 Anti-’Mech Weapons and 2 Anti-Personnel Weapon Mounts
  Body (Quad) 
  4 Anti-’Mech Weapons and 4 Anti-Personnel Weapon Mounts
  
  171
  171
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  Battle armor equipped with one or more armored glove 
  manipulators may use one additional non-Melee conventional 
  infantry weapon with crew requirements of less than 2.  The 
  weight of this weapon or its ammunition is never counted 
  towards a battlesuit’s weight limits.
  Special Abilities: When engaging in anti-’Mech attacks, 
  battle armor may use only non-missile, arm-mounted weap-
  ons to deliver their damage.
  Inner Sphere battle armor equipped with body-mounted 
  missile launchers (in addition to any arm-mounted weapons) 
  may not use Jumping movement or perform anti-’Mech 
  Swarm and Leg attacks until they jettison their launchers. 
  Thus, Inner Sphere battle armor that combine jump jets and 
  body-mounted missile launchers must establish such launch-
  ers as detachable (see Anti-’Mech Attacks, p. 220, Total Warfare).
  Deciding that his Tunnel Rat is suf-
  ficiently completed, Keith chooses to 
  add no more equipment to the design, 
  leaving 220 unallocated kilograms 
  remaining on the industrial exoskel-
  eton—which may be subsequently used 
  by alternative manipulator configura-
  tions, such as high-capacity cargo lifters.
  Lou’s Sylph is intended for combat, 
  and with its VTOL motive capability 
  would find the bomb rack—a uniquely 
  Clan one-shot weapon system—ideal. 
  The bomb rack weighs 100 kilograms 
  and occupies 2 weapon slots, which 
  Lou allocates to the Sylph’s Body loca-
  tion. For a Primary weapon, Lou decides the Sylph will 
  mount a micro pulse laser, which occupies 160 kilo-
  grams and 1 weapon slot. This item he places in the 
  battle armor’s Right Arm location. With a total of 260 
  kilos spent on weaponry, Lou finds that he reached the 
  maximum weight of light battle armor.
  Max’s Purifier has 360 kilograms 
  remaining, and only 3 weapon slots 
  on its left arm in which to place equip-
  ment. To improve the battle armor’s 
  flexibility, he decides to place a modu-
  lar weapon mount in the arm, at a cost 
  of 10 kilograms and 1 slot. This will 
  allow the battle armor to carry any 
  non-missile weapon desired in that location, so long 
  as its weight—including ammunition—does not 
  exceed 350 kilograms and its size does not exceed 2 
  slots (the remaining slots in that location).
  As a Primary configuration for this modular mount, 
  Max decides the Purifier will carry an ER small laser. On 
  the Inner Sphere lists, this weapon weighs 350 kilograms 
  and occupies 2 weapon slots—which perfectly fits the 
  remaining space and weight he had available to his 
  battle armor.
  One-shot launchers—which are limited to a single shot of 
  missiles (also known as a volley)—include their single “shot” 
  within their listed weight and weapon slots. These launchers 
  are mounted as a standard weapon or as a detachable missile 
  launcher (see Other Weapon Mounts Options, at right.
  For launchers intended to fire multiple shots, the weight 
  and weapon slots for the unloaded launcher are listed under 
  the weapon’s statistics. The weight of all missile ammunition 
  (by shot) then appears under the Ammo column for each 
  launcher size. Missile reloads require one weapon slot for 
  every 4 shots (rounded up). For example, an SRM-3 launcher 
  would require 1 slot to carry 2 shots (2 shots ÷ 4 shots per 
  slot = 0.5 slots, rounded up to 1), while an LRM-5 with 5 shots 
  would need 2 ammo slots (5 shots ÷ 4 shots per slot = 1.25 
  slots, rounded up to 2).
  On battle armor, missile ammunition cannot be placed in 
  a separate location or weapon mount from the launcher for 
  which it is being carried. Missile launchers placed on modu-
  lar mounts must add any ammunition slots to those of the 
  launcher when determining their total slot sizes for mount-
  ing. Missile ammunition also may not be “shared” with other 
  launchers, even those of the same type and size.
  Modular Technology: At the designer’s option, battle 
  armor (including power armor and exoskeletons) may install 
  modular mounts for their weapons to mimic the configurable 
  capabilities of Omni units. Modular mounts are broken into 
  two types. The first, Modular/Turret Mounts, are detailed on 
  p. 262. The second, Squad Support Weapon mounts, can be 
  found on p. 270.
  Humanoid battle armor may carry one squad support 
  weapon mount, one standard modular weapon mount 
  per arm, and two standard modular weapon mounts in the 
  body; they may not install turret mounts. Quad battle armor 
  may only add a single modular turret mount (referred to as 
  a configurable turret mount), which must be installed in the 
  body. Regardless of the type or number of mounts chosen, the 
  weapon limit rules on p. 170 still apply.
  Mounts (other than anti-personnel mounts) may also 
  accommodate non-weapon items. Any item listed on the 
  Battle Armor Equipment Tables may be installed in a mount 
  as per the usual construction rules, except for the follow-
  ing prohibited items: Camo System, Extended Life Support, 
  HarJel, Jump Booster, Magnetic Clamps, Mission Equipment, 
  Modular/Turret Mounts, Space Operations Adaptation, Squad 
  Support Weapon.
  Unless carried by armored glove manipulators, battle armor 
  anti-personnel weapons are always fitted in modular mounts. 
  Anti-Personnel Weapons are detailed on p. 271, and their 
  mounts are covered on p. 262.
  Other Weapon Mount Options: Quad battle armor may 
  install a standard turret mount instead of the configurable 
  turret mount, sacrificing the modular ability to save on bulk 
  and weight.
  Battle armor may also designate missile launchers or 
  standard weapon mounts as detachable, enabling them 
  to jettison their equipment once it is expended. Detach-
  able missile launchers (see p. 254) add 10 kilograms to the 
  launcher’s base weight.
  
  STEP 6:  
  COMPLETE THE RECORD SHEET
  By the time the designer has chosen all chassis, motive systems 
  and manipulators for his battle armor, power armor or exoskel-
  eton, and added the motive systems, manipulators, armor and 
  equipment, all items must be allocated to their proper places 
  on the Battle Armor Record Sheet. On a completed record sheet, 
  the designer must be sure to have filled in all data for the battle 
  armor’s Unit Data block (including name, MP and motive type). 
  All weapons and equipment must be noted, including ranges, 
  damage and ammunition in shots per weapon (at least the mis-
  siles). All extraneous armor points must be blacked out on the 
  armor rows, and any modifiers for special armor types and stealth 
  gear must be noted. In Total Warfare game play, all troopers in 
  a given squad must be the same type and variant; only the use 
  of a Squad Support Weapon—fired by one of the squad’s troop-
  ers—may differentiate one trooper from another in combat. Thus, 
  all troopers in a squad should have the same statistics, with the 
  Squad Support Weapon trooper designated as such at the end of 
  the design process.
  Once all of the above is completed, the battle armor squad is 
  ready for Total Warfare game play.
   
  Peter has 880 kilograms to spend on 
  weapons, and 11 weapon slots in the Body 
  location to place them. He decides to start 
  by making the Fenrir’s armament modular, 
  choosing the configurable turret mount for 
  his design (see p. 262). As the configurable 
  turret requires a certain pre-determined 
  size for its mount—to determine its weight and slot 
  capacity—Peter selects a 3-slot capacity for the mount, 
  meaning the entire turret mount will weigh 80 kilograms 
  and occupy 2 slots.
  Peter can install 800 kilograms worth of weaponry 
  that can occupy a grand total of 12 slots (3 in the Con-
  figurable Turret + 9 in the Body). Per the Weapon Limits 
  Table, Peter can install up to 4 anti-personnel weapon 
  mounts and 4 anti-BattleMech weapons in all this space. 
  He decides at this point that the base configuration for 
  his Fenrir is complete.
  For one configuration, Peter decides to place an SRM-4 
  launcher in the configurable turret mount. The SRM 
  weighs 240 kilograms and occupies 2 slots on its own, 
  leaving 1 slot open in the turret for ammunition. Peter 
  decides to give the SRM the maximum ammunition load 
  of 4 shots, which takes up the remaining turret weapon 
  slot, and weighs 160 kilos (4 SRM-4 shots at 40 kg per vol-
  ley = 160 kg). Though the resulting weapon weight is only 
  400 kilograms, leaving the SRM-4 Fenrir 400 kilos shy of its 
  2,000-kg maximum (800 kg – 400 kg = 400 kg), Peter can-
  not allocate more weaponry to the Fenrir without making 
  it a completely different design (because he reserved all the 
  leftover weight for his configurable turret).
  RECOMMENDED BATTLE ARMOR 
  FORMATIONS TABLE
  Tech Base (Affiliation)
  Force Size (Troopers per Squad)
  Clan (All)
  5
  Inner Sphere
  Generic / Mercenary
  4
  Capellan Confederation
  4
  Draconis Combine
  4
  Federated Suns
  4
  Free Rasalhague Republic
  4
  Free Worlds League
  4
  Lyran Alliance
  4
  ComStar / Word of Blake
  6
  Periphery (General)*
  4
  Marian Hegemony
  5
  Taurian Concordat
  4
  Calderon Protectorate
  4
  *Includes Circinus Federation, Magistracy of Canopus, Niops Association, Out-
  worlds Alliance, Nueva Castile, Hanseatic League and Pirates
  RA 
  ??
  A Wolf’s Dragoons Daishi Widowmaker plows through a battle armor squad.
  
  173
  173
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  complete rows of armor dots.) He notes the armor type 
  under the armor rows (Standard, no modifiers), and 
  lists no weapons in the inventory.
  After making a copy for later configuration purposes, 
  Keith will add the industrial drill to the Weapons Inventory, 
  and check off the Swarm, Leg and Mechanized boxes 
  beneath the inventory, to note that the Tunnel Rat is capa-
  ble of all such actions.
  Repeating similar steps to Keith, but 
  with a completed battle armor, Lou 
  also notes the Sylph’s alternate motive 
  type “(VTOL): 5” and its armament, 
  including the names of its weapons 
  (such as the “Micro Pulse Laser“), their 
  damage (“3” for the micro pulse laser) and ranges 
  (blank for the micro pulse’s Minimum Range, “1” for 
  Short, “2” for Medium and “3” for Long).
  As the Sylph is a Clan design, Lou duplicates the armor 
  values with five rows of armor points, rather than four.
  Because Max intends his Purifier to 
  serve with the Word of Blake, he has 
  opted to provide armor rows for six 
  troopers, rather than four or five. Peter’s 
  Fenrir, intended for service with the 
  Lyran Alliance, receives four rows’ worth 
  of armor to indicate its four troopers.
  Both Max’s Purifier and Peter’s Fenrir 
  also incorporate modular technologies, 
  and so their completed record sheets 
  approximate that of Keith’s Tunnel 
  Rat, with one sheet established as an 
  un-configured “base” model and sec-
  ondary sheets generated for loadouts. 
  In the case of Peter’s SRM-armed Fenrir, an ammo 
  count is even noted beside the SRM’s inventory listing, 
  to show how many volleys each trooper carries, with 
  enough space left over for the player to track during 
  game play.
  MODULAR TECHNOLOGY
   When completing the record sheet for a battle armor, 
  power armor or exoskeleton unit built using modular technol-
  ogy, it is highly recommended that the designer create one 
  sheet specifically to serve as the base configuration (the one 
  without the affected modules installed—including manipula-
  tors as well as weapons). Copies of this base configuration 
  sheet can then be used to quickly generate record sheets for 
  the other configurations by adding the appropriate weapons 
  and equipment in the open spaces.
  FORMATIONS
  Because battle armor derives most of its capabilities from 
  the individual suit, rather than by a sheer number of person-
  nel, the formation of battle armor squads in combat is not as 
  much a factor of construction as of record sheet completion. 
  Battle armor squads (called Points among the Clans) generally 
  range from 4 to 6 troopers each, operating independently on 
  the squad level in combat. To determine the recommended 
  number of troops per battle armor squad based on its affili-
  ation, consult the Recommended Battle Armor Formations 
  Table (see p. 172). No battle armor squad may be fielded in 
  numbers greater than 6 troopers.
  To show the number of active troopers in a given battle 
  armor squad or Point, simply leave the corresponding number 
  of armor rows (including the gray-shaded trooper points) 
  untouched on the record sheet. Each row should have the 
  same number of armor points the trooper carries, so a Point of 
  5 Elemental battle armor troopers (10 armor points, plus one 
  for the trooper inside) would appear on its record sheet as five 
  rows (each) of 10 white armor circles and 1 gray-shaded 
  trooper’s circle.
  Keith verifies that all of the valid 
  data is filled in for his Tunnel Rat 
  squad, including the Rat’s full name, 
  its Inner Sphere tech base, its Ground 
  MP of 1, no alternate MP type and 
  a single white armor circle after the 
  gray-shaded circle for each trooper. (Because it is an 
  Inner Sphere “squad,” he also blacks out all but four 
  RA 
  RA
  Surrounded and with little hope of survival, the NAIS cadet piloting the Owens must stand down.
  
  The fact that you’re here means you already know how to 
  pilot your craft. Thank the stars for that. However, we aren’t the 
  Davion Guards with a slew of veteran technicians to keep your 
  two hundred-year old baby in prim and proper condition while 
  wiping your ass after every crap. Hell, we aren’t even those half-
  assed Taurians with a few workers just to keep it running and in 
  decent condition. We’re a bunch of pirates with resources few 
  and far between, and if someone here hasn’t figured that out by 
  now, I have a few pills that will make all your troubles go away. 
  No worries, not even about breathing after a few minutes. Any 
  takers? I didn’t think so. 
  So now that we ‘ve established we’re bunch of poor sons of 
  braxxes—so poor, in fact, that we can’t even afford used myomer 
  strands for our one-armed BattleMechs—it should come as no 
  surprise that by the time I’m through with you all, you’ll be doing 
  what the rest of us do, working on your own craft to keep it going. 
  The rule is simple: everyone works here, and everyone fights.
  Me? I started as one of the few experienced technicians with 
  this band, working on Major Terren’s Corsair until he had a dis-
  agreement that didn’t turn out so well for him a few years ago. 
  We were short on pilots at the time, and I’d logged a few hours of 
  sim-time, so they threw me into his bird—and thank the heavens 
  I’m still around to tell the tale. Well, most of me, but I didn’t need 
  that leg anyway. 
  Looks like many of you were just too lazy and stupid to mind 
  your tech classes when you first signed up wherever you came 
  from, so that’s why you’re here with me now on this “refresher” 
  course. Lord help you all. If you look around, you’ll see you’re a 
  pretty sorry mixed class, coming up from under all rocks of life. 
  I see bridge bunnies, fighter jocks, myomer monkeys and even 
  AEROTECHNOLOGY
  AEROTECHNOLOGY
  —Alleged aerospace technologies instructional briefing by Richard Beston, commander of the  
  Ruby Skulls Flight, Winged Death (Death’s Consorts pirate command), circa 15 March 3068
  
  175
  175
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  a squad of meat bags in the back, a.k.a. Marines. No offense 
  there, guys, but that’s what the rest here’ll call you, I’m just 
  giving you a heads-up. 
  And since we seem to have such…diversity here, I’m going 
  to gloss over all the important craft today, and break the 
  group up for more specific lectures afterwards.
  DROPSHIPS
  DROPSHIPS
  Let’s be honest here, DropShips are nothing more fancy than 
  glorified shuttles. History even admits it. The first production 
  JumpShips carried massive, multi-thousand-ton, long-range 
  shuttles inside their hull during jumps between star systems. 
  Technology at the time limited how big the JumpShip could 
  get, and that limited the size of the shuttle bays they carried, 
  which in turn limited how much cargo a Jumper could haul. 
  Eventually, to ferry even the barest minimum of food and water 
  to young colonies, you needed dozens of JumpShips and a 
  huge fleet of shuttles. One day, some genius decided to jury-
  rig a system of massive magnetic claws and booms designed 
  to extend K-F fields onto craft fixed to the outer hulls of his 
  FTL ships. This innovation gave us the first efforts to concoct 
  externally hauled Droppers, a major step toward overcoming 
  the physical limits of interior docking space. Before the jumps, 
  these claws would grab half a dozen shuttles, hold them flush 
  against the hull, extend the jump field and jump. The crew 
  would then pray all the way through their hyperspatial leap 
  that the K-F field didn’t warp in transit. After they successfully 
  jumped and reached their desired system, the shuttles would 
  then gloriously power up and blast off. First time they tried it, 
  those first-born Droppers took the attached claws and a good 
  chunk of their Jumper’s hull with them, burning the rest of the 
  ship with their thrusters to boot.
  Thankfully, the same genius who had that idea put together 
  a way to disengage the shuttles safely away from the vessel 
  before he tried that trick again. Thus our first real DropShip 
  was born. And humanity rejoiced. 
  Today, the Sphere and those test-tube Clanners field more 
  than two and a half hundred different DropShip designs. If it 
  primarily moves between a jump point and the planet under 
  its own power, and moves in between systems by latching 
  onto the outer hull of a K-F drive-equipped ship, it’s techni-
  cally a Dropper. They can get pretty small, but the largest ever 
  developed is the appropriately named Behemoth-class—a 
  juicy morsel of booty at 100,000 tons. Any bigger than that, 
  and you may as well slap a K-F drive on it and call it a Jump-
  Ship; a suitably-sized boom would be just as large and it’s 
  cheaper overall in the long run.
  Glorified shuttles they may be, but that doesn’t make 
  DropShips any less dangerous. A Dropper can carry a lot of 
  weapons and a lot of armor. Some are made just to fight in 
  space, escorting the ones that haul valuable cargo to various 
  destinations. It’ll take a good group of fighters to crack the 
  nutshell of a well-built combat Dropper, but that’s half our 
  business right there. 
  DropShips are the largest spacefaring vessels we concern 
  ourselves with out there. Yeah, there are Jumpers, but those 
  are in a completely different class. And if any of you want 
  to bring up WarShips, I will reiterate to you all that we are a 
  pirate group, not a front-line regimental combat team. If you 
  wanted to pull escort duty on a WarShip, you came to the 
  wrong place. 
  Anyway, back on topic. DropShips have four key categories 
  of components that we’ll go over tonight. We’ll touch on each 
  in further detail in the near future. These categories—control, 
  engineering, combat and cargo—pretty much cover every 
  vehicle in existence, but are most clearly defined in DropShips. 
  CONTROL SYSTEMS
  Pretty much every computer system dedicated to main-
  taining life support, weapons and navigating the ship itself 
  falls under the jurisdiction of control. Most, including myself, 
  argue that this is the most important category of the vessel. 
  The key component to this category on a Dropper is the 
  bridge; from there every hatch, system, weapon and light 
  bulb can be controlled. Now, these bridges can be as small 
  as a glorified shuttle cockpit for four people, or a multi-room 
  level as big as that set-up they have in that horrid wannabe-
  reality show Pegasus, with several dozen crewmembers there, 
  including the security team.
  Most of those SOBs, in real life, do little more than stare at the 
  screen and hit a button every few minutes when not in a crisis 
  situation. Computers run most operations automatically, with 
  the crew watching over the data streams on monitor stations 
  that are often dominated by touch-screens. When combat 
  occurs, a single touch begins the override. Of course, when 
  this tech became scarce over the past few centuries, most folks 
  wired up ancient keyboards to bypass their broken touchpads, 
  along with program integrators that automatically set each 
  station to recognize the keyboard and assign keys to a specific 
  task. Recent decades have seen the old ways return, so more 
  and more the keyboards are vanishing in favor of sleeker, easy-
  to-reconfigure touchpads. In fact, the only station that isn’t 
  touchpad- or keyboard-based is the pilot station. That station 
  instead typically uses a pair of joysticks, wheels, or even dials to 
  coordinate the various vectoring required for deep-space flight 
  and atmospheric maneuvering, aided by a holographic HUD 
  for multi-angle viewing of the ship’s situation. It’s not the post 
  for those who get space-sick, so if you aren’t sufficiently trained 
  for it, the vertigo will literally make you puke up your guts after 
  several minutes.
  In case you haven’t figured it out yet, when we’re boarding 
  Droppers, the bridge is the first thing we try to take over. On 
  most aerodyne ships or small spheroid models, that com-
  mand center is up front. Larger spheroid-class Droppers, 
  though, like to put the bridge closer to the ship’s core. Design-
  ers make these babies so they lock down and depressurize 
  certain sections or the entire ship if necessary, to contain fires, 
  trap boarders in a carefully laid ambush or blow out enemy 
  marines altogether. 
  The scary thing about attacking these vessels is, even if 
  we damage the bridge and most of those control stations, 
  any stations that are left can technically be reconfigured 
  in seconds to control the systems the other ones once did, 
  using the touchpad system. Doors, life support and weapon 
  systems can be overridden by secondary stations—all with 
  little loss in efficiency, if you focus on a single task at a time.
  
  still remain the better option, though, as their activity can help a 
  Dropper release excess plasma in a pinch. 
  Unlike the closed power plant system and miserly nav thrusters, 
  the main drive system is a fuel hog, relatively speaking. Requiring 
  a constant supply of fuel in the form of liquid hydrogen, instead 
  of sipping a few grams now and then like the main power plant, 
  these beasts push reaction mass through the main drive nozzles 
  to create thrust. Large storage tanks filled with hydrogen provide 
  the fuel to the reaction chamber via various flow mechanisms. All 
  DropShips have at least one of these, and military vessels all have 
  two of them to feed the beast that is the fusion engine. 
  Now, because fusion engines can be such pigs, all DropShips 
  in interplanetary transit use a system with a pump that sends 
  hydrogen to a huge chamber where it all gets fused, heating 
  it to incredible temperatures, then vented through the main 
  engine nozzles. This so-called “heat expansion” method allows 
  for efficient interplanetary flight. The downside is, you can’t 
  quickly change the output of such an enormous fusion reac-
  tion, meaning the rapid engine response needed in combat 
  ain’’t gonna happen.
  So those brainiacs decided to take the system put on aerospace 
  fighters and use it on a larger scale for military Droppers. This “fast 
  pump” system dumps excess fuel into reactor, more than can be 
  burned, so it waters down the exhaust temperatures and your 
  overall efficiency. Some of the smallest fighters don’t even dump 
  the extra go-juice into a reactor, they just use energy from the 
  reactor to vaporize it with lasers or ion beams. Efficiency goes 
  way down here, so it’s not much good for interplanetary travel, 
  but you do get an enormous increase in thrust and can quickly 
  vary output. When a DropShip is not in combat, crews revert to 
  the heat expansion method to conserve fuel.
  Now, most DropShips carry multiple main thrusters to assist 
  in steering or as back-up should something happen. However, 
  if you’re on the aerodyne ship, you might get the bonus of hav-
  ing an additional set of exhaust nozzles mounted in the belly of 
  the craft. Bulky as hell, these are used to maintain gravitational 
  forces on a 1-G burn in such a way that “up” inside the hull feels 
  the same during interplanetary transit as it does on the ground. 
  When in the atmosphere or attempting reentry, the aft thrust-
  ers and maneuvering drives take over and the craft flies like a 
  plane, but during interplanetary transit, many of these ships fly 
  “top-forward.” 
  Older aerodyne models don’t have this feature or lost it over 
  the ages due to damage and age. G-force changes in these ships 
  literally shift the deck floors to aft when in space, or “above” the 
  engine room. Crews thus need to manually rearrange the furni-
  ture and cargo, securing stuff to the “floor” before the ship can 
  enter atmosphere—a pain no matter how you slice it. This is why 
  our aerodyne ships secure crates and necessities against the aft 
  walls on an almost permanent basis, even when our ships can 
  burn “top-forward.” Face it, boys and girls: there ain’t no way in 
  hell we’re going to provide a enemy with the largest profile pos-
  sible just for your comfort, so get used to it.
  WEAPON SYSTEMS
  Like your aerospace fighters and their air-breathing counter-
  parts, DropShip weapon systems are often put into groupings 
  of similar types for ease of use. They call these groupings “bays.” 
  Each bay contains not only power and ammunition feeds, but a 
  pseudo-isolated cooling system and an independent radar- and 
  You can even pilot off of those touchpads or keyboards, 
  though I don’t recommend anyone attempt it unless necessary. 
  Fingertips on sensitive screens or keys, with frantic nerves and 
  sparks flying everywhere, are not as precise as steady hands on 
  a finely tuned set of control sticks. I’ve witnessed more problems 
  created than solved by cocky, over-eager ensigns trying to play 
  the hero on a damaged Dropper. 
  ENGINEERING
  Some argue that engineering systems are the most important 
  part of a Dropper, but I say at best it’s a close second. I mean, I 
  admit it’s kind of hard to move through space without power or 
  propulsion, but it doesn’t matter how fast you can fly if you can’t 
  control where the damn thing is going.
  Located at the core of most spheroid-shaped ships, or on the 
  aft and bottom decks of aerodyne craft, two systems comprise the 
  heart of every vessel’s engineering section: a motor that propels 
  the ship and a power plant that supplies energy to its computers, 
  weapons and various subsystems. These may consist of a single 
  combined fusion engine that supplies power and propulsion or, 
  more often, several fusion reactors with separate or combined 
  functions, like the Seeker’s Quad RanTech. The whole thing tends 
  to be referred to as a single engine system, or just “the engine.” 
  When only generating power, the engine uses hardly any fuel and 
  can last on internal reserves for years, and can top off from the 
  main hydrogen tanks as needed. This is a damn good thing, mind 
  you, as this ability to adapt the fuel to keep the engine and power 
  plants running at top efficiency keeps our half-assed astechs and 
  academy washouts from breaking them when they lay their dirty 
  paws on them.
  Also while down there, you might notice the place looks like 
  an industrial nightmare, what with the slew of pipes filled with 
  coolant and fuel, power cables and even superheated plasma 
  ducts surrounding the engine and power plant. I almost feel bad 
  for those guys, because once things start breaking down there 
  in combat, you can get crisped pretty damned fast. Most well-
  equipped ships provide protective covering for their techs just 
  in case, but for the third time, we’re pirates, and we’re not that 
  well-equipped. Sometimes it seems most of our guys are lucky to 
  have a loincloth to protect their would-be future heirs. 
  The beauty of a fusion-powered craft is that for the most part, 
  manageable quantities of fuel can last a long time. This allows 
  these ships to run life support and even manage the navigational 
  thrusters with minimal need of replenishment. While the main 
  engines work by expelling the byproduct of the fusion reaction 
  through the ship’s aft or underside to produce thrust, dozens 
  of much smaller exhaust nozzles over the outer hull also expel 
  superheated plasma so the pilot can adjust the heading and 
  altitude. Airflaps and the like are utterly useless in the vacuum 
  of space, after all. Though the main thrusters can adjust on their 
  own, they are extremely limited for some of the intense combat 
  maneuvers a talented pilot may need to perform.
  Civvie Droppers and less sophisticated Succession War-era 
  ships—which dropped these expensive and maintenance-inten-
  sive plasma nozzles—have learned this lesson the hard way. 
  This is why so many to date have been retrofitted with a series 
  of chemical propellant-based thrust motors to make up for their 
  lack of foresight. Though not nearly as efficient, when one of 
  these motors breaks or burns out, it’s usually a matter of minutes 
  to pull out the old one and slap on a new one. Plasma nozzles 
  
  177
  177
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  using battlesuits, you may see gyrojet weapons come into play, 
  but the risks are huge the minute folks start hurling explosive 
  shells that can penetrate walls and set off a passing fuel line.
  CARGO
  As the glorified delivery craft they are, every Dropper 
  carries passengers or—more importantly—cargo of various 
  sorts. Depending on the type of DropShip, cargo will either be 
  a few dozen tons of food and medical supplies, or a mass of 
  goodies up to three quarters of the ship’s total weight. That’s 
  a lot of crap to haul. 
  If it’s a military ship, most of the time the cargo bays are 
  designed to carry—you guessed it—military cargo. While Bat-
  tleMechs, vehicles and fighters can all be safely stored inside 
  normal cargo bays, each requires specially designed bays to 
  take advantage of a DropShip’s ability to launch and recover 
  manned units quickly in a wide variety of environments. 
  BattleMech cubicles are the most complex bays in exis-
  tence. In addition to the normal latches and straps to keep 
  those oversized, articulated dolls safe and upright during 
  transit and combat maneuvers, each cubicle has at least one, 
  normally two, adjustable platforms for technicians to perform 
  maintenance and repairs on each machine. This allows crews 
  to make sure the BattleMech inside is combat-ready, and even 
  features an air-locking system and a retractable drop cocoon 
  nearby to encase and release these machines for combat 
  drops. The launch mechanism allows a Dropper to release 
  ’Mechs during atmospheric flight or even from low orbit.
  Some designers also set aside a certain amount of tonnage 
  per BattleMech cubicle to create a larger central bay, equipped 
  for more extensive repairs and refits, and—in our case—
  modifications. Resourceful crews often store additional ’Mechs 
  inside this central bay, strapped down at special anchor points, 
  but from there they cannot be launched during a drop situa-
  tion. Our own crews like to load up as many ’Mechs in the bay 
  as possible and hot drop the ones inside the cubicles to estab-
  lish a safe landing zone. Once there, the rest of our machines 
  unload via the heavy-duty ramps that come out from each 
  ’Mech bay and then load back up, arms filled with swag. These, 
  of course, are options the House militaries generally don’t 
  rely on. Instead, they use the extra bay space for bare-bones 
  quarters the MechWarriors and their “pit crews” can use during 
  transit. Now, if we had time for luxury like that, we’d be mercs, 
  not pirates. Remember that distinction.
  Fighter bays are only slightly less complicated and exten-
  sive. Though they include integral refueling and repair 
  faculties, they lack the huge central bay BattleMechs have 
  available to them. Each cubicle does, however, include a cata-
  pult and arresting mechanisms for launching and recovery 
  operations in deep space, similar to that of BattleMechs, but 
  with no need for ablative cocoons and fancy restraints. Yes, 
  it is possible to carry fighters in normal cargo bays, just as it’s 
  possible to carry BattleMechs—if you’re not too attached to 
  their paint jobs and small parts. But if we did that, then we 
  couldn’t launch our fighters very safely, and would typically 
  have to wait until landfall to unload the things on the ground. 
  Nobody has craft to spare for such a deployment. 
  Now, even though most Droppers can launch and recover 
  fighters, they do have limits. It’s generally unsafe to launch or 
  recover inside atmosphere, as weather, wind and drag condi-
  laser-guided targeting system. All of this is tied into a fire 
  control computer, which utilizes the main computer’s sensor 
  array, allowing it to extend its tracking capability hundreds of 
  kilometers away even while the ship is traveling at astonish-
  ing speeds. 
  Depending on the amount of weapons on a ship, the weap-
  ons station might be a single person with several viewing 
  panels to be able to watch from every angle—sometimes even 
  the pilot, who already has the system built into his station—to 
  many more personnel either on the bridge or in the weapon 
  blisters, each with a pair of screens to view their primary zone 
  of fire and any adjacent ones. While the DropShip’s computer 
  does the calculating and actual aiming with a constant stream 
  of optimal target suggestions, the crew uses the sensor-
  enhanced viewscreens to select targets and fire the weapons.
  Each DropShip gunnery station also provides the gunner 
  with vital information, like recharge and reload times remain-
  ing per weapon, the weapons’ heat burden and damage 
  profiles for all targets—friend and foe. These profiles are 
  thumb-nailed on sidebar screens for at-a-glance viewing. 
  Though the computers can be manually overridden from the 
  bridge stations or the bay itself, the calculations needed to 
  take into account the massive distances and high speeds typi-
  cal of aerospace combat are so difficult that no one short of a 
  mathematical genius—and I know none of you here qualifies 
  for that label—could make them correctly and fast enough 
  to be of any use. Manual override is thus only for last resort, 
  when your ship is running on emergency power, the main 
  computer is shut down and you have a shuttle of marines 
  bearing down on you getting ready to dock. 
  MARINES
  Speaking of which, if there’s another combat system most 
  people overlook in space warfare—but which we certainly 
  don’t—it’s marines. When you want to take any ship of worth 
  intact, you need marines for the job. Equipped and trained to 
  fight inside spacecraft at various gravity levels in a multitude 
  of directions, these steel-balled individuals have my utmost 
  respect. While on the offensive, these guys will load into 
  extremely vulnerable shuttles, brave enemy fire in the void, 
  dock under often high-velocity situations, and systematically 
  elude a hostile crew’s traps to defeat the on-board security 
  teams and take the ship intact.
  Did I say steel-balled? Try tungsten. 
  Marines and security teams are often spread throughout 
  a ship’s key locations. You’ll generally find one or two of 
  them at each airlock and cargo bay, with the rest guarding 
  the bridge, engineering decks and other key control systems. 
  Every marine squad is trained in operating a Dropper’s critical 
  systems, and most likely two of every man can operate a sta-
  tion, in case of casualties. So you bridge bunnies be careful 
  when you’re being boarded by a group of enemy marines; in 
  a pinch, you are quite expendable. 
  Most marine units are equipped with special airtight suits for 
  fighting in a vacuum, laser rifles and other recoilless weaponry. 
  The best ones use needlers, as they can shred flesh with mini-
  mal recoil and won’t risk damage to vital internal systems and 
  power lines. The downside is that needlers are almost worth-
  less against armor, so we only issue them if we suspect we 
  won’t come up against well-equipped defenders. If anyone’s 
  
  In their element, even conventional fighters can hit hard and 
  are quite sophisticated, so even though they may be flimsier 
  by design, don’t underestimate the power of the conventionals 
  against an aerospace model. Because they’re lighter and easier 
  for most folks to build, there’s generally more of them in a target’s 
  atmosphere than there may be aerospace raiders. The aerospace 
  pilot who forgets that fact may find himself in for a rude awaken-
  ing at the end of his ejection chute, just like some ’Mech jocks out 
  there when they run afoul of enough heavy tanks.
  FIGHTER CONTROLS
   But while a BattleMech’s cockpit resembles an early third-
  millennium fighter cockpit, aerospace fighters moved far beyond 
  that point—until production capacity fell again, and we were 
  forced back to more conventional methods. Some fighters built 
  during the cursed Star League era for the SLDF didn’t even use 
  control sticks, like Droppers or conventional aircraft today, but a 
  pair of special control gloves on either side of the cockpit chair. 
  These gloves acted in conjunction with a specialized neurohel-
  met, with slight movements, gestures and even neural impulses 
  from the helmet activating the altitude thrusters and control flaps 
  to turn and maneuver a fighter in deep space and in atmosphere. 
  While the entire cockpit became a virtual-reality field that put tra-
  ditional heads-up displays to shame, the gloves—secured against 
  high-G slips by a series of magnets—were used to control flight. 
  A conscious effort by the pilot could send a signal to disengage 
  the gloves immediately when necessary, automatically engag-
  ing an autopilot. This was great for long voyages. You’d set the 
  speed and heading you wanted, and then just go to sleep until 
  the computer alerted you to something. In combat, if you could 
  see into one of these fighters, the pilot would look like he was 
  having a seizures, what with all the twitches and shudders, but 
  the computer system interpreted these “spasms” as commands 
  to bank, fire off a lasers, hit thruster brakes and even perform a 
  Hammerhead maneuver in deep space—all from a few twitches, 
  less than what Jimmy there is known for in his sleep
  The glove-and-neurohelmet interface never spread beyond 
  the elite SLDF aero regiments before Amaris toppled Cameron’s 
  house of cards. The tech losses of the Succession Wars brought 
  us back to more traditional HOTAS—“Hands On Throttle And 
  Stick”—control methods. Also back are basic helmet-based HUD 
  displays. Unlike the original SLDF virtual-reality HUDs, today’s 
  displays are not based on advanced neural feeds, nor are they 
  normally displayed on any cockpit panel. Instead, the HUD is 
  projected inside the pilot’s sealed and much-simplified helmet, 
  with data projected directly on the visor. The pilot can thus see 
  everything no matter which way he turns his head, including 
  sensor readings, damage reports and even the approximated 
  damage and fuel ratings for his wingmates. 
  Touchpad screens are present underneath the reinforced 
  canopy, but we all know a pilot can’t reach the buttons while 
  performing high-G burns and turns. So on the secondary control 
  surface is a cursor switch that allows the pilot to scroll through 
  and select options on the touchpad without removing his gloves 
  from the controls. This is in fact a back-up system that has returned 
  to primary use after ages of neglect. Meanwhile, pilots with a 
  vintage Star League control system—or one made by Spheroid 
  governments post-3065—use their more advanced helmets to 
  move through the screens with subconscious signals. If you got a 
  really crappy fighter, like me, you most likely have the cursor on 
  tions can affect both vessels badly. I’ve done it, though. Twice. 
  Both times under last-ditch emergency conditions. We avoid it 
  like the plague now, because both times, most of my squadron 
  mates didn’t live through the experience.
  That’s why, once a Dropper is in the air, nobody with brains 
  tries to leave it. A Dropper must first land, and uses a crane built 
  into each bay to load and unload the fighters onto a flight strip. 
  Thankfully, a DropShip’s bridge always acts as an improvised con-
  trol tower, feeding the fighters air traffic and weather information 
  to prevent accidents from occurring. So if and when we get stuck 
  out in the middle of a backwater planet with makeshift runways 
  and no infrastructure, at least we can know if it’ll be cloudy or 
  good tanning weather. And doesn’t that make us all feel better? 
  Vehicle bays aren’t nearly as versatile as BattleMech or fighter 
  bays. Because sane commanders won’t try to combat-drop vehi-
  cles, and most are less than eight meters in height, there’s no need 
  to include adjustable repair platforms, lifting cranes or stored entry 
  cocoons. However, most vehicle and typical cargo bay decks do 
  have are retractable walls, allowing crews to reconfigure the decks 
  to carry larger, heavier vehicles or more numerous lighter vees. 
  One time, we actually ran down and captured a Mule, and when 
  we checked the cargo bay, we found they’d reconfigured the space 
  to carry several huge, wet-navy support patrol boats. Of course we 
  took them, and after I assisted the ground crews in modifying them 
  for our use, we still have them in service today. I can’t say where, of 
  course, or Lady Death will skewer me alive.
  Still, that was an extreme example of these things in use. 
  Most cargo bay decks simply have crates upon crates of supplies 
  strapped down for transport from Point A to Point B, tracked by 
  control stations and inventory computers usually located close to 
  the bay’s internal entry points. 
  FIGHTERS  
  FIGHTERS  
  (AEROSPACE AND OTHERWISE)
  (AEROSPACE AND OTHERWISE)
   While Droppers scream “utilitarian,” nothing says “sexy” better 
  than a sleek combat fighter, aerospace or otherwise. A hundred 
  tons or less is the normal going rate; otherwise you can’t get 
  them faster than most military-class DropShips—and your sexy 
  fighter is pretty much a useless deathtrap at that point. Unless 
  you’re fighting a guerrilla campaign and need to hide the craft 
  while on the ground, there’s no point in trying to camouflage it. 
  Hell’s Black Aces paint their fighters all white, and if there’s some 
  other paint scheme out there that screams, “Shoot me!” louder 
  than that, I have yet to find out about it. 
  While much of BattleMech design was heavily influenced—or 
  stolen outright—from fighter design, many of the materials used 
  today on aerospace craft were perfected originally for use with 
  ’Mechs. Thin bundles of myomer strands run throughout fighters 
  to controlling atmospheric flaps and control surfaces. The high-
  strength alloys for armor designed to protect the Mackie were 
  molded and attached to fighters. When they perfected particle 
  projector cannons and lasers, fighter designers took them and 
  put them on aerospace craft. Missiles and autocannons were all 
  fine and dandy, but when you’re firing at ranges of dozens of 
  kilometers, nothing says confidence like a weapon that travels at 
  the speed of light. Accept no substitutions here, kiddies. 
  
  179
  179
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  ground combat, where most combatants 
  can stop, turn and change direction at the 
  drop of a coin, a fighter or DropShip going 
  several thousand kilometers an hour can’t 
  change directions easily unless you dedicate a lot of thrust 
  to that task. Up-to-date databases onboard every vessel can 
  recognize what craft the target is and automatically calculate 
  how long it would take that craft to change direction enough 
  to evade fire; in most cases, it takes quite a bit of time. Yes, 
  craft can take “evasive” maneuvers using their attitude thrust-
  ers, but these are minor and serve only to delay or screw up 
  a calculated lead on lasers and autocannons. In addition, if 
  you’re doing this, don’t expect your own computer to ever get 
  a good bead on anything; it’ll be too busy trying to take into 
  account all the sudden movements you and your targets are 
  doing to ever get it right. 
  That’s all the time we have for today. We’ll meet here, same 
  time tomorrow, to delve into the wonders of specific fighters, 
  Droppers and maybe even JumpShip technologies. For now, 
  consider what you learned here. It may save your worthless 
  lives someday.
  your secondary control stick instead. On the plus side, if 
  your helmet’s visor is cracked, the central touchpad screen 
  can switch over to a mini-HUD mode, placing sensor and 
  squadron readings on the secondary screens.
  Many conventional atmospherics, by the way, rely 
  on the older tried-and-true meth-
  ods of sticks and screens, but 
  even then many use the reliable 
  helmet HUDs to get the job done 
  right, so don’t discount the abili-
  ties of conventional jets against 
  aerospace fighters during a raid.
  FIGHTER ENGINES
  Aerospace fighters are powered 
  by a fast-pumping, dual-cham-
  bered fusion power plant. Damn, 
  that sounds cool, doesn’t it? 
  Anyway, the first chamber is 
  a fairly conventional fusion 
  reactor like you’ll find on Bat-
  tleMechs. This uses a small 
  quantity of hydrogen from the 
  tanks as fuel to produce enor-
  mous power. Most of that’s spent 
  in the second chamber, which 
  superheats a lot more hydrogen like 
  the combat drives of DropShips. Or 
  BattleMech jump jets, for that matter. 
  Some of the larger fighters keep fuel 
  efficiency up by dumping reactor plasma 
  into the second chamber.
  Conventional fighters may use fusion engines 
  similar to these, or gas-burning jet turbines, but they 
  also function far more efficiently in their element. 
  Bear that in mind if you’re an aerospace fighter jockey 
  engaged in battle with a swarm of conventionals: 
  when you’re in their playground, most of these guys 
  can manage tighter turns and stay in the fight longer 
  just because they were born to fight in the wild blue  
  yonders, while your plane was meant to suck void more often 
  than not.
  FIGHTER WEAPONS
  An aerospace fighter’s weapon controls are extremely 
  similar to those on Droppers, only designed more efficiently 
  for a single gunner. Once a target is selected, the integral tar-
  geting systems do the rest: calculating lead and speed, while 
  the pilot maneuvers to keep the target within his fighters’ 
  slim firing arc. Once the battle computer finishes reloading 
  and recharging the weapons, the pilot fires with the click of a 
  trigger—or a twitch of a finger in those fancy old SLDF gloves. 
  The computer then unleashes a volley enhanced by its target 
  tracking software, sometimes with a miniscule delay for opti-
  mum fire resolution.
  Bear in mind that, unlike BattleMech targeting computers, 
  those on armed spacefaring (and air-breathing) fighter craft 
  can track prey effectively at hundreds of kilometers. Ironically, 
  this is not in spite of the extreme speeds with which combat 
  occurs in space and atmosphere, but because of them. Unlike 
  
  In BattleTech, most aerospace combat—in space and in 
  atmosphere—involves fighters and DropShips. Fighters can be 
  either aerospace (capable of short-range spaceflight as well as 
  atmospheric operations) or conventional (atmospheric only). 
  DropShips, meanwhile, are much larger craft designed for long-
  range flight and heavy transport or combat, and can come in 
  two forms: aerodyne (those that use wings and can take off and 
  land like a regular winged aircraft) and spheroid (egg-shaped 
  vessels designed for vertical launches and landings). Small Craft, 
  essentially miniaturized DropShips, occupy the middle ground 
  between fighters and larger spacecraft, and often serve as long-
  range shuttles or short-range escorts.
  The following system enables players to construct unique fight-
  ers, Small Craft and DropShips for BattleTech games that conform 
  to the standard rules presented in Total Warfare. As these rules can 
  be fairly math-intensive, designers are encouraged to do all work 
  on scratch paper before committing the resulting craft’s specifica-
  tions to an appropriate blank Aerospace Record Sheet.
  AEROSPACE UNIT BASICS
  Aerospace unit construction relies on three primary factors: 
  unit type and shape, technology base and weight. These factors 
  were broadly overviewed in the Construction Basics section (see p.  
  18). The notes below expand on these factors.
  Throughout these construction rules, the term “aerospace unit” 
  refers to all non-Support Vehicle units that use Thrust Points (rather 
  than MP) and are playable under Total Warfare. This includes con-
  ventional fighters, aerospace fighters, Small Craft (aerodyne and 
  spheroid), and DropShips (aerodyne and spheroid).
  UNIT TYPE AND SHAPE
  Aerospace craft in Total Warfare standard rules play come in a 
  range of unit types that largely determine their maximum ton-
  nages, structural designs and what equipment they may mount. 
  These features are broadly outlined below. Because so much is 
  influenced by the vehicle’s movement type—including its record 
  sheet—this factor must be decided upon first in the design process. 
  Conventional Fighters: Conventional fighters range from 5 to 
  50 tons in weight (increasing in increments of 5 tons) and may 
  only operate in atmosphere. Conventional fighters use internal 
  combustion engines (turbines) or standard fusion engines for 
  propulsion, and may incorporate VSTOL gear for vertical landing 
  and liftoff, but may not be constructed as OmniFighters.
  Aerospace Fighters: Aerospace fighters range from 5 to 100 
  tons in weight (increasing in increments of 5 tons) and may oper-
  ate in atmosphere or in space. Aerospace fighters may only use 
  fusion engines and may be built as OmniFighters.
  Small Craft (Aerodyne and Spheroid): Small Craft occupy a 
  middle ground between aerospace fighters and DropShips, and 
  may be constructed using aerodyne (aerodynamic) or spheroid 
  (egg-shaped) body forms. Small Craft range from 100 to 200 tons 
  in weight (increasing in 5-ton increments), and may operate in 
  atmosphere or in space. They must use fusion engines and may 
  not be constructed as Omnis.
  DropShips (Aerodyne and Spheroid): DropShips may be 
  constructed using aerodyne (aerodynamic) or spheroid (egg-
  shaped) body forms. Aerodyne DropShips range from 200 to 
  35,000 tons in weight, while spheroid DropShips range from 200 
  to 100,000 tons in weight (both body forms increase in 100-ton 
  increments). Both DropShip forms may operate in atmosphere 
  or in space and must use fusion engines. DropShips may not be 
  constructed as Omnis.
  SL 
  By February 3067, all that remained of the Fifteenth Deneb Light Cavalry’s Aero-Regiment was a flight of Chippewas.
  
  181
  181
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  TECHNOLOGY BASE
  In Total Warfare standard rules play, aerospace units fall 
  into one of two available technology bases: Inner Sphere or 
  Clan. Inner Sphere aerospace units may only use Inner Sphere 
  equipment, while Clan aerospace units may only use Clan 
  equipment. Many standard components, however, such as 
  armor, control systems, engines and heat sinks are considered 
  universal, and so may be available to Clan and Inner Sphere 
  technology bases.
  Technology Rating
  In the Weapons and Equipment Tables used for creating 
  aerospace units and other units in this book, all items receive 
  a Technology Rating in addition to a technology base. This 
  rating (expressed as a series of letter grades that define the 
  level of technology and its availability through the major 
  eras of BattleTech history) helps to define the item’s level of 
  sophistication and may be used to help standardize the 
  level of advancement the unit demonstrates for purposes of 
  era-based campaigning. Beyond this, however, an item’s Tech-
  nology Rating has no direct bearing on aerospace design. See 
  Costs and Availability  (p. 274) for more on Tech Ratings.
  OmniFighters
  OmniFighters—aerospace fighters designed to be rapidly 
  reconfigured between missions—are available to Clan and 
  Inner Sphere technology bases. OmniFighters use the same 
  construction rules as standard aerospace fighters, but when 
  an Omni is made, the designer must first establish its base 
  configuration. The base configuration of an OmniFighter 
  includes its chassis, engine, control systems, armor and—if 
  desired—any additional weapons and heat sinks “hardwired” 
  to its design.
  The tonnage, weapon slots and arrangement for all of this 
  equipment is considered “fixed” on all configurations of that 
  OmniFighter, leaving any leftover tonnage and critical space 
  open to pods that can mix and match additional heat sinks, 
  weapons and equipment based on mission needs. A base 
  OmniFighter configuration is never considered a finished 
  aerospace fighter and is generally not legal for Total Warfare 
  standard rules play (as such units are essentially open frames 
  of empty pods). Only the completed Primary and Alternate 
  configurations (which must always comply with the rules 
  for constructing standard aerospace fighters) are considered 
  legal for game play.
  Conventional fighters, Small Craft and DropShips cannot be 
  built as Omni units under these rules.
  WEIGHT (TONNAGE)
  All aerospace units described in these rules use the tonnage 
  standard, with the weight ranges legal for Total Warfare stan-
  dard rules play described above under Unit Type and Shape. 
  Weight and Unit Classes
  The weight classes used by most combat units become 
  more complex with aerospace units, as they break up among 
  the various unit types. Still, depending on the unit’s weight 
  and type, many aerospace designs can be classified along 
  similar lines, though unusual specializations and such remain 
  possible within the weight limits of any given design.
  Fighters: Conventional and aerospace fighters fall broadly 
  into three weight class: light (45 tons and under), medium (50 
  to 70 tons) and heavy (75 to 100 tons). Conventional fight-
  ers—which almost always fall in the light weight class—often 
  get separated out into their own “conventional” class. Lighter 
  fighter classes tend to be fast and lightly armored, acting as 
  scouts and interceptors. The more well-rounded medium 
  fighter class tends to be more adept at dogfights and ground 
  support missions. Heavy fighters commonly serve as bombers 
  and DropShip escorts, as they often boast the heaviest armor 
  and firepower.
  Small Craft: A catchall category for the range of weight 
  between fighters and DropShips, Small Craft are most often 
  used as shuttles, and are classified more by their roles than 
  by weight. Most Small Craft are merely passenger or cargo 
  shuttles, though some combat versions see use as boarding 
  craft. A rare few have even played the role of “assault” fight-
  ers, escorting friendly DropShips or gunning down hostile 
  vessels.
  DropShips: DropShips are known by their weight classes 
  and their roles. Small DropShips (200 to 2,499 tons) are 
  most often deployed in small-unit actions or civilian work. 
  Medium DropShips (weighing 2,500 to 9,999 tons) fill out 
  the bulk of many merchant and military fleets, where they 
  most often act as transports. Large DropShips (weighing 
  from 10,000 to 100,000 tons) are most often deployed as 
  bulk cargo haulers or large-force transports, typically seen 
  during planetary invasions.
  The roles DropShips most commonly play include assault 
  ships, cargo carriers, fighter carriers, ’Mech carriers, troop car-
  riers and passenger liners. Assault ships are DropShips that 
  emphasize armor and firepower over transport capability, 
  intended to engage and destroy other DropShips and Large 
  Craft. Carriers of all kinds are essentially long-range transports, 
  often tailored to a primary cargo type, whether regular goods 
  (cargo carriers), aerospace support (fighter carriers), Bat-
  tleMech forces (’Mech carriers) or other ground units (troop 
  carriers). It is uncommon, but not unheard of, for passenger 
  liners to appear in a space battle, either as the target of pirates 
  and raiders or as a dragooned troop transport.
  SPACE
  Under these rules, overall unit type rather than an aero-
  space unit’s size determines its equipment capacity and 
  weapon limits. Space in terms of aerospace unit construction 
  actually refers to the amount of room available for weaponry 
  in the unit’s various firing arcs.
  
  To assist in this effort, the designer may find it useful to make 
  copies of an appropriate blank Record Sheet (in the back of this 
  book), to visually arrange the placement of weapons and equip-
  ment while tracking the use of tonnage on a piece of scratch 
  paper. Alternatively, designers with access to a PC and Heavy 
  Metal Aero can use that design software to develop their aero-
  space unit electronically.
  STEP 1: DESIGN THE CHASSIS
  The first step in creating an aerospace unit is choosing the unit’s 
  chassis. This step establishes some of the most basic aspects of 
  the craft’s design, determining what kind of unit it is (aerospace 
  fighter, conventional fighter, Small Craft or DropShip), its technol-
  ogy base and its tonnage. These choices will restrict the designer’s 
  access to certain equipment and can also influence the weight of 
  the unit’s structural integrity. 
  CHOOSE UNIT TYPE AND SHAPE
  Aerospace units come in a variety of types (and shapes, in some 
  cases) that can affect their maximum tonnage, capabilities and 
  core construction, as well as their weapon limits per firing arc. 
  Because of this, choosing an aerospace unit’s type is the first key 
  part of the chassis design process.
  DESIGNING AEROSPACE UNITS
  Aerospace unit design follows six simple steps, each of which is 
  described in detail later. In brief, these steps are as follows:
  Step 1: Determine Chassis—Determine the aerospace unit’s 
  type, its technology base, and weight.
  Step 2: Install Engine and Control Systems—Determine the 
  aerospace unit’s Thrust Points, engine weight, control compo-
  nents, fuel and structural integrity. 
  Step 3: Add Armor—Determine type, amount and weight of 
  armor, and allocate armor points.
  Step 4: Add Heat Sinks—Determine number and weight (if 
  necessary) for the unit’s heat sinks.
  Step 5: Install Weapons and Equipment—Add weapons and 
  other gear to the aerospace unit.
  Step 6: Complete the Record Sheet.
  The above design process is a mere framework for designing an 
  aerospace unit. The actual process—particularly after the chassis, 
  engine and control systems are determined—can involve a bit 
  more flexibility as weapons, armor and heat sinks are balanced for 
  their best fit in terms of tonnage and weapon slots. For instance, 
  some designers might wish to assign armor after the weapons 
  and heat sinks are established, to maximize firepower over protec-
  tion. Others may want to add weapons before adding more heat 
  sinks, to see if those that come free with the engine are sufficient 
  for the unit’s needs.
  AEROSPACE UNIT TYPES TABLE
  Motive Type
  Weight Range (Tons)
  Gameplay Restrictions*
  Conventional Fighter
  5-50
  Atmospheric-only; Restricted to Ground Row and Row 1 on High-Altitude Map
  Aerospace Fighter
  5-100
  Atmospheric and space-capable
  Small Craft (Aerodyne)
  100-200
  Atmospheric and space-capable
  Small Craft (Spheroid)
  100-200
  Atmospheric and space-capable; (In atmosphere: May only Land/Launch and Hover)
  DropShip (Aerodyne)
  200-35,000
  Atmospheric and space-capable
  DropShip (Spheroid)
  200-100,000
  Atmospheric and space-capable; (In atmosphere: May only Land/Launch and Hover)
  *All aerospace units except for conventional fighters automatically incorporate VSTOL capability.
  AEROSPACE UNIT RECORD SHEET TABLE
  Unit Type
  Record Sheet
  Weapon Arcs
  Conventional Fighter
  Conventional Fighter
  Nose, Left Wing*, Right Wing*, Aft
  Aerospace Fighter
  Aerospace Fighter
  Nose, Left Wing*, Right Wing*, Aft
  Small Craft (Aerodyne)
  Aerodyne Small Craft
  Nose, Left Wing*, Right Wing*, Aft
  Small Craft (Spheroid)
  Spheroid Small Craft
  Nose, Fore-Left, Fore-Right, Aft-Left, Aft-Right, Aft
  DropShip (Aerodyne)
  Aerodyne DropShip
  Nose, Left Wing*, Right Wing*, Aft
  DropShip (Spheroid)
  Spheroid DropShip
  Nose, Fore-Left, Fore-Right, Aft-Left, Aft-Right, Aft
  *Weapons placed in Wing arcs may be assigned to forward or aft firing directions.
  
  183
  183
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  Chris is looking to create a large 
  spacecraft for the Draconis Combine 
  that will challenge enemy fighters and 
  DropShips alike. He chooses to build a 
  Spheroid DropShip, and dubs this craft 
  the Nekohono’o.
  Dawn plans to build a ProtoMech 
  transport vessel for Clan use, and 
  selects an aerodyne DropShip for her 
  design, which she names the Arcadia.
  CHOOSE TECHNOLOGY BASE
  Aerospace units may be constructed using Clan or Inner 
  Sphere technology bases. Units built with a Clan Tech Base 
  may use items and components available to the Clans. Units 
  made with an Inner Sphere Tech Base may use items and com-
  ponents available to the Inner Sphere.
  Aerospace fighters created using either tech base may be 
  built as OmniFighters. Conventional fighters, Small Craft and 
  DropShips may not be constructed using modular technologies.
  Civilian vs. Military
  Regardless of technology base, DropShips and Small Craft 
  may also be constructed as either civilian or military designs. 
  Robert sees his ’Mechbuster as the 
  standard conventional fighter for Inner 
  Sphere planetary defense forces and 
  chooses an Inner Sphere Tech Base for 
  the craft. Because the Buster is not an 
  aerospace fighter, he cannot construct 
  it as an OmniFighter.
  Scott decides to build his Sabutai for the 
  Clans and so picks a Clan Technology Base. 
  He also decides to enhance its flexibility by 
  creating it as an OmniFighter.
  Bruce’s Astrolux is not meant for 
  combat. He decides his civilian craft is 
  more appropriate for the Inner Sphere 
  and so chooses an Inner Sphere Tech 
  Base. Because it is a Small Craft and not an aerospace 
  fighter, Bruce may not make the Astrolux an Omni.
  Because he already has an Inner 
  Sphere faction (the Draconis Combine) 
  in mind for his Nekohono’o, Chris 
  decides on an Inner Sphere Tech Base for 
  his DropShip. As a combat vessel, it auto-
  matically qualifies for military construction standards, 
  but as a DropShip, it may not be built as an Omni.
  Dawn’s Arcadia ProtoMech trans-
  port will use Clan technology, and is 
  by its nature a military vessel. As it is 
  not an aerospace fighter, it may not be 
  constructed as an Omni.
  Unit Types
  The following unit types—legal for Total Warfare standard 
  rules play—may be constructed under these rules: conven-
  tional fighters, aerospace fighters, Small Craft and DropShips. 
  In addition, Small Craft and DropShips are available in two 
  distinct shapes: aerodyne and spheroid. The choice of unit 
  type and shape establishes the unit’s weight range, whether 
  it may operate in atmosphere only (as opposed to in space 
  and atmosphere), whether or not it may be constructed as an 
  Omni, and even sets the base limit for any weapons installed 
  on the unit.
  The Aerospace Unit Types Table (see p. 182) provides key 
  data that applies to aerospace unit design and game play. 
  Each of the unit types covered by these rules is listed in the 
  Unit Type column, along with its Weight Range (the minimum 
  to maximum weight at which such units may be built) and 
  any game play restrictions (such as areas in Total Warfare 
  game play where the unit may not operate). The Aerospace 
  Unit Record Sheet Table, meanwhile, determines which blank 
  Record Sheet the designer must use to record the construc-
  tion of a new aerospace unit from a given unit type.
  Space
  Unlike Combat and Support vehicles, aerospace units 
  derive their space limits (weapon slots) from their unit type 
  rather than their weight. For conventional and aerospace 
  fighters, this limit is set at 5 weapons per arc (Nose, Left Wing, 
  Right Wing and Aft). Though the use of certain armor types 
  may reduce this number, construction can never increase 
  this quantity.
  Small Craft and DropShips—aerodyne and spheroid—have 
  a base limit of 12 weapons per arc (Nose, Left Wing, Right Wing 
  and Aft for aerodynes; Nose, Fore-Left, Fore-Right, Aft-Left, 
  Aft-Right and Aft for spheroids). Unlike fighters, these units 
  may expand these limits later on.
  Beyond these weapon limits, aerospace units may mount 
  any number of non-weapon items, with some counting only 
  as weight and some counting as bays. Which items take up 
  weapon slots and which do not is explained in the appropri-
  ate sections.
  Robert wants to build a conventional 
  fighter for atmospheric dogfighting 
  and close ground support, which he 
  will call the ’Mechbuster.
  Scott wants a fighter he can use in 
  space as well as in atmosphere. He 
  chooses to make an aerospace fighter 
  that he has dubbed the Sabutai.
  Bruce wants a craft ideal for space 
  cruising and in-system passenger 
  transport for the wealthy elite and 
  space tourists. He chooses to create an aerodyne Small 
  Craft, and dubs his vessel the Astrolux Star Yacht.
  
  STEP 2: INSTALL ENGINES AND 
  CONTROL SYSTEMS
  The second step in aerospace unit design is the installation of 
  the unit’s engines and control systems. This step establishes the 
  key factors in the aerospace unit’s mobility, including the size and 
  performance of its engine, the weight of the control systems its 
  pilot or crew uses during battle, and the strength (and weight, 
  where applicable) of its structural integrity. This step also deter-
  mines the craft’s fuel supply, as well as its maximum possible 
  armor level.
  INSTALL ENGINE
  Each aerospace unit constructed under these rules carries one 
  engine and power plant for its movement, weapon systems and 
  other integral components. For fighters, the relative output of 
  this engine is expressed as an Engine Rating, which is directly 
  determined by the craft’s total weight and its desired Safe Thrust. 
  Small Craft and DropShips, which require a much larger combined 
  engine and power plant for long-range flight and life support, use 
  a more direct formula to determine engine size.
  For fighters (aerospace and conventional), their Engine Rating 
  is determined first, based on their tonnage and Safe Thrust. The 
  designer then uses this rating to select the listed engine type from 
  the Master Engine Table (p. 49). Under these rules, no fighter may 
  be constructed with an Engine Rating below 10 or above 400.
  Small Craft and DropShips—which determine their engine 
  weight more directly from the vessel’s total mass and its Desired 
  Safe Thrust—do not use engines from the Master Engine Table. 
  Instead, the designer determines a Base Movement Factor based 
  on their weight and Safe Thrust, applies a tech base multiplier 
  to the result, and then multiplies the final result by the vessel’s 
  total weight. 
  Engine types and weight formulas for the various aerospace 
  units are illustrated fully in the Aerospace Unit Engine Table (see 
  p. 185).
  Tech Base: Standard fusion engines are equally available to 
  fighters of Clan or Inner Sphere tech bases, as are standard turbine 
  engines (ICEs) for conventional fighters built by the Clans and the 
  Inner Sphere. Compact, Light and Inner Sphere XL fusion engines 
  are available only to aerospace fighters with an Inner Sphere Tech 
  Base. Clan XL engines are available only to aerospace fighters with 
  a Clan Tech Base.
  Small Craft and DropShips created with a Clan Tech Base may 
  only use Clan engines. Those built with an Inner Sphere Tech Base 
  may only use Inner Sphere engines.
  Space: None of the engine types that may be chosen for fight-
  ers, Small Craft or DropShips under these rules have any impact 
  on the number of weapon items such units may mount per arc.
  OmniFighters: Engine type, rating and Thrust Points must be 
  established when designing an OmniFighter’s base configuration, 
  and may not be altered in that OmniFighter’s completed Primary 
  or Alternate configurations. 
  CHOOSE WEIGHT
  Depending on the aerospace unit’s desired type, its maximum 
  weight may vary greatly (see p. 184). 
  For conventional fighters, designers may choose any weight 
  from 5 tons to 50 tons, in 5-ton increments.
  Aerospace fighters may weigh anywhere from 5 to 100 tons, in 
  5-ton increments.
  Small Craft may weigh anywhere from 100 to 200 tons, in 5-ton 
  increments.
  Aerodyne DropShips may weigh anywhere from 200 to 35,000 
  tons, in 100-ton increments.
  Spheroid DropShips may weigh anywhere from 200 to 100,000 
  tons, in 100-ton increments.
  Regardless of the aerospace unit type being constructed, the 
  total weight of its engine, weapons, armor and other components 
  may not exceed this amount. Any unspent tonnage left after the 
  creation process is considered cargo, if the aerospace unit has 
  internal space to spare, or wasted tonnage if it does not.
  Robert wants his ’Mechbuster to be a 
  true terror of the conventional fighter class, 
  and so he chooses a weight of 50 tons for 
  this unit—the maximum weight limit for 
  conventional fighters.
  Scott chooses a heavy 75-ton weight for 
  his Sabutai OmniFighter, hoping to make a 
  powerful craft suitable to dogfighting and 
  DropShip support.
  Because he intends to cram his vessel with 
  luxury accommodations, Bruce decides his 
  Astrolux needs to be as big as possible for a 
  Small Craft. He chooses a weight of 200 tons for his unit.
  For his Nekohono’o-class DropShip, Chris 
  chooses a fairly hefty 16,000-ton weight.
  As her Arcadia shouldn’t require much 
  weight to carry its cargo, Dawn chooses a 
  weight of 3,000 tons for her DropShip.
  DF 
  DF
  SL-17 Shilone, First Alliance Air Wing (Outworlds Alliance)
  
  185
  185
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  Calculating an Engine Rating of 300 (75 tons x [6 Safe 
  Thrust – 2] = 300), he consults the Master Engine Table for 
  his options. With only standard and XL fusion engines 
  available to Clan-made aerospace fighters, Scott picks an 
  XL engine for his Sabutai, which weighs 9.5 tons. This 
  leaves the fighter with 65.5 unspent tons (75 tons – 9.5 tons 
  = 65.5 tons).    
  Bruce decides that a good “space 
  cruise” acceleration of 5 Safe Thrust will 
  do for his Astrolux, providing a Max 
  Thrust of 8 (5 Safe Thrust x 1.5 = 7.5, 
  rounded up to 8 Max Thrust). However, as his unit is a 
  Small Craft, it may not use the fighter Engine Rating 
  formulas, but instead must compute its engine weight 
  directly, like a DropShip. To do this, Bruce must first 
  compute his Astrolux’s Base Movement Factor, which 
  comes to 1,000 for its size and desired acceleration (200 
  tons x 5 Safe Thrust = 1,000).
  Because the Astrolux is an Inner Sphere design, its 
  engine weight comes to 65 tons (1,000 Base Movement 
  Factor x 0.065 for Inner Sphere DropShips and Small Craft 
  = 65 tons). The Astrolux has 135 tons left over (200 tons – 
  65 tons = 135 tons).
  Robert decides to give his ’Mech-
  buster decent mobility in the air, with a 
  Safe Thrust of 5. This gives the conven-
  tional fighter a Max Thrust of 8 (5 Safe 
  Thrust x 1.5 = 7.5, rounded up to 8 Max 
  Thrust), with an Engine Rating of 250 
  (50 tons x (5 Safe Thrust Points) = 250 
  Conventional Fighter Engine Rating).
  As a conventional fighter, Robert’s ’Mechbuster may use 
  a standard fusion engine or an ICE (turbine). Robert chooses 
  the turbine, and consults the Master Engine Table to find that 
  the weight of the ICE comes to 25 tons. The Buster now has 
  25 unspent tons remaining (50 tons – 25 tons = 25 tons).
  As his Sabutai is an aerospace Omni-
  Fighter, Scott must choose a fusion 
  engine for the craft. He decides on a 
  solid 6 Safe Thrust Points (for a Max 
  Thrust of 9; 6 Safe Thrust x 1.5 = 9 Max 
  Thrust), and uses the Aerospace Fighter 
  Formula to find its Engine Rating.
  AEROSPACE UNIT ENGINE TABLE
  Base Engine Rating and Movement Formulae:
  Fighters
  (Aerospace Fighter) Base Engine Rating = Fighter Tonnage x (Desired Safe Thrust Points – 2)
  (Conventional Fighter) Base Engine Rating = Fighter Tonnage x (Desired Safe Thrust Points)
  Small Craft and DropShips
  Base Movement Factor = Unit Tonnage x Desired Safe Thrust
  All Aerospace Units
  Max Thrust = Desired Safe Thrust x 1.5 (round up)
  Aerospace Unit Engine Weights:
  Aerospace Unit Type
  Engine Weight
  Engine Types Permitted
  Conventional Fighter (Clan or I.S.)
  Consult Master Engine Table (p. 49)*
  ICE, Fusion (as per Tech Base)
  Aerospace Fighter (Clan)
  Consult Master Engine Table (p. 49)*
  Fusion (Std, XL) only
  Aerospace Fighter (Inner Sphere)
  Consult Master Engine Table (p. 49)*
  Fusion (Std, Light, XL, Compact) only
  Small Craft or DropShip (Clan)
  Base Movement Factor x 0.061**
  Fusion only
  Small Craft or DropShip (Inner Sphere)
  Base Movement Factor x 0.065**
  Fusion only
  *Find tonnage for these engines by cross-referencing the unit’s Base Engine Rating with the desired engine type (note engine types permitted); Conventional fighters 
  multiply fusion engine weights by 1.5 (round up to the nearest 0.5 ton).
  **Round all weights up to the nearest 0.5-ton.
  
  For a fuel reserve, Robert decides to give 
  his ’Mechbuster the minimum recom-
  mended amount of fuel at 2 tons. This 
  amount provides the conventional fighter 
  with 320 fuel points (2 tons of fuel x 160 
  points of conventional fighter fuel per ton 
  = 320 fuel points). As a conventional fighter, 
  however, the ’Mechbuster cannot use strategic fuel expan-
  sion, and so does not receive a “Tons per Burn Day” value.
  The Buster now has 23 unspent tons remaining (25 tons – 2 
  tons = 23 tons).
  Chris chooses a Safe Thrust of 5 for his 
  Nekohono’o-class DropShip, so as to bet-
  ter hunt larger, slower-moving transports 
  and the like. This provides a Max Thrust of 
  8 (5 Safe Thrust x 1.5 = 7.5, rounded up to 
  8 Max Thrust), and a Base Movement Fac-
  tor of 80,000 for the vessel (16,000 tons x 5 Safe Thrust = 
  80,000). This in turn yields an engine weight of 5,200 tons 
  (80,000 Base Movement Factor x 0.065 = 5,200 tons). The 
  Nekohono’o now has 10,800 tons remaining (16,000 tons 
  – 5,200 tons = 10,800 tons).
  Dawn wants her Arcadia to excel at fast 
  insertions, and so selects a Safe Thrust of 6 
  for her DropShip. This provides the 3,000-
  ton craft with a Max Thrust of 9 (6 Safe 
  Thrust x 1.5 = 9 Max Thrust), and a Base 
  Movement Factor of 18,000 (3,000 tons x 
  6 Safe Thrust = 18,000). As a Clan DropShip, the Arcadia’s 
  engine weight comes to 1,098 tons (18,000 Base Movement 
  Factor x 0.061 = 1,098 tons), which leaves the DropShip 
  with 1,902 tons left to spend (3,000 tons – 1,098 tons = 
  1,902 tons).
  DETERMINE FUEL CAPACITY 
  Even though fuel use is not tracked in Total Warfare standard 
  rules play, all aerospace units must allocate some mass to fuel 
  supply, to reflect their endurance in campaign-style play (which is 
  covered in Strategic Operations, p. 35). While no minimum amount 
  need be allocated, it is generally recommended that fighters 
  devote at least 2 tons to fuel, while Small Craft and DropShips 
  should invest at least 5 percent of their total mass in fuel storage. 
  This mass is in addition to that of the engine and chassis.
  All aerospace units burn fuel by Thrust Points. The number of 
  “fuel points” provided per ton is shown for all fighters, Small Craft 
  and DropShip units on the Aerospace Fuel Table at right. This 
  value is based on the unit’s type and its total weight. Regardless of 
  unit type, fuel may only be added in full or half-ton lots. Further-
  more, an additional 2 percent of weight applies to all non-fighter 
  aerospace units, to reflect the weight of fuel tanks and pumps 
  (rounded up to the nearest half-ton).
  Also provided in the Aerospace Fuel Table is the Strategic Fuel 
  Use Rating, which applies to Small Craft and DropShips that can 
  use a fuel expansion system for long-distance travel. This value 
  sets how many tons of fuel the vessel burns in a given day at a con-
  stant 1-G (2 Thrust Point) acceleration rate (and is multiplied by the 
  actual acceleration—in Gs—the used during long-range transits). 
  Again, this information is not tracked in Total Warfare game play, 
  but is relevant to construction, as all aerospace units require fuel. 
  Strategic fuel use is affected depending on whether a given Small 
  Craft or DropShip is built as a civilian or a military design.
  Tech Base: Fuel use by fighters, Small Craft and DropShips 
  remains the same regardless of the unit’s tech base.
  Space: The internal fuel tanks covered by these rules do not 
  affect the weapon slots available to aerospace units. 
  OmniFighters: The internal fuel capacity of an OmniFighter’s 
  base configuration must be fixed, and this internal fuel cannot 
  be altered in its completed Primary or Alternate configurations. 
  Additional fuel may be pod-mounted, however. 
  AEROSPACE FUEL TABLE
  Unit Type (Mass)
  Fuel Points per Ton
  Conventional Fighter
  160
  Aerospace Fighter
  80
  Small Craft
  80
  DropShip
  Up to 399 tons
  80
  400 to 799 tons
  70
  800 to 1,199 tons
  60
  1,200 to 1,899 tons
  50
  1,900 to 2,999 tons
  40
  3,000 to 19,999 tons
  30
  20,000 to 39,999 tons
  20
  40,000 to 100,000 tons
  10
  Unit Type (Mass)
  Strategic Fuel Use 
  (tons/day/G)
  Conventional Fighter
  NA
  Aerospace Fighter
  NA
  Small Craft
  1.84
  Military DropShip (Any Tonnage)
  1.84
  Civilian DropShip
  100 to 999 tons
  1.84
  1,000 to 3,999 tons
  2.82
  4,000 to 8,999 tons
  3.37
  9,000 to 19,999 tons
  4.22
  20,000 to 29,999 tons
  5.19
  30,000 to 39,999 tons
  6.52
  40,000 to 49,999 tons
  7.71
  50,000 to 69,999 tons
  8.37
  70,000 to 100,000 tons
  8.83
  
  187
  187
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  cruise at 1 G for up to 217 days before running dry—a 
  fine endurance record for him (400 tons ÷ 1.84 tons 
  per burn day = 217.39). This fuel capacity also provides 
  12,000 points of combat fuel (400 tons x 30 fuel points 
  per ton at 16,000 tons total ship weight = 12,000 points).
  Satisfied with his craft’s 400-ton fuel capacity, Chris finds 
  he will need an additional 8 tons of fuel pumps (2 percent of 
  400 tons of fuel = 0.02 x 400 tons = 8 tons). After installing 
  the fuel tanks and pumps, his Nekohono’o has 10,392 tons 
  remaining (10,800 tons – 408 tons = 10,392 tons).
   
  Dawn decides to place her Arcadia’s 
  fuel capacity at 200 tons, falling within 
  the recommended 5 to 10 percent 
  minimum range. She computes from 
  this that her 3,000-ton vessel will 
  receive 6,000 fuel points (200 tons x 30 
  fuel points per ton at 3,000-ton ship 
  weight = 6,000 fuel points). Because the Arcadia is a 
  military craft, it will burn fuel at 1.84 tons per burn day 
  under strategic fuel use. This means her DropShip can 
  maintain a continual 1-G (2 Point) thrust rate for nearly 
  109 days straight before running out of fuel (200 tons 
  ÷ 1.84 tons per burn day = 108.70 days). Dawn feels this 
  is more than enough for her needs.
  At 200 tons of fuel tanks, the Arcadia requires 4 tons in 
  pumps (2 percent of 200 tons = 0.02 x 200 = 4 tons). After 
  installing this necessary equipment, Dawn’s DropShip has 
  1,698 tons remaining (1,902 tons – 204 tons = 1,698 tons).
  DETERMINE STRUCTURAL INTEGRITY
  Once the designer has determined an aerospace unit’s 
  weight and Thrust Points, he can determine its Structural 
  Integrity (SI) value. This defines the strength of the unit’s inter-
  nal structure or airframe.
  Fighters: The SI value of a conventional or aerospace fighter 
  must equal the fighter’s Safe Thrust Rating or 10 percent of the 
  fighter’s tonnage (rounded down), whichever value is higher. 
  Fighters devote no mass to this structural integrity and may 
  not voluntarily increase its value.
  Small Craft and DropShips: The Structural Integrity value 
  of a Small Craft or DropShip must be at least equal to the unit’s 
  Maximum Thrust, but the designer may opt to increase the SI 
  for these units to allow for the installation of more armor. The 
  maximum SI a Small Craft or DropShip may receive is equal to 
  30 times its Maximum Thrust.
  True to Clan style, Scott sees his Sabu-
  tai as a short-term brawler, designed to 
  engage and destroy its enemies quickly. 
  For that, he plans to devote as much 
  weight as possible to weaponry and 
  armor, and so he decides on a mere 3-ton 
  fuel capacity. This provides the craft with 
  240 fuel points (3 tons of fuel x 80 points of aerospace 
  fighter fuel per ton = 240 points). As an aerospace fighter, 
  the Sabutai may not use strategic fuel expansion, and so 
  does not receive a “Tons per Burn Day” value.
  This leaves the fighter with 62.5 unspent tons (65.5 tons 
  – 3 tons = 62.5 tons).
  Bruce decides he wants his Astro-
  lux to be a good long-distance space 
  yacht, with enough capacity for a 
  long-distance hike. The minimum rec-
  ommended fuel capacity for a Small Craft or DropShip 
  is 5 to 10 percent of the craft’s weight. For the Astrolux, 
  10 percent comes to 20 tons of the craft’s weight (10 
  percent of 200 tons = 0.10 x 200 = 20 tons). In review-
  ing that, Bruce notes that Small Craft have a 1.84 tons 
  per burn day value (at 1 G). This means his luxury craft 
  can run for nearly 11 days straight at 2 Thrust Points 
  of acceleration (1 G) with a 20-ton fuel tank (20 tons 
  ÷ 1.84 tons per burn day = 10.87 days of fuel at 1 G). 
  This amount of fuel also equates to 1,600 combat fuel 
  points, which Bruce feels is more than sufficient for 
  touring or running from an explosive situation.
  For his craft’s 20-ton fuel capacity, Bruce finds he will need 
  an additional 0.5 tons of fuel pumps (2 percent of 20 tons of 
  fuel = 0.02 x 20 tons = 0.4 tons, rounded up to 0.5). After 
  installing the fuel tanks and pumps, he finds that his Astrolux 
  has 114.5 tons remaining (135 tons – 20.5 tons = 114.5 tons).
  For his Nekohono’o-class DropShip, 
  Chris decides on a nice round 400 tons 
  of fuel. Though this is well below the 
  recommended 5 to 10 percent of the 
  DropShip’s weight, he reasons that the 
  vessel will be employed as a defensive 
  unit close to planets and friendly JumpShips. He also 
  notes that despite the Nekohono’o’s size of 16,000 tons, 
  its military design yields the same 1.84 tons-per-burn-
  day rate that a Small Craft enjoys, enabling the ship to 
  STRUCTURAL INTEGRITY TABLE
  Aerospace Unit Type*
  Minimum SI
  Maximum SI
  SI Weight
  Conventional or Aerospace Fighter
  **
  **
  0
  Small Craft or DropShip (Aerodyne)
  Max Thrust x 1
  Max Thrust x 30
  (SI x Tonnage) ÷ 200†
  Small Craft or DropShip (Spheroid)
  Max Thrust x 1
  Max Thrust x 30
  (SI x Tonnage) ÷ 500†
  *These values apply to either Clan or Inner Sphere technology bases.
  **Conventional or aerospace fighters use the higher of the fighter’s Safe Thrust or 10 percent  of the unit’s tonnage (round down).
  †Round up to the nearest half-ton.
  
  512 tons ([16 SI points x 16,000 tons of craft] ÷ 500 = 512 
  tons). After subtracting this from the DropShip’s unspent 
  weight, Chris finds that the Nekohono’o will have 9,880 tons 
  remaining (10,392 tons – 512 tons = 9,880 tons).
   
  For her Arcadia-class DropShip, Dawn 
  computes a minimum SI  of 9 (9 Max Thrust 
  x 1 = 9) and a maximum of 270 (9 Max 
  Thrust x 30 = 270). She decides on a Struc-
  tural Integrity value of 11, and checks the 
  formula for an aerodyne DropShip to find 
  that this will weigh 165 tons ([11 SI points x 3,000 tons of 
  vessel] ÷ 200 = 165 tons). Subtracting this from her Drop-
  Ship’s current available weight of 1,698 tons, Dawn finds 
  that she has up to 1,533 tons left to spend on other compo-
  nents and equipment (1,698 tons – 165 tons = 1,533 tons).
  ADD CONTROL/CREW SYSTEMS
  Every aerospace unit must have control systems, reflecting 
  cockpits or crew stations from which the vehicle is operated. 
  These control systems provide sensors and navigation, as well as 
  ejection systems and basic life support for fighters. The weight of 
  these systems is shown on the Aerospace Control Systems Table 
  (see p. 189).
  Crew: Though Total Warfare standard rules play does not track 
  crew sizes and such, their impact on aerospace unit design requires 
  designers to resolve their numbers during the design process. To 
  determine the basic crew needs for each aerospace unit type, 
  consult the Aerospace Control Systems Table below. An aerospace 
  unit’s crew must be equal to (or, at the designer’s option, greater 
  than) the sum of its minimum crew requirements (including any 
  supplemental crew such as gunners). Bay personnel—for vehicle 
  bays and such—are not listed (the bays themselves incorporate a 
  limited amount of bunk space for such personnel).
  The additional crew needs for weapons and such need not be 
  met unless and until these items are mounted, and any officer 
  requirements must be computed after determining all minimum 
  crew (typically at the end of Step 5). Unlike Support Vehicles, 
  officers are computed from among the minimum crew, and are 
  included in that count rather than added on.
  Note that gunners are required only for any items that require 
  a Gunnery Skill roll to use in combat, and which have a range 
  of more than 1 hex. (Thus, automatic defensive armaments like 
  Anti-Missile Systems and the like require no gunners, nor do non-
  weapon items listed on the Aerospace Weapons and Equipment 
  Tables, such as Active Probes and ECM gear.)
  Pilot/Crew Accommodations: For fighters, which regularly fly 
  out on short sorties rarely measured in hours (much less days), 
  crew accommodations consist of little more than the fighter’s 
  cockpit. Conventional and aerospace fighters therefore may not 
  incorporate quarters into their design.
  For Small Craft and DropShips, on the other hand, the designer 
  must allocate weight to quarters for every crewman. Unlike 
  Support Vehicles—most of which incorporate seating for the 
  minimum crew into their chassis—Small Craft and DropShips 
  require quarters for all crew and passengers, with standard pro-
  cedure providing First Class Quarters (10 tons apiece) to officers 
  and Second Class Quarters (7 tons apiece) to enlisted/non-officer 
  crew. Because bays incorporate a limited amount of bunk space 
  into their design, bay personnel—those required for vehicle 
  Unlike fighters, DropShips and Small Craft must spend ton-
  nage on their structural integrity. The formulas for computing 
  DropShip and Small Craft SI weights vary with the unit’s shape 
  (aerodyne or spheroid) and are shown on the Structural Integrity 
  Table (see p. 187).
  Space: Regardless of the aerospace unit’s type, its Structural 
  Integrity value does not affect the amount of weapon space avail-
  able to it.
  OmniFighters: The mass and SI value of a fighter built as an 
  Omni are fixed once established for the OmniFighter’s base con-
  figuration. These values may not change between the 
  OmniFighter’s base, Primary or Alternate configurations.
  Robert’s ’Mechbuster is a conventional 
  fighter that weighs 50 tons and has a Safe 
  Thrust of 5, so its Structural Integrity value 
  will be equal to the higher of its Safe Thrust 
  value or 10 percent of its tonnage (rounded 
  down). As 10 percent of the fighter’s ton-
  nage (rounded down) does not exceed the craft’s Safe 
  Thrust (they’re equal, in fact: 10 percent of 50 tons = 0.1 x 
  50 = 5), the Structural Integrity value for the fighter is equal 
  to its Safe Thrust of 5.
  The Buster spends no weight on structural integrity, and so 
  still has 23 tons remaining.
  Scott’s Sabutai is a 75-ton aerospace 
  fighter with a Safe Thrust of 6. Like Robert’s 
  ’Mechbuster, its Structural Integrity value 
  will equal the higher of its Safe Thrust 
  value or 10 percent of its tonnage (rounded 
  down). As 10 percent of the fighter’s tonnage 
  (rounded down) comes to 7 (10 percent of 75 
  tons = 0.10 x 75 = 7.5, rounded down to 7) and the craft’s 
  Safe Thrust is 6, the Structural Integrity value for the fighter 
  is equal to 10 percent of its weight, rounded down: 7.
  Like Robert’s aircraft, the Sabutai spends no weight on its 
  structural integrity, and still has 62.5 unspent tons.
  As a Small Craft, Bruce has to compute 
  the range of Structural Integrity values to 
  which his Astrolux must conform. Consult-
  ing the Structural Integrity Table, he finds 
  that this range is 8 (Max Thrust of 8 x 1 = 8) to 240 (Max 
  Thrust of 8 x 30 = 240). Because he must pay in tonnage for 
  every point of structural integrity, and because he does not 
  plan for his Small Craft to be involved in combat, Bruce 
  selects the minimum SI for his Astrolux: 8. Using the formula 
  for aerodyne DropShips and Small Craft, he determines that 
  the weight of this structural integrity will come to 8 tons ([8 
  points of SI x 200 tons of craft] ÷ 200 = 8 tons), leaving 106.5 
  tons left over (114.5 tons – 8 tons = 106.5 tons).
  With a Max Thrust of 8, the Nekohono’o-
  class DropShip has an SI range of 8 (Max 
  Thrust of 8 x 1 = 8) to 240 (Max Thrust of 8 x 
  30 = 240). Deciding on a Structural Integ-
  rity value of twice the minimum (16), Chris 
  consults the Structural Integrity Table and 
  computes that such an SI for a spheroid DropShip will weigh 
  
  189
  189
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  While the type of quarters chosen for crewmen is generally 
  presumed to weigh 7 tons per man, designers may opt to 
  equip a vessel with other types instead, such as Steerage and 
  Officer/First Class quarters. For instance, a standard Inner 
  Sphere military DropShip with a crew of 9, plus 2 officers, 
  might normally devote Standard crew quarters to its 9 crew-
  men and Officer/First Class quarters to its 2 officers. Clan 
  military DropShips tend to be more spartan, and so may bunk 
  their crew—officers and all—in Standard crew quarters. A 
  long-range shuttle devoted to bare-bones operations may opt 
  for Steerage quarters for all, to spare as much tonnage as pos-
  sible for other equipment.
  Robert’s ’Mechbuster is a conven-
  tional fighter that weighs 50 tons. As 
  such, he determines that its control 
  systems will weigh 10 percent of its 
  tonnage (rounded up to the nearest 
  half ton), according to the Aerospace 
  Control Systems Table. He computes that the fighter 
  will spend 5 tons on control systems (50 tons x 0.10 = 
  5 tons), and will have a minimum crew of 1 (the pilot). 
  The ’Mechbuster now has 18 tons remaining (23 tons 
  – 5 tons = 18 tons).
  bays, ’Mech bays and so forth—need not be counted toward 
  required accommodations.
  Tech Base: The cockpits, control systems and crew accommo-
  dations covered by these rules are equally available to aerospace 
  units built using a Clan or Inner Sphere technology base.
  Space: The cockpit, crew quarters and other control 
  systems for an aerospace unit do not affect the amount of 
  weapon slots available to the unit.
  OmniFighters: As control systems are required for all aero-
  space unit types, their tonnage—once established for the 
  OmniFighter’s base configuration—may not change between 
  its base, Primary or Alternate configurations.
  Fighters: Conventional and aerospace fighters are automat-
  ically assumed to have a single pilot under these construction 
  rules and so do not require any calculations for crew.
  Small Craft and DropShips require larger crews the larger 
  and more heavily armed they get, and also require quarters 
  for all these crewmembers. The minimum crew required for 
  such vessels is shown under the Minimum Crew column of 
  the Aerospace Control Systems Table. From this figure, one 
  out of every five crewmen (rounded up) is typically consid-
  ered an officer. The number of crew may be modified based 
  on the number of weapons mounted on the vessel as well 
  (see Add Weapons, Ammunition and Other Equipment, p. 194, 
  for more information).
  AEROSPACE CONTROL SYSTEMS TABLE
  Aerospace Unit
  Control Systems Weight
  Base Crew Minimum
  Conventional Fighter
  Tonnage x 0.10*
  1
  Aerospace Fighter
  3 tons
  1
  Small Craft
  Tonnage x 0.0075*
  3**
  DropShip (Civilian)
  Tonnage x 0.0075*
  3 + 1 per 5,000 tons (round up)**
  DropShip (Military)
  Tonnage x 0.0075*
  4 + 1 per 5,000 tons (round up)**
  *Based on total unit tonnage, round up to the nearest 0.5-ton for Fighters/Small Craft; round up to the nearest full ton for DropShips.
  **Gunners add to minimum crew needs as specified under Add Weapons, Ammunition and Other Equipment (see p. 194).
  AEROSPACE UNIT CREW NEEDS
  Minimum Crew Formula:
  Minimum Crew Needs (Conventional and Aerospace Fighters only)  = 1
  Minimum Crew Needs (Small Craft and DropShips only) = Base Crew Minimum + Minimum Gunners*
  Weapon Type
  Minimum Gunners**
  Standard Weapons
  1 per 6 weapons on the design  (round up)
  Capital Weapons
  1 per weapon
  *1 crewman per every 5, rounded up, should be considered an officer.
  **Gunners are required only for items that requires a Gunnery Skill roll to use in combat, and which have a range of more than 1 hex.
  
  SPECIAL ENHANCEMENTS
  Conventional fighters can be built as standard aircraft or given the 
  Very-Short Take-Off and Landing (VSTOL) ability to launch using 
  shorter runways. If the designer opts to install this option now, the 
  VSTOL equipment takes up 5 percent of the aerospace fighter’s 
  total tonnage (rounded up to the nearest 0.5 ton). 
  Aerospace fighters and aerodyne Small Craft, by virtue of their 
  design, already incorporate VSTOL capabilities, but may mount 
  this equipment to eliminate the +2 penalty for attempting a verti-
  cal landing in atmosphere.
  Tech Base: VSTOL equipment is equally available to con-
  ventional fighters constructed using a Clan or Inner Sphere 
  technology bases.
  Space: A conventional fighter’s VSTOL equipment does not 
  affect its number of available weapon slots.
  As a conventional fighter, Robert’s 
  ’Mechbuster can receive VSTOL equip-
  ment, but as it is a 50-ton fighter, such 
  equipment would take up 2.5 tons’ worth 
  of the fighter’s 18 remaining tons (5 percent 
  of 50 tons = 0.05 x 50 tons = 2.5 tons). With bigger plans for 
  the remaining weight—such as armor and weaponry—
  Robert decides to forego a VSTOL enhancement. His 
  ’Mechbuster still has 18 tons remaining.
  As an aerospace fighter, Scott’s Sabutai 
  comes with VSTOL landing and liftoff capa-
  bilities automatically. It may not mount the 
  VSTOL enhancement.
  Bruce’s Astrolux, Chris’ Nekohono’o and Dawn’s Arcadia 
  are likewise incompatible with the conventional fighter VSTOL 
  enhancement and do not require such equipment anyway, as 
  they all have VSTOL landing and liftoff capabilities.
  STEP 3: ADD ARMOR
  Armor helps protect the aerospace unit’s structural integrity 
  and critical components. Depending on the technology base 
  used and the type of armor selected, armor can vary in tonnage 
  and critical space.
  The maximum amount of armor an aerospace unit may mount 
  is based on the unit’s type and body shape (conventional fighter, 
  aerospace fighter aerodyne Small Craft/DropShip or spheroid 
  Small Craft/DropShip) as well as its weight and structural integ-
  rity. This value—applicable for Clan and Inner Sphere aerospace 
  units—is shown in the Aerospace Unit Maximum Armor Levels 
  Table below. Regardless of what kind of armor the unit uses, aero-
  space units may not exceed their maximum point value (or armor 
  tonnage for larger units). Note, however, that this value reflects 
  the aerospace unit’s maximum total armor; the number of points 
  assigned per location is left up to the designer’s discretion.
  Aerospace unit armor may be mounted in full- or half-ton lots. 
  The amount of points each armor type provides per ton is shown 
  in the Aerospace Armor Points Per Ton (Clan/Inner Sphere) Table 
  Scott’s Sabutai is an aerospace fighter. 
  According to the Aerospace Control Sys-
  tems Table, this means it will receive a 
  cockpit/control system weighing 3 tons, 
  regardless of the fighter’s size and features. 
  This leaves the craft with 59.5 unspent tons 
  (62.5 – 3 tons = 59.5 tons) and a minimum 
  crew of 1 (the pilot).
  After consulting the Aerospace Control 
  Systems Table, Bruce finds that the control 
  systems for his Astrolux will weigh 1.5 tons 
  (200 tons of craft x 0.0075 = 1.5 tons). The 
  Control Systems Table also notes that the Astrolux will have a 
  minimum crew of 3 (more if gunners are added). The Astrolux 
  now has 105 tons remaining (106.5 tons – 1.5 tons = 105 tons).
  Chris’ Nekohono’o-class DropShip is a 
  military DropShip weighing 16,000 tons, 
  which means it will require 120 tons of 
  control systems (16,000 tons x 0.0075 = 
  120 tons) and has a minimum crew of 8 (4 
  base crew for military DropShip + [16,000 
  tons ÷ 5,000] = 7.2, rounded up to 8)—though gunners will 
  add to this count. After subtracting the control tonnage 
  from the DropShip’s unspent weight, Chris finds that the 
  Nekohono’o has 9,760 tons remaining (9,880 tons – 120 
  tons = 9,760 tons).
   
  For her Arcadia-class military DropShip, 
  Dawn determines that 23 tons of control 
  systems will be required (3,000 tons x 
  0.0075 = 22.5 tons, rounded up [for Drop-
  Ships] to 23), along with a minimum crew 
  of 5 (4 base crew for military DropShip + 
  [3,000 tons ÷ 5,000] = 4.6, rounded up to 5)—before any 
  additional gunners. This leaves the Arcadia with 1,510 
  unspent tons (1,533 tons – 23 tons = 1,510 tons).
  DF 
  DF
  A ‘Mechbuster from the Seventeenth Donegal Guard practices a strafing run on a Manteuffel.
  
  191
  191
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  Space: Carrying ferro-aluminum armor in any form affects 
  the allotment of weapon slots on conventional and aerospace 
  fighter units. The amount of slots taken by a given armor type 
  (and the locations affected) are shown under the Slots column 
  (appropriate to the unit’s Tech Base) in the Aerospace Armor 
  Weapon Space Table (Fighters Only) (see p. 192). An entry of 
  “NA” indicates that units using that technology base may not 
  install the listed armor type.
  OmniFighters: The type, weight, number and allocation of 
  armor points, as well as any weapon slots required for its use, 
  must be established when designing an OmniFighter’s base 
  configuration. These values may not be altered in the fighter’s 
  completed Primary or Alternate configurations. 
  Robert’s ’Mechbuster—as a conven-
  tional fighter weighing 50 tons—has a 
  maximum armor limit of 50 points (50 
  tons x 1 = 50 points). Choosing standard 
  armor (to keep costs low), Rob finds that 
  the weight for maximum armor protec-
  tion comes to 3.5 tons (50 points ÷ 16 = 3.125, rounded 
  up to 3.5). Deciding to place the maximum amount of 
  armor on his fighter, Rob allocates 18 points to the nose, 
  11 points to each wing and 10 points to the aft, for a 
  total of 50 points allocated (18 + 11 + 11 + 10 = 50). With 
  3.5 tons invested in its armor, the ’Mechbuster now has 
  14.5 tons remaining (1s.5 = 14.5).
  As a 75-ton aerospace fighter, 
  Scott’s Sabutai has an upper limit of 
  600 points of armor (75 tons x 8 = 600 
  points). Choosing Clan ferro-aluminum 
  armor for its protection, Scott decides 
  not to push this maximum limit (which 
  he calculates would take more than 31 
  tons to accomplish; 600 points ÷ 19.2 Points per Ton 
  of Clan ferro-aluminum  = 31.25, rounded up to 31.5 
  tons). Instead, he decides on a nice, round 10 tons of 
  armor, which will provide his Sabutai with 192 armor 
  points (10 armor tons x 19.2 Points per Ton of Clan 
  Ferro-aluminum Armor = 192 points).
  After allocating these points—62 to the nose, 45 to each 
  wing and 40 points to the aft—Scott notes that his fighter 
  has 49.5 unspent tons remaining (59.5 tons – 10 tons = 
  49.5 tons). Because of his selection of Clan ferro-aluminum 
  armor, however, the fighter also loses 1 open weapon slot 
  in each wing, reducing its wings to a maximum of 4 weap-
  ons apiece.
  (see p. 192). To determine the armor value provided by a given 
  tonnage of armor, first find the armor’s proper Points per Ton 
  value by cross-referencing the unit type and weight against 
  the armor’s type on the Aerospace Armor Points per Ton Table. 
  The value for a Clan-made unit (if any) appears to the left of the 
  slash, while the Inner Sphere value (if any) appears to the right 
  of the slash. Any armor type with “NA” listed as its Points per 
  Ton value is not available for units built using that tech base.
  With the Points per Ton value determined, finding the 
  amount of points provided for a given tonnage is a matter of 
  multiplying that value by the desired tonnage of armor and then 
  rounding the final result down to the nearest whole number. If 
  the designer wants a specific number of armor points, he may 
  simply divide that number of points by the armor type’s Points 
  per Ton value and round the result up to the nearest half-ton. 
  For example, if an aerospace unit is to mount 5 tons of standard 
  armor, the designer can multiply 5 by 16 to find the result (80 
  points). If, on the other hand, the designer wants 170 points of 
  standard Inner Sphere ferro-aluminum armor, he should divide 
  the armor value of 170 by 17.92 (Points per Ton value for stan-
  dard Inner Sphere ferro-aluminum) to find the tonnage needed 
  (9.5 tons; 170 ÷ 17.92 = 9.487, rounded up to 9.5).
  Using the Armor Diagram on the aerospace unit’s appro-
  priate record sheet, the designer may indicate the number 
  of armor points protecting each of the unit’s hit locations by 
  blacking out any excess boxes beyond those assigned to that 
  location. The armor facings for all aerospace units covered by 
  these rules are presented on the Aerospace Unit Maximum 
  Armor Levels Table, below.
  Aerospace units built under these rules may not combine 
  multiple armor types on the same design.
  Small Craft and DropShips: To reflect the added resiliency 
  of their structural integrity, Small Craft and DropShips receive 
  a bonus to their armor levels beyond the tonnage assigned 
  to armor. This bonus adds the unit’s SI value to its armor lev-
  els per facing, so a DropShip with an SI of 10 would gain 10 
  armor points—beyond the amount purchased as armor—for 
  each facing. This “bonus armor” is considered the same type of 
  armor as installed on the unit, but takes up no armor tonnage, 
  and so does not exceed the armor limits given for Small Craft 
  and DropShip units.
  Tech Base: Aerospace units built under an Inner Sphere 
  Technology Base may only use standard Inner Sphere armor, 
  as well as Inner Sphere ferro-aluminum, heavy ferro-aluminum 
  and light ferro-aluminum armors. Aerospace units built with a 
  Clan Tech Base may only use Clan standard armor and Clan 
  ferro-aluminum armor.
  AEROSPACE UNIT MAXIMUM ARMOR LEVELS TABLE
  Unit Type
  Maximum Armor Level
  Armor Facings
  Conventional Fighter
  (Tonnage x 1) points
  Nose, Left Wing, Right Wing, Aft
  Aerospace Fighter
  (Tonnage x 8) points
  Nose, Left Wing, Right Wing, Aft
  Small Craft/DropShip (aerodyne)
  (Structural Integrity x 4.5) tons
  Nose, Left Wing, Right Wing, Aft
  Small Craft/DropShip (spheroid)
  (Structural Integrity x 3.6) tons
  Nose, Left Side, Right Side, Aft
  
  Chris’ Nekohono’o is a spheroid Drop-
  Ship with a Structural Integrity of 16 and 
  a total weight of 16,000 tons. This gives 
  the craft a maximum armor weight of 57.5 
  tons (SI 16 x 3.5 = 57.6 tons, rounded down 
  to 57.5). The structural integrity provides 
  16 free armor points for each of the vessel’s four armor fac-
  ings (Nose, Left Side, Right Side and Aft), for a total of 64 free 
  points (16 points per armor facing x 4 facings = 64). Choos-
  ing Inner Sphere Ferro-Aluminum armor for his design, 
  Chris adds 57 tons of armor, which provides an added 893 
  points (57 tons of armor x 15.68 points of Inner Sphere 
  Ferro-Aluminum per ton at 16,000-ton spheroid DropShip 
  weight = 893.76, rounded down to 893). With a total of 
  957 points to assign (893 + 64 = 957), Chis assigns 310 to 
  the nose, 236 to each side and 175 to the aft facing. As the 
  As an aerodyne Small Craft, Bruce’s 
  Astrolux has a maximum armor capacity 
  measured in tons, not points—36 tons, 
  to be exact (Structural Integrity 8 x 4.5 = 
  36). Nonetheless, as it is a civilian luxury craft, Bruce sees 
  no reason to splurge so much on armor, and so chooses 
  to install 5 tons’ worth of standard armor. This amount 
  of armor provides 80 points of protection by itself, but 
  because the Astrolux is a Small Craft, it receives a bonus 
  number of armor points equal to its SI for each of its four 
  facings—for a total of 32 extra points (Structural Integrity 
  8 x 4 facings = 32). This means the craft receives a final total 
  of 112 armor points. Bruce allocates these points—33 to 
  the nose, 28 to each wing and 23 to the aft—and computes 
  that his Small Craft now has 100 tons unspent remaining 
  (105 tons – 5 tons = 100 tons).
  AEROSPACE ARMOR POINTS PER TON (CLAN/INNER SPHERE) TABLE
  Unit Type
  Standard  
  Armor
  Light  
  Ferro-Alum.
  Inner Sphere  
  Ferro-Alum.
  Clan  
  Ferro-Alum.
  Heavy    
  Ferro-Alum.
  Conventional Fighter
  16 / 16
  NA / 16.96
  NA / 17.92
  19.2 / NA
  NA / 19.84
  Aerospace Fighter
  16 / 16
  NA / 16.96
  NA / 17.92
  19.2 / NA
  NA / 19.84
  Small Craft (All)
  20 / 16
  NA / 16.96
  NA / 17.92
  24 / NA
  NA / 19.84
  DropShips
  Spheroid: 200-12,499 tons
  20 / 16
  NA / 16.96
  NA / 17.92
  24 / NA
  NA / 19.84
  Aerodyne: 200-5,999 tons
  20 / 16
  NA / 16.96
  NA / 17.92
  24 / NA
  NA / 19.84
   Spheroid: 12,500-19,999 tons
  17 / 14
  NA / 14.84
  NA / 15.68
  20.4 / NA
  NA / 17.36
  Aerodyne: 6,000-9,499 tons
  17 / 14
  NA / 14.84
  NA / 15.68
  20.4 / NA
  NA / 17.36
  Spheroid: 20,000-34,999 tons
  14 / 12
  NA / 12.72
  NA / 13.44
  16.8 / NA
  NA / 14.88
  Aerodyne: 9,500-12,499 tons
  14 / 12
  NA / 12.72
  NA / 13.44
  16.8 / NA
  NA / 14.88
  Spheroid: 35,000-49,999 tons
  12 / 10
  NA / 10.60
  NA / 11.2
  14.4 / NA
  NA / 12.4
  Aerodyne: 12,500-17,499 tons
  12 / 10
  NA / 10.60
  NA / 11.2
  14.4 / NA
  NA / 12.4
  Spheroid: 50,000-64,999 tons
  10 / 8
  NA / 8.48
  NA / 8.96
  12 / NA
  NA / 9.92
  Aerodyne: 17,500-24,999 tons
  10 / 8
  NA / 8.48
  NA / 8.96
  12 / NA
  NA / 9.92
  Spheroid: 65,000-100,000 tons
  7 / 6
  NA / 6.36
  NA / 6.72
  8.4 / NA
  NA / 7.44
  Aerodyne: 25,000-35,000 tons
  7 / 6
  NA / 6.36
  NA / 6.72
  8.4 / NA
  NA / 7.44
  AEROSPACE ARMOR  WEAPON SPACE (FIGHTERS ONLY) TABLE
  Armor Type
  Slots (Inner Sphere)
  Slots (Clan)
  Standard
  0
  0
  Light Ferro-Aluminum
  1 (Aft)
  NA
  Ferro-Aluminum (I.S.)
  2 (1 each Wing)
  NA
  Ferro-Aluminum (Clan)
  NA
  2 (1 each Wing)
  Heavy Ferro-Aluminum
  4 (1 each Arc)
  NA
  
  193
  193
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  load, designers may opt to establish the unit’s heat sinks after 
  determining what weapons (if any) the unit will carry and how 
  much heat these weapons will generate.
  Conventional fighters may only use single (standard) heat 
  sinks. Aerospace fighters, Small Craft and DropShips may use 
  standard (single) or double heat sinks.
  Aerospace units constructed under these rules may not 
  combine heat sinks of different types. If the designer chooses 
  standard (single) heat sinks for a unit, the unit’s bonus “weight-
  free” sinks are automatically considered standard heat sinks; if 
  double heat sinks are chosen, the bonus sinks are considered 
  double heat sinks.
  Tech Base: Standard (single) heat sinks are equally available 
  to aerospace units of Clan or Inner Sphere tech bases, and are 
  the only type available to conventional fighters of any tech 
  base. Aerospace units built with an Inner Sphere tech base 
  may use Inner Sphere double heat sinks as well. Clan-made 
  aerospace units may use Clan double heat sinks.
  Space: An aerospace unit’s heat sinks do not affect the 
  amount of weapon slots available to the unit, even if mounted 
  as OmniFighter pods.
  OmniFighters: The type of heat sinks established for an 
  OmniFighter’s base configuration may not be altered in its 
  completed Primary or Alternate configurations, nor may the 
  number of said heat sinks be reduced below the number 
  established for the base configuration. However, heat sinks of 
  the same type may be added as pods on later configurations if 
  an Alternate configuration requires them.
  Robert’s ’Mechbuster is a conven-
  tional fighter powered by a turbine 
  (internal combustion) engine, and thus 
  receives no free heat sinks, nor does 
  it require heat sinks for non-energy 
  weapons. As Robert plans on installing 
  energy weapons, he must add enough sinks to cover 
  the heat of all energy weapons fired in unison, and 
  thus chooses to add 9 single heat sinks—the only type 
  available—to his Buster. This leaves the fighter with 5.5 
  remaining tons (14.5 tons – 9 tons = 5.5 tons).
  Nekohono’o is a DropShip and not a fighter, it loses no 
  weapon slots to the use of ferro-aluminum  armor.
  The Nekohono’o now has 9,703 tons remaining (9,760 
  tons – 57 tons = 9,703 tons).
   
  For her 3,000-ton Arcadia-class 
  aerodyne DropShip with its Structural 
  Integrity of 11, Dawn finds the maxi-
  mum armor capacity is 49.5 tons (SI 
  11 x 4.5 = 49.5). Deciding to install the 
  maximum tonnage of standard armor, 
  she finds that her craft will receive 990 points (49.5 tons 
  of armor x 20 points per ton of Clan standard armor 
  at 3,000-ton aerodyne DropShip weight = 990 points), 
  plus an extra 44 from its Structural Integrity value (SI 
  11 x 4 armor facings = 44). With a total of 1,034 armor 
  points to allocate (990 + 44 = 1,034), Dawn places 351 in 
  the Arcadia’s nose, 211 on each wing and 261 in the aft. 
  The Arcadia now has up to 1,460.5 tons left to spend on 
  other components (1,510 tons – 49.5 tons = 1,460.5 tons).
  STEP 4: ADD HEAT SINKS
  Most aerospace units require heat sinks to dissipate the 
  waste heat generated by their weapons, engines and other 
  equipment. Aerospace fighters and Small Craft can push these 
  heat sinks beyond tolerances, but conventional fighters and 
  DropShips operate on a “zero-heat principle,” which means 
  that these units have no Heat Scale during combat and cannot 
  generate any heat in excess of their heat sink capacity. 
  Depending on unit and engine type, aerospace units not 
  only have different heat sink requirements, but also receive 
  a varying number of “weight-free” heat sinks provided with 
  their engines. The Aerospace Heat Sink Table below defines 
  the minimum number of heat sinks needed by each aerospace 
  unit type covered under these rules, as well as the bonus heat 
  sink allotment each unit receives with its engine. Because 
  most heat sink needs depend on knowing the unit’s weapon 
  AEROSPACE UNIT HEAT SINKS TABLE
  Aerospace Unit Type
  Min. Heat Sink Requirement
  Weight-Free Heat Sinks
  Conventional Fighter (ICE)
  Total of all Energy Weapon Heat
  0
  Conventional Fighter (Fusion)
  Total of all Energy Weapon Heat
  10
  Aerospace Fighter
  10
  10
  Aerodyne Small Craft or DropShip (Civilian)
  None
  Engine Tonnage ÷ 60*
  Aerodyne DropShip (Military)
  None
  Engine Tonnage ÷ 20*
  Spheroid Small Craft or DropShip (Civilian)
  None
  √ (Engine Tonnage x 1.6)*
  Spheroid DropShip (Military)
  None
  √ (Engine Tonnage x 6.8)*
  *Round down
  
  STEP 5: ADD WEAPONS, 
  AMMUNITION AND OTHER 
  EQUIPMENT
  The weapons, ammunition and equipment that may be 
  mounted on an aerospace unit are listed in the Weapons and 
  Equipment Tables shown on p. 341. In addition to any heat, dam-
  age and range statistics, these tables provide the tonnage these 
  items occupy on an aerospace unit, what technology base (Clan 
  or Inner Sphere) is required to use them and any special construc-
  tion rules that might apply to installing the equipment.
  The Ammunition column for each item’s entry also notes how 
  many shots a given weapon or item caries per ton (only machine 
  guns may carry ammunition in half-ton lots). The exception to this 
  is large craft like DropShips, which must round up the mass of any 
  ammunition to the nearest ton regardless of the number of rounds 
  carried. Note, however, that all non-fighter units must carry a mini-
  mum of 10 turns of fire for each ammunition-dependent weapon 
  (for multi-firing weapons, such as Ultra and rotary autocannons, 
  this 10-turns rule assumes the weapon is firing at its maximum rate, 
  so an Ultra AC would require a minimum of 20 shots, while a rotary 
  AC would require a minimum of 60 shots). Non-fighter aerospace 
  units armed with ATM launchers may not use the various special 
  munitions unless they carry at least 10 shots of each ammo type per 
  ATM launcher. For example, a unit carrying 4 ATM-12s would need 
  24 tons of ATM ammo—6 per launcher—to reach the required 10 
  shots of each ammo type per launcher, as each ton of ATM ammo 
  equals 5 shots (2 tons of ammo per launcher x 5 shots per ton = 10 
  shots per ton; 3 ammo types per ATM x 2 tons per ammo type x 4 
  ATMs = 24 tons of ammo).
  For special rules on any item, consult its entry under Weapons 
  and Heavy Equipment (pp. 200–273)
  Remember that the total tonnage of a given aerospace unit 
  design’s structure, engine, controls, armor, heat sinks, weapons 
  and other components may never exceed the tonnage estab-
  lished for the unit in Step 1. Any leftover weight that cannot be 
  allocated to other equipment is considered cargo or wasted ton-
  nage, at the designer’s option.
  Tech Base: The Weapon and Equipment Tables (starting on p. 
  341) note which items are available to which technology base. 
  Clan-made aerospace units may use only items available to the 
  Clans, while Inner Sphere-made aerospace units must use only 
  those items available to the Inner Sphere.
  Capital Weapons: Only DropShips may mount capital missile 
  launchers. Small Craft and fighters may not carry capital weapons 
  under these rules.
  Weapon Bays and Firing Arcs: As a means of simplifying their 
  use in combat, the weapons usable by aerospace units are sorted 
  into weapon classes. These weapon bay classes are: Point Defense, 
  Laser, Pulse Laser, PPC, Plasma, Autocannon, LB-X AC, ATM, LRM, 
  MRM, MML, SRM, Rocket Launcher and Capital Missile.
  When mounted on fighters, weapons of the same class—as 
  shown on the Aerospace Weapons Classes beginning on p. 352—
  may be grouped together (at the designer’s option) for ease of 
  Scott’s Sabutai is an aerospace fighter 
  powered by a fusion engine, and thus not 
  only receives 10 heat sinks free, but also can 
  use double heat sinks. It is also an Omni-
  Fighter and not bound to any minimum 
  heat sink requirement (beyond those of 
  the engine, that is), but will generate heat 
  for energy and non-energy weapons alike (unlike Robert’s 
  conventional fighter).
  Scott technically does not need to place additional sinks 
  on the base design. Because he sees the Sabutai as a heavy 
  dogfighter, however, he realizes that high-heat weapons 
  may well be the norm. He therefore chooses to designate the 
  fighter’s 10 free heat sinks as doubles, and adds 5 more 
  double heat sinks to the base design, for a total of 15 double 
  heat sinks. Having spent 5 tons on the added heat sinks, the 
  Sabutai has 44.5 unspent tons remaining (49.5 tons – 5 tons 
  = 44.5 tons).
  As a Small Craft powered by a fusion 
  engine, Bruce’s Astrolux can use standard 
  (single) or double heat sinks, as desired. 
  Bruce, however, sees no need for them as 
  he plans to leave the craft completely unarmed. Neverthe-
  less, the Astrolux does receive 1 free heat sink (which Bruce 
  decides will be a standard sink) free with its engine (65 tons 
  of engine weight ÷ 60 = 1.08, rounded down to 1).
  As Chris plans for his Nekohono’o-class 
  DropShip to engage other DropShips and 
  fighters in heavy combat, he foresees a lot 
  of weaponry in its future. Because Drop-
  Ships generate heat for energy and 
  non-energy weapons alike, he also fore-
  sees a correspondingly high number of heat sinks to go 
  with them. Checking the Aerospace Unit Heat Sinks Table, 
  he finds that the 5,200-ton engine of his military spheroid 
  DropShip provides 188 free heat sinks (√[5,200 tons engine 
  weight x 6.8]) = 188.04 heat sinks, rounded down to 188). 
  Chris decides to add another 107 heat sinks (at 107 tons), 
  and declares that these will all be double heat sinks to 
  maximize their effect, thus providing his Nekohono’o with 
  295 double heat sinks (a heat capacity of 590 points; 295 
  sinks x 2 points of heat capacity per sink = 590 points of 
  heat sink capacity). The Nekohono’o now has up to 9,596 
  tons remaining (9,703 tons – 107 tons = 9,596 tons).
   
  As a 3,000-ton military aerodyne Drop-
  Ship, Dawn’s Arcadia receives 54 free heat 
  sinks thanks to its 1,098-ton engine (1,098 
  tons of engine weight ÷ 20 = 54.9, rounded 
  down to 54). Because she expects to arm 
  this vessel for heavy combat, she adds 
  another 160 heat sinks to the design, bringing the Arcadia 
  to a total heat sink count of 214 sinks, which she declares 
  will be double-strength. Subtracting the 160 tons of added 
  sinks from her remaining weight, Dawn finds that she has 
  up to 1,300.5 tons remaining (1,460.5 tons – 160 tons = 
  1,300.5 tons).
  
  195
  195
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  fighters and ’Mechs—need not be allocated quarters, as 
  their bays already incorporate basic amenities. Additional 
  quarters for such personnel may be added as passenger 
  quarters, reflecting an added level of comfort and support, 
  but are not required.
  Fighters—conventional and aerospace—may not incor-
  porate quarters under these rules. They have a default life 
  support endurance of 96 hours when operated in hostile 
  environments that require life support (see Tactical Opera-
  tions, p. 28).
  External Consumables Pods: Fighters may add life support 
  endurance in lieu of bombs, with each pod providing another 
  96 hours endurance per fighter occupant. Because of cockpit 
  space and amenities limits, a fighter may only carry 1 pod per 
  25 tons (round up) of fighter mass, even though the pods 
  only occupy 1 hard point each. Life support from these pods 
  is consumed before any from internal reserves. If a fighter 
  carrying external consumables pods sustains bomb critical 
  damage, determine the damaged bomb randomly, including 
  any external consumables pods. If an external consumables 
  pod is damaged, the life support of that pod is lost.
  External consumables pods may be dropped using the rules 
  for Dumping Bombs (see Total Warfare, p. 247) in the case of 
  emergency bomb dumps, or Dumping Ammunition (see Total 
  Warfare, p. 104) in non-emergencies. Dumped consumables 
  pods—whether full or empty—do not inflict any damage 
  when they land.
  Heat Sinks: Remember that conventional fighters need 
  heat sinks only to handle the heat load of all energy weapons, 
  and that the number of heat sinks required for such units 
  must equal that of all energy weapons fired simultaneously. 
  Aerospace fighters and Small Craft, which can push their heat 
  limits better, may mount as many heat sinks as desired after 
  their initial 10 free sinks are added with the engine.
  DropShips may not generate heat in excess of their heat 
  sinks. When determining weaponry and firing arcs, designers 
  should note how many heat sinks the unit has available, to 
  make certain that the use of any weapon bay does not exceed 
  the craft’s ability to handle the load.
  Power Amplifiers (turbine-powered conventional fight-
  ers only): Conventional fighters powered by ICE (Turbine) 
  engines may carry heavy energy weapons such as lasers and 
  PPCs only if they also mount power amplifiers. These ampli-
  fiers weigh 10 percent of the weight of the energy weapons 
  carried (rounded up to the nearest half-ton), but take up no 
  equipment slots on the fighter’s record sheet. Fusion-powered 
  conventional fighters, aerospace fighters, Small Craft and 
  DropShips do not require this equipment for energy weapons.
  Transport Bays and Doors (DropShips and Small Craft 
  only): Bays for cargo and unit transport often make up all 
  remaining tonnage on larger aerospace units such as Small 
  Craft and DropShips. These bays can be specific cubicles for 
  ’Mechs, fighters and other units, or they may be generic cargo 
  bays to store supplies, spare parts or even additional ammuni-
  tion and fuel stores. How much of the generic cargo space is 
  allocated to such needs is entirely up to the designer and can 
  vary from mission to mission, so they need not be addressed 
  during construction.
  firing, but only if the weapons are of the same type and size. 
  Otherwise, fighter weapons may be listed and fired separately.
  To determine the maximum number of plasma weapons 
  allowed in a bay, first find the average heat generated by that 
  weapon attacking. Add this heat to the weapons attack value 
  and use this figure to determine max bay damage. 
  Small Craft and DropShips also may group weapons 
  of the same class together in weapon bays that are fired 
  as a single weapon in combat. Unlike fighters, however, 
  these aerospace units may combine weapons of different 
  sizes (such as a mix of large and medium lasers) in a single 
  weapon bay—so long as the weapons remain of the same 
  class. The damage delivered by each weapon bay is then 
  determined by adding together the values that apply at 
  each range for the weapons in question. For example, a 
  DropShip may combine 2 large lasers (8 damage points 
  each, with a maximum range of Medium) with 3 medium 
  lasers (5 damage points each, maximum range Short) in a 
  single bay, producing a laser weapons bay that delivers 31 
  damage points at Short range ([3 Medium Lasers x 5 dam-
  age per Medium Laser] + [2 Large Lasers x 8 damage per 
  Large Laser]), but only 16 at Medium range (2 Large Lasers 
  x 8 damage per Large Laser = 16).
  The only limit to the number of weapons that can be 
  grouped together in a single weapon bay is a maximum 
  attack value limit—after adding up all weapon damage—of 
  700 standard damage points (70 capital damage points) 
  per bay. If a combination of desired weapons exceeds this 
  amount in a single firing arc, the vessel simply requires addi-
  tional weapon bays to handle the excess weaponry, with the 
  damage capability split as evenly as possible among any 
  additional weapon bays.
  Fighters (conventional and aerospace), aerodyne Small 
  Craft and aerodyne DropShips may divide their weapons 
  among four firing arcs: Nose, Left Wing, Right Wing and Aft. 
  Aerodyne Small Craft and DropShips may also opt to assign 
  their wing-mounted weapons to a rearward facing. Spheroid 
  Small Craft and DropShips may divide their weapons among 
  six firing arcs: Nose, Fore-Left, Fore-Right, Aft-Left, Aft-Right 
  and Aft. Side- and wing-mounted weapons must be identical 
  on both sides of a given craft—so if a fighter carries 2 large 
  lasers and an SRM-6 in its left wing, it must carry 2 large lasers 
  and an SRM-6 in its right wing as well. In another example, a 
  spheroid DropShip that carries 4 ER large lasers in its Aft-Left 
  arc must carry 4 ER large lasers in its Aft-Right arc.
  Ammunition for all fighter-based weapons is located in the 
  fighter’s fuselage. Small Craft and DropShips allocate their 
  ammunition to the same bays as the weapons that use them.
  Crew Quarters: In addition to the minimum crew required 
  to man all Small Craft and DropShips, such units require gun-
  ners to man any weapons, and may also carry passengers for 
  long-distance transportation. These crew and passengers 
  require quarters. Rules for establishing the crew needs of a 
  given unit appear under Add Control and Crew Systems in Step 
  3 (see p. 184). DropShip and Small Craft designers must assign 
  quarters of some kind to all crew and passengers.
  Bay personnel—which includes personnel associated with 
  other units being transported, such as infantry, vehicles, 
  
  fighter’s weapon slots before completing the base configuration, 
  and they may not be altered in the OmniFighter’s completed Pri-
  mary or Alternate configurations.
  Robert decides to arm his ’Mechbuster 
  with a trio of medium lasers, each weigh-
  ing 1 ton and occupying 1 weapon slot. 
  Because the Buster is turbine-driven, 
  however, these weapons require 0.5 tons in 
  power amplifiers to function (10 percent of 
  Energy Weapon Weight = 3 tons [for 3 Medium Lasers] x 0.10 
  = 0.3, rounded up to 0.5). The power amplifiers need not be 
  allocated on the ’Mechbuster, but the lasers must be placed 
  in one of the fighter’s four weapon arcs. Robert chooses to 
  place all three in the Buster’s nose, providing the fighter a 
  respectable strafing capability.
  With 3 tons spent on the lasers and an additional 0.5 tons spent 
  on amplifiers, Robert finds that his ’Mechbuster has 2 tons of 
  unspent weight remaining. Fresh out of ideas, he allocates this 
  weight to additional fuel, adding another 320 points of fuel 
  reserves to his fighter after briefly returning to the Install Engine 
  step. He also notes that at 50 tons, the Buster has 10 external stores 
  hardpoints for bombs and such (50 tons ÷ 5 = 10 hardpoints).
  As an OmniFighter, the base configura-
  tion of Scott’s Sabutai is technically finished 
  at this phase, and so he completes and cop-
  ies the unconfigured fighter’s record sheet 
  before continuing on to create a Primary 
  configuration, essentially relegating the 
  44.5 unspent tons as pod space. He also 
  notes that the 75-ton fighter has 15 external hardpoints (75 
  tons / 5 = 15 hardpoints).
  For the Primary configuration, Scott adds the following weap-
  ons and ammunition, all chosen from the Clan Weapons and 
  Equipment list: 1 Gauss rifle (12 tons), 2 ER PPCs (6 tons each), 
  2 large pulse lasers (6 tons each) and 3 ER small lasers (0.5 tons 
  each), plus 1 ton of Gauss rifle ammo (1 ton; provides 8 shots for 
  the weapon), CASE (0 tons for Clan designs) and 6 more double 
  heat sinks. The total weight of all these weapons—44.5 tons—
  uses up the Sabutai’s pod space.
  To finish configuring this Sabutai Prime, Scott places the gauss 
  rifle in a Nose slot, backed up by one of the ER small lasers. He 
  places the other 2 ER smalls in the Aft arc, with each taking up a 
  weapon slot there. He then adds a PPC and a large pulse laser to 
  each wing, at 1 slot per weapon. The gauss ammunition, CASE 
  and extra double heat sinks do not occupy added weapons slots, 
  and are considered to be located in the fighter’s body or fuselage.
  Bruce wants the Astrolux to be nothing 
  short of a flying habitat, comfortable for 
  crew and passengers alike, and has no 
  intention of arming it for battle. He thus decides to invest 21 
  tons in standard quarters for the Small Craft’s crew (3 Crew 
  x 7 tons per Crew/Second-Class Quarters = 21), and an extra 
  70 tons in 7 first-class passenger quarters (7 passengers x 10 
  tons per First-Class Quarters = 70 tons). This leaves just 9 tons 
  remaining (100 tons – [21 tons + 70 tons] = 9 tons), which 
  Bruce allocates to cargo.
  Transport bays—including those for fighters, BattleMechs and 
  other units—must assign a minimum of 1 bay door each, to allow 
  for entry and egress from the vessel. Aerodyne small craft can have 
  no more than 2 bay doors, while spheroid small craft can have no 
  more than 4 bay doors. For all other vessels, the maximum number of 
  bay doors is equal to 7 plus the vessel’s total weight (in tons) divided 
  by 50,000 (rounded up). Thus, a DropShip weighing 20,000 tons 
  would receive a maximum of 8 bay doors (7 + [20,000 ÷ 50,000] = 
  7.4, rounded up to 8, while a DropShip weighing 80,000 tons would 
  be limited to 9 doors (7 + [80,000 ÷ 50,000] = 8.6, rounded up to 9).
  A transport DropShip’s launch rate (per turn) for onboard fight-
  ers or other launch-capable units (fighters, Small Craft, ’Mechs 
  and ProtoMechs) is equal to twice the number of functioning bay 
  doors associated with the launch-capable units. For example, a 
  DropShip with 18 fighters in a single bay that has 2 doors assigned 
  to it may launch 4 of these 18 fighters per turn (2 doors x 2 fighters 
  per door per turn = 4 fighters per turn). Meanwhile, a DropShip 
  that has 12 BattleMechs across two bays, each of which has 2 
  doors, would be able to drop 8 ’Mechs per turn (2 doors per bay 
  x 2 bays x 2 BattleMechs per door per turn = 8 BattleMechs per 
  turn). Rules for dropping ’Mechs are in Strategic Operations, p. 22.
  External Stores (fighters only): All combat fighters come 
  equipped with external stores hardpoints, which may be used to 
  carry bombs, additional fuel tanks or even special sensor and tar-
  geting equipment (like TAG). The number of hardpoints a fighter 
  receives is equal to its tonnage, divided by 5 (rounded down).
  Space: Aerospace unit fire control and power distribution sys-
  tems limit the number of weapons that can be mounted in an arc. 
  For fighters, this limit is set at 5 weapons per arc (less if the unit 
  uses non-standard armor; see Add Armor, p. 190). This maximum 
  limit may not be exceeded under these construction rules.
  For Small Craft and DropShips, the weapon limit is 12 weapons 
  per arc, regardless of the vessel’s size. These aerospace units, how-
  ever, can override this limit by investing more tonnage in their 
  master fire control and power distribution systems. To determine 
  the weight of these expanded fire control systems, for any firing 
  arc that exceeds its 12-weapon limit, divide its actual number of 
  weapons by 12 and round the result down to the nearest whole 
  number. Then multiply this value by 10 percent (0.10) of the ton-
  nage of all the weapons in that arc (discounting ammunition), 
  rounding this final result up to the nearest half-ton.
  For example, if a DropShip attempts to mount 13 weapons in 
  its Nose arc for a total weight of 133 tons, it would require 13.5 
  tons of expanded fire control systems to do so (13 weapons ÷ 12 
  = 1.08, rounded down to 1; [1 x 0.1 x 133 tons of weapons = 13.3 
  tons, rounded up to 13.5). If the DropShip instead attempted to 
  mount 36 weapons with a total of 276 tons in an arc, the tonnage 
  for expanded fire control rises to 83 (36 weapons ÷ 12 = 3; 3 x 0.1 
  x 276 tons of weapons = 82.8 tons, rounded up to 83 tons).
  Remember that only weapon items need to be tracked on aero-
  space units. Core components, including structure, engines, heat 
  sinks and control systems, as well as ammunition, do not occupy 
  weapon slots on an aerospace unit’s design. For ease of reference, 
  items on the Weapons and Equipment Tables (beginning on p. 
  341) note whether or not they require any aerospace weapon slot 
  space under the Weapon Slots column.
  OmniFighters: Though it is unusual, weapons and equipment 
  may be established as fixed components of an OmniFighter’s base 
  configuration just like heat sinks, armor and the like. In such cases, 
  these “fixed” items must be mounted and placed among the 
  
  197
  197
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  For the Aft-Left arc, Chris starts with a screen launcher 
  capital weapon (40 tons) with 20 shots (10 tons per shot; 200 
  tons together), and adds 5 LB 10-X ACs (11 tons each; 55 tons 
  together) with 200 shots between them (10 shots per ton; 
  20 tons for 200 shots), 3 Streak SRM-4s (3 tons each; 9 tons 
  together) with 75 shots (1 ton per 25 shots; 3 tons together) 
  and 3 ER medium lasers (1 ton each; 3 tons together). This 
  yields a total of 12 weapons in the Aft-Left arc, spread across 
  4 classes (Capital Missile, LB-X ACs, SRMs and Lasers). Their 
  total weight is 330 tons (40 tons [Screen Launcher] + 200 tons 
  [Screen ammo] + 55 tons [5 LB 10-Xs] + 20 tons [LB-X Ammo] 
  + 9 tons [3 Streak SRM-4s] + 3 tons [Streak-4 ammo] + 3 tons 
  [3 ER Medium Lasers] = 330 tons). As with the Fore-Left arc, 
  Chris doubles the weight spent on the Aft-Left arc and dupli-
  cates this weapon load on the Aft-Right arc, spending a total 
  of 660 tons on the Aft-Side arcs together. Because he has not 
  exceeded the 12-weapon arc limit, Chris requires no extra fire 
  control weight.
  For the Aft arc, Chris opts for a much simpler weapon load 
  of just 7 large pulse lasers at 7 tons apiece. This provides an 
  Aft arc with 7 individual weapons in a single weapon bay 
  (Pulse Lasers), weighing 49 tons (7 Large Pulse Lasers x 7 tons 
  per Laser = 49 tons).
  With 4,687.5 tons spent on weapons (3716.5 tons [Nose] 
  + 262 tons [Fore-Sides] + 660 [Aft-Sides] + 49 tons [Aft] = 
  4,687.5 tons), Chris goes on to add 6 fighter cubicles at 150 
  tons each (for a total of 900 tons; 150 tons x 6 = 900 tons), 9 
  Small Craft cubicles at 200 tons each (1,800 tons total; 200 
  tons x 9 = 1,800 tons) and 27 battle armor squad cubicles at 
  10 tons each (270 tons total; 10 tons x 27 = 270 tons). For each 
  of these three bays (1 for the fighters, 1 for the Small Craft and 
  1 for the battle armor), he assigns 2 doors each at no weight 
  cost. He then adds 6 escape pods to the DropShip at 7 tons 
  apiece (42 tons total; 6 pods x 7 tons per pod = 42 tons). The 
  total for these non-weapon items comes to 3,012 tons (900 
  [Fighters] + 1,800 [Small Craft] + 270 [Battle Armor] + 42 
  [Escape Pods] = 3,012 tons).
  Next, Chris looks at his crew needs. With the Nekohono’o’s 
  minimum of 8 crew defined earlier, Chris notes that because 
  it carries a total of 5 capital weapons (3 Krakens + 2 Screen 
  Launchers) and 60 standard weapons, 15 gunners are 
  needed ([5 Capital Weapons x 1 Gunner per Capital Weapon] 
  + [1 Gunner per 6 Standard Weapons x 60 Standard Weapons 
  = 60 Standard Weapons ÷ 6] = 15 Gunners). This means his 
  DropShip has a total minimum crew count of 23 (8 Minimum 
  Crew + 15 Gunners = 23 crew). Chris decides to add 19 extra 
  crewmen to this count, as a buffer against casualties, for a 
  total of 42 crewmen. Of these crewmen, he finds that at least 
  9 should be officers (42 crew ÷ 5 = 8.4, rounded up to 9). Chris 
  decides to double this officer count, and so determines that 
  18 of his 42-man crew are officers. For these crew counts (18 
  officers, 24 enlisted/non-officer crewmen), Chris must provide 
  quarters, and so he assigns standard crew quarters (7 tons 
  per person) to the enlisted crewmen and officer quarters (10 
  tons per person) to the officers. These quarters cost 348 tons 
  altogether ([18 officers x 10 tons per officer] + [24 crew x 7 
  tons per crewman] = 348 tons).
  As neither quarters nor cargo bays occupy weapon slots in 
  aerospace unit design, Bruce simply records them under the 
  Astrolux’s Notes block.
  Chris plans to equip his Nekohono’o 
  with an array of weapons, fighter 
  and Small Craft bays, battle armor 
  bays, and even some escape pods for 
  emergency use. Choosing to begin 
  with weapons, Chris remembers that 
  DropShips have a default limit of 12 individual weap-
  ons per weapon arc, and that spheroid DropShips like 
  his Nekohono’o have six such arcs to work with: Nose, 
  Fore-Left, Fore-Right, Aft-Left, Aft-Right and Aft. Chris 
  also knows that weapons must be grouped into bays by 
  weapon class (such as Laser, Autocannon or LRM) and 
  that weapons mounted on Fore or Aft Side arcs must be 
  duplicated on the opposing side arc. Finally, Chris notes 
  that all ammunition for these weapons must be placed 
  in the same bays and with the same weapons as he 
  chooses to mount, and that each weapon must have a 
  minimum of 10 shots to be considered effective.
  Beginning with the Nose arc, Chris decides to center the 
  DropShip’s firepower on 3 Kraken-T capital missile launchers 
  (220 tons each; 660 tons together) with 30 missiles between 
  them (100 tons per missile; 3,000 tons together). Backing 
  these up, he adds 2 MRM-40 launchers (12 tons each; 24 tons 
  together) with 36 shots (1 ton per 6 shots; 6 tons for 36), and 
  5 Streak SRM-6s (4.5 tons each; 22.5 tons together) with 60 
  shots (1 ton per 15 shots; 4 tons together). This totals out to 10 
  individual weapons in the Nose, broken into three weapon 
  bays (Capital Missiles, MRMs and SRMs). The weapons and 
  their ammunition weigh a grand total of 3,716.5 tons (660 
  tons [3 Kraken-Ts] + 3,000 tons [Kraken ammo] + 24 tons [2 
  MRM-40s] + 6 tons [MRM ammo] + 22.5 tons [5 Streak SRM-
  6s] + 4 tons [Streak-6 ammo] = 3,716.5 tons. Because he kept 
  below the 12-weapon limit per arc, Chris does not need to 
  add any extra fire control systems here. 
  For the Fore-Left arc, Chris chooses to mount 3 MRM-30s 
  (10 tons each; 30 tons together) with 32 shots between them 
  (1 ton per 8 shots; 4 tons together), 2 gauss rifles (15 tons each; 
  30 together) with 32 shots between them (1 ton per 8 shots; 
  4 tons together), 2 LRM-20s with Artemis IV (11 tons each; 22 
  tons together) with 36 shots between them (1 ton per 6 shots; 
  6 tons together) and 5 ER PPCs (7 tons each; 35 tons together). 
  The total here is 12 weapons in the Fore-Left arc, broken into 
  four weapon bays (MRMs, Autocannon, LRMs and PPCs). 
  These weapons weigh 131 tons in total (30 tons [3 MRM-30s] 
  + 4 tons [MRM ammo] + 30 tons [2 Gauss Rifles] + 4 tons 
  [Gauss ammo] + 22 tons [2 LRM-20s] + 6 tons [LRM ammo] 
  + 35 tons [5 ER PPCs] = 131 tons. Because the Fore-Left and 
  Fore-Right arcs must be identical, Chris doubles this weight 
  cost to 262 tons (131 tons per Fore-Side x 2 Fore-Side arcs = 
  262 tons), and notes the exact same weapons array exists on 
  the Fore-Left and Fore-Right arcs. As he has not exceeded 
  the 12-weapon limit for this arc, Chris notes his Nekohono’o 
  requires no added tonnage for fire control systems.
  
  9s] + 6 tons [ATM ammo] = 65 tons). Because the Wing arcs 
  must be identical, Dawn doubles this weight cost to 130 tons 
  (65 tons per Wing arc x 2 Wing arcs = 130 tons), and notes the 
  exact same weapons array exists on the Left and Right wings. 
  As she has not exceeded the 12-weapon limit for the Wing 
  arcs, Dawn notes that her Arcadia requires no added tonnage 
  for fire control systems.
  For the Aft arc, Dawn installs 5 heavy medium lasers at 1 
  ton apiece, backed up by 3 Streak SRM-6s (3 tons each; 9 tons 
  together) with 45 shots between them (1 ton per 15 shots; 3 
  tons in all). This provides an Aft arc with 8 individual weap-
  ons in 2 weapon bays (Lasers and SRMs), weighing 17 tons (5 
  tons [Heavy Medium Lasers] + 9 tons [3 Streak SRMs] + 3 tons 
  [Streak-6 Ammo] = 17 tons).
  Between all four weapon arcs, the Arcadia has spent 188 
  tons (41 [Nose] + 130 [Wings] + 17 [Aft] = 188 tons). In addi-
  tion to these weapons and the 750 tons spent on ProtoMech 
  cubicles, Dawn also adds 2 escape pods (at 7 tons each) for 
  the vessel’s crew, for a total of 952 tons spent on weapons 
  and equipment. 
  For her DropShip’s crew needs, Dawn notes that the ves-
  sel already has a minimum crew requirement of 5, before 
  the addition of gunners. The Arcadia’s armament consists 
  of 43 standard weapons and no capital weapons, so 8 gun-
  ners will be required (1 Gunner per 6 Standard Weapons x 43 
  Standard Weapons = 43 Standard Weapons ÷ 6] = 7.17 Gun-
  ners, rounded up to 8). This means her DropShip has a total 
  minimum crew count of 13 (5 Minimum Crew + 8 Gunners = 13 
  Crew). Dawn decides to add 1 extra crewman to this count, for 
  a total of 14 crewmen. Of these crewmen, Dawn determines 
  that at least 3 should be officers (14 crew ÷ 5 = 2.8, rounded 
  up to 3). Settling on this minimum, she notes her Arcadia now 
  has 3 officers and 11 enlisted/non-rated crewmen (including 
  gunners). For these crewmen, Dawn must provide quarters, 
  and so she assigns standard crew quarters (at 7 tons per per-
  son) to the enlisted personnel and officer quarters (10 tons per 
  person) to the officers. These quarters cost 107 tons altogether 
  ([3 officers x 10 tons per officer] + [11 crew x 7 tons per crew-
  man] = 107 tons).
  Tallying up the weapons, bays, escape pods and quarters 
  she has assigned, Dawn finds that she has spent 1,059 tons on 
  extra weapons and equipment, leaving the Arcadia with 241.5 
  tons remaining (1,300.5 tons – 1,059 tons = 241.5 tons). Dawn 
  decides to allocate all of this to a cargo bay with 2 weight-free 
  doors (for a total of 5 doors on the entire design, well below 
  the maximum limit). This completes her DropShip’s design.
  STEP 6:  
  COMPLETE THE RECORD SHEET
  By the time the designer has chosen all structure, engine and 
  controls for the aerospace unit, and then added armor, weapons 
  and equipment, all items must be allocated to their proper places 
  on the appropriate blank Record Sheet. For a completed record 
  sheet, the designer must be sure to have selected the appropri-
  ate sheet for the aerospace unit’s type (conventional fighter, 
  Tallying up the weapons, bays, escape pods and quarters he 
  has assigned so far, Chris finds that he has spent 8,047.5 tons 
  on extra weapons and equipment, leaving his Nekohono’o 
  with 1,548.5 tons remaining (9,596 tons – 8,047.5 = 1,548.5 
  tons). Chris decides to allocate all of this to a cargo bay with 
  2 weight-free doors—the maximum he can add, after having 
  already assigned 6 more to the vessel for the fighter, Small 
  Craft and battle armor bays (maximum bay doors = 7 + 1 per 
  50,000 tons, rounded up = 7 + [16,000 ÷ 50,000] = 7.32 doors, 
  round up to 8).
  The DropShip’s design is now complete.
  For her Arcadia-class DropShip, Dawn 
  decides to start off with installing bays 
  for its intended cargo: ProtoMechs. She 
  decides that a load of 15 ProtoMech 
  Points—75 ProtoMechs in all—will be 
  sufficient for her craft’s mission, and so 
  spends 750 tons on 3 Stars’ worth of ProtoMech cubicles 
  (50 tons per ProtoMech Point Cubicle x 15 ProtoMech 
  Points = 750 tons). For every 5 ProtoMech Points (which 
  she chooses to assign to a single bay), Dawn assigns 1 
  weight-free door.
  Moving on to weapons, Dawn notes that DropShips have 
  a default limit of 12 individual weapons per weapon arc, and 
  that aerodyne DropShips like her Arcadia have four such arcs 
  to work with: Nose, Left Wing, Right Wing and Aft. Dawn also 
  knows that weapons must be grouped into bays by weapon 
  class and that weapons mounted on either Wing arc must be 
  duplicated on the opposing Wing arc. Finally, Dawn remem-
  bers that all ammunition for these weapons must be placed 
  in the same bays and with the same weapons as she chooses 
  to mount, and that each weapon must have a minimum of 10 
  shots to be considered effective.
  Beginning with the Nose arc, Dawn assigns 4 heavy large 
  lasers (4 tons each; 16 tons together), with 5 heavy medium 
  lasers (1 ton each; 5 tons together) and 2 ATM-12s (7 tons 
  each; 14 tons together) with 30 shots between them (1 ton per 
  5 shots; 6 tons together). This totals out to 11 individual weap-
  ons in the nose, which can be broken into two weapon bays 
  (Lasers and ATMs), though Dawn elects to keep the different-
  sized heavy lasers in separate bays for better flexibility. The 
  weapons and their ammunition weigh a total of 41 tons (16 
  tons [4 Heavy Large Lasers] + 5 tons [5 Heavy medium Lasers] 
  + 14 tons [2 ATM-12s] + 6 tons [ATM ammo] = 41 tons. Because 
  she kept below the 12-weapon limit per arc, Dawn does not 
  need to add any extra fire control systems here. 
  For the Left Wing arc, Dawn chooses to mount 3 heavy 
  large lasers (4 tons each; 12 tons together), 5 heavy medium 
  lasers (1 ton each; 5 together), 2 Ultra AC/20s (12 tons each; 24 
  tons together) with 40 shots between them (1 ton per 5 shots; 
  8 tons together) and 2 ATM-9s (5 tons each; 10 tons together) 
  with 42 shots between them (1 ton per 7 shots; 6 tons for all 
  42). A total of 12 weapons have now been placed in the Left 
  Wing arc. These must be broken into at least 3 weapon bays 
  (for Lasers, Autocannon and ATMs), but as with the Nose arc, 
  Dawn decides to separate the heavy lasers into 2 bays based 
  on size. These weapons weigh 65 tons in all (12 tons [3 Heavy 
  Large Lasers] + 5 tons [5 Heavy Medium Lasers] + 24 tons [2 
  Ultra AC/20s] + 8 tons [Ultra AC/20 ammo] + 10 tons [2 ATM-
  
  199
  199
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  un-blacked, that the heat sink values are correct and 
  the proper number of external stores boxes are left 
  clear, Robert is ready to compute the Battle Value and 
  cost for his ’Mechbuster and bring it to play.
  Repeating similar steps to Robert, 
  Scott must also be sure to save a copy 
  of the Aerospace Fighter Record Sheet 
  for his Sabutai’s base chassis with no 
  added weapons or heat sinks beyond 
  those determined before Step 5, to 
  serve as a template for future 
  configurations. He then fills out the Primary 
  configuration he has already generated using a copy 
  of the base chassis sheet.
  Repeating the same steps as Robert, 
  Bruce completes his Astrolux’s Aero-
  dyne Small Craft Record Sheet. But as 
  the Astrolux has no weapons, his main focus is assur-
  ing that the craft’s Thrust, armor and SI are noted 
  properly, and that its crew, passenger and cargo values 
  are appropriately recorded in the Notes block.
  Chris begins filling out his 
  Nekohono’o’s Spheroid DropShip 
  Record Sheet in the same manner as 
  Robert and Bruce, noting basic data 
  such as tonnage, thrust ratings, vessel 
  class name, armor, SI and heat sink values. He must 
  enter the weapon data somewhat differently than 
  the fighter designers, however, with each weapon bay 
  treated as a single line of data that includes its weapon 
  bay class (for example, “Capital Missile (Kraken-T)”), its 
  firing arc (“Nose”), the combined heat for all weapons 
  in the bay (“150”) and the combined Damage Value 
  of all weapons in the bay at each range bracket the 
  weapons can reach (“30” for Short, Medium, Long and 
  Extreme range brackets). Chris must also sum up the 
  heat for the entire firing arc and enter this in the Drop-
  Ship’s Heat Data block, providing values that can be 
  used to quickly determine which full arcs may be fired 
  without exceeding the vessel’s heat capacity.
  Other data that Chris must fill out includes the number 
  of fighters and Small Craft the vessel may be carrying 
  (“6/9” for this vessel), their launch rate (“4/4” here, as both 
  the fighter and the Small Craft bays have 2 doors) and the 
  number of lifeboats and escape pods (“0/6”). The crew 
  values must also be filled in. Like Bruce’s Astrolux, the 
  crew, passengers and cargo values, including the 
  arrangement of any specialized bays, must also be 
  described in the unit’s Notes block. For instance, the 
  Nekohono’o’s fighter bay may be listed under Notes as: 
  “Bay 1: Fighters (6)  2 Doors”.
   
  For her Arcadia-class DropShip, 
  Dawn follows the same steps Chris 
  used to complete his Nekohono’o’s 
  record sheet to fill out her Aerodyne 
  DropShip Record Sheet.
  aerospace fighter, aerodyne Small Craft, spheroid Small 
  Craft, aerodyne DropShip or spheroid DropShip). The sheet 
  must have all data filled in for the Fighter/DropShip Data 
  Block (including name, tonnage, engine and Thrust Points). 
  All equipment slots must be allocated on the Weapons and 
  Equipment Inventory (including shots per weapon, where 
  appropriate). All extraneous armor and Structural Integrity 
  points must be blacked out on the Armor Diagram. 
  In the case of aerospace units, weapons allocated in groups 
  are treated differently on the record sheets, based on unit 
  type. For fighters (conventional and aerospace), weapons are 
  grouped by the same type but may be fired individually in 
  combat. Thus, when listing the heat and damage values of a 
  weapons group, these values should be presented as the value 
  for a single weapon in that group (for example, a listing for 2 
  large lasers in a single fighter location would state “2 Large 
  Lasers” under the Quantity and Weapon columns, but show 
  8 for Heat and 8 for damage at Short and Medium ranges, 
  reflecting just one weapon fired. Small Craft and DropShips, 
  meanwhile, always fire in full weapon bays, so if the 2 large 
  lasers noted for the fighter were assigned to a single laser 
  weapon bay on a DropShip, they would receive a Heat Value 
  of 16 and a Damage Value of 16 at Short and Medium range.
  Once all of the information is completed on the aerospace 
  unit’s appropriate record sheet, the designer may compute 
  the Cost and Battle Value for the unit and bring it into Total 
  Warfare game play.
  OMNIFIGHTERS
   When completing the record sheet for an OmniFighter, it is 
  highly recommended that the designer create one sheet spe-
  cifically to serve as the base configuration, with none of the 
  weapons or equipment installed that may appear on the Pri-
  mary and Alternate configurations. Copies of this base 
  configuration record sheet (noting all unused tonnage as pod 
  space) can then be used to quickly generate record sheets for 
  the other configurations.
  Robert verifies that all of the valid 
  data blocks are completed on his Con-
  ventional Fighter Record Sheet, 
  including the ’Mechbuster’s full 
  name—“’Mechbuster (Laser Vari-
  ant)”—in the line for the fighter’s Type, checking off 
  that its Tech Base is Inner Sphere, that its tonnage is 50, 
  and noting its Safe Thrust as 5 and its Max Thrust as 8. 
  He also makes sure that its Structural Integrity of 5 is 
  demonstrated with 5 un-blacked circles in the gray-
  shaded central area on his fighter’s Armor Diagram. He 
  also lists the weapons properly on the fighter’s inven-
  tory, noting the quantity per location, heat per weapon 
  and Damage Values per weapon at each range bracket 
  (Short, Medium, Long and Extreme) as shown on the 
  appropriate Weapons and Equipment Tables (for 
  example, the Buster’s Nose-mounted medium lasers 
  would be listed as “3” under QTY, “Nose” under Loca-
  tion, “Medium Laser” under Type, “3” under Heat, “5” 
  under Short Range and blank under Medium, Long 
  and Extreme ranges). After making sure that no extra-
  neous circles for armor and heat sinks remain 
  
  i
  ABOUT THIS SECTION
  This section focuses mostly on background information for the weapons and equipment commonly used by Inner Sphere and Clan forces in battlefield 
  and support units, and can be used to construct any unit using equipment legal for Total Warfare standard rules games. 
  All equipment appears in alphabetical order within its respective sections. In general, items listed under Heavy Equipment are used in Combat Vehicle, 
  Support Vehicle, IndustrialMech, BattleMech, ProtoMech, aircraft, aerospace fighter and DropShip construction (though some may be exclusive to just a 
  few of these units), but not in the creation of battle armor or infantry. Items listed under Battle Armor Equipment—unless otherwise noted—may be used 
  only in the construction of exoskeletons, power armor and battle armor. Finally, unless otherwise noted, items listed under Infantry Equipment may only 
  be employed by conventional infantry, battlesuits (including exoskeletons, power armor and battle armor) and Support Vehicles under 5 tons in weight.
  Construction Notes
  Basic construction data follows each of these descriptions, providing the tech base, unit restrictions, table reference, game play rules and construction 
  rules. Some of these data blocks may also include a short chart that refers the designer to specific tables or core construction rules and links particular 
  items to particular unit types.
  Tech Base data blocks cover whether or not the item(s) described above are available to the Inner Sphere, the Clans or both. Items listed for either or both 
  tech bases feature their “raw” statistics on either the Weapon and Equipment Tables or in the relevant core construction rules.
  The Unit Restrictions line provides information on what featured unit types in this book may carry the described item(s), as well as major disqualifiers 
  (such as the restriction of handheld weapons to humanoid-style ‘Mechs).
  The Construction Rules line notes any special construction rules for the item that cannot be described by its raw stats from the appropriate table 
  reference, including location restrictions, formulas for finding the weight on variable-weight items and so forth. Simpler items may not have much more 
  information than a statement on whether the unit may or may not mount multiples of a given item, or if it is restricted to certain mounting locations, or if 
  actuators and other components must be removed beforehand. More complex entries and core construction components may include a brief chart that 
  refers the designer to other parts of this book.
  The Table Reference line indicates which of the tables at the back of this book contain the listed items, including an item’s applicable tech bases. Because 
  the Weapon and Equipment Tables separate items by tech base, an item chosen for a unit from one tech base may not reference the statistics for the same 
  item under a different tech base. (In other words, an Inner Sphere-made BattleMech using an ER large laser must reference the Inner Sphere Weapons and 
  Equipment Tables, not the Clan table.)
  The Game Rules line provides the most relevant rules reference in Total Warfare (where applicable) for a given item, as well as any special addendum 
  that may affect a designer’s choice to carry such equipment. Some items in this section may not have proper rules under Total Warfare (in such cases, no 
  reference is provided). Game play functions for these items will be expanded in Tactical Operations or other publications, as noted in the Game Rules line.
  Finally, note that the Weapon and Equipment Tables at the back of the book organize some equipment under the Industrial Equipment Table when that 
  equipment does not appear in the Industrial Equipment section (see p. 241). Generally this only occurs when there is no difference in technology base and 
  game stats and hence no need to create two entries (one on the Inner Sphere Tables and one on the Clan Tables).
  
  201
  201
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  WEAPONS AND EQUIPMENT
  WEAPONS AND EQUIPMENT
  The modern battlefield has become a cornucopia of technological innovation, replete with scores of vehicles great and small, and a weapons 
  variety that is truly vast, from the smallest handguns and blades to the heaviest autocannon and capital-grade missiles. Even modern commercial 
  and industrial equipment has found its way into combat—often as the last-ditch tools of the truly desperate.
  The following primer—while far from exhaustive—covers the basics of the types of military and industrial hardware likely to turn up in plan-
  etary-level combat today. Deliberately excluded are more advanced weaponry and equipment, such as artillery, experimental weapons and most 
  capital guns. While no less a threat on the modern battlefield, these weapons are often deployed in larger engagements, strategic-level campaigns 
  that will be the focus of another class.
  For ease of reference, this primer is broken into three main sections, highlighting the three broad aspects of modern military and industrial 
  equipment. The first and largest section, Heavy Equipment, covers the bulk of modern technologies found in the most common vehicles, ’Mechs 
  and aerospace craft in the field today. The second, Battle Armor Equipment, focuses on the ever-growing niche of industrial exoskeletons, power 
  armor and battlesuit designs. The final section, Personal Support Equipment, briefly explains the more common technologies employed by con-
  ventional infantry troops.
  Raw statistics for the items described below may be found in the attached Weapons and Equipment Tables located in the appendices of this 
  volume. Students focusing their studies on technical and engineering matters will find such data of particular value, but even those among you 
  who plan to practice the time-honored traditions of battlefield warfare should be aware of the capabilities and the features of these examples of 
  modern technologies. Knowledge, after all, is power.
  —Preface to Modern Industro-Military Systems 301, Prof. Arastide Habeas, NAMA Publications, 3067
  [Professor Habeas’ primer, while certainly thorough in its chosen scope, has become rather dated in the few years since his death. In the interests 
  of better preparing those who face today’s battlefield, I have chosen to amend this report throughout with new battlefield technologies that have 
  gone into production since the start of the Jihad. In keeping with the late Professor’s intentions, however, the technical briefs on strategic weapons, 
  such as nuclear and biochemical devices, are likewise withheld from this briefing.
  —Major Elisa Brubaker, WolfNet, 13 December 3071]
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  Even though some of the items presented here are relatively lightweight, the following equipment is classified as “heavy” because it is widely 
  applied to larger vehicles, ‘Mechs and other units seen both on and off the battlefield. The majority of these items may turn up just as easily on a 
  main battle tank or BattleMech as on an aerospace fighter, DropShip or even a Clan ProtoMech. Some, however—because of their engineering or 
  the construction standards we practice today—are employed in more limited aspects, applicable only to certain unit types. 
  For the historians among you, most of these featured items include notes on when the equipment was first introduced (and by which state). For 
  the sake of simplicity, any items devised before the year 2000 will be listed as either “pre-spaceflight” if it dates back to before the mid-twentieth 
  century, or “early spaceflight” for items developed in the latter twentieth—records of that era are somewhat spotty, after all. Items developed 
  from 2001 to 2200 are also technically in the “early spaceflight” era, but will be shown here with dates, where feasible. Where applicable, dates are 
  also provided as to when each item became effectively extinct (out of production for all except ComStar and the Clans), and when the technology 
  was recovered in modern times. Bear in mind that these dates only identify when the production-model versions came into (and out of) play, not 
  necessarily when their prototypical or experimental progenitors hit the fields.
  The truly detail-oriented among you may well find rare instances where some of these items have been identified by ComStar’s acclaimed 
  Technical Readout series as being employed on battlefield and support units before their listed dates of introduction. When faced with such 
  discrepancies, keep in mind that ComStar archives have contained more than a few (admittedly minor) errors over the years. Some—such as the 
  infamous production year gaffes of the Lyran Zeus and the EXC-B1 Excalibur, first cited in ComStar’s original Technical Readouts: 3025 and 3058, 
  respectively—may be blamed on honest clerical or typographical errors.* More subtle bits—such as background data implying that a “final” 
  production model’s specs matched those of its initial runs—may have been part of a “disinformation” effort that ComStar archivists have only 
  admitted to in recent years.
  Finally, readers should note that all of the equipment developed initially by the Terran Hegemony found its way into the ranks of the first Star 
  League, and from there, most of these items lived on in Clan technology. Therefore, many items known to exist among the Clans may be presented 
  here with no Clan introduction date.
  [*EDITORIAL NOTE: The correct dates for the Zeus and Excalibur debuts were 2787 and 2620, respectively. TR: 3058 also records the Night Hawk 
  as an SLDF ‘Mech in 2565, half a decade before an SLDF existed to speak of. The Hawk, another victim of typographical error, actually came out in 
  2655. Hopefully, ComStar’s archivists will get it right on their next revision. —AH]
  
  • ANTI-MISSILE SYSTEM  •
  [page 204]
  • FERRO-FIBROUS ARMOR  •
  [page 205]
  • MECH ACTUATOR  •
  • HEAVY INDUSTRIAL ARMOR  •
  [page 205]
  • STANDARD ARMOR  •
  [page 205]
  • INTERNAL STRUCTURE  •
  [page 224]
  • TRIPLE-STRENGTH MYOMER  •
  [page 240]
  • MILITARY-STANDARD FUSION ENGINE  •
  [page 214]
  • STEALTH ARMOR  •
  [page 206]
  
  203
  203
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  • LARGE PULSE LASER   •
  [page 226]
  • MEDIUM PULSE LASER   •
  [page 226]
  • SMALL PULSE LASER  •
  [page 226]
  • HEAVY LARGE LASER  •
  [page 226]
  • HEAVY MEDIUM LASER  •
  [page 226]
  • HEAVY SMALL LASER  •
  [page 226]
  
  ANTI-PERSONNEL PODS (A-PODS)
  Introduced: Circa 2850 (Clans); 3055 (ComStar/Word of Blake)
  It is interesting to note that while the production-level versions of 
  today’s anti-personnel pods (A-Pods) were first developed by the Clans 
  during their Golden Century (presumably to thwart the increasingly effec-
  tive anti-’Mech infantry tactics of the Hell’s Horses and Ghost Bears), the 
  concept itself is hardly revolutionary. In fact, as far back as the dawn of the 
  BattleMech era, Colonel Simon Kelswa himself suggested placing direc-
  tional mines on the legs of BattleMechs to discourage such tactics, when 
  he consulted for the LCAF on their own early BattleMech projects. Crude 
  leg-mines were developed and used throughout the years with mixed 
  results, however, making today’s A-Pod—capable of showering an effec-
  tive radius of roughly 15 meters with deadly shrapnel—the most effective 
  and devastating deterrent against conventional anti-‘Mech infantry.
  Inspired by the elegance and simplicity of the Clan design, Inner Sphere 
  A-Pods emerged within a few years of the Tukayyid Truce, and are equally 
  effective for the same weight and bulk.
  ANTI-BATTLE ARMOR PODS (B-PODS)
  [Introduced: 3068 (Clan Wolf [in-Exile])
  With battle armor designs growing in number and diversity on all sides, 
  various factions began looking into the development of an adaptation to 
  A-Pods that could work effectively against battle armored-troops. 
  ACTIVE PROBE
  Introduced: 2576 (Terran Hegemony)
  Extinct: 2835 (Inner Sphere)
  Recovered: 3045 (Capellan Confederation)
  Broadly identified in the Inner Sphere as the Beagle Active Probe (the 
  Clans dispensed with the name “Beagle” during their Golden Century, 
  when they refined the technology), the active probe is a powerful electron-
  ics sensor suite enhancement capable of detecting and identifying even 
  shut-down or camouflaged units—excepting conventional infantry—at 
  distances much greater and with more reliability than the standard-issue 
  battlefield sensor suites used by most combat units today. Virtually every 
  battlefield and support unit in existence may employ these probes, 
  but because of their range, aircraft and other aerospace units (such as 
  DropShips) rarely make use of this technology.
  Modern Inner Sphere Beagle Active Probe models are integrated with 
  sensor suites such as the Coventry MetalWorks’ Cyclops-Beagle or the Alexis 
  Photon Target Acquisition System made by Irian BattleMechs Unlimited. 
  Ceres Metals produces the popular Apple Churchill 2000 suite, with Beagle 
  Probe and TAG, and our own Federated Hunter Mark XX incorporates both 
  the Beagle Active Probe and an enhanced targeting computer interface.
  Light Active Probe
  The Clans’ Light Active Probe is a smaller and somewhat less powerful ver-
  sion of the standard model. Initially thought to be a recent creation, it was later 
  discovered to be an old Clan Mongoose experiment that the Smoke Jaguars 
  brought to fruition some years later. Weighing just half a ton, this system has 
  an effective range of only 90 meters, but that is still far enough to give some 
  would-be ambushers a bad day.
  Tech Base: Inner Sphere (Beagle Active Probe only);  Clan (Standard Active Probe and Light Active Probe)
  Unit Restrictions: None 
  Game Rules: Units with multiple active probes may use only one at a time in game play. Fighters, Small Craft and DropShips may only use active 
  probes when interacting with ground units.
  Construction Rules: Units may mount more than one active probe, but cannot use more than one during game play.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 342–343) 
  Game Rules: Total Warfare, p. 129
   ACTIVE PROBE
  i
  ANTI-MISSILE SYSTEM
  Introduced: 2617 (Terran Hegemony)
  Extinct: 2796 (Inner Sphere)
  Recovered: 3040 (Federated Commonwealth)
  The anti-missile system (AMS) is essentially a rapid-fire, machine gun 
  specifically used in a point-defense role. Designed to track, engage and 
  destroy incoming missile clusters, the system proved effective enough for 
  mass production, but is a terrible ammunition-hog. The Clan version tries 
  to offset this flaw by using flechette-based munitions rather than slugs. 
  This has allowed for greater ammo capacity per ton, but consumption 
  remains a problem, and so even Clan AMS reserves tend to run dry after 
  less than five minutes of sustained missile fire. Despite this, anti-missile 
  systems have proven highly effective in space combat, where even larger 
  missile classes can suffer from a cloud of point-defense fire.
  Particularly popular Inner Sphere anti-missile system models include 
  Coventry MetalWorks’ Sure Fire 444, the Yori ’Mech Works’ Flyswatter, 
  Mitchell Vehicles’ McArthur AMS and the Voelkers Parasol produced by 
  Corean Enterprises. These systems all weigh half a ton, and pack enough 
  ammunition per one-ton bin for up to twelve volleys, based on consump-
  tion. The Clan versions run about equal in mass, but boast double the 
  munitions capacity.
  Tech Base: Inner Sphere and  Clan
  Unit Restrictions: None 
  Game Rules: Anti-missile systems are automatic and are considered active even if the pilot/crew is rendered incapable of acting in combat, but 
  will not function if the unit’s engine is shutdown.
  Construction Rules: Units may mount more than one AMS, but must follow the core construction rules for the unit regarding ammunition 
  placement and such. Though classed as a heavy weapon, the AMS is an automatic system, and does not require gunners on any unit type.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 342–343) 
  Game Rules: Total Warfare, p. 129
  ANTI-MISSILE SYSTEM
  i
  
  205
  205
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  Clan Wolf-in-Exile finally succeeded in 3068 (a year after this 
  document was produced), followed shortly thereafter by the Jade 
  Falcons. Now spreading throughout Inner Sphere and Clan technical 
  circles (Spheroid makers include Skobel on Terra, Defiance of Furillo 
  and IrTech), this defensive armament—available to BattleMechs and 
  vehicles—works like A-Pods, but hurls a cloud of explosive bomblets 
  rather than shrapnel to blast through the more hardened armor of 
  swarming battlesuits. –EB]
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: A-Pods and B-Pods may only be installed on BattleMechs, IndustrialMechs, WiGEs, VTOLs and ground-based Vehicles 
  (Combat or Support Vehicles with a Wheeled, Tracked or Hover motive system).
  Game Rules: A-Pods and B-Pods may be engaged even if the unit is shut down, but cannot be triggered if the unit’s pilot/crew is 
  rendered incapable of acting in combat.
  Construction Rules: For ’Mechs, A-Pods may only be mounted in Leg locations, while B-Pods may be mounted in any location. Vehicles 
  may mount pods in any location other than the Body.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 130
  A-POD/B-POD
  i
  ARMOR
  A basic component of the modern vehicle—civilian, industrial or 
  military—is armor. Of course, armor is a generic term, covering any-
  thing that amounts to the outer “skin” of a given design. Most personal 
  automobiles and hovercraft, for instance, make do with “armor” that 
  is little more than sheet metal, aluminum alloy, plastic or fiberglass. 
  Heavier vehicles and military units, however, tend to have sturdier 
  hides; even the commercial-grade armor used in IndustrialMechs 
  boasts a degree of toughness. As covering the lighter grades of armor 
  would be a volume in and of itself, this primer focuses instead on the 
  seven armor grades most commonly seen in the field today: com-
  mercial armor, industrial armor, ProtoMech armor, standard armor, 
  ferro-fibrous armor, stealth armor and Support Vehicle armor. 
  COMMERCIAL ARMOR
  Introduced: Circa 2300 (Terran Alliance)
  The standard commercial armor used today is typically based 
  on simpler steel alloys barely more elaborate than layered sheet 
  metal, and is the cheapest and most common type available to 
  IndustrialMechs. It is significantly lighter than industrial or military 
  armor types like standard and ferro-fibrous, but is also easily pene-
  trated by heavy weapons fire, because it is not meant to take that kind 
  of punishment. At the dawn of the BattleMech era, what we know 
  today as commercial-grade armor was actually common on heavy-
  duty IndustrialMechs, and provided a basis for later armor types.
  INDUSTRIAL ARMOR
  Introduced: 2439 (Terran Hegemony)
  Today’s industrial-grade IndustrialMech armor descends from the 
  same military-grade plating used on the first BattleMechs. This multi-
  layered industrial “skin,” while not as efficient as standard BattleMech 
  armor, allows IndustrialMechs to sustain the punishment of daily use 
  with far less wear and tear than commercial armor allows. 
  PROTOMECH ARMOR
  Introduced: 3060 (Clan Smoke Jaguar)
  A special version of compact military armor developed exclusively 
  for ProtoMechs, this armor offers slightly better protection than 
  standard military armor (described in detail below). ProtoMech armor 
  gains additional efficiency because it is formed for smaller units and 
  reduced surface areas, which provides for greater protective proper-
  ties than typical plates of BattleMech armor.
  STANDARD (OR HEAVY INDUSTRIAL) ARMOR
  Introduced: 2470 (Terran Hegemony) 
  Refinements in armor technologies led to the advent of the stan-
  dard-grade military armor still used today. As tough as industrial 
  armor, yet much more effective, this multi-layered armor is the most 
  widely used by battlefield units of virtually every kind, including aero-
  space fighters and DropShips. Armor of this type is available from a 
  broad number of manufacturers, with brand names such as ArcShield, 
  Durallex, ProtecTech, Starshield, StarSlab and Valiant produced under 
  licenses by factories across the Inner Sphere and Periphery.
  Standard armor has also made its way back into the industrial 
  sector with so-called heavy industrial armor. Functionally identical 
  to standard battlefield armor—and thus equally expensive—this 
  armor type is rarely seen, but is used for IndustrialMechs employed 
  in harsher environments.
  FERRO-FIBROUS/FERRO-ALUMINUM ARMOR
  Introduced: 2571 (Terran Hegemony)
  Extinct: 2810 (Inner Sphere)
  Recovered: 3040 (Draconis Combine)
  A more advanced form of combat armor, ferro-fibrous (and its aero-
  space/spacecraft analogue, ferro-aluminum) is a military-grade armor 
  significantly lighter than standard armor. Ferro-fibrous achieves its 
  lightweight properties through the wider use of diamond fiber fila-
  ments throughout the ceramic and steel layers (standard armor does 
  not incorporate a diamond weave in the steel layer). While this makes 
  ferro-fibrous far more bulky, the weight savings afforded by this armor 
  type for the same level of protection can enable units to mount more 
  weapons and equipment. Of course, this capability must be balanced 
  against the limited internal space left after its installation.
  Limited by design (and economics) to military vehicles and 
  BattleMechs, ferro-fibrous armor is available in a variety of popular 
  brand names including Durallex, Kallon Unity Weave, Lexington 
  Limited High Grade and StarGuard.
  LIGHT AND HEAVY FERRO-FIBROUS
  [Introduced: 3067 (Free Worlds League [Light]), 3069 (Lyran Alliance [Heavy])
  Since the publication of this article, the Free Worlds League and 
  the Lyran Alliance respectively unveiled the first battlefield-ready 
  runs of light and heavy ferro-fibrous/ferro-aluminum armors. The 
  League’s Kallon Industries of Asuncion and Bernardo, both involved 
  in a secret technology trade with the Draconis Combine, shared 
  this technology to produce new versions of the Awesome sporting 
  the Combine’s newer PPCs and the League’s light-fibrous armor. 
  The League’s alliance with the Word of Blake and the outbreak of 
  the Jihad soon led to a rapid proliferation of the technology that 
  inspired the heavy-fibrous version initially produced by Durallex for 
  the LAAF. Unfortunately, several batches of Durallex Guardian heavy 
  ferro were produced for mercenary commands in Lyran employ who 
  subsequently defected to the Blakists, which has also spread the 
  Lyran innovation to other manufacturers like Valiant Systems and 
  Kallon over the past few years.
  These alternate ferro-fibrous/ferro-aluminum armors modify the 
  diamond fiber concentrations slightly to produce grades that either 
  
  improve the weight savings over basic ferro-fibrous at a significant 
  increase in bulk (heavy ferro-fibrous) or trim down bulk at a cost in weight 
  (light ferro-fibrous). As of this writing, production-grade versions of these 
  armors are appearing on only a few new variants of older battlefield unit 
  designs, but dedicated chassis may not be far off. –EB]
  STEALTH ARMOR
  Introduced: 3063 (Capellan Confederation)
  Based on an effort to recover the long-lost Star League-era null signature 
  system, the Capellan Confederation’s stealth armor technology is actually a 
  complex system of heat baffles and layers of radar- and EM-absorbent mate-
  rials that—while about as bulky as ferro-fibrous armor—provides the same 
  physical protection as standard armor. Limited exclusively to BattleMechs, 
  this system requires the use of a Guardian ECM suite to function, but when 
  activated, the ’Mech becomes virtually invisible to hostile sensors and EW 
  devices. Radical in form and design, stealth armor can undermine even the 
  abilities of active probes, though this system also scrambles its user’s own 
  targeting systems and traps a great deal of waste heat when active.
  SUPPORT VEHICLE ARMOR
  Introduced: pre-spaceflight
  Extremely varied, based on the form and type of Support Vehicle and 
  the nature of its chassis design, Support Vehicle armor comes in all shapes, 
  sizes and weights, with only the most sophisticated considered on par 
  with standard battlefield armor. Rarely intended to stand up to heavy 
  weapons fire, this armor type is outlined here for completeness.
  ARTEMIS IV FIRE-CONTROL SYSTEM
  Introduced: 2598 (Terran Hegemony)
  Extinct: 2855 (Inner Sphere)
  Recovered: 3035 (Free Worlds League)
  In an effort to enhance the accuracy and lethality of standard missile racks, 
  the first Star League developed the Artemis IV fire-control system. Mounted 
  in a dome near the enhanced launcher, the Artemis was in essence an infrared 
  laser designator, target lock mechanism and tight-beam microwave transmit-
  ter that—together with specialized missile control systems—helped to focus 
  the spread of all missile volleys so enhanced. Though not as foolproof as 
  the Streak system (as a consequence of design philosophy), the Artemis IV’s 
  constant course-correction data stream rendered standard short- and long-
  range missile launchers even more lethal in combat with an average increase 
  of roughly 35 percent in the number of missiles per volley that hit the target.
  The Artemis is a jealous electronics system by nature; its compatibility is 
  solely focused on standard LRM and SRM launch systems and their one-shot 
  varieties, and requires that all such systems on a given chassis be similarly 
  equipped. Even then, the launchers receive the targeting benefits only 
  when using Artemis-equipped munitions. (The launchers may also fire stan-
  dard missiles, but the Artemis has no impact on accuracy.) Other targeting 
  enhancements like the Streak system, Narc beacons or even modern special 
  munitions do not benefit from the use of Artemis IV, though most may still 
  be fired by an Artemis-equipped launcher. While this hardware restriction 
  may seem an inconvenience, in practice it can simplify the munitions needs 
  of a given combat unit by encouraging the use of only one type of missile 
  load in the field. [NOTE: The new MML systems can also use Artemis IV . –EB]
  Interestingly enough, the Clan version of the Artemis performs exactly 
  the same as those produced in the Inner Sphere in terms of tonnage, com-
  pactness and battlefield accuracy. The Artemis IV used by the Clan-made 
  Series XXXII Multitrack system is identical in all such aspects to, say, the 
  one used with IMB System’s RCA Instatrac XIII.
  Tech Base: Inner Sphere (Commercial, Industrial, Standard/Heavy Industrial, Ferro-Fibrous/Ferro-Aluminum [Light, Heavy and IS Standard], 
  Stealth, Support Vehicle); Clan (Commercial, Industrial, Standard/Heavy Industrial, Ferro-Fibrous/Ferro-Aluminum [Clan Standard only], ProtoMech 
  and Support Vehicle)
  Unit Restrictions: See chart
  Game Rules: Armor is considered structural and cannot be “deactivated” during combat through engine shutdown or pilot/crew injury.
  Construction Rules: The chart below indicates the availability of the featured armor types to particular unit types, as well as their construction 
  rules page references and main weight (and points) tables.  BattleMech  armor that occupies critical space may break up the slots and spread them 
  across the overall design to make room for other components; OmniMechs may not move these spaces around once they are determined for the 
  base design.
  Armor Type
  Unit Availability
  Construction Rules Reference
  Weight Table
  Commercial
  IM
  p. 72 (IM)
  Master Armor
  Industrial
  IM
  p. 72 (IM)
  Master Armor
  Standard/Heavy Industrial
  BM, IM, CV, CF, AF
  p. 56 (BM), 72 (IM), 105 (CV), 191 (CF), 191 (AF)
  Master Armor
  ProtoMech
  PM
  p. 86 (PM)
  ProtoMech Armor
  Ferro-Fibrous, Light*
  BM, CV, CF, AF
  p. 56 (BM), 105 (CV), 191 (CF), 191 (AF)
  Master Armor
  Ferro-Fibrous, Standard*
  BM, CV, CF, AF
  p. 56 (BM), 105 (CV), 191 (CF), 191 (AF)
  Master Armor
  Ferro-Fibrous, Heavy*
  BM, CV, CF, AF
  p. 56 (BM), 105 (CV), 191 (CF), 191 (AF)
  Master Armor
  Stealth
  BM
  p. 56 (BM)
  Master Armor
  DropShip/Small Craft
  SC, DS
  p. 191 (SC, DS)
  Master Armor
  Support Vehicle (Any)
  SV
  p. 134 (SV)
  Support Vehicle Armor
  * Includes Ferro-Aluminum (for aerospace units)
  Key: BM=BattleMechs, IM=IndustrialMechs, PM=ProtoMechs, CV=Combat Vehicles, SV=Support Vehicles, CF=Conventional Fighters, AF=Aerospace Fighters, SC=Small Craft,  
  DS = DropShips
  ARMOR
  i
  Table Reference: See Chart 
  Game Rules: See Above.
  
  207
  207
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AUTOCANNON
  For what amounts to one of the most basic combat systems on 
  the modern battlefield, autocannons (often abbreviated as ACs) are 
  a broadly varied class of rapid-firing, auto-loading, heavy ballistic 
  weaponry—gigantic machine guns, in other words. With calibers 
  ranging from 30 to 90 millimeters at the lighter end, to as much as 203 
  millimeters or more at the heaviest, most autocannons deliver their 
  damage by firing high-speed streams or bursts of high-explosive, 
  armor-defeating shells through one or more barrels. While caliber 
  and firing rate can vary greatly, four main classes have emerged over 
  the centuries, setting the standards by which all other ACs are rated, 
  based on their relative ballistic damage. At the lightest end is the AC/2 
  class, followed by the long-time standard AC/5, then the heavy punch 
  of the AC/10 class, and finally the brutal, close-in AC/20.
  At the dawn of the BattleMech era, only two proven autocannon 
  models existed: the AC/2 and the AC/5. Production model versions 
  of the heavier AC/10 and the ’Mech-killing AC/20 did not appear until 
  after 2460 and 2500, respectively (though the Mackie sported a proto-
  type of the AC/10 as far back as its 2443 battlefield debut).
  In the centuries since, additional autocannon variants have evolved, 
  including the cluster-style LB-X, the high-speed Ultra and the multi-
  barreled, high-cycle rotary. These three autocannon styles—as well as 
  the standard models—are discussed below.
  [Once again, since the publication of this document, additional 
  autocannon types—light autocannons—have entered production 
  and front-line service. They are described in detail below. –EB]
  LB-X AUTOCANNON
  Introduced: 2595 (Terran Hegemony [LB 10-X]); circa 2820 (Clans [LB 
  2-X, 5-X, 20-X])
  Extinct: 2840 (Inner Sphere)
  Recovered: 3035 (Federated Commonwealth [LB 10-X]); 3058 
  (Federated Suns [LB 2-X, 5-X, 20-X])
  An improvement on the common autocannon intended to expand 
  the weapon’s role into anti-vehicle and anti-infantry work, the LB-X 
  makes use of light, heat-dissipating alloys to reduce its weight and 
  thermal buildup. These materials, coupled with a smooth-bore, 
  multi-munition feed mechanism, make the LB more expensive than 
  standard autocannons. However, the slight range increase and the 
  ability to switch between standard-style bursts and explosive cluster 
  munitions—both specially developed for this weapon system—more 
  than mitigate this higher cost.
  Inner Sphere LB-X autocannons—like the Mydron Excel LB-X series, 
  Imperator’s Code Red LB 10-X or Defiance’s Disintegrator LB 20-X—
  boast much improved efficiency over their standard kin. Indeed, even 
  with their recent manufacture and expense, these weapon systems 
  might well have completely outclassed and phased out their standard 
  counterparts (as evidently occurred in the Clan militaries) were it not 
  for the advent of a host of alternative munitions over the past decade. 
  Incompatible with LB-X autocannon, some of these munitions are 
  described later in brief. 
  LIGHT AUTOCANNON
  [Introduced: 3068 (Federated Suns [LAC/2, LAC/5])
  After spending nearly a decade in the prototype stages—long 
  enough to actually give rise to the rotary AC—light autocannons 
  (abbreviated as LACs) only hit full-scale production with the unveiling 
  of Yeffters Weapons’ Mydron Flyswatter and Mydron Snakekiller models 
  in 3068. Ironically, what spurred this production was the destruction of 
  the NAIS, where these weapons were first developed. It may be a bit of 
  poetic justice that the first models were rushed to the battlefields of New 
  Avalon to help drive back the Blakists’ first assault against the planet. 
  Since then, however, Imperator Automatic Weaponry has begun pro-
  ducing its own versions for the Free Worlds League and their Robe allies.
  Built smaller and with shorter ranges, light ACs exist only in the 
  lower calibers (LAC/2 and LAC/5), but benefit from the ability to use 
  the advanced munitions that LB-X, rotary and Ultra ACs cannot. The 
  Clans, who have not seen much use for specialized ammunition and 
  who still possess autocannons superior to even these versions, have 
  shown little interest in duplicating this innovation, though the same 
  cannot be said of the other Inner Sphere states. –EB]
  ROTARY AUTOCANNON
  Introduced: 3062 (Federated Suns)
  Another product of our own New Avalon Institute of Science, the 
  rotary autocannon (RAC for short) is, at its heart, an effort to obtain 
  an even higher rate of fire than the Ultra-class autocannon outlined 
  below. Using multiple barrels to attain up to three times the volume 
  of an Ultra burst, this weapon is much heavier and bulkier than its 
  standard-model cousins, and lacks the effective reach of even the 
  Ultra AC series. Its inability to make use of most specialized munitions, 
  coupled with its sheer expense, have prevented the rotary concept 
  from entering the heavier-caliber brackets at this time. Balancing this, 
  however, is the ability to clear weapon jams in the field—a feature 
  Tech Rating: Inner Sphere and Clan
  Unit Restrictions: ProtoMechs may not install Artemis IV systems.
  Construction Rules: The Artemis IV FCS is only applicable to standard LRM, SRM and MML launchers (including any one-shot or torpedo ver-
  sions). If Artemis IV is added to an applicable launcher, every applicable launcher on the unit must have Artemis IV (non-applicable launchers, such 
  as Streak SRMs, may still be installed). For example, if a unit has one Artemis IV-equipped LRM launcher, then every single standard LRM, SRM and 
  MML launcher on the unit must have Artemis IV. Note that while Clan ATM launchers have Artemis IV integrated as part of their design, ATM launch-
  ers do not count as an applicable launcher type, meaning you can have ATMs on the same unit as LRM, SRM or MML launchers without Artemis IV.
  Artemis IV must be placed in the same location as the launcher it is added to. If an applicable launcher is in a location with no other 
  space remaining, then Artemis IV may not be mounted on that unit at all, because one of its applicable launchers cannot receive Artemis IV.
  For OmniMechs with one or more fixed (i.e. non-pod-mounted) missile launchers, whether or not the fixed launchers have Artemis deter-
  mines the ’Mech’s usage of Artemis. This cannot be modified through alternate configurations. For example, for an OmniMech with fixed 
  launchers without Artemis, no launcher on the ’Mech, fixed or not, may have Artemis. Conversely, for an OmniMech with Artemis-equipped 
  fixed launchers, all its applicable launchers must be equipped with Artemis.
  BattleMechs, IndustrialMechs and Support Vehicles must assign critical slots separately to Artemis IV; Combat Vehicles, fighters, Small 
  Craft and DropShips treat Artemis as part of the weapon system it enhances, for purposes of tracking weapon slots.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 130
  ARTEMIS IV FIRE-CONTROL SYSTEM
  i
  
  lacking in Ultra autocannons. This is especially welcome as the RAC is 
  particularly prone to jams at its higher firing rates.
  Initially produced solely by FedSuns manufacturers with the Mydron 
  Tornado and Mydron RC series, the FedCom Civil War saw rotary ACs quickly 
  proliferate to other states, particularly the Lyran Alliance and the Draconis 
  Combine. Fortunately, the Clans have yet to field RACs of their own.
  STANDARD AUTOCANNON
  Introduced: Circa 2250 (Terran Alliance [AC/5]); circa 2300 (Terran Alliance [AC/2]); 
  2460 (Terran Hegemony [AC/10]); 2500 (Lyran Commonwealth [AC/20])
  Extinct: Circa 2850 (Clans only)
  Today’s standard autocannon (identified as AC in shorthand) is func-
  tionally identical to the models used as far back as the days of the Terran 
  Alliance. Designed to cope with improvements in armor technologies of 
  the day, these weapons maintained their destructive edge through more 
  than 800 years of battlefield evolution. Even so, their time was nearing its 
  end when the newer Ultra and LB-X autocannon classes emerged. In fact, 
  among the Clans these weapons have apparently ceased to exist (their 
  last shots reportedly fired in the early 3050s, when they were mounted on 
  machines largely regarded as refit museum pieces). Only their relatively 
  inexpensive design, and the advent of specialized munitions usable by 
  these weapons alone, has prevented the likes of Armstrong’s J11, Mydron 
  models A through D, SarLon’s MaxiCannon and the Luxor Devastator-20 
  from becoming the next forgotten relics of history.
  [Professor Habeas overlooks here certain early reports and design 
  specs that suggested lighter-caliber standard ACs were once intended for 
  ProtoMech design (perhaps as a main gun mount). However, no Proto to 
  date has ever carried one—likely because even the lightest such weapon 
  would have taken up more than half the weight of the heaviest ProtoMechs, 
  at huge expense in mobility and armor. Rumors suggest the Smoke Jaguars 
  tinkered with an old cache of standard ACs to produce LACs for this very 
  reason. The bottom line, however, is that Professor Habeas’ analysis was 
  essentially correct; by the time of the invasion, the Clans had long since 
  abandoned the standard AC series. By the turn of the century, most of the 
  remaining weapons had either been recycled or were being used to main-
  tain older Exodus-era low-combat units like DropShips. –EB]
  ULTRA AUTOCANNON
  Introduced: 2640 (Terran Hegemony [UAC/5]); circa 2820 (Clans [UAC/2, 
  UAC/10, UAC/20])
  Extinct: 2915 (Inner Sphere)
  Recovered: 3035 (Federated Commonwealth [UAC/5]); 3057 (Free Worlds 
  [UAC/2, UAC/10]); 3060 (Lyran/Free Worlds [UAC/20])
  The advanced Ultra autocannon system (UAC for short) was first devel-
  oped at the height of the original Star League by Kawabata Weapons, Inc. of 
  the Terran Hegemony. Capable of higher sustained rates of fire than standard 
  or LB-X autocannons, Ultra ACs could dish out twice the punishment in the 
  same amount of time. Unfortunately, these weapons are prone to occasional 
  misfires and arming failures when pushing their maximum fire rates—a fac-
  tor that forced many UACs into early retirement after the fall of the original 
  Star League. Nevertheless, the Clans (and the Inner Sphere, after encoun-
  tering the Clans) found enough merit in Ultra ACs to expand the concept 
  across all the same grades as standard-model autocannons. Even though 
  they cannot use special munitions (their own magazines are tailored to the 
  high-speed firing modes, which can be dangerous or detrimental to most 
  specialty ammo), these weapons remain popular for attack and assault units.
  Mydron, Imperator and Defiance—the big names in heavy autocannon 
  technology—boast some of the most popular brand names seen today for 
  Inner Sphere Ultra ACs. Not surprisingly, Clan-made Ultra autocannons are 
  superior to those of the Inner Sphere in range, weight and size—explain-
  ing how they, together with LB-X models, completely supplanted the 
  standard weapons among Clan toumans. 
  AUTOCANNON MUNITIONS
  Having long maintained an almost romantic affinity for the classic auto-
  cannon, the Federated Suns—primarily through the NAIS—expended 
  enormous amounts of time and resources to expand the utility of these 
  old reliable weapons. While some efforts wound up merely refining the 
  likes of up-and-coming autocannon models such as rotaries and Ultras, 
  the debut of specialized ammunitions—many first test-fired in the mid-
  3050s—breathed new life into the older standard classes.
  The Clans have yet to field any specialized autocannon munitions in 
  combat, save for LB-X cluster munitions. The reasons why are unclear, 
  but engineers have considered the lack of standard-style ACs in the Clan 
  arsenal as one possible reason, coupled with the usage of different alloys 
  and propellants than those of Spheroid autocannons that render such 
  specialty ammo more a liability than a boon.
  Armor-Piercing Ammunition: First prototyped by the FedSuns in 3053 
  and reaching standard production by 3059, armor-piercing (AP) ammo uses 
  advanced ballistic materials and improved anti-armor warheads to deliver 
  a punch hard enough to damage internal systems through otherwise fresh 
  armor. Available solely to standard AC types, the drawback to this greater 
  punch is the fact that the increased weight of this ammo impairs its firing 
  accuracy and the number of rounds that can be loaded into a given bin.
  Flechette Ammunition: Developed by the FedSuns in 3055 for stan-
  dard ACs, flechette munitions deliver a shotgun-like blast of metal shards 
  rather than a stream of shells. Intended for use against infantry, flechette 
  rounds can wipe out entire platoons of conventional troops in seconds 
  and can even ravage battle-armored squads, but this ammo type loses 
  effectiveness against armored targets such as vehicles and ‘Mechs.
  Precision Ammunition: The most sophisticated of the advanced muni-
  tions for standard ACs, precision ammo was developed in 3062. This ammo 
  type uses specialized gyrojet shells that incorporate advanced targeting 
  circuitry, enabling them to auto-correct their aim while in flight. Highly 
  expensive and heavy to boot, use of precision ammo—particularly in the 
  higher calibers—can leave an attacker empty in surprisingly short order.
  LB-X Cluster Ammunition: Cluster munitions for the LB-X AC series 
  debuted, went extinct and were recovered at the same time as the LB-X class 
  of ACs themselves. These munitions may only be used by LB-X class auto-
  cannons and do not benefit from targeting computer assistance because of 
  their scattershot nature, but are effective against nearly all battlefield units, 
  particularly vehicles and aircraft.
  Tech Base: Inner Sphere (standard, light, LB-X, rotary and Ultra ACs); Clan (LB-X and Ultra only)
  Unit Restrictions: None
  Game Rules: Autocannons may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting, but loaded or partially 
  loaded AC ammo bins are always live and will explode per standard rules if critically hit during game play.
  Construction Rules: OmniMechs must remove lower arm or hand actuators in any Arm location selected to carry an autocannon. Of the autocan-
  nons available, only the Standard AC/20, LB 20-X AC and Ultra AC/20 may be split among two adjacent locations (such as the Left Arm and Left Torso) 
  on BattleMechs and IndustrialMechs. Weapons so divided must take the most restrictive firing arc of the two locations. Non-’Mech units may not 
  divide a single weapon among multiple locations. 
  Only standard and light autocannons may make use of specialized ammo beyond LB-X cluster munitions. LB-X cluster munitions may be used only 
  by LB-X AC types, which may also use standard AC ammo (but no other special ammo types). Ultra and rotary ACs may not use specialized ammo.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 98
  AUTOCANNON
  i
  
  209
  209
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BAY DOOR
  Introduced: Pre-spaceflight
  Bay doors are a veritable necessity for any Support Vehicle, 
  DropShip or other capital spacecraft that intends to carry large cargo 
  items or other units such as BattleMechs, fighters and such within 
  internal bays. As simple in function and design as personnel doors, 
  these larger versions require little more than an equalizing of internal 
  and external pressures before they can be opened to enable the trans-
  fer of units or cargo.  This simplicity allows bay doors to be mounted 
  as part of the unit’s structure, though doors this large are rarely seen 
  outside of truly large Support Vehicles and DropShips.
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: BattleMechs and ProtoMechs may not install bay doors
  Game Rules: The launch rate for any transport bays carrying fighters, Small Craft, BattleMechs, battle armor or ProtoMechs is equal to 
  two such units from the bay per functioning bay door (per turn).
  Construction Rules: Combat Vehicles, Small and Medium-sized Support Vehicles, IndustrialMechs and fighters that carry cargo or infantry 
  (conventional or battle armored) within internal bays do not require a bay door—though they are assumed to have at least one in the rear arc.
  Small Craft, DropShips and Large Support Vehicles that carry other units beyond infantry (conventional or battle armored) should have 
  at least one bay door per transport bay.
  The  maximum number of bay doors per unit is 7, plus 1 for every 50,000 tons of unit weight (rounded up) [7 + (Unit Tonnage ÷ 50,000), 
  rounded up = Max Bay Doors]. 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 86
  BAY DOOR
  i
  C3 COMPUTER
  Introduced: 3050 (Draconis Combine)
  The Command/Control/Communications (C3) system is easily among 
  the Inner Sphere’s most potent recent inventions. It is also one of the 
  most original, considering that it emerged not as the result of a Star 
  League tech recovery, but as a new application of technologies. As much 
  a revolution in battlefield technology as one of combat philosophy for its 
  creators in the Draconis Combine, the system is essentially an elaborate 
  tight-beam communications suite, designed to link the sensors and 
  targeting systems of up to a full lance of friendly units in a single, closed 
  network. The C3 system enables those within its network to draw target-
  ing data from one another and coordinate fire with amazing ease. As 
  long as effective weapon ranges and lines of fire permit, a member of a 
  C3 network can essentially strike at a target with the same accuracy as the 
  nearest friendly network member. Moreover, units that mount a C3 mas-
  ter computer—with the other network members using slave nodes—can 
  use the computer’s coordination as an improvised TAG system.
  The system, of course, has its limits. Only units in the same net-
  work—generally a single lance, though creative deployment of mul-
  tiple master computers per unit may allow for networks as large as a 
  company—may share targeting data in this fashion. Friendly units with 
  systems outside the network cannot simply “tap in” at will. Further, the 
  network signals and data streams are susceptible to jamming by enemy 
  ECMs. Worst of all, the hierarchical nature of the system means that the 
  loss of the master computer to destruction or ECM interference crashes 
  the entire network, leaving its surviving units to fend for themselves.
  Sad to say, the biggest obstacle to optimum use of the C3 system is 
  a matter of ego more than technology. Ironically produced by a realm 
  with a strong sense of personal honor and a warrior’s code, the concept 
  of a communal targeting and communications network is often lost 
  on the warriors of the DCMS. Indeed, despite efforts to force a more 
  widespread distribution of the technology, this mentality has appar-
  ently kept an otherwise powerful system virtually marginalized on the 
  battlefield, even as other factions adopt similar systems of their own.
  IMPROVED C3 COMPUTER
  Introduced: 3062 (ComStar/Word of Blake)
  Also referred to as the C3i, the improved C3 computer system is 
  ComStar’s answer to House Kurita’s technology—a “secret” that, 
  apparently, was lost to the Word of Blake almost instantly upon its 
  inception. Since then, this technology has spread across at least the 
  Free Worlds League, and some data suggests even the Capellans may 
  be employing C3i units of their own. 
  Though similar to the standard C3 in many ways, including its basic 
  features of target coordination, the C3i can link six units together, rather 
  than four. However, thanks to a more distributed system approach, the C3i 
  sacrifices the ability to link multiple networks through a master computer 
  node, and also loses the ability to mimic the TAG system. The C3i is also 
  incompatible with the original C3 system, but because of its more egalitar-
  ian nature, its members can function even while others in their group are 
  blocked or disabled, as no single unit mounts a command module as such.
  While ComStar, the Word of Blake and the Free Worlds League have 
  benefited from this system, along with our Combine “neighbors” and 
  their own version, it is worth noting that the Clans apparently hold 
  no interest in C3 technologies. This disinterest clearly stems from their 
  own overdeveloped sense of personal honor, which precludes the 
  notion of sharing a kill by using such technologies.
  Tech Base: Inner Sphere
  Unit Restrictions: ProtoMechs, fighters, Small Craft and DropShips may not install C3 or C3i systems.
  Game Rules: A unit’s C3 or C3i systems are considered active in game play as long as the systems are not hit in combat, the unit’s engine 
  is not shut down and the unit is not destroyed. Otherwise, these systems continue to function, even if the pilot/crew is unable to act.
  Construction Rules: C3 systems (including the C3 Master and C3 Slave) and C3i systems may not be combined on a single unit, as the 
  two technologies are incompatible. Units with either system may mount multiples, if desired, but only one C3 Slave or C3i computer may be 
  employed at one time in game play. (Multiple C3 Master computers may be used to maintain multiple C3 networks).
  IndustrialMechs and Support Vehicles require Advanced Fire Control Systems in order to be able to mount a C3 or C3i system of any kind. 
  BattleMechs and Combat Vehicles incorporate such fire control systems by default, and so may freely mount these systems.
  The C3 Master (but not C3I units or C3 Slaves) exactly duplicates the function of Target Acquisition Gear (see p. 238).  The firing arc for the 
  TAG is based on the location the C3 Master is mounted in (which may be rear-mounted if desired).
  Table Reference: Weapons and Equipment (Inner Sphere, pp. 341–342) 
  Game Rules: Total Warfare, p. 131
  C3/C3I COMPUTER
  i
  
  CAPITAL MISSILE LAUNCHERS
  Introduced: 2305 (Terran Alliance [Capital Missiles]); 2550 (Terran Hegemony 
  [AR-10])
  Extinct: 2855 (Inner Sphere)
  Recovered: 3051 (Federated Commonwealth)
  The only class of capital-grade weapons permitted on vessels smaller than 
  a WarShip or space station, capital missiles are a weapon system derived from 
  the conventional ballistic missiles of pre-spaceflight Terra. Essentially, a capital 
  missile is a single, large missile delivering a multi-ton kinetic warhead. Self-
  propelled and far-reaching, they deliver their damage more by sheer mass 
  and velocity, achieving sufficient impact force to cause internal damage to 
  large spacecraft on a solid hit, even without first penetrating the armor. Today, 
  capital missiles are seen as the lightest type of weapon capable of trans-
  atmospheric attacks (meaning surface-to-orbit and vice versa).
  During the original Star League’s heyday, four main capital launchers 
  existed, three of which were custom-built (and named) for the dominant 
  anti-WarShip missiles of the day—the Killer Whale, White Shark and 
  Barracuda—and the fourth, the AR-10, which could fire all three mis-
  sile types. Since the recovery of capital ship technologies, ComStar and 
  Combine engineers managed to develop the tele-operated (or “-T”) 
  class capital missile for each of the pre-existing designs, as well as a new, 
  massively powerful “Kraken-T.” These tele-operated capital missiles differ 
  from their older cousins in that they can be steered by remote from the 
  bridge of the firing vessel, essentially making these fighter-sized missiles 
  the functional equivalent of robotic kamikaze craft. Fortunately, the Clans 
  have yet to duplicate the tele-operated capital missile concept, which has 
  since proliferated among all the major shipyards across the Inner Sphere.
  The Port Sydney Yards at Alarion, Technicron Yards at Tamarind and our 
  own Federated-Boeing Interstellar shipyards over Galax are three of the 
  Inner Sphere’s biggest producers of capital missiles, though a handful of 
  supporting industries exist in all of the major states today.
  Tech Base: Inner Sphere (Killer Whale, White Shark, Barracuda, AR-10 and all “-T” launchers) and Clan (Killer Whale, White Shark, Barracuda and 
  AR-10 launchers only)
  Unit Restrictions: Only DropShips may mount capital missile launchers.
  Construction Rules: Capital missile launchers require one gunner per launcher and must spend enough tonnage for a minimum of 10 shots 
  per launcher, in accordance with the standard DropShip construction rules. An AR-10 launcher only requires a total of 10 shots, adding shots for all 
  missile types together.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 342–343) 
  Game Rules: Total Warfare, p. 235
  CAPITAL MISSILE LAUNCHERS
  i
  CELLULAR AMMUNITION STORAGE EQUIPMENT (CASE)
  Introduced: 2476 (Terran Hegemony)
  Extinct: 2840 (Inner Sphere)
  Recovered: 3036 (Draconis Combine)
  One of the oldest examples of so-called “lost” technologies, CASE (as 
  we know it today) actually predates the Star League by nearly a hundred 
  years. Indeed, its earliest progenitors can be traced back even farther. 
  Developed as a damage-control technology in the event of catastrophic 
  internal explosions, CASE—then as now—became an intrinsic part of the 
  armor system on BattleMechs, Combat Vehicles and fighters, intended 
  to save crews and machines for later salvage. When heat or damage trig-
  gers an ammunition explosion in a CASE-protected location, specially 
  designed blow-away panels direct the force of the explosion outward, 
  through the rear of the machine. Though any remaining internal struc-
  ture in the affected section is typically damaged in these blasts, CASE has 
  spared many a machine that once would have been fully consumed by an 
  internal explosion.
  Originally kept tightly controlled by the Terran Hegemony (along with 
  many of their vital technologies), CASE has proliferated among armorers 
  across the Inner Sphere since its recovery, and even has been adapted 
  for non-military equipment (as a guard against the effects of freak fuel 
  tank explosions and the like). The Clans, of course, have also retained this 
  technology, but have refined it so well that theirs is completely seam-
  less and weightless by Inner Sphere standards. Nevertheless, even Clan 
  CASE remains incompatible with the compact architecture of ProtoMech 
  designs, where even a redirected internal explosion would have cata-
  strophic effects on the machines and their pilots.
  Tech Rating: Inner Sphere and Clan
  Unit Restrictions: ProtoMechs, Small Craft and DropShips may not carry CASE.
  Game Rules: CASE systems are automatic, and are considered active even if the unit is shut down or its pilot/crew is rendered incapable of acting 
  in combat.
  Construction Rules: For Inner Sphere BattleMechs and IndustrialMechs, CASE must be allocated to Torso locations only. Inner Sphere Combat and 
  Support Vehicles with CASE automatically place this equipment in the Body location at a cost of 1 equipment slot. Aircraft and aerospace fighters with CASE 
  place this equipment in their fuselage as well, at no cost in weapon slots. Units built with a Clan internal structure (except for ProtoMechs) are presumed to 
  incorporate CASE automatically in all locations that store ammunition or explosive equipment (such as Gauss rifles), unless otherwise specified.
  OmniMechs, OmniVehicles and Support OmniVehicles designed without CASE in their base chassis may add it to later configurations as a pod.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 342–343) 
  Game Rules: Total Warfare, p. 133
  CASE
  i
  COCKPIT/CONTROL SYSTEMS
  The nerve center of any modern vehicle, aerospace craft or ’Mech, the 
  cockpit is to these units what the brain is to the human body. Here the 
  pilot resides, surrounded by controls and sensor readouts—here, just one 
  human being (or a handful of them) can control the might of a machine 
  weighing anywhere from a few hundred kilograms to a hundred thou-
  sand tons. More commonly known among vehicles as the driver’s seat 
  or control cabin, and known on larger space and seagoing craft as the 
  bridge, these control centers are the most vital components in modern 
  equipment design. The following paragraphs describe the basic control 
  systems commonly used in the field: ’Mech cockpits, ProtoMech cockpits, 
  aerospace cockpits, vehicular control systems and command bridges. 
  
  211
  211
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  ’MECH COCKPIT
  Introduced: circa 2300 (Terran Alliance)
  Born at the same time as the concept of the ’Mech, ’Mech cockpits 
  today vary slightly from design to design, and a bit more so from 
  IndustrialMech to BattleMech, but their ability to control and balance 
  walking machines weighing up to 100 tons at the whims of a single 
  pilot makes them one of the most sophisticated command centers 
  ever made.
  BattleMech cockpits, by far the most complex, universally incor-
  porate advanced communications, targeting and tracking systems 
  and a neurohelmet-based balance control system. These systems 
  combine to allow the ’Mech’s pilot—the MechWarrior—to keep 
  his walking tank mobile and reactive in the thick of battle, even 
  while directing the energies of a massive integral weapons system. 
  Inner Sphere BattleMech cockpits even include special amenities 
  for long-term use, such as sanitary facilities, a small stowage space 
  and so on. Their Clan counterparts, which are meant for the short 
  haul, are more cramped in comparison, but arranged with such 
  efficiency that Clan pilots do not apparently suffer from the lack of 
  such “luxuries.”
  IndustrialMech cockpits, by comparison, are simpler than those 
  of BattleMechs, and give more of the pilot’s decision-making abil-
  ity over to the on-board computers for gross tasks. Not all of these 
  lower-tech control centers incorporate neurohelmet technologies 
  (and one need not be experienced to know the difference in both 
  the look and feel of the machine’s gait that results), nor do they 
  generally feature advanced targeting and communications systems. 
  They do not even feature full environmental sealing, relying on vents 
  for breathable air and ventilation, while the emergency ejection 
  systems found standard in BattleMech cockpits are an expensive 
  option. Beyond these differences, however, their controls are func-
  tionally identical to those of BattleMechs. This explains why some of 
  the best ’Mech pilots in the academies are often the “farm boys” who 
  grew up driving the family AgroMech.
  SMALL COCKPIT
  [Introduced: 3067 (Federated Suns)
  Mere weeks after the publication of this article, the Federated 
  Suns debuted its first battlefield-ready versions of the “small cockpit,” 
  an effort to reduce the weight and bulk of the standard BattleMech 
  cockpit below even Clan standards, theoretically allowing for the 
  installation of more (or simply larger) equipment in the head. Soon 
  afterward, the Lyran Alliance and the Word of Blake—presumably 
  through captured schematics—unveiled their own equivalents, and 
  subsequent battlefield salvage and reverse engineering has seen the 
  technology proliferate further since.
  More cramped than a Clan-designed cockpit, the small cockpit 
  lacks many of the amenities MechWarriors have grown accustomed to 
  and even rely upon, such as sanitary facilities for extended operations 
  and a reduction of personal cargo space. Pilot discomfort and a loss of 
  movement space thus impairs even the most seasoned MechWarrior. 
  In exchange, however, the ’Mech can mount a full ton of extra armor, 
  weaponry or ammunition, and the head section can mount weapons 
  with twice the bulk previously possible. –EB]
  PROTOMECH COCKPIT
  Introduced: 3060 (Clan Smoke Jaguar)
  It is a given that Clan military technology tends to run smaller 
  and lighter in almost all aspects, but even a Clan BattleMech’s cock-
  pit—while snugly designed—masses as much as its Inner Sphere 
  counterpart. The ProtoMech cockpit, on the other hand, represents 
  the pinnacle of compactness. Weighing a mere 500 kilograms, which 
  includes enough space for life support, a seat and the pilot, what 
  allows the Clans to make the Proto’s cockpit so small is the fact that 
  even the most basic controls have been integrated with the pilot’s 
  implanted Enhanced Imaging neuro-technology.  More sophisticated, 
  invasive and dangerous than neurohelmets, EI technology is not pres-
  ently being duplicated by any Inner Sphere power, and the various 
  Inner Sphere nations are facing none of the resource crunch that 
  spawned the creation of these machines to begin with. As a result, the 
  claustrophobic, wired-cocoon ProtoMech cockpit remains a piece of 
  hardware exclusively maintained by the Clans.
  AEROSPACE COCKPITS
  Introduced: Pre-spaceflight
  Though aerospace craft have come a long way, the cockpit of 
  a modern aircraft, aerospace fighter or Small Craft serves roughly 
  the same function as that of its twentieth-century progenitors. This 
  may  be why the oft-rumored glove-based aerospace cockpits of 
  the original SLDF died out quickly in the late 28th century. Both the 
  classic early flight systems and those of today rely on control sticks or 
  wheels (the latter preferred far more often in civilian atmospheric craft 
  Tech Base: Inner Sphere (BattleMech [Standard and Small], IndustrialMech, fighter [conventional and aerospace], Small Craft, DropShip, 
  vehicle [Combat and Support]); Clan (BattleMech [Standard only], IndustrialMech, ProtoMech, fighter [conventional and aerospace], Small 
  Craft, DropShip, vehicle [Combat and Support])
  Unit Restrictions: See chart
  Game Rules: Cockpits and control systems are considered structural and cannot be “deactivated” during combat through engine shut-
  down or pilot/crew injury. 
  Construction Rules: The chart below indicates the availability of the featured cockpit types to particular units, as well as their construc-
  tion rules page references. 
  Table Reference: See Chart  
  COCKPIT/CONTROLS
  i
  Cockpit/Controls Type
  Unit 
  Availability
  Construction Rules 
  Reference
  BattleMech (Standard and Small)
  BM
  p. 52 (BM)
  IndustrialMech
  IM
  p. 69 (IM)
  ProtoMech
  PM
  p. 85 (PM)
  Conventional Fighter
  CF
  p. 189 (CF)
  Aerospace Fighter
  AF
  p. 189 (AF)
  Small Craft
  SC
  p. 189 (SC)
  Cockpit/Controls Type
  Unit 
  Availability
  Construction Rules 
  Reference
  DropShip
  DS
  p. 189 (DS)
  Combat Vehicle
  CV
  p. 103 (CV)
  Support Vehicle
  SV
  p. 131 (SV)
  Key: BM=BattleMechs, IM=IndustrialMechs, PM=ProtoMechs, CV=Combat Vehicles, 
  SV=Support Vehicles, CF=Conventional Fighters, AF=Aerospace Fighters, SC=Small 
  Craft, DS = DropShips
  
  applications than anyplace else) to guide the craft’s course from take-off 
  to landing. Still, the progress of weapons technologies, sensor designs and 
  the added functionalities of VSTOL designs can allow today’s aerojock to 
  do things that no prop-driven crop duster ever could.
  Today’s aerospace cockpits—even those employed by conventional 
  aircraft—feature life support systems and a broad suite of secondary 
  monitors used to keep track of everything from local weather systems and 
  satellite navigation data to the condition of the craft itself.
  Small Craft, particularly those with long-range capability, even add 
  features designed for the long haul, including management of fuel con-
  trol systems, deep space navigation and a smart astrogational auto-pilot 
  that uses local stellar data (rather than surface topography) to identify the 
  vessel’s position and orientation. Because they are always designed for at 
  least two pilots, such cockpits tend to be more like miniature bridges than 
  fighter cockpits.
  VEHICULAR CONTROL SYSTEMS
  Introduced: Pre-spaceflight
  A vehicular control system, at its heart, is a driver’s seat and dash-
  board, the same as one might find in a personal automobile. While the 
  layouts may change, most are so simple that even a teenager with basic 
  driver’s training can adapt quickly from vehicle to vehicle. While the core 
  principles do not change all that much for most vehicles, however, units 
  designed for three-dimensional movement—such as submarines, airships 
  and helicopters—are a bit more complex in operation. 
  In the case of many larger vehicles—military craft or Support Vehicles 
  massing 15 tons or more—control systems grow increasingly complex, 
  often requiring multiple crewmen to properly operate the vehicle. In most 
  combat vehicles, this allows for specialized positions, such as gunners, 
  sensor operators, loaders, engineers, navigators and co-drivers. Support 
  Vehicles without combat capability may require navigators or radar and 
  communications operators. The range of functions depends as much on 
  the vehicle’s size and function as on the manufacturer’s design philosophy, 
  but make no mistake about it: if all you need to do is get a vehicle to move, 
  you can usually accomplish that with just one driver or pilot.
  COMMAND BRIDGES
  Introduced: early spaceflight (ca. 1960-2000)
  In the case of DropShips and other large spacecraft, the modern bridge 
  or command deck evolved from the earliest days of human space explo-
  ration. Essentially little more than a concentrated and upgraded version 
  of any large vehicle’s crew cabin, the command bridge of a spacecraft is 
  usually a small chamber filled with screens and stations, with a captain’s 
  chair conveniently placed either in the center or aft to take in all action at 
  a glance. Thanks to automation, computer controls and the hard work of 
  able bodies throughout the vessel, most operations from the bridge are 
  accomplished simply by pushing buttons, sending directions to the ship 
  via an internal communications and control network not unlike the ner-
  vous system of the human body. These features allow a vessel commander 
  to focus more on the act of commanding than of actually performing the 
  various tasks involved in getting thousands of tons of DropShip to move 
  and—if necessary—to fight.
  COMMUNICATIONS EQUIPMENT
  Introduced: Pre-spaceflight
  Though most common to rearguard military vehicles acting as battlefield 
  command centers, communications equipment is also seen in the police, civil 
  service, commercial and industrial sectors. Specialized “comm gear” may be 
  deployed in anything from a state-of-the-art newsvid van to a rescue vehicle, 
  to a traffic control airship. The uses for such expanded communications 
  facilities can be almost infinite, with direct point-to-point operational ranges 
  (without bouncing) averaging 50 kilometers on the ground. Most complex 
  systems can tap into satellite uplinks and communicate with vessels and other 
  craft in close orbit, and larger units may even interface with HPG uplinks, to 
  enter their transmissions into the local interstellar communications queue.
  The basic suite of this type of communications gear is intrinsic to the 
  normal systems found in military units like BattleMechs, aerospace fight-
  ers and Combat Vehicles. Some of the most popular of these include our 
  own home-grown Achernar Electronics comm systems, or the Neil and 
  O/P series seen across the Inner Sphere.
  These systems have their limits, and not all civilian and industrial vehi-
  cles carry even this much gear. Combat and Support Vehicles that devote 
  tonnage to these systems, however, can vastly improve their tactical com-
  mand of a situation, either by monitoring remote sensors or by aiding field 
  commanders in coordinating battlefield maneuvers.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: None.
  Game Rules: Communications equipment has no impact in Total Warfare; its use is expanded upon in Tactical Operations. A unit’s communica-
  tions equipment is considered active in game play as long as the system is not hit in combat, the unit’s sensors and cockpit are undamaged, the 
  engine is not shut down and the unit is not destroyed. Otherwise, these systems continue to function even if the pilot/crew is unable to act.
  Construction Rules: BattleMechs, ProtoMechs, Combat Vehicles and fighters of all kinds automatically possess a basic amount of communica-
  tions equipment (equivalent to 1 ton) as part of their cockpit and control systems. Small Craft and DropShips incorporate communications equip-
  ment as well (equivalent to 3 tons of such equipment) as part of their cockpit and control systems. IndustrialMechs and Support Vehicles do not 
  carry communications equipment more sophisticated than a radio unless they invest tonnage in such gear.
  Advanced units have the following basic communication equipment equivalency: satellites (1 ton), JumpShips (4 tons), WarShips and Space 
  Stations (5 tons); rules for such units are found in Tactical Operations (satellites) and Strategic Operations (JumpShips, WarShips, and Space Stations).
  Communications equipment that a unit automatically comes with stacks with a set of additional equipment to produce a total communications 
  equipment tonnage rating. For example, a Small Craft (which receives 3 tons free) that adds a set of 3 tons of communications equipment has a total 
  communications equipment rating of 6 tons.
  For all eligible units, a set of communications equipment must be installed in full-ton lots (to a maximum of 15 tons per unit). No unit may add 
  more than one set of communications equipment.
  For BattleMechs and IndustrialMechs, communications equipment requires 1 critical slot per ton and must be allocated to the Critical Hits Table 
  in a contiguous series within the same location; it may be operated by 1 crewman.
  Combat and Support Vehicles need to allocate only 1 equipment slot to the entire set, regardless of its tonnage. Aerospace units may treat com-
  munications equipment like cargo, allocating the set to the Body/Fuselage location without occupying weapon slots. For these units, all additional 
  communications equipment adds 1 crewman to the unit’s minimum crew needs for every ton of communications gear.
  ProtoMechs may not mount any additional communications equipment.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345 
  COMMUNICATIONS EQUIPMENT
  i
  
  213
  213
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  CONCEALED WEAPON (MODIFICATION)
  Introduced: Pre-spaceflight
  While often dismissed as a mere plot device for flashy spy-thriller 
  holovids, it is actually not unheard of for some Support Vehicles to 
  pack hidden weapons beneath fold-back or blow-away panels. Such 
  camouflage techniques are only partly effective, however; only 
  smaller weapons—those generally harmless against heavier combat 
  units like BattleMechs—may be easily concealed in such a fashion. 
  Unfortunately, those who generally go through the effort to con-
  ceal such weapons aren’t law-abiding citizens or security-conscious 
  members of the MIIO, but gangland criminals or terrorists, who target 
  anything but armored objectives that can fight back. 
  Naturally, concealed weapon modifications are highly illegal in 
  most circumstances, and limited by their nature and size constraints 
  to the smaller classes of weapons and civilian or industrial Support 
  Vehicles—such as your average SUV. Their use is unheard of among 
  the Clans, but those of you who might see action or assignment as 
  part of an urban pacification or peacekeeping mission would do well 
  to remember that such modifications can hide anything from a hold-
  out pistol in the headlamp of a sports-cycle to a man-portable SRM in 
  the trunk of a hovercar.
  Tech Base: Inner Sphere
  Unit Restrictions: Only Small Support Vehicles (under 5 tons total weight) may employ concealed weapon modifications
  Game Rules: The concealed weapon modification has no impact in Total Warfare; its use will be covered in A Time of War.
  Construction Rules: Only Small and Medium-class weapons may be mounted as concealed weapons. The concealed weapon modifica-
  tion weighs 5 percent of the weapon’s base weight (not counting ammunition), rounded up to the nearest kilogram. Concealed weapon 
  modifications occupy no equipment slots by themselves, though the weapon itself does.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  CONCEALED WEAPON
  i
  ECM SUITE
  Introduced: 2597 (Terran Hegemony)
  Extinct: 2845 (Inner Sphere)
  Recovered: 3045 (Capellan Confederation)
  Around the end of the Reunification War, Johnston Industries 
  (a Terran Hegemony company, working in partnership with Yelm 
  Weapons of Fletcher) debuted the Guardian ECM suite on the newly 
  deployed Nightshade VTOL. This broad-spectrum jamming and 
  electronic countermeasure system revolutionized electronic warfare 
  (EW). In a day when most communications and targeting systems 
  had grown accustomed to a battlefield flooded by conventional 
  electronic noise and counter-noise, the Guardian was powerful and 
  smart enough to scramble all hostile electronics within a spherical 
  “bubble” roughly 180 meters across. The Guardian could even adapt to 
  and scatter contemporary EW packages like the Beagle Active Probe, 
  Narc Missile Beacon and Artemis IV—all while simultaneously keeping 
  friendly channels and targeting enhancers clear.
  Even today, the Guardian’s recovered technology remains highly 
  adaptable, not only capable of recognizing and countering the EW fea-
  tures of its Star League counterparts but also newer technologies such 
  as the C3 and C3i systems. The Capellan Confederation has expanded 
  on the Guardian’s utility with their new stealth armor system, a new 
  role that will assure this powerful piece of technology a place on the 
  battlefield for the foreseeable future.
  Predictably, the refined (and name-brand free) Clan version of the 
  Guardian achieves the same effects with a third less weight and half 
  as much bulk. Though the technology was largely in decline for a time 
  among Kerensky’s children, their return to the Inner Sphere and the 
  growing preponderance of EW systems has prompted more and more 
  Clan machines to hit the field armed with ECM systems.
  Tech Base: Inner Sphere (Guardian ECM only) and Clan (Standard ECM suite only)
  Unit Restrictions: None
  Game Rules: Units with multiple ECM suites may use only one at a time in game play. Fighters, Small Craft and DropShips may only 
  use ECM suites when interacting with ground units. While active, ECM suites are automatic, and are considered active even if the unit’s 
  pilot/crew is rendered incapable of acting in combat, but will shut off if the carrying unit is shut down or destroyed.
  Construction Rules: BattleMechs mounting stealth armor must include a Guardian ECM suite as well. Units may mount more than one 
  ECM suite, but may not use more than one at a time during game play.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 134
  ECM SUITE
  i
  EJECTION SEAT
  Introduced: Pre-spaceflight
  BattleMechs, aircraft and aerospace fighters feature ejection seats 
  as a standard component of their cockpit design. These seats enable 
  the pilots of these units to make a speedy escape in the event of an 
  imminent catastrophe. Unfortunately, this technology is simply not 
  always available or possible in other vehicles, such as Combat Vehicles, 
  which rely more heavily on too many all-encompassing armor plates 
  and structural supports that make a blast-off ejection system practical 
  or reasonably safe.
  Still, it is not unheard of for some Support Vehicles—ranging from 
  high-performance fixed-wing craft and VTOLs to some of today’s 
  more extreme stunt cars and IndustrialMechs—to incorporate ejec-
  tion seating in place of standard seats. In most cases, of course, these 
  systems are after-market upgrades and are hardly what one might 
  consider “street legal.” So buyers, beware: if you’re shopping for an 
  Avanti or a Hurricane that boasts a bail-out mechanism, don’t assume 
  the manufacturer will pay your medical bills when your car—and your 
  dramatic egress system—don’t measure up to all expectations.
  
  The IndustrialMech ejection seat is more complex and bulky, adding 
  weight and requiring extensive modification to the typical IndustrialMech 
  cockpit—including the addition of canopy blasting bolts and the rear-
  rangement of the cockpit’s safety cage. Because such units aren’t sup-
  posed to be in a position to ever require such a speedy bail-out system 
  (and perhaps because manufacturers fear lawsuits from ejection system 
  misuse), this equipment is fairly uncommon in IndustrialMechs.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only IndustrialMechs, Small Support Vehicles and Medium/Large Support Vehicles with a Airship, Fixed-Wing or VTOL motive 
  system may install ejection seats.
  Game Rules: Ejection seats have no impact in Total Warfare. Rules for ejection appear in Tactical Operations, p. 196.
  Construction Rules: BattleMechs, fighters and Small Craft incorporate ejection systems into their cockpit designs automatically, while DropShips 
  must use escape pods and lifeboats.
  Units mounting ejection seats must mount the type intended for their design (Support Vehicle for Support Vehicles; IndustrialMech for 
  IndustrialMechs). The IndustrialMech ejection seat critical slot must be assigned to the unit’s head. Support Vehicle ejection seats take up no equip-
  ment slots but must be noted on the unit’s record sheet.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  EJECTION SEAT
  i
  ENGINES
  If the cockpit is the brain of the modern vehicle, the engine is surely its 
  heart. With so many different vehicles, ’Mech types and aerospace engines 
  out there today, it would take an entire volume to get into the finer details 
  about how the various engines work and what their nuances are. As that 
  is beyond the scope of this document, engineering students are directed 
  to their relevant coursework and the primer in the latest edition of Rayne’s 
  Power Sources. For the purposes of this briefing, engines are broadly 
  described as follows: military-standard fusion engines (including those 
  used in BattleMechs, Combat Vehicles and ProtoMechs), military-standard 
  combustion engines, aerospace engines, industrial fission/fusion engines, 
  industrial internal combustion engines and Support Vehicle engines. 
  MILITARY-STANDARD FUSION ENGINES
  Introduced: Circa 2021 (Western Alliance, Terra)
  Massive technological advances (for the era) made it possible to deploy 
  relatively inexpensive fusion-based power supply systems small enough 
  for vehicular use in the early twenty-first century. Naturally, one of the first 
  applications of this technology appeared in military vehicles and aircraft. 
  In the millennium since that time, combat fusion engines have only grown 
  smaller, more efficient, cleaner and more powerful—enabling the prac-
  tical development of the BattleMech as the titan of war it has become. 
  Still by no means cheap to the average consumer, battlefield-rated fusion 
  engines are manufactured across the Inner Sphere today by a relatively 
  small number of producers. They range in mass from the half-ton (and 
  incredibly rare) Omni-10 power plant to the truly massive (and rarely used) 
  LTV-400, which tips the scales at 52.5 tons.
  In practical application, these engines have evolved as technologies 
  expanded, but they have proven most efficient when used to power 
  BattleMechs (or IndustrialMechs). Combat Vehicles, by comparison, have 
  to mount additional shielding and power conduits to handle and harness 
  a fusion power source, which tends to add significant weight over and 
  above the traditional ’Mech versions.
  With centuries of warfare, of course, the best technological enhance-
  ments focused on these units, yielding to date three major improvements 
  to battlefield fusion: the extralight (XL) engine, the light fusion engine and 
  the ProtoMech engine.
  Extralight (XL) engines were first fielded by the Terran Hegemony’s 
  armed forces in 2579, and achieved widespread use by the time of 
  Kerensky’s departure in 2784. The Succession Wars destroyed the last of 
  the XL engine plants by 2865, but the technology was recovered by the 
  Lyran Commonwealth in 3035 as one of many lost treasures of the fallen 
  Star League. These engines reduce their overall mass by roughly half, in 
  exchange for far greater bulk, thus allowing a given unit to carry addi-
  tional weapons, armor and other equipment. The Clans’ refined version 
  matches these weight savings, but at a significant reduction in bulk that 
  enhances the engine’s overall survivability in combat.
  Light engines were originally the brainchild of the Wolf’s Dragoons 
  mercenary command, as an effort to mimic the compact but lighter-weight 
  Clan XL. This engine, which balances the XL’s bulk and weight savings, 
  tends to weigh 25 percent less than an identically-rated military-standard 
  fusion engine, for the same volume as a comparable Clan-made reactor. 
  Spies from the Lyran Alliance reportedly stole this technology in the late 
  3050s, and—despite the threat of the Dragoons’ ire—the armies loyal to 
  then-Archon Katherine Steiner-Davion began to field light engines in 3062.
  [Compact engines emerged in 3068, a year after this document was 
  compiled. Once again developed by Lyran engineers, this engine type was 
  apparently an alternative approach to the “smaller, harder-to-kill engine” 
  problem initially authorized by General Nondi Steiner during the FedCom 
  Civil War. The compact engine has half the physical size of the standard 
  fusion plant, but weighs fifty percent more through the use of denser 
  shielding and a smaller, high-density fusion bottle. In the face of the 
  Blakist Jihad, General of the Armies Adam Steiner shared this technology 
  with ComStar and—through them—other nominal Lyran allies, including 
  the FedSuns and the Combine. Since then, sadly, Word of Blake Robes have 
  managed to capture and reverse-engineer the technology as well. –EB]
  ProtoMech engines, the last of the major combat-rated fusion plants, 
  are new not so much because they are particularly innovative, but because 
  they were devised to maximize their power-to-weight ratios in the inter-
  ests of improving ProtoMech viability when they debuted in 3060. Where 
  standard combat-rated fusion engines are available only in power rating 
  increments of five, ProtoMechs, with their smaller design mass increments, 
  can benefit better from engines custom-built to their unique needs. 
  Observers had identified ProtoMech engines as light as 250 kilograms in 
  the field, though the theoretically smallest possible chassis could have an 
  engine with a power rating of 4, weighing as little as 100 kilograms.
  MILITARY-STANDARD COMBUSTION ENGINES
  Introduced: Pre-spaceflight
  One of the most popular, inexpensive, tried-and-true of all engine tech-
  nologies has been the internal combustion engine (ICE for short). It there-
  fore comes as no surprise that while these power plants are impractical for 
  BattleMech use thanks to their greater size, they have nonetheless made their 
  presence known in the wider field of combat vehicles, including tanks, VTOLs 
  and even conventional fighters. While ton-for-ton only half as efficient as a 
  competing fusion engine, and reliant on a constant supply of chemical fuels 
  for long-term operation, modern combat ICEs—or at least the parts to main-
  tain them, which technically differ little from those of civilian manufacture—
  can be found on virtually every inhabited world in the Inner Sphere. Advances 
  in technology have not permitted the development of extralight or light ICEs, 
  but their ability to operate without heat spikes and still use heavy energy 
  weapons—after the proper installation of power amplifiers, of course—has 
  made them a perfect match for conventional combat vehicles.
  
  215
  215
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  AEROSPACE ENGINES (FUSION/TURBINE)
  Introduced: Pre-spaceflight (conventional aircraft), 2026 (Western 
  Alliance, Terra – aerospace/spacecraft)
  The standard military fusion and combustion engines (aerospace 
  ICEs are called turbines) referenced above were technologies easily 
  adopted to use by conventional military aircraft and aerospace fight-
  ers. Ultimately, their development into flight systems was simply a 
  matter of making them light and efficient enough to be useful and 
  economical for air and space vehicles.
  At the Small Craft and DropShip scale, however, engine design had to 
  evolve somewhat to allow for the launch of larger spacecraft for longer 
  voyages. The first true success of this endeavor came with the launch 
  of the Western Alliance’s spacecraft, the AS Columbia, on a mission to 
  Mars.  While centuries would pass before Small Craft and DropShips as 
  we know them today came to be, the development of aerospace drives 
  as found on such vessels differs little fundamentally from those used in 
  humankind’s first tentative steps into deeper space.
  INDUSTRIAL FISSION/FUSION ENGINES
  Introduced:  early spaceflight (ca 1960-2000 [Fission]); 2021 (Western 
  Alliance, Terra)
  Commercial and industrial-grade fission and fusion engines as we 
  know them evolved out of the technologies that emerged in the early 
  twenty-first century. Though humans had been splitting the atom 
  since the late 1940s, the use of such power in smaller vehicle applica-
  tions was limited almost exclusively to the massive seagoing vessels 
  used by the militaries of the resident superpowers. Controversial in 
  nature, fission engines—essentially steam or gas turbines driven by 
  the fission chain reactions in certain radioactive materials—faced a 
  long, hard fight for acceptance in industrial vehicle applications. The 
  advent of “cleaner” fusion technology only complicated matters.
  Nevertheless, both technologies have managed to survive to 
  the present day as the preferred high-power source for modern 
  IndustrialMechs. Shadowing the advances of combat fusion reactors, 
  these particular commercial analogues maintain the same universal 
  performance ratings as their military counterparts, and have com-
  parable features for a given size of IndustrialMech and mobility. On 
  average, for instance, a given IndustrialMech fission plant can accom-
  plish the same amount of output as its fusion counterpart with a 75 
  percent increase in its overall mass, though practical limits of shield-
  ing and safety technologies have kept even the smallest vehicular 
  IndustrialMech fission plant at 5 tons. Meanwhile, IndustrialMech 
  fusion engines match their battlefield cousins well enough to allow for 
  equal swaps in a pinch. 
  INDUSTRIAL COMBUSTION ENGINES
  Introduced: Pre-spaceflight
  Another industrial analogue to today’s combat engine—and again 
  utilized today almost exclusively by IndustrialMechs—are industrial-
  grade ICEs and fuel cell engines. Not terribly different from their military 
  varieties (though fuel cell engines lost popularity as a battlefield power 
  source before the age of the BattleMech), today’s IndustrialMech fuel 
  burners can match the efficiency of a BattleMech plant with little more 
  than a significant increase in weight and the addition of supplemental 
  fuel stores. Granted, their applications vary a bit, with fuel cell engines 
  adaptable to submerged or vacuum environments versus cheaper fossil 
  fuel burners, but today, various laws, centuries of design tradition and 
  the military drive to place the best power sources in the most deserv-
  ing equipment has relegated these engines to IndustrialMech use.
  SUPPORT VEHICLE ENGINES
  Introduced: Pre-spaceflight
  Not bound by the universal rating systems and standards of military 
  vehicle and ’Mech designs, conventional Support Vehicles have access 
  to an extremely varied array of power supply choices. Steam engines, 
  internal combustion, electric motors (including battery-driven and 
  solar-powered), fission and fusion sources exist in the civilian and 
  commercial sectors, powering everything from monocycles and 
  hovercars to airliners and zeppelins. The shapes, sizes and weights of 
  these power supplies vary with whatever level of technical sophistica-
  tion the designers may employ, but only the most sophisticated can 
  generally approach the potential of military-grade engines.
  Tech Base: Inner Sphere (Fusion [Standard, IS XL, Light, Compact], ICE, Fuel Cell, Fission, DropShip/Small Craft and Support Vehicle), and 
  Clan (Fusion [Standard, Clan XL], ICE, Fuel Cell, Fission, ProtoMech, DropShip/Small Craft and Support Vehicle)
  Unit Restrictions: See chart
  Game Rules: Engines are considered active in game play unless the unit is shut down or destroyed. Filled or partially filled engine fuel 
  tanks (where applicable) are considered always live and will explode per standard rules if critically hit during game play.
  Construction Rules: All units constructed under these rules—except for Combat and Support Vehicle units built as Trailers that are not 
  designed to operate independently of a Tractor—must carry an engine. The chart below indicates the availability of the featured engine 
  types to particular unit types, as well as their construction rules page references and main weight tables.
  Table Reference: See Chart 
  Game Rules: Total Warfare, pp. 126 (‘Mechs), 195, 197 and 199 (vehicles),  and 241 (aerospace)
  ENGINE
  i
  Engine Type
  Unit Availability
  Construction Rules Reference
  Weight Table
  Standard Fusion
  BM, IM, PM, CV, CF, AF
  p. 48 (BM), 67 (IM), 83 (PM), 100 (CV), 184 (CF), 184 (AF)
  Master Engine
  Extralight (XL) Fusion
  BM, CV, AF
  p. 48 (BM), 100 (CV), 184 (AF)
  Master Engine
  Light Fusion
  BM, CV, AF
  p. 48 (BM), 100 (CV), 184 (AF)
  Master Engine
  Compact Fusion
  BM, CV, AF
  p. 48 (BM), 100 (CV), 184 (AF)
  Master Engine
  Standard ICE/Turbine
  IM, CV, CF, AF
  p. 67 (IM), p. 100 (CV) p. 184 (CF) p. 184(AF)
  Master Engine
  Industrial Fuel Cell
  IM
  p. 67 (IM)
  Master Engine
  Industrial Fission
  IM
  p. 67 (IM)
  Master Engine
  ProtoMech
  PM
  p. 83 (PM)
  ProtoMech Engine
  DropShip/Small Craft
  SC, DS
  p. 184 (SC, DS)
  Aerospace Engine
  Support Vehicle (Any)
  SV
  p. 126 (SV)
  Support Vehicle
  Key: BM=BattleMechs, IM=IndustrialMechs, PM=ProtoMechs, CV=Combat Vehicles, SV=Support Vehicles, CF=Conventional Fighters, AF=Aerospace Fighters, SC=Small Craft,  
  DS = DropShips
  
  ENVIRONMENTAL SEALING
  Introduced: Pre-spaceflight
  Unlike BattleMechs, aerospace fighters, submersible vehicles and 
  DropShips—which all incorporate this technology by design—many 
  Support Vehicles and IndustrialMechs lack the hermetic sealing to operate 
  in toxic environments, vacuum or even underwater. At an added cost in 
  chassis mass, however, environmental sealing can be added to many of 
  these units, incorporating air tanks, filters, scrubbers and airtight sealing.
  This process allows for the crew cabins, cockpits and critical parts to 
  function normally in such hostile environments, albeit at an increased 
  cost. Even though environmental sealing protects the pilots and crews of 
  units so equipped and enables their parts to move properly, don’t expect 
  the likes of a Tyron 25 internal combustion engine to function when com-
  pletely submerged, even with full sealing. Such engines, after all, still need 
  to take in air to burn their fuel. Achieving full functionality irrespective of 
  environment can only be attained by vehicles and units that are not only 
  sealed, but whose engines also don’t need to breathe air (such as fuel cell, 
  fission or fusion plants).
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: BattleMechs, ProtoMechs, aerospace fighters, Small Craft, DropShips and submersible Support Vehicles may not install envi-
  ronmental sealing (as they receive it automatically).
  Game Rules: IndustrialMechs with environmental sealing may enter Depth 1 Water, but cannot be fully submerged unless they incorporate 
  both environmental sealing and a Fission, Fusion or Fuel Cell engine. Additional applications for enviro-sealing are covered in Tactical Operations.
  Construction Rules: IndustrialMechs must spend 10 percent of their total mass (rounded up as appropriate to the unit’s core construction rules) 
  to add environmental sealing, and must assign one critical slot per body location to the sealing systems (see p. 70 under Step 2 of the IndustrialMech 
  core construction rules). Support Vehicles may also incorporate environmental sealing into their chassis design process (see pp. 122-123).
  Environmental sealing for Combat Vehicles is covered in Tactical Operations, p. 303.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  ENVIRONMENTAL SEALING
  i
  ESCAPE POD
  Introduced: Circa 2000 (maritime), early spaceflight (aerospace)
  Large spacecraft and Support Vehicles, with crews averaging in the doz-
  ens, tend to incorporate escape pods into their construction as a sealed 
  sort of “mass transit” version of the ejection seat. Developed to sustain six 
  to seven adults at one time in hazardous environments—including space 
  and re-entry—typical escape pods come in space and underwater types, 
  deployed by spacecraft and submarines, respectively.
  Though developed for very different environments, both types average 
  out in function. A typical DropShip escape pod weighs about seven tons 
  (though two tons of this covers the launch mechanism). The pod typically 
  features maneuvering jets, re-entry shielding and a parachute or parafoil 
  for landing after blasting free of its parent ship with a maximum comple-
  ment of six people. Once launched, an omni-directional beacon mounted 
  in the pod transmits a distress signal for up to thirty days—though the 
  pod’s life support can only sustain its full complement for twenty days, 
  and its on-board food rations tend to be good for all of twelve.
  By comparison, the maritime escape pod weighs seven tons—the 
  extra weight going into structural reinforcement and space for up to ten 
  persons—and relies mainly on its buoyancy to ascend from its launch 
  depth to the surface, at which point the pod can function as a common 
  lifeboat. If the local atmosphere is breathable, the maritime escape pod 
  can open up on the surface to avoid running out of breathable air, and 
  stands a good chance of reaching safety long before its food supplies run 
  out, especially as many such models come with small electric motors that 
  can be used for propulsion once surfaced.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only Naval Support Vehicles (including those featuring hydrofoil or submersible chassis modifications) 5 tons and over 
  may use maritime escape pods. Only Small Craft, DropShips and Airship or Fixed-Wing Support Vehicles 5 tons and over may use aerospace 
  escape pods.
  Game Rules: Escape pods have no impact in Total Warfare game play. The use of these items is covered in Strategic Operations, pp. 26-27.
  Construction Rules: Small Craft, DropShips and airborne Support Vehicle types over 5 tons may use aerospace escape pods. Naval (especially 
  submersible) Support Vehicles over 5 tons may use maritime escape pods. Pods are not considered to occupy weapon or equipment slots on 
  spacecraft or Support Vehicles, but should be noted in the unit’s statistics.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  ESCAPE POD
  i
  EXTERNAL STORES HARDPOINT
  Introduced: Pre-spaceflight
  Another feature common to military aircraft and aerospace fighters, 
  but uncommon to airborne Support Vehicles, are external hardpoints: 
  fixed mountings for external modules that can be used to carry external 
  fuel tanks, or even bombs and rocket pods. Their existence on civilian and 
  commercial air vehicles is not necessarily tightly controlled, but wary war-
  riors should always keep in mind that a hardpoint devoted commercially 
  to extra fuel for an airliner may just as easily pack a few tons of cluster 
  bombs in the hands of a desperate resistance or terrorist group.
  
  217
  217
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  FIELD KITCHEN
  Introduced: Pre-spaceflight
  Seen as a luxury on battle fronts, but often a feature of the rear 
  guard—as well as remote civilian and industrial work sites—field kitch-
  ens (referred to on some vehicles as a galley) are essentially mobile 
  cafeterias equipped to supply the culinary needs of up to 150 troops 
  or workers. (That’s actually a textbook case; real-world kitchens can 
  range in capability based on the supplies on hand and the skills of the 
  chefs.) Some field commanders—notably those of the Lyran Alliance, 
  who tend to value creature comforts more than others—often fight 
  tooth and nail for their field kitchens, defending their value as a luxury 
  that keeps troop morale high. But while that may sound petty, studies 
  have shown that the responsible use of field kitchens can accomplish 
  more to maintain troop health, ease tense nerves and reduce instances 
  of broken discipline than field rations alone.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: BattleMechs, IndustrialMechs and aerospace units may not carry field kitchens. (Small Craft and DropShips count this 
  feature within the tonnage reserved for crew quarters.)
  Game Rules: Its game play rules are covered in Strategic Operations p. 41, under Fatigue (Outside of Game Play).
  Construction Rules: A unit may mount a maximum of 3 field kitchens at one time. Each field kitchen adds 3 crewmen to the vehicle’s 
  minimum crew requirements.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  FIELD KITCHEN
  i
  FIRE CONTROL SYSTEMS
  Not to be confused with the Artemis fire control systems described 
  earlier, the fire control systems described here refer to sensors and tar-
  geting systems specifically designed for combat in modern vehicles 
  and ’Mechs. These systems come standard with all battlefield combat 
  units and aerospace craft, but Support Vehicles and IndustrialMechs do 
  not automatically feature such systems, and must add them as design 
  modifications instead. These modifications are outlined below.
  BASIC FIRE CONTROL
  Introduced: Pre-spaceflight
  Support Vehicles use basic fire control systems to reduce crew 
  needs and improve the accuracy of any heavy- and medium-class 
  weapons they might mount. Still inferior to the on-board targeting 
  and tracking systems used by true combat vehicles, they are generally 
  sufficient for combat, but their effectiveness is generally hampered by 
  the intrinsic EW systems of actual combat units. Before the BattleMech, 
  these systems were state-of-the-art; today, they are standard only on 
  IndustrialMechs, and are available as an option for armed Support 
  Vehicles. Basic fire control is not sophisticated enough to work with 
  the targeting computers available today to Clan and Inner Sphere 
  units, nor can a unit equipped with only basic fire control make use of 
  enhanced C3 computers.
  ADVANCED FIRE CONTROL
  Introduced: Circa 2300 (Terran Alliance)
  Advanced fire control systems are integral to all combat units and 
  employed primarily by Support Vehicles designed for deployment in 
  combat. They’re also common among armed IndustrialMechs (though 
  Tech Rating: Clan and Inner Sphere (Basic Fire Control–B; Advanced Fire Control–C)
  Unit Restrictions: Only Support Vehicles may install basic fire control systems (IndustrialMechs receive this system free). Only 
  IndustrialMechs and Support Vehicles may install advanced fire control systems (BattleMechs, ProtoMechs, Combat Vehicles, fighters, Small 
  Craft and DropShips receive this system free).
  Construction Rules: Basic fire control may be installed only on Support Vehicles. Its weight is equal to 5 percent of the combined weight 
  of all heavy- and medium-class weapons mounted on the unit, not including ammunition (rounded up to the nearest kilogram for Small-
  sized Support Vehicles, or to the nearest half-ton for Support Vehicles 5 tons and up). Basic fire control occupies no equipment slots, and 
  reduces the crew needed to man each of the Support Vehicle’s medium weapons to 1 (not including the Support Vehicle’s Driver/Pilot).
  Advanced fire control may be installed on IndustrialMechs and Support Vehicles. IndustrialMech advanced fire control takes up no weight or 
  critical slots (but doubles the cost of the ‘Mech’s cockpit). Support Vehicle advanced fire control systems weigh 10 percent of the vehicle’s com-
  bined heavy- and medium-class weapons, not including ammunition (rounded up to the nearest kilogram for Small-sized Support Vehicles, 
  or to the nearest half-ton for Support Vehicles 5 tons and up).  Advanced fire control also occupies no equipment slots, and reduces the crew 
  needed to man each of the Support Vehicle’s medium-class weapons to 1 (one of these gunners may also be the vehicle’s Driver/Pilot).
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 206
  FIRE CONTROL SYSTEM
  i
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only Fixed-Wing Support Vehicles may install external stores hardpoints. (Conventional and aerospace fighters receive 
  them free.)
  Construction Rules: Aerospace and conventional fighters receive external stores hardpoints (also known as bomb hardpoints) for free 
  (see Add Weapons, Ammunition and Other Equipment in the Aerospace section, p. 194). To acquire the same capability, Fixed-Wing Support 
  Vehicles must install hardpoints. A Fixed-Wing Support Vehicle may carry a maximum of 1 hardpoint for every 10 tons of unit weight 
  (rounded down). 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 245
  EXTERNAL STORES HARDPOINT
  i
  
  armed IndustrialMechs are themselves a rarity). On par with standard 
  combat targeting and tracking systems, advanced fire control enables 
  support units to function with equal efficiency to combat units, and even 
  allows compatibility with the advanced capabilities of targeting comput-
  ers and C3 systems.
  Though IndustrialMech models of this equipment are essentially 
  weightless, swapping out the extant sensor suites with a military-grade 
  version, the less-efficient Support Vehicle version of advanced fire control 
  masses twice that of the basic version, coming to ten percent of the weight 
  of all the vehicle’s mounted heavy and medium weapons.
  FLAMERS
  Introduced: Pre-spaceflight (Vehicle Flamer), 2025 (Western Alliance, 
  Terra [Standard Flamer])
  Flamers are a simple weapon with a long history, designed as much for 
  psychological warfare as for devastation. Most effective as anti-infantry 
  weapons, today’s heavy-weapon models of the flamer come in two basic 
  types: fusion-powered plasma flamers (often regarded as the standard 
  today), and the fuel-based chemical variety (often dubbed the “vehicle 
  flamer”). Both are marketed by a number of well-known manufacturers 
  across the Inner Sphere, from Flame Tech of Fletcher in the Free Worlds 
  League to the Hotshot series out of Coventry, or the Zippo available from 
  factories on Furillo and Hesperus II.
  As anti-’Mech weaponry goes, the flamer is a poor weapon choice, lack-
  ing the range and damage potential of even the typical small laser. Most 
  BattleMech-mounted models are the Standard type, which taps into the 
  reactor to produce heat in the form of a plasma release, but these can 
  deliver fire in short bursts only. Still devastatingly effective against infantry, 
  flamer fire may raise an opposing ’Mech’s heat levels as well. Compared to 
  a solid engine hit or two, however, flamers today can do little to imperil 
  technology now so well protected by innovations like double heat sinks.
  Because of their poor range and effectiveness against other units in 
  aerospace combat, aerospace units rarely use flamers. However, their 
  limited range and “spray” effect has made the Standard flamer marginally 
  effective as a point-defense weapon. Chemical-based vehicle flamers, 
  which are functionally useless in space, almost never appear on aero-
  space units.
  VEHICLE FLAMER
  The vehicle flamer is so known because it is favored more by ICE-
  powered units, such as lower-cost Combat Vehicles and IndustrialMechs. 
  Drawing on a store of chemical fuels—typically petroleum-based—these 
  weapons may be mounted without any need for heat sinks or power 
  amplifiers. Though technically available to BattleMechs as well (but not 
  to aerospace units), the fact that even these flamer types can cause inter-
  nal heat spikes when used—and possess an “ammunition” far less stable 
  than the rounds in a typical machine gun’s magazines—prompts most 
  BattleMech designers to pass on the concept.
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: Aerospace units cannot use Vehicle flamers. Units not powered by fusion or fission engines may not use Standard flamers.
  Game Rules: Flamers may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting, but loaded or partially 
  loaded Vehicular flamer ammo bins are always live and will explode per standard rules if critically hit during game play.
  Construction Rules: Units powered by fusion or fission (including aerospace and ProtoMech engine types, non-standard fusion engines and 
  Support Vehicle fusion and fission engines) may install either Standard flamers or Vehicle flamers as desired. Units powered by non-fusion/fission 
  engine types may only use Vehicle flamers. Note that even though they are classified as energy weapons in game play, Vehicle flamers do not require 
  power amplifiers when mounted on non-fusion/non-fission units, nor do they require heat sinks.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 98
  FLAMER
  i
  GAUSS RIFLE
  In all its forms, the Gauss rifle is one of the most devastating ballistic 
  weapons on the battlefield today. Developed by the Terran Hegemony 
  (with prototypes in the field as early as 2587), this weapon system uses 
  a series of magnets, rather than chemicals or powder, to propel an inert 
  nickel-ferrous projectile through its rifle barrel. Through this process, the 
  weapon achieves incredible muzzle velocities with almost negligible heat. 
  Though it requires a great deal of power, and the charged capacitors rep-
  resent an explosion hazard if damaged in combat, the raw kinetic damage 
  a Gauss rifle can inflict—and the excellent ranges at which it can deliver 
  such damage—easily surpasses these drawbacks.
  ANTI-PERSONNEL GAUSS RIFLE
  [Introduced: 3069 (Clan Jade Falcon)
  In 3069, Clan Jade Falcon began to deploy a new, lightweight Gauss 
  system specifically aimed at anti-personnel work. Though first carried by 
  Falcon Elementals in a bid to give themselves a decisive edge against the 
  host of new Spheroid battlesuits they were encountering, the anti-person-
  nel (AP) Gauss soon found its way to ’Mech and vehicle usage. Reliable 
  reports from the Homeworlds suggest that the weapon has since been 
  duplicated across Clan-held space, with the Blood Spirits recently deploy-
  ing this weapon on some of their newer ProtoMech designs.
  Essentially a Gauss-based variation of a needler weapon, the AP Gauss 
  fires a deadly hail of metal flechettes at supersonic speeds. Thanks in part 
  to their added acceleration, these flechettes can scour their way through 
  battlefield armor, unlike normal needler shot, which makes this weapon 
  particularly deadly to battle-armored troops and conventional infantry 
  alike. –EB]
  HEAVY GAUSS RIFLE
  Introduced: 3061 (Lyran Alliance)
  Seeking a weapon that would not simply close the Clan-Sphere 
  technology gap, but surpass it in terms of raw power, Lyran engineers 
  at Defiance Industries developed the immensely powerful heavy Gauss 
  rifle in 3061. With energy needs so great that only a nuclear engine can 
  keep it charged, the heavy Gauss rifle actually generates—through sheer 
  kinetic energy—enough recoil to destabilize its firing unit. Coupled 
  with the weapon’s extreme bulk, these factors have severely limited its 
  options for vehicle and BattleMech design, as the weapon creates too 
  much structural strain to be mounted in a turret or arm. Worse, despite all 
  the raw power, the weapon is most devastating only at its closest ranges, 
  because the projectile experiences dramatic loss of kinetic energy over 
  longer distances.
  
  219
  219
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  HYPER-ASSAULT GAUSS RIFLE
  [Introduced: 3068 (Clan Hell’s Horses)
  Clan Hell’s Horses evidently developed the hyper-assault Gauss rifle 
  in the midst of a hasty Homeworld re-armament effort, suggesting 
  that the weapon was under development for some time beforehand. 
  How they kept the secret so well is unclear, but we do know that the 
  weapon came as a complete surprise to the Wolf Clan forces in the 
  coreward Periphery when the Horses attacked them in 3068. Very 
  soon afterward, this weapon system appeared in Diamond Shark and 
  Coyote arsenals (all but confirming alliances or deals struck between 
  those two Clans and the Horses).
  Possibly inspired by reports of the Lyrans’ heavy Gauss, the Horses’ 
  weapon is especially effective against vehicles, battle armor and air-
  craft—but it avoids the design flaws of Defiance Industries’ creation 
  in firing multiple projectiles of far lighter caliber though a battery of 
  capacitors, making up for the lack of punch with an extremely high 
  rate of fire—sort of a “rotary Gauss” concept. Varying the amount of 
  capacitors to increase potential damage, the Horses have developed 
  three distinct “HAG” models (now there’s an unfortunate acronym!) 
  that operate on the same principles, with each larger model offering 
  an increase in heat and mass for a corresponding increase in sheer 
  volume of fire. –EB]
  LIGHT GAUSS RIFLE
  Introduced: 3056 (Free Worlds League)
  The light Gauss rifle was born as a joint project by Imperator 
  Automatic Weaponry of Atreus and Corean Enterprises of Stewart. 
  Sponsored personally by Captain-General Thomas Marik, their efforts 
  were aimed at duplicating the lightweight construction of the Clan 
  Gauss rifle system for use by Free Worlds League Military forces. While 
  the result was a weapon as light as the standard Clan design and 
  even more compact, it could only fire projectiles half as massive as a 
  standard Star League model, effectively halving the damage. Despite 
  a loss of hitting power, the light Gauss can fire its smaller rounds faster, 
  farther and with greater accuracy than a standard Gauss rifle—factors 
  that combine for a much-improved effective range.
  STANDARD GAUSS RIFLE
  Introduced: 2590 (Terran Hegemony)
  Extinct: 2865 (Inner Sphere)
  Recovered: 3040 (Federated Commonwealth, Free Worlds League, 
  Draconis Combine)
  Despite the advent of newer designs, the Star League-era Gauss 
  rifle—first developed by Norse Technologies and deployed (originally 
  in prototype form) on NETC’s Alacorn main battle tank—remains the 
  standard by which all others are measured. Powerful enough to tear 
  an enemy ’Mech’s head clean off at more than half a kilometer, even 
  Clan designers found little to improve upon in the three hundred 
  years they had to further develop it. The Clan standard model is only 
  about 20 percent lighter and more compact than the Zeus Slingshot 
  or Poland Main Model A—both of which match the specs of original 
  SLDF models—all for the exact same range and damage profile.
  Tech Base: Inner Sphere (Standard, Light and Heavy only) and Clan (AP, Standard and Hyper-Assault only) 
  Prohibited Units: Heavy Gauss rifles may not be carried by any unit that does not mount a fusion or fission engine. 
  Game Rules: Gauss rifle capacitors remain charged (and thus explosive) throughout Total Warfare game play, even if the unit is shut 
  down or its crew/pilot is unable to act.  
  Construction Rules: AP, Light, standard (Inner Sphere and Clan) and Hyper-Assault Gauss rifles may be mounted on any unit per its 
  standard weapon and equipment mounting rules. Biped OmniMechs that choose to mount a Gauss rifle in the arm must remove the lower 
  arm and hand actuator before doing so.
  Heavy Gauss rifles may only be mounted by units powered by fusion or fission engines (including BattleMechs, IndustrialMechs, aero-
  space units, Combat Vehicles and Support Vehicles). On BattleMechs or IndustrialMechs, Heavy Gauss rifles may only be mounted in Torso 
  locations, and their critical slots may be divided (but only among two adjacent Torso locations, side-to-center). Heavy Gauss rifles mounted 
  on vehicles (Combat or Support) may only be installed in the Front or Rear sections, never in the sides or the turret. On aerospace fighters, 
  Heavy Gauss rifles may only be installed in the nose or tail, never the wings.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 98
  GAUSS RIFLE
  i
  GYROS
  The gyroscope system of a BattleMech or IndustrialMech is one of 
  the most critical components in the design of such units, on par with 
  the engine systems and cockpit controls. Without this sophisticated 
  equipment, ’Mechs would be far clumsier than today, scarcely able 
  to maintain stability under even the simplest of actions, let alone 
  the punishment of enemy weapons fire. The stabilizing influence of 
  the gyro makes the BattleMech an effective war machine, and the 
  IndustrialMech a versatile tool. 
  The standard ’Mech’s gyro today is a refined form of the types used 
  in the early myomer-based IndustrialMechs of the mid-24th century. By 
  the time of the Mackie’s development in 2439, gyro-stabilizers were a 
  proven technology, only slightly bulkier than their modern counterparts.
  COMPACT GYRO
  [Introduced: 3068 (Federated Suns and Lyran Alliance)
  Military gyro technologies were apparently about to surge ahead 
  even as Habeas published this document. In late 3067, even as two 
  other new gyro types hit the field elsewhere, Lyran producers were on 
  the verge of releasing their new compact gyro at TharHes Industries on 
  Tharkad and Coventry Metal Works on Coventry. The onset of the Jihad 
  delayed deployment of these systems until 3068, long enough for the 
  FedSuns—working from Civil War-era plans—to begin producing their 
  own models, which a few Davion mercs helped to test. Sadly, some of 
  these mercenaries defected to Blakist command soon afterward, and 
  the technology has spread to other Inner Sphere powers since.
  Built along the same premise as the compact fusion engine, the 
  compact gyro increases its mass by fifty percent, in exchange for 
  reducing its physical size by half. This makes it harder to hit a gyro 
  through internal damage, and enables ’Mechs so equipped to pack 
  larger weapons in the central torso area. –EB]
  HEAVY-DUTY GYRO
  [Introduced: 3067 (Draconis Combine)
  The Draconis Combine unveiled the heavy-duty gyro sometime in 
  mid-3067 and shared it with the Free Worlds League as part of a secret 
  technologies exchange. Since the start of the Jihad, this technology 
  
  has spread to other Inner Sphere factions as well, and—like the other new 
  gyro types—has yet to be duplicated by the Clans.
  A vast improvement over standard gyros (though they weigh twice as 
  much for an equivalent rating) the heavy-duty gyro is the same size as the 
  standard model, but has a reinforced outer shell, more redundancy, and is 
  composed of denser materials that can together withstand more damage 
  than the standard military gyro. –EB]
  EXTRALIGHT (XL) GYROS
  [Introduced: 3067 (ComStar)
  ComStar’s enhancement of gyroscope technology—first deployed in 
  the waning weeks of 3067 as a series of quick upgrades—increases the 
  system’s overall bulk by half in exchange for a component that weighs 
  only half as much as the standard models. Developed to give Com Guard 
  ’Mechs more tonnage for weapons and equipment, several of the newer 
  and refitted ’Mechs that took part in Case White featured this technology. 
  Apparently, enough were captured and reverse-engineered to give XL 
  gyros to the Robes as well. –EB]
  Tech Base: Inner Sphere (Standard, Compact, Heavy-Duty and XL) and 
  Clan (Standard only)
  Unit Restrictions: Gyros are limited to BattleMechs and IndustrialMechs. 
  IndustrialMechs may only use Standard gyros.
  Construction Rules: All BattleMechs and IndustrialMechs must carry a 
  gyro. The chart below indicates the availability of the featured gyro types to 
  particular units, as well as their construction rules page references.
  Table Reference: See Chart 
  Game Rules: Total Warfare, p. 126
  GYRO
  i
  Engine Type
  Unit Availability
  Construction Rules Reference
  Standard Gyro
  BM, IM
  p. 50 (BM), 69 (IM)
  Compact Gyro
  BM
  p. 50
  Heavy-Duty Gyro
  BM
  p. 50
  Extra-Light (XL) Gyro
  BM
  p. 50
  Key: BM=BattleMechs, IM=IndustrialMechs
  HATCHET
  Introduced: 3022 (Lyran Commonwealth)
  One of the more controversial battlefield weapons in the modern era—
  hailed as an innovation in the 3020s after three hundred years of stag-
  nated military technology—the hatchet (sometimes referred to as an axe) 
  is nothing more than a large hunk of deadweight built into a BattleMech’s 
  arm as a permanent club. In the scavenger days of the late Succession 
  Wars, it was common for MechWarriors, low on ammunition and out of 
  weapons, to uproot trees or yank girders from the rubble of buildings 
  and wield them as clubs. These improvised clubs invariably required two 
  hands to wield, thanks to typical balance and weight issues, and usually 
  shattered or splintered after one good hit. The Lyran “invention” of the 
  hatchet, which used heavier industrial alloys wrapped in a titanium sheath 
  for corrosion resistance, enabled BattleMechs to wield a more effective, 
  reusable club that could dish out the same damage one-handed. 
  Of course, modern military production and the recovery of Star League 
  techniques have ended the scavenger economies of those days, but 
  rather than relegating the hatchet and its ilk to the arenas of Solaris VII, 
  some warriors have inexplicably fallen in love with this dubious piece of 
  hardware. Defiance Industries of Hesperus II, in fact, maintains a tradition 
  of producing hatchet-wielders, including such notable designs as the 
  Nightsky, Berserker and (of course) the Hatchetman.
  Practical as ever, the Clans have demonstrated no interest in melee 
  weapons, finding them a primitive and wasteful “barbarian” alternative to 
  simply blasting an opponent at extreme ranges.
  Tech Base: Inner Sphere 
  Prohibited Units: Only humanoid BattleMechs and IndustrialMechs may carry a hatchet.
  Construction Rules: ‘Mechs may mount Hatchets in the arm locations only. Each arm may install a maximum of 1 Hatchet, and then only if the 
  selected arm also possess a full set of arm and hand actuators.
  The weight, critical space and base damage for a hatchet is based directly on the weight of the BattleMech/IndustrialMech wielding it. Both the 
  tonnage and critical slots taken up by a Hatchet are equal to the ‘Mech’s tonnage, divided by 15, rounding up to the nearest whole number. The 
  hatchet’s base damage value is equal to the ‘Mech’s tonnage, divided by 5 (rounded up to the nearest whole). 
  Table Reference: Weapons and Equipment (Inner Sphere, pp. 341–344) 
  Game Rules: Total Warfare, p. 144
  HATCHET
  i
  HEAT SINKS
  Introduced: Circa 2022 (Western Alliance, Terra)
  The waste heat generated by battlefield engines and the weapons they 
  empower made heat management a first priority as soon as fusion power 
  and energy weapons became commonplace. The insulated nature of com-
  bat armor—particularly on BattleMechs and aerospace fighters—meant 
  that such heat typically became trapped within the machine, endanger-
  ing crews and heat sensitive components. Heat sinks were the solution. 
  Essentially a series of heat pumps and coolant lines run through a ’Mech, 
  fighter or other unit, these systems collect heat from coolant jackets and 
  coolant lines in heat-generating equipment, designed to shunt heat away 
  from vital components and out through baffles in the unit’s protective 
  armor skin. 
  Virtually all fusion and fission engines incorporate a basic cooling 
  system in their design that functions as the heart of this heat-exchange 
  network. Though suitable for light duties, most units—from BattleMechs 
  to Support Vehicles—usually expand these systems as needed to handle 
  the added workload of any attached weapons and other gear.
  Today’s heat sink technologies are essentially a refined version of the 
  same ones that debuted with vehicle-sized fusion plants, though their 
  design and efficiency have been enhanced though the centuries.
  
  221
  221
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  DOUBLE HEAT SINKS
  Introduced: 2567 (Terran Hegemony)
  Extinct: 2865 (Inner Sphere)
  Recovered: 3040 (Federated Suns)
  Star League-era double heat sink technology vastly improved upon 
  the standard heat sink with a larger, more powerful radiator system 
  that enhanced the effectiveness of the existing heat pumps and cool-
  ant lines. The effect was a bulkier exchange system—roughly two hun-
  dred percent larger—for the same physical weight. The increased bulk 
  and other factors proved too problematic for vehicle design, however, 
  and limited its application to ’Mechs and aerospace craft. Even the 
  more compact Clan versions have yet to overcome this limitation.
  Fun fact: the Inner Sphere was well on its way to recovering double 
  heat sink technology even before the renaissance heralded by the 
  Gray Death Memory Core, with prototypes developed by the NAIS and 
  sent to the field nearly a decade before the Star League-quality sys-
  tems returned to widespread use. Much more compact, but ultimately 
  too flawed because they focused less on advanced radiators and more 
  on the use of corrosive liquid metal coolants for better efficiency, 
  these experimental double heat sinks proved too brittle and hard to 
  maintain for more than a few years’ worth of effective function. Their 
  deployment in the late 3030s, however, gave Davion and Steiner 
  forces a brief advantage in the early days of the FedCom alliance.
  PROTOMECH HEAT SINKS
  Introduced: 3060 (Clan Smoke Jaguar)
  The heat sinks used by Clan ProtoMechs, weighing in at a mere 
  250 kilograms apiece, might seem like an improvement of heat sink 
  efficiency, but the plain fact is that their decreased weight comes from 
  the smaller-sized structures they are designed to keep cool. Much as a 
  smaller animal bleeds heat faster than a human being, the ProtoMech’s 
  compact form allows its waste heat to vent faster, with less powerful 
  sinks. It would therefore take four or more ProtoMech heat sinks to 
  accomplish for a vehicle-sized unit what a single standard BattleMech 
  heat sink can do in the same time span.
  Tech Base: Inner Sphere (Standard and Double only) and Clan (Standard, Double and ProtoMech)
  Prohibited Units: See chart
  Table Reference: See chart
  Gameplay Rules: Unless damaged by critical hits or willingly turned off, or unless the unit is destroyed, a unit’s heat sinks remain active 
  even if the unit’s engine is shut down or its pilot/crew is incapable of action.
  Construction Rules: The number of heat sinks required for a given unit—as well as the number provided free with the unit’s engine (if 
  any) are described in full under the Add Heat Sinks sections of the various units’ core construction rules. The chart below summarizes the 
  availability of the featured heat sink types to particular unit types, as well as their construction rules page references.
  Table Reference: See Chart 
  Game Rules: Total Warfare, p. 158
  HEAT SINK
  i
  Heat Sink Type
  Unit Availability
  Construction Rules Reference
  Standard (Single)
  BM, IM, CV, SV, CF, AF, SC, DS
  p. 53 (BM), 71 (IM), 104 (CV), 133 (SV), 193 (CF), p. 193 (AF), 193 (SC), 193 (DS)
  Double
  BM, AF, SC, DS
  p. 53 (BM), 193 (AF), 193 (SC), 193 (DS)
  ProtoMech
  PM
  p. 86 (PM)
  Key: BM=BattleMechs, IM=IndustrialMechs, PM=ProtoMechs, CV=Combat Vehicles, SV=Support Vehicles, CF=Conventional Fighters, AF=Aerospace Fighters, SC=Small Craft, DS = DropShips
  
  • PPC  •
  [page 234]
  • LIGHT PPC  •
  [page 234]
  • CASE  •
  [page 210]
  • THUNDER LRM  •
  [page 231]
  • STREAK SRM LAUNCHER  •
  [page 230]
  • FLAMER  •
  [page 218]
  • ARTEMIS IV FCS  •
  [page 206]
  • SMALL LASER   •
  [page 227]
  • MEDIUM LASER  •
  [page 227]
  • LARGE LASER  •
  [page 227]
  
  223
  223
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  • LB-X AUTOCANNON  •
  [page 207]
  • HEAVY GAUSS RIFLE  •
  [page 219]
  • AUTOCANNON  •
  [page 208]
  • GAUSS RIFLE  •
  [page 219]
  • LIGHT GAUSS RIFLE  •
  [page 219]
  • ULTRA AUTOCANNON  •
  [page 208]
  • HYPER-ASSAULT GAUSS RIFLE  •
  [page 218]
  • NARC MISSILE BEACON  •
  [page 232]
  
  INTERNAL STRUCTURE
  Internal structure is a common term in today’s ’Mech and vehicle design 
  circles. In general, it refers to the underlying framework of a BattleMech, 
  IndustrialMech, ProtoMech or Combat/Support Vehicle. In aerospace par-
  lance, this same concept is known as “structural integrity,” and is loosely 
  defined as an aircraft’s or aerospace fighter’s airframe, or the framework of 
  larger aerospace craft, such as DropShips and other capital ships. 
  The internal structure or structural integrity of a ’Mech, vehicle or fighter 
  is the part of the unit that holds all other parts together—the skeleton, as 
  it were (though ’Mech designs incorporate actuators and myomers as part 
  of this package as well). If damage affects these areas, the unit is generally 
  considered compromised—often terminally so—and so very few vehicles 
  are ever sent into the field without at least some armor protection to avoid 
  damage to the structure itself, be it from weapons fire or simple wear and 
  tear.
  AEROSPACE STRUCTURE (STRUCTURAL INTEGRITY)
  Introduced: Pre-spaceflight (conventional aircraft), 2020s (aerospace 
  craft/spacecraft)
  Whether discussing an aircraft or aerospace fighter’s airframe or the 
  inner framework of a DropShip, the structural integrity (SI) of an aerospace 
  craft serves as its primary means not only for mounting armor, engines 
  and equipment, but also ensuring that the entire collection can withstand 
  the g forces expected of the craft without coming apart. Smaller aero-
  space vehicles, such as fighters, actually wed their airframe design into 
  the armor itself, essentially rendering the skeleton of the craft inseparable 
  from its protection against weapons fire, but larger vessels—including 
  Small Craft—devote extra tonnage to reinforcements and the like.
  ENDO-STEEL INTERNAL STRUCTURE
  Introduced: 2487 (Terran Hegemony)
  Extinct: 2850 (Inner Sphere)
  Recovered: 3035 (Draconis Combine)
  Endo-steel internal structure was designed especially for use in 
  BattleMech skeletons, about the only form of unit flexible enough to effi-
  ciently employ it. Using zero-G manufacturing techniques that uniformly 
  blend an exotic steel alloy, the process produces ’Mech “bones” that are 
  twice as strong per unit of weight as standard structural materials, but with 
  a significant increase in overall bulk made necessary by larger-diameter 
  segments. The processes to create this type of ’Mech structure were lost 
  during the early Succession Wars, when military orbital factories became 
  favored targets for raiders. The Draconis Combine, however, managed to 
  recover the techniques shortly before the War of 3039, and debuted them 
  on such newly deployed units as their Hatamoto series.
  Clan endo-steel, of course, is more refined, allowing for a reduced loss 
  of internal space, but even this reduction cannot overcome the limitations 
  that prevent the use of this innovation in non-’Mech units.
  INDUSTRIALMECH STRUCTURE
  Introduced: 2350 (Terran Hegemony)
  The IndustrialMech skeleton differs very little from that of the standard 
  BattleMech, but is composed of heavier, somewhat less efficient materials 
  and bulkier myomer bundles. The resulting chassis is less resilient under 
  weapons fire, but better suited for the stress of regular sustained labor rather 
  than physical combat. As a result, the frame of a typical IndustrialMech 
  weighs about twice as much as that of a comparable BattleMech.
  Over the years, a few performance-obsessed designers have attempted 
  to overcome the weight issues associated with IndustrialMech chassis by 
  using BattleMech skeletons—even endo-steel, when available—to lighten 
  the load. This approach, however, is simply a cheat on the construction 
  standards that have applied to ’Mech manufacturing industries since the 
  Age of War, as it effectively builds a IndustrialMech as a BattleMech. Put 
  simply, any ’Mech chassis built using industrial structure is formally clas-
  sified as an IndustrialMech (and subject to the design standards of said 
  vehicles). Conversely, any built using BattleMech skeletons are officially 
  regarded as BattleMechs.
  The trials of the Succession Wars and the expediency of keeping military 
  and industrial standards separate for various logistical reasons have com-
  bined over the centuries to reinforce these effectively arbitrary standards, 
  so that even today the two classes practically never mingle. It is simply 
  easier (and cheaper) to produce IndustrialMechs to IndustrialMech stan-
  dards, and leave the more expensive and durable BattleMech skeletons 
  where they belong.
  Tech Base: Inner Sphere (BattleMech [Standard and IS endo-steel], IndustrialMech, Combat Vehicle, Support Vehicle, fighter, Small Craft and DropShip); 
  Clan (BattleMech [Standard and Clan endo-steel], IndustrialMech, ProtoMech, Combat Vehicle, Support Vehicle, fighter, Small Craft and DropShip)
  Unit Restrictions: See chart
  Table Reference: See chart
  Game Rules: Internal structure/structural integrity is considered structural and cannot be “deactivated” during combat through engine shut-
  down or pilot/crew injury.
  Construction Rules: The chart below indicates the availability of the featured internal structure/structural integrity types to particular unit types, 
  as well as their construction rules page references and main weight (and points) tables. ‘Mech internal structures that occupy critical space may 
  break up their slots and spread them across the overall design to make room for other components; OmniMechs may not move these spaces around 
  once they are determined for the base design.
  Table Reference: See Chart  
  INTERNAL STRUCTURE
  i
  Structure Type
  Unit Availability
  Construction Rules Reference
  Weight/Points Table
  BattleMech (Standard)
  BM
  p. 46
  ‘Mech Structure
  BattleMech (Endo-Steel)
  BM
  p. 46
  ‘Mech Structure
  IndustrialMech
  IM
  p. 66
  ‘Mech Structure
  ProtoMech
  PM
  p. 82
  ProtoMech Structure
  Combat Vehicle
  CV
  p. 98
  Vehicle Structure
  Support Vehicle
  SV
  p. 121
  Vehicle Structure
  Fighter (Structural Integrity)
  CF, AF
  p. 187
  Aerospace Structure
  Small Craft/DropShip (Structural Integrity)
  SC, DS
  p. 187
  Aerospace Structure
  Key: BM=BattleMechs, IM=IndustrialMechs, PM=ProtoMechs, CV=Combat Vehicles, SV=Support Vehicles, CF=Conventional Fighters, AF=Aerospace Fighters, SC=Small Craft, DS = DropShips
  
  225
  225
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  PROTOMECH STRUCTURE
  Introduced: 3060 (Clan Smoke Jaguar)
  When it comes to internal structure design, ProtoMech technol-
  ogy, while quite compact in most aspects, differs very little from 
  that of standard BattleMechs. Proportionately identical to standard 
  BattleMech internal structure, only the small size of these units pre-
  vents their use of bulkier endo-steel technology.
  BATTLEMECH STRUCTURE
  Introduced: 2439 (Terran Hegemony)
  The first true BattleMech chassis was, of course, that used on the 
  Terran Hegemony’s pre-Star League Mackie design. Today’s standard 
  internal structures—though they may look different from ’Mech to 
  ’Mech—are essentially built to those same centuries-old specifica-
  tions: a tribute to the genius of the Mackie’s original design team.
  COMBAT VEHICLE STRUCTURE
  Introduced: Circa 2470
  Combat Vehicle chassis (which cover most conventional fighting 
  vehicles from wheeled, tracked and hover tanks to VTOLs, combat 
  watercraft and even the rare battlefield wing-in-ground-effect units) 
  provide a framework reinforced for combat, yet open for ease of engi-
  neering. Able to be built around its component weapons and equip-
  ment—rather than having components forced into the specific and 
  stability-challenged three-dimensional parameters of a BattleMech 
  design—Combat Vehicle structure emphasizes flexibility as well as 
  strength and simplicity. Modern military practices and production 
  quality have produced Combat Vehicle chassis that are proportion-
  ately comparable to standard BattleMech internal structure when it 
  comes to chassis-to-overall tonnage.
  SUPPORT VEHICLE STRUCTURE
  Introduced: Pre-spaceflight
  What Support Vehicles lack in military efficiency they more than 
  make up for in variety. Support Vehicle chassis designs may include 
  everything from your personal motorcycle, car or ultra-light aircraft 
  to commercial trucks, tractors and cargo jets. All these vary greatly in 
  terms of internal structure or airframe design. Factors such as the vehi-
  cle’s function, its design modifications and the level of the producing 
  facility’s modernization can all affect how much of the overall weight 
  and chassis design goes into the internal structure alone. Indeed, at 
  last count, there were an estimated minimum of 120 different (and 
  broadly distinct) chassis design standards alone for wheeled vehicles 
  massing 100 tons and under.
  JUMP JETS
  Introduced: 2471 (Terran Hegemony)
  Found occasionally on BattleMechs, some ProtoMechs and a few 
  rare fusion-/fission-powered IndustrialMechs, jump jets are an emer-
  gency short-range motive system that allow such units to quickly 
  overcome restrictive terrain such as built-up areas, thick woodlands 
  or even radical elevation shifts. Structurally placed deep within the 
  framework of a given ’Mech, only the exhaust ports of these powerful 
  thrusters are exposed through apertures in the rear torsos and legs, 
  which makes them difficult to damage in combat. This “deep instal-
  lation” prevents most jump-capable units from losing their enhanced 
  maneuverability altogether in battle.
  While functionally similar to the fusion-powered thrusters of aero-
  space fighters, jump jets lack the added boost provided by aerospace 
  reaction mass that would otherwise allow for sustained thrust, and 
  also cannot maintain the high levels of heat a constant burn would 
  generate. Thus, these jets can only be engaged for a few seconds at 
  a time—long enough to make a short leap, but not enough for true 
  flight. Regardless, ever since their first appearance on the venerable 
  Wasp design, jump jets have become a common sight on BattleMechs, 
  deployed for every reason from a reconnaissance aid to an emergency 
  booster for more mobility-handicapped units.
  PROTOMECH JUMP JETS
  Introduced: 3060 (Clan Smoke Jaguar)
  Because so much of jump jet effectiveness hinges on the size 
  and mass ratios between the thrusters and the ’Mechs they lift, the 
  Clan version of standard BattleMech jump jets does not significantly 
  differ from those of Spheroid brands like Chilton, Luxor Load Lifter 
  and Rawlings. With the advent of much lighter and more compact 
  ProtoMech designs, however, a new breed of jump jets was born 
  to address the unique features of Proto construction. These smaller 
  ProtoMech jump jets are far more akin to the jump packs used by 
  battle armor than they are to ’Mech-scale jets.
  IMPROVED JUMP JETS
  [Introduced: 3069 (Clan Wolf and Clan Wolf [in-Exile])
  Habeas’ minimalist analysis here hardly addresses the fact that 
  jump jet design and technology has varied little despite almost six 
  Tech Base: Inner Sphere (Standard and Improved) and Clan (Standard, Improved and ProtoMech)
  Unit Restrictions: Standard and Improved jump jets are limited to BattleMechs. IndustrialMechs powered by Fission or Fusion engine 
  types may only use Standard jump jets. ProtoMechs may only use ProtoMech jump jets. All other units may not install jump jets.
  Construction Rules: BattleMechs and IndustrialMechs powered by Fission or Fusion engines may only install jump jets in the Leg and 
  Torso locations; ProtoMechs that install ProtoMech jump jets need not state their locations. The chart below indicates the availability of the 
  featured jump jet types to particular unit types, as well as their construction rules page references. Jump jets of different types may not be 
  combined on a single unit.
  ProtoMechs, IndustrialMechs and BattleMechs using 
  Standard jump jets may not install more jump jets than 
  they have Walking MP, and BattleMechs using Improved 
  jump jets may not install more Improved jump jets than 
  they have Running MP. The critical slots for jump jets on 
  ‘Mechs may not be broken up, but each jet may be placed 
  in a separate location, as desired (so long as the location is 
  a leg or torso section).
  Table Reference: See Chart 
  Game Rules: Total Warfare, p. 53
  JUMP JETS
  i
  Engine Type
  Unit Availability
  Construction Rules Reference
  Standard Jump Jets
  BM, IM
  p. 51 (BM), 69 (IM)
  Improved Jump Jets
  BM
  p. 51
  ProtoMech Jump Jets
  PM
  p. 84
  Key: BM=BattleMechs, IM=IndustrialMechs, PM = ProtoMechs
  
  centuries of widespread deployment. However, even as of his writing, 
  scientists working for Phelan Kell’s exiled Wolf Clan were working on 
  perfecting a more powerful jump jet system, designed to carry ’Mechs 
  farther and with less heat build-up per jump. The first of these function-
  ally improved jump jets finally reached the battlefields in 3069, and the 
  specs were shared with the Lyrans, Draconis Combine, FedSuns and even 
  ComStar—in the effort to provide any edge over Blakist assault forces. 
  Curiously enough, the Crusader Wolves also fielded improved jump jets 
  on some of their ’Mechs in 3069, with a few reportedly deployed in their 
  offensives against Falcon-held worlds. This spontaneous appearance may 
  have been the result of Watch agents in the Exiles’ midst, to which Khan 
  Kell may or may not be turning a blind eye during the current crises. –EB]
  LASER
  The laser (its name originates from the ancient acronym “Light 
  Amplification by Stimulated Emission of Radiation”) is the most basic of 
  modern battlefield energy weapons. Designed to deliver a concentrated 
  burst of extreme heat to a small area, military-grade lasers can put a gouge 
  through military-grade armors in a fraction of a second. Only the fact that 
  sustained bursts of more than a few seconds would melt the optics used 
  to align and focus each shot prevents lasers from becoming the ultimate 
  “shoot-and-sweep” weapon.
  The vehicular-scale lasers currently employed by BattleMechs, aero-
  space fighters and other modern combat units are commonly defined 
  by their size and power class. The typical laser size and power classes 
  are known universally as micro, small, medium and large. Most of these 
  debuted during the Age of War but only the Clans currently field effective 
  lasers in the micro size class.
  In addition, technological advancements over the past three decades 
  have brought forth three new types of vehicular laser weapons beyond the 
  standard models. These types include recovered and refined extended-
  range (ER) lasers, the rapid-cycling pulse laser series, and the Clans’ high-
  powered, but less accurate heavy laser series. 
  EXTENDED-RANGE (ER) LASERS
  Introduced: 2620 (Terran Hegemony [ER large]), circa 2820 (Clans [ER me-
  dium and ER small]), 3060 (Clan Smoke Jaguar [ER micro])
  Extinct: 2950 (Inner Sphere)
  Recovered: 3037 (Draconis Combine [ER large]), 3058 (Free Worlds [ER 
  medium and ER small])
  Newhart Industries of New Earth fielded the first production run of 
  extended-range large lasers for the SLDF in 2620, debuting a weapon 
  system that boasted a longer reach than any other contemporary energy 
  weapon. Within five years, the ER large laser became Newhart’s showpiece 
  on their latest BattleMech offering, the HSR-200-D Hussar. The success of 
  this ’Mech—largely attributed to the combination of its speed and its 
  single, powerful weapon system—cemented Newhart’s place as one of 
  the Terran Hegemony’s chief weapons producers. 
  Never expanded to other standard lasers of the day—perhaps because 
  Hegemony designers saw little need for another tier of overlapping laser 
  ranges—extended-range upgrades for the medium and small laser size 
  classes did not emerge until the Clans developed them during their Golden 
  Century. Even after the ER large laser’s recovery by Combine engineers in 
  3037, Spheroid versions of the Clan medium and small models would not 
  emerge until Diverse Optics unveiled their first batches for the Free Worlds 
  League Military in 3058 (inspired, of course, by reports of the Clans and sam-
  ples of captured equipment filtered to League scientists). Other major laser 
  designers, including Martell, RAMTech and Magna, soon followed suit.
  ER lasers offer enhanced range in all size classes, but at a considerably 
  higher heat cost. Spheroid models run the small to large sizes now, while 
  the Clans recently added the micro class for use in their ProtoMechs.
  HEAVY LASERS
  Introduced: 3059 (Clan Star Adder) 
  According to all reliable reports, scientists from one of the Home 
  Clans—the Star Adders—pioneered the so-called heavy laser series in 
  the waning days of 3059. The development dramatically increased the 
  size of the barrels, focusing crystals and power feeds of extant Clan lasers 
  to produce a weapon system capable of delivering far greater firepower 
  per blast. Though the heavy lasers lost much of the range advantage 
  enjoyed by Clan ER lasers (they actually fell closer to Spheroid standard 
  range profiles), the real innovation wasn’t so much the laser design itself 
  as the fact that its creation broke what amounted to more than a century 
  of technological stagnation among Kerensky’s children. 
  It should be noted that while Clan heavy lasers are deadly in the 
  extreme—a Series 6A heavy medium laser can dish out the same destruc-
  tive force as an Inner Sphere PartiKill PPC—all of that firepower comes 
  with a price measured in more than just reduced range. With the increased 
  power, interference attributed to an intentional shielding reduction 
  around the laser emitters (as well as a noticeable “pre-charge” phase that 
  adds a subtle firing delay with every trigger pull) plays havoc with these 
  weapons’ accuracy. 
  Heavy lasers come in small, medium, and large sizes only.
  PULSE LASERS
  Introduced: 2609 (Terran Hegemony [large, medium and small pulse]), 
  3060 (Clan Smoke Jaguar [micro pulse])
  Extinct: 2950 (Inner Sphere)
  Recovered: 3037 (Draconis Combine)
  The pulse laser uses rapid-cycling, high-energy pulses to generate mul-
  tiple laser beams, creating an effect comparable to machine-gun fire. But 
  because the staggered pulses give the protective ablation products from 
  combat armor a chance to disperse—to expose fresh armor to subsequent 
  pulses—the result is a burst of fire that is more effective and accurate. 
  Originally developed by the Terran Hegemony, pulse lasers run cooler 
  than ER lasers and pack a little more punch than standard lasers, but have 
  a shorter effective range than either type. These weapons were popular on 
  faster hunter/killer designs, which could close faster and benefit from the 
  ability to land solid damage even on the fly.
  Like many Star League technologies, pulse lasers were lost during the 
  early Succession Wars and only returned after the discovery of the Gray 
  Death Memory Core and ComStar’s secret deals with the Draconis Combine 
  in the 3030s. Today, renowned laser manufacturers such as Diverse Optics, 
  Martell and RAMTech have been able to market pulse laser versions of their 
  reliable standard models—often side-by-side with their progenitors.
  Currently, Inner Sphere manufacturers offer pulse lasers in small, 
  medium and large classes. Clan pulse lasers, meanwhile, come in micro 
  to large classes.
  Tech Base: Inner Sphere (small, medium and large ER, pulse  and standard lasers only) and Clan (micro, small, medium and large ER, heavy and 
  pulse lasers only)
  Unit Restrictions: No restrictions
  Game Rules: Lasers may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting.
  Construction Rules: Lasers may be mounted on any unit in accordance with the unit’s standard core construction rules.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 98
  LASER
  i
  
  227
  227
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  STANDARD LASERS
  Introduced: Circa 2300 (Terran Alliance [medium and small]), 2316 
  (Terran Hegemony [large])
  Extinct: Circa 2850 (Clans only [medium and large])
  Compact and straightforward, standard laser weaponry man-
  aged to survive the depredations of the Succession Wars while their 
  extended-range and pulse-style cousins were lost. Indeed, by the end 
  of the Fourth Succession War, there remained almost fifty distinct 
  standard laser models still in active production, with Martell’s medium 
  laser line—considered by far the most efficient for the tonnage—
  manufactured on as many as six worlds. 
  As with their view on standard autocannon, the Clans apparently 
  phased out standard laser production in favor of their more effective 
  versions of the ER and pulse laser lines, but with so many aging mod-
  els left in Clan stores, these “archaic” weapons—every bit as efficient 
  as their Spheroid varieties—may still be found on vintage Clan-owned 
  Star League units once in a while.
  [Once more, as with the standard autocannon, Habeas is essentially 
  correct. The advent of more efficient ER and pulse laser grades for the 
  small, medium and large sizes made the standard models almost 
  superfluous, but it should be noted that a few models remained in 
  production as late as 2900, built to more refined standards that made 
  them somewhat more compact before they truly faded into obsoles-
  cence. Most of these weapons were either refurbished to upgraded 
  Clan specs or replaced entirely by the turn of the century. –EB]
  LIFEBOAT
  Introduced: Pre-spaceflight (maritime [and atmospheric]), circa 2000 
  (aerospace)
  Lifeboats, like escape pods, are an emergency evacuation system 
  for larger crewed vessels, both seafaring and spaceborne. But while 
  they serve the same function at heart, and support the survival of 
  the same number of people, lifeboats differ from escape pods in their 
  approach to the mission at hand, with lifeboats being a less energy-
  intensive version of the escape pod.
  Where aerospace escape pods are powered, for instance, their 
  equivalent lifeboats lack anything more than the most basic life sup-
  port and food stores. These craft are thus forced to drift in space until 
  friendly craft can pick them up, unable to adjust their vectors or even 
  manage an unpowered atmospheric re-entry. On the other hand, the 
  use of energy collection sails enables aerospace lifeboats to send dis-
  tress signals indefinitely, while its six to seven passengers can survive 
  for 24 to 30 days on the craft’s internal oxygen supply. 
  Maritime lifeboats are likewise simplified (but much lighter), 
  with most amounting to rafts or rigid-hull boats not designed for an 
  underwater launch and possessing—at best—a basic outboard motor 
  (though many use a collapsible wind sail instead), and a food/supplies 
  store typically stocked enough to sustain up to ten persons for a week.
  It is not uncommon for a given vessel—aerospace or maritime—to 
  employ escape pods and lifeboats at the same time. For spacecraft, this 
  redundancy allows the crew more exit points in the event of an emer-
  gency, as well as a means to jettison under any power crises. For maritime 
  vessels, lifeboats are often a legal requirement and a low-cost answer to 
  escape pods—usable by any vessel as long as it remains on the surface.
  [Habeas has apparently forgotten that a simpler, atmospheric-only 
  version of these lifeboats exists—such as those used by airships. These 
  boats weigh as much as a typical maritime lifeboat, but function instead 
  as gliders or on chutes, drifting slowly to the ground once jettisoned, 
  and feature flotation devices in the event of a water landing. –EB]
  Tech Base: Clan and Inner Sphere
  Unit Restrictions: Only Naval Combat and Support Vehicles, as well as Support Vehicles with the Amphibious Chassis Modification may 
  install maritime lifeboats; only Airship and Fixed-Wing Support Vehicles may install atmospheric lifeboats. Only Small Craft and DropShips 
  may install aerospace lifeboats.
  Game Rules: Escape systems are not covered in Total Warfare game play. These systems are covered more fully in Tactical Operations,  
  p. 197. Lifeboats are never considered disabled by engine shutdown or crew injury. 
  Construction Rules: All applicable units that can carry lifeboats may carry as many lifeboats as desired, with each lifeboat weighing as 
  much as shown under the Industrial Weapon and Equipment Table (1 ton each for maritime and atmospheric; 7 tons each for aerospace). 
  Lifeboats occupy no weapon or equipment slots.
  Note: Maritime lifeboats have a capacity of 10 people; atmospheric and aerospace lifeboats may support up to 7.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345). 
  LIFEBOAT
  i
  LOOK-DOWN RADAR
  Introduced: Pre-spaceflight
  Look-down radar is specialized form of sensor equipment typically 
  employed by surveillance aircraft to accurately map local topography 
  and monitor troop movements. Unaffected by ground clutter, but 
  susceptible to modern ECM systems, look-down radar is a useful piece 
  of equipment, but often not deployed thanks to the preponderance of 
  EW suites today, and because its best use requires aerial supremacy. 
  Nevertheless, some units have appeared even in Clan arsenals with 
  such equipment installed, such as the Clan Spectre-class surveillance 
  planes that reportedly overflew the battlefields on Tukayyid in 3052.
  Tech Base: Clan and Inner Sphere 
  Unit Restrictions: BattleMechs, IndustrialMechs, ProtoMechs and ground-based Combat and Support Vehicles (those with Wheeled, 
  Tracked, Hover and WiGE motive systems) may not mount a look-down radar system.
  Game Rules: Look-down radar is not covered in Total Warfare game play. This system is covered more fully in Tactical Operations, p. 340. 
  Construction Rules: Applicable units may carry only one look-down radar system, which must be placed in the unit’s Nose (or Front) location.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345). 
  LOOK-DOWN RADAR
  i
  
  MACHINE GUN
  Introduced: Pre-spaceflight
  Favored as the quintessential anti-infantry weapon since the first crude 
  models appeared in the nineteenth century, the machine gun (MG) is not 
  an uncommon sight on BattleMechs, but favored heavily by smaller units 
  and vehicles, such as Clan ProtoMechs, armored personnel carriers and 
  even police SWAT trucks. Heavier and capable of a far greater volume of 
  fire than the weapons carried by conventional infantry or battle-suited 
  troopers, these vehicular and ’Mech-mounted machine guns can flatten 
  entire platoons of regular troops in just one or two passes.
  Recently, Clan developments have even affected even this area of mod-
  ern weaponry, with the fielding of heavy and light machine gun types. 
  Inner Sphere manufacturers have yet to duplicate these weapons.
  [Since Habeas’ report, the Capellans and Taurians respectively have 
  unveiled their own equivalents of the Clan light and heavy machine gun, 
  followed soon thereafter by other factions seeking a means to more effec-
  tively combat infantry forces. More intriguing is the FedSuns’ machine gun 
  array concept, outlined below. –EB]
  HEAVY MACHINE GUN
  Introduced: 3059 (Clan Smoke Jaguar)
  The Clans’ higher-caliber heavy MG also has a higher rate of fire that 
  renders it a more efficient killer, but the very factors that make it dead-
  lier are also what hampers its accuracy and effective range. [The Taurian 
  Concordat shipped its first heavy MGs to units bound for the Pleiades in 
  3068, and soon shared the weapons with their Capellan and Canopian 
  allies, as well as the Word of Blake. –EB]
  LIGHT MACHINE GUN
  Introduced: 3060 (Clan Smoke Jaguar)
  Clearly intended for ProtoMech deployment, the light machine gun 
  trades the boosted punch of the heavy model for an increase in range and 
  effective accuracy. The result is a weapon that boasts roughly twice the 
  range of the standard type, but only half the average kill rate due to reduced 
  caliber and rates of fire. [The Capellan version hit the field in 3068, eventu-
  ally shared with the Canopians and the Taurians. The various regional wars 
  have since spilled these weapons over to other factions. –EB]
  MACHINE GUN ARRAYS
  [Introduced: 3068 (Federated Suns)
  Ironically enough, while FedSuns weapons designers from the shat-
  tered NAIS developed the machine gun array system first, the successful 
  theft of this technology by Taurian spies and frenzied efforts by Concordat 
  producers to reverse-engineer it led to the first of these machine gun-link-
  age systems hitting the battlefields with the TDF, not the AFFS. Effectively 
  enabling two to four machine guns of like size to operate in unison, the 
  MG array (MGA) vastly improves the potential for accurate and effective 
  placement of multiple machine gun fire in battle.
  Curiously enough, the subsequent appearance of a Clan version, mar-
  keted by the Diamond Sharks, suggests a possible trade deal with House 
  Davion, perhaps a continuance of the exchange that originally allowed 
  FedSuns designers to reverse-engineer the Undine battlesuit to produce 
  their Hauberk battle armor. –EB]
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: No restrictions
  Game Rules: Machine guns may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting.
  Construction Rules: Machine guns of all types may be mounted on any unit in accordance with the unit’s standard core construction rules.
  On all non-ProtoMech units, the machine gun array may be used to link two, three or four machine guns of the same size class, but to do so, all of 
  the linked MGs and the array module must be placed in the same location on the unit. ProtoMech-mounted machine gun arrays may link machine 
  guns mounted anywhere on the ProtoMech.
  Machine gun ammunition may be mounted on the unit in accordance with the rules given under the Add Weapons and Equipment step of each 
  unit type’s core construction rules.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 98 (machine guns), and p. 137 (MG array)
  MACHINE GUN
  i
  MASH EQUIPMENT
  Introduced: Pre-spaceflight
  MASH (short for “Mobile Army Surgical Hospital”) equipment today 
  continues a concept that began in the pre-spaceflight era, when mobile 
  military posts manned primarily by medical personnel were routinely 
  employed close to the front lines. Today’s MASH equipment, by compari-
  son, is more concentrated and portable—a specialized and semi-modular 
  surgical bay, portable on board almost any Combat Vehicle, Support 
  Vehicle, Small Craft or DropShip. 
  Packing the capabilities of a fully functional field hospital, modern 
  MASH equipment can be deployed even more quickly than its ancient 
  forms, literally driven to a position near the battle zone to deploy an entire 
  hospital—complete with recovery rooms, staff quarters and operating 
  theaters—in just a few hours.
  Interestingly enough, advances in Clan medical technology have not 
  significantly affected their use of MASH equipment.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: BattleMechs, IndustrialMechs, ProtoMechs, fighters and Combat/Support Vehicles with a VTOL motive system may not mount 
  MASH equipment.
  Game Rules: The use of MASH equipment is not covered in Total Warfare game play. Its full functionality is covered in Strategic Operations, pages 
  169 and 187. MASH equipment may not be used if its controlling unit’s pilot/crew is stunned or killed.
  Construction Rules: MASH equipment is mounted in two components—the core component, which provides one operating theater (and 
  weighs 3.5 tons), plus 1 ton for each additional surgical theater beyond that. Additional theaters cannot be mounted on a unit without a core 
  component. Regardless of the number of theaters, however, the entire MASH counts as 1 item in terms of equipment space on Combat and Support 
  Vehicles (or as part of a transport bay on Small Craft and DropShip units).
  Each operating theater provided by MASH equipment adds 5 to the minimum crew needs of the unit mounting such equipment.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345)  
  MASH EQUIPMENT
  i
  
  229
  229
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  MISSILE LAUNCHERS
  Today’s vehicular-scale missile launchers are a broadly varied 
  weapon class used to deliver clusters of self-propelled—and usually 
  self-guided—munitions to a target. Not to be confused with capital-
  scale missile launchers (or the Arrow IV artillery missile that will be 
  discussed in a later text), the missiles mounted on many BattleMechs 
  and Combat Vehicles are much smaller in size and power, adapted to 
  the electronic noise, limited sensor acuity and effective armor in the 
  tactical battlefield.
  Currently, between the Clans and the Inner Sphere, eight types of 
  missile launchers or launcher variants are in widespread use. Their 
  specifics are outlined below.
  [A ninth launcher type, the multi-missile launcher, was under devel-
  opment when Blakist-backed mercenaries assaulted Outreach. Ironically, 
  the Robes’ capture of that weapon system allowed it to survive that ter-
  rible holocaust and reach wider production in the years since. –EB]
  ADVANCED TACTICAL MISSILE SYSTEM (ATM)
  Introduced: 3054 (Clan Coyote)
  A semi-flexible weapon system presently available only to the 
  Clans, the ATM (Advanced Tactical Missile) launcher features three 
  selectable ammunition types specialized for specific battlefield needs, 
  and an integrated Artemis IV-style fire control system that enhances 
  the accuracy of each cluster fired. Because of the enhanced electron-
  ics package and specialized feed mechanisms, the ATM system can-
  not make use of other munitions beyond its own three types, which 
  include standard armor-defeating missiles (balancing range over war-
  head yield), high-explosive warheads (sacrificing propellants for larger 
  and more powerful warheads), and extended-range munitions (which 
  place proportionately more propellant in each missile, for a reduced 
  explosive yield but greater reach). ATMs are typically mounted in rack 
  multiples of three tubes each.
  Rather than attempt to match the sophistication of the ATM 
  system itself, Inner Sphere engineers have instead focused more 
  on the specialized munitions, preferring to mate the abilities of the 
  warheads with the far more populous and logistically supported LRM 
  and SRM designs already available. These variant missile rounds will 
  be described in detail below.
  LONG-RANGE MISSILES (LRM)
  Introduced: 2300 (Terran Alliance)
  Developed for reach, rather than punch, long-range missile racks 
  are capable of indirect fire and a more concentrated dispersal of 
  warheads. LRMs are typically mounted and launched in five-tube 
  groups, with up to 20 tubes in a single rack, though Clan ProtoMechs 
  may pack smaller sets. Standard LRM launchers are quite versatile, and 
  can be easily upgraded with Artemis IV systems and even make use of 
  a variety of special munitions. Inner Sphere launchers, which derive 
  their impressive range from a ballistic launch angle, are notoriously 
  less accurate close-in, especially when compared to their smaller and 
  more compact Clan rivals. Nevertheless, their flexibility and solid reli-
  ability at long distances has kept LRM models like Delta Dart, Holly, 
  Shigunga and Valiant in production for centuries.
  MEDIUM-RANGE MISSILES (MRMS)
  Introduced: 3058 (Draconis Combine)
  DCMS engineers at Luthien Armor Works’ Shigunga Missiles Division 
  unveiled their medium-range missile (MRM) launcher system in 3058. 
  Basing their efforts on prototype “dead-fire” missiles under develop-
  ment at the time, MRMs were intended to deliver a less expensive, 
  homegrown weapon aimed at saturation fire in the mid-range bracket. 
  Eschewing targeting and guidance systems for smaller, unguided 
  projectiles, the MRM system was essentially a giant step backward in 
  terms of missile technology. But while the loss of accuracy and effec-
  tive range are significant, especially when coupled with the launchers’ 
  incompatibility with enhancements like Artemis or specialized muni-
  tions, MRM racks and their ammunition are lighter and more compact 
  than LRMs of equivalent volley sizes. This means that despite their light 
  warhead yields per missile, the MRM makes up in volume what it lacks 
  in accuracy—and it can do so for far longer than a comparable LRM.
  Initially spurned by many in the DCMS as a weapon designed for 
  green cadets, MRMs caught on over the years, and have since appeared 
  in regular and mercenary commands across the Inner Sphere. The Clans, 
  however, have shown no interest in duplicating this technology.
  MULTI-MISSILE LAUNCHERS (MMLS)
  [Introduced: 3067 (Battle Magic [mercenary command])
  The Battle Magic mercenary command was developing the multi-
  missile launcher (MML) system on Outreach near the close of 3067 
  when Wayne Waco and his followers launched their sneak attack 
  on Harlech. Intended to maximize the usefulness of standard and 
  specialty LRM and SRM munitions, while simultaneously simplifying 
  the logistical needs of the cashed-strapped merc outfit, the MML was 
  deployed in 3-, 5-, 7- and 9-tube sizes. It also featured compatibility 
  with Artemis fire-control systems and LRM/SRM special munitions, 
  such as Narc and Swarm missiles. This effectively produced a weapon 
  that mimicked the Clan ATM system.
  Several prototypes of these weapons were pressed into hasty ser-
  vice to fend off the renegade mercenary attack on Harlech, but sadly 
  failed to save Battle Magic from utter destruction. Ironically, it was the 
  Blakist zealots who brought the MML into full-scale production after 
  their subsequent invasion of Outreach in 3068, apparently finding the 
  Magic’s innovation useful. Fortunately, the technology did not remain 
  proprietary for long, as virtually all the other factions engaged against 
  the Robes have fielded their own versions of the MML by the time of 
  this writing. –EB]
  ROCKET LAUNCHERS
  Introduced: 3064 (Marian Hegemony)
  As weapon technologies go, the rocket launcher system was hardly 
  new even when the Marian Hegemony introduced it a few years ago. In 
  fact, these weapons essentially amount to a multi-tube variation on the 
  standard infantryman’s light anti-tank weapon (LAW)—a self-contained, 
  one-shot, unguided launch system. Why, then, did it take so long to for 
  someone to develop it into a mainstream vehicular weapon? It’s hard 
  to say, though a guess might be a long-standing presumption that the 
  only viable weapons on today’s ‘Mech-heavy battlefield are high-tech 
  systems that can battle ambient ECM, home in on a target and still 
  deliver powerful damage meant to defeat multi-layer combat armor.
  Installed in racks of 10, 15 and 20 tubes, rocket launchers are cheap, 
  simple and compact enough to install multiple racks at a fraction of 
  the weight cost of a more reusable LRM. With hitting power roughly 
  equal to a comparable-sized LRM volley, the rockets’ damage potential 
  is respectable, making them an excellent choice for the fairly low-tech 
  armies of the Periphery. However, the Inner Sphere’s larger militar-
  ies have been slow to introduce the rocket launcher system, largely 
  because it’s a one-shot weapon that loses effective range in the larger 
  rack sizes (the latter largely attributed to the cluttering flight paths of 
  so many unguided munitions fired in unison).
  SHORT-RANGE MISSILES (SRM)
  Introduced: 2370 (Terran Hegemony)
  Less sophisticated than LRMs, the direct-fired short-range missile 
  (SRM) system makes up for its limited reach with the heavier punch of 
  its high-explosive warheads. Mounted in racks of two, four or six tubes—
  though, again, ProtoMechs have been known to boast irregular tube 
  counts—SRMs are particularly effective against vehicles and infantry, and 
  are often a favored weapon for smaller battlefield units. Their popularity 
  has been proven by the longevity of brand names like Harvester, Holly, 
  Hovertec and Telos, and even the Clans have managed to maintain their 
  own models—albeit more compact and lightweight by comparison.
  
  SINGLE-SHOT (OS) MISSILE LAUNCHERS
  Introduced: 2676 (Terran Hegemony)
  Extinct: 2800 (Inner Sphere)
  Recovered: 3030 (Free Worlds League)
  A variation on the LRM, MRM and SRM systems (including Streak 
  launchers, torpedo launchers and even the Narc missile beacon launcher) 
  the single-shot launcher—also known as one-shot or OS—is a curious 
  concept that did not so much go extinct in the Succession Wars as fall into 
  general disuse. Hardly considered lostech (even the date given for their 
  first introduction is more to pin down when the use of one-shot launchers 
  became common for the SLDF), the single-shot missile launcher design 
  simply modifies a standard missile launch system with a shortened, fixed-
  mount ammo bin carrying a one-salvo capacity. Used only when tonnage 
  is at a premium, one-shot launchers offer a little extra punch in a pitched 
  fight, but with an all-or-nothing approach that can be as much a curse as 
  the lack of a bin full of explosive munitions might be a blessing.
  Of course, with the advent of the generally more potent Marian-style 
  Rocket Launchers, the One-Shot missile concept may once more be on its 
  way to extinction.
  STREAK SHORT-RANGE MISSILES
  Introduced: 2647 (Terran Hegemony [Streak-2]), circa 2820 (Clans, 
  [Streak-4, Streak-6])
  Extinct: 2845 (Inner Sphere)
  Recovered: 3035 (Free Worlds League [Streak-2]), 3058 (Draconis 
  Combine, [Streak-4, Streak-6])
  The Star League development of the Streak SRM missile system was 
  a significant enhancement of existent missile launcher technology, 
  incorporating a kind of “smart override” feature in the targeting and fir-
  ing mechanisms. Developed as a means of conserving ammunition, the 
  Streak system literally refuses to fire unless all of the launcher’s tubes 
  simultaneously achieve a “hard lock” on their target. While this approach 
  guarantees a hit when the weapon fires, some have seen the system’s 
  requirement for using only its own missile types (rather than any of the 
  specialty munitions now available) as a hindrance. Combined with the 
  Streak’s increased cost—to say nothing of the unnerving risk that it may 
  override a shot at the critical moment it is needed—this has kept the 
  Streak system from completely replacing standard SRMs in the arsenals 
  of Inner Sphere militaries. Even today, standard SRM launch technology 
  continues to outnumber Streak systems in the product lines of companies 
  across the Sphere by almost two to one.
  Curiously enough, the Clans—whose Streak launchers are much 
  lighter, smaller and capable of longer reach—have also maintained the 
  dual SRM styles of Streak and non-Streak systems. The reasons for this, 
  especially when they have allowed standard lasers and autocannon to 
  fall by the wayside under similar circumstances, are not fully understood 
  even today.
  TORPEDO LAUNCHERS
  Introduced: 2380 (Terran Hegemony) 
  Considered by many a niche class of LRM and SRM systems—and 
  sometimes erroneously classified as a special munition for standard 
  launchers—torpedoes are the maritime-only versions of their surface-
  launched kin. Though they are as effective underwater as missiles are 
  in most respects, torpedoes are almost never seen on BattleMechs or 
  vehicles not specifically designed for blue-water operations. The stan-
  dard short-range torpedo (SRT) and long-range torpedo (LRT) launch-
  ers’ munitions cannot be swapped out for standard missiles because 
  of physical differences in the launch mechanisms. This incompatibility 
  has, understandably, led to little love for this weapon system, and so 
  few manufacturers mass produce them today. In fact, the Sea Devastator 
  LRT-20 and Sea Harvester SRT-6 systems—both employed on the Galtor-
  produced Neptune combat submarine—are the best known of these 
  weapons Inner Sphere-wide, and represent less than one percent of 
  munitions sales by these companies.
  MISSILE MUNITIONS
  To enhance their effectiveness and widen commanders’ options on the 
  modern battlefield, today’s LRM and SRM launchers can be loaded with 
  several types of special munitions for a variety of special-purpose mis-
  sions. This variability tends to come with the limiting caveat that not all 
  munitions work as effectively for all systems. Nor can most of these make 
  use of specially enhanced launchers, such as the Streak system or torpedo 
  systems, or in conjunction with targeting enhancements like the Artemis 
  (though at least in the latter case, Artemis-equipped launchers may be 
  able to fire these missiles).
  Artemis/Narc Missiles: Developed in conjunction with the target-
  enhancing technologies that bear their names, Artemis- and Narc-
  enhanced missiles are available to standard LRM and SRM launchers [as 
  well as the MML system —EB]. Artemis-enhanced missiles, when used 
  with a launcher that features an Artemis IV fire-control system, focus their 
  volleys better, delivering more missiles to the target than typical of unen-
  hanced missiles. Narc-enhanced missiles accomplish the same goal, but 
  only against targets previously struck by an attacker-friendly Narc or iNarc 
  homing pod. Where neither condition applies (such as Artemis-enhanced 
  missiles fired by a non-enhanced launcher, or Narc missiles fired on a non-
  ”Narced” target), or when hostile ECM suites are particularly active, these 
  missiles behave more like conventional rounds. 
  Fragmentation Missiles: Available for standard SRM or LRM launch 
  systems, fragmentation munitions contain high-explosive warheads 
  encased in brittle metal shells. Between the shell shrapnel itself and the 
  additional debris within—including coils of wire, hard pellets, and the 
  like—fragmentation missiles are expressly designed to maximize their 
  potential to kill or mutilate human beings en masse. Though they have 
  little effect on armored units, including battle armor, vehicles and ’Mechs, 
  fragmentation missiles are devastating to conventional infantry, able 
  to decimate platoons twice as efficiently as a flight of similarly classed 
  standard missiles. Also a fairly ancient technology abandoned in favor of 
  more effective armor-defeating weapons, the Free Worlds League brought 
  fragmentation missiles back into play in 3050—no doubt inspired by les-
  sons from the recently ended Andurien conflict.
  Harpoon SRMs: A maritime hunter’s weapon not designed for the 
  battlefield, the SRM harpoon is the heaviest of its kind. Essentially little 
  more than a kinetic, piercing head and a reinforced, detachable cable, the 
  SRM-launched harpoon can pierce the hide of most any marine animal 
  known in the Inner Sphere, and tow the hapless—and, hopefully, merci-
  fully dead—creature into the vessel. While they can be quite effective 
  against unarmored infantry, battlefield armor is effectively immune to the 
  standard harpoon SRM, and most vehicles or ’Mechs could make quick 
  work of the tow cable even if successfully speared.
  
  231
  231
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  Inferno SRMs: An enhancement of an ages-old incendiary weapon 
  system, Inferno SRMs have been around since the early Succession 
  Wars. These warheads combine volatile incendiary fluids with a 
  soap-like chemical that adheres to almost any hard surface. Intended 
  to raise the heat levels of enemy ’Mechs to dangerous heights, or to 
  fry the crews of armored vehicles in their own metal coffins, these 
  weapons have seen common use in many a brutal campaign. As with 
  incendiary LRMs, these missiles are susceptible to their own user’s 
  internal heat issues as well, and so they are deployed less frequently 
  than standard armor-defeating munitions.
  Semi-Guided LRMs: In 3057, the Free Worlds League debuted the 
  first of their newly developed semi-guided LRM munitions among 
  select forces deployed during Operation Guerrero. One of their few 
  true innovations after nearly a decade spent on fostering new mis-
  sile technologies, this missile type incorporates the laser-homing 
  technology of the Arrow IV guided artillery missile (discussed in a 
  later volume). This enhancement allows friendly units equipped with 
  target acquisition gear (TAG) to “paint” a target for the incoming flight, 
  enhancing accuracy on the battlefield.
  Swarm LRMs: The Terran Hegemony first developed Swarm mis-
  siles for the SLDF in 2621 as a means of enhancing the destructive 
  effect of LRM munitions and scattering enemy forces. Incorporating 
  a smarter targeting system than standard LRMs, Swarm missiles fired 
  like standard LRMs, but any that missed a target would remain active 
  and able to home in on any other unit within 30 meters. This ability 
  did not discriminate, however, between friendly and enemy targets, 
  and so the weapon could not be easily deployed when battles got 
  close. The added expense of these missiles and the destruction of their 
  factories by 2840 saw the Swarms fall into disuse until their recovery 
  by the Federated Commonwealth in 3053—inspired, of course, by the 
  fact that some of the invading Clans made widespread use of these 
  same munitions.
  Swarm-I LRMs: Another Free Worlds innovation in LRM technology, 
  improved Swarm (Swarm-I) LRMs debuted in 3057 alongside the semi-
  guided missiles. Developed along the same lines as the basic Swarm 
  system, Swarm-I munitions incorporate an Identification: Friend or Foe 
  (IFF) system that allows the missiles to dodge or pass over friendly tar-
  gets when fired into a cluster of fighting units. Though the technology 
  did not eliminate the threat of friendly fire completely—particularly 
  when dealing with sensor-damaged friendlies or enemy ECM—the 
  use of Swarm-Is drastically reduced the number of such incidents 
  often attributed to the use of standard Swarm missiles.
  Tear Gas SRMs: A non-lethal weapon seldom seen on the battle-
  field (but common in heavy police units summoned for riot control), 
  tear-gas SRMs are effective primarily against ill-equipped conven-
  tional infantry and other unprotected personnel. They are meant not 
  to inflict casualties so much as to subdue and scatter unruly mobs, 
  and are ineffective against all manner of armored vehicles. Indeed, 
  even well-built civilian vehicles can withstand a direct hit from a 
  tear gas round with little more damage than scuffed paint and an 
  unseemly dent.
  Thunder LRMs: Another product of the Terran Hegemony, Thunder 
  LRMs were first employed in 2621 and subsequently lost to the Inner 
  sphere by 2840, are designed to deliver a conventional minefield with 
  a pull of the trigger. The Clans retained this lost technology (which 
  they called field artillery scatterable munitions—FASCAM), which 
  prompted the Inner Sphere to scramble to reintroduce their own, 
  which the FedCom accomplished in 3052.
  Since that time, additional variants on Thunder missiles have come 
  into play, developed by the Capellan Confederation as an offshoot 
  of their 3050s-era partnership with the Free Worlds League. These 
  included the Thunder-Augmented, which could lay larger and broader 
  minefields than a standard Thunder round; the Thunder-Inferno, 
  which replaced the mines’ explosives with incendiary chemicals; the 
  Thunder-Vibrabomb, which used seismic sensors to select enemy units 
  by weight and detonate only as they passed over; and the Thunder-
  Active, intended to deal with jump-capable units and hovercraft. 
  These enhanced Thunder munitions first debuted in 3057, against the 
  FedCom forces who vainly battled Capellan-backed insurgencies in 
  the former Sarna March region, but were not employed by the Free 
  Worlds forces at that time. Their use demonstrated not only their 
  indiscriminate effectiveness as a weapon system, but also the devious 
  nature of Capellan weapons design and a fundamental rift between 
  Capellan and Free Worlds battlefield philosophy that may have been 
  an early indication of the cracks in the two powers’ alliance.
  Tech Base: Inner Sphere (LRM, MML, MRM, SRM, rocket launchers, Streak, torpedo, and OS); Clan (ATM, LRM, SRM, Streak, torpedo, OS)
  Unit Restrictions: ProtoMechs may not mount ATMs, MMLs, MRMs, rocket launchers or Single-Shot (OS) Missile Launchers
  Game Rules: Missile launchers may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting, but loaded 
  or partially loaded missile ammo bins are always live and will explode per standard rules if critically hit during game play.
  Construction Rules: Missile launchers may be mounted on any unit in accordance with the unit’s standard core construction rules. 
  ProtoMechs must use the ProtoMech Weapons and Equipment Tables for construction data and game statistics.
  On BattleMechs, IndustrialMechs and Support Vehicles, missile launchers that may be enhanced by Artemis (LRMs/LRTs, SRMs/SRTs 
  and MMLs) must allocate both the launcher and the Artemis system to the same location and all applicable launchers on the unit must 
  be enhanced in the same fashion. Artemis systems on such units may be given a separate critical slot as the launcher can still fire with a 
  damaged Artemis (all other units that carry Artemis-enhanced launchers—such as Combat Vehicles, fighters and DropShips—install the 
  combined launcher and Artemis system as a single weapon).
  Omni units that mount missile launchers capable of using Artemis must adhere to the above rules, even if the launcher is hardwired to 
  the base design. For example, an OmniMech that hardwires a standard LRM launcher in its Center Torso location in such a way as to leave no 
  extra critical slots in that area may not subsequently add Artemis-enhanced missile launchers to a later configuration, as the Center Torso 
  LRM has no room for its own enhancement.
  The Heavy Weapons Ammunitions table at the back of this book (p. 345–346) indicates which launchers may use which special munition 
  types featured here, as well as their game rules references, required tech base and shots-per-ton. Single-shot (OS) launchers and rocket 
  launchers of any kind may not carry additional ammunition. Ammunition for missile launchers may be noted under the unit’s standard rules, 
  as presented under their respective Install Weapons, Ammunition and Other Equipment sections.
  Only standard LRM and SRM launchers may be installed as Torpedo Launchers. Only Torpedo Launchers may fire Torpedoes.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343; for ProtoMechs, p. 343) 
  Game Rules: Total Warfare, p. 98
  MISSILE
  i
  
  MYOMER ACCELERATOR SIGNAL CIRCUITRY (MASC)
  Introduced: 2740 (Terran Hegemony)
  Extinct: 2795 (Inner Sphere)
  Recovered: 3035 (Capellan Confederation)
  The Star League developed MASC (Myomer Accelerator Signal Circuitry) 
  as a means to coax tremendous speed boosts out of scout ’Mechs. 
  Essentially an override for the standard movement circuitry regulating a 
  BattleMech’s leg myomers, this system can push these bundles to expand 
  and relax much more quickly than standard tolerances ordinarily allow. The 
  result is a short, ten-second burst of speed—as fast as double the ’Mech’s 
  normal walking rate—but the fact that the myomers and actuators are 
  stressed beyond their normal tolerances can lead to alignment problems 
  and bearing strain. With prolonged, continuous use, in fact, the likelihood 
  of torn bundles and complete actuator malfunctions rises dramatically. 
  Wiser MechWarriors thus prefer to engage MASC only intermittently, to 
  avoid transforming their speed demon into a tangle of ruined limbs and a 
  target for enemy units seeking easy prey.
  PROTOMECH MYOMER BOOSTER
  [Introduced: 3068 (Clans Blood Spirit and Ice Hellion)
  A similar concept to MASC, ProtoMech myomer booster technology was 
  field-tested by Clans Blood Spirit and Fire Mandrill in a spate of Homeworld 
  Trials in the latter half of 3068. The technology, however, originated with 
  the Ice Hellions, whose obsessive love for speed prompted them to develop 
  this small-scale alteration of MASC technology for ProtoMechs and battle 
  armor around 3066 or 3067. Unlike MASC, the ProtoMech booster can 
  operate continuously, producing a steady running speed equal to about 
  twice that of a given Proto’s full walking rate. Only the unique nature of 
  ProtoMech design has made this possible, with their smaller sizes making 
  for easier heat management and their lighter chassis weights yielding a 
  relatively more robust myomer and actuator design compared to full-size 
  BattleMechs. Nevertheless, there remains some potential for internal dam-
  age—specifically to the pilot—when using this system, as it still taxes the 
  machine’s tolerances and those of the warrior whose brain is wired into it.
  Since the ProtoMech booster’s debut, the technology has spread 
  throughout the Homeworlds and is only now working its way into the 
  invading Clan forces through the Horses and Diamond Sharks. –EB]
  Tech Base: Inner Sphere (MASC only) and Clan (MASC and ProtoMech myomer booster)
  Unit Restrictions: Only BattleMechs may install MASC. Only ProtoMechs may install the ProtoMech myomer booster.
  Game Rules: These systems will not function if the unit’s engine is shut down or if the pilot is unable to act (or if critically hit).
  Construction Rules: For BattleMech MASC construction rules, consult the Special Physical Enhancements rules in Step 2 of the BattleMech Core 
  Construction rules (p. 48). BattleMechs may not install MASC and triple-strength myomer on the same design.
  For ProtoMech myomer booster rules, consult the Special Physical Enhancements rules in Step 2 of the ProtoMech core construction rules (p. 82).
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343; ProtoMech, pp. 343) 
  Game Rules: Total Warfare, p. 137 (MASC), p. 187 (ProtoMech myomer booster)
  MYOMER ACCELERATOR SIGNAL CIRCUITRY (MASC)
  i
  NARC MISSILE BEACON
  Introduced: 2587 (Terran Hegemony)
  Extinct: 2795 (Inner Sphere)
  Recovered: 3035 (Free Worlds League)
  Though hailed as another lost-and-found innovation of the Star League, 
  at heart the Narc missile beacon is little more than a heavily modified 
  and specialized single-tube SRM launcher. Rather than lobbing missiles, 
  however, the Narc—adapted for the electro-magnetic soup of the modern 
  battlefield—fires larger magnetic grappling munitions called (appropri-
  ately enough) “Narc pods.” These pods contain powerful homing beacons 
  capable of cutting through most standard forms of ECM—at least until 
  the Guardian suite came along—and are used to attract friendly missiles 
  equipped with properly attenuated sensors. Though the effect is similar to 
  that of Artemis-enhanced missile fire, some consider Narc pods superior 
  to the Artemis because the signal lock cannot be broken once established. 
  An attached beacon remains fixed to its target, calling in missiles upon 
  itself until its unwilling “host” is destroyed. Moreover, the effect of a single 
  unit equipped with a Narc launcher can enhance the targeting of every 
  friendly missile support unit using Narc-compatible missiles, while the 
  Artemis can only affect the missiles of the shooter. 
  Even though its functions would seem to clash with many of their battle 
  philosophies, the Clans never lost the ability to produce the Narc system, 
  and they have even managed to reduce its size and bulk. For the Inner 
  Sphere, it took the efforts of Free Worlds League engineers and the Gray 
  Death Memory Core to bring the Narc back from the dead in 3035. Since 
  then, designers have made several refinements to the system itself and the 
  pods it can launch, expanding on the utility of this piece of EW hardware.
  IMPROVED NARC LAUNCHER
  Introduced: 3062 (ComStar/Word of Blake)
  The ComStar-produced improved Narc launcher (often referred to as 
  the iNarc) debuted in 3062—a full ten years after efforts to enhance the 
  system began. Intended to improve the flexibility of the beacon launcher, 
  the final result was an electronic warfare package that boasted a roughly 
  67 percent increase in effective range (longer even than the Clan model) at 
  the cost of increased weight, bulk and pod size. Though this last point left 
  the Narc with fewer rounds per ton—and these pods could now be easily 
  “brushed off” during combat—the increase in size also enabled ComStar 
  engineers to incorporate a variety of specialized warheads unveiled at 
  the same time as the improved launcher. These enhanced pods range in 
  capability from an enhanced version of the standard homing pod to the 
  devastatingly cunning Nemesis pods. 
  NARC MUNITIONS
  The special munitions outlined below have been deployed by Narc and 
  iNarc launchers to date. Most are specialties of the iNarc system, but two—
  the homing and explosive pod types—are actually employed by both Narc 
  systems with slightly different effects. To differentiate between them, each 
  pod designation is preceded by its launcher type (Narc or iNarc). 
  iNarc Homing Pods: A target hit with an iNarc homing pod not only 
  attracts more Narc-equipped missiles in a given volley fired upon it, but is 
  also easier to hit with said missiles, as the much more powerful beacons 
  expedite friendly lock-ons.
  iNarc Explosive Pods: The larger iNarc version of the Combine-devel-
  oped explosive Narc pods can deliver a more devastating charge when 
  activated, shearing away 50 percent more armor than its smaller cousin.
  iNarc ECM Pods: The ECM pod actually latches a short-range jamming 
  field around itself and the target to which it is attached, effectively negat-
  ing the benefits of many EW-based systems that may be mounted on the 
  target, including Artemis fire control and C3 computer systems.
  iNarc Haywire Pods: The “Haywire” pod, a specialized and aggressive 
  variation on the ECM pod, emits powerful static and electromagnetic 
  “noise” that overpowers its target’s electronic systems, including tracking 
  
  233
  233
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  and communications. This impairs the target’s weapon attacks and 
  renders any effort to spot for indirect fire practically useless.
  iNarc Nemesis Pods: The single most treacherous of ComStar’s 
  iNarc pod creations, the Nemesis pod turns an enemy’s own mis-
  siles against him. When a Nemesis pod latches onto a target, the 
  Narc-equipped missiles of units friendly to the target will home in 
  it, drawn by the Nemesis’ signal. Originally designed only to divert 
  hostile Narc-equipped missiles onto other enemies, the Nemesis was 
  soon upgraded to attract Artemis IV missiles, semi-guided missiles 
  and even Arrow IV homing missiles from friend and foe alike. Under 
  the right conditions, the result can potentially bring down a target in 
  seconds beneath a hail of friendly fire.
  Narc Homing Pods: A target successfully tagged by a standard 
  Narc homing beacon can expect to receive a greater-than-average 
  share of missiles from an incoming volley, as the electronics package 
  essentially aids the guidance systems of Narc-equipped LRM and 
  SRM warheads.
  Narc Explosive Pods: The DCMS  was the first to field Narc explo-
  sive pods in 3058—the only variation of the system not originated 
  by ComStar or simply recovered from Star League lostech. Essentially 
  replacing the pod’s homing beacon with a shaped charge, these 
  remotely detonated “bomblets” inspired the improved iNarc versions 
  that came later.
  Tech Base: Inner Sphere (Narc and iNarc); Clan (Narc only)
  Unit Restrictions: No restrictions
  Game Rules: Narc launchers may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting, but loaded 
  or partially loaded Narc ammo bins are always live and will explode per standard rules if critically hit during game play.
  Construction Rules: Narc launchers may be mounted on any unit in accordance with the unit’s standard core construction rules.
  The Heavy Weapons Ammunitions table at the back of this book (p. 345–346) indicates which launchers may use which special munition 
  types featured here, as well as their game rules reference, required tech base and shots-per-ton. Ammunition for Narc launchers may be 
  noted under the unit’s standard rules, as presented under their respective Install Weapons, Ammunition and Other Equipment sections.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 138
  NARC/INARC
  i
  PARAMEDIC EQUIPMENT
  Introduced: Pre-spaceflight
  Much more than the first aid kit you keep in the glove box, the typi-
  cal paramedic equipment kit consists of much the same emergency 
  trauma gear one might see on a hospital “crash cart;” defibrillators, 
  emergency chemical stimulants and tranquilizers, high-pressure pre-
  serving sleeves, intubation gear and the like. In the hands of a field 
  medic, this equipment can save a life, staving off shock and stabilizing 
  an injured patient for and during transport. It should come as no sur-
  prise that such equipment is standard issue on most rescue vehicles 
  and ambulances, and is occasionally even mounted on MASH units for 
  use in triage while those requiring more extensive work take up the 
  tables in the surgical bays.
  While such equipment might appear on combat units as well as 
  Support Vehicles, it’s worth noting that the average MechWarrior or 
  vehicle crewman is trained in first aid procedures only. Combat units 
  therefore often do not invest the weight and space in paramedic gear, 
  favoring instead the much lighter and more portable basic first-aid 
  field kits that can be stowed in cockpit compartments.
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: Only IndustrialMechs, Combat Vehicles and Support Vehicles may install Paramedic Equipment.
  Game Rules: Paramedic equipment has no impact in Total Warfare game play. Its use is expanded upon in Strategic Operations, p. 176.
  Construction Rules: BattleMechs, fighters, Small Craft and DropShips generally incorporate basic first aid gear in their cockpits and 
  cabins, and so do not generally mount extended paramedic equipment. Other units generally do not mount this equipment unless the unit 
  is intended for emergency and rescue duties. ProtoMechs have no room to install paramedic equipment.
  Paramedic equipment may be mounted on any applicable unit in accordance with the unit’s standard core construction rules. 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  PARAMEDIC EQUIPMENT
  i
  PARTICLE PROJECTOR CANNON (PPC)
  The energy-based equivalent of the Gauss rifle, the particle projec-
  tor cannon (PPC for short) is one of the most powerful non-ballistic 
  weapons ever devised for the modern battlefield. Consisting of a 
  magnetic accelerator, firing high-energy proton or ion bolts, PPCs can 
  flay armor through kinetic and thermal damage. While popular belief 
  may hold that PPCs are an electromagnetic weapon, it’s worth men-
  tioning that even though most PPC bolts look like a flash of manmade 
  lightning, the actual electrical component of a PPC attack is little more 
  than an intense burst of static. 
  In widespread use today are two primary PPC types: the standard 
  and extended-range (or ER) versions. [Once again, Professor Habeas 
  was unaware of the advent of three new PPC types the Draconis 
  Combine had managed to produce for export. Even as he was putting 
  the final touches to this document, the Combine had begun to share 
  their light and heavy PPC models with the Free Worlds League as part 
  of a secret tech trade. –EB]
  EXTENDED-RANGE (ER) PPC 
  Introduced: 2751 (Terran Hegemony)
  Extinct: 2860 (Inner Sphere)
  Recovered: 3037 (Draconis Combine)
  The extended-range version of the particle projector cannon was 
  one of the last weapons advancements of the Star League, debuting just 
  seven years before the start of Stefan Amaris’ coup. Essentially achieving 
  its superior range through sheer brute force, the ER version of the PPC 
  runs fifty percent hotter than its standard-model progenitor, but gains 
  a third more range and is effective from muzzle to maximum range—all 
  for the same tonnage and bulk. (The Clan version, by comparison, is a 
  bit more compact and one ton lighter, but gains an extra fifty percent of 
  thermo-kinetic damage at no significant increase in reach.)
  ER PPCs reached their apex in the final days of the Star League with 
  Terra-based Martinson Armaments’ Kinslaughter H-Class, mounted on 
  
  the SPT-N2 Spartan. The Draconis Combine managed to revive the technology 
  shortly before the War of 3039, but only a handful of these weapons reached 
  the field during that conflict. By the time of the Clan Invasion, this re-proven 
  technology was back in broad production, with Ceres Arms, Defiance Industries 
  and Johnston Industries all among the chief producers of the upgraded models.
  HEAVY PPC
  [Introduced: 3067 (Draconis Combine)
  The Combine was on a veritable PPC binge in the early months of 3067, 
  with several variant models under development and even shared with 
  the Free Worlds League in a dubious tech trade. Reportedly, Coordinator 
  Theodore Kurita was aware of the deal, but was trying to shield the project 
  from the new Star League’s prying eyes. Whether the Coordinator did this 
  to preserve Combine security or merely to test the reborn Star League’s 
  intelligence capability is anyone’s guess.
  The heavy PPC was an effort to match the destructive force of the Clan 
  ER PPC without overloading a BattleMech’s heat sink system. The weapon 
  achieves this effect, but at a cost in range, tonnage and size. The heavy 
  model is nearly half again as massive as the standard and ER models, and 
  has the same range profile as the standard PPC—complete with focusing 
  issues at distances of less than 90 meters. 
  LIGHT PPC
  Introduced: 3067 (Draconis Combine)
  The light PPC, an effort to produce a more compact versions of the same 
  weapon, also proved a limited success. Once more achieving the same 
  range profile as the standard Inner Sphere PPC, this model has half the heat 
  and damage potential as well—with a weight and size profile roughly half 
  that of the standard PPC. Only the fact that its reach is still half again better 
  than the Spheroid ER medium laser has kept this weapon viable.
  SNUB-NOSE PPC
  [Introduced: 2784 (Terran Hegemony)
  Extinct: 2860 (Inner Sphere)
  Recovered: 3037 (Draconis Combine)
  The snub-nose PPC was a Star League-era experiment in “overcharg-
  ing” the standard PPC design that died before it was fully completed and 
  deployed. The intent of the experiment was to achieve the same devastat-
  ing effect at a reduced weapon size, and to eliminate the standard model’s 
  minimum-range effect. The net result, unfortunately, was a weapon that 
  lost effectiveness over range and lacked some of the reach of the standard 
  PPC, but had a better short-range envelope nonetheless. The weapon 
  failed to reach widespread production before the Exodus, and its lessons 
  were integrated with early Clan efforts to refine the standard PPC (a pro-
  cess that finally resulted in the hard-hitting power of the Clan ER PPC). 
  Combine engineers, however, apparently managed to revive this aban-
  doned concept while developing their light and heavy PPC models. –EB]
  STANDARD PPC
  Introduced: 2460 (Terran Hegemony)
  Extinct: Circa 2820 (Clan only)
  The standard PPC is the favored “big gun” of lighter ’Mech classes and 
  long-distance raiders that can’t afford to pay the tonnage for big ballistics 
  like the Gauss rifle or autocannon/20. Once considered the apex of energy 
  weapon technology, these particle cannons have excellent reach for the 
  tactical battlefield and can vaporize about two tons of standard military-
  grade armor in just three solid hits. Unfortunately, they are less effective at 
  ranges of less than 90 meters, as the particle fields at this range are delib-
  erately inhibited by the weapon design. This feature—hardwired to every 
  standard PPC model from the Donals produced in the Taurian Concordat 
  to the Parti-Kills made on New Earth—is an electronics safety feature, 
  intended to prevent the unfocused static of a discharging PPC from 
  overloading the firing unit’s electronics. The enhancements that make 
  ER models possible overcame this drawback, though the original models 
  have remained popular for their lower cost and centuries of reliability.
  The Clans discontinued use of the standard PPC after developing their 
  own ER version, which is lighter and more compact than the original 
  design. Akin to their treatment of standard autocannon and laser weap-
  ons, the heirs of Kerensky apparently relegated the somewhat “advanced-
  standard” models they had designed to the scrap heaps or solahma duty 
  sometime around the 2820s, leaving only a handful to survive to the 
  modern era—typically on DropShip hulls.
  Tech Base: Inner Sphere (Standard, ER, Light, Heavy  and Snub-Nosed) and Clan (ER only)
  Unit Restrictions: No restrictions
  Game Rules: PPCs may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting.
  Construction Rules: PPCs may be mounted on any unit in accordance with the unit’s standard core construction rules. In addition, OmniMechs 
  must remove lower arm or hand actuators in any Arm location selected to carry a PPC of any size. 
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 98
  PPC
  i
  PINTLE MOUNT
  Introduced: Pre-spaceflight
  A common means of mounting infantry-scale weapons (classified 
  in vehicle design parlance as light- and medium-class weaponry), the 
  pintle is something of a half-turret, which provides a firing arc as wide as 
  180 degrees along the side of the vehicle on which it is mounted. Pintle 
  construction today is lightweight compared to turrets, with few having the 
  capacity to handle anything the size of a main battle tank’s heavy auto-
  cannon. The limited firing arc—fine for most smaller vehicles and support 
  units—is also considered too restrictive for today’s battlefield vehicles. 
  Pintles are therefore almost never seen on Combat Vehicles. 
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Pintle mounts may be used by any Small Support Vehicle, except those of the Fixed-Wing or Naval motive types.
  Game Rules: Pintle mounts provide a 180-degree firing arc for any equipment mounted on the vehicle’s sides. Pintles—and the equipment 
  mounted on them—may not operate if the unit’s engine is shut down or the crew/pilot is otherwise incapable of acting.
  Construction Rules: Pintles may not be used to mount heavy weapons (see p. 20), nor may they mount armor as a turret. The weight of a pintle 
  mount is equal to 5 percent of the weight of all weapons and equipment (excluding ammunition) mounted in the pintle, rounded up to the nearest 
  kilogram. Pintle mounts occupy no equipment slots by themselves, though the weapons they mount will.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 206
  PINTLE MOUNT
  i
  
  235
  235
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  POWER AMPLIFIERS
  Introduced: Circa 2300 (Terran Alliance)
  Any unit not powered by a fission- or fusion-power plant that also 
  carries heavy energy weapons, such as lasers and PPCs [and Plasma 
  Weapons –EB], must mount power amplifiers in order to operate 
  these weapons. These “amplifiers” are actually banks of capacitors 
  that are constantly recharged by the operation of the vehicle’s engine, 
  harnessing and converting the raw power of ICE, fuel cell and other 
  non-fission/non-fusion power sources. Mated to the unit’s on-board 
  weapon systems, they add roughly 10 percent to the overall mass of 
  such energy weapons, but at a negligible increase in bulk.
  It should be noted that power amplifiers are generally used 
  for heavy weapons only—the kind typically mounted on Combat 
  Vehicles and BattleMechs. They are not required for infantry-scale 
  weapons, even those of the medium (support) class; the mounts for 
  such equipment, after all, normally include an allotment of space for 
  independent power cells.
  PLASMA WEAPONS
  [At the time of this document, plasma weaponry—which uses a 
  lasing process to flash cartridges of plastic foam into white-hot pro-
  jectiles—was an infantry support weapon fielded by the Capellan 
  Confederation for battle armor use only. That changed in 3068, 
  when the Capellans fielded the first vehicular-scaled models during 
  their counter-assault on the Federated Suns’ Capellan March. Since 
  then, two such weapons have entered service. Though classed as 
  energy weapons, the plasma rifle and cannon both require ammuni-
  tion to function, making them a curious hybrid of energy weapons 
  and ballistics.
  PLASMA CANNON
  Introduced: 3069 (Clan Diamond Shark)
   Clan Diamond Shark engineers were stymied in their own efforts 
  to utilize fusion plasma as an effective long-range weapon when 
  news of the Capellan innovation somehow reached them in late 
  3068. After some hasty, desperate efforts, the Sharks apparently 
  managed to obtain enough samples of the Capellans’ man-portable 
  technology to reverse-engineer the process and adapt it to their 
  own weapon design, ultimately producing their plasma cannon 
  by mid-3069—a year after the Confederation had already begun 
  to field its own vehicle-scale version. Compared to the Spheroid 
  plasma rifle, the Clan version is much smaller and more compact, 
  with a slight advantage in range for the same battlefield endurance 
  of 10 shots per ton. However, the Clan model cannot match the 
  armor-defeating capabilities of the House Liao innovation, and is 
  effectively a “heat gun” in battle, able to spike a target ’Mech’s heat 
  levels without inflicting hard armor damage.
  PLASMA RIFLE
  Introduced: 3068 (Capellan Confederation)
  The plasma rifle began as an attempt to deploy a long-range flamer 
  technology for use as a heat-inducing “’Mech stunner” weapon sys-
  tem. Capellan engineers soon realized, however, that their new infan-
  try support weapon, the plasma rifle, could be modified for a similar 
  role if they could upgrade it to a vehicular scale. This realization led to 
  the deployment of these bigger-sized rifles before the end of 3068, 
  and several such weapons proved themselves on the battlefields of 
  Taygeta and New Syrtis during the Capellan counterattack against 
  Duke George Hasek’s Capellan March forces. The Confederation 
  promptly shared this technology with their Canopian allies on Sian, 
  who helped turn back a Blakist assault there in 3070.
  Though the Sharks managed to mimic this weapon system the 
  following year—leading many Spheroid leaders and experts to be 
  wary of the Clan’s possible impact on future commercial-industrial 
  relations—the Capellan version has proven deadly in the battlefield 
  for its ability to blast away armor with PPC force while causing a heat 
  spike that can overtax an enemy’s sinks in short order. –EB] 
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only units with energy weapons and using non-fusion/non-fission engine types may install power amplifiers.
  Game Rules: Power amplifiers are considered integral to a unit’s weapons and may not be used if the unit’s engine is shut down or its 
  pilot/crew is incapable of acting.
  Construction Rules: The construction rules for adding power amplifiers are covered in the Add Weapons, Ammunition and Equipment 
  step in the core construction rules for all applicable units. The rules appear on p. 74 for IndustrialMechs, p. 107 for Combat Vehicles, p. 137 for 
  Support Vehicles, and p. 195 for conventional fighters. OmniVehicles driven by non-fission/non-fusion engines may mount power amplifiers 
  as part of the installed weapon system. Power amplifiers occupy no weapon slots on applicable unit types.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  POWER AMPLIFIERS
  i
  Tech Base: Inner Sphere (plasma rifle only) and Clan (plasma cannon only)
  Unit Restrictions: None.
  Game Rules: Plasma weapons may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting.
  Construction Rules: Plasma weapons may be mounted on any applicable unit in accordance with the unit’s standard core construction 
  rules. On ProtoMechs, as well as Combat and Support Vehicles, plasma weapons are treated as energy weapons, and so must incorporate 
  any required heat sinks or power amplifiers needed to operate energy weapons of their size and heat potential.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 139
  PLASMA CANNON/PLASMA RIFLE
  i
  
  REMOTE SENSOR DISPENSER
  Introduced: Early spaceflight
  Used by military and commercial security concerns, as well as on 
  exploratory and survey missions, the typical remote sensor dispenser 
  (RSD) is normally found on Support Vehicles operating in defensive 
  areas or around the perimeter of a newly established landing/survey 
  site. Essentially a small cargo bay with a delivery system similar to a 
  miniaturized ‘Mech cocoon launcher, an RSD can carry up to thirty stan-
  dard-size, short-range remote sensors. Typically, these might include 
  infrared sensors, used to warn of approaching enemy troops and ani-
  mals, electromagnetic sensors to spot vehicular activity, or even seismic 
  sensors capable of detecting approaching BattleMechs or measuring 
  local tectonic activity—all of which can be monitored remotely by com-
  munications equipment tuned to the proper frequencies.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: No restrictions.
  Game Rules: The remote sensor dispenser has no impact in Total Warfare; its use is covered in Tactical Operations, p. 375. 
  Construction Rules: RSDs may be mounted in accordance with the unit’s applicable rules for installing weapons, ammunition and equipment. 
  Every Remote Sensor Dispenser has a fixed payload of 30 sensors and cannot be equipped with additional remote sensor “ammo”.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  REMOTE SENSOR DISPENSER
  i
  RETRACTABLE BLADE
  Introduced: Circa 2420 (Terran Hegemony)
  Though the hatchet was regarded as a great innovation in 3025, the 
  retractable blade—occasionally used by ExplorerMechs and AgroMechs 
  to tame stubborn undergrowth—actually predates the BattleMech. 
  Essentially a sheathed blade of industrial-grade steel or aluminum alloy 
  mounted on the IndustrialMech’s forearm, the retractable blade is effec-
  tive against armored units, but was intended for softer targets, such as 
  foliage, loose earth and unarmored flesh. In combat, a retractable blade 
  generally dishes out only slightly more damage than a standard punch, 
  which is what makes the dead-weight force of the hatchet so much 
  more formidable.
  QUARTERS/SEATING
  Introduced: Pre-spaceflight
  Unlike a personnel bay, which is intended to haul manpower for short 
  distances measured in hours, quarters are designed for long-term habita-
  tion, particularly by the crew of larger spacecraft or truly large and semi 
  self-sufficient vehicles, which can find themselves in the field for days, 
  weeks or longer. Roughly analogous to hotel accommodations, quarters 
  come in a variety of basic styles, from the communal bunk bed set-up 
  for crew quarters and the cramped basics of passenger steerage to more 
  luxurious and roomy first- and second-class suites.
  Seating, included here for completeness, is the equivalent of crew and 
  passenger quarters for smaller vehicles that also should not be confused 
  with the communal “bays” mentioned earlier. Unlike bays, seating is 
  designed for the solitary passenger, with a little elbow and leg room, and 
  maybe even some extras like a power port for rechargeable noteputers 
  and personal communicators. Pillion seating, which is less enclosed than 
  standard seating, is the kind of accommodation one might see on a hov-
  ercycle or sidecar. 
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: BattleMechs, IndustrialMechs, ProtoMechs and fighters may not install quarters or seating. Combat Vehicles may not 
  install quarters.
  Game Rules: Quarters and seating have no direct impact in Total Warfare; their use will be covered in future rulebooks.
  Construction Rules: ‘Mechs, fighters, ProtoMechs and Combat Vehicles are too small to install quarters and incorporate their required minimum 
  crew seating automatically with their design (including drivers, gunners and such). Combat Vehicles may add seats to accommodate any crew over 
  and above the vehicle’s minimum crew needs (see Step 2 of Combat Vehicle core construction, p. 100, for more information on finding the Combat 
  Vehicle’s crew needs).
  Small Support Vehicles must add seats 
  for all crew and passengers. Medium-sized 
  Support Vehicles may add seats and/or 
  quarters for all passengers and crew over 
  the vehicle’s minimum requirement (see 
  Step 2 of Support Vehicle core construction, 
  p. 126,  for more information on finding the 
  Support Vehicle’s minimum crew needs).
  Small Craft and DropShips must provide 
  quarters for all crew and passengers (except 
  for transport bay personnel). 
  The weight, equipment slot space (if any) 
  and capacity for all quarters and seating types 
  are shown in the Quarters/Seating Table.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  QUARTERS/SEATING
  i
  Quarters Type
   Weight (per 
  Quarters/Seat)
  Equipment Slot Space
  Capacity
  Quarters, Crew
  7 tons
  1 slot per 20 quarters*
  1 person Basic Quarters
  Quarters, Steerage
  5 tons
  1 slot per 50 quarters* 
  1 person Basic Room
  Quarters, 2nd Class
  7 tons
  1 slot per 20 quarters*
  1 person Standard Suite
  Quarters, 1st Class
  10 tons
  1 slot per 5 quarters*
  1 person Luxury Suite
  Seat, Combat Crew
  0.5 tons
  1
  1 person crew station (extra)
  Seat, Pillion
  25 kg
  0
  1 person external seat
  Seat, Standard
  75 kg
  0
  1 person internal seat
  *Round all fractions up
  
  237
  237
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only humanoid BattleMechs and IndustrialMechs may carry a retractable blade.
  Construction Rules: The weight, critical space and base damage for a retractable is based directly on the weight of the BattleMech/
  IndustrialMech wielding it. The value for a retractable blade’s weight is equal to the ‘Mech’s tonnage, divided by 20, rounded up to the near-
  est .5, plus an extra 0.5 tons to reflect the weight of the extension/retraction mechanism. The retractable blade also occupies a number of 
  critical spaces equal to the unit’s tonnage divided by 20 (rounding up), plus 1 extra slot for the extension/retraction mechanism. The blade’s 
  base damage value is equal to the ‘Mech’s tonnage, divided by 10 (rounded up to the nearest whole).
  Retractable Blades may only be mounted in a ’Mech’s arms. Installing a Retractable Blade does not require a hand actuator to be located 
  in the same arm, but arms intended to use a Retractable Blade must have shoulder, upper and lower arm actuators.
  Table Reference: Weapons and Equipment (Inner Sphere, pp. 341–342) 
  Game Rules: Total Warfare, p. 139
  RETRACTABLE BLADE
  i
  SWORD
  Introduced: 3058 (Draconis Combine)
  Lighter in weight, the BattleMech sword lacks the force of the Lyran 
  hatchet, but curiously enough, its more elegant design allows its 
  MechWarrior to land blows with far more accuracy.
  Tech Base: Inner Sphere only
  Unit Restrictions: Only Humanoid BattleMechs and IndustrialMechs may carry a sword.
  Construction Rules: ‘Mechs may mount swords in the Arm locations only. Each arm may install a maximum of 1 sword, and then only if 
  the selected arm also possess a full set of arm and hand actuators.
  The weight, critical space and base damage for a sword is based directly on the weight of the BattleMech/IndustrialMech wielding it. A 
  sword’s weight (in tons) is equal to the ’Mech’s tonnage, divided by 20 (rounded up to the nearest half-ton). The number of critical slots a 
  sword requires is equal to the ‘Mech’s tonnage, divided by 15 (rounded up to the nearest whole number). The sword’s base damage value is 
  equal to the ‘Mech’s tonnage, divided by 10 (rounded up to the nearest whole), plus 1 additional point.
  Table Reference: Weapons and Equipment (Inner Sphere, pp. 341–342) 
  Game Rules: Total Warfare, p. 144
  SWORD
  i
  SEARCHLIGHT
  Introduced: Pre-spaceflight
  The hand-held searchlight is lightweight, inexpensive and typically 
  pumps out a few hundred watts of illumination good to about 270 meters.
  The heavier, larger version—the mounted searchlight—commonly 
  has wattage ratings in the thousands, and can light up targets as far 
  away as five kilometers.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: No restrictions
  Game Rules: Searchlights have no effect in Total Warfare. Their effect in game play is detailed in Tactical Operations, p. 57.
  Construction Rules: All units except for Combat Vehicles and BattleMechs are presumed to incorporate at least 3 hand-held searchlights 
  as part of their design (2 Front and 1 Rear) to reflect running lights, headlamps and taillights—though some vehicles may designate these 
  as strobes for emergency and police vehicle units or warning beacons. BattleMechs and Combat Vehicles may instead mount one mounted 
  searchlight at the designer’s option, at no cost in weight, slots, or C-bills.
  Over and above these “free” lights, additional searchlights may be mounted on all units in accordance with standard core construction rules. 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345)  
  SEARCHLIGHT
  i
  SCREEN LAUNCHERS
  Introduced: 3055 (Draconis Combine)
  The launcher fires a specialized short-range missile with a canister 
  warhead filled with particle obscurants, chaff, and wideband radio 
  noisemakers. When fired, specialized explosives release the cloud of 
  obscurants that can play havoc with hostile targeting sensors and 
  fouls up incoming weapons fire through this cloud. 
  Tech Base: Inner Sphere 
  Unit Restrictions: Only DropShips may mount screen launchers.
  Construction Rules: Screen launchers require one gunner per launcher and must spend enough tonnage for a minimum of 10 shots per 
  launcher, in accordance with the standard DropShip construction rules.
  Table Reference: Weapons and Equipment (Inner Sphere, pp. 341–343)  
  Game Rules: Total Warfare, p. 251
  SCREEN LAUNCHER
  i
  
  Tech Base: Inner Sphere (TAG only) and Clan (TAG and light TAG)
  Unit Restrictions: No restrictions
  Game Rules: TAG and light TAG may not be used if the unit is shut down or if its pilot/crew is otherwise prevented from acting.
  Construction Rules: TAG and light TAG may be mounted on any applicable unit in accordance with the unit’s standard core construction rules.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 341–343) 
  Game Rules: Total Warfare, p. 142
  TARGET ACQUISITION GEAR (TAG)
  i
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: ProtoMechs, Small Craft and DropShips may not mount targeting computers.
  Construction Rules: IndustrialMechs and Support Vehicles that do not feature an advanced fire-control system may not mount a targeting computer. 
  The weight of a targeting computer is based on the weight of all non-missile heavy weapons of the pulse and/or direct-fire Types (not counting 
  machine guns, flamers or TAG systems) used by the unit. Ammunition, power amplifiers, heat sinks and turret/pintle mechanisms are not counted in 
  this weight. Inner Sphere units compute this weight as equal to the tonnage of such weapons, divided by 4. Clan units compute targeting computer 
  weight by dividing the total weight of all applicable weapons by 5. This weight is rounded up to the nearest full ton.
  For BattleMechs and IndustrialMechs, the targeting computer occupies as many critical slots as its tonnage (for example, a 4-ton targeting com-
  puter takes up 4 critical slots), which must be allocated contiguously and may not be divided among multiple locations (per standard equipment 
  rules). Combat and Support Vehicles allocate targeting computers to a single slot, regardless of weight (placed in the Body location). Fighters also 
  treat the targeting computer as a single item located in the Body (Fuselage), with no loss in weapon slots.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 143
  TARGETING COMPUTER
  i
  TARGETING COMPUTER
  Introduced: 2860 (Clan Mongoose), 3062 (Federated Suns)
  The Clans prize the enhanced range and accuracy of their weapons, 
  seen by Clan warriors as an extension of themselves. With close-quar-
  ters combat considered anathema (unless outside the cockpit), all Clan 
  technological advancements focus on making ranged combat deadlier. 
  Their “waste-not, want-not” philosophy also screams for more precision, to 
  minimize collateral damage even when the weapons are live.
  It therefore comes as no surprise that, in addition to the enhanced 
  variations of Star League-era missile targeting systems, the Clans also 
  developed advanced targeting systems to aid their direct-fire weaponry. 
  Only recently matched by our own engineers at the NAIS, the targeting 
  computer is a sophisticated “smart” system that enhances the accuracy of 
  lasers, particle cannons, gauss rifles and autocannons. More than just a 
  basic sensor tracking and targeting array, the targeting computer actually 
  helps its gunner aim physically. This is accomplished through a series of 
  recoil compensators and gyroscopic stabilizers that combine to counter 
  much of the routine weapon drift caused by the shooter’s own lurching 
  motions, muzzle recoil and other environmental conditions. All of this is 
  mated to core computing elements that help the pilot adjust more quickly 
  for atmospheric conditions and such, providing a more accurate “lead”  for 
  almost every shot. 
  The resulting increase in accuracy is light-years ahead of standard tar-
  geting through sensors alone. Not only can it make direct-fire shots more 
  accurate, but experienced gunners using this system can even narrow 
  their targeting focus to particular body areas on many targets for more 
  surgical precision. Understandably, this ability works best with more pre-
  cise weaponry; cluster-shot LB-X autocannons, rapid-cycling pulse lasers 
  and Ultra or rotary ACs firing in their faster modes lose the acuity neces-
  sary for this kind of finesse.
  TARGET ACQUISITION GEAR (TAG)
  Introduced: 2600 (Terran Hegemony)
  Extinct: 2835 (Inner Sphere)
  Recovered: 3044 (Federated Commonwealth)
  Though it built on techniques already centuries old in 2600, Grumman 
  Industries’ Alloran In-Line target acquisition gear became the model for 
  the artillery-spotting laser communications system today known simply 
  by the acronym TAG. More than a simple infrared laser-based target desig-
  nation system, the TAG system tied into the user’s on-board targeting and 
  tracking systems and used its own integral tight-beam laser communica-
  tions array to link into the receptive guidance systems of certain friendly 
  artillery warheads and guided bombs.
  When initially fielded, the Alloran In-Line worked in tandem with the 
  AIL Arrow IV homing missile (also developed by Grumman Industries). 
  Lost during the early Succession Wars, this technology was finally 
  recovered by the Federated Suns, which began fielding the resurrected 
  TAGs to assist in artillery targeting. By the mid-3040s, the Capellan 
  Confederation had returned the TAG to ‘Mech use with their enhanced 
  Raven design, which served as a spotter for the more recently recovered 
  Arrow IV guided artillery on their Catapult refits. The Capellans’ decade-
  long alliance with the Free Worlds League in the 3050s later brought 
  about the advent of the semi-guided missiles that also use TAG as an 
  effective target designator, further expanding the utility of this vener-
  able equipment.
  LIGHT TAG
  Introduced: 3054 (Clan Wolf)
  That the Clans maintained the use of TAG at all came as a bit of a shock 
  to Inner Sphere commanders who had thought Kerensky’s children uni-
  versally shunned the use of artillery. Nevertheless, certain Clans—such 
  as the Wolves—proved more tactically flexible than Spheroids tended to 
  give them credit for. It came as less of a surprise, then, when supporting 
  units—including vehicles and battle armored infantry—began deploying 
  among such Clans with smaller versions of the TAG system. Half the weight 
  of the standard TAG models used by the Inner Sphere and the Clans, the 
  so-called light TAG has an effective targeting range roughly 20 percent 
  shorter than the standard model.
  
  239
  239
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  TRANSPORT BAYS
  Introduced: Varies 
  Even before they became the standard by which all military DropShip 
  amenities are now known, various military and civilian support vehicles—from 
  armored personnel carriers to motor homes—have devoted internal spaces to 
  short- and long-term human habitation or cargo. Today, “bays” is the generic 
  term used to describe a cluster of similar storage spaces for vehicles, personnel 
  or bulk cargo carried by larger vehicles and spacecraft (as opposed to quarters, 
  described earlier in this section). To further differentiate them, transport bays 
  are often clearly defined in the vehicle’s or vessel’s statistics, to express the 
  personnel or equipment they can service and maintain, based on the dominant 
  number of cubicle-style facilities.
  Understandably, larger transport bays—capable of hauling vehicles or 
  BattleMechs by the lance—are much more common to larger units such as 
  DropShips than to your basic ground vehicle. But almost all unit types in the 
  field today allocate some amount of internal space toward transport bays of 
  some size.
  BattleMechs and ProtoMechs are the exceptions to this concept. Though 
  rumors abound that some forces (notably the Hell’s Horses Clan) have 
  attempted to allocate transport bay space to such units, conventional wisdom 
  and common sense have kept such “walking APCs” to mere speculation. After 
  all, the theory goes that one builds a BattleMech or a ProtoMech solely for the 
  business of doing battle. Wasting weight on prepared transport bays, with the 
  intent to haul precious cargo into a hellish crossfire, defeats the whole purpose.
  CARGO BAY
  Though impractical mount on BattleMechs or ProtoMechs, bulk cargo bays 
  are a common sight on nearly any other type of long-haul mobile unit, including 
  Combat Vehicles, Support Vehicles, DropShips and other capital spacecraft. Even 
  some models of IndustrialMechs and the occasional aerospace and conventional 
  fighter have been known to devote space and tonnage to internalized cargo bays.
  Most cargo bays are generic—little more than an open space within the unit’s 
  framework, with clamps and other anchor points for retention straps. Precious 
  little else goes into these bays, as the aim is simply to maximize load space at 
  any given time. Variations include fixed-cubicle style “container storage bays,” 
  liquid stores, insulated stores, refrigerated stores and even bays developed 
  primarily to haul livestock in something approaching safety (if not necessarily 
  comfort). The weight and volume devoted to these bays varies with the needs 
  and design of the hauling unit.
  Vehicle engine and chassis designs today account for such bays as “fully-
  loaded” items, and thus do not gain appreciable speeds or better handling from 
  running with empty cargo stores. The reasons for this engineering standard are 
  beyond the scope of this discussion.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: BattleMechs may only carry Standard, Liquid, or Insulated Cargo Bays; IndustrialMechs may only carry Standard, Liquid, Insulated, or 
  Container Cargo Bays; ProtoMechs may not carry Transport Bays of any kind.
  Construction Rules: Transport bays of any kind can be mounted on any applicable unit that has enough weight capacity and equipment space to do so. 
  With the exception of container storage bays, IndustrialMechs must allocate one critical slot per ton (or fraction thereof) of cargo capacity assigned. Combat and 
  Support Vehicles with transport bays need only allocate 1 slot for each distinct type of transport bay (though bays may be broken into separate slots, if desired).
  Fighters, Small Craft and DropShips must separate any and all transport bays by type, but need not allocate them to equipment slots on the unit’s design.
  The weight, equipment slot space (if any) and capacity for all transport bay types are shown in the table below.  Note that infantry bays may be designated as 
  bays or as compartments, with the weight for each (respectively) shown under the Weight column. Infantry and battle armor bays, and cubicles for other units, 
  incorporate basic accommodations for the units’ crews and technical support, and so do not require the installation of additional passenger or crew quarters. 
  However, crew for the unit carrying the bay cannot be housed in those bays.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare; p. 261 (Cargo), p. 89 (Carrying Units) and pp.  213-214 (infantry formation sizes).
  TRANSPORT BAY
  i
  Transport Bay Type
   Weight
  Equipment Slot Space
  Capacity
  Total Bay 
  Personnel
  Cargo, Container
  10 tons
  1 per container (‘Mech or Vehicle)
  10 tons per container
  NA
  Cargo, Standard
  Variable
  1 per ton (‘Mech)* / 1 (Vehicle)
  Weight x 1.0 (Bulk Items)
  NA
  Cargo, Liquid
  Variable
  1 per ton (‘Mech)* / 1 (Vehicle)
  Weight x 0.91 (Fluid Items)
  NA
  Cargo, Insulated or Refrigerated
  Variable
  1 per ton (‘Mech)* / 1 (Vehicle)
  Weight x 0.87 (Fluid/Bulk Items)
  NA
  Cargo, Livestock
  Variable
  NA (‘Mech) / 1 (Vehicle)
  Weight x 0.83 (Animals)
  NA
  Infantry Compartment (All)†
  Variable
  NA (‘Mech) / 1 (Vehicle)
  Weight x 1.0 (Infantry or Battle Armor)
  NA
  Infantry Bay, Foot
  5 tons
  NA (‘Mech) / 1 (Vehicle)**
  28 troopers (Foot Infantry)
  28 (IS), 25 (C)
  Infantry Bay, Jump
  6 tons
  NA (‘Mech) / 1 (Vehicle)**
  21 troopers (Jump Infantry)
  21 (IS), 20 (C)
  Infantry Bay, Motorized
  7 tons
  NA (‘Mech) / 1 (Vehicle)**
  28 troopers (Motorized Infantry)
  28 (IS), 25 (C)
  Infantry Bay, Mechanized
  8 tons
  NA (‘Mech) / 1 (Vehicle)**
  5-7 troopers (Mechanized)
  7 (IS), 5 (C)
  Battle Armor Bay (IS)
  8 tons
  NA (‘Mech) / 1 (Vehicle)**
  4 Battle Armor Troopers
  6
  Battle Armor Bay (Clan)
  10 tons
  NA (‘Mech) / 1 (Vehicle)**
  5 Battle Armor Troopers
  6
  Battle Armor Bay (IS)
  12 tons
  NA (‘Mech) / 1 (Vehicle)**
  6 Battle Armor Troopers
  6
  ‘Mech (per Cubicle)
  150 tons
  NA (‘Mech) / 1 (Vehicle)
  1 BattleMech or IndustrialMech
  2
  Fighter (per Cubicle)
  150 tons
  NA (‘Mech) / 1 (Vehicle)
  1 aero unit (up to 100 tons)
  2
  ProtoMech (per 5 Cubicles)
  50 tons
  NA (‘Mech) / 1 (Vehicle)
  5 ProtoMechs
  6
  Small Craft (per Cubicle)
  200 tons
  NA (‘Mech) / 1 (Vehicle)
  1 aero unit (up to 200 tons)
  5
  Vehicle, Light (per Cubicle)
  50 tons
  NA (‘Mech) / 1 (Vehicle)
  1 Vehicle (up to 50 tons)
  5
  Vehicle, Heavy (per Cubicle)
  100 tons
  NA (‘Mech) / 1 (Vehicle)
  1 Vehicle (up to 100 tons)
  8
  Vehicle, Superheavy (per Cubicle)
  200 tons
  NA (‘Mech) / 1 (Vehicle)
  1 Vehicle (up to 200 tons)
  15
  * Round up to the nearest whole number.
  ** All infantry bays of the same type on a Combat or Support Vehicle may be combined into a single, unified corresponding infantry bay slot.
  † Cannot be mounted on DropShips, Airships (over 301 tons), Naval (over 301 tons), Mobile Structures and Advanced Aerospace units.
  
  Tech Base: Inner Sphere
  Unit Restrictions: Only BattleMechs may install triple-strength myomer. Only IndustrialMechs may install Industrial TSM.
  Game Rules: Triple-strength myomers (standard and Industrial) are considered inactive if the unit is shut down, and may not be used if the pilot 
  is otherwise prevented from acting.
  Construction Rules: The installation of triple-strength myomer in BattleMechs is covered under Special Physical Enhancements (MASC/TSM) 
  in Step 2 of the BattleMech core construction rules (see p. 48). Industrial TSM is installed using the Special Physical Enhancements (Environmental 
  Sealing, Industrial TSM) in Step 2 of the IndustrialMech core construction rules (see p. 67).
  Table Reference: Weapons and Equipment (Inner Sphere, pp. 341–342 [Triple-Strength Myomer], industrial, pp. 344–345 [Industrial TSM]) 
   Game Rules: Total Warfare, p. 143
  TRIPLE-STRENGTH MYOMER/INDUSTRIAL TSM
  i
  INFANTRY COMPARTMENT/BAY 
  Infantry compartments are not bays per se, but cargo space for person-
  nel, with maybe a flat shelf for a community seat and hooks in the wall for 
  gear. Used mainly by vehicular units rather than in spacecraft, compart-
  ments can transport infantry and their equipment over short distances 
  but lack any amenities beyond the space needed to breathe.
  Infantry bays, on the other hand, include basic life support (air filters 
  and conditioning that draw from the vehicle’s external environment or an 
  internal ship-wide life support apparatus), basic sleeping arrangements 
  (such as bunks, cots or simple pads), a communal waste facility, and even 
  food and equipment stowage compartments that allow for a bit more 
  comfort and longer hauls. Infantry bays can even provide proper anchor-
  age for the infantry unit’s gear, based on its type.
  The tonnage that vehicles and DropShips must devote to these 
  compartments or bays varies with the type and quantity of infantry 
  being transported.
  ’MECH/FIGHTER BAY
  ‘Mech and fighter bays consist of one or more cubicles designed for the 
  long-range transport of ’Mechs, aerospace fighters, conventional fight-
  ers or Fixed-Wing Support Vehicles massing up to 100 tons. Because the 
  cubicles are quite heavy and large, ’Mech and fighter bays are much more 
  common to DropShips and truly large support vehicles. Each component 
  cubicle in these bays includes maintenance and/or launch facilities for a 
  single ’Mech (or aerospace craft, as appropriate), as well as basic facilities 
  and bunking for said unit’s crew and technical support personnel.
  PROTOMECH BAY
  Obviously common only among Clan DropShips and (presumably) 
  Clan Support Vehicles of sufficient size and function, the ProtoMech bay is 
  comprised of cubicles that may carry a full Clan Point of five ProtoMechs 
  each. Like ‘Mech cubicles, those within a ProtoMech bay include sufficient 
  facilities for their pilots and supporting techs.
  SMALL CRAFT BAY
  Only seen on truly large Support Vehicles, DropShips and other capital 
  spacecraft, Small Craft bays provide landing, launch, shelter and mainte-
  nance facilities for aerospace craft and Fixed-Wing Support Vehicles rang-
  ing up to 200 tons in mass. Typically designed for the long-range transport 
  of a single Small Craft, the cubicles in these bays include maintenance 
  facilities and basic quarters for the craft’s crew and support personnel 
  (though larger crews might find the accommodations rather cramped).
  VEHICLE BAY (LIGHT, HEAVY, SUPER-HEAVY)
  Though simpler than ’Mech/fighter bays (because they lack orbital 
  launch, drop or recovery systems), vehicular bays provide the same basic 
  shelter and maintenance facilities conventional vehicles might require 
  and are most commonly seen as part of a DropShip’s design. Many of the 
  cubicles used in these bays are actually configurable with relative ease, 
  though practiced engineers find it easier to work more creatively within a 
  vessel’s design specs rather than dismantling and resetting cubicle walls 
  and the like. Still, the range of vehicle bay cubicles boils down to three 
  main classes: light vehicle cubicles, with a capacity of 50 tons or less in 
  individual vehicle mass; heavy vehicle cubicles, which can accommodate 
  Combat and Support Vehicles up to 100 tons in mass; and super-heavy 
  vehicle cubicles, which are designed to hold a single Support Vehicle of up 
  to 200 tons—including small craft, if the user’s in a pinch. 
  TRIPLE-STRENGTH MYOMER
  Introduced: 3050 (Capellan Confederation)
  The legend of the development of triple-strength myomer (TSM, for 
  those of you into shorthand), is a long and sordid one. During the Fourth 
  Succession War, FedSuns intelligence allowed the Capellan Confederation 
  access to the NAIS development as part of an elaborate ploy. These 
  enhanced myomers provided great physical strength to the ’Mechs that 
  used them, but the resulting musculature was extremely susceptible to 
  a chemical catalyst that led NAIS researchers to label them unstable in 
  combat. While this flaw worked into the FedSuns’ gambit on Sian in the 
  waning days of the war, it also placed a potentially powerful innovation 
  in Confederation hands. Indeed, in 3050, after more than two decades 
  of research, House Liao once more fielded BattleMechs enhanced with 
  TSM—BattleMechs immune to the effects of the catalyst gas, that could 
  actually control when the powerful musculature engaged in battle.
  (Ironically, FedSuns engineers had also completed refinements to the 
  technology by this time, fielding it on a few one-off ‘Mechs in time for the 
  Clan invasion. However, in true conservative fashion, they were loath to 
  declare their catalyst-proof TSM “production-ready” at the time, as the 
  operating range for the myomers’ enhancements was considered too nar-
  row. Thus, credit for the first fully functional TSM units in our time goes to 
  our Capellan neighbors. Sorry, kids.)
  The production-quality TSM the Capellans introduced is much bulkier 
  than standard musculature, but employs heat as its performance-enhanc-
  ing catalyst. As a ’Mech’s internal heat levels rise and the TSM activates, the 
  ’Mech gains a boost in muscle strength that enables it to double its lifting 
  capabilities and the power of physical attacks like punches and kicks. 
  Indeed, even at lower “overheat” levels, TSM can provide a brief speed 
  boost where other ’Mechs might begin to grow more sluggish.
  (One interesting note: the Clans have demonstrated little interest in 
  acquiring this technology to date, likely because TSM’s most obvious use 
  is to enhance prowess in physical combat—a form of BattleMech warfare 
  the Clans generally disdain.)
  [This last is not entirely true. Habeas forgot to mention certain con-
  firmed rumors that the Ice Hellions, at least, somehow obtained samples 
  of the older TSM and its catalyzing element through other Inner Sphere 
  sources. It’s a good bet that lessons from these samples went into the pro-
  duction of their recent myomer booster innovations, and more surprises 
  may be in the works even as we speak. –EB]
  INDUSTRIAL TSM 
  Introduced: 3045 (Federated Suns)
  Though the NAIS largely shelved TSM as a poor choice for military tech-
  nology, the revolutionary advancement was recognized for its capabilities 
  off the battlefield (and thus, theoretically, far from its combustible catalyst). 
  Industrial TSM—an early progenitor of the “corrected” military TSM—first 
  appeared in the design of several FedSuns Construction- and CargoMechs 
  
  241
  241
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  during the mid-3040s. Even thicker than the Confederation’s refined 
  military-grade version, this enhanced industrial myomer is “active” 
  at start-up, requiring no internal heat levels to engage. Thus, a 
  IndustrialMech equipped with Industrial TSM (occasionally referred to 
  as I-TSM) operates with double the effective lifting and physical combat 
  capability of any non-enhanced ’Mech in the same tonnage. However, 
  I-TSM improves only raw physical strength, not speed. Indeed, the 
  enhanced capabilities of I-TSM can actually produce spastic motions as 
  the myomers contract more violently than standard, resulting in clum-
  sier motion overall for IndustrialMechs equipped with this technology. 
  TURRET MOUNT
  Introduced: Pre-spaceflight
  Like the pintle mount, the turret mount allows weapons and equip-
  ment a broader arc of operation than a simple fixed-location mount. 
  Unlike the pintle, the turret mount is designed and available for heavy 
  weapons as well as lighter weapon types and other equipment. 
  Favored on Combat Vehicles for their full-field firing range, the turret 
  mount has completely replaced the pintle mount in modern engi-
  neering for all heavy weapons, and even many more lightly equipped 
  Support Vehicles sport full turret mounts to maximize their flexibility.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Turret mounts may only be used by ground-based and naval Combat and Support Vehicles (those using a Wheeled, 
  Tracked, Hover,  WiGE or Naval motive system).
  Construction Rules: Turrets are mounted on Combat and Support Vehicles in accordance with their standard core construction rules 
  (beginning on pp. 94 and 116, respectively). Under these rules, Combat and Support Vehicles may mount no more than 1 turret per 
  unit. Turrets weigh 10 percent as much as all equipment mounted within the turret, except for armor, ammunition, heat sinks and power 
  amplifiers (rounded up to the nearest kilograms for Small Support Vehicles, or to the nearest half-ton for vehicles weighing 5 tons and up). 
  Turrets occupy no equipment slots and are treated as a location on the vehicle design, which receives internal structure values and may 
  also receive armor.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 99
  TURRET MOUNT
  i
  BACKHOE
  Introduced: Pre-spaceflight
  The backhoe is a common commercial and industrial tool, designed 
  primarily for excavating soil. It is a frequent sight on Support Vehicles 
  and IndustrialMechs, but almost never appears on BattleMechs or 
  battlefield units. Typically forged from thick industrial steel, the bucket 
  of a backhoe—while large and ungainly—can pack quite a wallop as 
  an improvised physical combat weapon for an IndustrialMech, but it 
  is functionally useless in combat otherwise.
  The Clans’ relative disdain of IndustrialMechs means that Clan-
  made backhoes only ever turn up on their Support Vehicles.
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: Only BattleMechs, IndustrialMechs, ground-based Combat and Support Vehicles (those with Wheeled, Tracked, Hover 
  and WiGE motive systems) and Naval Combat and Support Vehicles (including submersibles and hydrofoils) may use a backhoe.
  Game Rules: Note that Hover and WiGE units may not use a Backhoe unless they have first landed (stopped in the previous turn and 
  spent 0 MP in that turn) and are adjacent to the target. Naval units equipped with Backhoes may only use them while stationary (spending 
  0 MP in that turn) and directly adjacent to a target.
  Construction Rules: Combat and Support Vehicles may mount only one backhoe each in the Front, Back or Turret locations, but only if the 
  location(s) selected does not also include a bulldozer, chainsaw, combine, dual saw, heavy-duty pile driver, mining drill, rock cutter or wrecking ball. 
  Humanoid BattleMechs and IndustrialMechs may mount backhoes in the arms only, but are limited to one backhoe per arm and must 
  remove the hand actuator on the chosen arm to do so. Quad BattleMechs and IndustrialMechs may mount backhoes in the Side Torso 
  locations only, and are limited to one backhoe per location. As with vehicles, ‘Mechs of any type may not place a backhoe in any location 
  that also includes a chainsaw, combine, dual saw, heavy-duty pile driver, mining drill, rock cutter or wrecking ball.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 130
  BACKHOE
  i
  INDUSTRIAL EQUIPMENT
  INDUSTRIAL EQUIPMENT
  A category that is literally endless, entire encyclopedia sets could be devoted to what falls within the category of “construction equip-
  ment.” For the purposes of this primer, however, the salient points cover such equipment most commonly found on IndustrialMechs 
  and Support Vehicles (though such equipment can be found on combat vehicles, albeit such is extremely rare). Finally, while some 
  of the equipment within this category wouldn’t normally fall under a definition of “construction,” due to their usual employment with 
  IndustrialMechs and Support Vehicles that fall within a “construction” definition, they are included here. 
  
  BRIDGELAYER (LIGHT, MEDIUM, HEAVY)
  Introduced: Pre-spaceflight
  Another piece of equipment almost never seen on battlefield units 
  (though rear-guard support vehicles with these often find themselves 
  perilously close to the action), the bridgelayer is a collapsible platform 
  with a reach of generally 30 meters at full extension and enough width 
  to accommodate a typical assault class battle tank over water. This bridge 
  is sturdy enough to allow personnel or even vehicles to cross over rivers, 
  ravines, and ditches, as long as it can cross such gaps.
  Essentially made up of folding panels of structural steel and auto-
  extending supports, a bridgelayer is typically classified as light, medium, 
  or heavy—which refer both to the equipment’s weight and to its capacity. 
  Light bridgelayers weigh 1 ton and can support up to 16 tons of weight 
  at full extension. Medium ’layers weigh 2 tons and can support up to 40 
  tons of traffic. And Heavy ’layers can support up to 90 tons of personnel and 
  equipment on their 6-ton frames. In addition, bridgelayers also make use of 
  integral flotation devices—a standard almost regardless of manufacturer.
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: Only quad BattleMechs, quad IndustrialMechs, ground- and naval-based Combat and Support Vehicles (those with a Tracked, 
  Wheeled, Hover, WiGE, or Naval motive systems—including Submersibles and Hydrofoils) may install a bridgelayer.
  Game Rules: Note that Hover and WiGE units may not use a Bridgelayer unless they have first landed (stopped in the previous turn and spent 0 
  MP in that turn) and are adjacent to the target. Naval units equipped with Bridgelayers may only use them while stationary (spending 0 MP in that 
  turn) and surfaced (at Depth 0) directly adjacent to a target.
  Construction Rules: Combat Vehicles, Support Vehicles and quadruped BattleMechs/IndustrialMechs may mount only one bridgelayer per loca-
  tion. ‘Mech units may mount bridgelayers in torso locations only (with a forward facing).
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 130
  BRIDGELAYER
  i
  BULLDOZER
  Introduced: Pre-spaceflight
  Bulldozers are another piece of common commercial and industrial 
  equipment. Essentially a shaped hunk of thick industrial steel with 
  reinforced mountings, they enable a typical wheeled or tracked ground 
  vehicle to literally plow through loose and semi-loose rubble. Obviously, 
  their design and function are impractical for use in any walking machinery, 
  including BattleMechs, IndustrialMechs and Protos, as well as aerospace 
  vehicles and wet-naval craft. They are also fairly rare on Combat Vehicles, 
  which usually have the armor up front to deal with a few piles of wreckage 
  here and there.  The odds are that a ’dozer-equipped unit encountered 
  on the battlefield—Clan or Spheroid—is likely to be an industrial or engi-
  neering Support Vehicle.
  CHAINSAW
  Introduced: Pre-spaceflight
  The chainsaw used by today’s ForestryMechs and Support Vehicles like 
  the GM Pathmaker series is a powerful upgrade to the same kind many 
  woodsmen keep in their backyard sheds. This larger version, reinforced and 
  upgraded in order to take on a broad mix of exotic flora—including the infa-
  mous Kaumberg oaks, said to be nearly rock-hard after a solid decade or two 
  of growth—is tough enough to maul battlefield armor. Despite this fact, and 
  the niche popularity of armor-rending chainsaws on the Solaris game vids, 
  this device makes for a clumsy, desperate weapon at best. Chainsaws are thus 
  a rare sight on the battlefield, never appearing among ’Mechs or Combat 
  Vehicles belonging to regular armies. Like their Clan counterparts, Inner 
  Sphere military commanders prefer to use the right tools for the right jobs.
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: Only Combat and Support Vehicles with a Wheeled or Tracked motive system may install a bulldozer.
  Construction Rules: Combat and Support Vehicles may mount only one bulldozer blade per unit, and the bulldozer must be placed in the Front 
  location. A unit with a bulldozer may not mount a backhoe, chainsaw, combine, dual saw, heavy-duty pile driver, mining drill, rock cutter or wrecking 
  ball in the same location. 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 131
  BULLDOZER
  i
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: Only BattleMechs, IndustrialMechs and ground-based Combat and Support Vehicles (those with Wheeled, Tracked, Hover or 
  WiGE motive types) may install a chainsaw.
  Game Rules: Note that Hover and WiGE units may not use a Chainsaw unless they have first landed (stopped in the previous turn and spent 0 
  MP in that turn) and are adjacent to the target.
  Construction Rules: Combat and Support Vehicles may mount only one chainsaw each in the Front, Back or Turret locations, but only if the location(s) 
  selected does not also include a backhoe, bulldozer, combine, dual saw, heavy-duty pile driver, mining drill, rock cutter or wrecking ball. 
  Humanoid BattleMechs and IndustrialMechs may mount chainsaws in the arms only, but are limited to one chainsaw per arm and must remove 
  the hand actuator on the chosen arm to do so. Quad BattleMechs and IndustrialMechs may only mount chainsaws in their Side Torso locations, with 
  a maximum of one chainsaw per location. As with vehicles, ‘Mechs of any type may not place a chainsaw in any location that also includes a backhoe, 
  combine, dual saw, heavy-duty pile driver, mining drill, rock cutter or wrecking ball.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 134
  CHAINSAW
  i
  
  243
  243
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  DUAL SAW
  Introduced: Pre-spaceflight
  Another common tool in the arsenal of urban construction and 
  industrial demolitions, the dual saw is a more powerful variation 
  on the chainsaw that typically uses twin high-speed ferro-carbide 
  circular blades or a scissoring set of oblong vibro-blades instead of 
  a monoblade, chain-fed cutter. Designed with hard objects in mind, 
  such as industrial steels and pavement, the dual saw—by its very 
  design—happens to be fairly effective against armored units as well.
  Fortunately, like many industrial tools, the dual saw was never 
  intended as a melee weapon, and using it as such is considered 
  wasteful by the regular armies of the Inner Sphere and the Clans. This, 
  however, has not prevented it from appearing on the Solaris circuit 
  as a favored dueling weapon. Far more rare is the odd, down-on-his-
  luck mercenary or Periphery pirate armed with such tools, or a truly 
  desperate fool in an urban IndustrialMech.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only IndustrialMechs, Combat Vehicles and Support Vehicles may install a dumper mechanism.
  Construction Rules: A dumper mechanism must be assigned to all or some of a cargo-carrying unit’s cargo weight, and must indicate 
  the direction in which it dumps its contents when emptied (Front, Left/Right Side or Rear). The weight of the dumping mechanism is equal 
  to 5 percent of the cargo being dumped (rounded up in accordance with the weight standard for the unit in question), and the dumping 
  mechanism’s critical/equipment slot must be allocated to the same location where the cargo to be dumped is located.
  DUMPER
  i
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 134
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only BattleMechs, IndustrialMechs and ground-based Combat and Support Vehicles (those with Wheeled, Tracked, 
  Hover and WiGE motive systems) may use a dual saw.
  Game Rules: Note that Hover and WiGE units may not use a Dual Saw unless they have first landed (stopped in the previous turn and 
  spent 0 MP in that turn) and are adjacent to the target.
  Construction Rules: Combat and Support Vehicles may mount only one dual saw each in the Front, Back or Turret locations, but only if the 
  location(s) selected does not also include a backhoe, bulldozer, chainsaw, combine, heavy-duty pile driver, mining drill, rock cutter or wrecking ball. 
  Humanoid BattleMechs and IndustrialMechs may mount dual saws in the arms only, but are limited to one dual saw per arm and must 
  remove the hand actuator on the chosen arm to do so. Quad BattleMechs and IndustrialMechs may  mount dual saws in the side torsos only, 
  and are limited to one dual saw per location. As with vehicles, ‘Mechs of any type may not place a dual saw in any location that also includes 
  a backhoe, chainsaw, combine, heavy-duty pile driver, mining drill, rock cutter or wrecking ball. 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 134
  DUAL SAW
  i
  DUMPER
  Introduced: Pre-spaceflight
  Cargo-hauling vehicles—most commonly Support Vehicles and 
  IndustrialMechs—occasionally make use of a cargo bed tilting mecha-
  nism known more commonly as a dumper. Little more than a hydraulic 
  mechanism, this piece of equipment typically allows for the off-load-
  ing of open beds toward the rear or to one side of the unit, albeit in a 
  manner often less than graceful for the carried cargo or units. 
  To date, no Combat Vehicles feature dumper mechanisms, nor do 
  any BattleMechs make use of them—the latter primarily because 
  BattleMechs carry no cargo. 
  COMBINE
  Introduced: Pre-spaceflight
  Combines are another piece of commercial gear focused on the 
  agricultural industry. This equipment generally consists of a series of 
  rotating blades used to thresh and harvest tall grain crops. Though 
  not intended for combat, the construction materials used in the 
  manufacture of combine blades are generally quite sturdy, to facilitate 
  faster action and less wear. If seen in combat—usually on the arm of 
  a dedicated AgroMech or the front of a farming vehicle—it is likely 
  that sheer desperation brought such a device into play as a weapon, 
  especially as it can only inflict negligible damage against armored 
  units. Against conventional infantry or other unarmored personnel, 
  however, the use of a combine shows not desperation, but cruelty, as 
  this device can shred such soft targets in seconds.
  Tech Base: Clan and Inner Sphere 
  Unit Restrictions: Only BattleMechs, IndustrialMechs and Combat and Support Vehicles with a Wheeled or Tracked motive systems may 
  use a combine.
  Construction Rules: Combat and Support Vehicles may mount only one combine each in the Front, Back, or Turret locations, but only if the 
  location(s) selected does not also include a backhoe, bulldozer, chainsaw, dual saw, heavy-duty pile driver, mining drill, rock cutter or wrecking ball. 
  Humanoid BattleMechs and IndustrialMechs may mount combines in the arms only, but are limited to only one combine per arm and 
  must remove the hand actuator on the chosen arm to do so. Quad BattleMechs and IndustrialMechs may mount combines in the side torsos 
  only, and are limited to one combine per location. As with vehicles, ‘Mechs of any type may not place a combine in any location that also 
  includes a backhoe, chainsaw, dual saw, heavy-duty pile driver, mining drill, rock cutter or wrecking ball. 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 134
  COMBINE
  i
  
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only IndustrialMechs and Combat Vehicles with ICEs or Fuel Cell engines may install extended fuel tanks.
  Game Rules: Each filled or partially filled extended fuel tank is treated as an ammo bin in combat, and will explode for 40 points per ton of tank if 
  it suffers a critical hit (regardless of whether or not the unit is shut down or the pilot is conscious). Fuel consumption is not measured in Total Warfare 
  game play; this aspect of play is covered in Strategic Operations (p. 35).
  Construction Rules: Each extended fuel tank adds up to 600 kilometers of operating range for ICEs, or up to 450 kilometers of range for Fuel Cell 
  engines, and weighs 10 percent of the unit’s engine weight (rounded up to the nearest half ton). There is no special limit to the number of tanks 
  that may be added.
  For ’Mechs, the number of critical spaces occupied by an extended fuel tank is equal to the tank’s tonnage (rounded up); these critical spaces 
  can only be located in the Torso locations. For Combat Vehicles, an extended fuel tank occupies one slot (regardless of its weight), which must be 
  placed in the Body.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  EXTENDED FUEL TANKS
  i
  EXTENDED FUEL TANKS
  Introduced: Circa 2300 (Terran Alliance)
  The concept of the extended fuel tank is hardly new, but entered 
  widespread use in the days of pre-myomer, ICE-driven IndustrialMechs, 
  when those walking monstrosities chugged away entire liters of fossil 
  fuels every minute. Today’s far more efficient engines have made great 
  strides—no pun intended—since those days, but even so, fuel remains 
  the limiting factor for all non-fusion/non-fission units.
  Using the same basic technology as the external hardpoints described 
  later for aircraft units—but mounted internally to protect the reserves of 
  volatile chemicals or fuels—extended fuel tanks (available for ICEs and 
  fuel cell engines) vastly improve a unit’s basic operating range, depend-
  ing on how many are installed. In the case of most internal combustion 
  engines, a single tank weighing one tenth as much as the engine itself can 
  add about 600 kilometers’ worth of mobility, doubling its effective range. 
  Matching such capabilities point by point, fuel cell-powered units gain 
  about 450 extra kilometers for the equivalent ratio of added tanks, which 
  also effectively doubles their stamina in the field. 
  HEAVY-DUTY PILE DRIVER
  Introduced: Pre-spaceflight
  Common on construction vehicles, dense urban ConstructionMechs 
  and mining machinery, the heavy-duty pile driver is essentially a long, 
  heavy impact ramrod. In construction applications, this equipment is 
  designed to pound piles into the earth and prepare it for the foundation 
  of skyscrapers and other particularly tall structures. In mining applica-
  tions, it is used to break up particularly obstinate rock. The pile driver 
  packs sufficient force to damage BattleMech armor in a pinch, but as a 
  combat weapon it is wholly inefficient and quite rare, even for the arenas 
  of Solaris VII.
  Tech Base: Inner Sphere and Clan
  Prohibited Units: Only BattleMechs, IndustrialMechs and Combat and Support Vehicles with a Wheeled, Tracked, or Naval motive system may 
  install pile drivers.
  Game Rules: Naval units equipped with pile drivers may only use them while stationary (spending 0 MP in that turn) and directly adjacent 
  to a target.
  Construction Rules: Combat and Support Vehicles may mount only one heavy-duty pile driver each in the Front or Back locations, but only if the 
  location(s) selected does not also include a backhoe, bulldozer, chainsaw, combine, dual saw, mining drill, rock cutter or wrecking ball. 
  Humanoid BattleMechs and IndustrialMechs may mount heavy-duty pile drivers in the arms only, but are limited to one pile driver per arm and 
  must remove the lower arm and hand actuators on the chosen arm to do so. Quad BattleMechs and IndustrialMechs may only mount pile drivers 
  in their Side Torso locations, with a maximum of one pile driver per location. As with vehicles, ‘Mechs of any type may not place a pile driver in any 
  location that also includes a backhoe, bulldozer, chainsaw, combine, dual saw, mining drill, rock cutter or wrecking ball.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 136
  HEAVY-DUTY PILE DRIVER
  i
  
  245
  245
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  LADDER
  Introduced: Pre-spaceflight
  Extending ladders are typical of rescue or utility Support Vehicles, 
  where they are often turret mounted for maximum flexibility. Most are 
  composed of lightweight but sturdy materials such as graphite, high-
  strength plastics, aluminum or even wood, and tend to reach lengths 
  of 20 to 100 meters. It’s quite rare to see large ladder mechanisms  like 
  these deployed on combat vehicles or ’Mechs. Indeed, the closest 
  common item is the roll-out rope or chain ladders MechWarriors and 
  IndustrialMech drivers use to climb into and out of their machines, 
  which make for poor rescue options in a pinch.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Ladders may not be installed on ProtoMechs, fighters, Fixed-Wing Support Vehicles, Small Craft or DropShips.
  Game Rules: Ladders permit a single friendly foot infantry unit to climb up or down elevation levels to any terrain adjacent to a ladder-
  equipped unit (such as a building or hill) at a rate of 1 MP per level, up to the maximum number of levels accommodated by the ladder 
  (equal to the ladder’s length in meters, divided by 6, rounding up), to the level of the underlying terrain of the ladder-equipped unit. Infantry 
  may not climb a ladder on a unit that spends any MP in the same turn.
  Construction Rules: BattleMechs and IndustrialMechs may only mount ladders in torso locations. Combat and Support Vehicles using 
  ladders may mount them on any Side location or the turret. Ladders weigh 100 kg (0.1 ton) per 20-meter length (or fraction thereof, to a 
  maximum length of 100 meters). Regardless of the ladder’s length, it only occupies one slot in a vehicle or ‘Mech design.
  LADDER
  i
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  LIFT HOIST/ARRESTING HOIST
  Introduced: Pre-spaceflight
  IndustrialMechs and Support Vehicles designed for hauling (or 
  merely moving) cargo often mount lift hoists as a means of expediting 
  the process. Though the look and methods of these items vary—from 
  pull chains and high-tension cables to hydraulics and even myomer-
  enhanced claw-like specialty lifters—the basic lift hoist system essen-
  tially takes advantage of the unit’s own mass as a counterbalance 
  against the weight being lifted.
  Airships employ a specialized variant of the lift hoist on rare occa-
  sions. Dubbed arresting hoists, these specially actuated mechanisms 
  are used to snag VTOLs, aircraft and aerospace fighters while in flight, 
  recovering said craft the way a DropShip with suitable fighter bays 
  can recover smaller aerospace craft. Though such operation is fraught 
  with danger, it has granted airships the ability to operate as light 
  carriers after a fashion, augmenting the small air-defense forces of 
  troubled skies.
  Tech Base: Clan and Inner Sphere 
  Unit Restrictions: Only Airship Support Vehicles may install arresting lift hoists; standard lift hoists may be used by any unit type except 
  ProtoMechs, fighters (conventional and aerospace), Small Craft and DropShips.
  Game Rules: Arresting hoists enable an Airship Support Vehicle so equipped to retrieve airborne fighters, Fixed-Wing Support Vehicles and 
  VTOLs (Combat and Support VTOLs) like  a DropShip. Lift hoists may not be used if the unit is shut down or its pilot/crew is unable to act.
  Construction Rules: BattleMechs and IndustrialMechs may mount up to 2 lift hoists per unit (limited to Arm and Torso locations only).
  Combat and Support Vehicles may mount up to 4 (standard) lift hoists per unit. Airship and Fixed-Wing Support Vehicles mount these in 
  the body; VTOL Combat and Support Vehicles may mount lift hoists in any location except the rotor. All other Combat and Support Vehicle 
  types may mount lift hoists in any location except the body. 
  Airships can only mount arresting lift hoists in the Body location and only in conjunction with a minimum of one vehicle cubicle (of any 
  size), representing the docking stations for any airborne unit intended to dock with the Airship.
  LIFT HOIST/ARRESTING HOIST
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345). 
  Game Rules: Total Warfare, p. 136
  i
  MANIPULATOR
  Introduced: Circa 2000
  The modern manipulator is effectively a fully (or semi-) articulated 
  armature and gripping claw a bit more elaborate and multifunctional 
  than a basic robotic assembler arm, but significantly smaller and less 
  sophisticated than a ’Mech’s hand actuator. Mounted on the exterior 
  of a vehicle—’Mechs don’t use these devices, as any intended for 
  manipulating objects can easily be built with hand and arm actuators 
  for the job—most basic manipulators typically have a lifting and carry-
  ing capacity of about 100 kilograms, and a reach of maybe five meters 
  away from the vehicle’s hull. The typical use of these devices covers 
  the handling of dangerous chemicals and waste without exposing the 
  operator to harm, and so they are most commonly seen on specialized 
  vehicles for the disposal of bombs and hazardous materials.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: BattleMechs, IndustrialMechs, ProtoMechs, fighters, Small Craft and DropShips may not mount manipulators.
  Game Rules: The limited range and capacity of the manipulator means it has no impact in Total Warfare game play. Its full functional-
  ity will be covered in A Time of War. The manipulator may not be used if its controlling unit is shut down or if its pilot/crew is otherwise 
  prevented from acting.
  Construction Rules: Qualifying units may mount a maximum of 2 manipulators per location (not including Rotor locations).
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345)  
  MANIPULATOR
  i
  
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: ProtoMechs, Airship Support Vehicles, VTOL Combat and Support Vehicles, and aerospace units of all kinds may not mount 
  nail or rivet guns.
  Game Rules: Nail and rivet guns may not be fired if the unit is shut down or if its pilot/crew is otherwise prevented from acting.
  Construction Rules: Nail or rivet guns may be mounted on any applicable unit in accordance with the unit’s standard core construction rules. 
  When mounted, the gun must be identified as either a nail or rivet gun.
  Nail/rivet gun ammunition may be mounted on the unit in accordance with the rules under the Add Weapons and Equipment step of each unit 
  type’s core construction rules.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
   Game Rules: Total Warfare, p. 98
  NAIL/RIVET GUN
  i
  Tech Base: Clan and Inner Sphere 
  Unit Restrictions: Only BattleMechs, IndustrialMechs, ground-based Combat and Support Vehicles (those with Wheeled, Tracked, Hover and 
  WiGE motive systems), Airship Support Vehicles and Naval Combat and Support Vehicles may use a mining drill.
  Game Rules: Note that Hover and WiGE units may not use a Mining Drill unless they have first landed (stopped in the previous turn and spent 0 
  MP in that turn) and are adjacent to the target. Naval units equipped with Mining Drills may only use them while stationary (spending 0 MP in that 
  turn) and directly adjacent to a target. Airships must land or hover directly adjacent to the target to use their drills.
  Construction Rules: Combat and Support Vehicles (Wheeled, Tracked, Hover, WiGE, Airship or Naval) may mount only one mining drill each 
  in the Front, Back or Turret locations, but only if the location(s) selected does not also include a backhoe, bulldozer, chainsaw, combine, dual saw, 
  heavy-duty pile driver, rock cutter or wrecking ball. 
  Humanoid BattleMechs and IndustrialMechs may mount mining drills in the arms, but are limited to one drill per arm and must remove the 
  hand actuator on the chosen arm to do so. Quad BattleMechs and IndustrialMechs may mount mining drills in the Side Torso locations only, and 
  are limited to one drill per location. As with vehicles, ‘Mechs of any type may not place a mining drill in any location that also includes a backhoe, 
  bulldozer, chainsaw, combine, dual saw, heavy-duty pile driver, rock cutter or wrecking ball. 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 138
  MINING DRILL
  i
  NAIL/RIVET GUN
  Introduced: Circa 2310 (Free Worlds League)
  Though typically employed by hand, nail guns or rivet guns have 
  become a long-standing favorite for the rapid construction of lightweight 
  wood- or steel-frame structures (respectively). Naturally, the development 
  of the IndustrialMech eventually led to the larger adaptation of these 
  popular tools, with the Free Worlds-based Sheridan Constructs company 
  debuting the SC-M “Powerjoin” series of guns in the early 24th century. 
  Upon seeing the large-scale version’s success even in the crude hands of a 
  IndustrialMech, various manufacturers soon adapted these vehicle-scale 
  guns for use on other, more conventional construction vehicles as a varia-
  tion on the basic manipulator.
  Though designed similarly and referred to as a single piece of equip-
  ment, the nail/rivet gun is a catch-all term for the common joiners used in 
  such roles; both of which work the same in principle, by driving nails (or 
  white-hot rivets) through two pieces of construction material at tremen-
  dous speed. Nail guns cannot fire rivets and rivet guns cannot fire nails, in 
  other words.
  This device may not truly serve as a weapon of note against armored 
  units—even at point-blank range, a nail gun won’t pierce the hide of a 
  BattleMech—but the speed and force achieved by these construction 
  wonders is potent enough to rip through personal body armor, especially 
  at close range. BattleMechs with stripped armor sections may even fear the 
  sheer level of foreign-object damage this “weapon” can deliver. Desperate 
  pilots have even been known to employ nail/rivet guns in crowd control 
  situations, where their deadly projectiles can horribly maim or kill unpro-
  tected personnel by the dozens.
  MINING DRILL
  Introduced: Pre-spaceflight
  Another piece of industrial equipment that occasionally gets dra-
  gooned into combat use (with mediocre results), the fast-spinning mining 
  drill uses a drill head composed of a super-hard alloy (typically steel- or 
  nickel-based) or a ceramic. Capable of boring through the hardest ores, 
  ferrocrete walls or even BattleMech armor, the mining drill is capable of 
  much finer control than the rock cutter, which is also used in mining or 
  construction work. This device, however, makes for an ineffective weapon 
  not because it is generally inaccurate, but because it cuts a typically small 
  surface area relative to other powered cutting implements available at 
  vehicular scale. Over the centuries, some specialized models—particularly 
  the Airship version boasted by the Free Worlds League’s Poseidon engi-
  neering vehicle—even incorporate an extendable armature that allows 
  this item to work in hard-to-reach areas.
  
  247
  247
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  ROCK CUTTER
  Introduced: Pre-spaceflight
  The typical rock-cutter—used in mining and dense urban area 
  construction/demolitions—consists of a chain of tempered alloy links 
  studded with diamond-hard cutting heads. Looking for all the worlds 
  like a nasty older brother to the typical ForestryMech’s chainsaw, this 
  clumsy device is meant to cut through solid rock and ferrocrete. It is 
  also one of the few items of heavy industrial equipment that actually 
  builds up heat thanks to its high-speed motors and cutting mecha-
  nisms. Unsurprisingly, the rock cutter can definitely harm armored 
  units like BattleMechs, but its sheer size makes it supremely difficult to 
  wield as a weapon, even by an IndustrialMech. This tool rarely appears 
  in combat outside the Solaris circuits.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only BattleMechs, IndustrialMechs and ground or naval Combat and Support Vehicles (those with a Wheeled, Tracked, 
  Hover, WiGE or Naval motive system) may carry a rock cutter.
  Game Rules: Note that Hover and WiGE units may not use a Rock-Cutter unless they have first landed (stopped in the previous turn and 
  spent 0 MP in that turn) and are adjacent to the target. Naval units equipped with Rock-Cutters must be adjacent to a target and stationary 
  (spending 0 MP in that turn) to use one.
  Construction Rules: Combat and Support Vehicles may mount only one rock cutter each in the Front, Back or Turret locations, but only 
  if the location(s) selected does not also include a bulldozer, backhoe, chainsaw, combine, dual saw, heavy-duty pile driver, mining drill  or 
  wrecking ball. 
  Humanoid BattleMechs and IndustrialMechs may mount rock cutters in the arms, but are limited to one cutter per arm and must remove 
  the hand actuator on the chosen arm to do so. Quad BattleMechs and IndustrialMechs may mount rock cutters in the Side Torso locations 
  only, and are limited to one cutter per location. As with vehicles, ‘Mechs of any type may not place a rock cutter in any location that also 
  includes a bulldozer, backhoe, chainsaw, combine, dual saw, heavy-duty pile driver, mining drill  or wrecking ball. 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 140
  ROCK CUTTER
  i
  REFUELING DROGUE/FLUID SUCTION SYSTEM
  Introduced: Pre-spaceflight
  Mid-air refueling may be an unconventional method for supplying 
  the needs of airborne units such as aerospace fighters and airships, but 
  it is a common enough procedure in today’s universe. The standard 
  refueling drogue, which makes this possible, is a long pump that can 
  mate with the integral fueling port of another airborne unit in mid-
  air. So long as both craft are capable of maintaining steady and level 
  flight, at matched speeds and vectors, this pump system can transfer 
  up to 100 kilograms of fuel per second. Though fully refilling the tanks 
  of typical aerospace fighter running on fumes can take an airborne 
  tanker close to a minute, this ability has helped maintain the readiness 
  of many aerospace forces—commercial and military—for centuries. 
  The fluid suction system (FSS) works on the same principles as the 
  drogue, only in reverse (and with a much safer margin of operation, as 
  it is typically reserved for ground-based operations). Designed instead 
  to draw fuels, coolants or other fluids from another unit, the standard 
  suction system can drain roughly 100 kilograms per second. Though 
  impossible to use as a weapon system—it generally requires a crew 
  or a real steady hand to make the necessary connections—the FSS 
  enables a typical SalvageMech so equipped to drain off any vital liquid 
  chemicals from a downed BattleMech or crippled tank in less than a 
  minute. Heavy firefighting vehicles use similar equipment to rapidly 
  fill their on-board water tanks from open bodies of water like rivers 
  and lakes as well.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only fighters, Airship and Fixed-Wing Support Vehicles, VTOL Combat and Support Vehicles, and Small Craft may 
  install a refueling drogue. BattleMechs, ProtoMechs and DropShips may not mount a fluid suction system.
  Game Rules: Refueling drogues and fluid suction systems have no impact in Total Warfare; their use is covered in on pages 35 and 42 of 
  Strategic Operations, respectively. Fluid suction systems aren’t necessary for refueling operations; only units designated as tankers for mid-air 
  refueling require a refueling drogue.
  Construction Rules: Fuel-using ground-based vehicles, ‘Mechs and DropShips must dock to take on fuel. Drogues may be mounted in 
  multiples, but each counts as a separate item.
  Fluid suction systems may be mounted in any location on an applicable unit (except for VTOL rotors). Suctions may be mounted in 
  multiples, but each counts as a separate item.
  Units mounting a refueling drogue must also possess a liquid or refrigerated cargo storage bay from which the fuel is to be transferred. 
  Units mounting a fluid suction system must also possess a liquid or refrigerated cargo storage bay into which the fluids are drawn. See 
  Transport Bays, p. 239, for details on these bays.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345)  
  REFUELING DROGUE/FLUID SUCTION SYSTEM
  i
  
  SALVAGE ARM
  Introduced: 2415 (Terran Hegemony)
  A salvage arm is actually a specialized IndustrialMech replacement for 
  the hand actuator, combining a highly dexterous light manipulator with a 
  variety of powered tools intended to aid in salvage and repair operations. 
  Far too weak to be of much use in combat, or to carry cargoes greater 
  than a few hundred kilograms at best, the manipulators are deliberately 
  incompatible with hand-held weapons, stressing their use as a sophisti-
  cated multi-functional tool rather than a weapon of war.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only humanoid BattleMechs and IndustrialMechs may mount a salvage arm.
  Game Rules: The salvage arm has no effect in Total Warfare game play. Its uses are described more fully in Tactical Operations (p. 213) and 
  Strategic Operations (pp. 171, 191). If an arm equipped with a salvage arm is used in a physical attack, it counts as a missing hand actuator for to-hit 
  and damage modifiers.
  Construction Rules: Humanoid BattleMechs and IndustrialMechs may mount one salvage arm per arm, but must remove the hand actuator on 
  the chosen arm to do so. Because the salvage arm replaces the hand actuator, a ‘Mech may not also mount any of the following in the same arm: 
  backhoe, chainsaw, combine, dual saw, heavy-duty pile driver, mining drill, rock cutter  or wrecking ball. 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 143
  SALVAGE ARM
  i
  SPOT WELDER
  Introduced: Circa 2320 (Lyran Commonwealth)
  Industrial-scale welders have been in use since the latter half of the 
  twentieth century, but much like the nail and rivet guns discussed earlier, 
  their utility on a vehicular scale was considered largely questionable until 
  the advent of effective IndustrialMech technology. Since then, a vehicular 
  adaptation that melds this item with a purpose-built manipulator arm 
  allows for its installation on other units.
  It should be noted, however, that today’s industrial-grade spot welder 
  is an advanced technology adaptation of its ancient progenitors. Rather 
  than relying on its own fuel cells, it draws on the carrying unit’s power 
  supply to achieve the heat needed to melt industrial-grade alloys. These 
  energy needs—and waste heat generated—are on par with that of a mili-
  tary grade small laser, and so units that mount this equipment must install 
  power amplifiers and heat sinks as necessary to deal with these issues.
  According to some reports, the spot welder’s high-heat arc can also 
  be a potent physical attack weapon in a pinch, but rather than pounding 
  away armor with a simple punch, the welder’s arc instead inflicts its dam-
  age more like a contact laser.
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only BattleMechs, IndustrialMechs and ground or naval Combat and Support Vehicles (those with a Wheeled, Tracked, Hover, 
  WiGE or Naval motive system) may mount a spot welder.
  Game Rules: Spot welders mounted in any location other than the arms of a humanoid ‘Mech may not be used to make physical attacks. Spot 
  welders do not remain active if the unit’s engine shuts down or its pilot/crew is incapable of taking action. Note that Hover and WiGE units may not 
  use a spot welder unless they have first landed (stopped in the previous turn and spent 0 MP in that turn) and are adjacent to the target. Naval units 
  must be stationary (spending 0 MP in that turn) to use a spot welder.
  Construction Rules: Combat or Support Vehicles (Wheeled, Tracked, Hover, WiGE or Naval only) may mount spot welders in any desired location 
  (including the turret).
  Humanoid BattleMechs and IndustrialMechs may mount spot welders in the arms only, but are limited to one welder per arm and must remove 
  the hand actuator on the chosen arm to do so. Quad BattleMechs and IndustrialMechs may mount spot welders in the Side Torso locations only, 
  and are limited to one welder per location.
  For units running on non-fusion/non-fission engines, spot welders are considered to a heavy energy weapon and so require heat sinks and power 
  amplifiers to operate.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 142
  SPOT WELDER
  i
  SPRAYER/LIGHT FLUID SUCTION SYSTEM
  Introduced: Pre-spaceflight
  A fairly common item on police riot-control units, fire engines, coolant 
  trucks and the like, the so-called sprayer is simply a high-pressure pump-
  and-hose system used to dispense directed bursts of internally stored flu-
  ids at a given target. Most commonly seen on IndustrialMechs or vehicles 
  equipped with fluid reserves, the limited effective range and damage yield 
  for most fluids makes the sprayer an ineffective combat weapon. Indeed, 
  with a typical pumping rate of some 10 kilograms of liquids per second, and 
  a physical accuracy of only thirty meters or so—beyond which it becomes 
  a crap shoot—the sprayer hardly counts as a weapon at all. Nevertheless, 
  their ability to dispense any desired fluids with ease—water, insecticides, 
  paints or coolants—makes the sprayer a favored tool for many civil service 
  and commercial agencies.
  As with the refueling drogue, a reversed version of the standard light-
  weight sprayer is the aptly named light fluid suction system (LFSS). Used 
  generally by smaller firefighting vehicles and battlefield tenders (though a 
  slightly larger, ‘Mech-based version also exists for RescueMechs), the LFSS 
  can draw fuels, coolant or other liquid cargo into on-board storage tanks 
  at a rate of about 10 kilograms per second.
  
  249
  249
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: As they may not mount internal cargo, ProtoMechs may not mount sprayers or light fluid suction systems. Aerospace 
  units are also prohibited from mounting Sprayer/Light Fluid Suction Systems.
  Game Rules: Sprayers, while they do “fire” as weapons, may not benefit from targeting computers or fire control systems in vehicles, and 
  so all “attacks” made using such equipment are performed as if the unit in which they are mounted has no fire control (+2 to-hit). Sprayers 
  inflict damage to conventional infantry units only, equivalent to a battle-armor flamer with an attack range of 1 hex (see Total Warfare, p. 217).
  Fluid suction systems have no effect in Total Warfare standard rules play. Their use will be covered more fully in future products.
  Neither the sprayer nor the light fluid suction system will function if the unit’s engine is shut down or its pilot/crew is incapable of acting.
  Construction Rules: Sprayers and suction systems may be mounted on any applicable unit, but each piece of equipment so mounted 
  should have a location and firing arc assigned, like any weapon system. Multiple sprayers or suction systems may be mounted, if desired, 
  but each counts as a separate item. To be able to use a sprayer or suction system, the carrying unit must also have cargo space specifically 
  set aside for liquid storage (see Transport Bays, p. 239). 
  Due to additional pumping mechanisms and mounts, the sprayers and light fluid suction systems used by IndustrialMechs weigh 0.5 
  tons each rather than 15 kg. 
  Sprayers and suction systems do not count as weapons, and so do not require gunners. 
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345)   
  SPRAYER/LIGHT FLUID SUCTION SYSTEM
  i
  TRACKS
  Introduced: 2440 (Draconis Combine)
  Tracks are an oddball piece of equipment only found on specialized 
  IndustrialMechs such as MiningMechs and TunnelMechs. Essentially 
  a set of powered, foot-mounted tread-skates, this equipment was 
  developed to enable such units to move better in the tight confines 
  of narrow tunnels, where a typical IndustrialMech’s legs often cannot 
  manage the full range of motion necessary for safe walking. Though 
  their utility is limited, in some select instances—such as extreme actua-
  tor or gyro damage—tracks can get an otherwise crippled ‘Mech back 
  to safety in good time. Still, these systems are maintenance-intensive, 
  and limited in speed by their small size. Too fragile for combat, they 
  are almost never seen on BattleMechs. Even among their intended 
  users, tracks are often shunned, with owners often stripping them (or 
  their mechanisms) out in favor of other equipment.  
  Tech Base: Inner Sphere and Clan
  Unit Restrictions: Only BattleMechs and IndustrialMechs may mount tracks.
  Construction Rules: ‘Mech-based tracks weigh 10 percent as much as the unit on which they are mounted (rounded up to the nearest 
  half-ton). Tracks take up 1 critical slot in each of the ‘Mech’s legs, so a humanoid ‘Mech equipped with tracks requires 2 slots in total, while 
  a quadruped requires 4. 
  TRACKS
  i
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
  Game Rules: Total Warfare, p. 143
  WRECKING BALL
  Introduced: Pre-spaceflight
  Whether you see them being slung about on Solaris holovids, or 
  by honest working men smashing down old and condemned build-
  ings in an inner city, the wrecking ball is effectively the same tool that 
  humans have used for centuries in much the same basic capacity. Even 
  though nowadays the ball is ferrocrete, the sheathing is hard steel 
  alloy and the chain comes with a myomer lacing for quick retraction 
  if over-extended, the wrecking ball is at heart little more than a large, 
  heavy rock on a chain. Its whole purpose is to swing and smash, and 
  even the Solaran variations on this device as a weapon accomplish 
  little more than dressing up this simple function with more flair. While 
  tough enough to batter even armored units into a mangled pulp, the 
  wrecking ball makes for an inelegant weapon on the battlefield, and 
  so its use there is quite rare.
  Tech Base: Inner Sphere and Clan 
  Unit Restrictions: Only humanoid BattleMechs and IndustrialMechs, and ground- and naval-based Combat and Support Vehicles (those 
  with Wheeled, Tracked, Hover, WiGE, or Naval motive types—including submersibles and hydrofoils), may install a wrecking ball.
  Game Rules: Note that Hover and WiGE units may not use a wrecking ball unless they have first landed (stopped in the previous turn 
  and spent 0 MP in that turn) and are adjacent to the target. Naval units equipped with wrecking balls may only use them while stationary 
  (spending 0 MP in that turn) and surfaced (at Depth 0) directly adjacent to a target.
  Construction Rules: Combat and Support Vehicles may only mount a wrecking ball in a Turret location, but only if the location(s) selected 
  does not also include a backhoe, chainsaw, combine, dual saw, heavy-duty pile driver, mining drill or rock cutter. 
  Humanoid BattleMechs and IndustrialMechs may mount wrecking balls in the arms only, but are limited to one wrecking ball per arm 
  and must remove the hand actuator on the chosen arm to do so. Quad BattleMechs and IndustrialMechs may not mount wrecking balls. As 
  with vehicles, ‘Mechs may not place a wrecking ball in any location that also includes a backhoe, chainsaw, combine, dual saw, heavy-duty 
  pile driver, mining drill or rock cutter.
  Table Reference: Weapons and Equipment (Industrial, pp. 344–345) 
   Game Rules: Total Warfare, p. 143
  WRECKING BALL
  i
  
  BATTLE ARMOR EQUIPMENT
  BATTLE ARMOR EQUIPMENT
  The Clans—particularly Clan Wolf—claim credit for developing battle armor as we know it today, but military historians would likely find me remiss if I 
  did not point out that before its fall, the original Star League had just begun researching the viability of powered, full-body armor systems. Though these 
  early suit designs—often referred to as Power Armor (Light) suits, or PA(L)s—could never hope to repel small arms fire or accomplish the tasks a Clan 
  Elemental can, these suits share more similarities in architecture than not with their present-day brethren.
  Likening battle armor or exoskeletons to a miniaturization of BattleMech technology may be a gross over-simplification of the facts, but it will suffice 
  for the purpose of exploring the technologies one might find in today’s battlesuit designs. 
  Likewise, it’s important to remember the scale of weapons and such mounted on battlesuits, versus their heavier equivalents on vehicles, BattleMechs 
  and the like. Though they share the same names, many items—like virtually all of the weapons mounted on battle armor—are not so much a miniaturiza-
  tion of vehicular weapon systems as they are a heavier, significantly upgraded variation of an analogous infantry-portable weapon. Enhanced for the more 
  effective targeting systems, myomer musculature and power supply capabilities of battle armor, these weapons gain weight and size from their conven-
  tional progenitors, and attain capabilities roughly analogous to those seen in vehicular-scale guns. Because of these capabilities, weapons mounted on 
  battle armor are more commonly classified by their vehicular-scale nomenclature, rather than that of their baseline infantry-scale support weapons.
  —Preface to Modern Infantry Systems 321, Prof. Arastide Habeas, NAMA Publications, 3067
  [Once again, the late Professor Habeas’ primer on battle armor and infantry weapons systems is thorough, but somewhat dated. As with the previous document, I 
  have amended this one with information on the newer technologies that have entered production since the onset of the Jihad. 
  —Major Elisa Brubaker, WolfNet, 15 December 3071]
  • BOMB RACK  •
  [page 253]
  • JUMP BOOSTER  •
  [page 257]
  • MINE DISPENSER  •
  [page 260]
  • ECM SUITE  •
  [page 254]
  • HEAVY MORTAR  •
  [page 262]
  • TAG (LIGHT)  •
  [page 270]
  • ADVANCED SRM LAUNCHER  •
  [page 261]
  
  251
  251
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  • MICRO GRENADE LAUNCHER  •
  [page 256]
  • KING DAVID GAUSS RIFLE  •
  [page 255]
  • MAGSHOT GAUSS RIFLE  •
  [page 255]
  • DAVID GAUSS RIFLE  •
  [page 255]
  • GRENADE LAUNCHER   •
  [page 256]
  • ER SMALL LASER  •
  [page 258]
  • MEDIUM LASER  •
  [page 258]
  • SMALL PULSE LASER  •
  [page 258]
  • BEAR HUNTER MG  •
  [page 258]
  • HEAVY MACHINE GUN  •
  [page 258]
  • LIGHT MACHINE GUN  •
  [page 258]
  
  ACTIVE PROBE
  Introduced: 2900 (Clan Smoke Jaguar), 3050 (Federated Commonwealth)
  Like the vehicular-scale version, the battlesuit-scale active probe is a 
  complex sensor array far more sophisticated and powerful than the sen-
  sors normally used by the battlesuit. Incorporating strong yet portable 
  thermal and radar sensors, both the Inner Sphere and Clan models can 
  accurately spot hidden units out to 90 meters.
  ARMOR
  Battlesuit armor is more varied than that seen on BattleMechs thanks 
  to the utility of various techniques in manufacture and function. Stealth 
  technology, for instance, is much more feasibly deployed on a one-ton, 
  2.5-meter suit of battle armor than on a 50-plus ton BattleMech that stands 
  ten to twelve meters tall. The relative newness of this technology has also 
  bred a number of varied “prototypical” armor styles, many of which remain 
  in use even as battlesuit styles themselves grow more numerous.
  Here, of course, we’ll see that Clan technology is more refined in battle 
  armor design, especially as it incorporates the Harjel self-sealing system, 
  but rest assured that Inner Sphere engineers have done much to close this 
  gap in the seventeen years since venturing into this new area of military 
  technology.
  STANDARD (PROTOTYPE)
  Introduced: 3050 (Federated Commonwealth/Draconis Combine)
  Prototype armor—the battlesuit armor first developed by the various 
  Inner Sphere nations at the start of their respective development programs 
  in the early 3050s—is significantly bulkier and heavier than the standard 
  armor used today. While not generally in production, a number of first-gen-
  eration battlesuits—sold off with the advent of more capable designs—
  have led to a wider dispersal of this armor type and a “cottage industry” 
  devoted to maintaining the few suits that still depend on the design.
  The Clans, who have long since perfected this technology, have no 
  equivalent of this bulkier armor type.
  STANDARD (BASIC)
  Introduced: 2868 (Clan Wolf), 3052 (Inner Sphere)
  The standard battlesuit armor produced throughout the Inner Sphere 
  after the initial battle armor design projects of 3050 to 3051 is a triumph of 
  materials technology, overshadowed only by the more refined version the 
  Clans have used for almost two centuries now. Common to most suit designs 
  intended for offensive roles, standard armor is the cheapest to produce and 
  the least bulky type available, and features no enhanced stealth capabilities.
  STANDARD (ADVANCED)
  Introduced: 3057 (Free Worlds League)
  Developed by Free Worlds League engineers in an effort to match the 
  capabilities of Clan battlesuit armor, Inner Sphere advanced armor first ap-
  peared on the Longinus suit in 3057. This armor is still heavier and bulkier 
  than the Clan system, but represents a significant improvement in battle 
  armor weight-to-protection ratios, enabling suit designs to attain up to 
  twenty percent greater protection for the same weight investment. 
  STEALTH (PROTOTYPE)
  Introduced: 3050 (Federated Commonwealth)
  Like the prototype version of basic armor, prototype stealth armor was 
  conceived in the early 3050s by FedCom engineers. Adapting the capabilities 
  of existing thermal and electronic sneak suits and embedding these features 
  in the battlefield armor, engineers managed to mimic the lost technologies of 
  Star League-era power armor almost exactly. Though this armor is no longer 
  in wide-scale production, examples of it may still be seen today, in surplus 
  first-generation suits sold off or gifted to various mercenary concerns. As with 
  prototype standard armor, prototype stealth battlesuit armor has no Clan ana-
  logue, due to the presence of cached Star League-era suits in Clan arsenals.
  STEALTH (BASIC)
  Introduced: 2710 (Terran Hegemony)
  Extinct: 2770 (Inner Sphere)
  Recovered: 3052 (Draconis Combine)
  While the Clans have a general aversion to guerrilla tactics and “de-
  ceptive” forms of combat, even they recognize the tactical benefits of 
  providing the basic protection of stealth armor to their infantry, so that 
  such forces can have a better chance at closing with their chosen targets. 
  Battlesuit-grade stealth armor is based on the Star League-era power 
  armor suits that Kerensky took with him in his Exodus. The fact that the 
  Inner Sphere fielded the first stealth battlesuits in combat, however, likely 
  spurred Clan efforts to dust off the technology for the battlefields of today. 
  On the Inner Sphere’s part, Combine engineers working on samples of the 
  FedCom-produced prototype stealth system managed to reintroduce 
  basic stealth armor for their Kage battlesuits.
  Incorporating micro-ECM emitters and special insulation for better 
  infrared suppression, basic stealth battlesuit armor is heavier and more 
  bulky than standard version. 
  STEALTH (STANDARD)
  Introduced: 2720 (Terran Hegemony)
  Extinct: 2770 (Inner Sphere)
  Recovered: 3053 (Draconis Combine)
  Not long after developing the basic stealth armor system, Combine 
  engineers recovered the Star League-era enhanced version that made 
  Nighthawk power armor so effective in the original Star League. Since 
  then, this armor has become the Sphere-wide standard in battlesuit 
  stealth technology (hence the name “standard stealth armor”). Featuring 
  a greater amount of integral ECM, infrared and electronic camouflage 
  techniques, standard stealth is slightly more effective than basic stealth, 
  but is also somewhat bulkier and heavier. 
  STEALTH (IMPROVED)
  Introduced: 3057 (Free Worlds League/Word of Blake), circa 3058 (Clans)
  A joint Free Worlds League-Word of Blake development team fielded 
  the first Achileus stealth battlesuit prototypes in 3055, but when the suit 
  went into production two years later, it sported a much more effective 
  form of stealth armor that would be surpassed only by the advent of mi-
  metic armor some years later.
  Bulkier than most other battlesuit armor types, improved stealth inte-
  grated electronic camouflage with the heat baffles and integral micro-ECM 
  that makes standard and basic stealth armors so effective. This also makes 
  improved stealth armor much more expensive, so it tends to see the most 
  use in battle armor types intended more for infiltration and surveillance 
  than front-line battle. Reportedly, the Clans have developed an equivalent 
  of this armor design, but apparently have not yet deployed it in anything 
  more than occasional one-off suit variants. 
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Units with multiple active probes may use only one at a time in game play.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount more than one active probe, if desired.
  Table Reference: Battle Armor (Inner Sphere and Clan, pp. 346–348) 
  Game Rules: Total Warfare, p. 129
   ACTIVE PROBE, LIGHT
  i
  
  253
  253
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  FIRE RESISTANT
  Introduced: 3058 (Clan Fire Mandrill)
  Despite its resilience and self-contained nature, battle armor—like 
  most conventional vehicles—remains particularly susceptible to the 
  lethal effects of fire and incendiary weapons. Recognizing this, Clan 
  Fire Mandrill recently developed an enhanced fire-resistant battlesuit 
  armor—their Salamander design. Inner Sphere scientists have yet to 
  crack the secrets of this technology, but many suspect it combines 
  advanced iridium cermets, highly efficient insulation and a powerful 
  refrigeration system. 
  MIMETIC
  Introduced: 3061 (Word of Blake)
  The mimetic battlesuit armor that debuted on the Word of Blake’s 
  Purifier designs was, according to all accounts, under development 
  by ComStar on Terra when the Blakists captured that world in 3058. 
  The Word was quick to follow the program through to its conclusion, 
  creating an armor that uses integral sensors and cameras to sample 
  the external surroundings and—through a sophisticated computer in 
  the suit’s chest plate—control an array of pigments imbedded in the 
  armor’s composites. This feature enables the color and pattern on the 
  armor to shift, even as it moves, to match the surrounding environ-
  ment. Most effective when the suit is motionless, mimetic armor also 
  features limited ECM and IR baffling capabilities that enhances the 
  armor’s visual camouflage, making targeting a squad of troopers so 
  equipped nearly impossible, especially if they move slowly. 
  The Clans have yet to field an equivalent of mimetic armor. Indeed, 
  beyond the Word of Blake—and likely their Free Worlds allies—only 
  the Capellan Confederation has demonstrated a capability to produce 
  mimetic armor, given last year’s debut of their Trinity battlesuit design. 
  Though some among the Word have accused the Capellans of stealing 
  this technology, the fact that Sian has yet to see a Blakist interdiction 
  speaks to less outrage than one might expect from an act of bold-
  faced espionage.
  Tech Base: Inner Sphere (Standard [Prototype, Basic and Advanced], Stealth [Prototype, Basic, Standard and Improved], Mimetic); Clan 
  (Standard [Basic only], Stealth [Basic, Standard and Improved], Fire Resistant)
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Armor is considered structural and any modifiers applied (for stealth capabilities) are considered active until the trooper 
  is destroyed.
  Construction Rules: The weight, space and construction limitations of all armor types for battle armor are covered in Step 4 of the Battle 
  Armor core construction rules.
  Table Reference: Battle Armor (p. 347) 
  Game Rules: Total Warfare, p. 228
  ARMOR
  i
  BOMB RACK
  Introduced: 3060 (Clan Cloud Cobra)
  As battle armor weapons go, the bomb rack used by the Clans is 
  an odd duck. Usable only by VTOL-capable battlesuits—which only 
  the Clans have developed to date; Inner Sphere engineers have yet to 
  overcome many of the quirks of such motive designs—these on-shot 
  racks allow a battlesuit in flight to drop explosive cluster munitions 
  on ground targets. Though not particularly potent against armored 
  targets individually, a Point of bomb-equipped units can deliver an 
  attack even a BattleMech might notice.
  Tech Base: Clan only
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Bomb racks may not be used if the unit’s troopers are rendered incapable of acting in combat.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple bomb racks. Each rack is 
  a one-shot item and may purchase no additional ammo.
   Table Reference: Battle Armor Weapons and Equipment (Clan, pp. 347–348) 
  Game Rules: Total Warfare, p. 228
  BOMB RACK
  i
  CAMO SYSTEM
  Introduced: Circa 2800 (ComStar)
  According to reports, ComStar developed the visual camouflage 
  system used by their power armor suits from Star League-era research 
  recovered on Terra after the Order’s successful conquest of the planet 
  in 2788. This camo system, developed more as a module than an armor 
  type, essentially uses mimetic technology to produce a visual effect 
  similar to a sneak suit—where a central computer and sensors sample 
  the surrounding terrain visually and change the armor’s colors to match. 
  Incorporated into ComStar’s Tornado Power Armor (Light) suit, this 
  system is the basis for the Word of Blake’s mimetic armor technology.
  Tech Base: Inner Sphere only
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Like armor, a trooper’s camo system is considered active until the trooper is destroyed, even if the trooper is otherwise 
  rendered incapable of acting in combat.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount only one camo system.
  Table Reference: Battle Armor (p. 347) 
  Game Rules: Total Warfare, p. 228
  CAMO SYSTEM
  i
  
  EXTENDED LIFE SUPPORT
  Introduced: Circa 2715 (Star League)
  Under normal operations, all battle armor and many exoskeleton de-
  signs are completely sealed, intended to operate in hostile environments 
  under great strain. Normally, their life support endurance in such environ-
  ments is about twelve hours, but extended life support (ELS) equipment 
  can increase this operational time by adding supplemental compressed-
  oxygen reserves and air-recycling/purification systems. This equipment 
  is fairly lightweight compared to most battlesuit gear, but because of its 
  bulk a battle armor suit or exoskeleton can carry only enough ELS gear to 
  double the normal life support time.
  Of interesting historical note, ELS gear actually predates the devel-
  opment of battle armor. The progenitors to this technology—the Star 
  League’s Mark XXI Nighthawk power armor—employed such gear to 
  extend their usage.
  CUTTING TORCH
  Introduced: Early spaceflight
  The cutting torch mounted on a typical exoskeleton is an enhanced version 
  of the same technology used by technicians and engineers for more than a 
  millennium. Simply described, the torch is a highly adaptable energy-based 
  cutting tool, which can also be used to weld metal parts together or cut 
  through even the advanced aerospace and battlefield materials used today. 
  However, the time this item requires to do its work properly, coupled with its 
  extremely short range, makes the cutting torch an ineffective combat weapon.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Cutting torches have no impact in Total Warfare game play. Their use will be covered in later publications.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple cutting torches, if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  CUTTING TORCH
  i
  DETACHABLE MISSILE PACK MODIFICATION
  Introduced: Circa 2870 (Clans), 3051 (Inner Sphere)
  The battle armor detachable missile pack (DMP) system enables any 
  suit-mounted missile launcher (including SRMs, advanced SRMs, MRMs, 
  LRMs or rocket launchers) to be jettisoned in battle (voluntarily or auto-
  matically upon depletion of the launcher in question). Essentially an adap-
  tor that adds a little extra weight to the launcher itself, the Clan Elemental 
  suit already featured this technology when it first appeared in the Inner 
  Sphere. Unfortunately, balancing issues have prevented Spheroid manu-
  facturers from matching their techniques one-for-one.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Suits using Inner Sphere DMP missile launchers cannot jump or execute anti-’Mech attacks until their launchers are detached.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may modify none, any or all of its missile launchers (includ-
  ing those of modular design) with a detachable missile pack (DMP) adaptation. Doing so adds to the launcher weight, but not its equipment space.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 225
  DETACHABLE MISSILE PACK (DMP)
  i
  ECM SUITE
  Introduced: 2720 (Terran Hegemony)
  The micro-scale version of the vehicular Guardian ECM suite, the 
  battlesuit ECM suite module provides stealth technology that is not so 
  much built into the suit’s armored “skin” as it is an area-effect jamming 
  field. Active rather than passive, the battle armor ECM suite can disrupt 
  sensors and communications to a range of fifteen meters. The first to 
  field this technology beyond the Star League-era Nighthawk suits were 
  Word of Blake Militia forces, in a modified form of the Free Worlds League’s 
  Achileus suit.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Suits equipped with an ECM suite may continue to operate them until destroyed. Only one ECM suite per suit may be engaged at 
  one time.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may carry any number of ECM suites desired.
  Table Reference: Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  Game Rules: Total Warfare, p. 228
  ECM SUITE
  i
  
  255
  255
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Extended life support has no effect in Total Warfare game play. Its impact in campaign and role-playing settings will be 
  covered in future sources.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may carry only one extended life support 
  system. Suits using an Inner Sphere exoskeleton chassis that are intended for work in hazardous environments require extended life support 
  and a minimum of 1 armor point (of any type) to do so.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  EXTENDED LIFE SUPPORT
  i
  FLAMER
  Introduced: 2868 (Clan Wolf), 3050 (Federated Commonwealth)
  Though smaller in design, the battle armor flamer is in function 
  the same deadly incendiary weapon typically used by non-fusion 
  vehicles. Drawing on a reservoir of combustible fuel, the flamer used 
  by battlesuits is capable of dishing out roughly the same raw damage 
  as its bigger cousins. 
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions 
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount more than one flamer, if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  Game Rules: Total Warfare, p. 214
  FLAMER
  i
  FUEL TANK
  Introduced: 2744 (Terran Hegemony)
  Extinct: 2781
  Recovered: 3051 (Federated Commonwealth)
  Any battlesuit capable of jumping or VTOL flight does so by draw-
  ing on an integral supply of fuel. To expand this capacity, some suits 
  incorporate additional fuel tanks.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: Fuel tanks may be mounted only on battlesuits with Jump or VTOL MP greater than 0.
  Game Rules: Fuel consumption has no effect in Total Warfare game play. When converting battle armor for use in zero-g operations (see 
  Strategic Operations pp. 24-25), each fuel tank adds 40 points to the unit’s fuel amount.
  Construction Rules: Only a battle armor suit (including exoskeleton and power armor designs) with Jumping or VTOL MP may add fuel 
  tanks. Such units may mount multiple fuel tanks, if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  FUEL TANK
  i
  GAUSS RIFLE
  Introduced: Various
  A fairly new class of weapon system for us, having been largely a 
  lost technology since the collapse of the Star League, the gauss rifle 
  took its time to enter infantry-scale development, but it was a definite 
  favorite when battlesuits began to emerge in the 3050s, both as a 
  favored battle armor weapon mount and as a weapon regular foot 
  troops could use to put a dent in armored troopers.
  Interestingly enough, however, while gauss weaponry has proven 
  popular in the Inner Sphere—three main models now exist for 
  battlesuit use, with our own Magshot as the front-runner in terms of 
  power and range—the Clans have not demonstrated much interest in 
  expanding this weapon type to the battle armor venue. The fact that 
  numerous samples of Clan-made gauss weapons do appear among 
  their conventional infantry forces, however, may see the advent of 
  such weapons once the Clans become convinced enough by samples 
  like the Magshot.
  ANTI-PERSONNEL GAUSS RIFLE
  [Introduced: 3069 (Clan Jade Falcon)
  Once more, Habeas might have been surprised if he’d survived a few 
  more years to see the next wave of weapons design. As mentioned under 
  the heavy equipment section, Clan Jade Falcon first fielded their anti-per-
  sonnel gauss rifle (AP gauss) as a battle armor-mounted weapon system in 
  3069, upgrading it quickly for ’Mech-scale usage. Like the heavier version, 
  the battlesuit model fires a hail of metal flechettes that can shred conven-
  tional infantry and even damage heavier armor. –EB]
  Tech Base: Inner Sphere (Grand Mauler, Tsunami, Magshot, David and King David) and Clan (AP gauss only)
  Battle Armor Unit Restrictions: No restrictions 
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple gauss rifles of varying 
  types, if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  Game Rules: Total Warfare, p. 214
  GAUSS RIFLE
  i
  
  GRENADE LAUNCHER
  Introduced: Early Spaceflight [Micro Grenade Launcher], 2900 
  (Clan Diamond Shark [Heavy Grenade Launcher]), 3050 (Federated 
  Commonwealth [Heavy Grenade Launcher])
  Though grenade launchers were among the Inner Sphere’s first weap-
  ons mounted on battle armor—the original Infiltrator design used one in 
  3050—these weapons are not a common sight on battlesuits today. Often 
  used as a light support weapon by conventional infantry, the typical gre-
  nade launcher lobs conventional hand grenades to greater distances (and 
  with more accuracy) than the manual approach. Their use against armored 
  targets is unreliable (which may be why the Clans rarely use them), but 
  against swarms of conventional infantry the typical auto-loading micro- or 
  heavy grenade launcher can be a devastating weapon.
  Tech Base: Inner Sphere (Micro and Heavy); Clan (Heavy only)
  Battle Armor Unit Restrictions: No restrictions 
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple grenade launchers of varying 
  types, if desired.
   Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  Game Rules: Total Warfare, p. 214
  GRENADE LAUNCHER
  i
  HARJEL
  Introduced: Circa 2840 (Clan Diamond Shark)
  One of the most critical differences in Clan battle armor (and WarShip) 
  design over their Inner Sphere counterparts is the miracle substance called 
  HarJel. Essentially a semi-organic compound that hardens to a surprisingly 
  strong and rigid state—capable even of withstanding vacuum—upon the 
  introduction of a simple starch catalyst, HarJel is exceedingly rare. Indeed, 
  this substance is perhaps the single most important commodity Clan 
  Diamond Shark has to offer, and they presently hold the only two worlds 
  where the raw materials vital to this compound can be found (Twycross in 
  the Inner Sphere and Strato Domingo in the Clan Homeworlds). Though 
  rumors persist of a variant synthetic HarJel, developed by Clans Hell’s 
  Horses and Ice Hellion, as far as we know in the Inner Sphere there is no 
  true way to synthesize this substance without the original raw materials, 
  and so no Spheroid analog to HarJel yet exists. [Professor Habeas is cor-
  rect; the Horses’ development merely introduces an additive that enables 
  them to double their current HarJel supplies, not replace the compound 
  altogether, leaving their Elemental-heavy Clan just as bound to the Sharks 
  as any other. –EB]
  Tech Base: Clan only
  Battle Armor Unit Restrictions: Not compatible with Inner Sphere battlesuit chassis
  Game Rules: This equipment has no impact on Total Warfare standard rules play. Its effect in campaign or role-playing settings will be covered 
  in future rulebooks.
  Construction Rules: Clan exoskeletons using a Clan chassis, as well as all Clan-made power armor and battle armor weighing 401 kilograms or 
  more, incorporate HarJel automatically.
  Table Reference: Battle Armor Weapons and Equipment (Clan, pp. 346–348)  
  HARJEL
  i
  HEAT SENSOR
  Introduced: Circa 2880 (Clans), 3050 (Federated Commonwealth)
  The portable heat sensor is a common enough device, but its adapta-
  tion to battlesuit use amounted to an early effort to enhance the standard 
  sensor packages on said armor designs. The Inner Sphere first used these 
  on Infiltrator battle armor in 3050. Though their use would eventually be 
  phased out by more sophisticated and enhanced sensor suites, some of 
  these thermal packages remain, even finding their way into the industrial 
  sector to enhance the capabilities of some exoskeleton designs. 
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: This equipment has no impact on Total Warfare standard rules play. Its effect in campaign or role-playing settings will be covered 
  in future rulebooks. Units with multiple heat sensors may use only one at a time in game play.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount more than one heat sensor, if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  HEAT SENSOR
  i
  
  257
  257
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  IMPROVED SENSORS
  Introduced: Circa 2890 (Clans), 3051 (Gray Death Legion [Mercenary])
  Clan battlesuit design largely evolved beyond the use of heat 
  sensors and other “halfway” measures for improving sensor accuracy 
  when they developed their improved battle armor sensor suite in the 
  2890s. In the Inner Sphere, it was the Gray Death Legion, tinkering 
  with FedCom-supplied variations on the Infiltrator suit, that pioneered 
  the use of improved battle armor sensors on their GDL Scout suit 
  models. These broad-spectrum sensors boast capabilities similar to 
  the miniaturized active probe, and can root out hidden units that lack 
  sufficient ECM cover, but are roughly effective only within a 60-meter 
  radius. The lighter Clan sensors are effective up to 90 meters.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Improved sensors may remain active in game play until the suit carrying them is destroyed.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount only one improved sensor suite per suit.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 228
  IMPROVED SENSORS
  i
  JUMP BOOSTER
  Introduced: Circa 3062 (Clans), 3051 (Gray Death Legion [Mercenary])
  Today’s battlesuit design establishes a general cap on movement 
  based on weight and bulk, in much the same way BattleMech design 
  standards do. This also applies to jumping capability. However, incor-
  porating a high-power adaptation of the jet packs used by convention-
  al infantry jump troops, combined with the relatively lighter weight of 
  battle armor (compared to other battlefield units), both the Clans and 
  the Inner Sphere have pushed the design envelope for battlesuit jump 
  capability. By installing special packs on jump-capable suits, a given 
  model can gain as much as 30 meters of jump distance beyond the 
  suit’s normal design specs. This bulky jump “super-charger,” however, 
  is incompatible with other flight aids, such as the Combine’s partial 
  wing or Clan VTOL jets.
  Though evidence suggests the Clans have had the ability to deploy 
  booster-equipped suits all along, the late Gray Death Legion mercenary 
  command first fielded booster-equipped battle armor, to enhance the 
  speed profile of their GDL Scout suits. Reports are only now coming in that 
  the Combine-Nova Cat joint suit design, dubbed the Void, also incorporates 
  this technology, while the Ice Hellion Clan is allegedly beginning to field 
  their own booster-equipped models as well back in the Homeworlds.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: Battlesuits must have Jumping MP in order to install jump boosters.
  Game Rules: Note that Inner Sphere battle armor suits with detachable missile packs may not jump until the missile pack is jettisoned.
  Construction Rules: The rules for installing jump boosters on battlesuits may be found under Special Physical Enhancements (Jump 
  Booster/Partial Wing) in Step 2 of the Battle Armor core construction rules (starting on p. 164). Jump jets or packs are necessary before 
  adding a jump booster, and jump boosters may not be combined with a partial wing.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 53
  JUMP BOOSTER
  i
  JUMP JETS/JUMP PACK
  Introduced: Circa 2050 (Western Alliance, Terra)
  One of the most basic motive systems for battle armor and some 
  exoskeletons is the jump jet or jump pack system. Though similar to 
  the BattleMech jump system, battlesuit jump packs and jets predate 
  such technologies, when the Western Alliance on Terra unveiled the 
  first widely deployed jump infantry. Unlike the ‘Mech-based system, 
  infantry and battle armor jump jets and packs rely on conventional fuels 
  for reaction mass, rather than a fusion-based thruster system. Today’s 
  battlesuit jump jets and packs incorporate the fuels and thrust mecha-
  nisms necessary to propel a battlesuit along. Jump jets are the smaller 
  system, which may be mounted singly, while packs are available only 
  by weight classes, and are essentially clustered jets designed to give 
  the suit its maximum possible jump distance in a single burst. The two 
  systems may not be combined on one chassis.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: Quadruped exoskeleton and battle armor suits may not install jump jets or jump packs.
  Game Rules: Note that Inner Sphere battle armor suits with detachable missile packs may not jump until the missile pack is jettisoned.
  Construction Rules: The rules for installing jump jets or packs on battlesuits may be found under Determine Non-Ground Movement in 
  Step 2 of the Battle Armor core construction rules (starting on p. 164). Note that Jumping MP may be combined with either the partial wing 
  or the jump booster for added Jumping MP.
  Table Reference: Battle Armor Non-Ground Motive Systems, p. 165 
   Game Rules: Total Warfare, p. 53
  JUMP JETS/JUMP PACK
  i
  
  LASER
  Introduced: Various
  As with flamer and gauss weaponry, the development of laser weapons 
  for battle armor use was simply a matter of upgrading the capabilities of 
  comparable infantry-support versions and meshing them to work with 
  battle armor to attain almost vehicular-scale potential. A plethora of such 
  weapons have long been available to infantry, with at least six standard 
  Spheroid models that qualify today, and nine Clan variants. Between 
  them, these weapons match the equivalent capabilities of ten vehicular-
  scale laser weapons, ranging from the ultra-light firepower of the Clan ER 
  micro laser to the devastating punch of the medium pulse laser or even 
  the blazing fire of the Clan Heavy medium laser. Accomplishing these 
  conversions from support weapons, as with similar efforts on flamer and 
  gauss-based weapons, has created fundamentally different weapons 
  when meshed with battle armor designs, so the array of firepower can be 
  quite staggering...as long as the weapons carry enough charge packs for 
  continuous fire.
  Tech Base: Inner Sphere (small and medium only in Standard, ER and Pulse) and Clan (small Standard; small and medium Heavy; micro, small 
  and medium in ER and Pulse)
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s lasers remain operational as long as the suit is not destroyed and its trooper is capable of acting.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple lasers of varying types, if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 214
  LASER
  i
  LASER MICROPHONE
  Introduced: early-spaceflight
  The laser microphone is a piece of surveillance gear that saw wide-
  spread use well before the Star League era, when it served as a tool for 
  anti-insurgent work and active surveillance in hostile but well-populated 
  areas. Essentially a focused infrared beam, when angled at a thin, reflec-
  tive surface—such as typical plate glass windows—this microphone can 
  measure the vibrations from within, analyze them and retranslate them 
  as sound with the aid of a specialized computer. Under ideal conditions, 
  this system can eavesdrop on a conversation occurring within a target 
  structure at ranges of almost 1,000 meters, though the sensitivity is such 
  that a dense fog can force the listener to close in a great deal. This spy 
  gear may not show up very often in the battlefield, and the Clans use it 
  most rarely, relegating it to their so-called Watch intelligence groups. It is 
  included here merely for the sake of completeness. 
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: This equipment has no impact on Total Warfare standard rules play. Its effect in campaign or role-playing settings will be covered 
  in future rulebooks. Units with multiple laser microphones may use only one at a time in game play.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount more than one laser microphone, if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  LASER MICROPHONE
  i
  MACHINE GUN
  Introduced: Varies
  A tried-and-true weapon with origins stretching back to the nineteenth 
  century, machine guns today remain a staple of modern warfare. Effective 
  and inexpensive, they are favored on battlesuits, where their high firing 
  rates and impressive stopping power make them ideal for anti-infantry 
  work. Many of those used on battlesuits are, of course, upgraded infantry-
  support versions that rival the capabilities of their larger vehicular-scale 
  cousins. Indeed, as of this writing, the Clans field four types of these 
  weapons, ranging from their light machine gun to the recently deployed 
  “Bearhunter” super-heavy machine gun/personal autocannon that the 
  Hell’s Horses Clan lost to Clan Ghost Bear during their 3062 war.
  Inner Sphere suits have yet to reach the Clans’ level of variety in terms of 
  suit-mounted machine guns, but the broad choices of such weapons avail-
  able assure that equivalents of light and heavy MGs, at least, are likely just 
  around the corner. [Here, Professor Habeas definitely guessed right—a no-
  brainer, to be sure. Within a year after this publication, Spheroid variations 
  of light and heavy MGs (derived from Inner Sphere models of the semi-
  portable MG and semi-portable autocannon infantry support weapons) 
  hit the field in ’Mech-mounted and battlesuit varieties. –EB]
  Tech Base: Inner Sphere (Light, Standard and Heavy only) and Clan (Light, Standard, Heavy  and Bearhunter)
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s machine guns remain operational as long as the suit is not destroyed and its trooper 
  is capable of acting.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple machine guns of varying types, if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 214
  MACHINE GUN
  i
  
  259
  259
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  MAGNETIC CLAMPS
  Introduced: 3062 (Capellan Confederation)
  As amusing as it may seem, the concept of battle armor hitching a 
  ride by virtue of integral magnets—remarkably simple and straight-
  forward—did not occur to anyone before House Liao deployed its first 
  home-grown suits, the Fa Shih. Even the Clans have no analogue, as 
  they were never inclined to attach their elite battle armor troops to 
  anything but the elite OmniMechs that were ready-designed for their 
  use. But while the principle was simple, the use of magnetic clamps as 
  a means for deploying battle armor usable even by non-Omni units 
  was not quite so straightforward. The magnetic attraction of a ’Mech’s 
  chassis, after all, may hold a grapple rod and allow a fully-kitted anti-
  ’Mech foot trooper to ascend with relative ease, but a one-ton armor 
  suit is considerably harder for mere electromagnets to hold in place, 
  especially given the only semi-magnetic nature of battlefield armor. 
  To counter this, the Capellan magnetic clamps system incorporates 
  not only strong EM capability, but also special mechanical grippers 
  capable of clinging to the armor just enough to avoid being shrugged 
  off. The effect is much like the way a nervous pet latches onto its owner 
  when lifted. This combination of magnetism and physical gripping, 
  rather than magnets alone, allows battlesuits so equipped to hitch a 
  ride on non-Omnis.
  Tech Base: Inner Sphere only
  Battle Armor Unit Restrictions: Quadruped and assault-weight battle armor may not mount magnetic clamps.
  Game Rules: Under Total Warfare game play, a battlesuit’s magnetic clamps remain operational as long as the suit is not destroyed and 
  its trooper is capable of acting.
  Construction Rules: Battle armor may mount only one set of magnetic clamps per suit. Suits with UMUs may not mount magnetic clamps.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere, pp. 346–348) 
   Game Rules: Total Warfare, p. 228
  MAGNETIC CLAMPS
  i
  MANIPULATORS
  Introduced: Various
  Akin to BattleMech hand actuators, manipulators are a surprisingly 
  varied means by which humanoid-style battle armor can interact with 
  its surroundings. Absolutely necessary for any battlesuit intended to 
  be deployed on OmniMechs or OmniVehicles, manipulators are also 
  of paramount importance for troopers attempting to make anti-’Mech 
  attacks such as swarming the legs or torso of a hostile unit. Suits with-
  out manipulators—except for quads—are quite rare, typically the 
  result of focusing more on sheer firepower than any other function. 
  Troopers in these suits can only be carried on board cargo haulers and 
  specially built APCs.
  Not all possible manipulator styles are well suited for all roles, of 
  course. Indeed, some suits—especially specialized exoskeletons and 
  such—carry alternative manipulators, including mining drills, salvage 
  arms and cargo lifters. Such devices may aid in a specific duty, but 
  make for poor choices on combat suits. Some manipulator types may 
  also add adaptations to further enhance their utility. The styles and 
  types of most manipulators used today are outlined below.
  ARMORED GLOVES
  Introduced: Pre-spaceflight
  The armored glove is a manipulator in the truest sense of the word, 
  and yet it is not truly an enhanced battlesuit manipulator at all, but 
  rather—as its name implies—an armored fitting within which the us-
  er’s fingers reside. This gives the trooper the dexterity needed for fine 
  operations, including the ability to work a keyboard or handle small 
  arms, and is even strong enough to allow a trooper in light armor to 
  ride on Omnis or engage in anti-’Mech attacks. Because these gaunt-
  lets lack strength, however, their use on medium-weight battlesuits 
  and heavier designs is limited solely to the dexterity department.
  MANIPULATOR (BASIC)
  Introduced: Circa 2110 (Terran Alliance)
  Similar to the armored glove but based more on mechanics and 
  myomers, the basic battle armor manipulator is operated by controls 
  in the battlesuit’s wrists, rather than as an actual glove. With increased 
  strength sufficient to hold a trooper securely to the hull of a mov-
  ing OmniMech, even if the battlesuit model is especially heavy, this 
  manipulator is ideal for most suit types and functions. However, the 
  larger digits, loss of fine motor control and lack of sufficient tactile 
  feedback make it impossible to handle conventional infantry weap-
  ons or operate most equipment.
  BATTLE CLAW
  Introduced: 2868 (Clan Wolf)
  Specialized for close-quarters anti-BattleMech combat, the battle 
  claw is bigger and more powerful than the standard manipulator, 
  but far less dexterous. Usually configured as a four- or three-fingered 
  appendage, this manipulator is primarily meant to rend armor, cling 
  to OmniMech handholds and perform any other task where brute 
  strength outweighs all other considerations. As a result, these manipu-
  lators are useless for operating most equipment, including small arms.
  The upgraded, high-power version of the battle claw, the aptly 
  named heavy battle claw, is preferred for larger suits and is even 
  clumsier than the standard claw in terms of fine motor control. Built 
  expressly to rip armor off an opposing ’Mech in the least delicate 
  way possible, the heavy claw is useless for just about everything else 
  save for hanging onto a speeding Omni.
  CARGO LIFTER
  Introduced: circa 2110 (Terran Alliance)
  Cargo lifters are one of the most common non-military manipu-
  lators one might expect to see on a powered exoskeleton. Always 
  mounted in pairs, these manipulators are used for lifting and moving 
  especially heavy loads, and come in a variety of sizes and styles. Some 
  of the most powerful even allow a battlesuit to lift masses of up to 
  two tons, though the overall design of a typical suit can allow for even 
  larger capacities, depending on how much mass is devoted to the 
  lifters themselves.
  INDUSTRIAL DRILL
  Introduced: Pre-spaceflight
  The industrial drill is obviously not a true manipulator, but more of 
  a simple tool adapted to use by exoskeletons. Reportedly, Draconis 
  Combine engineers experimented with using this device as a weapon 
  on their Kanazuchi suit, but upon realizing how unwieldy and tacti-
  
  cally limited the drill was in combat, they instead learned to employ their 
  battlesuit drills in the same way as others have: as a tool for constructing 
  fortifications and tunnels.
  SALVAGE ARM
  Introduced: 2415 (Terran Hegemony)
  The salvage arm is a special multi-tool most often seen on indus-
  trial exoskeletons and battlefield recovery suits, rather than on true battle 
  armor designs. A special assembly that includes a cluster of clamp-like ma-
  nipulators and cutting equipment—including laser torches and powered 
  blades—the salvage arm is practically useless in combat, but an invaluable 
  asset in the field during salvage and recovery operations. 
  MANIPULATOR ADAPTATIONS
  A number of special adaptations exist that can be combined with other 
  manipulator types to expand their utility or effectiveness. By far the most 
  common of these are the magnetic-claw, mine-clearance and vibro-claw 
  adaptations, used by the Clans and the Inner Sphere. None of these adap-
  tations can be combined on the same manipulator—so until engineers 
  develop, say, a magnetic vibro-claw, you’re unlikely to encounter a battle-
  suit featuring the capabilities of both.
  Magnetic Claws: Not to be confused with the clamps discussed ear-
  lier, FedCom engineers developed magnetic claws in the mid-3050s as 
  an enhancement for standard and heavy battle claw manipulators, but 
  these can also be mounted on the feet of battlesuits to aid in their anti-
  ’Mech swarming and leg attack potential. To be effective, the magnetic 
  claws must be installed on matching manipulators as well as on the battle 
  armor’s legs. But once so enhanced, a battlesuit can climb a hostile target 
  almost as easily as it can walk over land.
  Mine Clearance Equipment: Designed to work with standard 
  manipulators only, mine clearance equipment is mounted in both of 
  a battlesuit’s arms. Including sensory systems and special electronic 
  and chemical injectors, these barrel-shaped modifications enhance the 
  trooper’s ability to locate and either disable or clear away hostile mines. 
  The sophistication of this system requires, however, that one arm effec-
  tively function as the detector, while the other is the disabling/clearing 
  system, and the adaptation requires standard manipulators to handle 
  the inert mines long enough to assure their safe disposal. Not surpris-
  ingly, it was the Capellans who first began installing battle armor mine 
  clearance equipment in 3057.
  Vibro-Claw: Often retractable, to avoid interference in climbing or 
  handling larger objects, vibro-claws are an adaptation to standard and 
  heavy battle claw manipulators that adds lethality and damage potential 
  to close-quarters combat. Experienced troopers can use these powered 
  vibro-blades to enhance their anti-’Mech damage as well, improving their 
  chances of disabling or at least badly wounding their target. The Draconis 
  Combine introduced the first suit-mounted vibro-claws in 3054.
  MODULAR EQUIPMENT ADAPTOR
  A manipulator adaptation that deserves its own category, the modular 
  equipment adaptor (MEA) is sort of an Omni-mount that can be used to 
  allow a suit to rapidly switch between multiple manipulator types. The 
  Combine-made Kanazuchi armor introduced this feature in 3058, with a 
  left arm mount that can be quickly adapted as mission needs demand to 
  swap its standard battle claw with an armored glove for extra dexterity, or 
  even an industrial drill for construction work in the field. The MEA equip-
  ment weighs only 10 kilograms per modified arm, but can accommodate 
  any manipulator.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: Battlesuits constructed as quadrupeds (quads) may not mount manipulators.
  Game Rules: Under Total Warfare game play, a battlesuit’s manipulators remain operational as long as the suit is not destroyed and its trooper 
  is capable of acting.
  Construction Rules: The rules for installing manipulators on a battle armor suit (including exoskeleton and power armor designs) are covered 
  under Step 3 of the Battle Armor core construction rules (starting on p. 166). 
  Table Reference: Battle Armor Manipulator Weight, p. 166 
   Game Rules: Total Warfare, pp. 228–229
  MANIPULATOR
  i
  
  261
  261
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  MISSILE LAUNCHERS
  The “big gun” of most battle armor designs is beyond doubt the 
  missile launcher. Offering some of the best reach and damage po-
  tential for the most economical cost in terms of mass and bulk, the 
  missile launchers used by suits are—like all their primary weapon 
  types—an intermediary between standard infantry-launched tubes 
  and their ’Mech-mounted analogs. Though smaller by tube than the 
  launchers deployed by vehicle-scale units, the missiles fired by battle 
  armor benefit from the advanced targeting systems and enhanced-
  strength stability integral to battlesuit design. Combined with the fact 
  that their size, fuel-load and warhead yields approximate those used 
  in vehicular launchers, this makes suit-mounted missiles every bit as 
  powerful as those fired by their bigger cousins.
  It should be noted, however, that the scale-down of missile launch-
  ers to battlesuit sizes has its drawbacks. Battle armor launchers, for 
  instance, must integrate a launcher’s ammo feed into the launcher 
  itself, rendering it impossible to “cross-feed” a launcher in the event 
  that some tubes are damaged and others remain operational. They 
  also cannot carry enhanced targeting systems, like Artemis FCS. Their 
  range of alternative munitions is likewise somewhat limited, as most 
  suits don’t have the mass to spare for special missile types and alterna-
  tive loading mechanisms.
  LONG RANGE MISSILE (LRM) LAUNCHERS
  Introduced: 3057 (Federated Commonwealth)
  Corean Enterprises was the first company on the scene to debut 
  an infantry-launched version of the LRM in 3057 with their FarShot 
  LRM launch system. Brooks Incorporated of the Free Worlds League 
  followed suit not long after, flooding the booming military markets 
  of the destabilized Chaos March in the process. It was not long, 
  naturally, before battlesuit versions became feasible. Clan Goliath 
  Scorpion’s Undine battle armor, which sports a single-shot five-
  tube LRM launcher, was the first to widespread production, debut-
  ing in 3059.
  MEDIUM RANGE MISSILE (MRM) LAUNCHER
  Introduced: 3065 (Draconis Combine)
  House Kurita’s inexpensive (and relatively inaccurate) MRM system 
  finally reached infantry and battle armor scale after the end of their 
  brief war with the Ghost Bear Dominion in the mid-3060s, developed 
  in part from the lessons of that conflict. Though boasting better range 
  than the SRM, the smaller MRM warheads have a punch roughly 
  equivalent to that of a standard LRM. Only the launchers’ decreased 
  bulk and size in fact, makes them a worthy trade for an LRM.
  ROCKET LAUNCHERS
  Introduced: 3050 (Federated Commonwealth)
  Hardly the most sophisticated missile launch system in the uni-
  verse, the simple one-shot light anti-vehicle weapon (LAW) lacks the 
  accuracy of SRMs and LRMs, but is easy to manufacture and cheap 
  to boot. When deployed by battlesuits, these rocket launchers mimic 
  those seen on the newer Periphery ’Mech designs, but as they offer 
  few advantages over the more sophisticated LRM and SRM launcher 
  types (beyond cost-effectiveness), they’re rarely seen on production 
  suits. The Clans don’t even bother with such “primitive” weaponry.
  SHORT RANGE MISSILE (SRM) LAUNCHER 
  Introduced: 2370 (Terran Hegemony)
  One of the most destructive weapons available to conventional 
  infantry, the short-range missile (SRM) balances portability, firepower 
  and range so well that it became the favorite for battle armor design 
  almost as soon as battle armor became a viable technology. The suit 
  models are bulky but reliable, easily making them today’s most popu-
  lar battle armor weapon system. 
  ADVANCED SHORT RANGE MISSILE LAUNCHER
  Introduced: 3056 (Clan Hell’s Horses)
  A recent advance in battlesuit SRM technology, the so-called ad-
  vanced SRM debuted in 3056 with Clan Hell’s Horses’ Gnome-class 
  battle armor. Apparently an effort to match the capabilities of the Clan 
  Streak SRM, these launchers manage to come about halfway, with an 
  excellent range boost and no appreciable loss in warhead yields, but 
  the Horses quickly abandoned the absolutism of the Streak design 
  and settled for a slight increase in target acquisition instead. 
  SINGLE-SHOT (OS) LAUNCHERS
  Excepting rocket launchers—which gain this feature for free—a 
  single-shot variation is available for most battlesuit-mounted missile 
  launcher designs. Unlike the vehicular variety, which presents a slight 
  mass increase due to the specialized small-scale ammo bin, the battle-
  suit single-shot system removes a typical missile launcher’s ammuni-
  tion feed mechanisms and bins in favor of individual, pre-chambered 
  and launch-prepared warheads. This adaptation slightly increases the 
  weapon’s bulk, but presents a tonnage savings that makes up for—in 
  some cases, anyway—the loss of battlefield weapon endurance.
  MISSILE MUNITIONS
  As with vehicular missile systems, variant ammunition exists for 
  battle armor use, but the small size and relative lack of sophistica-
  tion inherent to launchers at this scale limits the options available. 
  Only three main “alternative ammo” types are known to exist today 
  in great numbers: the inferno SRM, Clan multi-purpose missiles and 
  the torpedo.
  Infernos: Inferno missiles—only available to standard SRM launch-
  ers and their single-shot versions—are identical to their vehicle-
  launched counterparts. Like the vehicular inferno, these warheads 
  explode just short of impact, to shower the target with a flaming gel 
  that can cause immense damage to unprotected personnel or signifi-
  cantly raise the heat level of ’Mechs.
  Multi-Purpose Missiles: Clan Goliath Scorpion is credited with 
  the development of the so-called multi-purpose missile munition. 
  Essentially an amphibious propulsion system mated to a standard 
  SRM or LRM warhead, these multi-purpose missiles (sometimes 
  called an SRM/T or LRM/T to emphasize their role) can be used as 
  a torpedo or a normal missile with a standard launcher, and made 
  Tech Base: Inner Sphere (LRM, MRM, rocket launcher and SRM only) and Clan (LRM, SRM and advanced SRM only)
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s missile launcher remains operational until jettisoned (if mounted as detach-
  able) or until its ammunition is depleted. If neither has occurred, the launcher remains operational as long as the suit is not destroyed and 
  its trooper is capable of acting.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple missile launchers of 
  varying types, if desired. Note the appropriate rules for carrying missile ammunition in Step 5 of the Battle Armor core construction rules 
  (starting on p. 170).
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 214, 229
  MISSILE LAUNCHERS
  i
  
  Tech Base: Inner Sphere and Clan 
  Battle Armor Unit Restrictions: Only quadruped (quad) battlesuits 
  may install turret mounts. Only humanoid battlesuits (including exoskel-
  etons and power armor) may install standard modular weapon mounts. 
  Both body types may install anti-personnel weapon mounts.
  Game Rules: Modular weapon mounts (including the configurable tur-
  ret mount, but not the standard turret mount) enable a battlesuit to mimic 
  the configurable capabilities of Omni units, but have no direct impact on 
  Total Warfare game play.
  Construction Rules: Humanoid battle armor may place a maximum of 1 
  standard MWM in each arm and 2 in the body. Quad battlesuits may place a 
  maximum of 1 turret (configurable or standard) in the body only. 
  For specific rules on the modular equipment adaptor or squad sup-
  port weapon mounts, see Manipulators (p. 259) and Squad Support 
  Weapon (p. 270),  respectively.
  The weights of standard, AP and turret mounts are shown in the table 
  below. Also listed (under the Space column) is the number of weapon slots 
  occupied by the mount, followed by the number of weapon slots available 
  for any equipment to be mounted in it (under Capacity). An entry of “As 
  Location” under Capacity means that all slots remaining in the mount’s 
  location (after those occupied by the mount itself or any gear placed 
  there before the mount was installed) are considered part of the mount. 
  (For example, if an arm has three slots open,  and then installs a standard 
  MWM for 1 slot, the remaining 2 slots in that arm may be used for a weapon 
  placed in that standard MWM. In another example, an 80 kg configurable 
  turret—with a Capacity of 4—has a set limit of 4 slots in its mount, but only 
  occupies 2 slots in the suit for the mount itself).
  The weight and weapon slots of any items placed in any modular mount (including ammunition) may be found under their appropriate entries 
  throughout this section. Only standard battle armor weapons may be mounted in standard modular weapon mounts. AP weapon mounts may only 
  accommodate Standard-type conventional infantry weapons (see the Conventional Infantry Weapons and Equipment Table, pp. 349-351). All other 
  mount types described herein can also accommodate non-weapon items: see Modular Technology on p. 171 for details).
  Table Reference: See Chart  
  MODULAR/TURRET MOUNTS
  Mount Type
  Weight
  Space 
  (Slots 
  Occupied)
  Capacity 
  (Slots 
  Available)
  Standard Modular Weapon Mount
  10 kg
  1
  As Location
  Anti-Personnel Weapon Mount
  5 kg
  1
  1
  Standard Turret Mount
  --
  --
  --
  40 kg*
  1
  1*
  50 kg
  1
  2
  60 kg
  1
  3
  70 kg
  1
  4
  80 kg
  1
  5
  90 kg
  1
  6
  100 kg
  1
  7
  110 kg
  1
  8
  120 kg
  1
  9
  130 kg
  1
  10
  Configurable Turret Mount 
  +10 kg**
  +1**
  –1**
  *Modular turret mounts in this size cannot be classified as configurable.
  **Weight, space  and capacity modifiers apply to the desired standard turret mount size.
  it possible for the Scorpions’ Undine battlesuits to function equally well 
  underwater and on land.
  Torpedoes: Rather than taking the BattleMech and vehicular-scale ap-
  proach to torpedo technology, torpedoes used by battle armor are more 
  missile-based, requiring simply that the missiles themselves—which use a 
  specialized alternative chemical propellant and aquatic thrust system—be 
  modified, rather than the munitions and their launcher.
  MISSION EQUIPMENT
  To call a spade a spade, what battle armor designers call “mission equip-
  ment” is little more than a small cargo bay built into the suit. This protected 
  storage area can carry items of reasonable size—typically around a cubic 
  meter or so—up to the weight limits set aside by the chassis’ design. This 
  space is commonly used to carry such diverse cargo as explosive charges, 
  tools, spare ammo for other units, or even remote sensors and mines, if the 
  unit in question does not already have the proper dispensers.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Mission equipment is the battle armor equivalent of cargo space. The contents of a mission equipment item have no impact in Total 
  Warfare standard rules play.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount only one mission equipment item, the 
  contents of which may be any weight desired up to any remaining weight after the installation of all other battlesuit components.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  MISSION EQUIPMENT
  i
  i
  MODULAR/TURRET MOUNTS
  The fact of the matter is, battle armor gains one design benefit that 
  BattleMechs didn’t have during their early development, and that is 
  hindsight. Where OmniMech technology revolutionized the BattleMech 
  during the height of the Clans’ Golden Century, battle armor came onto 
  the scene after the benefits of Omni design were a proven technology. 
  This mindset appears in the development of the modular weapon mount 
  (MWM) technologies available to both Inner Sphere- and Clan-made 
  armor and exoskeleton designs. Five main MWM types can be identified: 
  
  263
  263
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  NARC
  Introduced: 3061 (Word of Blake)
  The battle armor-mounted Narc launcher is functionally identical 
  to that deployed on vehicular-scale units. Though the Clans report-
  edly have this weapon system as well, the Inner Sphere first deployed 
  battle armor Narc launchers with the Word of Blake’s 3061 introduc-
  tion of the Purifier adaptive battle armor. Indeed, the Clans appear to 
  consider the weight and bulk of compact Narc launchers wasteful for 
  battlesuit use, as they effectively prevent otherwise unhindered suits 
  from executing anti-’Mech attacks until the launcher is jettisoned. The 
  Clan system—seen quite rarely on apparent one-off refits—appears 
  no more refined than the Spheroid version.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s Narc launcher remains operational as long as it is not jettisoned (if mounted 
  as a detachable missile), and is not out of ammunition. Otherwise, a suit’s launcher will remain operational as long as the suit itself is not 
  destroyed and its trooper is capable of acting. Narc pods fired by a battlesuit remain active even if the launching suit is destroyed later.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple Narc launchers if desired. 
  Narc ammo is treated as missile ammo under Step 5 of the Battle Armor core construction rules (starting on p. 170). 
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 229
  NARC
  i
  MORTAR
  Introduced: 3057 (Lyran Alliance)
  A common infantry support weapon since as far back as the nine-
  teenth century, mortars are designed to lob explosive ordnance high 
  and far—kind of like a miniaturized, anti-personnel variation on an 
  artillery piece. While quite effective against unarmored personnel, 
  mortars are less common with battle armor than with conventional 
  infantry because they are relatively unreliable compared to missiles 
  and have fairly poor anti-’Mech potential.  The Clans show no interest 
  in these weapons.
  Tech Base: Inner Sphere only
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s mortar weapons remain operational as long as the suit is not destroyed and 
  its trooper is capable of acting. 
  Construction Rules: Mortars come in heavy and light sizes. A battle armor suit (including exoskeleton and power armor designs) may 
  mount multiple mortar weapons of varying types, if desired. 
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere, pp. 346–348) 
   Game Rules: Total Warfare, p. 214, 217
  MORTAR
  i
  the standard modular weapon mount, the turret weapon mount, the 
  anti-personnel weapon mount, the squad support weapon and the 
  modular equipment adaptor.
  In essence, the principle behind all of these modular mounts 
  involves “under-loading” the suit design to leave room for the instal-
  lation of other weapons and equipment in the field. Some of these 
  mounts—such as the modular equipment adaptor—are fixed to a 
  distinct function, mass and space capacity (see Manipulators above 
  for more on this modular mount). Others—like the squad support 
  weapon, discussed at length later—are more of a simple holster for 
  temporary storage. The remaining three—anti-personnel, standard 
  MWM and turret mount—are modular mounts tied directly into the 
  battlesuit’s sensors and targeting system, intended for immediate use 
  at the trooper’s command.
  The largest and typically most flexible of these is the standard MWM, 
  designed for use on humanoid chassis. Each consists of 10 kilograms’ 
  worth of mounting equipment and targeting interfaces suitable to a 
  single primary battlesuit weapon system of any given size desired.
  The turret mount, developed for quadruped chassis, allows for 
  the mounting of multiple weapons at once, in a 360-degree swivel 
  assembly. Turret mounts come in a standard hard-mount style and a 
  configurable style. The closest equivalent to the MWM is the configu-
  rable turret mount, but the hard-mounted standard turret is slightly 
  lighter and more compact.
  The anti-personnel (AP) weapon mount is the last of the major 
  MWMs, and is designed for infantry-scale weapons such as small arms 
  and non-battlesuit support weapon types that lack the punch and 
  refinements of their larger cousins. 
  
  • MODULAR TURRET MOUNT  •
  [page 263]
  • FIREDRAKE NEEDLER  •
  [page 266]
  • PARTIAL WING  •
  [page 266]
  • PARTICLE PROJECTOR CANNON (SUPPORT)  •
  [page 267]
  • NARC  •
  [page 263]
  • SPACE OPERATIONS ADAPTATION  •
  [page 269]
  • MAGNETIC CLAW  •
  [page 260]
  • BASIC MANIPULATOR  •
  [page 260]
  • HEAVY BATTLE CLAW  •
  [page 260]
  
  265
  265
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  • VTOL EQUIPMENT  •
  [page 271]
  • PLASMA RIFLE  (MAN PORTABLE) •
  [page 267]
  • RECOILLESS RIFLE  •
  [page 268]
  • REMOTE SENSOR  DISPENSER  •
  [page 268]
  • SINGLE-SHOT SRM LAUNCHER  •
  [page 261]
  • MINE CLEARANCE EQUIPMENT  •
  [page 260]
  • ROCKET LAUNCHER  •
  [page 261]
  • MEDIUM RANGE MISSILE  LAUNCHER  •
  [page 261]
  • LONG RANGE MISSILE  LAUNCHER  •
  [page 261]
  
  NEEDLER (FIREDRAKE)
  Introduced: 3061 (Lyran Alliance)
  Also known as flechette weapons, needler weapons (or simply needlers) 
  are typically useless on the battlefield, specifically against battlesuits and 
  other armored units. Essentially a projectile weapon that uses a block of 
  treated polymer for ammunition, a needler sprays a shotgun-like cloud of 
  shredded plastic, intended to rip through lighter personal armor and bare 
  flesh. While devastatingly effective in close-quarters, anti-personnel situa-
  tions, the typical needler lacks the range and the armor penetration to be 
  of much use beyond crowd control or spacecraft boarding missions.
  In 3061, however, Mauser and Gray of the Lyran Alliance introduced 
  the Firedrake heavy support needler—a much bigger and nastier flech-
  ette weapon than ever before. Built larger, with more power, and even 
  capable of rapid-firing bursts, this support needler also incorporates a 
  specialized polymer ammunition laced with encapsulated hypergolic 
  chemicals. When exposed to air after shredding—specifically, when 
  fired—these needles ignite, adding an incendiary effect that magnifies 
  the weapon’s damage potential beyond any other flechette weapon 
  produced today.
  While still of questionable value against armored targets, the Firedrake’s 
  brutal potential in large-scale anti-infantry work won this weapon a place 
  among battlesuit arsenals after its 3065 debut on the Rottweiler-class 
  battle armor.
  Tech Base: Inner Sphere only
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s needler weapons remain operational as long as the suit is not destroyed and its trooper 
  is capable of acting.
  Construction Rules: A battlesuit may mount multiple Firedrake needlers if desired. 
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere, pp. 346–348) 
  NEEDLER (FIREDRAKE)
  i
  PARAFOIL
  Introduced: Pre-spaceflight
  Because they are relatively lightweight, battlesuits making combat 
  drops on atmospheric planets need not rely solely on jump jets or packs 
  for braking, but can instead deploy a specially designed parafoil. Similar to 
  a parachute, but narrower and designed to be steered through an added 
  interface in the suit’s helmet, the parafoil can deploy from a rear mount 
  at any point during a drop and then be detached or reeled in for re-use 
  after landing. Silent and low-tech, parafoils can make troop deployments 
  during a hot drop not only safer, but much more stealthy.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Battle armor units equipped with parafoils as well as jump jets benefit from greater control in atmospheric drops.  These drops are 
  not an option in Total Warfare game play, but the combination of parafoils and jump jets gives a -2 bonus to the Landing Roll as described under 
  Atmospheric Drops, pp. 22-23 of Strategic Operations.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount only one parafoil. It may only be mounted 
  in the Body location.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clans, pp. 346–348) 
  PARAFOIL
  i
  PARTIAL WING
  Introduced: 3053 (Draconis Combine)
  The DCMS introduced the partial wing as a means of stabilizing the 
  flight characteristics of their Kage light battle armor. Designed merely to 
  assist in jumping flight, this collapsible structure automatically extends 
  when the suit engages its jump jets and retracts or folds up when the suit 
  lands. While employed, the extra glide surface can extend a standard jump 
  distance by as much as 30 meters, and it nicely mitigated the stability con-
  trol issues that cost the lives of several Kage test troopers.
  It has its limits, of course. The wing structure cannot be combined with 
  jump boosters, both because of their bulk and because the power of the 
  boosters, when engaged, can cause the relatively fragile wing to warp or 
  even shatter. The partial wing also relies on significant air flow for its lift, 
  and so in environments where atmospheric pressure is half standard or 
  less—such as an airless moon—the gliding benefit is effectively lost.
  Tech Base: Inner Sphere only
  Battle Armor Unit Restrictions: Battlesuits must have Jumping MP in order to install a partial wing. Partial wings may only be installed on 
  humanoid-style light suits or PA(L)/exoskeletons.
  Game Rules: Inner Sphere battle armor suits with detachable missile packs may not jump until the missile pack is jettisoned.
  Construction Rules: The rules for installing partial wings on battlesuits appear under Special Physical Enhancements (Jump Booster/Partial 
  Wing) in Step 2 of the Battle Armor core construction rules (starting on p. 164). Jump jets or packs are necessary before adding a partial wing, and 
  partial wings may not be combined with a jump booster.
   Table Reference: Battle Armor (Inner Sphere, pp. 346–347) 
  Game Rules: Total Warfare, p. 53
  PARTIAL WING
  i
  
  267
  267
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  POP-UP MINE
  Introduced: 3050 (Federated Commonwealth)
  One of the first weapons deployed by Inner Sphere-made battle 
  armor—specifically the FedCom-era Sloth—the one-shot pop-up 
  mine was a clever enough concept, but dangerous to employ because 
  it required the attacker to get within point-blank range of a target. 
  Fired from very close ranges (ideally, in fact, from directly below the 
  target), the pop-up mine is a magnetized limpet mine that uses a 
  shaped charge powerful enough to breach even heavy battlefield 
  armor and cause internal systems damage. As powerful as this system 
  is, however, since the Sloth went out of production very few pop-up 
  mines have seen use on modern battlesuits, largely because the at-
  tack procedure literally throws the trooper under the proverbial bus 
  into the bargain.
  Tech Base: Inner Sphere only
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s pop-up mine remains operational as long as it is not already fired in combat. 
  Otherwise, the weapon remains operational as long as its carrying suit is not destroyed and its trooper is capable of acting.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple pop-up mines if desired. 
  Pop-up mines are one-shot devices and may not add extra reloads.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere, pp. 346–348) 
   Game Rules: Total Warfare, p. 229
  POP-UP MINE
  i
  PLASMA RIFLE (MAN-PORTABLE)
  Introduced: 3065 (Capellan Confederation)
  A curious new weapon from our Capellan neighbors, the man-
  portable plasma rifle (M-PPR) first appeared on the battlefield in late 
  3065. Analysis of captured samples have revealed this weapon to be 
  a hybrid energy and ballistic rifle system that features a ceramic-lined 
  rifle tube, energy coupler, cooling system and an ammunition supply 
  of plastic foam cartridges. When fired, a lasing process converts the 
  cartridges into a ball of white-hot plasma, which splashes the target 
  and delivers damage more through its incendiary effects than true 
  kinetic impact. Though in principle these methods sound like a high-
  tech variation on the Firedrake, the plasma bolt’s high energy and 
  velocity allows it to burn through even battlefield armor, with almost 
  the same effectiveness as a small laser.
  As expected, the M-PPR was quickly deployed for battle armor 
  usage, appearing on the Capellan version of the Trinity battlesuits that 
  debuted last year. Rumors abound that the Confederation is looking 
  into a ’Mech-scale upgrade, but has yet to produce a viable large-scale 
  adaptation of this technology. [As noted earlier, both the Clans and 
  the Inner Sphere eventually accomplished that feat after this publica-
  tion appeared. –EB]
  Tech Base: Inner Sphere only
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s plasma weapons remain operational as long as the suit is not destroyed and 
  its trooper is capable of acting. 
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple plasma rifles if desired. 
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere, pp. 346–348) 
   Game Rules: Total Warfare, p. 214
  PLASMA RIFLE (MAN-PORTABLE)
  i
  PARTICLE PROJECTOR CANNON (SUPPORT)
  Introduced: 2436 (Draconis Combine)
  Originally developed by New Samarkand Small Arms along the 
  same lines as the standard vehicular-scale version, the support par-
  ticle projector cannon (sometimes shortened to S-PPC) is a bit more 
  exotic than the standard laser weapon and delivers a powerful punch. 
  Though easily adapted for use on battle armor, it was not until the 
  Draconis Combine began development of the Void battlesuit that this 
  weapon saw deployment in such a fashion. The Void entered service 
  earlier this year.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s particle projector cannon will remain operational as long as the suit is not 
  destroyed and its trooper is capable of acting.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple particle projector cannons if desired. 
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 214
  PARTICLE PROJECTOR CANNON (SUPPORT)
  i
  
  POWER PACK
  Introduced: Pre-spaceflight
  Unlike BattleMechs and most vehicles, battle armor and exoskeletons 
  do not run on fusion power supplies, but instead rely on batteries and 
  internalized rechargers to remain viable. Most suit designs have sufficient 
  power stores built in for an operational duration of roughly 24 hours, 
  which is typically sufficient for most operations. Longer campaigns, 
  however, can easily necessitate additional power packs, which are merely 
  suit-based modifications of the extant energy packs used to power most 
  infantry electronics and non-projectile support weapons. 
  Both the Clans and the Inner Sphere use these power packs on suit 
  models intended for longer battlefield endurance. The more efficient Clan 
  designs can provide enough juice for an extra 12 hours per pack, while 
  their Spheroid counterparts provide an extra 10 hours of useful energy. 
  An automated switching system built into these added power packs 
  maximizes their potential by changing over from one pack to another 
  only after fully depleting each one, rather than draining all on-board 
  packs in unison.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Power supplies have no effect in Total Warfare game play. The impact of power packs in campaign and role-playing settings will be 
  covered in future sources.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple power packs, if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  POWER PACK
  i
  RECOILLESS RIFLE
  Introduced: Pre-spaceflight
  Recoilless rifles have been around since the mid-20th century, but 
  the Capellan Confederation first opted to employ these weapons on 
  battle armor during their invasion of the St. Ives Compact, when the 
  weapon appeared in numerous field refits of the Fa Shih and standard 
  Inner Sphere battle armor suits. Adapted from the infantry-scale version, 
  the recoilless rifle is an anti-vehicle weapon that fires what amounts to 
  a large shell through the use of a high-power explosive charge. These 
  weapons achieving their nearly recoilless nature by ejecting high veloc-
  ity gasses from the explosion out through the rear when fired, making 
  them less than subtle. However, the damage they inflict on armored units 
  can be considerable.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s recoilless weapons remain operational as long as the suit is not destroyed and its 
  trooper is capable of acting. 
  Construction Rules: Recoilless rifles come in light, medium and heavy sizes. A battle armor suit (including exoskeleton and power armor designs) 
  may mount multiple recoilless weapons of varying types, if desired. 
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 214, 217
  RECOILLESS RIFLE
  i
  REMOTE SENSOR DISPENSER
  Introduced: 3050 (Federated Commonwealth)
  The battlesuit equivalent of the vehicular sensor dispenser is little more 
  than a backpack-style module from which a trooper can pull out and 
  plant similar remote sensors for use in establishing a security perimeter. 
  Quadruped suits can use this equipment as well, but their lack of hands 
  requires the use of a modified version that ejects the sensors for a slightly 
  less controlled deployment. The humanoid model is detachable, and is 
  typically ejected as soon as the rack is empty.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: This equipment has no impact on Total Warfare standard rules play. Its effects are described in detail in Tactical Operations, p. 375.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount only one remote sensor dispenser. The 
  battle armor-grade Remote Sensor Dispenser has a fixed payload of 6 sensors, and cannot be equipped with additional remote sensor “ammo”.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere, pp. 346–348) 
  REMOTE SENSOR DISPENSER
  i
  
  269
  269
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  SEARCHLIGHT
  Introduced: Pre-spaceflight
  Battle armor and exoskeletons occasionally mount high-powered 
  searchlights, just as ’Mechs and vehicles may. For obvious reasons, 
  however, suits are limited to the smaller variety, rather than the half-
  ton kilowatt floodlights a ’Mech might lug around. These lights are 
  typically good for about 270 meters or so.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Searchlights have no effect in Total Warfare game play. The effect of these items will be covered in Tactical Operations.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple searchlights, if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 228
  SEARCHLIGHT
  i
  SHOTGUN MICROPHONE
  Introduced: Pre-spaceflight
  Similar to the laser microphone but a little less sophisticated, the 
  shotgun microphone is a bit of surveillance technology not typically 
  seen on most suit designs, but known to be available for both Spheroid 
  and Clan suits. Essentially a directional microphone, this device can 
  pick out normal conversation at 100 meters within its angle of focus, 
  and even picks up whispers at 50 meters. 
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Shotgun microphones have no effect in Total Warfare game play. The effect of these items will be covered in later rulebooks.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple shotgun microphones, 
  if desired.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  SHOTGUN MICROPHONE
  i
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Space operations adaptations have no effect in Total Warfare game play. Their impact in campaign and role-playing settings 
  will be covered in future sources.
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may carry only one space operations 
  adaptation system. Suits intended for work in vacuum do not require this equipment, but find operating in such settings easier when 
  so equipped.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
  SPACE OPERATIONS ADAPTATION
  i
  SPACE OPERATIONS ADAPTATION
  Introduced: Circa 2900 (Clan Snow Raven), 3011 (Taurian Concordat)
  While any battlesuit or exoskeleton can be outfitted with electro-
  magnets in the soles of the feet to operate on spacecraft hulls—and 
  indeed, just about all battle armor produced today incorporates such 
  a feature—Clan Snow Raven has developed more advanced adapta-
  tions designed to enhance the survivability and effectiveness of battle 
  armor in deep space operations. Employing additional thrusters, arm-
  mounted electromagnets and so forth improves speed and agility, 
  while an advanced inner lining of HarJel technology—common to all 
  Clan designs—mitigates the normal risks of decompression when a 
  suit is breached in vacuum.
  Overlooked all this time is the fact that the Taurian Concordat 
  (of all nations) managed to mimic this technology—without the 
  HarJel—decades ago. Initially devised to enhance the capabilities 
  of labor exoskeletons working the asteroid fields around Taurus, this 
  Inner Sphere version of the space operations adaptation mimics the 
  Clan system in virtually every way except for the use of HarJel, and is 
  gradually becoming available to all Spheroid battlesuit designers.
  
  SQUAD SUPPORT WEAPON
  Introduced: Pre-spaceflight
  The squad support weapon (SSW) concept is not so much a piece of tech-
  nology as a general allowance for communal space and carrying capacities 
  among the members of a given battle armor squad (or Clan Point). A common 
  practice in conventional infantry platoons, the application in battlesuit opera-
  tions allows designers to “under-load” all like-model suits in the squad with 
  the intention to carry a larger support weapon than any one of the same suits 
  otherwise could. In this effort to circumvent the design ceiling of a given suit’s 
  weight and bulk capacities (squad support weapons tend to appear among 
  lighter-model suits), one trooper in a given squad is selected to operate the 
  squad’s support weapon and is entrusted with the core components of the 
  weapon itself. Meanwhile, the rest of the squad carries all the removable 
  parts, such as the magazine or power pack, targeting scopes or even the firing 
  muzzles. Once in position, the squad reassembles the weapon quickly and 
  can move for short distances while using the weapon. A typical example of an 
  SSW in action is the use of light TAG by a Kage squad, or the small pulse laser 
  that—according to the latest field trials on Orestes, anyway—may become 
  standard SSW gear for the Rasalhagians’ upcoming Kobold battle armor.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: Quadruped (Quad) suits may not mount a squad support weapon.
  Game Rules: In combat, only one trooper in the squad may be designated as the support weapon unit. Under Total Warfare game play, the squad 
  support weapon remains operational as long as the designated support weapon suit is not destroyed and its trooper is capable of acting. 
  Construction Rules: To mount a squad support weapon, each battle armor suit (including exoskeleton and power armor designs) in a given squad 
  must allocate a certain percentage of the largest desired weapon’s weight (including the weight of its ammo) to the squad support mount. This amounts 
  to 50 percent of weapon weight for battle armor with an Inner Sphere technology base, 40 for Clan. The final weight allocated to the squad support 
  weapon mount must be rounded up to the nearest kilogram. Also, each suit in the squad must have enough equipment slots in a single location to 
  mount the entire weapon and its ammunition.
  A battle armor suit may install only one squad support weapon mount. Though only one suit in a squad actually has the weapon, a squad support 
  weapon mount always counts as one of a suit’s allowable anti-’Mech weapons.
  This mount can accommodate non-weapon items: see Modular Technology on p. 171 for details.
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 229
  SQUAD SUPPORT WEAPON
  i
  UNDERWATER MANEUVERING UNITS (UMU)
  Introduced: 3059 (Clan Goliath Scorpion)
  First seen on Clan Goliath Scorpion’s sub-aquatic Undine battle armor de-
  sign, underwater maneuvering units (UMUs for short) have not yet appeared 
  in the Inner Sphere for battle armor. Though this may seem incongruous—at 
  their core, UMUs simply replace the jet units of standard jump jets with pro-
  pellers—this technology has yet to be duplicated in the Inner Sphere. Part 
  of the reason, of course, is that it really is not so simple as slapping props on 
  a battlesuit. It also involves adjusting the musculature and pressurization 
  systems of Inner Sphere suits to deal with the increased rigors of submerged 
  combat, while simultaneously miniaturizing aquatic propulsion systems to a 
  point where they are both effective and combat viable. It would, after all, prove 
  pointless to send battle armored troops underwater who could not move as 
  freely as their Clan counterparts due to a bulky prop system and an inability to 
  adjust to shifting depths. In this, the Goliath Scorpions held a distinct advan-
  tage in their UMU design; the technologies they needed merely descended 
  from those they pioneered back before the dawn of the Elemental.
  Tech Base: Clan only
  Battle Armor Unit Restrictions: Exoskeletons using UMUs may not be constructed with an Inner Sphere chassis type. Quadruped (quad) battle-
  suits may not install UMUs.
  Construction Rules: The rules for installing UMUs on battlesuits may be found under Determine Non-Ground Movement in Step 2 of the Battle 
  Armor core construction rules (starting on p. 164). UMU MP may not be combined with any other non-Ground MP types.
  Table Reference: Battle Armor Non-Ground Motive Systems, p. 165 
   Game Rules: Total Warfare, p. 56
  UNDERWATER MANEUVERING UNITS (UMU)
  i
  TAG (LIGHT)
  Introduced: 3054 (Clan Wolf), 3053 (Draconis Combine)
  An even further scaled-down version of the larger battlefield systems, 
  the Light TAG used by battle armor (battlesuit TAG) operates in the same 
  way as the vehicular version of the light TAG system, and may be used to 
  designate targets for Arrow IV homing missiles or semi-guided LRMs. At 
  the battle armor scale, this system is perhaps one of the best candidates 
  for the squad support weapon treatment, because while each member of 
  a given squad may be equipped with this item, the squad cannot desig-
  nate multiple targets at once without confusing the incoming friendly fire. 
  Strangely enough, the Kurita Kage suit first deployed with a TAG system 
  in just such a capacity in 3053—a year before Clan Wolf debuted its own 
  light TAG system.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions 
  Game Rules: Under Total Warfare game play, a battlesuit’s TAG remains operational as long as the suit is not destroyed and its trooper is capable of acting. 
  Construction Rules: A battle armor suit (including exoskeleton and power armor designs) may mount multiple TAGs if desired, but only 1 (per 
  squad) may be used in combat. 
  Table Reference: Battle Armor Weapons and Equipment (Inner Sphere and Clan, pp. 346–348) 
   Game Rules: Total Warfare, p. 229
  TAG (LIGHT)
  i
  
  271
  271
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  VTOL EQUIPMENT
  Introduced: 3060 (Clan Cloud Cobra)
  Clan Cloud Cobra’s Sylph battlesuit marked the debut of the first 
  practical VTOL propulsion system for lighter-weight battle armor 
  designs. Using larger lift fans, mounted in massive pods that give the 
  suit a distinctive look, VTOL units enable humanoid suits weighing 
  one ton and under to maintain constant and controlled flight in ex-
  cess of any capability offered by jump jets and packs. As with UMUs, 
  the technology still eludes Inner Sphere designers, particularly due 
  to difficulties in making the system small and tough enough to be 
  viable while addressing the need for flight stability that the Clan 
  system has attained.
  It should be noted that even the Clans could not produce the VTOL 
  system without limitations. The system cannot be used by quadruped 
  battle armor, for instance, nor may it be combined with jump jets, 
  jump packs or underwater maneuvering units.
  Tech Base: Clan only
  Battle Armor Unit Restrictions: Only humanoid battlesuits weighing 1,000 kilograms or less (including exoskeletons and power armor) 
  may install VTOL equipment.
  Construction Rules: The rules for installing VTOL equipment on battlesuits may be found under Determine Non-Ground Movement in Step 
  2 of the Battle Armor core construction rules (starting on p. 164). VTOL MPs may not be combined with any other non-Ground MP types.
  Table Reference: Battle Armor Non-Ground Motive Systems, p. 165 
   Game Rules: Total Warfare, p. 54
  VTOL EQUIPMENT
  i
  WEAPONS, ANTI-PERSONNEL
  Introduced: Various
  In the heavy equipment portion of this chapter, we saw the terms 
  “light- and medium- class weaponry” defined for vehicular design 
  classes, representing the minor adaptations to small arms and infantry 
  support weapons that most vehicular units consider inconsequential 
  to their design. The same still applies even at the battle armor level, 
  though admittedly not by nearly as wide a margin, as an infantryman’s 
  support machine gun is merely a close cousin to the one slung under 
  a Cavalier’s right arm. Making the most of their kilograms, and rec-
  ognizing the greater threat conventional infantry troopers offer to 
  battlesuits, however, many more designers make allowances for these 
  smaller weapons, which may lack the punch of their mounted analogs, 
  but can still pose a threat when focused on a single target or cluster 
  of conventional troops. 
  Light Weapons: As with vehicular classifications, the light weap-
  ons used by battle armor include small arms such as pistols and rifles 
  (ballistic and energy-based), as well as shotguns, needler pistols 
  and rifles, submachine guns and the like. These weapons may lack 
  the armor-defeating punch of their counterparts, but their use can 
  handle a crisis without resorting to the overkill of a suit-mounted 
  PPC. These are also the weapons most commonly carried by suits 
  that lack integral weapons and rely instead on whatever can fit into 
  an armored glove manipulator.
  Medium Weapons: The medium weapons class for battle armor, 
  like its vehicular equivalent, covers such support-grade, infantry-scale, 
  ranged armaments as support machine guns, support lasers, man-
  pack PPCs, rocket launchers and the like, which are not converted 
  specifically for use with battle armor. Lighter than the suit-standard 
  weapons, these support weapons lack the punch and efficiency of 
  their upgraded brethren, but their increased mass and bulk over that 
  of light weapons, combined with the existence of their upgraded 
  versions, often makes mounting these weapons on a suit needlessly 
  redundant. Though it is possible to pack an infantry-carried version of 
  the Magshot gauss rifle on the same chassis as a more potent battle 
  armor version of the same gun, most designers would agree that the 
  45 kilograms spent on the weaker Magshot could have been better 
  used to increase armor or add more rounds to the larger weapon. As 
  such you will only see these unconverted Medium class weapons used 
  by “hand” with suits equipped with armored glove(s) and then only 
  weapons not requiring a crew to operate.
  Tech Base: Inner Sphere and Clan
  Battle Armor Unit Restrictions: No restrictions
  Game Rules: Under Total Warfare game play, a battlesuit’s anti-personnel weapons remain operational as long as the suit is not destroyed 
  and its trooper is capable of acting.
  The rules on p. 218 of Total Warfare presume the battlesuit is mounting a single Auto-Rifle as an AP weapon. At the players’ option, the 
  damage, ranges and to-hits of alternative anti-personnel weapons types may be found in accordance with Step 2 of the Conventional 
  Infantry core construction rules (starting on p. 148). 
  Construction Rules: The anti-personnel weapon mount (see Modular/Turret Mounts, p. 262) carries Standard-type conventional infantry 
  weapons. In addition, a humanoid suit equipped with at one or more armored glove manipulators (see Manipulators, pp. 259-260) may carry 
  any non-Melee conventional infantry weapon with a crew requirement of less than 2.  In either case, the weight of these weapons and any 
  ammunition required is never counted towards a battlesuit’s weight limits.
  Table Reference: Weapons and Equipment (Infantry, pp. 349–352) 
   Game Rules: Total Warfare, p. 218
  WEAPONS, ANTI-PERSONNEL
  i
  
  CONVENTIONAL INFANTRY EQUIPMENT
  With the advent of battle armor, the infantry category today has 
  become technically broader than ever. Often, this forces us to apply the 
  term “conventional” when referring to the regular, non-battle armored 
  foot, jump and motorized troops that still form the backbone of modern 
  armies. Despite that status, today’s conventional infantry is among the 
  most underestimated and under-appreciated of battlefield units.
  Conventional infantry can be highly versatile. The equipment carried 
  by today’s infantryman can vary wildly from realm to realm, world to 
  world or even on the same world. Local technology and industry levels, 
  environmental considerations, mission needs and the battlefield philoso-
  phies of the commanders who field these troops can prompt a difference 
  in a platoon’s weaponry and mobility as much as it can the look of their 
  uniforms or the type of personal armor worn.
  Given this wide variance, it would be an exhaustive undertaking to 
  cover absolutely every nuance and every technology a “typical” infantry-
  man might field in combat. However, we can broadly define the main two 
  areas that define an infantry force—mobility and firepower. These two 
  components so quickly define a platoon’s overall capabilities that most 
  battlefield parlance today summarizes infantry formations by identifying 
  their motive systems and primary weapons.
  MOTIVE SYSTEMS
  Motive systems are the first key area in which conventional infantry 
  demonstrates its most obvious diversity. As with weaponry and personal 
  armor, the means by which a platoon might cross open ground or difficult 
  terrain can vary with local conditions, environment, and the resources at 
  hand. The type of motive system affects not only the speed of conven-
  tional platoons, but also their size in terms of manpower and transport 
  weight. The choice of motive system can even affect how many support 
  weapons a platoon may effectively carry into battle.
  In the broadest sense, conventional infantry use four main motive 
  types: foot, motorized, jump and mechanized.
  Foot
  The cheapest and most reliable way to move conventional infantry is to 
  have the troops move themselves. As many of you know from hard experi-
  ence, the human body can march, even heavily laden, for surprisingly long 
  distances when it needs to, and can do so over almost any kind of terrain—all 
  at the relatively insignificant cost of a good set of boots, field rations and a 
  full canteen. Of course, infantry are often called upon to run under battlefield 
  conditions, with that same heavy load and decked out in body armor—often 
  while shooting at opposing forces or dodging incoming fire. For those of 
  you who find basic training a dim memory because you sit in a BattleMech’s 
  cockpit, remember that the next time you get shot out of your machines.
  Motorized
  Motorized infantry emerged on battlefields for the first time soon after 
  the advent of the internal combustion engine. This mode of travel eclipsed 
  horse-mounted infantry—the only other form of infantry travel that did not 
  involve the troops’ own sweat—and has become a common form of deploy-
  ment in most medium-tech regions, especially effective over open ground.
  Not to be confused with travel aboard dedicated APCs or even 
  mechanized travel—where infantry are more concentrated aboard fewer 
  vehicles—motorized infantry deployment tends to employ smaller, lighter 
  vehicles, such as jeeps, motorcycles or even lightly armored civilian ve-
  hicles. With a maximum of three or four troopers apiece, these vehicles are 
  often driven more recklessly than anything you’ve seen in a Friday night 
  holovid feature, and often in tight formations to maximize their firepower. 
  Because their vehicles are so lightly armored, motorized infantry remain as 
  prone to damage from heavy weapons as their foot-powered kin and are 
  heavier to transport, but at least they have more speed on the battlefield.
  Jump
  Taking foot infantry to a third dimension, the adaptation of personal 
  jump packs in the mid-twenty-first century enabled troopers to bound over 
  obstacles and achieve much greater mobility on the battlefield. Today’s 
  foot infantry equipped with jump packs can traverse nearly 100 meters in 
  a single hop, and are trained to use their weapons effectively—and with 
  great coordination—even in mid-leap. Many of these troops are also anti-
  ’Mech trained, so those of you who consider yourselves ’Mech jocks should 
  particularly beware this form of conventional infantry. Jump troops tend to 
  operate in three-squad formations, because they need a wider dispersion 
  to avoid mishaps, and because their heavier gear make transporting them 
  more difficult. This tends to make them almost as distinctive on an infantry-
  rich battlefield as their sudden ability to leap over the treetops.
  Mechanized
  At the stage when we discuss mechanized conventional infantry, we 
  are looking at a more specialized and concentrated variation on the mo-
  torized motive type. Not to be confused with Mechanized Battle Armor, 
  where a squad of battlesuits ride a vehicle or ‘Mech like a pack of Avalonian 
  remoras, conventional mechanized platoons are smaller, but wholly con-
  tained in fewer, larger and slightly more armored vehicles. These vehicles 
  essentially act as their own intrinsic personnel carriers. This particular form 
  of conventional infantry varies in speed, number of troops and weapon 
  capacity, based on the vehicle types chosen (hovercraft, heavy jeeps and 
  half-tracks are favored). Because their vehicles are significantly larger, 
  these troops are rarely deployed by larger transports—unlike motorized 
  formations, which can fit into sufficiently modified heavy APCs.
  Tech Base: Inner Sphere and Clan
  Conventional Infantry Unit Restrictions: No restrictions
  Game Rules: Under Total Warfare game rules, conventional infantry retains the same mobility and motive capabilities regardless of the amount 
  of damage sustained. 
  Construction Rules: The rules for choosing a conventional platoon’s motive type, speed and platoon size may be found under Step 1 of the 
  Conventional Infantry core construction rules (starting on p. 145). A single platoon may not mix motive system types.
  Table Reference: Conventional Infantry Motive Systems, p. 272 
   Game Rules: Total Warfare, p. 213
  CONVENTIONAL INFANTRY MOTIVE SYSTEMS
  i
  ARMAMENT
  On any given world, one might find a bewildering array of small arms man-
  ufacturers capable of producing anything from simple knives, swords and 
  bows to support-grade machine guns, missile launchers and laser weaponry. 
  By and large, if a man (or a small enough squad of men) can carry any of these 
  weapons over a reasonable distance, these weapons will find their way onto 
  a battlefield when that world is threatened byinvaders. Without getting into 
  manufacturer specifics, these weapons—like infantry motive systems—can 
  be broken down into general categories that define their place in combat.
  Archaic Weapons
  Named so because they require little more advanced technology to operate 
  than human muscles, or because their various developments predate even 
  the simplest of firearms, archaic weapons are nearly useless on the modern 
  battlefield. Their range is typically poor—with many, like swords and bayonets, 
  designed for what amounts to point-blank use. Their damage potential versus 
  today’s armor is negligible. These weapons are thus most often used by only 
  the most technologically primitive (or simply technophobic) soldiers or game 
  
  273
  273
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  Tech Base: Inner Sphere and Clan
  Conventional Infantry Unit Restrictions: No restrictions. 
  Game Rules: Under Total Warfare game rules, conventional infantry retains the same weapon to-hit modifiers, attack rules and special 
  weapon effects (if any) regardless of the amount of damage sustained, though overall damage and anti-’Mech capability will be reduced 
  with platoon damage. Special weapons features are defined with the weapons types described under Step 2 of the Conventional Infantry 
  core construction rules, starting on p. 148.
  Construction Rules: The rules for choosing a conventional platoon’s primary and secondary weapons, and determining their overall 
  damage values and range modifiers, are found under Step 2 of the Conventional Infantry core construction rules (starting on p. 148).
  Under these construction rules conventional infantry weapon and ammunition weights need not be tracked. These values appear on the 
  Conventional Infantry Weapons and Equipment table as a means of tracking such weight values for infantry weapons mounted on Small 
  Support Vehicles (see Light Weapons and Heavy Weapons, p. 271).
  Table Reference: Conventional Infantry Weapons and Equipment, pp. 349–352 
   Game Rules: Total Warfare, p. 214
  CONVENTIONAL INFANTRY WEAPONS
  i
  hunters, or as a desperate “backup weapon” to a pistol or rifle. While a few 
  more modern variations on these weapons have come into play over the 
  ages—such as vibroswords and stunsticks—archaic weaponry remains an 
  uncommon sight in massed combat.
  Despite this, a number of these may appear on today’s battlefield. 
  House Kurita’s DCMS forces, for instance, maintain an infatuation with 
  the katana sword. The Capellans—especially since Chancellor Liao’s Xin 
  Sheng movement—have taken to bringing dao blades into battle. Our 
  own more practical troopers always carry combat knives in the field. 
  Pistols
  Overall, pistols are any non-archaic ranged combat weapon that can be 
  fired one-handed by an average trooper. The earliest form of these weap-
  ons dates back to the days when our ancestors on Terra crossed the oceans 
  on rickety wooden sailing ships and still had trouble grasping that the 
  world was not flat.  Even today, the simplistic technology of gunpowder- 
  or chemical-based slug throwers dominates the pistols category. Modern 
  technology, however, has introduced additional pistol types, including the 
  self-propelled gyrojets, magnetic-accelerated gauss weapons, energy-
  based laser pistols and even the shredded-polymer “needler” weapons.
  The variety of such weaponry is astounding. Today’s AFFS soldier, 
  for instance, prefers the Serrek Arms 7875D auto-pistol as his standard 
  sidearm, while his Lyran counterpart might favor automatic slug throw-
  ers or flechette weapons made by Mauser & Gray. In Kurita space, the 
  Nambu auto-pistol or Nakjima hand laser are popular weapons, while 
  some Capellans field a two-shot gauss pistol dubbed the Mandrake.
  On the modern battlefield, pistols have largely eclipsed the role of 
  some archaic weaponry thanks to their ease of use, portability and 
  greater damage potential against armor. Still, their use by infantry 
  platoons en masse is exceedingly rare, because pistols still lack the 
  range and damage capabilities of more powerful and effective rifles.
  Rifles
  The third broad category of small arms, rifles share a common 
  developmental history with pistols, emerging at about the same time 
  and following the same general progression of advancement. Larger 
  than pistols, rifles are designed for two-handed firing. Their ability to 
  deliver greater damage potential with longer range and improved ac-
  curacy over pistols has made rifles the quintessential primary weapon 
  of modern infantry. A skilled marksman with a rifle will likely drop an 
  enemy combatant in one shot—even if the target is wearing body 
  armor. There have even been tales of Elementals in their battlesuits 
  being dropped by a well-placed rifle shot—though these tales, if true, 
  are obviously more exception than rule. 
  Like pistols, rifles are a varied weapon choice—particularly when 
  considering shotgun and SMG varieties. Still, most state armies employ 
  standardized arms to simplify logistics. Federated-Barrett products, for 
  instance, dominate our own AFFS, with examples like the long rifle and 
  the M42B rifle system. The Lyrans, as we all know, prefer the TK assault 
  rifle, the M&G flechette rifle or the Gunther MP-20 submachine gun. 
  Our neighbors in Kurita and Liao space, respectively, prefer the Magna 
  ML8 or Marik-made Intek laser rifles. Free Worlds League troops are 
  more inclined to use the Imperator AX-22 assault rifle.
  Submachine Guns and Shotguns: While they technically form a 
  fourth and fifth category of infantry weapons, submachine guns 
  (SMGs) and shotguns are technically an outgrowth of the rifle, though 
  both often lack the range and accuracy that makes the rifle such an 
  effective killer. Instead, submachine guns make up for their relative 
  inaccuracies by spitting out a stream of slugs, while shotguns blast a 
  cloud of pellets for a devastating “splash” effect. Both of these weap-
  ons are ideal anti-personnel weapons, mind you, but on the modern 
  battlefield, they remain poorer cousins to the rifle because of their 
  generally reduced range and anti-armor potential. 
  Support Weapons
  At the heaviest tier of modern infantry weapon systems—often so 
  big that it takes more than one trooper to handle them in battle—are 
  support weapons. Designed for far greater range, punch or even 
  volume of fire, support weapons are most typically employed in anti-
  armor work. In this category, one finds the bigger brothers to almost 
  every type of rifle in existence, with heavy machine guns, lasers and 
  gauss rifles easily outclassing their smaller cousins, grenade and mis-
  sile launchers putting gyrojet guns to shame, and even heavy flamers 
  for anti-infantry work.
  Also thrown into this category (like SMGs and shotguns, they can 
  be classed either by themselves or as support weapons) are hand 
  grenades: high-explosive or fragmentary weapons delivered by 
  little more elaborate means than how far a man can throw them. 
  Unsurprisingly, these weapons are considered ill-suited to the modern 
  battlefield, as their range of effect is often too limited to make the likes 
  of a battlefield vehicle worry.
  Typical support weapons one might encounter today include the 
  Grand Mauler or Magshot gauss weapons employed by our own troops. 
  The LAAF and CCAF both favor SRM launchers, such as the Lyran-
  made DynaCo S2 TwinShot, or the Capellans’ Mark-II Harpoon LiteFire. 
  Combine forces have introduced the somewhat dubious Dragonsbane 
  disposable support laser as well as the Tsunami gauss rifle, while 
  ComStar’s Hellbore may set the standard in support laser weapons.
  Special Purpose Weaponry
  In almost every one of the above categories, there exist special 
  variations on the infantry weapon’s theme. Stunsticks and neural 
  whips, for instance, are advanced forms of archaic weapons intended 
  to subdue or inflict pain without damage. Dart guns and sonic 
  stunners provide a similar capability for the pistol class. Meanwhile, 
  the Capellan Confederation’s Ceres Arms Crowdbuster or the Free 
  Worlds League’s Buccaneer gel gun are intriguing adaptations of 
  shotgun-style rifles. The Lyrans’ Firedrake support needler, with its 
  hypergolic-laced flechettes, and the Capellan plasma rifle add even 
  more incendiary options to the support weapon category. While 
  many of these weapons are intended for off-battlefield usage (such 
  as riot duty or boarding actions), and special munitions enable many 
  ballistic weapons and ordnance launchers to achieve the same effects, 
  these unique special-purpose weapons can occasionally turn up in an 
  enemy’s order of battle.
  
  Comparatively speaking, computing the cost for BattleTech 
  units is one of the simplest processes in unit construction. 
  Expressed in C-bills, the cost of a unit represents the manufac-
  turing resources needed to produce it. While these resources 
  are technically a matter that will be handled more completely 
  in future rulebooks (such as Tactical Operations), the calcula-
  tions are provided here for the sake of completeness and as a 
  means of considering the less tangible aspects of “in-charac-
  ter” construction.
  This section describes and demonstrates the process of 
  computing a unit’s cost in C-bills. In addition, for further aid 
  in developing era-specific units, this section covers the intro-
  duction, extinction and reintroduction dates for all items and 
  equipment covered by this book, as well as their overall avail-
  ability ratings for the major eras of BattleTech game play.
  BASIC COST CALCULATIONS
  In general, computing a unit’s C-bill cost is a simple matter of 
  summing up the costs for all of the unit’s structural components 
  (such as engines, control and motive systems, structure and 
  armor), plus the cost of all weapons and equipment added. Final 
  cost multipliers are then applied to the result, based on the unit’s 
  type, weight and—where applicable—Technology Rating.
  Component Formulas
  On occasion throughout the cost calculations process, the 
  designer may be asked to find an individual component’s 
  cost through a sub-formula, such as determining the cost of a  
  BattleMech’s engine by multiplying a base value by the engine’s 
  rating and the ‘Mech’s weight. When encountering such compo-
  nent formulas, care should be taken to ensure that the values used 
  are the exact ones required for the formula. Computing a BattleM-
  ech engine’s cost using the engine weight instead of the ‘Mech’s 
  total weight, for example, can produce a wildly different result.
  Rounding
  All costs computed in TechManual must not be rounded until 
  the end of the calculations process, after applying any final cost 
  multipliers. At that point, costs should be rounded up to the 
  nearest .01 C-bill.
  In the earlier stages of calculations, however, designers may 
  either leave all values unrounded, or—for more manageable 
  numbers—rounded normally to three significant digits after the 
  decimal point (thus, a value of 1.4563 could be rounded to 1.456 
  with minimal impact on computations).
  STRUCTURAL COSTS
  The Structural Costs tables presented in this section are 
  separated by unit types to provide designers with the clearest 
  approach to finding the C-bill value of a unit’s base structure 
  (including framework, controls, engines, heat sinks and armor). To 
  find a unit’s structural costs, simply refer to the most appropriate 
  Structural Costs table and sum up the combined values for all 
  appropriate equipment listed there. For instance, designers can 
  find a BattleMech’s structural costs by locating the BattleMech 
  and IndustrialMech Structure Table, and then summing up the 
  costs for the ‘Mech’s cockpit, sensors, life support, musculature, 
  internal structure, actuators, fusion engine, gyro, jump jets (if any), 
  heat sinks and armor.
  RA 
  RA
  Early 3052, on the planet Satalice, two venerable enemies face off for what may be the last time.
  
  275
  275
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  Geoffrey’s 70-ton Uni CargoMech is 
  a quadruped IndustrialMech that uses 
  a standard IndustrialMech cockpit 
  (without enhanced fire control) and 
  IndustrialMech internal structure. It features environ-
  mental sealing as well as a 210-rated Fuel Cell engine 
  and a 3-ton gyro. The Uni uses standard musculature 
  and comes with 1 standard (single) heat sink, as well as 
  9 tons of commercial armor. Using the BattleMech and 
  IndustrialMech Structural Costs Table, Geoff sums up 
  the structural costs of his Uni:
  100,000 (Industrial Cockpit without Advanced Fire 
  Control) + 50,000 (Life Support) + 140,000 (Sensors for a 
  70-ton ‘Mech [2,000 x 70 tons = 140,000]) = 290,000 C-bills 
  for cockpit, life support and sensors.
  140,000 (Standard Musculature on a 70-ton ‘Mech 
  [2,000 x 70 tons = 140,000]) + 21,000 (Standard Internal 
  Structure for a 70-ton ‘Mech [300 x 70 tons = 21,000]) + 
  15,750 (Environmental Sealing for a 70-ton ‘Mech [225 
  x 70 tons = 15,750) + 98,000 (4 full sets of Leg Actuators 
  for a 70-ton ‘Mech [4 legs x ([150 x 70 tons] + [80 x 70 tons] 
  + [120 x 70 tons]) = 98,000) = 274,750 C-bills for muscula-
  ture, structure and actuators. Coupled with the 290,000 
  for cockpit systems above, the structural costs so far are 
  564,750 C-bills.
  The 210-rated Fuel Cell engine costs 784,000 C-bills 
  (4,000 x [210 Rating x 70 tons] ÷ 75 = 784,000), and the 
  3-ton standard gyro costs 900,000 C-bills (300,000 x 3 tons 
  of Gyro = 900,000). Combined with the earlier costs, this 
  brings the running structural costs total to 2,248,750 C-bills 
  (564,750 + 784,000 + 900,000 C-bills = 2,248,750 C-bills).
  As the Uni uses a non-fusion engine, it must pay 2,000 
  C-bills for its single standard heat sink. It mounts no jump 
  jets and so need not pay for same. The 9 tons of commercial 
  armor cost 27,000 C-bills (3,000 x 9 tons of armor = 27,000 
  C-bills), bringing the Uni’s final structural costs to 2,277,750 
  C-bills (2,248,750 + 2,000 + 27,000 = 2,277,750).
  Lara’s Delphyne-2 ProtoMech 
  weighs 9 tons and uses all the standard 
  ProtoMech parts (engine, cockpit, 
  musculature, internal structure). It has 
  a 75-rated engine to attain its move-
  ment, 5 jump jets for added movement, 
  2 ProtoMech heat sinks and 40 points 
  of ProtoMech armor. Consulting the 
  ProtoMech Structural Costs Table, Lara finds the basic 
  chassis for her Proto computes as follows:
  500,000 (ProtoMech Cockpit) + 75,000 (Life Support) + 
  18,000 (Sensors for a 9-ton Proto [2,000 x 9 tons = 18,000]) 
  = 593,000 C-bills for cockpit, life support and sensors.
  18,000 (Musculature on a 9-ton Proto [2,000 x 9 tons 
  = 18,000]) + 3,600 (Internal Structure for a 9-ton Proto 
  [400 x 9 tons = 3,600]) + 8,100 (full set of Arm and Leg 
  Actuators for a 9-ton Proto [(2 arms x [180 x 9 tons]) + 
  (1 set of legs x [540 x 9 tons]) = 8,100) = 29,700 C-bills 
  Conventional Infantry
  Conventional Infantry does not receive a structural cost as 
  such. In fact, such units incorporate all of their features into a 
  single set of costs that requires only one reference to the 
  Infantry Weapons and Equipment Tables for the platoon’s Pri-
  mary and Secondary weapons. Once such units are computed 
  at this stage, they are considered to have determined their 
  final platoon value.
  Andrew computes the cost of his 
  MON-66 Mongoose. The Mongoose 
  weighs 25 tons and uses a standard 
  cockpit, standard musculature and 
  endo steel internal construction. 
  Its humanoid build includes a full 
  spread of arm and leg actuators 
  (none were removed during the 
  design process). For power, the Mon-
  goose uses a standard fusion engine with a rating of 
  200, and so has a 2-ton gyro. It lacks jump jets, uses 
  10 standard (single) heat sinks and carries 5 tons of 
  standard ferro-fibrous armor.
  Upon consulting the BattleMech and IndustrialMech 
  Structural Costs Table, Andrew sums up the structural 
  costs of his Mongoose as follows:
  200,000 (Standard Cockpit) + 50,000 (Life Support) 
  + 50,000 (Sensors for a 25-ton ‘Mech [2,000 x 25 tons = 
  50,000]) = 300,000 C-bills for cockpit, life support and 
  sensors.
  50,000 (Standard Musculature on a 25-ton ‘Mech 
  [2,000 x 25 tons = 50,000]) + 40,000 (Endo Steel on a 
  25-ton ‘Mech [1,600 x 25 tons = 40,000]) + 11,500 (2 full 
  sets of Arm Actuators for a 25-ton ‘Mech [2 arms x ([100 
  x 25 tons] + [50 x 25 tons] + [80 x 25 tons]) = 11,500) + 
  17,500 (2 full sets of Leg Actuators for a 25-ton ‘Mech [2 
  legs x ([150 x 25 tons] + [80 x 25 tons] + [120 x 25 tons]) 
  = 17,500) = 119,000 C-bills for musculature, structure and 
  actuators. Coupled with the 300,000 for cockpit systems 
  above, the structural costs so far are 419,000 C-bills.
  The 200-rated Standard Fusion engine costs 
  333,333.333 C-bills (5,000 x [200 Rating x 25 tons] ÷ 75 = 
  333,333.333), and the 2-ton standard gyro costs 600,000 
  C-bills (300,000 x 2 tons of Gyro = 600,000). Combined 
  with the earlier costs, this brings the running structural 
  costs total to 1,352,333.333 C-bills (419,000 + 333,333.333 
  + 600,000 C-bills = 1,352,333.333 C-bills).
  The Mongoose pays no cost for its heat sinks, because 
  it has selected standard (single) heat sinks and has 
  added none beyond the 10 free sinks that came with the 
  engine, and it spends no C-bills on jump jets either, as the 
  unit mounts none. The 5 tons of standard ferro-fibrous 
  armor cost 100,000 C-bills (20,000 x 5 tons of armor = 
  100,000 C-bills), bringing the Mongoose’s structural 
  costs to 1,452,333.333 C-bills (1,352,333.333 + 100,000 = 
  1,452,333.333).
  
  Christine’s Dixon is a 300-ton Airship 
  Support Vehicle with an unmodified chas-
  sis weighing 75 tons. Its Fusion engine 
  weighs 19.5 tons. It uses no power ampli-
  fiers or turrets, but does carry 6 standard 
  (single) heat sinks. It also carries 104 points of BAR 7 
  armor—the best it could mount—and has a Structural 
  Tech Rating of D.
  Christine computes that the Dixon’s chassis will cost 187,500 
  C-bills (2,500 x 75 tons of chassis weight [no chassis modifiers 
  applied] = 187,500), and its engine will cost 195,000 C-bills 
  (5,000 x 19.5 tons of engine weight x 2.0 for Fusion = 195,000). 
  The Dixon’s BAR 7 armor costs 31,200 C-bills (300 x 104 points = 
  31,200). Combined with the Airship’s Structural Tech Rating of 
  D, the vehicle’s structural costs are up to 517,125 C-bills ([187,500 
  + 195,000 + 31,200] x 1.25 = 517,125).
  The Dixon’s 6 heat sinks add 12,000 C-bills to these structural 
  costs (2,000 x 6 heat sinks = 12,000), for a final structural cost of 
  529,125 C-bills (517,125 + 12,000 = 529,125).
  Darrell’s conventional infantry platoon is a motorized 
  formation of 28 troopers. These troops possess standard 
  laser rifles as a Primary weapon, and carry no Second-
  ary weapons. After consulting the Conventional Infantry 
  Weapons costs table (pp. 298-301), Darrell looks up the 
  cost of the laser rifle (1,250 C-bills), and finds that the base 
  trooper cost for the platoon will be 70,710.678 C-bills (2,000 
  x √[1,250] = 70,710.678). As these troops are motorized, 
  this base per-trooper cost becomes 113,137.085 C-bills 
  (70,710.678 x 1.6 for motorized = 113,137.085).
  The entire 28-man platoon costs 3,167,838 C-bills (113,137.085 
  x 28 = 3,167,838.38, rounded down to 3,167,838). This is consid-
  ered the platoon’s final value (unless Darrell chooses to spring 
  for anti-’Mech training).
  Max prepares to work up the structural costs 
  for his Purifier battle armor. The Purifier is a 
  medium-class suit, with 1 Ground MP and 3 
  Jumping MP. It features a single battle claw on 
  one arm and no manipulator on the other. It 
  also features 6 points of mimetic armor.
  As it is a medium suit, the Purifier’s chassis costs 
  100,000 C-bills. Its motive systems (ground and jump) add 0 
  (The suit’s minimum 1 Ground MP is cost-free) and 225,000 
  (75,000 per Jumping MP at medium weight x 3 Jumping MP) 
  C-bills, respectively. The battle claw adds 10,000 C-bills more, 
  while the 6 points of mimetic armor add 90,000 C-bills (6 x 
  15,000 per point).
   
  The final structural cost for the Purifier suit is 425,000 
  C-bills (100,000 + 0 + 225,000 + 10,000 + 90,000 = 425,000). 
  Because it is not built using Clan technology, Max does not 
  need to apply the Clan Technology Multiplier. (If he had, the 
  structural costs would have risen to 467,500 C-bills, as the total 
  costs for the Purifier’s chassis, motive systems, manipulators, 
  and armor would have been multiplied by 1.1; 1.1 x 425,000 = 
  467,500.)
  for musculature, structure and actuators. Coupled with the 
  593,000 for cockpit systems above, the structural costs so far 
  are 622,700 C-bills.
  The 75-rated Fusion engine costs 45,000 C-bills (5,000 x [75 
  Rating x 9 tons] ÷ 75 = 45,000), and the 5 jump jets installed 
  cost another 45,000 C-bills (200 x [5 Jump Jets]2 x 9 tons of Proto 
  weight = 45,000). Combined with the earlier costs, this brings 
  the Delphyne-2’s running structural costs total to 712,700 
  C-bills (622,700 + 45,000 + 45,000 C-bills = 712,700 C-bills).
  Finally, the Delphyne must pay 4,000 C-bills for its 2 Proto-
  Mech heat sinks (2,000 x 2 heat sinks = 4,000), and 25,000 for its 
  40 points of ProtoMech armor (625 x 40 points = 25,000). This 
  brings the ProtoMech’s final structural costs to 741,700 C-bills 
  (712,700 + 4,000 + 25,000 = 741,700).
  In preparing to compute the cost for 
  his Hephaestus OmniVehicle, Michael 
  notes that it is a 30-ton Combat Vehicle 
  with a hover-style motive system. Its 
  internal structure weighs 3 tons. It has 
  1.5 tons of control components and a 0.5-ton turret. It runs 
  on a standard 110-rated Fusion engine, has 3 tons of lift 
  equipment, 10 heat sinks and 5 tons of Clan ferro-fibrous 
  armor. Mike consults the Combat Vehicle Structural Costs 
  Table to begin computing its costs:
  The costs for the Hephaestus’ internal structure, controls and 
  lift equipment come to 105,000 C-bills ([10,000 x 3 tons internal 
  structure weight] + [10,000 x 1.5 tons Control weight] + [20,000 x 
  3 tons Lift Equipment weight] = 105,000).
  Its engine costs 220,000 C-bills ([5,000 x 110 Rating x 30 
  tons] ÷ 75 = 220,000), and its 10 heat sinks are free because the 
  engine type chosen is fusion (which is also why the vehicle need 
  not pay for power amplifiers, as it did not require that any be 
  installed). Coupled with the existing costs and the 2,500 C-bills 
  for turret systems (5,000 x 0.5 tons of Turret weight = 2,500), the 
  Hephaestus’ costs are up to 327,500 C-bills (105,000 + 220,000 
  + 2,500 = 327,500).
  The Hephaestus’ 5 tons of ferro-fibrous armor add 100,000 
  C-bills to the total (20,000 x 5 tons of ferro-fibrous armor = 
  100,000), bringing its final structural costs to 427,500 C-bills 
  (327,500 + 100,000 = 427,500). 
  Simon’s Simca ambulance is a 2.5-ton 
  Wheeled Support Vehicle with an unmodi-
  fied chassis weighing 300 kilograms (0.3 
  tons). Its engine—an ICE—weighs 497 
  kilograms (0.497 tons), and the vehicle uses 
  no power amplifiers, heat sinks or turrets. 
  It carries no armor and has a Structural Tech Rating of D.
  Simon computes the Simca’s chassis will cost 750 C-bills 
  (2,500 x 0.3 tons of chassis weight [no chassis modifiers 
  applied] = 750), and its engine will cost 2,485 C-bills (5,000 x 
  0.497 tons of engine weight x 1.0 for ICE = 2,485). As it has no 
  armor, the Simca spends no C-bills on armor costs. Its Structural 
  Tech Rating of D, however, drives the vehicle’s structural cost up 
  to 4,043.75 C-bills ([750 + 2,485 + 0] x 1.25 = 4,043.75).
  Because the Simca does not include heat sinks, turrets or 
  power amplifiers, such components do not add to the final 
  structural costs.
  
  277
  277
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  fuel, 57 tons of ferro-aluminum armor and 295 double 
  heat sinks. It mounts weapons in all six of its firing arcs, 
  and has a total of 42 crew and 219 passengers (count-
  ing the bay personnel, whose “quarters” are included 
  with the ship’s various battle armor, Small Craft and 
  fighter bays).
  The bridge for this DropShip costs 360,000 C-bills 
  (200,000 + [10 x 16,000 ship tons] = 360,000), while its 
  main computer costs 200,000 and its sensors cost 80,000. 
  Life support for the vessel’s passengers and crew costs 
  1,305,000 C-bills (5,000 x [42 crew + 219 passengers] = 
  1,305,000). Coupled with 100,000 C-bills for the fire control 
  computers and 60,000 for gunnery control (6 arcs x 10,000 
  C-bills per arc), the control systems, sensors and life support 
  for the Nekohono’o cost a combined amount of 2,105,000 
  C-bills (360,000 + 200,000 + 80,000 + 1,305,000 + 100,000 
  + 60,000 = 2,105,000).
  In addition, the Nekohono’o’s attitude thrusters cost 
  25,000 C-bills, while its landing gear costs 160,000 C-bills 
  (10 x 16,000 tons = 160,000), and its docking collar costs 
  10,000. The vessel’s Structural Integrity costs 1,600,000 (16 
  x 100,000 = 1,600,000). Its engine costs are divided among 
  the drive unit at 400,000 (500 x 5 Safe Thrust x [16,000 tons 
  ÷ 100] = 400,000), and the engine itself at 5,200,000 (1,000 
  x 5,200 engine tons = 5,200,000). In addition, the vessel 
  carries 408 tons of fuel, which costs 81,600 C-bills (408 tons 
  x 200 C-bills per ton = 81,600). These costs, combined with 
  the 2,105,000 above for control systems and such, bring 
  the Nekohono’os costs so far to 9,581,600 C-bills (2,105,000 
  + 25,000 + 160,000 + 10,000 + 1,600,000 + 400,000 + 
  5,200,000 + 81,600 = 9,581,600).
  The 57 tons of ferro-aluminum armor the DropShip 
  carries adds another 1,140,000 C-bills to these costs, while 
  the 295 double heat sinks add 1,770,000 more. Combined 
  with the earlier costs, these bring the Nekohono’o’s struc-
  tural value to 12,491,600 C-bills (9,581,600 + 1,140,000 + 
  1,770,000 = 12,491,600).
  Robert wants to find the costs 
  for his ’Mechbuster (laser variant) 
  conventional fighter. Consulting the 
  Aerospace Units Structural Costs Table, 
  he finds the list of components he 
  needs to know about. As a conventional fighter, the 
  ’Buster uses 5 tons of avionics equipment (rather than 
  an aerospace fighter cockpit and control systems) with 
  no VSTOL gear (though as a fighter it does include 
  landing gear and attitude thrusters). It also has a Struc-
  tural Integrity of 5, is powered by a 250-rated internal 
  combustion (turbine) engine and carries 4 tons of fuel. 
  In addition, Robert’s fighter carries 9 standard (single) 
  heat sinks, 3.5 tons of standard armor and 0.5 tons of 
  power amplifiers for its lasers.
  The ‘Mechbuster’s avionics cost 20,000 C-bills (4,000 
  x 5 tons of Avionics = 20,000), and its Structural Integrity 
  costs 20,000 (4,000 x 5). In addition, its attitude thrusters 
  cost 25,000 C-bills and its landing gear will cost 500 (10 x 50 
  tons = 500). So far, the fighter’s structural costs are 65,500 
  C-bills (20,000 + 20,000 + 25,000 + 500 = 65,500).
  The ’Buster’s 250-rated turbine engine costs 208,333.333 
  C-bills (1,250 x [250 Rating x 50 tons] ÷ 75 = 208,333.333), 
  while its 4 tons of fuel add 800 C-bills to the costs (200 x 4 
  tons of fuel = 800). Furthermore, its 3.5 tons of standard 
  armor cost 35,000 (10,000 x 3.5 armor tons = 35,000), and 
  its 9 heat sinks cost a total of 18,000 C-bills (2,000 x 9 sinks = 
  18,000). Combined with its half-ton of power amplifiers at 
  10,000 C-bills (20,000 x 0.5 tons of amplifiers), these costs 
  result in a final structural cost of 337,633.333 C-bills (65,500 
  + 208,333.333 + 800 + 35,000 + 18,000 + 10,000 = 
  337,633.33).
  Chris’ Nekohono’o-class DropShip 
  weighs 16,000 tons and has a Struc-
  tural Integrity of 16, a Safe Thrust of 5, 
  an engine weight of 5,200, 408 tons of 
  BATTLEMECH AND INDUSTRIALMECH STRUCTURAL COSTS AND AVAILABILITY
  Component
  Cost (in C-bills)
  Tech Rating
  Availability
  Cockpit
  Standard
  200,000
  D
  C-C-C
  Small
  175,000
  E
  X-X-E
  Industrial (No Fire Control)
  100,000
  C
  B-C-C
  Industrial (Advanced Fire Control)
  200,000
  D
  D-E-E
  Life Support
  50,000
  C
  C-C-C
  Sensors
  2,000 x Unit Tonnage
  C
  C-C-C
  Musculature
  Standard
  2,000 x Unit Tonnage
  D
  C-C-C
  Triple-Strength Myomer
  16,000 x Unit Tonnage
  E
  X-X-D
  Industrial TSM
  12,000 x Unit Tonnage
  E
  X-X-E
  
  Component
  Cost (in C-bills)
  Tech Rating
  Availability
  Internal Structure
  Standard
  400 x Unit Tonnage
  D
  C-C-C
  Endo-Steel
  1,600 x Unit Tonnage
  E
  D-F-E
  Industrial
  300 x Unit Tonnage
  C
  C-C-C
  Enviro. Sealing (IndustrialMechs only)
  225 x Unit Tonnage
  C
  C-C-C
  Actuators (Each)
  Upper Arm
  100 x Unit Tonnage
  C
  C-C-C
  Lower Arm
  50 x Unit Tonnage
  C
  C-C-C
  Hand
  80 x Unit Tonnage
  C
  C-C-C
  Upper Leg
  150 x Unit Tonnage
  C
  C-C-C
  Lower Leg
  80 x Unit Tonnage
  C
  C-C-C
  Foot
  120 x Unit Tonnage
  C
  C-C-C
  Engine
  Standard Fusion
  (5,000 x Engine Rating x Unit Tonnage) ÷ 75
  D
  C-E-D
  Light Fusion
  (15,000 x Engine Rating x Unit Tonnage) ÷ 75
  E
  X-X-E
  XL Fusion
  (20,000 x Engine Rating x Unit Tonnage) ÷ 75
  E
  D-F-E
  Compact Fusion
  (10,000 x Engine Rating x Unit Tonnage) ÷ 75
  E
  X-X-E
  Internal Combustion
  (1,250 x Engine Rating x Unit Tonnage) ÷ 75
  C
  A-A-A
  Fuel Cell
  (3,500 x Engine Rating x Unit Tonnage) ÷ 75
  D
  C-D-D
  Fission
  (7,500 x Engine Rating x Unit Tonnage) ÷ 75
  D
  E-E-D
  Gyro
  Standard
  300,000 x Gyro Tonnage
  D
  C-C-C
  Compact
  400,000 x Gyro Tonnage
  E
  X-X-E
  Heavy Duty
  500,000 x Gyro Tonnage
  E
  X-X-E
  XL
  750,000 x Gyro Tonnage
  E
  X-X-E
  Jump Jets
  Standard
  200 x (Number of Jump Jets)² x Unit Tonnage
  D
  C-C-C
  Improved
  500 x (Number of Jump Jets)² x Unit Tonnage
  E
  X-X-E
  MASC
  (1,000 x Engine Rating x MASC Tonnage)
  E
  D-F-E
  Heat Sinks
  Standard (Single) with Fusion Engine
  2,000 x (Number of Heat Sinks over 10)
  C
  B-B-B
  Standard with Non-Fusion Engine
  2,000 x (Total Number of Heat Sinks)
  C
  B-B-B
  Double
  6,000 x (Total Number of Heat Sinks)
  E
  C-E-D
  Power Amplifiers
  20,000 x Amplifier Tonnage
  D
  B-C-B
  Tracks
  (500 x Engine Rating x Unit Tonnage) ÷ 75
  C
  D-E-E
  Armor
  Standard/Heavy Industrial
  10,000 x Armor Tonnage
  D
  C-C-C
  Ferro-Fibrous
  20,000 x Armor Tonnage
  E
  D-F-D
  Light Ferro-Fibrous
  15,000 x Armor Tonnage
  E
  X-X-E
  Heavy Ferro-Fibrous
  25,000 x Armor Tonnage
  E
  X-X-E
  Stealth
  50,000 x Armor Tonnage
  E
  X-X-E
  Commercial
  3,000 x Armor Tonnage
  B
  B-B-A
  Industrial
  5,000 x Armor Tonnage
  C
  B-C-B
  BATTLEMECH AND INDUSTRIALMECH STRUCTURAL COSTS AND AVAILABILITY (CONT.)
  
  279
  279
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  PROTOMECH STRUCTURAL COSTS AND AVAILABILITY
  Component
  Cost (in C-bills)
  Tech Rating
  Availability
  Cockpit
  500,000
  F
  X-X-E
  Life Support
  75,000
  C
  X-X-C
  Sensors
  2,000 x Unit Tonnage 
  C
  X-X-C
  Musculature
  2,000 x Unit Tonnage
  E
  X-X-E
  Internal Structure
  400 x Unit Tonnage
  D
  X-X-C
  Actuators
  Arm (each, full limb)
  180 x Unit Tonnage
  D
  X-X-D
  Legs (both, full limbs)
  540 x Unit Tonnage
  D
  X-X-D
  Engine
  (5,000 x Engine Rating x Unit Tonnage) ÷ 75
  D
  X-X-D
  Jump Jets
  200 x (Number of Jump Jets)² x Unit Tonnage
  D
  X-X-D
  ProtoMech Myomer Booster
  (1,000 x Engine Rating x Booster Tonnage)
  F
  X-X-F
  Heat Sinks
  2,000 x (Total Number of Heat Sinks)
  F
  X-X-E
  Armor
  625 x Armor Points
  F
  X-X-D
  COMBAT VEHICLE COSTS AND AVAILABILITY
  Component
  Cost (in C-bills)
  Tech Rating
  Availability
  Internal Structure
  10,000 x Structure Tonnage
  B
  A-A-A
  Control Components
  10,000 x Control Tonnage
  B
  A-A-A
  Lift/Dive Equipment
  20,000 x Lift/Dive Equipment Tonnage
  B
  B-B-B
  Rotors
  40,000 x Rotor Tonnage
  B
  C-D-C
  Engine
  Standard Fusion
  (5,000 x Engine Rating x Unit Tonnage) ÷ 75
  D
  C-E-D
  Light Fusion
  (15,000 x Engine Rating x Unit Tonnage) ÷ 75
  E
  X-X-E
  XL Fusion
  (20,000 x Engine Rating x Unit Tonnage) ÷ 75
  E
  D-F-E
  Compact Fusion
  (10,000 x Engine Rating x Unit Tonnage) ÷ 75
  E
  X-X-E
  Internal Combustion
  (1,250 x Engine Rating x Unit Tonnage) ÷ 75
  C
  A-A-A
  Heat Sinks
  With Fusion Engine
  2,000 x (Number of Sinks over 10)
  C
  B-B-B
  With Non-Fusion Engine
  2,000 x (Total Number of Heat Sinks)
  C
  B-B-B
  Armor
  Standard
  10,000 x Armor Tonnage
  D
  C-C-C
  Ferro-Fibrous
  20,000 x Armor Tonnage
  E
  D-F-D
  Light Ferro-Fibrous
  15,000 x Armor Tonnage
  E
  X-X-E
  Heavy Ferro-Fibrous
  25,000 x Armor Tonnage
  E
  X-X-E
  Turret
  5,000 x Turret Tonnage
  B
  C-C-C
  Power Amplifiers
  20,000 x Amplifier Tonnage
  D
  B-C-B
  
  SUPPORT VEHICLE STRUCTURAL COSTS AND AVAILABILITY
  Component
  Cost (in C-bills)
  Tech Rating*
  Availability*
  Chassis
  2,500 x Chassis Tonnage** x (All Applicable Chassis Modifiers [listed below])
  Amphibious
  x 1.25
  C
  C-D-C
  Armored
  x 2.0
  A
  C-E-D
  Bicycle
  x 0.75
  A
  A-A-A
  Convertible
  x 1.1
  A
  A-A-A
  Dune Buggy
  x 1.25
  B
  C-D-C
  Environmental Sealing
  x 1.75
  C
  B-D-C
  Hydrofoil
  x 1.1
  B
  C-D-C
  Monocycle
  x 1.3
  B
  D-D-D
  Off-Road
  x 1.2
  B
  B-C-B
  Omni
  x 1.0
  E
  X-X-E
  Propeller-Driven
  x 0.75
  B
  B-C-B
  Snowmobile
  x 1.3
  B
  D-E-D
  STOL
  x 1.5
  C
  B-C-B
  Submersible
  x 3.5
  B
  C-D-C
  Tractor
  x 1.1
  A
  A-A-A
  Trailer
  x 0.75
  A
  A-A-A
  Ultra-Light
  x 1.5
  D
  C-E-D
  VSTOL
  x 2.0
  C
  C-D-C
  Engine
  5,000 x Engine Tonnage** x (Engine Type Modifier [listed below])
  Steam
  x 0.8
  A
  A-A-A
  Internal Combustion
  x 1.0
  B
  A-A-A
  Electric (Batteries)
  x 1.2
  C
  A-B-A
  Electric (Fuel Cell)
  x 1.4
  C
  B-C-C
  Electric (Solar)
  x 1.6
  C
  C-D-C
  Fission
  x 3.0
  C
  E-E-D
  Fusion
  x 2.0
  C
  C-E-D
  Armor
  Total Armor Points x (Armor Cost per Point [listed below])
  BAR 2
  x 50
  A
  A-A-A
  BAR 3
  x 100
  A
  A-A-A
  BAR 4
  x 150
  B
  B-B-A
  BAR 5
  x 200
  B
  B-B-B
  BAR 6
  x 250
  C
  C-B-B
  BAR 7
  x 300
  C
  C-B-B
  BAR 8
  x 400
  D
  C-C-B
  BAR 9
  x 500
  D
  C-C-C
  BAR 10
  x 625
  D
  D-D-D
  Final Structural Cost
  (Chassis Cost + Engine Cost + Armor Cost) x Tech Rating Multiplier (listed below)
  Tech Rating A
  x 0.50
  NA
  NA
  Tech Rating B
  x 0.75
  NA
  NA
  Tech Rating C
  x 1.00
  NA
  NA
  Tech Rating D
  x 1.25
  NA
  NA
  Tech Rating E
  x 1.50
  NA
  NA
  Tech Rating F
  x 2.00
  NA
  NA
  Heat Sinks
  2,000 x Total Number of Heat Sinks
  D
  B-B-B
  Turret
  5,000 x Turret Tonnage**
  B
  A-A-A
  Pintle
  1,000 x Pintle Tonnage**
  B
  A-A-A
  Power Amplifiers
  20,000 x Amplifier Tonnage**
  D
  B-C-B
   *The base Tech Rating and Availability Ratings for Support Vehicle Motive Systems, Chassis, Engines and Armor are determined in the core construction process (starting on p. 116).
  **For Small-size Support vehicles, remember to convert kilograms to tonnage (1,000 kg = 1 ton).
  
  281
  281
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE ARMOR STRUCTURAL COSTS AND AVAILABILITY
  Component
  Cost (in C-bills)
  Tech Rating
  Availability
  Chassis
  Exoskeleton
  50,000
  C
  D-D-D
  PA(L)
  50,000
  D
  E-F-E
  Light
  50,000
  E
  X-X-E
  Medium
  100,000
  E
  X-X-E
  Heavy
  200,000
  E
  X-X-E
  Assault
  400,000
  E
  X-X-E
  Motive Systems (per MP)
  Ground
  25,000
  C
  D-D-D
  Jump
  50,000 (PA[L] and Light)
  D
  E-F-E
  75,000 (Medium)
  D
  X-X-E
  150,000 (Heavy)
  D
  X-X-E
  300,000 (Assault)
  E
  X-X-E
  VTOL
  50,000 (PA[L] and Light)
  F
  X-X-F
  100,000 (Medium)
  F
  X-X-F
  UMU
  50,000 (PA[L] and Light)
  F
  X-X-F
  75,000 (Medium)
  F
  X-X-F
  100,000 (Heavy)
  F
  X-X-F
  150,000 (Assault)
  F
  X-X-F
  Manipulators (per arm)
  None
  0
  B
  C-C-C
  Armored Glove
  2,500
  C
  D-D-D
  Basic Manipulator
  5,000
  C
  C-D-C
  Basic (Mine-Clearance)
  7,500
  D
  X-X-E
  Battle Claw
  10,000
  E
  X-X-E
  Battle Claw (Magnets)
  12,500
  E
  X-X-E
  Battle Claw (Vibro-Claw)
  15,000
  E
  X-X-E
  Heavy Battle Claw
  25,000
  E
  X-X-E
  Heavy Battle Claw (Magnets)
  31,250
  E
  X-X-E
  Heavy Battle Claw (Vibro-Claw)
  30,000
  E
  X-X-E
  Salvage Arm
  50,000
  D
  E-E-E
  Cargo Lifter (per 0.5 ton cap.)
  500
  C
  D-D-D
  Industrial Drill
  2,500
  C
  D-D-D
  Modular Equipment Adaptors
  10,000
  E
  X-X-E
  Armor (per Armor Point)
  Standard, Prototype
  10,000
  E
  X-X-F
  Standard
  10,000
  E
  F-F-E
  Standard, Advanced
  12,500
  E
  X-X-F
  Stealth, Prototype
  50,000
  E
  X-X-F
  Stealth, Basic
  12,000
  E
  F-F-E
  Stealth, Standard
  15,000
  E
  F-X-E
  Stealth, Improved
  20,000
  E
  X-X-F
  Fire Resistant
  10,000
  F
  X-X-F
  Mimetic
  15,000
  E
  X-X-F
  Clan Technology Multiplier
  1.1 x (Chassis Costs + Motive System Costs + Manipulator Costs + Armor Costs)
  *Do not count free MPs provided by chassis minimums or additional MP generated by Partial Wings or Jump Boosters
  
  using the cost of the base configuration’s structure and weapons 
  as a starting point.
  Andrew’s MON-66 Mongoose is 
  equipped with a Beagle active probe, 
  3 medium lasers and a small laser. The 
  active probe costs 200,000 C-bills, the 
  medium lasers are 40,000 each and the 
  small laser is 11,250. The combined cost 
  for these weapons comes to 331,250 
  C-bills (200,000 + [3 x 40,000] + 11,250 
  = 331,250).
  Combined with the structural costs determined earlier, the 
  Mongoose currently has a price tag of 1,783,583.333 C-bills 
  (1,452,333.333 + 331,250 = 1,783,583.333).
  Geoffrey’s 70-ton Uni CargoMech car-
  ries 2 lift hoists and devotes 17 tons to basic 
  cargo. The lift hoists cost 50,000 C-bills 
  each, and the basic cargo space is free. This 
  means the Uni’s equipment costs a grand 
  total of 100,000 C-bills.
  Combined with its final structural costs of 2,277,750 C-bills, 
  the Uni is currently worth 2,377,750 C-bills (2,277,750 + 100,000 
  = 2,377,750).
  Lara’s Delphyne-2 ProtoMech carries 
  2 ER micro lasers and 2 SRM-3 launch-
  ers. The ER micro lasers are worth 10,000 
  C-bills each, while the SRM-3s—which 
  ProtoMechs purchase by the tube for 
  “non-standard” rack sizes—cost 30,000 
  C-bills apiece (3 [ProtoMech] SRM tubes x 
  10,000 C-bills per tube = 30,000). The SRM 
  ammunition need not be purchased at this time, so the 
  Delphyne-2’s weapons load costs a total of 80,000 C-bills 
  ([2 x 10,000] + [2 x 30,000] = 80,000).
  With 741,700 C-bills in structural costs, the Delphyne’s 
  weapons bring its price tag to 821,700 C-bills thus far (741,700 
  + 80,000 = 821,700).
  WEAPONS AND EQUIPMENT
  The Weapons and Equipment Cost Tables in this section are 
  used to find the additional cost—beyond that of the aforemen-
  tioned structural components—for any armaments and other 
  items mounted or carried by a given unit. As a general guide, 
  when using these figures to compute a unit’s final cost, it is not 
  necessary to purchase ammunition for ammo-based weaponry. 
  (Combat units, after all, are generally assembled with weapons 
  and fuel tanks empty to avoid mishaps, and ammo purchases are 
  best left up to field commanders.) 
  The cost of all weapons and equipment are added to the struc-
  tural costs for the unit.
  Special Exemption:  
  Crew/Passenger Quarters and Infantry Bays/Compartments
  Under certain circumstances, crew and passenger quarters on 
  select units—as well as infantry compartments and bays (includ-
  ing Battle Armor bays)—are considered free when computing a 
  unit’s C-bill value.
  For DropShips and Small Craft, any and all crew/passenger 
  quarters, infantry bays and infantry compartments are considered 
  cost-free, regardless of the quarters or infantry bay type (this cost 
  is considered to be incorporated into the structural and life sup-
  port costs already incurred by the vessel itself).
  For Support Vehicles, only the quarters, seating, and infantry 
  compartments/bays the designer elects to pay for in weight (as 
  opposed to provided free with the chassis design), apply a C-bill 
  cost to the unit’s design.
  For all other units, C-bill costs for quarters, seating, and infantry 
  bays or compartments apply only if the unit specifically invests 
  weight in such items. Otherwise, it is considered to be a part of 
  the unit’s structural and control systems.
  Omni Units
  Units built with modular technologies (OmniMechs, OmniVe-
  hicles, Support OmniVehicles, OmniFighters and battle armor 
  with modular mounts) must compute at least the cost for their 
  base (unloaded) designs. These costs do not include any pod-
  mounted weapons or items, but must include any weapons and 
  equipment that is “fixed” on the design. Costs for each configura-
  tion may be computed when such configurations are finalized, 
  BASE CONVENTIONAL INFANTRY COSTS AND AVAILABILITY
  Base Trooper Cost = 2,000 x √ (Weapon Cost)
  Component
  Cost (in C-bills)
  Tech Rating
  Availability
  Motive Type
  Foot
  x 1.0
  A
  A-A-A
  Motorized
  x 1.6
  B
  A-A-A
  Jump
  x 2.6
  D
  B-B-B
  Mechanized (Hover)
  x 3.2
  C
  A-B-A
  Mechanized (Wheeled)
  x 3.2
  A
  A-A-A
  Mechanized (Tracked)
  x 3.2
  B
  B-C-B
  Special
  Anti-’Mech Training and Equipment
  x 5.0
  D
  D-D-D
  
  283
  283
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  AEROSPACE UNIT  STRUCTURAL COSTS AND AVAILABILITY
  Component
  Cost (in C-bills)
  Tech Rating
  Availability
  Cockpit/Controls (Aerospace Fighter)
  Cockpit
  200,000
  C
  C-C-C
  Life Support
  50,000
  C
  C-C-C
  Sensors
  2,000 x Fighter Tonnage
  C
  C-C-C
  Cockpit/Controls (Conventional Fighter)
  Avionics
  4,000 x Control Tonnage
  C
  C-D-C
  VSTOL
  5,000 x VSTOL Tonnage
  C
  C-D-C
  Cockpit/Controls (DropShips and Small Craft)
  Bridge
  200,000 + (10 x Unit Tonnage)
  C
  C-C-C
  Computer
  200,000
  B
  C-C-C
  Life Support
  5,000 x (Total Passengers + Crew)
  C
  C-C-C
  Sensors
  80,000
  C
  C-C-C
  Fire Control Computer
  100,000
  C
  C-C-C
  Gunnery Control Systems
  10,000 x (Number of Arcs with Weapons)
  C
  C-C-C
  Structure/Structural Integrity
  Aerospace Fighter
  50,000 x Structural Integrity Value
  C
  C-D-D
  Conventional Fighter
  4,000 x Structural Integrity Value
  C
  C-C-C
  DropShip/Small Craft
  100,000 x Structural Integrity Value
  C
  D-D-D
  Additional Flight Systems
  Attitude Thruster (All craft)
  25,000
  C
  C-C-C
  Landing Gear (All craft)
  10 x Unit Tonnage
  B
  C-C-C
  Docking Collar (DropShips only)
  10,000
  C
  D-C-C
  Engine
  Standard Fusion (All Fighters)
  (5,000 x Engine Rating x Unit Tonnage) ÷ 75
  D
  C-E-D
  Light Fusion (Aerospace Fighters)
  (15,000 x Engine Rating x Unit Tonnage) ÷ 75
  E
  X-X-E
  XL Fusion (Aerospace Fighters)
  (20,000 x Engine Rating x Unit Tonnage) ÷ 75
  E
  D-F-E
  Compact Fusion (Aerospace Fighters)
  (10,000 x Engine Rating x Unit Tonnage) ÷ 75
  E
  X-X-E
  Internal Combustion (Conventional Fighters)
  (1,250 x Engine Rating x Unit Tonnage) ÷ 75
  C
  A-A-A
  Drive Unit (DropShips/Small Craft)
  500 x Safe Thrust x (Unit Tonnage ÷ 100)
  D
  C-D-C
  Engine (DropShips/Small Craft)
  1,000 x Engine Tonnage
  D
  C-E-C
  Fuel Tanks
  200 x Fuel Tonnage
  B
  A-A-A
  Armor
  Standard
  10,000 x Armor Tonnage
  D
  B-B-B
  Ferro-Aluminum
  20,000 x Armor Tonnage
  E
  D-F-D
  Light Ferro-Aluminum
  15,000 x Armor Tonnage
  E
  X-X-E
  Heavy Ferro-Aluminum
  25,000 x Armor Tonnage
  E
  X-X-E
  Heat Sinks
  Standard 
  2,000 x (Total Number of Heat Sinks)
  C
  B-B-B
  Double
  6,000 x (Total Number of Heat Sinks)
  E
  C-E-D
  Power Amplifiers
  20,000 x Amplifier Tonnage
  D
  B-C-B
  Hephaestus’ base configuration has a current cost of 
  627,500 C-bills (427,500 + 200,000 = 627,500).
  Using that base cost, Michael notes that his Primary 
  configuration for the Hephaestus adds 2 Clan medium pulse 
  lasers (60,000 C-bills each), TAG (50,000 C-bills) and a Clan 
  ECM suite (200,000 C-bills). Together with the 627,500 C-bill 
  cost for the base configuration, the Hephaestus Primary has 
  a current price of 997,500 C-bills (627,500 + [2 x 60,000] + 
  50,000 + 200,000 = 997,500).
  As an OmniVehicle, Michael’s 
  Hephaestus only has two “fixed” 
  items on its base design: a Clan 
  active probe (worth 200,000 C-bills), 
  and 4 tons of standard cargo space 
  (free), which is normally devoted to infantry. Combined 
  with a structural cost of 427,500 C-bills, this means the 
  
  Robert’s ’Mechbuster (laser variant) carries 3 medium 
  lasers for armaments at a cost of 40,000 
  per weapon. With no other weapons com-
  ponents installed, the fighter’s weapons 
  add to its 337,633.333 C-bill structure costs 
  to produce a current total of 457,633.333 
  C-bills (337,633.333 + [3 x 40,000] = 
  457,633.333).
  For weapons alone, Chris’ Nekohono’o-
  class DropShip carries 3 Kraken-T capital 
  missile launchers (500,000 C-bills each), 
  2 screen launchers (250,000 each), 2 
  MRM 40s (350,000 each), 5 Streak SRM-
  6s (120,000 each), 6 MRM-30s (225,000 
  each), 4 gauss rifles (300,000 each), 4 LRM-20s with Artemis 
  (350,000 each), 10 ER PPCs (300,000 each), 10 LB 10-X ACs 
  (400,000 each), 6 Streak SRM-4s (90,000 each), 6 ER medium 
  lasers (80,000 each) and 7 large pulse lasers (at 175,000 
  each). The total for these weapons comes to 16,495,000 
  C-bills ([3 x 500,000] + [2 x 250,000] + [2 x 350,000] + [5 x 
  120,000] + [6 x 225,000] + [4 x 300,000] + [4 x 350,000] + [10 
  x 300,000] + [10 x 400,000] + [6 x 90,000] + [6 x 80,000] + [7 
  x 175,000] = 16,495,000).
  In addition, the DropShip has 6 fighter and 9 Small Craft 
  cubicles (all at 20,000 C-bills each), 27 battle armor squad 
  cubicles (considered free; counted toward quarters/life support 
  costs), 8 bay doors (at 1,000 C-bills each) and 6 escape pods 
  (5,000 each). Quarters for the crew and passengers, again, 
  are not counted toward pricing, as they are considered part 
  of the life support costs and vessel structure. Neither is the 
  1,548.5-ton capacity standard cargo bay. This means that the 
  various non-weapon items add another 338,000 C-bills to the 
  Nekohono’o’s cost ([6 x 20,000] + [9 x 20,000] + [27 x 0] + [8 x 
  1,000] + [6 x 5,000] = 338,000).
  Combined, the 12,491,600 C-bills of structural costs, plus the 
  16,495,000 C-bills of weapons and the 338,000 of non-weapon 
  items, bring the Nekohono’o to a current (unloaded) price of 
  29,324,600 C-bills.
  FINAL UNIT COSTS
  Once a unit’s structural costs have been added to its weapons 
  and equipment costs, the unit’s final total cost may be computed 
  by factoring in any Omni Conversion costs, unit cost multipliers 
  and such. These final costs account for extra features that affect 
  the design overall, as well as the labor, support, resource process-
  ing and other abstract minutiae that can go into unit design. 
  The Final Unit Cost Formulas Table (see p. 285) shows how each 
  unit sums up its appropriate structural and weapons costs, and 
  applies any Omni Conversion costs, as well as giving final unit 
  computation values. Once applied, the unit’s final cost may be 
  rounded as indicated under Basic Cost Calculations (see p. 274).
  Simon’s Simca ambulance carries 4 items 
  of paramedic equipment worth 7,500 C-bills 
  each, plus four extra seats used to represent 
  stretcher and passenger space (each worth 
  100 C-bills), a 136-kilogram basic cargo 
  space (free), and a rear bay door worth 
  1,000 C-bills. Together, these items add 31,400 C-bills to the 
  Simca’s costs ([4 x 7,500] + [4 x 100] + 0 + 1,000 = 31,400). In 
  addition, the Simca’s three crew seats add 300 C-bills more 
  to the equipment costs for 31,700 C-bills in total equipment 
  (31,400 + [3 x 100] = 31,700).
  Together with its 4,043.75-C-bill structure costs, the 
  Simca is currently worth 35,743.75 C-bills (4,043.75 + 31,700 
  = 35,743.75).
  Christine’s Dixon carries 4 machine 
  guns (5,000 C-bills each) and 2 medium 
  lasers (40,000 C-bills each) for a total of 
  100,000 C-bills in weapons ([4 x 5,000] + 
  [2 x 40,000] = 100,000), for which she has also installed 
  basic fire control  worth 5,000 C-bills (5 percent of 100,000 
  C-bills = 5,000), giving a weapons and fire control weight 
  of 105,000 C-bills.
  The Airship also carries 4 sprayers (1,000 C-bills each), 
  which require 10 tons of liquid storage and pumps (1,000 
  C-bills; 100 C-bills x 10 C-bills per ton = 1,000 C-bills), 3 light 
  vehicle bays (10,000 C-bills each), 3 bay doors (1,000 C-bills 
  each) and an arresting lift hoist (50,000 C-bills). In addition, 
  the Dixon boasts 6 tons of communications equipment (at 
  10,000 C-bills per ton), 2 mounted searchlights (2,000 each) 
  and 6 tons of infantry compartments worth 0 C-bills per ton 
  (as they were added over and above the weight-free crew and 
  passenger facilities, the Dixon would invest in these added 
  facilities; but as because Christine chose the minimalist com-
  partments over dedicated infantry bays, these compartments 
  have a base cost of 0 C-bills per ton). The remaining standard 
  cargo space is free, so the various added equipment comes 
  to a total of 151,100 C-bills ([4 x 1,000] + 1,000 + [3 x 10,000] 
  + [3 x 1,000] + 50,000 + [6 x 10,000] + [2 x 2,000] + [6 x 0] 
  = 152,000). Combined with the 105,000 C-bills for weapons 
  and fire control, the Dixon’s total investment in weapons and 
  equipment comes to 257,000 C-bills.
  With a structural cost of 529,125, the current total cost for the 
  Dixon comes to 786,125 C-bills (529,125 + 257,000 = 786,125).
   
  Max’s Purifier battle armor incorporates 
  a single modular weapon mount rather than 
  a dedicated weapon. This mount costs 1,000 
  C-bills, which combines with the battlesuit’s 
  425,000 C-bill structure cost for a running total 
  of 426,000 C-bills in its base configuration.
   
  Based on this price, Max also computes that 
  the Primary (ER small laser) configuration of his suit will add 
  11,250 C-bills to this cost, for a current Primary Purifier cost of 
  437,250 C-bills (426,000 + 11,250 = 437,250).
  
  285
  285
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  The combined structural and weap-
  ons costs for Lara’s Delphyne-2 came 
  to 821,700 C-bills. She applies the Proto-
  Mech Final Cost Formula as follows:
  (821,700 [Structure + Weapons/Equip-
  ment]) x (1 + [9 tons ÷ 100]) = 895,653 C-bills.
  The base cost for Michael’s Hephaes-
  tus OmniVehicle is a combined structural 
  and equipment cost of 627,500, which 
  works this way (using the Final Cost For-
  mula for a Hover Combat Vehicle):
  (627,500 [Structure + Weapons/Equipment]) x 1.25 
  (Omni) x (1 + [30 tons ÷ 50]) = 1,255,000 C-bills.
  The Primary configuration, which boasts more firepower, 
  uses the same method to determine its final cost:
  (997,500 [Structure + Weapons/Equipment]) x 1.25 
  (Omni) x (1 + [30 tons ÷ 50]) = 1,995,000 C-bills.
  The combined structural and 
  weapons costs for Andrew’s MON-66 
  Mongoose come to 1,783,583.333 
  C-bills. As it is not an Omni, it does not 
  apply an Omni Conversion cost, and 
  applies the BattleMech Final Cost 
  Formula as follows:
  (1,783,583.333 [Structure + Weap-
  ons/Equipment]) x 1 (Non-Omni) x (1 + 
  [25 tons ÷ 100]) = 2,229,479.166, rounded down to 
  2,229,479 C-bills.
  The combined structural and weap-
  ons costs for Geoffrey’s Uni come to 
  2,377,750 C-bills. Geoff applies the Indus-
  trialMech Final Cost Formula as follows:
  (2,377,750 [Structure + Weapons/
  Equipment]) x (1 + [70 tons ÷ 400]) = 2,793,856.25 C-bills, 
  rounded down to 2,793,856 C-bills.
  FINAL UNIT COST FORMULAS TABLE
  BattleMechs:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 100])
  IndustrialMechs:
  (Structural Cost + Weapon/Equipment Costs) x (1 + [Total Tonnage ÷ 400])
  ProtoMechs:
  (Structural Cost + Weapon/Equipment Costs) x (1 + [Total Tonnage ÷ 100])
  Combat Vehicles
  Tracked:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 100])
  Wheeled:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 200])
  Hover:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 50])
  VTOL:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 30])
  Surf. Naval:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 200])
  Hydrofoil:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 75])
  Submarine:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 50])
  WiGE:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 25])
  Support Vehicles
  Tracked:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 100])
  Wheeled:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 200])
  Hover:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 50])
  VTOL:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 30])
  Airship:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 10,000])
  Fixed-Wing:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 50])
  Naval (All):
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 100,000])
  WiGE:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 [Total Tonnage ÷ 25])
  Battle Armor:
  (Structural Cost + Weapon/Equipment Costs + Training Cost**) x (Number of Troopers per Squad/Point)
  Conv. Fighters:
  (Structural Cost + Weapon/Equipment Costs) x (1 + [Total Tonnage ÷ 200])
  Aerospace Fighters:
  (Structural Cost + Weapon/Equipment Costs) x (Omni Conversion Cost*) x (1 + [Total Tonnage ÷ 200])
  Small Craft:
  (Structural Cost + Weapon/Equipment Costs) x (1 + [Total Tonnage ÷ 50])
  Spheroid DropShips:
  (Structural Cost + Weapon/Equipment Costs) x 28
  Aerodyne DropShips:
  (Structural Cost + Weapon/Equipment Costs) x 36
  *Omni Conversion Cost (BattleMechs, Combat Vehicles, Support Vehicles and Aerospace Fighters only) = 1.25; If the unit is not built as an Omni, this value is 1.
  **Battle Armor Training Cost = 150,000 for Inner Sphere troopers; 200,000 for Clan troopers
  
  AVAILABILITY
  Not used in Total Warfare game play, but useful for campaign 
  settings, role-playing or even setting a given design in an historical 
  context, a unit’s availability (as it applies to construction) deter-
  mines the earliest time period at which it can be constructed. This 
  availability is expressed in two main ways: by a standard Availabil-
  ity Rating, and by years of introduction (as well as extinction and 
  reintroduction, when applicable). These methods help designers 
  find the relative accessibility of a unit constructed using certain 
  components throughout the major three eras of BattleTech history.
  AVAILABILITY RATINGS
  Similar to the Technology Rating values used in Support Vehicle 
  construction, Availability Ratings provide a three-letter code that 
  loosely defines a given item or unit’s general availability within 
  three major periods of BattleTech history.
  The letter grades (A through F) reflect the relative commonality 
  of an item or unit in a given age, with A reflecting a very common 
  item, and F indicating an item nearly impossible to find. A letter 
  grade of “X” indicates an item that simply does not exist in a given 
  era. The Availability Codes Table below provides a basic guide to 
  what each code letter means in turn.
  For a unit or item’s overall Availability Rating, the designer 
  will find three letter grades, separated by hyphens, which corre-
  spond to the three main eras of BattleTech history. These eras are 
  (respectively): the Age of War through the Star League period (up 
  to 2800), the Succession Wars period (2801 to 3050) and the Clan 
  Invasion era (3051 to the present).
  Combined with the letter grades, the standard Availability Rating 
  shows a unit or item’s availability throughout history, from the per-
  spective of an Inner Sphere designer. For instance, an Availability 
  Rating of “X-E-D” would describe an item that did not exist in the 
  Age of War and Star League era, was rare in the Succession Wars, and 
  remains somewhat hard to find after the arrival of the Clans. Avail-
  ability Codes are not always related to an item’s Technology Rating; 
  even if an item could be manufactured prior to its availability, mass 
  production of it may simply have been limited or non-existent for 
  economic or philosophical reasons prior to its introduction.
  Clan Ratings
  The Standard Availability Ratings codes apply primarily to units 
  and items of Inner Sphere design and production. For units con-
  structed with a Clan Tech Base, the following guidelines apply to 
  equipment entries shared with the Inner Sphere:
  First, the Clans did not exist in the Age of War or Star League 
  period, and so consider only two periods of availability: the Suc-
  cession Wars era and the Clan Invasion era.
  Second, though the Clans did not exist during the Star League, 
  they benefited from the peak of Star League engineering. There-
  fore, units with a Clan Technology Base use the first Availability 
  Code (for the Age of War/Star League period) in place of the mid-
  dle Availability Code (for the Succession Wars period).
  Third, if the item is a piece of military technology or is used in 
  the core construction of military units (BattleMechs, ProtoMechs, 
  Combat Vehicles, battle armor or aerospace units), this code 
  is further reduced by one level (to a minimum of A) among the 
  Clans. Items of non-military application or that are used in the 
  core construction of IndustrialMechs and Support Vehicles do not 
  change their letter grade.
  Simon’s Simca ambulance has a com-
  bined structural and weapons cost of 
  35,743.75. As it is not an Omni, it does not 
  apply an Omni Conversion cost, and applies 
  the Final Cost Formula for a Wheeled Sup-
  port Vehicle as follows:
  (35,743.75 [Structure + Weapons/Equipment]) x 1 (Non-
  Omni) x (1 + [2.5 tons ÷ 200]) = 36,190.547, rounded up to 
  36,191 C-bills.
  The structural and weapons costs for 
  Christine’s Dixon Airship came to 786,125. 
  As it is not an Omni, it does not apply an 
  Omni Conversion cost, and applies the 
  Final Cost Formula for an Airship Support 
  Vehicle like so:
  (786,125 [Structure + Weapons/Equipment]) x 1 (Non-
  Omni) x (1 + [300 tons ÷ 10,000]) = 809,708.75, rounded up to 
  809,709 C-bills.
  The base cost for Max’s Purifier battlesuit is 
  a combined structural and equipment cost of 
  451,000 C-bills, is used by Inner Sphere troops 
  (thus incurring Inner Sphere training costs), 
  and is typically employed by ComStar or Word 
  of Blake, who use 6-man squads. Its final costs 
  therefore work out like so (using the Final Cost 
  Formula for battle armor):
  (426,000 [Structure + Weapons/Equipment] + 150,000 
  [Training]) x (6 troops per squad) = 3,456,000 C-bills.
  In its ER small laser configuration, the same method is used 
  to determine its final cost:
  (437,250 [Structure + Weapons/Equipment] + 150,000 
  [Training]) x (6 troops per squad) = 3,523,500 C-bills.
  The structural and weapons costs for 
  Robert’s ’Mechbuster conventional fighter 
  came to 457,633.333. The Final Cost For-
  mula for this unit is computed as follows:
  (457,633.333 [Structure + Weapons/Equip-
  ment]) x (1 + [50 tons ÷ 200]) = 572,041.666, 
  rounded up to 572,042 C-bills.
  The structural and weapons costs for 
  Chris’ Nekohono’o DropShip (a Spheroid 
  design) came to 29,234,600. The Final 
  Cost Formula for this unit is computed as 
  follows:
  (29,324,600 [Structure + Weapons/Equip-
  ment]) x 28 = 821,088,800 C-bills.
  
  287
  287
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  INTRODUCTION AND EXTINCTION DATES
  In addition to the general Availability Ratings, all items also 
  present up to three dates (years) for the Inner Sphere and the 
  Clans, respectively. These dates note when the items or com-
  ponents were first introduced in a final production-quality 
  form (and which faction introduced them). Also presented is 
  when the item went extinct for the Inner Sphere (and/or the 
  Clans, if applicable), and when it was reintroduced (if it went 
  extinct and was subsequently rediscovered).
  When constructing units for a certain time period, a designer 
  must note whether or not the items and components that go 
  into the unit’s design are even in production at the desired 
  time. These dates are absolute, and take precedence even if 
  the item is shown as being available by its Availability Rating 
  alone. For instance, a unit being constructed before the Star 
  League’s creation (in 2571) cannot mount an ER large laser 
  (even though that weapon has an Age of War/Star League 
  era Availability Rating of E), because the ER large laser wasn’t 
  developed until 2620. It should also be noted that units of a 
  given type (such as BattleMechs, ProtoMechs, and so on) may 
  not be introduced before the dates given for them in the Unit 
  Type Introduction Dates Table below.
  The same generally applies to items and components that 
  have gone extinct. Though surplus parts may have lingered 
  for decades or even centuries, units defined by a full-scale 
  production year cannot be made using items that have previ-
  ously gone extinct (and have yet to be reintroduced). Units 
  Fourth, if a listed item has a Clan Extinction year that falls 
  within the period referenced (such as standard autocannons, 
  which went extinct for the Clans in the 2850s), the Availability 
  Code instead must be increased by two letter grades (to a 
  maximum of F), and any ratings shown for periods after that 
  era (such as the Clan Invasion period, which follows the Suc-
  cession Wars era) automatically receive a value of F.
  Fifth, any items introduced in an era that otherwise do not 
  exist in the Inner Sphere (such as the Ultra AC/2, Ultra AC/10 
  and Ultra AC/20) receive an Availability Code of D for that era, 
  dropping to C in the following era.
  Finally, any items not introduced during the Age of War/Star 
  League era, and that have no introduction date for the Clans, 
  may not receive a Clan Availability Rating, and so have an X 
  for both eras.
  UNIT  TYPE INTRODUCTION DATES
  Unit Type
  Year of Introduction (Era)*
  BattleMechs
  2443 (Age of War)
  IndustrialMechs
  2300 (Pre-Age of War)
  ProtoMechs
  3060
  Vehicles (Combat and Support)
  Wheeled
  Pre-Spaceflight
  Tracked
  Pre-Spaceflight
  Hovercraft
  Pre-Spaceflight
  Naval (Displacement Hull)
  Pre-Spaceflight
  Naval (Hydrofoil)
  Pre-Spaceflight
  Naval (Submarine)
  Pre-Spaceflight
  VTOL
  Pre-Spaceflight
  WiGE
  Early Spaceflight
  Airship
  Pre-Spaceflight
  Fixed-Wing
  Pre-Spaceflight
  Battle Armor
  Exoskeletons
  Early Spaceflight
  Power Armor (Light)
  2710 (Star League)
  Light Battle Armor
  2870  
  (Succession Wars [Early Clans])
  Medium Battle Armor
  2868  
  (Succession Wars [Early Clans])
  Unit Type
  Year of Introduction (Era)*
  Heavy Battle Armor
  2875  
  (Succession Wars [Early Clans])
  Assault Battle Armor
  2877  
  (Succession Wars [Early Clans])
  Conventional Infantry
  Foot
  Pre-Spaceflight
  Motorized
  Pre-Spaceflight
  Jump
  Early Spaceflight
  Mechanized (Wheeled)
  Pre-Spaceflight
  Mechanized (Tracked)
  Pre-Spaceflight
  Mechanized (Hover)
  Pre-Spaceflight
  Conventional Fighter
  Pre-Spaceflight
  Aerospace Fighter
  Early Spaceflight
  Small Craft
  Aerodyne
  Early Spaceflight
  Spheroid
  Early Spaceflight
  DropShip
  Aerodyne
  2480 (Age of War)
  Spheroid
  2470 (Age of War)
  *Entries of “Pre-Spaceflight” reflect units developed in or before 1950; Entries of 
  “Early Spaceflight” reflect units developed between 1950 and 2200
  AVAILABILITY CODES TABLE
  Code
  Availability
  A
  Very Common
  B
  Common
  C
  Uncommon
  D
  Rare
  Code
  Availability
  E
  Very Rare
  F
  Unique
  X
  Item does not 
  exist in this era
  
  While determining the availability of 
  his MON-66 Mongoose, Andrew first 
  decides that it will enter production in 
  2660—the height of the Star League. 
  Reviewing its components, he makes 
  sure that all of them were in production 
  by that time (including its endo steel 
  internal structure, ferro-fibrous armor 
  and Beagle active probe), meaning 
  that all components have introduction dates before the 
  Mongoose’s year of introduction, and no extinction dates 
  until after that same year. The choice of production date 
  ensures that the Mongoose will have Availability Codes 
  for each of the three main eras, while its year of introduc-
  tion will indicate to any players exactly when the machine 
  entered production.
  Combing the eras one at a time, and looking up the Avail-
  ability Codes of each component used in the Mongoose’s 
  design, Andrew finds that the Beagle active probe was its most 
  restrictive component during the Age of War/Star League era, 
  with an availability of E. In the Succession Wars era, the endo 
  steel structure, ferro-fibrous armor and the Beagle are all the 
  most restrictive at an “F” rating, while in the Clan Invasion era 
  these same components have the highest ratings at “D”..
  The Mongoose therefore receives a final Availability 
  Rating of E-F-D. 
  Geoffrey decides that his ATAE-70 Uni 
  CargoMech debuted in 3050. This auto-
  matically gives it an availability code of “X” 
  for the Star League era. For the eras that 
  remain, the most difficult to come by com-
  ponent in the Uni’s design is its fuel cell 
  engine (which rates a “D” in both the Succession Wars and 
  Clan Invasion eras). Because the Uni entered production at 
  the very end of the Succession Wars era (in 3050), Geoff 
  considers it a “late-era” design and so raises its Availability 
  Rating for the Succession Wars era two letter codes (to “F”). 
  In the Clan Invasion era, this Availability Rating returns to 
  its normal level of “D”. Thus, the “Uni” receives a final Avail-
  ability Rating of “X-F-D”.
  ProtoMechs simply did not exist before 
  3060, and Lara decides that her Delphyne-2 
  debuted around 3067, making it a very new 
  machine indeed. This date also assures that 
  the unit receives an X for the Succession 
  Wars era—the first of the only two Avail-
  ability Codes available to Clan-made units.
  As a ProtoMech, many of the Delphyne’s 
  components are already most restrictive, with the ProtoMech 
  heat sinks and cockpit (base Availability X from the Inner 
  Sphere standings) taking the highest place. Because these 
  technologies were introduced by the Clans and do not exist 
  in the Inner Sphere, their code (for Clan forces only) is E. The 
  Delphyne-2 thus has a final Availability Rating of X-X-X for 
  the Inner Sphere, but X-E for the Clans.
   
  constructed that carry “extinct” technologies may exist, however, 
  as “one-off” units: Custom units built using scavenged parts left 
  over from bygone eras.
  A listing of “PS” or “Pre-Spaceflight” for an introduction date indi-
  cates an item that existed up to around 1950, before humankind 
  first left Terra in the BattleTech universe. Any listing of “ES” or “Early 
  Spaceflight” indicates an item or component with an introduction 
  date between 1950 and 2200, the time between humankind’s first 
  tentative steps into space to the eventual colonization of other 
  stars. Any entry with a dash listing (“—”) indicates an item that 
  either pre-existed and did not require introduction, or (in the case 
  of extinction dates) which has not gone extinct since its introduc-
  tion. An entry of “NA” indicates a non-applicable date, and appears 
  for items that were either never introduced to begin with (such 
  as light ACs for the Clans) or never went extinct, and therefore 
  receive no reintroduction dates.
  Late-Era Units: A certain amount of common sense should 
  also be applied when defining a unit’s overall availability within 
  its era. Designers should also bear in mind how close a unit’s 
  chosen introduction date might fall to the beginning or end of 
  an era it falls into. A unit that debuts later in a given era would 
  receive a less common availability rating than it normally would 
  for something created at the peak of that era or close to its start. 
  Designers creating “late-era” units should thus feel free to increase 
  the letter code for any units produced within the final 20 to 50 
  years of an era, raising the availability by 1 letter (from “D” to “E”, 
  for example) if the unit debuted within 50 to 20 years of the end 
  of an era. If the unit debuted within 20 years of the end of a given 
  era, the designer should raise its availability letter code by 2 levels.
  Regardless of how close to the end of an era a unit debuts, the 
  maximum availability code it can receive in any era where it has 
  not gone extinct is always “F”. Furthermore, it must be noted that 
  Availability codes may only increase within a given era; regardless 
  of how close a unit debuts to the dawn of a given era, it may not 
  be rated as more common than its most uncommon components.
  DETERMINING A UNIT’S FINAL AVAILABILITY
  To find a unit’s final availability, the designer must note its date 
  of introduction and the highest Availability Codes for all of its 
  various component types. The date of the unit’s introduction—
  determined solely by the designer—verifies whether or not it may 
  exist at all in the period in which it was created, and rates any time 
  period before that with an Availability Code of “X”. The remaining 
  Availability Codes are found based on the highest code provided 
  for all of the unit’s components in each era.
  For instance, if the designer creates a BattleMech for the year 
  3025 (late in the Succession Wars), the unit automatically receives 
  an Availability Code of X for the Age of War/Star League era. If the 
  highest Availability Code among all its component items in the 
  Succession Wars is D (such as for the large laser), it receives a D 
  for its middle code. If its highest-rated Availability Code for the 
  Clan Invasion is C, it receives a C for the Clan Invasion era, and so 
  the unit’s entire Availability Rating is considered X-D-C, with an 
  introduction date of 3025.
  
  289
  289
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  These weapons have Availability Codes B-C-B, which 
  overshadows the B-B-B codes given to their motorized 
  movement system. Darrell’s motorized infantry platoon 
  therefore claims a final Availability Rating of B-C-B .
  Max works up the availability for his Puri-
  fier battle armor. Battle armor technology as 
  such did not exist in the Inner Sphere prior to 
  the Clan invasion, and the Purifier, he has 
  decided, emerged only as recently as 3062. 
  This gives it an X Availability Code for the Age 
  of War/Star League and Succession Wars 
  eras. In addition, Inner Sphere battle armor 
  (except for exoskeletons) rates an E by default. However, 
  in the case of Max’s Purifier, this is superseded by the suit’s 
  mimetic armor technology, which has a code of F. The 
  Purifier therefore has a final Availability Rating of X-X-F.
  For the availability of his ’Mech-
  buster (laser variant) conventional 
  fighter, Robert decides upon an intro-
  duction date of 3023, the tail end of the 
  Succession Wars. This automatically 
  gives it an Age of War/Star League 
  Availability Code of X, while its design as a conven-
  tional fighter gives it a high code of D in the Succession 
  Wars (where large-scale factory production had been 
  heavily damaged). By the time of the Clan Invasion, the 
  ’Buster’s highest Availability Code goes to C, giving the 
  fighter a final Availability Code of X-D-C.
  Chris notes that his Nekohono’o-class 
  DropShip debuted in 3065, automati-
  cally placing it in the Clan Invasion era 
  only (Availability X for Age of War/Star 
  League and the Succession Wars). Of its 
  components, the highest-rated in avail-
  ability for the Clan Invasion era are—unsurprisingly—the 
  Kraken-T and screen launcher weapon systems, both of 
  which rate F for availability. This means the Nekohono’o 
  receives a final Availability Rating of X-X-F.
  Michael determines that his Hep-
  haestus OmniVehicle entered 
  production in the Clan homeworlds 
  in late 3064, which automatically 
  gives it an Availability Code of X for 
  the Star League and Succession War 
  periods as far as both the Clans and the Inner Sphere are 
  concerned. Its development as an Omni, coupled with 
  its active probe, makes it a D unit in its Base and Primary 
  configurations, and so it receives a final Availability 
  Code of X-X-D from the Inner Sphere perspective. 
  Because it is Clan-made, it also receives a Clan Availabil-
  ity Rating, which converts the Inner Sphere codes to X-C, 
  reflecting a unit that does not exist in the Succession 
  Wars time period but is much more accessible to Clan 
  forces in the Invasion era.
  Simon decides that his Simca ambu-
  lance is essentially the latest name 
  brand for a long line of rescue Support 
  Vehicles that its stats represent, stretch-
  ing back as far as the 2400s. Its base 
  chassis and engines, as a result, happen 
  to come in at A-A-A. However, the paramedic equip-
  ment it carries is hardest to come by, with C codes in all 
  eras. This results in a unit rated C-C-C in all eras of play.
  For Christine’s Dixon Airship (which 
  she decides to introduce in 2705), the 
  choice of size, chassis type and Fusion 
  engine alone have ensured that its availability from the 
  Star League era through the Succession Wars is set firmly 
  at E. The use of an arresting hoist, however, drives its avail-
  ability up to E in the Clan Invasion era, producing a unit 
  that has a final Availability Rating of E-E-E.
  In determining the availability of his motorized laser 
  platoon, Darrell recognizes that he went for ultra-generic 
  troops, wielding standard laser weapons that have equiv-
  alents stretching back at least as far as the 25th century. 
  RA 
  RA
  Marshal of the Armies Jackson Davion and two lone Legionnaire pilots are all that stand between the Corean Facility and the forces of the Word of Blake.
  
  HEAVY WEAPONS AND EQUIPMENT
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced   
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Autocannons
  Autocannon/2
  75,000
  (C-D-D)
  2300 (TH) / —
  — / 2850
  NA / NA
  Autocannon/5
  125,000
  (C-C-D)
  2250 (TH) / —
  — / 2850
  NA / NA
  Autocannon/10
  200,000
  (C-D-D)
  2460 (TH) / —
  — / 2850
  NA / NA
  Autocannon/20
  300,000
  (D-E-D)
  2500 (LC) / —
  — / 2850
  NA / NA
  LB 2-X AC
  150,000
  (X-X-E)
  3058 (FS) / 2826 (CGS)
  — / —
  NA / NA
  LB 5-X AC
  250,000
  (X-X-E)
  3058 (FS) / 2825 (CCY)
  — / —
  NA / NA
  LB 10-X AC
  400,000
  (E-F-D)
  2595 (TH) / 2824 (CWF)
  2840 / —
  3035 (FC) / NA
  LB 20-X AC
  600,000
  (X-X-E)
  3058 (FS) / 2826 (CHH)
  — / —
  NA / NA
  Light AC/2
  100,000
  (X-X-F)
  3068 (FS) / NA
  — / NA
  NA / NA
  Light AC/5
  150,000
  (X-X-F)
  3068 (FS) / NA
  — / NA
  NA / NA
  Rotary AC/2
  175,000
  (X-X-E)
  3062 (FS) / NA
  — / NA
  NA / NA
  Rotary AC/5
  275,000
  (X-X-E)
  3062 (FS) / NA
  — / NA
  NA / NA
  Ultra AC/2
  120,000
  (X-X-E)
  3057 (FW) / 2827 (CGS)
  — / —
  NA / NA
  Ultra AC/5
  200,000
  (D-F-D)
  2640 (TH) / 2825 (CMN)
  2915 / —
  3035 (FC) / NA
  Ultra AC/10
  320,000
  (X-X-E)
  3057 (FW) / 2825 (CDS)
  — / —
  NA / NA
  Ultra AC/20
  480,000
  (X-X-E)
  3060 (LA) / 2825 (CSV)
  — / —
  NA / NA
  Gauss Rifles
  AP Gauss Rifle
  10,000
  (X-X-E)
  NA / 3069 (CJF)
  NA / —
  NA / NA
  Light Gauss Rifle
  275,000
  (X-X-E)
  3056 (FW) / NA
  — / NA
  NA / NA
  Gauss Rifle
  300,000
  (D-F-D)
  2590 (TH) / 2828 (CBR)
  2865 / —
  3040 (FW) / NA
  Heavy Gauss Rifle
  500,000
  (X-X-E)
  3061 (LA) / NA
  — / NA
  NA / NA
  Hyper Assault Gauss 20
  400,000
  (X-X-E)
  NA / 3068 (CHH)
  NA / —
  NA / NA
  Hyper Assault Gauss 30
  500,000
  (X-X-E)
  NA / 3068 (CHH)
  NA / —
  NA / NA
  Hyper Assault Gauss 40
  600,000
  (X-X-E)
  NA / 3069 (CHH)
  NA / —
  NA / NA
  Machine Guns
  Light Machine Gun
  5,000
  (X-X-C)
  3068 (CC) / 3060 (CSJ)
  — / —
  NA / NA
  Machine Gun
  5,000
  (A-A-B)
  PS / 2825 (CDS)
  — / —
  NA / NA
  Heavy Machine Gun
  7,500
  (X-X-C)
  3068 (TC) / 3059 (CSJ)
  — / —
  NA / NA
  Flamers
  Flamer
  7,500
  (B-B-B)
  2025 (WA) / 2827 (CFM)
  — / —
  NA / NA
  Flamer (Vehicle)
  7,500
  (A-A-B)
  PS / —
  — / —
  NA / NA
  Lasers
  ER Micro Laser
  10,000
  (X-X-D)
  NA / 3060 (CSJ)
  NA / —
  NA / NA
  ER Small Laser
  11,250
  (X-X-D)
  3058 (FW) / 2825 (CJF)
  — / —
  NA / NA
  INTRODUCED (AFFILIATION) KEY
  Introduction Date Codes:
  PS = Pre-Spaceflight (1950 or sooner)
  ES = Early Spaceflight (1951 to 2200)
  Inner Sphere Faction Codes:
  CC = Capellan Confederation 
  FW = Free Worlds League
  RW = Rim Worlds Republic
  CS = ComStar
  LA = Lyran Alliance
  TA = Terran Alliance
  DC = Draconis Combine
  LC = Lyran Commonwealth
  TC = Taurian Concordat
  FC = Federated Commonwealth (3030-3057)
  MC = Magistracy of Canopus
  TH = Terran Hegemony
  FR = Free Rasalhague Republic 
  MH = Marian Hegemony
  WA = Western Alliance (Terra)
  FS = Federated Suns
  OA = Outworlds Alliance
  WB = Word of Blake
  Clan Faction Codes:
  CBS = Clan Blood Spirit
  CGS = Clan Goliath Scorpion
  CSR = Clan Snow Raven
  CBR = Clan Burrock
  CHH = Clan Hell’s Horses
  CSA = Clan Star Adder
  CCC = Clan Cloud Cobra
  CIH = Clan Ice Hellion
  CSV = Clan Steel Viper
  CCY = Clan Coyote
  CJF = Clan Jade Falcon
  CWF = Clan Wolf
  CDS = Clan Diamond Shark/Sea Fox
  CMN = Clan Mongoose
  CWM = Clan Widowmaker
  CFM = Clan Fire Mandrill
  CNC = Clan Nova Cat
  CWV = Clan Wolverine
  CGB = Clan Ghost Bear
  CSJ = Clan Smoke Jaguar
  CWX = Clan Wolf (in Exile)
  
  291
  291
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced   
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  ER Medium Laser
  80,000
  (X-X-D)
  3058 (FW) / 2824 (CJF)
  — / —
  NA / NA
  ER Large Laser
  200,000
  (E-F-D)
  2620 (TH) / 2823 (CNC)
  2950 / —
  3037 (DC) / NA
  Small Laser
  11,250
  (B-B-B)
  2300 (TA) / —
  — / —
  NA / NA
  Medium Laser
  40,000
  (B-B-B)
  2300 (TA) / —
  — / 2850
  NA / NA
  Large Laser
  100,000
  (C-D-C)
  2316 (TH) / —
  — / 2850
  NA / NA
  Micro Pulse Laser
  12,500
  (X-X-D)
  NA / 3060 (CSJ)
  NA / —
  NA / NA
  Small Pulse Laser
  16,000
  (E-F-D)
  2609 (TH) / 2829 (CGB)
  2950 / —
  3037 (DC) / NA
  Medium Pulse Laser
  60,000
  (E-F-D)
  2609 (TH) / 2827 (CJF)
  2950 / —
  3037 (DC) / NA
  Large Pulse Laser
  175,000
  (E-F-D)
  2609 (TH) / 2824 (CCY)
  2950 / —
  3037 (DC) / NA
  Heavy Small Laser
  20,000
  (X-X-D)
  NA / 3059 (CSA)
  NA / —
  NA / NA
  Heavy Medium Laser
  100,000
  (X-X-D)
  NA / 3059 (CSA)
  NA / —
  NA / NA
  Heavy Large Laser
  250,000
  (X-X-D)
  NA / 3059 (CSA)
  NA / —
  NA / NA
  Plasma Weapons
  Plasma Cannon
  320,000
  (X-X-E)
  NA / 3069 (CDS)
  NA / —
  NA / NA
  Plasma Rifle
  260,000
  (X-X-E)
  3068 (CC) / NA
  — / NA
  NA / NA
  PPCs
  Light PPC
  150,000
  (X-X-E)
  3067 (DC) / NA
  — / NA
  NA / NA
  PPC
  200,000
  (C-C-C)
  2460 (TH) / —
  — / 2825
  NA / NA
  Heavy PPC
  250,000
  (X-X-E)
  3067 (DC) / NA
  — / NA
  NA / NA
  ER PPC
  300,000
  (E-F-D)
  2751 (TH) / 2826 (CSR)
  2860 / NA
  3037 (DC) / NA
  Snub-Nose PPC
  300,000
  (F-X-F)
  3067 (DC) / NA
  — / NA
  NA / NA
  Missiles
  ATM 3 
  50,000
  (X-X-D)
  NA / 3054 (CCY)
  NA / —
  NA / NA
  ATM 6 
  125,000
  (X-X-D)
  NA / 3054 (CCY)
  NA / —
  NA / NA
  ATM 9 
  225,000
  (X-X-D)
  NA / 3054 (CCY)
  NA / —
  NA / NA
  ATM 12 
  350,000
  (X-X-D)
  NA / 3055 (CCY)
  NA / —
  NA / NA
  LRM (ProtoMech, per tube)*
  10,000
  (X-X-E)
  NA / 3060 (CSJ)
  NA / —
  NA / NA
  LRM 5
  30,000
  (C-C-C)
  2300 (TA) / 2824 (CCY)
  — / —
  NA / NA
  LRM 10
  100,000
  (C-C-C)
  2300 (TA) / 2824 (CCY)
  — / —
  NA / NA
  LRM 15
  175,000
  (C-C-C)
  2315 (TH) / 2824 (CCY)
  — / —
  NA / NA
  LRM 20
  250,000
  (C-C-C)
  2315 (TH) / 2824 (CCY)
  — / —
  NA / NA
  MML 3 
  45,000
  (X-X-E)
  3068 (WB) / —
  — / NA
  NA / NA
  MML 5 
  75,000
  (X-X-E)
  3068 (WB) / —
  — / NA
  NA / NA
  MML 7 
  105,000
  (X-X-E)
  3068 (WB) / —
  — / NA
  NA / NA
  MML 9 
  125,000
  (X-X-E)
  3068 (WB) / —
  — / NA
  NA / NA
  SRM (ProtoMech, per tube)*
  10,000
  (X-X-E)
  NA / 3060 (CSJ)
  NA / —
  NA / NA
  SRM 2
  10,000
  (C-C-C)
  2370 (TH) / 2824 (CCC)
  — / —
  NA / NA
  SRM 4
  60,000
  (C-C-C)
  2370 (TH) / 2824 (CCC)
  — / —
  NA / NA
  SRM 6
  80,000
  (C-C-C)
  2370 (TH) / 2824 (CCC)
  — / —
  NA / NA
  MRM 10
  50,000
  (X-X-E)
  3058 (DC) / NA
  — / NA
  NA / NA
  MRM 20
  125,000
  (X-X-E)
  3058 (DC) / NA
  — / NA
  NA / NA
  MRM 30
  225,000
  (X-X-E)
  3058 (DC) / NA
  — / NA
  NA / NA
  MRM 40
  350,000
  (X-X-E)
  3058 (DC) / NA
  — / NA
  NA / NA
  Rocket Launcher 10**
  15,000
  (X-X-B)
  3064 (MH) / NA
  — / NA
  NA / NA
  Rocket Launcher 15**
  30,000
  (X-X-B)
  3064 (MH) / NA
  — / NA
  NA / NA
  Rocket Launcher 20**
  45,000
  (X-X-B)
  3064 (MH) / NA
  — / NA
  NA / NA
  Streak SRM (ProtoMech, per tube)*
  15,000
  (X-X-F)
  NA / 3060 (CSJ)
  NA / —
  NA / NA
  Streak SRM 2
  15,000
  (E-F-D)
  2647 (TH) / 2822 (CSA)
  2845 / — 
  3035 (FW) / NA
  Streak SRM 4
  90,000
  (X-X-E)
  3058 (DC) / 2826 (CSA)
  — / —
  NA / NA
  Streak SRM 6
  120,000
  (X-X-E)
  3058 (DC) / 2826 (CSA)
  — / —
  NA / NA
  Artemis IV
  100,000
  (E-F-D)
  2598 (TH) / —
  2855 / —
  3035 (FW) / NA
  Torpedo (LRM, SRM only)
  x 1
  As Launcher
  2380 (TH) / 2824 (CCY)
  — / —
  NA / NA
  One-Shot**†
  x 0.5
  As Launcher
  2676 (TH) / —
  2800 / —
  3030 (FW) / —
  Special Equipment
  A-Pods
  1,500
  (X-X-D)
  3055 (CS) / 2850 (CGB)
  — / —
  NA / NA
  B-Pods
  2,500
  (X-X-E)
  3069 (LA) / 3068 (CWX)
  — / —
  NA / NA
  Anti-Missile System
  100,000
  (E-F-D)
  2617 (TH) / 2831 (CBS)
  2796 / —
  3040 (FC) / NA
  Active Probe (Beagle)
  200,000
  (E-F-D)
  2576 (TH) / 2832 (CGS)
  2835 / —
  3045 (CC) / NA
  Active Probe (Light)
  50,000
  (X-X-E)
  — / 2900 (CSJ)
  — / —
  NA / NA
  HEAVY WEAPONS AND EQUIPMENT (CONT)
  
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced   
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  CASE
  50,000
  (C-F-D)
  2476 (TH) / 2825 (CCY)
  2840 / —
  3036 (DC) / NA
  C3 Computer (Master)
  1,500,000
  (X-X-E)
  3050 (DC) / NA
  — / NA
  NA / NA
  C3 Computer (Slave)
  250,000
  (X-X-E)
  3050 (DC) / NA
  — / NA
  NA / NA
  Improved C3 Computer
  750,000
  (X-X-E)
  3062 (CS) / NA
  — / NA
  NA / NA
  ECM Suite (Guardian)
  200,000
  (E-F-D)
  2597 (TH) / 2832 (CJS)
  2845 / —
  3045 (CC) / NA
  Machine Gun Array
  1,250
  (X-X-F)
  3068 (FS) / 3069 (CDS)
  — / —
  NA / NA
  Omni Technology††
  NA   
  (X/E/E)
  3052 (IS) / 2854 (Clan)
  — / —   
  — / —
  Narc Missile Beacon
  100,000
  (E-F-D)
  2587 (TH) / 2828 (CHH)
  2795 / —
  3035 (FW) / NA
  Imp. Narc Launcher
  250,000
  (X-X-E)
  3062 (CS) / NA
  — / NA
  NA / NA
  TAG
  50,000
  (E-F-D)
  2600 (TH) / —
  2835 / —
  3044 (FC) / NA
  Light TAG
  40,000
  (X-X-F)
  — / 3054 (CWF)
  — / —
  NA / NA
  Targeting Computer (per ton)†
  10,000
  (X-X-E)
  3062 (FS) / 2860 (CMN)
  — / —
  NA / NA
  Physical Attack Weapons
  Hatchet (per ton)†
  5,000
  (X-F-D)
  3022 (LC) / NA
  — / NA
  NA / NA
  Sword (per ton)†
  10,000
  (X-X-D)
  3058 (DC) / NA
  — / NA
  NA / NA
  Capital Missiles
  Killer Whale
  150,000
  (D-X-D)
  2305 (TA)
  2855 / —
  3051 (FC) / NA
  White Shark
  130,000
  (D-X-D)
  2305 (TA)
  2854 / —
  3051 (FC) / NA
  Barracuda
  90,000
  (D-X-D)
  2305 (TA)
  2855 / —
  3051 (FC) / NA
  AR-10 Launcher
  250,000
  (E-X-E)
  2550 (TH)
  2850 / —
  3051 (FC) / NA
  Kraken-T
  500,000
  (X-X-F)
  3057 (DC) / NA
  — / NA
  NA / NA
  Killer Whale-T
  165,000
  (X-X-F)
  3056 (DC) / NA
  — / NA
  NA / NA
  White Shark-T
  145,000
  (X-X-F)
  3056 (DC) / NA
  — / NA
  NA / NA
  Barracuda-T
  100,000
  (X-X-F)
  3056 (DC) / NA
  — / NA
  NA / NA
  Screen Launcher
  250,000
  (X-X-F)
  3055 (DC) / NA
  — / NA
  NA / NA
  *Per Tube Costs only apply at non-standard rack sizes (LRM 5, SRM 2, SRM 4, SRM 6—including Streak—use standard launcher cost)
  **The One-Shot option may be applied to LRM, MRM, SRM, Streak SRM, Narc, and iNarc weapons only. Rocket Launchers are automatically considered One-Shot items (the ammunition cost reflects post-battle reloads only).
  †Based on Equipment Weight (not capacity or total unit weight), rounded up to the nearest whole.
  †† Note: this is Omni technology, NOT just OmniMechs specifically.
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced   
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Backhoe
  50,000
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Bay Door
  1,000
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Bridgelayer
  Light
  40,000
  (D-E-D)
  PS / —
  — / —
  NA / NA
  Medium
  75,000
  (D-E-D)
  PS / —
  — / —
  NA / NA
  Heavy
  100,000
  (E-E-E)
  PS / —
  — / —
  NA / NA
  Bulldozer
  50,000
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Chainsaw
  100,000
  (D-D-D)
  PS / —
  — / —
  NA / NA
  Combine
  75,000
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Communications Equip. (per ton)*
  10,000
  (C-D-C)
  PS / —
  — / —
  NA / NA
  Concealed Weapon
  5% Weapon Cost
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Dual Saw
  100,000
  (D-D-D)
  PS / —
  — / —
  NA / NA
  Dumper
  5,000
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Ejection Seat
  (Support Vehicle)
  25,000
  (D-D-D)
  ES / —
  — / —
  NA / NA
  (IndustrialMech)
  25,000
  (D-E-E)
  2445 (TH) / —
  — / —
  NA / NA
  Escape Pod
  (Aerospace)
  5,000
  (C-D-C)
  ES / —
  — / —
  NA / NA
  (Maritime)
  5,000
  (C-D-C)
  ES / —
  — / —
  NA / NA
  Extended Fuel Tanks (per ton)*
  500
  (C-D-D)
  ca 2300 (TA) / —
  — / —
  NA / NA
  External Stores Hardpoints
  5,000**
  (D-E-D)
  PS / —
  — / —
  NA / NA
  HEAVY WEAPONS AND EQUIPMENT (CONT)
  INDUSTRIAL EQUIPMENT
  
  293
  293
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced   
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Field Kitchen
  25,000
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Fluid Suction System
  Standard
  25,000
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Light (’Mech) 
  1,000
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Light (Vehicular)
  1,000
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Fire Control Systems
  Basic (SV)
  5% Weapon Cost
  (B-C-C)
  PS / —
  — / —
  NA / NA
  Advanced (SV)
  10% Weapon Cost
  (C-D-D)
  2300 (TA) / —
  — / —
  NA / NA
  Heavy Duty Pile-Driver
  100,000
  (D-E-D)
  PS / —
  — / —
  NA / NA
  Ladder (per meter)
  5
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Lifeboat
  (Aerospace)
  5,000
  (C-C-C)
  ES / —
  — / —
  NA / NA
  (Atmospheric)
  6,000
  (C-C-C)
  PS / —
  — / —
  NA / NA
  (Maritime)
  5,000
  (B-C-C)
  PS / —
  — / —
  NA / NA
  Lift Hoist
  Lift Hoist 
  50,000
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Arresting Hoist
  90,000
  (C-F-E)
  PS / —
  — / —
  NA / NA
  Look-Down Radar
  400,000
  (D-E-D)
  PS / —
  — / —
  NA / NA
  Manipulator
  7,500
  (C-D-C)
  ES / —
  — / —
  NA / NA
  MASH
  (Core Unit)
  35,000
  (C-E-D)
  PS / —
  — / —
  NA / NA
  (Added Theater)
  10,000
  (C-E-D)
  PS / —
  — / —
  NA / NA
  Mining Drill
  100,000
  (C-D-D)
  PS / —
  — / —
  NA / NA
  Nail/Rivet Gun
  7,000
  (C-C-C)
  2310 (FW) / —
  — / —
  NA / NA
  Paramedic Equipment
  7,500
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Quarters/Seating
  Steerage
  5,000
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Crew/2nd Class
  15,000
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Officer/1st Class
  30,000
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Seating (Standard)
  100
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Seating (Pillion)
  10
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Refueling Drogue
  25,000
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Remote Sensor Dispenser
  30,000
  (D-D-D)
  ES / —
  — / —
  NA / NA
  Retractable Blade
  Mechanism
  10,000
  (F-D-D)
  2420 (TH) / —
  — / —
  NA / NA
  Blade (per ton)*
  10,000
  (F-D-D)
  2420 (TH) / —
  — / —
  NA / NA
  Rock-Cutter
  100,000
  (D-D-D)
  PS / —
  — / —
  NA / NA
  Salvage Arm
  50,000
  (E-F-E)
  2415 (TH) / —
  — / —
  NA / NA
  Searchlight
  Handheld
  500
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Mounted
  2,000
  (A-A-B)
  PS / —
  — / —
  NA / NA
  Spot Welder
  75,000
  (C-D-C)
  2320 (LC) / —
  — / —
  NA / NA
  Sprayer
  ’Mech
  1,000
  (B-B-B)
  ca 2300 (TA) / —
  — / —
  NA / NA
  Vehicular
  1,000
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Transport Bay
  Cargo, Container (per container)
  0
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Cargo, Other (Basic, per ton)*
  0
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Cargo, Other (Liquid, per ton)*
  100
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Cargo, Other (Insulated, per ton)*
  250
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Cargo, Other (Livestock, per ton)*
  2,500
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Cargo, Other (Refrigerated, per ton)*
  200
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Compartment, Infantry/BA (per ton)*
  0
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Infantry, Bay (per ton)*
  15,000
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Battle Armor Bay (per ton)*
  15,000
  (X-F-C)
  3050 (FC) / 2868 
  (CWF)
  — / —
  NA / NA 
  ’Mech (per Cubicle)
  20,000
  (D-C-C)
  2470 (TH) / —
  — / —
  NA / NA
  Fighter (per Cubicle)
  20,000
  (C-C-C)
  2050 (WA) / —
  — / —
  NA / NA
  ProtoMech (per 5 Cubicles)
  10,000
  (X-X-D)
  NA / 3066 (CSR)
  NA / —
  NA / NA
  Small Craft (per Cubicle)
  20,000
  (B-B-B)
  2050 (WA) / —
  — / —
  NA / NA
  INDUSTRIAL EQUIPMENT (CONT)
  
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced   
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Light Vehicle (per Cubicle)
  10,000
  (B-B-B)
  ES / —
  — / —
  NA / NA
  Heavy Vehicle (per Cubicle)
  10,000
  (B-B-B)
  ES / —
  — / —
  NA / NA
  Super-Heavy Vehicle (per Cubicle)
  20,000
  (C-C-C)
  ES / —
  — / —
  NA / NA
  Non-Heavy Weapons
  Light
  As Weapon
  As Weapon
  As Weapon
  As Weapon
  As Weapon
  Medium
  As Weapon
  As Weapon
  As Weapon
  As Weapon
  As Weapon
  Wrecking Ball
  80,000
  (C-C-C)
  PS / —
  — / —
  NA / NA
  *Based on Equipment Weight (not capacity), rounded up to the nearest whole ton.
  **Applied only if the unit is not an aerospace or conventional fighter.
  HEAVY WEAPON AMMUNITION
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced  
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Autocannons
  Autocannon/2
  1,000 / 22
  (C-D-D)
  2300 (TH) / —
  — / 2850
  NA / NA
  Autocannon/5
  4,500 / 225
  (C-C-D)
  2250 (TH) / —
  — / 2850
  NA / NA
  Autocannon/10
  6,000 / 600
  (C-D-D)
  2460 (TH) / —
  — / 2850
  NA / NA
  Autocannon/20
  10,000 / 2,000
  (D-E-D)
  2500 (LC) / —
  — / 2850
  NA / NA
  LB 2-X AC (Standard)
  2,000 / 45
  (X-X-E)
  3058 (FS) / 2826 (CGS)
  — / —
  NA / NA
  (Cluster)
  3,300 / 75
  (X-X-E)
  3058 (FS) / 2826 (CGS)
  — / —
  NA / NA
  LB 5-X AC (Standard)
  9,000 / 450
  (X-X-D)
  3058 (FS) / 2825 (CCY)
  — / —
  NA / NA
  (Cluster)
  15,000 / 750
  (X-X-D)
  3058 (FS) / 2825 (CCY)
  — / —
  NA / NA
  LB 10-X AC (Standard)
  12,000 / 1,200
  (C-E-D)
  2595 (TH) / —
  2840 / —
  3035 (FC) / NA
  (Cluster)
  20,000 / 2,000
  (E-F-D)
  2595 (TH) / —
  2840 / —
  3035 (FC) / NA
  LB 20-X AC (Standard)
  20,000 / 4,000
  (X-X-E)
  3058 (FS) / 2826 (CHH)
  — / —
  NA / NA
  (Cluster)
  34,000 / 6,800
  (X-X-E)
  3058 (TH) / 2826 (CHH)
  — / —
  NA / NA
  Light AC/2
  1,000 / 25
  (X-X-F)
  3068 (FS) / NA
  — / NA
  NA / NA
  Light AC/5
  4,500 / 225
  (X-X-F)
  3068 (FS) / NA
  — / NA
  NA / NA
  Rotary AC/2
  3,000 / 70
  (X-X-E)
  3062 (FS) / NA
  — / NA
  NA / NA
  Rotary AC/5
  12,000 / 600
  (X-X-E)
  3062 (FS) / NA
  — / NA
  NA / NA
  Ultra AC/2
  1,000 / 25
  (X-X-E)
  3057 (FW) / 2827 (CGS)
  — / —
  NA / NA
  Ultra AC/5
  9,000 / 450
  (D-F-D)
  2640 (TH) / —
  2915 / —
  3035 (FC) / NA
  Ultra AC/10
  12,000 / 1,200
  (X-X-E)
  3057 (FW) / 2825 (CDS)
  — / —
  NA / NA
  Ultra AC/20
  20,000 / 4,000
  (X-X-E)
  3060 (LA) / 2825 (CSV)
  — / —
  NA / NA
  Armor-Piercing (Standard/Light AC)
  x 4 / x 4
  (X-X-E)
  3059 (FS) / NA
  — / NA
  NA / NA
  Flechette (Standard/Light AC)
  x 1.5 / x 1.5
  (X-X-E)
  3055 (FS) / NA
  — / NA
  NA / NA
  Precision (Standard/Light AC)
  x 6 / x 6
  (X-X-E)
  3062 (FS) / NA
  — / NA
  NA / NA
  Gauss Rifles
  Anti-Personnel Gauss
  3,000 / 75
  (X-X-E)
  NA / 3069 (CJF)
  NA / —
  NA / NA
  Light Gauss Rifle
  20,000 / 1,250
  (X-X-E)
  3056 (FW) / NA
  — / NA
  NA / NA
  Gauss Rifle
  20,000 / 2,500
  (D-F-D)
  2590 (TH) / —
  2865 / —
  3040 (FW) / NA
  Heavy Gauss Rifle
  20,000 / 5,000
  (X-X-E)
  3061 (LA) / NA
  — / NA
  NA / NA
  Hyper Assault Gauss 20
  30,000 / 5,000
  (X-X-E)
  NA / 3068 (CHH)
  NA / —
  NA / NA
  Hyper Assault Gauss 30
  30,000 / 7,500
  (X-X-E)
  NA / 3068 (CHH)
  NA / —
  NA / NA
  Hyper Assault Gauss 40
  30,000 / 10,000
  (X-X-E)
  NA / 3069 (CHH)
  NA / —
  NA / NA
  Machine Guns
  Light Machine Gun
  500 / 2.5
  (X-X-C)
  3068 (CC) / 3060 (CSJ)
  — / —
  NA / NA
  Machine Gun
  1,000 / 5
  (A-A-B)
  PS / —
  — / —
  NA / NA
  Heavy Machine Gun
  1,000 / 10
  (X-X-C)
  3068 (TC) / 3059 (CSJ)
  — / —
  NA / NA
  Flamer
  Flamer (Vehicle)
  1,000 / 50
  (A-A-B)
  PS / —
  — / —
  NA / NA
  INDUSTRIAL EQUIPMENT (CONT)
  
  295
  295
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced  
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Plasma Weapons
  Plasma Cannon
  12,000 / 1,200
  (X-X-E)
  NA / 3069 (CDS)
  NA / —
  NA / NA
  Plasma Rifle
  10,000 / 1,000
  (X-X-E)
  3068 (CC) / NA
  — / NA
  NA / NA
  Missiles
  ATM 3 
  75,000 / 3,750
  (X-X-D)
  NA / 3054 (CCY)
  NA / —
  NA / NA
  ATM 6 
  75,000 / 7,500
  (X-X-D)
  NA / 3054 (CCY)
  NA / —
  NA / NA
  ATM 9 
  75,000 / 10,715
  (X-X-D)
  NA / 3054 (CCY)
  NA / —
  NA / NA
  ATM 12 
  75,000 / 15,000
  (X-X-D)
  NA / 3055 (CCY)
  NA / —
  NA / NA
  LRM (ProtoMech, per tube)*
  30,000 / 250
  (X-X-E)
  NA / 3060 (CSJ)
  NA / —
  NA / NA
  LRM 5
  30,000 / 1,250
  (C-C-C)
  2300 (TA) / —
  — / —
  NA / NA
  LRM 10
  30,000 / 2,500
  (C-C-C)
  2300 (TA) / —
  — / —
  NA / NA
  LRM 15
  30,000 / 3,750
  (C-C-C)
  2300 (TA) / —
  — / —
  NA / NA
  LRM 20
  30,000 / 5,000
  (C-C-C)
  2300 (TA) / —
  — / —
  NA / NA
  MML 3 (LRM Ammo)
  30,000 / 750
  (C-C-C)
  2300 (TA) / —
  — / —
  NA / NA
  (SRM Ammo)
  27,000 / 820
  (B-B-B)
  2370 (TH) / —
  — / —
  NA / NA
  MML 5 (LRM Ammo)
  30,000 / 1,250
  (C-C-C)
  2300 (TA) / —
  — / —
  NA / NA
  (SRM Ammo)
  27,000 / 1,350
  (B-B-B)
  2370 (TH) / —
  — / —
  NA / NA
  MML 7 (LRM Ammo)
  30,000 / 1,765
  (C-C-C)
  2300 (TA) / —
  — / —
  NA / NA
  (SRM Ammo)
  27,000 / 1,930
  (B-B-B)
  2370 (TH) / —
  — / —
  NA / NA
  MML 9 (LRM Ammo)
  30,000 / 2,310
  (C-C-C)
  2300 (TA) / —
  — / —
  NA / NA
  (SRM Ammo)
  27,000 / 2,455
  (B-B-B)
  2370 (TH) / —
  — / —
  NA / NA
  MRM 10
  5,000 / 210
  (X-X-E)
  3058 (DC) / NA
  — / NA
  NA / NA
  MRM 20
  5,000 / 420
  (X-X-E)
  3058 (DC) / NA
  — / NA
  NA / NA
  MRM 30
  5,000 / 630
  (X-X-E)
  3058 (DC) / NA
  — / NA
  NA / NA
  MRM 40
  5,000 / 840
  (X-X-E)
  3058 (DC) / NA
  — / NA
  NA / NA
  SRM (ProtoMech, per tube)*
  27,000 / 270
  (X-X-E)
  NA / 3060 (CSJ)
  NA / —
  NA / NA
  SRM 2
  27,000 / 540
  (B-B-B)
  2370 (TH) / —
  — / —
  NA / NA
  SRM 4
  27,000 / 1,080
  (B-B-B)
  2370 (TH) / —
  — / —
  NA / NA
  SRM 6
  27,000 / 1,800
  (B-B-B)
  2370 (TH) / —
  — / —
  NA / NA
  Rocket Launcher 10**
  NA / 1,000
  (X-X-B)
  3064 (MH) / NA
  — / NA
  NA / NA
  Rocket Launcher 15**
  NA / 1,500
  (X-X-B)
  3064 (MH) / NA
  — / NA
  NA / NA
  Rocket Launcher 20**
  NA / 2,000
  (X-X-B)
  3064 (MH) / NA
  — / NA
  NA / NA
  Streak SRM (ProtoMech, per tube)*
  54,000 / 540
  (X-X-F)
  NA / 3060 (CSJ)
  NA / —
  NA / NA
  Streak SRM 2
  54,000 / 1,080
  (E-F-D)
  2647 (TH) / —
  2845 / — 
  3035 (FW) / NA
  Streak SRM 4
  54,000 / 2,160
  (X-X-E)
  3058 (DC) / 2826 (CSA)
  — / —
  NA / NA
  Streak SRM 6
  54,000 / 3,240
  (X-X-E)
  3058 (DC) / 2826 (CSA)
  — / —
  NA / NA
  ER Missiles (ATM)
  x 1 / x 1
  (X-X-D)
  NA / 3054 (CSA)
  NA / —
  NA / NA
  HE Missiles (ATM)
  x 1 / x 1
  (X-X-D)
  NA / 3054 (CCY)
  NA / —
  NA / NA
  Artemis-Capable (LRM/SRM/MML)
  x 2 / x 2
  (E-F-D)
  2598 (TH) / —
  2855 / —
  3035 (FW) / NA
  Fragmentation (LRM/SRM/MML)
  x 2 / x 2
  (E-F-E)
  2385 (TH) / —
  2810 / —
  3050 (FW) / NA
  Harpoon (SRM)
  x 0.2 / x 0.2
  (C-C-C)
  2400 (LC) / —
  — / —
  NA / NA
  Incendiary (LRM)
  x 1.5 / x 1.5
  (X-X-E)
  3053 (FW) / NA
  — / NA
  NA / NA
  Inferno (SRM)
  x 0.5 / x 0.5
  (D-D-D)
  2380 (TC) / —
  — / —
  NA / NA
  Semi-Guided (LRM)
  x 3 / x 3
  (X-X-D)
  3057 (FW) / NA
  — / NA
  NA / NA
  Swarm (LRM)
  x 2 / x 2
  (E-X-D)
  2621 (TH) / —
  2840 / —
  3053 (FC) / NA
  Swarm-I (LRM)
  x 3 / x 3
  (X-X-D)
  3057 (FW) / NA
  — / NA
  NA / NA
  Tear Gas (SRM)
  x 1.5 / x 1.5
  (B-B-B)
  2375 (TH) / —
  — / —
  NA / NA
  Thunder (LRM)
  x 2 / x 2
  (E-F-D)
  2620 (TH) / —
  2840 / —
  3052 (FC) / NA
  Thunder-Augmented (LRM)
  x 4 / x 4
  (X-X-E)
  3057 (CC) / NA
  — / NA
  NA / NA
  Thunder-Inferno (LRM)
  x 1 / x 1
  (X-X-D)
  3056 (CC) / NA
  — / NA
  NA / NA
  Thunder-Vibrabomb (LRM)
  x 2.5 / x 2.5
  (X-X-E)
  3057 (CC) / NA
  — / NA
  NA / NA
  Thunder-Active (LRM)
  x 3 / x 3
  (X-X-E)
  3058 (CC) / NA
  — / NA
  NA / NA
  Narc-Capable (LRM/SRM/MML)
  x 2 / x 2
  (E-F-D)
  2597 (TH) / —
  2795 / —
  3035 (FW) / NA
  Torpedo (LRM/SRM)
  x 1 / x 1
  (C-C-C)
  2380 (TH) / —
  — / —
  NA / NA
  Multi-Purpose Missile (Suit LRM/SRM)
  x 2 / x 2
  (X-X-E)
  NA / 3060 (CGS)
  NA / —
  NA / NA
  One-Shot**†
  NA** / x 1**
  As Launcher
  2676 (TH) / —
  2800 / —
  NA / NA
  Special Equipment
  Anti-Missile System (Clan)
  2,000 / 85
  (X-D-C)
  NA / 2831 (CBS)
  — / —
  3040 (FC) / NA
  Anti-Missile System (Inner Sphere)
  2,000 / 170
  (E-F-D)
  2617 (TH) / —
  2796 / —
  3040 (FC) / NA
  HEAVY WEAPON AMMUNITION (CONT)
  
  ADDITIONAL BATTLE ARMOR WEAPONS AND EQUIPMENT
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced   
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Machine Guns
  Light Machine Gun
  5,000 / 500
  (X-X-C)
  3068 (CC) / 3060 (CSJ)
  — / —
  NA / NA
  Machine Gun
  5,000 / 1,000
  (X-X-B)
  PS / —
  — / —
  NA / NA
  Heavy Machine Gun
  7,500 / 1,000
  (X-X-C)
  3068 (TC) / 3059 (CSJ)
  — / —
  NA / NA
  Bearhunter Superheavy AC
  11,250 / 650
  (X-X-F)
  NA / 3062 (CHH)
  NA / —
  NA / NA
  Gauss Weapons
  Anti-Personnel Gauss Rifle
  10,000 / 750
  (X-X-E)
  NA / 3069 (CJF)
  NA / —
  NA / NA
  David Light Gauss Rifle
  22,500 / 250
  (X-X-E)
  3063 (FW) / NA
  — / NA
  NA / NA
  King David Light Gauss Rifle
  30,000 / 250
  (X-X-E)
  3063 (FW) / NA
  — / NA
  NA / NA
  Magshot Gauss Rifle
  10,500 / 400
  (X-X-E)
  3059 (FS) / NA
  — / NA
  NA / NA
  Grand Mauler Gauss Rifle
  8,000 / 20
  (X-X-D)
  3059 (FS) / NA
  — / NA
  NA / NA
  Tsunami Gauss Rifle
  9,500 / 20
  (X-X-E)
  3056 (DC) / NA
  — / NA
  NA / NA
  Flamers
  Flamer (BA)
  7,500 / 200
  (X-X-B)
  3050 (FC) / 2868 (CWF)
  — / —
  NA / NA
  Lasers
  ER Micro Laser
  10,000 / 200
  (X-X-D)
  NA / 3059 (CSJ)
  NA / —
  NA / NA
  ER Small Laser
  11,250 / 200
  (X-X-D)
  3058 (FW) / 2825 (CJF)
  — / —
  NA / NA
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced  
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Narc Missile Beacon (Homing)
  6,000 / 1,000
  (E-F-D)
  2587 (TH) / —
  2795 / —
  3035 (FW) / NA
  (Explosive)
  1,500 / 250
  (X-X-D)
  3060 (DC) / NA
  — / NA
  — / NA
  Improved Narc Launcher (Homing)
  7,500 / 1,875
  (X-X-E)
  3062 (CS) / NA
  — / NA
  NA / NA
  (ECM)
  15,000 / 3,750
  (X-X-D)
  3062 (CS) / NA
  — / NA
  — / NA
  (Explosive)
  1,500 / 375
  (X-X-D)
  3062 (CS) / NA
  — / NA
  — / NA
  (Haywire)
  20,000 / 5,000
  (X-X-E)
  3062 (CS) / NA
  — / NA
  — / NA
  (Nemesis)
  10,000 / 2,500
  (X-X-E)
  3062 (CS) / NA
  — / NA
  — / NA
  Capital Missiles
  Killer Whale
  NA / 20,000
  (C-X-E)
  2305 (TA) / —
  2855 / —
  3051 (FC) / NA
  White Shark
  NA / 14,000
  (C-X-E)
  2305 (TA) / —
  2854 / —
  3051 (FC) / NA
  Barracuda
  NA / 8,000
  (C-F-D)
  2305 (TA) / —
  2855 / —
  3051 (FC) / NA
  AR-10 Launcher
  As Missile
  As Missile
  2550
  As Missile
  As Missile
  Kraken-T
  NA / 55,000
  (X-X-F)
  3057 (DC) / NA
  — / NA
  NA / NA
  Killer Whale-T
  NA / 17,000
  (X-X-F)
  3056 (DC) / NA
  — / NA
  NA / NA
  White Shark-T
  NA / 12,000
  (X-X-F)
  3056 (DC) / NA
  — / NA
  NA / NA
  Barracuda-T
  NA / 7,000
  (X-X-F)
  3056 (DC) / NA
  — / NA
  NA / NA
  Screen Launcher
  NA / 10,000
  (X-X-F)
  3055 (DC) / NA
  — / NA
  NA / NA
  Fighter/Airborne Support Vehicle Hardpoint Weapons
  High-Explosive (Bomb)
  NA / 5,000
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Cluster (Bomb)
  NA / 8,000
  (D-D-D)
  PS / —
  — / —
  NA / NA
  Laser-Guided (Bomb)
  NA / 10,000
  (E-F-E)
  PS / —
  2800 / —
  3060 (FW) / NA
  Inferno (Bomb)
  NA / 6,000
  (D-D-D)
  PS / —
  — / —
  NA / NA
  Mines (Bomb)
  NA / 12,000
  (E-E-D)
  PS / —
  — / —
  NA / NA
  Rocket Launcher (Pod)
  15,000 / NA
  (X-X-B)
  3064 (MH) / NA
  — / NA
  NA / NA
  Rocket Launcher (Ammo)
  NA / 1,000
  (X-X-B)
  3064 (MH) / NA
  — / NA
  NA / NA
  TAG (Pod)
  50,000 / NA
  (E-F-D)
  2605 (TH) / —
  2835 / —
  3035 (FS) / NA
  Industrial Equipment
  Nail/Rivet Gun
  300 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Remote Sensor Dispenser
  21,000 / 700
  (F-F-D)
  PS / —
  — / —
  NA / NA
  *Per Tube Costs only apply at non-standard rack sizes (LRM 5, SRM 2, SRM 4, SRM 6—including Streak—use standard launcher cost)
  **The One-Shot option may be applied to LRM, MRM, SRM, Streak SRM, Narc, and iNarc weapons only. Rocket Launchers are automatically considered One-Shot items (the ammunition cost reflects post-battle reloads only).
  † See page 230 ‘Single-Shot (OS) Missile Launchers’ for exact dates/availability of One-Shot systems.
  NOTE: Ammunition costs are not added to a unit’s total cost. These values are included here for completeness.
  HEAVY WEAPON AMMUNITION (CONT)
  
  297
  297
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced   
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  ER Medium Laser
  80,000 / 200
  (X-X-D)
  3058 (FW) / 2824 (CJF)
  — / —
  NA / NA
  Small Laser
  11,250 / 200
  (X-X-B)
  2300 (TA) / —
  — / —
  NA / NA
  Medium Laser
  40,000 / 200
  (X-X-B)
  2300 (TA) / —
  — / —
  NA / NA
  Micro Pulse Laser
  12,500 / 200
  (X-X-D)
  NA / 3060 (CSJ)
  NA / —
  NA / NA
  Small Pulse Laser
  16,000 / 200
  (X-X-D)
  2609 (TH) / —
  2950 / —
  3037 (DC) / NA
  Medium Pulse Laser
  60,000 / 200
  (X-X-D)
  2609 (TH) / —
  2950 / —
  3037 (DC) / NA
  Heavy Small Laser
  20,000 / 200
  (X-X-D)
  NA / 3059 (CSA)
  NA / —
  NA / NA
  Heavy Medium Laser
  100,000 / 200
  (X-X-D)
  NA / 3059 (CSA)
  NA / —
  NA / NA
  PPCs
  Support PPC
  14,000 / 200
  (X-X-D)
  2436 (DC) / —
  — / —
  NA / NA
  Plasma Weapons
  Man-Portable Plasma Rifle
  28,000 / 20
  (X-X-D)
  3065 (CC) / NA
  — / NA
  NA / NA
  Needlers
  Firedrake Support Needler
  1,500 / 100
  (X-X-C)
  3061 (LA) / NA
  — / NA
  NA / NA
  Recoilless Rifles
  Light Recoilless Rifle
  1,000 / 400
  (X-X-A)
  PS / —
  — / —
  NA / NA
  Medium Recoilless Rifle
  3,000 / 600
  (X-X-A)
  PS / —
  — / —
  NA / NA
  Heavy Recoilless Rifle
  5,000 / 800
  (X-X-A)
  PS / —
  — / —
  NA / NA
  Mortars
  Light Mortar
  2,100 / 600
  (X-X-C)
  3057 (LA)
  — / —
  NA / NA
  Heavy Mortar
  7,500 / 800
  (X-X-B)
  3057 (LA)
  — / —
  NA / NA
  Grenade Launcher
  Grenade Launcher (Heavy)
  4,500/500
  (X-X-D)
  3050 (FC) / 2900 (CDS)
  NA / —
  NA / NA
  Micro Grenade Launcher
  1,950 / 400
  (B-B-B)
  ES / —
  — / —
  NA / NA
  Missile Launchers
  LRM (per tube)
  6,000 / 250
  (X-X-E)
  3057 (FS) / 3060 (CGS)
  — / —
  NA / NA
  SRM (per tube)
  5,000 / 270
  (X-X-D)
  3050 (FC) / 2868 (CWF)
  — / —
  NA / NA
  MRM (per tube)
  5,000 / 21
  (X-X-D)
  3060 (DC) / NA
  — / NA
  NA / NA
  Rocket Launcher (per tube)*
  1,500 / 100
  (X-X-B)
  3050 (FC) / NA
  — / NA
  NA / NA
  Advanced SRM (per tube)
  15,000 / 540
  (X-X-F)
  NA / 3056 (CHH)
  NA / —
  NA / NA
  Detachable Missile Pack Mod.**
  +10,000 / NA
  (X-X-E)
  3060 (LA) / 2870 (CSV)
  — / —
  NA / NA
  One-Shot*
  x 0.5 / x 1
  As Launcher
  2676 (TH) / —
  2800 / —
  NA / NA
  Inferno Ammo (SRM)
  NA / x 0.5
  (D-D-D)
  2380 (TC) / —
  — / —
  NA / NA
  Torpedo Ammo (LRM/SRM)
  NA / x 1
  (C-C-C)
  2380 (TH) / —
  — / —
  NA / NA
  Multi-Purpose Ammo (Suit LRM/SRM)
  NA / x 2
  (X-X-E)
  NA / 3060 (CGS)
  NA / —
  NA / NA
  Special Weapons
  Compact Narc Launcher
  50,000 / 200
  (X-X-E)
  3060 (LA) / 2875 (CSV)
  — / —
  NA / NA
  Bomb Rack
  30,000 / 500
  (X-X-F)
  NA / 3060 (CCC)
  NA / —
  NA / NA
  Pop-Up Mine
  2,500 / 15,000
  (X-X-E)
  3050 (FS) / NA
  — / NA
  NA / NA
  Anti-Personnel  Weapons
  As Weapon
  As Weapon
  As Weapon
  As Weapon
  As Weapon
  Other Equipment
  Light Active Probe
  50,000 / NA
  (X-X-E)
  3050 (FC) / 2900 (CSJ)
  — / —
  NA / NA
  Camo System
  200,000 / NA
  (X-F-F)
  2800 (CS) / NA
  — / NA
  NA / NA
  Cutting Torch
  1,000 / NA
  (B-B-B)
  PS / —
  — / —
  NA / NA
  ECM (Battle Armor)
  50,000 / NA
  (E-F-F)
  2720 (TH) / —
  2788 / —
  3057 (WB) / NA
  Extended Life Support
  10,000 / NA
  (E-F-E)
  2715 (TH) / —
  — / —
  NA / NA
  Fuel Tank
  500 / 10
  (X-X-E)
  2744 (TH) / —
  — / —
  3051 (FC) / NA
  Heat Sensor
  15,000 / NA
  (X-X-F)
  3050 (FC) / 2880 (CBS)
  — / —
  NA / NA
  Improved Sensors
  35,000 / NA
  (X-X-E)
  3051 / 2890 (CBS)
  — / —
  NA / NA
  Jump Booster
  75,000 / NA
  (X-X-E)
  3051 / 3062 (CIH)
  — / —
  NA / NA
  Laser Microphone
  750 / NA
  (E-E-F)
  ES / —
  — / —
  NA / NA
  Magnetic Clamps
  2,500 / NA
  (X-X-E)
  3062 (CC) / NA
  — / NA
  NA / NA
  Mission Equipment
  0 / 0
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Modular Mount
  Std. Modular Weapon Mount
  1,000 / NA
  (X-X-C)
  3050 / 2868 (CWF)
  — / —
  NA / NA
  Anti-Personnel Weapon Mount
  500 / NA
  (X-X-C)
  3050 / 2868 (CWF)
  — / —
  NA / NA
  Modular Turret Mount (per Slot)
  2,500 / NA
  (X-X-D)
  3050 / 2868 (CWF)
  — / —
  NA / NA
  Configurable Turret Mount**
  +2,500 / NA
  (X-X-E)
  3050 / 2868 (CWF)
  — / —
  NA / NA
  ADDITIONAL BATTLE ARMOR WEAPONS AND EQUIPMENT (CONT)
  
  CONVENTIONAL INFANTRY WEAPONS
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced  
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Archaic Weapons
  Bow (Compound)
  15 / 2
  (B-A-A)
  PS / —
  — / —
  NA / NA
  Bow (Daikyu)
  30 / 2
  (C-D-D)
  PS / —
  — / —
  NA / NA
  Bow (Long bow)
  20 / 2
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Bow (Shortbow)
  10 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Bow (Hankyu)
  15 / 1
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Club (Blackjack/Sap)
  5 / NA
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Club (Club/Improvised)
  0 / NA
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Crossbow (Basic)
  10 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Crossbow (Heavy)
  20 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Blade (Axe)
  25 / NA
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Blade (Bokken)
  15 / NA
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Blade (Dao)
  200 / NA
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Blade (Carbon-Reinforced Nails)
  1,000 / NA
  (X-D-D)
  2990 (CC) / NA
  — / NA
  NA / NA
  Blade (Hatchet/Tomahawk)
  10 / NA
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Blade (Katana)
  250 / NA
  (C-C-D)
  PS / —
  — / —
  NA / NA
  Blade (Dagger/Knife/Bayonet)
  8 / NA
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Blade (No-Dachi)
  300 / NA
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Blade (Shuriken)
  5 / NA
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Blade (Sword)
  30 / NA
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Blade (Wakizashi)
  150 / NA
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Blade (Vibro-axe)
  150 / *
  (C-D-D)
  2445 (LC) / —
  — / —
  NA / NA
  Blade (Vibro-blade)
  100 / *
  (B-C-B)
  2400 (FW) / —
  — / —
  NA / NA
  Blade (Vibro-katana)
  350 / *
  (E-E-D)
  2450 (DC) / —
  — / 2850
  NA / NA
  Blade (Vibro-sword, I.S.)
  300 / *
  (D-D-C)
  2440 (TH) / —
  — / 2850
  NA / NA
  Blade (Vibro-sword, Clan)
  500 / *
  (X-F-E)
  NA / 2800 (CJF)
  NA / —
  NA / NA
  Nunchaku
  10 / NA
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Staff
  5 / NA
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Staff (Pole Arm)
  50 / NA
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Staff (Stun Staff, Single-End)
  300 / *
  (A-C-A)
  2150 (WA) / —
  — / —
  NA / NA
  Staff (Stun Staff, Double-End)
  500 / *
  (A-C-A)
  2155 (WA) / —
  — / —
  NA / NA
  Stunstick
  200 / *
  (A-A-A)
  ES / —
  — / —
  NA / NA
  Stunstick (Mini)
  50 / *
  (B-A-A)
  ES / —
  — / —
  NA / NA
  Whip
  18 / NA
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Whip (Monowire)
  200 / *
  (E-F-E)
  2200 (TA) / —
  — / —
  NA / NA
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced   
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Parafoil
  3,000 / NA
  (B-B-C)
  PS / —
  — / —
  NA / NA
  Partial Wing
  50,000 / NA
  (X-X-F)
  3053 (DC) / NA
  — / NA
  NA / NA
  Power Pack
  1,000 / NA
  (B-C-B)
  PS / —
  — / —
  NA / NA
  Remote Sensor Dispenser
  7,500 / 700
  (D-D-D)
  PS / —
  — / —
  NA / NA
  Searchlight
  500 / NA
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Shotgun Microphone
  750 / NA
  (E-E-F)
  PS / —
  — / —
  NA / NA
  Space Operations Adaptation
  50,000 / NA
  (X-X-E)
  3011 (TC) / 2895 (CSR)
  — / —
  NA / NA
  Squad Support Weapon Mount
  Weapon +5,000 
  / NA
  (X-X-E)
  PS / —
  — / —
  NA / NA
  Light TAG
  40,000 / 200
  (X-X-F)
  3053 (DC) / 3054 (CWF)
  — / —
  NA / NA
  *For battlesuits, the One-Shot option may be applied to LRM, MRM, SRM, Advanced SRM, and Narc weapons only; Rocket Launchers and Pop-Up Mines are automatically considered One-Shot items (the ammunition shot cost 
  is for post-battle reload purposes only).
  **Detachable Missile Packs and Configurable Weapon Mounts add their price to the cost of the weapon or turret they modify (respectively).
  NOTE: Battle Armor Equipment Prices and Availabilities reflect the versions adapted for use on battle armor only; The dates of Introduction, however, may reflect the creation of the originating weapon system instead
  ADDITIONAL BATTLE ARMOR WEAPONS AND EQUIPMENT (CONT)
  
  299
  299
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced  
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Whip (Medusa)
  2,200 / *
  (X-F-E)
  NA / 2820 (CWM)
  NA / —
  NA / NA
  Whip (Neural Lash)
  750 / *
  (E-E-D)
  2200 (DC) / —
  — / —
  NA / NA
  Whip (Neural Whip)
  500 / *
  (F-F-E)
  2215 (DC) / —
  — / 2786
  NA / NA
  Pistols
  Auto-Pistol
  50 / 2
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Auto-Pistol (Magnum)
  75 / 4
  (A-A-B)
  PS / —
  — / —
  NA / NA
  Auto-Pistol (Mydron)
  100 / 4
  (C-B-B)
  2612 (FS) / —
  — / —
  NA / NA
  Auto-Pistol (Nambu)
  75 / 2
  (B-C-C)
  2540 (DC) / —
  — / —
  NA / NA
  Auto-Pistol (Sternsnacht Python)
  125 / 4
  (X-X-C)
  3051 (FC) / NA
  — / NA
  NA / NA
  Auto-Pistol (Stetta)
  150 / 10
  (X-F-C)
  3010 (LC)
  — / NA
  NA / NA
  Auto-Pistol (M&G)
  60 / 3
  (C-B-C)
  2495 (LC) / —
  — / —
  NA / NA
  Auto-Pistol (Hawk Eagle)
  100 / 10
  (X -F-C)
  3035 (FW) / NA
  — / —
  NA / NA
  Auto-Pistol (Serrek 7875D)
  185 / 3
  (X-C-B)
  2810 (FS) / NA
  — / —
  NA / NA
  Dart Gun
  40 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Flare Pistol
  25 / 2
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Gauss Pistol
  1,500 / 1
  (X-D-D)
  NA / 2850 (CSA)
  NA / —
  NA / NA
  Gauss Pistol (Mandrake)
  750 / **
  (X-X-E)
  3052 (CC) / NA
  — / NA
  NA / NA
  Gyrojet Pistol
  450 / 1
  (D-D-C)
  2625 (TH) / —
  — / —
  NA / NA
  Gyrojet Pistol (Coventry Handrocket)
  250 / 3
  (X-X-D)
  3055 (FC) / NA
  — / NA
  NA / NA
  Gyrojet Pistol (Hold-Out)
  30 / 1
  (D-D-C)
  2630 (TH) / —
  — / —
  NA / NA
  Laser Pistol
  750 / *
  (B-A-A)
  2210 (TA) / —
  — / —
  NA / NA
  Laser Pistol (Blazer)
  3,000 / *
  (C-C-D)
  2295 (FW) / —
  — / —
  NA / NA
  Laser Pistol (ER)
  1,000 / *
  (X-D-C)
  NA / 2835 (CFM)
  NA / —
  NA / NA
  Laser Pistol (Hold-Out)
  100 / *
  (B-B-B)
  2320 (LC) / —
  — / —
  NA / NA
  Laser Pistol (Intek White Dwarf)
  250 / **
  (X-X-C)
  3058 (FW) / NA
  — / NA
  NA / NA
  Laser Pistol (Nakjima)
  750 / *
  (X-D-C)
  2880 (DC) / NA
  — / NA
  NA / NA
  Laser Pistol (Sunbeam)
  750 / *
  (X-F-D)
  3020 (FW) / NA
  — / NA
  NA / NA
  Laser Pistol (Sunbeam Nova)
  1,250 / *
  (X-X-D)
  3053 (FW) / NA
  — / NA
  NA / NA
  Machine Pistol (Martial Eagle)
  180 / 20
  (X-F-D)
  3045 (FW) / NA
  — / NA
  NA / NA
  Needler Pistol
  50 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Needler Pistol (Hold-Out)
  20 / **
  (C-B-B)
  2515 (TH) / —
  — / —
  NA / NA
  Needler Pistol (M&G Flechette)
  100 / 4
  (B-B-C)
  2360 (LC) / —
  — / —
  NA / NA
  Needler Pistol (Sea Eagle)
  110 / 5
  (X-F-D)
  3035 (FW) / NA
  — / NA
  NA / NA
  Paint Gun (LGB-46R)
  50 / 10
  (A-A-B)
  PS / —
  — / —
  NA / NA
  Pistol (Flamer)
  50 / 1
  (B-B-B)
  ES / —
  — / —
  NA / NA
  Pistol (Hold-Out)
  20 / 1
  (A-A-B)
  PS / —
  — / —
  NA / NA
  Pistol (Makeshift)
  15 / 1
  (A-A-A)
  PS / —
  — / 2800
  NA / NA
  Pistol (TK Enforcer Semi-Auto)
  110 / 3
  (X-X-B)
  3058 (LA) / NA
  — / NA
  NA / NA
  Pistol (Spitball Gas Weapon)
  6 / 2
  (X-X-C)
  3059 (LA) / NA
  — / NA
  NA / NA
  Pistol (Sternsnacht Heavy [Claymore])
  200 / 1
  (X-E-D)
  2885 (LC) / NA
  — / NA
  NA / NA
  Pulse Laser Pistol (Clan) 
  1,500 / *
  (X-C-C)
  NA / 2840 (CFM)
  NA / —
  NA / NA
  Pulse Laser Pistol (IS)
  1,000 / *
  (B-F-C)
  2620 (TH) / —
  — / 2845
  NA / NA
  Revolver
  60 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Revolver (Magnum)
  60 / 3
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Sonic Stunner
  100 / *
  (B-C-B)
  2375 (TH) / —
  — / —
  NA / NA
  Tranq Gun
  30 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Rifles
  Auto-Rifle
  80 / 2
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Elephant Gun
  100 / 2
  (B-C-C)
  PS / —
  — / —
  NA / NA
  Gauss Rifle (Thunderstroke)
  2,500 / 3
  (X-X-E)
  3058 (FS) / NA
  — / NA
  NA / NA
  Gauss Rifle (Thunderstroke II)
  3,500 / 10
  (X-X-D)
  3062 (FS) / NA
  — / NA
  NA / NA
  Gyroslug Carbine
  800 / 5
  (C-D-C)
  2580 (CC) / —
  — / —
  NA / NA
  Gyroslug Carbine (Star King)
  950 / 15
  (X-C-D)
  2789 (LC) / NA
  2925 / NA
  NA / NA
  Gyroslug Rifle
  1,000 / 20
  (B-C-C)
  2530 (TH) / —
  — / —
  NA / NA
  Gyrojet Gun (Heavy)
  2,500 / 250
  (C-D-C)
  2590 (LC) / —
  — / —
  NA / NA
  Gyrojet Rifle
  1,000 / 20
  (C-C-B)
  2540 (TH) / —
  — / —
  NA / NA
  Laser Rifle
  1,250 / *
  (C-B-B)
  2230 (TA) / —
  — / —
  NA / NA
  Laser Rifle (Blazer)
  2,190 / *
  (C-C-D)
  2290 (FW) / —
  — / —
  NA / NA
  CONVENTIONAL INFANTRY WEAPONS (CONT)
  
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced  
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Laser Rifle (Ebony Assault)
  8,500 / *
  (X-X-E)
  3063 (MC) / NA
  — / NA
  NA / NA
  Laser Rifle (ER)
  2,000 / *
  (X-D-D)
  NA / 2845 (CSA)
  NA / —
  NA / NA
  Laser Rifle (ER [Sunbeam Starfire])
  2,500 / *
  (X-X-E)
  3052 (FW) / NA
  — / NA
  NA / NA
  Laser Rifle (Federated-Barrett M61A)
  2,150 / *
  (X-X-D)
  3062 (FS) / NA
  — / NA
  NA / NA
  Laser Rifle (Intek)
  1,250 / *
  (X-D-D)
  2880 (FW) / NA
  — / NA
  NA / NA
  Laser Rifle (Magna)
  1,500 / *
  (C-C-D)
  2465 (DC) / —
  — / —
  NA / NA
  Laser Rifle (Marx XX)
  1,750 / *
  (D-E-D)
  2690 (TH) / —
  — / —
  NA / NA
  Laser Rifle (Mauser 960)
  8,000 / *
  (C-F-D)
  2700 (TH) / —
  — / 3040
  NA / NA
  Laser Rifle (Mauser 1200 LSS)
  10,000 / *
  (X-X-E)
  3055 (WB) / NA
  — / NA
  NA / NA
  Laser Rifle (Mauser IIC IAS)
  18,000 / *
  (X-F-E)
  NA / 3015 (CHH)
  — / —
  NA / NA
  Laser Rifle (Maxell PL-10)
  2,000 / *
  (X-X-C)
  3059 (LA) / NA
  — / NA
  NA / NA
  Needler Rifle
  75 / 2
  (B-B-B)
  ES / —
  — / —
  NA / NA
  Needler Rifle (Shredder Heavy)
  150 / 3
  (X-X-C)
  3054 (FC) / NA
  — / NA
  NA / NA
  Needler Rifle (M&G Flechette)
  200 / 8
  (C-C-C)
  2325 (LC) / —
  — / —
  NA / NA
  Pulse Laser Rifle (Clan)
  3,000 / *
  (X-E-D)
  NA / 2835 (CGS) 
  NA / —
  NA / NA
  Pulse Laser Rifle (IS)
  2,000 / *
  (D-E-C)
  2680 (TH) / —
  — / 2880
  NA / NA
  Rifle (Bolt-Action)
  60 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Rifle (Federated-Barrett M42B)
  1,385 / 12
  (X-X-D)
  3064 (FS) / NA
  — / NA
  NA / NA
  Rifle (Federated Long)
  120 / 3
  (X-C-A)
  2870 (FS) / NA
  — / NA
  NA / NA
  Rifle (Imperator AX-22 Assault)
  200 / 3
  (X-X-B)
  3060 (FW) / NA
  — / NA
  NA / NA
  Rifle (M&G G-150)
  270 / 5
  (X-X-C)
  3060 (LA) / NA
  — / NA
  NA / NA
  Rifle (Makeshift)
  20 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Rifle (Minolta 9000)
  1,000 / 5
  (X-X-E)
  3055 (CC) / NA
  — / NA
  NA / NA
  Rifle (Radium Sniper)
  9,500 / 650
  (F-X-F)
  2583 (TC) / NA
  2607 / —
  3062 (TC) / NA
  Rifle (Sniper)
  350 / 4
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Rifle (TK Assault)
  150 / 3
  (X-C-A)
  2870 (LC) / NA
  — / NA
  NA / NA
  Rifle (Zeus Heavy)
  200 / 3
  (C-B-B)
  2740 (FS) / —
  — / —
  NA / NA
  Shotguns
  Auto-Shotgun
  200 / 2
  (B-B-C)
  ES / —
  — / —
  NA / NA
  Ceres Arms Crowdbuster
  150 / *
  (X-F-D)
  3030 (CC) / NA
  — / NA
  NA / NA
  Gel Gun (Buccaneer)
  200 / 20
  (X-X-D)
  3035 (FW) / NA
  — / NA
  NA / NA
  Shotgun (Avenger CCW)
  345 / 4
  (X-E-C)
  NA / 3020 (CSV)
  NA / —
  NA / NA
  Shotgun (Combat)
  175 / 2
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Shotgun (Double-Barrel)
  30 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Shotgun (Double-Barrel, Sawed Off)
  30 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Shotgun (Pump-Action)
  40 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Shotgun (Pump-Action, Sawed Off)
  40 / 1
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Submachine Guns
  Gauss SMG
  2,000 / 10
  (X-X-D)
  NA / 3055 (CDS)
  NA / —
  NA / NA
  Submachine Gun
  80 / 5
  (A-A-A)
  PS / —
  — / —
  NA / NA
  SMG (Gunther MP-20)
  125 / 5
  (X-E-C)
  3007 (LC) / NA
  — / NA
  NA / NA
  SMG (Imperator 2894A1)
  100 / 5
  (X-C-B)
  2842 (FW) / NA
  — / NA
  NA / NA
  SMG (KA-23 Subgun)
  350 / 6
  (X-C-D)
  2895 (DC) / NA
  — / NA
  NA / NA
  SMG (Rorynex RM-3/XXI)
  80 / 10
  (C-B-C)
  2660 (TH) / —
  — / —
  NA / NA
  SMG (Rugan)
  100 / 8
  (D-B-C)
  2720 (TH) / —
  — / —
  NA / NA
  Grenades (Thrown)
  Grenade
  16 / **
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Grenade (Micro)
  2 / **
  (B-C-C)
  PS / —
  — / —
  NA / NA
  Grenade (Mini)
  8 / **
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Grenade (Rocket-Assisted)
  50 / **
  (X-X-D)
  3065 (FS) / NA
  — / NA
  NA / NA
  Support Weapons
  AA Weapon (Mk. 1, Light)
  1,000 / **
  (E-F-D)
  2500 (TH) / —
  2790 / —
  3056 (FW) / NA
  AA Weapon (Mk. 2, Man-Portable)
  3,500 / 1,000
  (E-F-D)
  2510 (TH) / —
  2790 / —
  3058 (FW) / NA
  Autocannon (Bearhunter)
  3,000 / 200
  (X-X-D)
  NA / 3062 (CHH)
  NA / —
  NA / NA
  Autocannon (Semi-Portable)
  2,000 / 150
  (C-D-D)
  2255 (TA) / —
  — / —
  NA / NA
  Flamer (Heavy)
  200 / 200
  (B-B-B)
  ES / —
  — / —
  NA / NA
  Flamer (Man-Pack)
  100 / 2
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Gauss Cannon (Grand Mauler)
  5,000 / 5
  (X-X-D)
  3059 (FS) / NA
  — / NA
  NA / NA
  CONVENTIONAL INFANTRY WEAPONS (CONT)
  
  301
  301
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  BATTLE VALUE
  BATTLE VALUE
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  Weapon / Item
  Cost
  Availability 
  (AoW-SW-3050+)
  Introduced  
  (Affiliation)
  Extinction
   Reintroduced 
  (Affiliation)
  Gauss Rifle (Magshot)
  8,500 / 10
  (X-X-E)
  3059 (FS) / NA
  — / NA
  NA / NA
  Gauss Rifle (Tsunami Heavy)
  5,500 / 5
  (X-X-D)
  3056 (DC) / NA
  — / NA
  NA / NA
  Gauss Rifle, Light (David)
  6,000 / 20
  (X-X-E)
  3063 (FW) / NA
  — / NA
  NA / NA
  Gauss Rifle, Light (King David)
  8,000 / 200
  (X-X-E)
  3063 (FW) / NA
  — / NA
  NA / NA
  Grenade Launcher
  465 / 80
  (A-B-B)
  PS / —
  — / —
  NA / NA
  Grenade Launcher (Auto)
  975 / 160
  (B-B-B)
  ES / —
  — / —
  NA / NA
  Grenade Launcher (Compact)
  290 / 2
  (B-C-B)
  ES / —
  — / —
  NA / NA
  Grenade Launcher (Heavy)
  1,500 / 320
  (X-X-D)
  3050 (FC) / NA
  — / NA
  NA / NA
  Grenade Launcher (Heavy Auto)
  4,500 / 400
  (X-X-D)
  NA / 2900 (CDS)
  NA / —
  NA / NA
  Laser (Hellbore Assault)
  2,500 / *
  (X-X-E)
  3058 (CS) / —
  — / —
  NA / NA
  LRM Launcher (FarShot)
  2,000 / 1,500
  (X-X-D)
  3057 (FWL) / —
  — / —
  NA / NA
  Machine Gun (Light)
  400 / 6
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Machine Gun (Portable)
  1,000 / 10
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Machine Gun (Semi-Portable)
  1,100 / 10
  (B-B-B)
  PS / —
  — / —
  NA / NA
  Machine Gun (Support)
  1,750 / 50
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Mortar (Light)
  1,400 / 24
  (C-C-C)
  PS / —
  — / —
  NA / NA
  Mortar (Heavy)
  5,000 / 32
  (B-C-B)
  PS / —
  — / —
  NA / NA
  MRM Launcher (One-Shot)
  2,500 / 21
  (X-X-E)
  3065 (DC) / NA
  — / NA
  NA / NA
  Needler, Support (Firedrake)
  500 / 10
  (X-X-C)
  3061 (LA) / NA
  — / NA
  NA / NA
  Particle Cannon (Semi-Portable)
  7,000 / *
  (D-E-D)
  2436 (DC) / —
  — / —
  NA / NA
  Particle Cannon (Support)
  45,000 / *
  (C-D-C)
  2470 (TH) / —
  — / —
  NA / NA
  Plasma Rifle (Man-Portable)
  7,500 / 10
  (X-X-D)
  3065 (CC) / NA
  — / NA
  NA / NA
  Pulse Laser (Dragonsbane)
  5,000 / **
  (X-X-D)
  3058 (DC) / NA
  — / NA
  NA / NA
  Recoilless Rifle (Light)
  300 / 20
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Recoilless Rifle (Medium)
  2,000 / 30
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Recoilless Rifle (Heavy)
  3,000 / 40
  (A-A-A)
  PS / —
  — / —
  NA / NA
  Rocket Launcher (LAW)
  350 / **
  (A-B-B)
  PS / —
  — / —
  NA / NA
  Rocket Launcher (V-LAW)
  75 / **
  (A-A-A)
  PS / —
  — / —
  NA / NA
  SRM Launcher (Std, Two-Shot)
  1,500 / 450
  (C-C-D)
  2370 (TH) / —
  — / —
  NA / NA
  SRM Launcher (Hvy, One-Shot)
  3,000 / 500
  (C-C-D)
  2370 (TH) / —
  — / —
  NA / NA
  SRM Launcher (Light)
  1,500 / 300
  (C-C-D)
  2370 (TH) / —
  — / —
  NA / NA
  Support Laser
  10,000 / *
  (B-C-D)
  2380 (TH) / —
  — / —
  NA / NA
  Support Laser (ER, IS)
  11,250 / *
  (X-X-E)
  3059 (FW) / NA
  — / NA
  NA / NA
  Support Laser (ER, Clan)
  11,250 / *
  (X-E-D)
  NA / 2825 (CHH)
  NA / —
  NA / NA
  Support Laser (ER Heavy, IS)
  80,000 / *
  (X-X-D)
  3060 (FW) / NA
  — / NA
  NA / NA
  Support Laser (ER Heavy, Clan)
  80,000 / *
  (X-E-D)
  NA / 2827 (CHH)
  NA / —
  NA / NA
  Support Laser (ER, Semi-Portable)
  10,000 / *
  (X-X-C)
  NA / 3060 (CSJ)
  NA / —
  NA / NA
  Support Laser (Heavy)
  40,000 / *
  (E-E-D)
  2405 (TH) / —
  — / —
  NA / NA
  Support Laser (Heavy, Semi-Portable)
  20,000 / *
  (X-X-D)
  NA / 3061 (CSA)
  NA / —
  NA / NA
  Support Laser (Semi-Portable)
  5,000 / *
  (C-D-C)
  2400 (TH) / —
  — / —
  NA / NA
  Support Laser (Ultra-Heavy)
  100,000 / *
  (X-X-D)
  NA / 3062 (CSA)
  NA / —
  NA / NA
  Support Pulse Laser
  16,000 / *
  (D-E-D)
  2610 (TH) / —
  — / —
  NA / NA
  Support Pulse Laser (Heavy)
  60,000 / *
  (E-F-E)
  2615 (TH) / —
  — / —
  NA / NA
  Support Pulse Laser (Semi-Portable)
  12,500 / *
  (X-X-D)
  NA / 3059 (CSJ)
  NA / —
  NA / NA
  *These weapons use Energy Cells; a base value of 200 C-bills may be applied to reflect a sufficient supply of power cells for combat.
  **These weapons are Single-Use only Items
  CONVENTIONAL INFANTRY WEAPONS (CONT)
  
  The Battle Value (BV) system provides a numerical rating that 
  represents the capabilities and survivability of every BattleTech unit: 
  BattleMechs, IndustrialMechs, Combat Vehicles, Support Vehicles, 
  aerospace fighters, conventional fighters, DropShips, Small Craft, 
  ProtoMechs, conventional infantry and battle armor. With the Battle 
  Value system, players can create fairly well matched battles by assem-
  bling two opposing forces, each with the same total BV ratings (see 
  Constructing a Battle Force, p. 315) and equivalent force sizes. The BV 
  ratings for combat-effective weapons and equipment are listed in 
  the Inner Sphere, Clan and Conventional Infantry Weapons Battle 
  Value tables at the end of this section, beginning on p. 317.
  The formulas in this section allow players to calculate the exact 
  BV of any BattleMech, vehicle or other unit. However, the variety 
  of hardware and units encompassed by BattleTech precludes an 
  easy-to-use system. Players may find some of the formulas com-
  plex, and space prohibits a detailed analysis of the methods by 
  which equipment values and other modifiers are derived.
  This revised Battle Value system replaces the system first published 
  in Maximum Tech and the BattleTech Master Rules. A list of Battle Values 
  for all units with a published Record Sheet can be found on Catalyst 
  Game Labs’ Master Unit List website (http://www.masterunitlist.info/).
  CALCULATING ’MECH BV
  BattleMechs and IndustrialMechs share the same method 
  of calculating their BV ratings, involving three main steps. First, 
  calculate the ’Mech’s Defensive Battle Rating (DBR). Second, cal-
  culate the Offensive Battle Rating (OBR). Finally, add the Defensive 
  and Offensive Battle Ratings together for a combined BV and 
  then round to the nearest whole number (round .5 up) to obtain 
  the final BV. As you read each step, refer to pp. 304–305 for an 
  example of calculating the BV for a MON-66 Mongoose, a TDR-
  10SE Thunderbolt and a WI-DM DemolitionMech.
  STEP 1: CALCULATE DEFENSIVE BATTLE RATING
  First, ADD the following figures:
  Total Armor Factor x 2.5 x Armor Type Modifier
  Consult the ’Mech Armor Type Modifier Table on p. 315.
  Total Internal Structure Points x 1.5 x Internal Structure Type 
  Modifier x Engine Type Modifier
  Consult the ’Mech Internal Structure Type Modifier Table on p. 
  315 and the ’Mech Engine Type Modifier Table on p. 315.
  Gyro (’Mech Tonnage x ’Mech Gyro Modifier)
  Consult the ’Mech Gyro Type Modifier Table on p. 315.
  Total BV of all Defensive Equipment
  Defensive Equipment includes active probes, anti-missile 
  system (including AMS ammo up to the BV of the systems them-
  selves), antipersonnel pods, anti-battle armor pods, bridgelayers 
  and ECM suites. All TechManual Defensive Equipment is identified 
  on the Weapon and Equipment Battle Value Tables by a dagger 
  footnote (†).
  Then SUBTRACT the following figures. These subtractions can-
  not drop the running total below 1.
  15 points per critical space of explosive ammo in the center 
  torso, legs or head (Clan ’Mech)
  15 points per critical space of explosive ammo in any loca-
  tion (Inner Sphere ’Mech with XL engine)
  15 points per critical space of explosive ammo in the center 
  torso, legs or head, or not protected by CASE* in its location (Inner 
  Sphere ’Mech with Standard or Light engines)
  DF 
  RA
  Clan Jade Falcon’s Delta Galaxy conducts a Trial of Possession to take a power station from the Steel Vipers’ Rho Galaxy.
  
  303
  303
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE VALUE
  BATTLE VALUE
  15 points per critical space of explosive ammo in arm 
  not protected by CASE* in its location, or in the next location 
  inward on the Damage Transfer Diagram (see p. 123, TW) 
  (Inner Sphere ’Mechs with standard or light engines)
  1 point per Gauss weapon critical space in the center 
  torso, legs or head (Clan ’Mech)
  1 point per Gauss weapon critical space in any location 
  (Inner Sphere ’Mech with XL engine)
  1 point per Gauss weapon critical space in the center 
  torso, legs or head, or not protected by CASE* in its location 
  (Inner Sphere ’Mech with Standard or Light engine)
  1 point per Gauss weapon critical space in arm not pro-
  tected by CASE* in its location, or in the next location inward 
  on the Damage Transfer Diagram (see p. 123, TW) (Inner 
  Sphere ’Mechs with standard or light engines)
  Note: Explosive ammo is any ammunition that may explode 
  inside a ’Mech. Gauss weapons include Gauss rifles, HAGs and 
  AP Gauss.
  * – It is assumed Clan ’Mechs have CASE installed. If the 
  design specifically did not pay the C-bill cost to install CASE 
  then treat a Clan-built ’Mech as an Inner Sphere ’Mech for the 
  purpose of these calculations.
  Calculate ’Mech’s Defensive Battle Rating
  MULTIPLY the current total by the ’Mech’s Defensive Factor. 
  A ’Mech’s Defensive Factor is based on the unit’s highest poten-
  tial target modifier (including bonuses for jump capability, 
  enhanced movement capability from MASC or triple-strength 
  myomer, and the maximum effects of stealth armor, such as 
  the modifier for long range), as shown on the Defensive Fac-
  tors Table and Defensive Factor Modifier Table (p. 316). The final 
  result is the ’Mech’s Defensive Battle Rating (DBR).
  STEP 2: CALCULATE OFFENSIVE BATTLE RATING
  To calculate the Offensive Battle Rating, first calculate the 
  Modified Battle Value of each weapon on the ’Mech. Then, 
  make any required adjustments for the ’Mech’s Heat Efficiency, 
  offensive equipment, and tonnage to get the ’Mech’s Weapon 
  Battle Rating. Multiply the Weapon Battle Rating by the 
  ’Mech’s Speed Factor: the result is the Offensive Battle Rating.
  Calculate Each Weapon’s Modified BV 
  First, determine the Battle Value of each weapon and its 
  ammunition (if applicable) carried by the ’Mech (see pp. 317-
  318). Then apply the following BV modifiers as necessary. All 
  modifiers are cumulative. The result is the weapon’s Modified 
  BV, which is used in the steps that follow.
  Excessive Ammunition: To prevent excessive ammo from 
  distorting the Battle Value, the BV added for ammunition can-
  not exceed the unmodified BV of the weapon itself. If the BV 
  of the ammo exceeds the weapon BV, reduce the ammo BV to 
  equal the unmodified weapon BV. When a ’Mech carries sev-
  eral weapons of the same model, total the unmodified BV for 
  all examples of that model and then the BV for all ammunition 
  carried for that model before comparing the two BVs.
  Rear-Firing Weapons: Rear-firing torso-, leg- and head-
  mounted weapons (but not their ammunition) count as half 
  their normal BV value. If the unmodified BV of forward-firing 
  weapons in those locations is less than the unmodified BV of 
  rear-firing weapons, then halve the value of the forward-firing 
  torso-, leg- and head-mounted weapons instead. When mak-
  ing heat adjustments to a weapon’s BV (see below), switch the 
  forward- and rear-firing arcs in an identical manner.
  Artemis IV FCS: Increase by 20 percent the BV of any mis-
  sile launcher equipped with Artemis IV. This increase does not 
  apply to the launcher’s ammunition.
  Targeting Computer: Each weapon linked to a targeting 
  computer (see p. 238) multiplies its BV by 1.25. Do not include 
  ammunition when adjusting linked weapon BVs.
  Determine ’Mech Heat Efficiency and Total Weapon Heat
  Determine ’Mech Heat Efficiency: A weapon’s Modified BV 
  may need to be reduced to take into consideration the ’Mech’s 
  Heat Efficiency. To calculate ’Mech Heat Efficiency, add 6 to 
  the unit’s Heat Sink Capacity and subtract the heat generated 
  when the ’Mech moves.
  ’Mech Heat Efficiency = 6 + Heat Sink Capacity – Movement Heat
  Heat Sink Capacity: Heat Sink Capacity denotes the maxi-
  mum number of Heat Points a ’Mech can dissipate in a single 
  turn. Each single heat sink dissipates 1 point of heat. Double-
  capacity heat sinks dissipate 2 points of heat.
  Movement Heat: Movement Heat is the amount of heat 
  generated when the ’Mech moves in the most heat-intensive 
  manner possible (Running or Jumping at its maximum capac-
  ity) during a single turn. If the ’Mech has stealth armor, add 10 to 
  this value. ICE-powered IndustrialMechs do not generate heat 
  when moving and so always have a Movement Heat Value of 0.
  Determine Total Weapon Heat: Determine the total heat 
  that the ’Mech would generate if it fired all its offensive weap-
  ons, including rear-firing weapons, in a single turn (Defensive 
  Equipment is never figured in this value). Multiply by 2 the 
  heat points generated by Ultra autocannons, multiply by 6 
  the heat points generated by rotary autocannons, reduce by 
  half the heat points generated by Streak SRMs and reduce to 
  one-quarter the heat points generated by one-shot weapons.
  Calculate Weapon Battle Rating
  Start a running Weapon Battle Rating total, beginning at 0. 
  When instructed, add the specified amount to this total.
  1 
  Add the Modified BV of any weapon on the ’Mech that 
  does not generate heat when fired to the running 
  Weapon Battle Rating total.
  2 
  Add the BV of any ammunition and non-Defensive Equip-
  ment on the ’Mech to the running Weapon Battle Rating total.
  3 
  If the ’Mech’s Total Weapon Heat is equal to or less than 
  the ’Mech’s Heat Efficiency, add the Modified BV of all 
  the ’Mech’s remaining weapons to the running Weapon 
  Battle Rating and proceed to Step 8. If the Total Weapon 
  Heat is greater than the ’Mech’s Heat Efficiency, start a 
  running heat total, beginning at 0, and proceed to Step 4.
  4 
  Ignoring weapons that generate no heat when fired, 
  choose the weapon on the ’Mech with the highest Modi-
  fied BV. If more than one weapon has the same Modified 
  BV, choose the one that generates the least heat when 
  fired. If multiple weapons of the same type are mounted, 
  choose one randomly.
  
  At a run, the Mongoose presents a Target Movement Modifier of 
  +4. That gives the ’Mech a Defensive Factor of 1.4.
   
  309.5
   
  x 1.4
   
  Defensive Battle Rating = 433.3
  CALCULATE OFFENSIVE BATTLE RATING
  1. Calculate Each Weapon’s Modified BV
  The Mongoose is armed with 3 Medium Lasers and 1 Small Laser. 
  It has no special equipment that modifies the BV of its weapons.
  3 Medium Lasers: 
  46 each
  1 Small Laser: 
  9
  2. Determine ’Mech Heat Efficiency and Total Weapon Heat
  The Mongoose has 10 single heat sinks. It cannot jump, and 
  so its hottest movement mode is Running (2 points of heat). It is 
  armed with 3 Medium Lasers (3 heat each) and 1 Small Laser (1 
  heat). Find its ’Mech Heat Efficiency and Total Weapon Heat.
   
  ’Mech Heat Efficiency = 6 + 10 - 2 = 14
   
  Total Weapon Heat = 3 + 3 + 3 + 1 = 10
  Because the Total Weapon Heat is lower than the ’Mech Heat 
  Efficiency, there is no need to reduce the BV of any of its weapons. 
  The Weapon Battle Rating is therefore the sum of these weapons’ 
  BVs, plus the ’Mech’s tonnage.
  3 Medium Lasers: 
  3 x 46 = 138
  1 Small Laser: 
  1 x 9 = 9
  25-ton ’Mech (No TSM): 
  25
   
  Weapon Battle Rating = 172
  3. Calculate Offensive Battle Rating
  Multiply the Mongoose’s Weapon Battle Rating by its Speed Fac-
  tor. With a maximum Running MP of 12, and no Jumping MP, its 
  Speed Factor is 1.89.
   
  172 x 1.89 = 325.08
   
   
  Offensive Battle Rating = 325.08
  CALCULATE FINAL BATTLE VALUE
   
  Defensive Battle Rating + Offensive Battle Rating = BV
   
   
  433.3 + 325.08 = 758.38
   
  MON-66 Mongoose BV = 758
  5 
  Add this weapon’s Modified BV to the running Weapon Battle 
  Rating total, and add its Heat Value to the running heat total.
  6 
  If the running heat total is less than the ’Mech Heat Efficiency, 
  repeat Steps 4-5 (ignoring any weapons already chosen). If 
  the running heat total is equal to or has exceeded the Heat 
  Efficiency, proceed to Step 7.
  7 
  The weapon that causes the ’Mech’s Heat Efficiency to be 
  equaled or exceeded is still calculated at its full Modified 
  BV. All remaining weapons are then added to the running 
  Weapon Battle Rating total at half their Modified BV.
  8 
  Add the total ’Mech tonnage to the running Weapon Battle 
  Rating total. Note: TSM-equipped ’Mechs multiply their ton-
  nage by 1.5. Industrial TSM-equipped ’Mechs multiply their 
  tonnage by 1.15.
  Having followed the steps above, the result is the ’Mech’s 
  Weapon Battle Rating. Proceed to the next step, Calculate Offen-
  sive Battle Rating.
  Calculate Offensive Battle Rating
  Determine Speed Factor: A ’Mech’s Speed Factor reflects its 
  ability to maneuver on the battlefield. To find the Speed Factor 
  of a ’Mech, add together its Running MP and half its Jumping MP 
  (rounded up). If the ’Mech has equipment that increases its Run-
  ning and/or Jumping MP, such as MASC or triple-strength myomer 
  (but not industrial triple-strength myomer), use the maximum MP 
  it can legally generate for each movement type. Then consult the 
  Speed Factor Table (p. 316).
  Multiply the Weapon Battle Rating by the Speed Factor to 
  give the Offensive Battle Rating. Note: IndustrialMechs, unless 
  equipped with Advanced Fire Control (see p. 69), multiply their 
  Offensive Battle Rating by 0.9.
  STEP 3: CALCULATE FINAL BATTLE VALUE
  Calculate a ’Mech’s final BV by adding its Defensive and Offen-
  sive Battle Ratings. If the ’Mech is equipped with a Small cockpit, 
  multiply this total by .95. Round the remaining fraction to the 
  nearest whole number (round .5 up).
  This formula yields the Battle Value of a ’Mech piloted by a 
  MechWarrior with the standard Gunnery 4 and Piloting 5 Skill 
  levels. If the MechWarrior has higher or lower skill levels, multiply 
  the BV by the appropriate skill level multiplier (see Constructing a 
  Battle Force, p. 315).
  CALCULATING THE BV OF: 
  A MON-66 MONGOOSE
  CALCULATE DEFENSIVE BATTLE RATING
  89 points Ferro-Fibrous Armor (1.0 multiplier)
  Total Armor Factor x 2.5: 
  89 x 2.5 x 1.0 = 222.5
  43 Points Endo Steel (1.0 multiplier) with Standard 
  Engine (1.0 multiplier)
  Total Internal Structure Points x 1.5 x 1.0 x 1.0: 
  43 x 1.5 = 64.5
  Gyro: 
  25 x 0.5 = 12.5
  Total BV of all Defensive Equipment: 
  1 Beagle Active Probe 
  10
   
  309.5
  
  305
  305
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE VALUE
  BATTLE VALUE
  2. Determine ’Mech Heat Efficiency and Total Weapon Heat
  The DemolitionMech has 1 single heat sink. It cannot jump, 
  and so its hottest movement mode is Running (2 points of 
  heat). It is armed with 1 Small Laser (1 heat). Find its ’Mech 
  Heat Efficiency and Total Weapon Heat.
   
  ’Mech Heat Efficiency = 6 + 1 - 2 = 5
   
  Total Weapon Heat = 1
  Because the Total Weapon Heat is lower than the ’Mech 
  Heat Efficiency, there is no need to reduce the BV of any of its 
  weapons. The Weapon Battle Rating is therefore the sum of its 
  equipment and weapon BVs, plus the ’Mech’s tonnage.
  Rock Cutter: 
  6
  Wrecking Ball: 
  8
  1 Small Laser: 
  9
  35-ton ’Mech (No Industrial TSM): 
  35
   
   
  Weapon Battle Rating = 58
  3. Calculate Offensive Battle Rating
  Multiply the DemolitionMech’s Weapon Battle Rating by 
  its Speed Factor. With a maximum Running MP of 5, and no 
  Jumping MP, its Speed Factor is 1.00.
   
  58 x 1.00 = 58
  Because the DemolitionMech is an IndustrialMech and does 
  not have an Advanced Fire Control System, the Offensive 
  Battle Rating needs to be multiplied by 0.9.
   
  58 x 0.9 = 52.2
   
  Offensive Battle Rating = 52.2
  CALCULATE FINAL BATTLE VALUE
   
   
  Defensive Battle Rating + Offensive Battle Rating = BV
   
   
  328.2 + 52.2 = 380.4
   WI-DM DemolitionMech BV = 380
  CALCULATING THE BV OF: 
  A WI-DM DEMOLITIONMECH
  CALCULATE DEFENSIVE BATTLE RATING
  85 points Industrial Armor (1.0 multiplier)
  Total Armor Factor x 2.5: 
  85 x 2.5 = 212.5
  58 Points Industrial (0.5 multiplier) with Inner 
  Sphere Fuel Cell Engine (1.0 multiplier)
  Total Internal Structure  
   
  Points x 1.5 x 0.5 x 1.0: 
  58 x 1.5 x 0.5 x 1.0 = 43.5
  Gyro: 
  35 x 0.5 = 17.5
  Total BV of all Defensive Equipment: 
  0
   
  273.5
  At the run, the DemolitionMech presents a Target Movement 
  Modifier of +2. That gives the ’Mech a Defensive Factor of 1.2.
   
  273.5
   
  x 1.2
   
   
  Defensive Battle Rating = 328.2
  CALCULATE OFFENSIVE BATTLE RATING
  1. Calculate Each Weapon’s Modified BV
  The DemolitionMech is armed with 1 Small Laser. It has no 
  special equipment that modifies the BV of its weapons.
  1 Small Laser: 
  9
  DF 
  RA
  A Blood Spirit Elemental Point dismounts from a Black Hawk OmniMech.
  
  STEP 3: CALCULATE FINAL BATTLE VALUE
  Players calculate the BV of a ProtoMech by adding the Pro-
  toMech’s Defensive and Offensive Battle Ratings. Round the 
  remaining fraction to the nearest whole number (.5 rounds up).
  This formula yields the Battle Value of a ProtoMech piloted by 
  a warrior with the standard Gunnery Skill level of 4. If the warrior 
  has a higher or lower skill level, multiply the BV by the appropriate 
  skill level multiplier (see Constructing a Battle Force, p. 315).
  CALCULATING THE BV OF:  
  A DELPHYNE-2
  CALCULATE DEFENSIVE BATTLE RATING
  Total Armor Factor x 2.5: 
  40 x 2.5 = 100
  Total Internal Structure Points x 1.5: 
  20 x 1.5 = 30
  Total BV of all Defensive Equipment: 
  0
   
  130
  At a run or when jumping, the Delphyne-2 presents a Target 
  Movement Modifier of +3. That gives the ProtoMech a Defensive 
  Factor of 1.3 + 0.1 (because it is a ProtoMech) = 1.4.
   
  130
   
  x 1.4
   
  Defensive Battle Rating = 182
  CALCULATE OFFENSIVE BATTLE RATING
  1. Calculate Weapon Battle Rating
  The Delphyne-2 is armed with 2 ER Micro Lasers and 2 SRM 3s. 
  The Delphyne-2 carries 20 shots for its SRM 3, or 60 missiles, which 
  weigh 10 kg each (see p. 88, ProtoMech Ammunition Weight Table).
  Ammunition (SRM) 60: 
  60 x 10 = 600
  600 kg is less than a full ton of SRM ammunition so it must cal-
  culate the modified BV for its ammunition. SRM 3 ammunition has 
  a BV of 4 for each full ton.
  600 kg of SRM 3 ammunition: 
  (600 ÷ 1,000) x 4 = 2.4
  No weapon has an ammunition BV greater than the BV of the 
  weapon, so no further modifications to BV are needed.
  2 ER Micro Lasers: 
  2 x 7 = 14
  2 SRM-3s: 
  2 x 30 = 60
  Ammunition (SRM) 60 (at full value): 
  2.4
   
  76.4
  2. Calculate Offensive Battle Rating
  Multiply the Delphyne’s Weapon Battle Rating by its Speed Fac-
  tor. With a maximum Running MP of 8, and a Jumping MP of 5, its 
  Speed Factor is 1.76.
  CALCULATING PROTOMECH BV
  The procedure for calculating the Battle Value (BV) of a Pro-
  toMech is similar to that for ’Mechs. The player first determines 
  the ProtoMech’s Defensive and Offensive Battle Ratings and then 
  combines them to produce the final BV. In all cases, retain frac-
  tions until reaching the final BV, then round to the nearest whole 
  number (.5 rounds up). As you read each step, refer to p. 307 for an 
  example of calculating the BV for a Delphyne-2.
  STEP 1: CALCULATE DEFENSIVE BATTLE RATING
  First, ADD the following figures:
  Total Armor Factor x 2.5
  Total Internal Structure Points x 1.5
  Total BV of all Defensive Equipment
  Defensive Equipment includes active probes, anti-missile 
  systems (including AMS ammo, up to the BV of the systems them-
  selves) and ECM suites. All TechManual Defensive Equipment is 
  identified on the Weapon and Equipment Battle Value Tables by 
  a dagger footnote (†).
  Calculate ProtoMech’s Defensive Battle Rating
  MULTIPLY the current total by the ProtoMech’s Defensive Fac-
  tor. The Defensive Factor is based on the unit’s highest potential 
  target modifier (including bonuses for jump capability and the 
  use of a ProtoMech myomer booster), as shown on the Defensive 
  Factors Table and Defensive Factor Modifier Table (p. 316). Proto-
  Mechs add 0.1 to the value from the table.
  The final result is the ProtoMech’s Defensive Battle Rating (DBR).
  STEP 2: CALCULATE OFFENSIVE BATTLE RATING
  To calculate the Offensive Battle Rating, calculate each weapon’s 
  BV in order to determine the Weapon Battle Rating. Then MULTIPLY 
  the Weapon Battle Rating by the ProtoMech’s Speed Factor.
  Calculate Weapon Battle Rating
  Determine the Battle Value of each weapon and its ammunition 
  (if applicable) carried, as well as any equipment (see pp. 317-318).
  Ammunition: If the ProtoMech carries a quantity of ammo other 
  than a full ton, divide the kilograms of ammo carried by 1,000, 
  then multiply the result by the BV of the ammo per ton. The result 
  is the BV for the amount of ammo carried.
  To prevent excessive ammo from distorting the Battle Value, the 
  BV added for ammunition cannot exceed the BV of the weapon 
  itself. If the ammo BV exceeds that of the weapon, reduce the 
  ammo BV to match the weapon BV.
  Calculate Offensive Battle Rating
  Determine Speed Factor: A ProtoMech’s Speed Factor reflects 
  its ability to maneuver on the battlefield. To find the Speed Factor, 
  add together the ProtoMech’s Running MP and half its Jumping MP 
  (rounded up). Add 1 to the result if the ProtoMech is equipped with 
  a myomer booster. Then consult the Speed Factor Table (p. 316).
  Multiply the Weapon Battle Rating by the listed Speed Factor to 
  give the Offensive Battle Rating.
  
  307
  307
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE VALUE
  BATTLE VALUE
  Calculate Each Weapon’s Modified BV 
  First, determine the Battle Value of each weapon and its 
  ammunition (if applicable) carried (see pp. 317-318). Then 
  apply the following BV modifiers as necessary. All modifiers 
  are cumulative. The result is the weapon’s Modified BV, which 
  is used in the steps that follow.
  Support Vehicles: Adjust the Battle Value of all heavy 
  weapons and their ammunition by the fire control multiplier 
  from the Offensive BV Adjustment Table (see p. 316). Players 
  need not adjust light and medium weapons.
  Turret-Mounted Weapons: Turret-mounted weapons 
  are always treated as facing forwards when calculating their 
  Battle Value.
  Excessive Ammunition: To prevent excessive ammo from 
  distorting the Battle Value, the BV added for ammunition can-
  not exceed the unmodified BV of the weapon itself. If the BV 
  of the ammo exceeds the weapon BV, reduce the ammo BV 
  to equal the unmodified weapon BV. If the unit has several 
  weapons of the same model, total the unmodified BV for all 
  examples of that model and then the BV for all ammunition 
  carried for that model before comparing the two BVs.
  Rear-Firing Weapons: Rear-firing torso-, leg- and head-
  mounted weapons (but not their ammunition) count as half 
  their normal BV value. If the unmodified BV of forward-firing 
  weapons in those locations is less than the unmodified BV of 
  rear-firing weapons, then halve the value of the forward-firing 
  torso-, leg- and head-mounted weapons instead. When mak-
  ing heat adjustments to a weapon’s BV (see below), switch the 
  forward- and rear-firing arcs in an identical manner.
  Artemis IV FCS: Increase by 20 percent the BV of any mis-
  sile launcher equipped with Artemis IV. This increase does not 
  apply to the launcher’s ammunition.
  Targeting Computer: Each weapon linked to a targeting 
  computer (see p. 238) multiplies its BV by 1.25. Do not include 
  ammunition when adjusting linked weapon BVs.
  Calculate Weapon Battle Rating
  Add the Modified BV of all weapons, ammunition and 
  equipment. 
  Next, ADD total Vehicle tonnage ÷ 2
  Calculate Offensive Battle Rating
  Determine Speed Factor: Use the Vehicle’s Flanking MP 
  rating and consult the Speed Factor Table (p. 316).
  Multiply the vehicle’s Weapon Battle Rating and Speed Fac-
  tor to determine its Offensive BV. 
  STEP 3: CALCULATE FINAL BV
  Add the Defensive and Offensive Battle Value Ratings and 
  round the resulting sum to the nearest whole number. The 
  result is the vehicle’s BV.
  This formula yields the BV of a vehicle controlled by a crew 
  with the standard Gunnery 4 and Piloting/Driving Skill 5. If 
  a crew with a different skill level pilots the unit, multiply the 
  BV by the appropriate skill level multiplier (see Constructing a 
  Battle Force, p. 315).
   
  76.4 x 1.76 = 134.464
   
  Offensive Battle Rating = 134.464
  CALCULATE FINAL BATTLE VALUE
   
  Defensive Battle Rating + Offensive Battle Rating = BV
   
  182 + 134.464 = 316.464
   
   
  Delphyne-2 BV = 316
  CALCULATING VEHICLE BV
  The procedure for calculating the Battle Value (BV) of Com-
  bat Vehicles and tracked, wheeled, hover, VTOL, WiGE and 
  naval Support Vehicles is similar to that for ’Mechs. First deter-
  mine the vehicle’s Defensive and Offensive Battle Ratings, and 
  then combine them to produce the final BV. Retain fractions 
  until reaching the final BV, then round to the nearest whole 
  number (.5 rounds up). As you read each step, refer to p. 308 
  for an example of calculating the BV for a CellCo Ranger APC 
  and a Hephaestus OmniVehicle.
  For Airship and Fixed Wing Support Vehicles, compute the 
  unit’s BV using the rules for Aerospace Units, starting on p. 312.
  STEP 1: CALCULATE DEFENSIVE BATTLE RATING
  First, ADD the following figures:
  Total Armor Factor x 2.5
  (Support Vehicles: multiply by BAR ÷ 10)
  Total Internal Structure Points x 1.5 (including rotor and
  turret internal structure)
  Total BV of all Defensive Equipment
  Defensive Equipment includes active probes, anti-missile 
  systems (including AMS ammo, up to the BV of the systems 
  themselves) and ECM suites. All TechManual Defensive Equip-
  ment is identified on the Weapon and Equipment Battle Value 
  Tables by a dagger footnote (†).
  Calculate the Vehicle’s Defensive Battle Rating
  MULTIPLY the current value by the appropriate modifier 
  from the Unit Type Modifiers Table (p. 316). The Unit Type 
  Modifier represents a unit’s terrain restrictions and vulner-
  abilities to critical damage. Surface vessels, hydrofoils and 
  submarines are considered naval vessels for this purpose.
  Next, MULTIPLY the current total by the vehicle’s Defensive 
  Factor. The Defensive Factor is based on the unit’s highest 
  potential target Modifier, as shown on the Defensive Factors 
  Table and Defensive Factor Modifier Table (p. 316).
  The final result is the vehicle’s Defensive Battle Rating (DBR).
  STEP 2: CALCULATE OFFENSIVE BATTLE RATING
  To calculate the Offensive Battle Rating, calculate each 
  weapon’s Modified BV in order to determine the Weapon 
  Battle Rating. Then MULTIPLY the Weapon Battle Rating by 
  the Vehicle’s Speed Factor.
  
  CALCULATING THE BV OF: 
  A HEPHAESTUS 
  OMNIVEHICLE (PRIMARY CONF)
  CALCULATE DEFENSIVE BATTLE RATING
  Total Armor Factor x 2.5: 
  96 x 2.5 = 240
  Total Internal Structure Points x 1.5: 
  15 x 1.5 = 22.5
  Total BV of all Defensive Equipment:
   
  1 Active Probe and 1 ECM Suite 
  73
   
  335.5
   
  335.5
  Multiply by Unit Type Modifier (Hover): 
  x 0.7
   
  234.85
  At Flanking speed, the Hephaestus presents a Target Movement 
  Modifier of +4. That gives the vehicle a Defensive Factor of 1.4.
   
  234.85
   
  x 1.4
   
  Defensive Battle Rating = 328.79
  CALCULATE OFFENSIVE BATTLE RATING
  1. Calculate Weapon Battle Rating
  2 Medium Pulse Lasers (Clan): 
  2 x 111 = 222
  Add Total Vehicle Tonnage ÷ 2: 
  30 ÷ 2 = 15
   
  Weapon Battle Rating = 237
  2. Calculate Offensive Battle Rating
  Use the Flanking MP rating for all vehicles except unmotorized 
  trailers (assume their Flanking MP is 1) and consult the Speed Fac-
  tor Table.
   
  237 x 1.89 = 447.93
   
  Offensive Battle Rating = 447.93
  CALCULATE FINAL BATTLE VALUE
   
  Defensive Battle Rating + Offensive Battle Rating = BV
   
  328.79 + 447.93 = 776.72
   
  Hephaestus (Prime) BV = 777
  CALCULATING THE BV OF: 
  A CELLCO RANGER APC 
  CALCULATE DEFENSIVE BATTLE RATING
  The CellCo Ranger is equipped with 38 points of BAR 7 armor.
  Total Armor Factor x (BAR ÷ 10): 
  38 x 0.7 = 26.6
  Total Internal Structure Points x 1.5: 
  10 x 1.5 = 15
  Total BV of all Defensive Equipment: 
  0
   
  41.6
   
  41.6
  Multiply by Unit Type Modifier (Wheeled):  
  x 0.8
   
  33.28
  At Flanking speed, the CellCo Ranger presents a Target Move-
  ment Modifier of +2. That gives the vehicle a Defensive Factor of 1.2.
   
  33.28
   
  x 1.2
   
  Defensive Battle Rating = 39.94
  CALCULATE OFFENSIVE BATTLE RATING
  1. Calculate Each Weapon’s Modified BV
  The CellCo Ranger is armed with 1 Machine Gun with a half-ton 
  of ammunition. It is a Support Vehicle and does not mount a Basic 
  or Advanced Fire Control System, so all its weapons and ammuni-
  tion BV must be multiplied by 0.8. 
  1 Machine Gun: 
  5 x 0.8 = 4 
  Ammunition (MG) 100: 
  1 x 0.8 = 0.8
  2. Calculate Weapon Battle Rating
  1 Machine Gun (modified for no Fire Control): 
  4
  Ammunition (MG) 100 (modified for no Fire Control): 
  0.8
   
  4.8
  Add Total Vehicle Tonnage ÷ 2: 
  17 ÷ 2 = 8.5
   
  4.8
   
  8.5
   
  Weapon Battle Rating = 13.3
  3. Calculate Offensive Battle Rating
  Use the Flanking MP rating for all vehicles except unmotorized 
  trailers (assume their Flanking MP is 1) and consult the Speed Fac-
  tor Table.
   
  13.3 x 1.00 = 13.3
   
  Offensive Battle Rating = 13.3
  CALCULATE FINAL BATTLE VALUE
   
   
  Defensive Battle Rating + Offensive Battle Rating = BV
   
  39.94 + 13.3 = 53.24
   
  CellCo Ranger BV = 53
  
  309
  309
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE VALUE
  BATTLE VALUE
  CALCULATING THE BV OF: AN ANTI-
  ’MECH JUMP INFANTRY PLATOON
  CALCULATE DEFENSIVE BATTLE RATING
  (Number of Troopers x 1.5): 
  (21 x 1.5) = 31.5
  The Anti-’Mech Jump Infantry platoon receives a Target 
  Movement Modifier of +2. That gives it a Defensive Factor of 
  1.2.
   
  31.5
   
  x 1.2
   
  Defensive Battle Rating = 37.8
  CALCULATE OFFENSIVE BATTLE RATING
  1. Calculate Weapon Battle Rating
  Individual Weapons
   
  18 Blazer Rifles: 
  18 x 1.79 = 32.22
  Support Weapons
   
  3 Heavy Support Lasers: 
  3 x 17.34 = 52.02
  Anti-’Mech Attack Capability
   
  Individual Weapons BV + Support Weapons BV: 
   
  32.22 + 52.02 = 84.24
   
  32.22
   
  52.02
   
  84.24
   
  Weapon Battle Rating = 168.48
  2. Calculate Offensive Battle Rating
  Multiply the unit’s Weapon Battle Rating by its Speed Factor.
   
  168.48 x 0.77 = 129.73
   
  Offensive Battle Rating = 129.73
  CALCULATE FINAL BATTLE VALUE
   
  Defensive Battle Rating + Offensive Battle Rating = Platoon BV
   
  37.8 + 129.73 = 167.53
   
  Anti-’Mech Infantry Platoon BV = 168
  CALCULATING CONVENTIONAL 
  INFANTRY BV
  The process for calculating the Battle Value (BV) of a conven-
  tional infantry unit is similar to that for ’Mechs and vehicles. 
  First determine the unit’s Defensive and Offensive Battle Rat-
  ings, and then combine them to produce the final BV. Retain 
  fractions until reaching the final BV, then round to the nearest 
  whole number (.5 rounds up). As you read each step, refer to 
  p. 310 for an example of calculating the BV for an Anti-’Mech 
  Jump Infantry Platoon.
  STEP 1: CALCULATE DEFENSIVE BATTLE RATING
  MULTIPLY the number of troopers by 1.5 and the unit’s 
  Defensive Factor. The Defensive Factor is based on the unit’s 
  highest potential target modifier (including bonuses for jump 
  capability), as shown on the Defensive Factors Table (p. 316).
  The final result is the conventional infantry unit’s Defensive 
  Battle Rating.
  STEP 2: CALCULATE OFFENSIVE BATTLE RATING
  To calculate the Offensive Battle Rating, determine the 
  Weapon Battle Rating and then MULTIPLY the result by the 
  infantry unit’s Speed Factor.
  Calculate Weapon Battle Rating
  Add the BV ratings of all individual and support weapons 
  (see the Conventional Infantry Weapons BV Table, p. 319). If 
  the unit is capable of performing anti-’Mech attacks, add these 
  amounts again (all non-mechanized conventional infantry has 
  this capability).
  Multiply Weapon Battle Rating by Speed Factor
  Multiply the unit’s Weapon Battle Rating and Speed Factor 
  to determine its Offensive BV Rating. Use the infantry unit’s 
  fastest movement mode; for example, jump infantry use their 
  Jumping movement.
  STEP 3: CALCULATE FINAL BATTLE VALUE
  Add the Defensive Battle Rating and the Offensive Battle Rat-
  ing and round to the nearest whole number (0.5 rounds up).
  This formula yields the Battle Value of an infantry unit with 
  the standard Gunnery 4 and Anti-’Mech 5 Skill Ratings. If the 
  unit possesses higher or lower skill ratings, multiply the BV 
  by the appropriate skill rating multiplier (see Constructing a 
  Battle Force, p. 315). Remember that, for infantry units with the 
  Mechanized Motive Type, as well as units which lack the Anti-
  ’Mech Infantry kits referred to on p. 155, the unit’s Anti-’Mech 
  Skill should be treated as fixed at 8 for this purpose.
  
  Multiply the Weapon Battle Rating by the Battle Armor’s 
  Speed Factor
  Multiply the battle armor’s Weapon Battle Rating by its Speed 
  Factor as shown on the Speed Factor Table (see p. 316). Use the 
  movement mode that gives the highest movement rate.
  This calculation gives the battle armor unit’s final Weapon 
  Battle Rating.
  STEP 3: CALCULATE FINAL BATTLE VALUE
  The BV of a single suit of battle armor is calculated by adding 
  the battle armor’s Defensive and Offensive Battle Ratings. To 
  determine the BV for a squad / point / Level I, multiply this value by 
  the Modifier for the appropriate size of battle armor unit from the 
  Battle Armor Unit Size Modifier Table (p. 316). Inner Sphere squads 
  usually contain four troopers, Clan Stars contain five troopers and 
  a ComStar/Word of Blake Level I contains six troopers.
  This formula yields the Battle Value of a battle armor unit with 
  the standard Gunnery 4 and Anti-’Mech 5 Skill Ratings. If the unit 
  possesses higher or lower skill ratings, multiply the BV by the appro-
  priate skill rating multiplier (see Constructing a Battle Force, p. 315).
  CALCULATING THE BV OF A: 
  PURIFIER LEVEL I
  CALCULATE DEFENSIVE BATTLE RATING
  6 points Mimetic Armor (BV 2.5 per point)
  (Total Armor x Armor BV) + 1: 
  (6 x 2.5) + 1 = 16
  The Purifier has a Jumping MP of 3, and so receives a Target 
  Movement Modifier of +2. That gives it a Defensive Factor of 1.2 + 
  0.1 (because it is battle armor) + 0.3 (Mimetic Armor) = 1.6.
   
  16
   
  x 1.6
   
  Defensive Battle Rating = 25.6
  CALCULATE OFFENSIVE BATTLE RATING
  1. Calculate Weapon Battle Rating
  Direct-Fire Weapons
   
  1 ER Small Laser: 
  1 x 17 = 17
  Missile Weapons
   
  None  
  0
  Anti-’Mech Attacks
   
  Direct-Fire Weapons: 
   
  17
  Anti-Personnel Weapons
   
  None 
  0
  Squad Support Weapons
   
  None 
  0
  Other Equipment
   
  None 
  0
   
  34
  2. Calculate Offensive Battle Rating
  Multiply the unit’s Weapon Battle Rating by its Speed Factor.
   
  34 x 0.77 = 26.18
   
  Offensive Battle Rating = 26.18
  CALCULATING BATTLE ARMOR BV
  The procedure for calculating the Battle Value (BV) of Battle 
  Armor very similar to that for calculating the BV for ’Mechs and 
  vehicles. The Defensive and Offensive Battle Ratings of the Battle 
  Armor are determined and then combined to produce the final 
  BV. In all cases retain fractions until reaching the final BV, then 
  round to the nearest whole number (.5 rounds up). As you read 
  each step, refer to p. 310 and p. 311 for an example of calculating 
  the BV for a Purifier unit and a Grenadier unit.
  STEP 1: CALCULATE DEFENSIVE BATTLE RATING
  First, ADD the following figures:
  Total Armor Points x Armor BV (not including the 1 point for 
  the warrior) + 1
  Fire-resistant armor has a BV of 3.5; all other armor has a BV of 2.5.
  Add 1 to the total for each of these systems the battle armor 
  mounts (if any): Improved Sensors, Active Probes, or ECM.
  Next, MULTIPLY the current value by the battle armor unit’s 
  Defensive Factor. A battle armor unit’s Defensive Factor is based on 
  its highest potential target movement modifier (including bonuses 
  for jump capability and enhanced movement), as shown on the 
  Defensive Factors Table (see p. 316). In addition, add to the Defensive 
  Factor any appropriate modifiers from the Defensive Factor Modifier 
  Table. The final result is the battle armor’s Defensive Battle Rating.
  STEP 2: CALCULATE OFFENSIVE BATTLE RATING
  Calculate Weapon Battle Rating
  ADD the following:
  Direct Fire Weapons Battle Rating: Add the BV of all direct-
  fire weapons. Direct-fire weapons are all weapon systems except 
  SRM launchers, advanced SRM launchers, MRM launchers, rocket 
  launchers, LRM launchers, Narc (Compact) and Popup Mine. Do 
  not factor BV for any ammunition used by direct fire weapons.
  Missile Weapon Battle Rating: Calculate the Missile Weapon 
  Battle Ratting for SRMs, advanced SRMs, MRMs, rocket launchers 
  and LRMs. Use the BV of the launcher as normal. Calculate the 
  ammunition BV for the kilograms of ammo carried proportionate 
  to the BV for a full ton (1,000 kg) of that type of ammunition. That 
  is, divide the kilograms of ammo carried by 1,000, and multiply 
  the result by the BV of a full ton of the required ammunition type. 
  Keep any fractional results.
  Anti-’Mech Attacks: If the unit can perform Swarm Attacks, 
  add the BV of all direct-fire weapons plus the BV of vibroclaws 
  and/or claws and magnets that aid Swarm operations.
  Anti-Personnel Weapons: Add the BV of anti-personnel weap-
  ons from the Conventional Infantry Weapons BV Table on p. 319.
  Squad Support Weapon: The BV of a Squad Support Weapon 
  is equal to the total BV of the weapon divided by the number 
  of troopers in the unit. Squad Support Weapons have their BV 
  divided between all units, and so Inner Sphere units will only use 
  1/4 of the BV, whereas a Clan unit uses 1/5 of the BV and ComStar/
  Word of Blake units use 1/6.
  Other Equipment: Add BV for other Offensive equipment. The 
  final sum is the total Weapon Battle Rating.
  
  311
  311
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE VALUE
  BATTLE VALUE
  CALCULATE FINAL BATTLE VALUE
   
  Defensive Battle Rating + Offensive Battle Rating = BV per suit
   
  30.55 + 32.11 = 62.66
   
  Individual Grenadier BV = 63
  There are four suits of battle armor in a Grenadier squad, yielding a 
  BV Modifier of 5.2.
   
  63 x 5.2 = 325.832
   
  Grenadier [SRM/SL] squad BV = 326
  CALCULATING AEROSPACE BV
  The procedure for calculating the Battle Value (BV) of 
  aerospace units is similar to that for ’Mechs. Determine the 
  Defensive and Offensive Battle Ratings of the aerospace unit 
  and combine them to produce the final BV. Retain fractions 
  until reaching the final BV, then round to the nearest whole 
  number (.5 rounds up). Refer to pp. 313–314 for an example 
  of calculating BV for a TRB-D36 Thunderbird and a Dragau II.
  STEP 1: CALCULATE DEFENSIVE BATTLE RATING
  First, ADD the following numbers.
  Total Armor Factor x 2.5 (Fighters, DropShips, Small Craft)
  (Support Vehicles: multiply by BAR ÷ 10)
  Structural Integrity x 2.0
  Total BV of all Defensive Equipment
  Defensive Equipment includes screen launchers anti-missile 
  systems and ECM (including ammo up to the BV of the sys-
  tems and launchers themselves). All TechManual Defensive 
  Equipment is identified on the Weapon and Equipment Battle 
  Value Tables by a dagger footnote (†).
  For aerospace fighters, small craft and conventional fight-
  ers, then SUBTRACT the following figures. (Explosive ammo is 
  any ammunition that may explode inside an aerospace fighter. 
  Gauss weapons include Gauss rifles, HAGs and AP Gauss.) 
  These subtractions cannot drop the running total below 1.
  15 points per type of explosive ammo (regardless of 
  tonnage) in an Inner Sphere aerospace or small craft not 
  equipped with CASE*
  1 point per Gauss weapon in Inner Sphere aerospace or 
  small craft not equipped with CASE*
   
  * – It is assumed Clan aerospace units have CASE installed. 
  If the design specifically did not pay the C-bill cost to install 
  CASE then treat all Clan-built aerospace units as Inner Sphere 
  aerospace units for the purpose of these calculations.
  Calculate Defensive Battle Rating
  MULTIPLY the resulting Defensive Battle Rating by the unit 
  type multiplier from the Unit Type Modifiers Table (p. 316) to 
  give the aerospace unit’s final Defensive Battle Rating (DBR).
  STEP 2: CALCULATE OFFENSIVE BATTLE RATING
  To calculate the Offensive Battle Rating, first calculate the 
  Modified Battle Value of each weapon on the unit. Then, make any 
  CALCULATE FINAL BATTLE VALUE
   
   
  Defensive Battle Rating + Offensive Battle Rating = BV per suit
   
  25.6 + 26.18 = 51.78
   
  Individual Purifier BV = 52
  There are six suits of battle armor in a Level I Purifier unit, yielding 
  a BV Modifier of 9.
   
  51.78 x 9.0 = 466.02
   
  Purifier Level I BV = 466
  CALCULATING THE BV OF: 
  A GRENADIER [SRM/SL] SQUAD
  CALCULATE DEFENSIVE BATTLE RATING
  9 points Stealth Armor (BV 2.5 per point)
  (Total Armor x Armor BV) + 1:  
  (9 x 2.5) + 1 = 23.5
  The Grenadier has a ground MP of 2, and no jumping move-
  ment, and so receives a Target Movement Modifier of 0. That 
  gives it a Defensive Factor of 1.0 + 0.1 (because it is battle 
  armor) + 0.2 (Standard Stealth Armor) = 1.3
   
  23.5
   
  x 1.3
   
  Defensive Battle Rating = 30.55
  CALCULATE OFFENSIVE BATTLE RATING
  1. Calculate Weapon Battle Rating
  Direct-Fire Weapons
   
  1 Small Laser: 
  1 x 9 = 9
  Missile Weapons
   
  1 SRM 4: 
  1 x 39 = 39
   
  Ammo (SRM 4) 7 (280 kg): 
  (280/1,000) x 5 = 1.4
  Anti-’Mech Attacks
   
  Not Applicable 
  0
  Anti-Personnel Weapons
   
  None 
  0
  Squad Support Weapons
   
  None 
  0
  Other Equipment
   
  None 
  0
   
  49.4
  2. Calculate Offensive Battle Rating
  Multiply the unit’s Weapon Battle Rating by its Speed Factor.
   
  49.4 x 0.65 = 32.11
   
  Offensive Battle Rating = 32.11
  
  2 Add the BV of any ammunition and non-Defensive Equip-
  ment on the unit to the running Weapon Battle Rating total.
  3 If the unit’s Total Weapon Heat is equal to or less than its Heat 
  Efficiency, add the Modified BV of all the unit’s remaining 
  weapons to the running Weapon Battle Rating total and pro-
  ceed to Calculate Offensive Battle Rating. If the Total Weapon 
  Heat is greater than the unit’s Heat Efficiency, start a running 
  heat total, beginning at 0, and proceed to Step 4.
  4 Ignoring weapons that generate no heat when fired, choose 
  the weapon on the unit that has the highest Modified BV. If 
  more than one weapon has the same Modified BV, choose the 
  one that generates the least heat when fired. If multiple weap-
  ons of the same type are mounted, choose one randomly.
  5 Add this weapon’s Modified BV to the running Weapon Battle 
  Rating total, and add its Heat Value to the running heat total.
  6 If the running heat total is less than the unit’s Heat Efficiency, 
  repeat Steps 4-5 (ignoring any weapons already chosen). If 
  the running heat total is equal to or has exceeded the Heat 
  Efficiency, proceed to Step 7.
  7 The weapon that causes the Heat Efficiency to be equaled or 
  exceeded is still calculated at its full Modified BV. All remain-
  ing weapons are then added to the running Weapon Battle 
  Rating total at half their Modified BV.
  For DropShips: 
  DropShips calculate their Weapon Battle Rating by firing arc, 
  instead of by individual weapons, reflecting their firing by weapon 
  bay and generating heat by firing arcs.
  1 Calculate individual firing arc BVs: First determine the total 
  Modified BV of each individual firing arc (Nose, Aft, Fore 
  (Wing) Left/Right, Aft (Rear Wing (Left/Right). Do not include 
  ammunition or equipment at this time.
  2 Determine the “Front” firing arc: Compare these BV totals. The 
  arc with the highest BV becomes the “Front” arc for calculat-
  ing BV and Heat Efficiency.
  3 Calculate the BV for the “Front” arc: Add the BV of any ammu-
  nition located in “Front” arc to the “Front” arc total. “Front” BV 
  is always factored at 100% even if the DropShip will overheat 
  firing the “Front” arc.
  4 Determine the “Left Side” firing arc: Look at the Battle Value 
  of the two arcs adjacent to the “Front” arc. The one with the 
  highest BV becomes the “Left Side” firing arc. If both arcs are 
  of equal BV, choose one at random.
  5 Calculate the BV for the “Left Side” arc: Add the BV of ammunition 
  in the “Left Side” to the BV total for that side obtained in Step 1. 
  If the DropShip has exceeded its DropShip Heat Efficiency after 
  firing the “Front” arc, multiply the “Left Side” arc BV by 0.5.
  6 Determine the “Right Side” firing arc: The remaining arc adja-
  cent to the “Front” arc now becomes the “Right Side” firing arc.
  7 Calculate the BV for the “Right Side” arc: Add the BV of ammu-
  nition in the “Right Side” to the BV total for that side obtained 
  in Step 1. If the DropShip has not exceeded its DropShip Heat 
  Efficiency after firing the “Left Side” arc, multiply the “Right 
  Side” BV by 0.5. If the DropShip has exceeded its DropShip 
  Heat Efficiency, then the multiply the “Right Side” BV by 0.25.
  8 Total remaining firing arcs: The remaining three arcs are now 
  considered the “Rear” firing arc. Add the BV of ammunition 
  in these arcs to the BV total for those arcs obtained in Step 1. 
  Multiply the “Rear” BV by 0.25.
  9 Add the BV of any equipment with a BV rating.
  Having followed Steps 1-7 (1-9 for DropShips), the result is 
  the unit’s Weapon Battle Rating. Proceed to Calculate Offensive 
  Battle Rating.
  required adjustments for the Heat Efficiency and equipment to get 
  the unit’s Weapon Battle Rating. Multiply the Weapon Battle Rating by 
  the unit’s Speed Factor: the result is the Offensive Battle Rating.
  Calculate Each Weapon’s Modified BV 
  First, determine the Battle Value of each weapon and its ammu-
  nition (if applicable) carried by the unit (see pp. 317-318). Then 
  apply the following BV modifiers as necessary. All modifiers are 
  cumulative. The result is the weapon’s Modified BV, which is used 
  in the steps that follow.
  Excessive Ammunition: To prevent excessive ammo from 
  distorting the Battle Value, the BV added for ammunition cannot 
  exceed the unmodified BV of the weapon itself. If the BV of the 
  ammo exceeds the weapon BV, reduce the ammo BV to equal the 
  unmodified weapon BV. When a unit carries several weapons of 
  the same model, total the unmodified BV for all examples of that 
  model and then the BV for all ammunition carried for that model 
  before comparing the two BVs.
  Rear-Firing Weapons: Aft-mounted weapons (but not their 
  ammunition) count as half their normal BV value (aft-side arcs are 
  not considered). If the unmodified BV of nose-mounted weapons 
  is less than the unmodified BV of rear-firing weapons, then halve 
  the value of the forward-firing weapons instead. When making 
  heat adjustments to a weapon’s BV (see below), switch the nose- 
  and aft-firing arcs in an identical manner. Note: DropShips do not 
  use this modifier. 
  Artemis IV FCS: Increase by 20 percent the BV of any missile 
  launcher equipped with Artemis IV. This increase does not apply 
  to the launcher’s ammunition.
  Targeting Computer: Each weapon linked to a targeting 
  computer (see p. 238) multiplies its BV by 1.25. Do not include 
  ammunition when adjusting linked weapon BVs.
  Determine Unit’s Heat Efficiency
  For aerospace fighters, Small Craft and DropShips, a weapon’s 
  Modified Battle Value may need to be reduced to take into consid-
  eration the unit’s Heat Efficiency. The Heat Efficiency of a design is 
  equal to its Heat Sink Capacity. Aerospace fighters and Small Craft 
  add 6 to this value.
  DropShip Heat Efficiency = Heat Sink Capacity
  Aerospace Heat Efficiency = 6 + Heat Sink Capacity
  Heat Sink Capacity: Heat Sink Capacity denotes the maximum 
  number of Heat Points the unit can dissipate in a single turn. Each 
  single heat sink dissipates 1 point of heat. Double heat sinks dis-
  sipate 2 points of heat.
  Determine Total Weapon Heat: Find and write down the total 
  heat that the unit would generate if it fired all its offensive weap-
  ons, including rear-firing weapons, in a single turn (Defensive 
  Equipment is never figured in this value). Multiply by 2 the heat 
  points generated by Ultra autocannons, multiply by 6 the heat 
  points generated by rotary autocannons, reduce by half the heat 
  points generated by Streak SRMs and reduce to one-quarter the 
  heat points generated by one-shot weapons.
  Calculate Weapon Battle Rating
  For aerospace fighters, conventional fighters and Small Craft: 
  Start a running Weapon Battle Rating total, beginning at 0. 
  When instructed, add the specified amount to this total.
  1 Add the Modified BV of any weapon on the unit that does 
  not generate heat when fired to the running Weapon Battle 
  Rating total.
  
  313
  313
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE VALUE
  BATTLE VALUE
  2. Determine Heat Efficiency and Total Weapon Heat
  The Thunderbird has 25 single heat sinks. It is armed with 
  3 Large Lasers (8 heat each), 2 LRM 20s (6 heat each) and 5 
  Medium Lasers (3 heat each). Find its Heat Efficiency and Total 
  Weapon Heat.
   
  Unit Heat Efficiency = 6 + 25 = 31
   Total Weapon Heat = 8 + 8 + 8 + 6 + 6 + 3 + 3 + 3 + 3 + 3 = 51
  Because the Total Weapon Heat is higher than the Heat 
  Efficiency, its weapons must be sorted in order of Modified BV 
  and a running heat total tracked to determine when weapon 
  BVs should be halved. Ammunition is still handled as normal.
  4 tons LRM 20 ammunition: 
  (4 x 23) = 92
  LRM 20: 
  181
   
  Running Heat Total:  0 + 6 = 6
  LRM 20: 
  181
   
  Running Heat Total:  6 + 6 = 12
  Large Laser: 
  123
   
  Running Heat Total: 12 + 8 = 20
  Large Laser: 
  123
   
  Running Heat Total:  20 + 8 = 28
  Large Laser: 
  123
   
  Running Heat Total:  28 + 8 = 36 (Overheat)
  Because the third Large Laser exceeds the Heat Efficiency of 
  the Thunderbird (31), all subsequent heat-generating weapons 
  will halve their Modified BV.
  Medium Laser: 
  46 ÷ 2 = 23
   
  Running Heat Total: (Overheat)
  Medium Laser: 
  46 ÷ 2 = 23
   
  Running Heat Total: (Overheat)
  Medium Laser: 
  46 ÷ 2 = 23
   
  Running Heat Total: (Overheat)
  Medium Laser (Aft): 
  23 ÷ 2 = 11.5
   
  Running Heat Total: (Overheat)
  Medium Laser (Aft): 
  23 ÷ 2 = 11.5
   
  Running Heat Total: (Overheat)
   
  Weapon Battle Rating = 915
  3. Calculate Offensive Battle Rating
  Multiply the Thunderbird’s Weapon Battle Rating by its Speed 
  Factor. With a Maximum Thrust of 8, its Speed Factor is 1.37.
   
  915 x 1.37 = 1,253.55
   
  Offensive Battle Rating = 1,253.55
  CALCULATE FINAL BATTLE VALUE
   
  Defensive Battle Rating + Offensive Battle Rating = BV
   
  678 + 1,253.55 = 1,931.55
   
  TRB-D36 Thunderbird BV = 1,932
  Calculate Offensive Battle Rating
  Determine Unit’s Speed Factor: A unit’s Speed Factor 
  reflects its ability to maneuver on the battlefield. To find the 
  Speed Factor of any aerospace unit, cross-reference its Maxi-
  mum Thrust Value with the Speed Factor Table (p. 316). 
  Multiply the Total Battle Rating by the Speed Factor to find 
  the unit’s Offensive Battle Rating.
  Airships: Use the Maximum Thrust rating for airships, but 
  round up to the next whole number for vehicles with frac-
  tional thrust ratings.
  STEP 3: CALCULATE FINAL BATTLE VALUE
  An aerospace unit’s final BV is calculated by adding its 
  Defensive and Offensive Battle Ratings. Round any remaining 
  fractions to the nearest whole number (.5 rounds up).
  CALCULATING THE BV OF: 
  A TRB-D36 THUNDERBIRD 
  AEROSPACE FIGHTER
  CALCULATE DEFENSIVE BATTLE RATING
  Total Armor Factor x 2.5: 
  224 x 2.5 = 560
  Structural Integrity x 2: 
  10 x 2 = 20
  Total BV of all Defensive Equipment: 
  0
   
  580
  SUBTRACT
  15 points per type of explosive ammo 
   
  LRM Ammunition: 
  15
   
  580
   
  - 15
   
  565
   
  565
  Multiply by the Unit Type Modifier: 
  x 1.2
   
  678
   Defensive Battle Rating = 678
  CALCULATE OFFENSIVE BATTLE RATING
  1. Calculate Each Weapon’s Modified BV
  The Thunderbird is armed with 3 Large Lasers, 2 LRM 20s and 
  5 Medium Lasers. It has no special equipment that modifies 
  the BV of its weapons, but two of its Medium Lasers are rear-
  firing. Its LRM ammo does not exceed the BV of the launchers, 
  and so does not have to be modified.
  4 tons LRM 20 ammunition (at full value): 
  92
  2 LRM 20s: 
  181 each 
  3 Large Lasers: 
  123 each
  3 Medium Lasers: 
  46 each
  2 Medium Lasers (aft-mounted): 
  (46 ÷ 2) = 23 each
  
  Base “Front” Battle Value 
  2,594
  8 tons of Heavy Gauss ammo (8 x 43) 
  344
   
  Running Heat Total: 0 + 94 = 94
   
  “Nose” BV = 2,938
  Because the two adjacent arcs are identical Wing arcs, the left 
  one is chosen as the “Left Side” arc. As the Dragau’s “Front Side” 
  does not exceed its Heat Efficiency, this “Side” is calculated at 
  100% of its total BV. Had the Heat Efficiency been exceeded, the 
  “Left Side” would have been calculated at 50% of its BV.
  Base “Left Side” Battle Value 
  1,030.4
  6 tons of LRM ammo (6 x 17) 
  102
   
  Running Heat Total: 94 + 60 = 154
   
  “Left Side” BV = 1,132.4
  The right wing becomes the “Right Side” arc. As the Dragau has 
  still not exceeded its Heat Efficiency, the “Right Side” is calculated 
  at 50% of its total BV. Had the Heat Efficiency been exceeded, the 
  “Right Side” would have been calculated at 25% of its BV.
  Base “Right Side” Battle Value 
  1,030.4 
  6 tons of LRM ammo (6 x 17) 
  102
   
  1,132.4
   
  “Right Side” BV (1,132.4 ÷ 2) = 566.2 
  All remaining arcs are now considered the “Rear” and are calcu-
  lated at 25% of their total BV.
  Base Left Aft Wing: 
  246 x .25 = 61.5
  No Ammo  
  0
   
  61.5
  Base Right Aft Wing:  
  246 x .25 = 61.5
  No ammo  
  0
   
  61.5
  Base Aft:  
  370 x .25 = 92.5
  No ammo  
  0
   
  92.5
   
  “Rear” BV = 215.5
   
  Add the BV for the “Front”, “Right Side”, “Left Side” and “Rear” to 
  determine the Weapon Battle Rating.
  “Nose” BV  
  2,938
  “Left Side” BV 
  1,132.4
  “Right Side” BV 
  566.2
  “Rear” BV 
  215.5
   
  Weapon Battle Rating = 4,852.1
  3. Calculate Offensive Battle Rating
  Multiply the unit’s Weapon Battle Rating by its Speed Factor. 
  With a Maximum Thrust of 14, its Speed Factor is 2.16.
   
   
  4,852.1 x 2.16 = 10,480.54
   
  Offensive Battle Rating = 10,480.54
  CALCULATE FINAL BATTLE VALUE
   
  Defensive Battle Rating + Offensive Battle Rating = BV
   
  3,762 + 10,480.54 = 14,242.54
   
  Dragau II-class DropShip BV = 14,243
  CALCULATING THE BV OF: A 
  DRAGAU II-CLASS DROPSHIP
  CALCULATE DEFENSIVE BATTLE RATING
  Total Armor Factor x 2.5: 
  1,372 x 2.5 = 3,430
  Structural Integrity x 2: 
  15 x 2 = 30
  Total BV of Defensive Equipment
   
  6 Anti-Missile Systems: 
  6 x 32 = 192
   
  10 tons Ammo (AMS) 120 rounds: 
  10 x 11 = 110 (max. 192)
   
  302
   
  3,762
   
  3,762
  Multiply by the Unit Type Modifier: 
  x 1.0
   
  3,762
   
  Defensive Battle Rating = 3,762
  CALCULATE OFFENSIVE BATTLE RATING
  Due to space restrictions, the steps below deviate in terms of 
  presentation from the explanation above.
  1. Determine Unit Heat Efficiency and Total Weapon Heat
  Find the DropShip’s Heat Efficiency and the total heat gener-
  ated by firing all weapons.
   
  DropShip Heat Efficiency = 244
  2. Calculate Weapon Battle Rating and Arc Heat for each firing arc
  Add up the Modified BV of all weapons in a given firing arc. Do 
  not calculate ammo or equipment at this time.
  ARC/WEAPON 
  Total Heat 
  BV
  Nose:
   
  2 Heavy Gauss Rifles (2 heat) 
  2 x 2 = 4 
  2 x 346 = 692
   
  6 Heavy PPCs (15 heat) 
  6 x 15 = 90  
  6 x 317 = 1,902
   
   
  94 
  2,594
  Wing:
   
  2 LRM 15s + Artemis (5 heat) 
  2 x 5 = 10 2 x (136 x 1.2) = 326.4
   
  2 ER PPCs (15 heat) 
  2 x 15 = 30 
  2 x 229 = 458
   
  2 Large VSP Lasers (10 heat) 
  2 x 10 = 20 
  2 x 123 = 246
   
   
  60 
  1,030.4
  Aft Wing:
   
  2 Large VSP Lasers (10 heat) 
  2 x 10 = 20 
  2 x 123 = 246
   
   
  20 
  246
  Aft: 
   
  2 Large VSP Lasers (10 heat) 
  2 x 10 = 20 
  2 x 123 = 246
   
  2 ER Medium Lasers (5 heat) 
  2 x 5 = 10 
  2 x 62 = 124
   
   
  30 
  370
  The Dragau’s Nose arc generates the greatest BV. This makes 
  the Nose the “Front” of the DropShip. Now that this has been 
  determined, add the BV of ammunition in that arc and calculate 
  the Nose Weapon Battle Rating. The “Front” is always calculated 
  at 100% BV, even if it exceeds the Heat Efficiency (244) of  
  the DropShip.
  
  315
  315
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE VALUE
  BATTLE VALUE
  SKILL RATINGS
  When assembling a battle force, a player can elect to use 
  different skill ratings for selected units. However, selecting 
  better skill ratings correspondingly increases the BV of that 
  unit. Conversely, selecting worse skill ratings will reduce the 
  units’ overall BV.
  ProtoMechs: Because ProtoMech pilots have no Piloting 
  Skill, use the 5 column of the BV Skill Multiplier Table when 
  determining skill modifiers for non-standard troops.
  Mechanized Infantry: Because they cannot perform anti-
  ’Mech attacks, mechanized infantry can only adjust their 
  Gunnery Skill Rating (use the 5 column of the BV Skill Multi-
  plier Table for this purpose).
  Anti-’Mech Default Skill: Unless the unit has an Anti-’Mech 
  Infantry Kit (see p. 155), all non-mechanized conventional 
  infantry have a default Anti-’Mech Skill Rating of 8, which can-
  not be improved.
  CONSTRUCTING A BATTLE FORCE
  A battle force is a collection of units (including but not lim-
  ited to BattleMechs, Combat Vehicles, ProtoMechs, infantry, 
  battle armor and aerospace fighters). The methods presented 
  previously can provide the base Battle Value for any unit with 
  a standard skill/experience level.
  This BV is adjusted to reflect the effectiveness of the battle 
  force’s target acquisition gear; command, control and com-
  munications systems; and skill rating. Apply these modifiers 
  in the order listed.
  TARGET ACQUISITION GEAR (TAG)
  Any unit in the battle force equipped with TAG, Light TAG or a 
  C3 Master Computer adds BV equal to the BV of each ton of semi-
  guided LRM ammunition carried in the force (use the ammo BV 
  for the appropriate-size LRM launcher). Units whose only such 
  piece of equipment is rear-mounted add half the BV instead.
  COMMAND, CONTROL AND COMMUNICATIONS (C3)
  Two or more units in a battle force equipped with C3 systems 
  can be designated as part of a C3 network (see Total Warfare, p. 
  131). Add 5 percent of the total BV of all units in a C3 network 
  to each of the units linked by each network.
  EXTERNAL STORES
  Aerospace fighters, conventional aircraft and some Sup-
  port Vehicles may carry additional weapons and equipment 
  on external hard points (see the Aerospace Weapons and 
  Equipment BV Table, p. 318). The BV of any external stores is 
  added to the base BV of a unit before the base BV is modified 
  for skill rating.
  Aerospace fighters can carry a maximum of one bomb per 5 
  tons of mass. Support Vehicles can carry one bomb per hard-
  point added during design.
  BV SKILL MULTIPLIER TABLE 
  Gunnery
  Skill
  Piloting/Driving/Anti-‘Mech Skill
  0
  1
  2
  3
  4
  5
  6
  7
  8
  0
  2.42
  2.31
  2.21
  2.1
  1.93
  1.75
  1.68
  1.59
  1.5
  1
  2.21
  2.11
  2.02
  1.92
  1.76
  1.6
  1.54
  1.46
  1.38
  2
  1.93
  1.85
  1.76
  1.68
  1.54
  1.4
  1.35
  1.28
  1.21
  3
  1.66
  1.58
  1.51
  1.44
  1.32
  1.2
  1.16
  1.1
  1.04
  4
  1.38
  1.32
  1.26
  1.2
  1.1
  1.00
  0.95
  0.9
  0.85
  5
  1.31
  1.19
  1.13
  1.08
  0.99
  0.9
  0.86
  0.81
  0.77
  6
  1.24
  1.12
  1.07
  1.02
  0.94
  0.85
  0.81
  0.77
  0.72
  7
  1.17
  1.06
  1.01
  0.96
  0.88
  0.8
  0.76
  0.72
  0.68
  8
  1.1
  0.99
  0.95
  0.9
  0.83
  0.75
  0.71
  0.68
  0.64
  BATTLE VALUE CHARTS AND TABLES
  ‘MECH ARMOR TYPE MODIFIER TABLE 
  Armor Type
  Modifier
  Standard
  1.0
  Ferro-Fibrous (All)
  1.0
  Industrial
  1.0
  Heavy Industrial
  1.0
  Commercial
  0.5
  Stealth
  1.0
  ‘MECH INTERNAL STRUCTURE  
  MODIFIER TABLE 
  Internal Structure Type
  Modifier
  Standard
  1.0
  Endo-Steel
  1.0
  Industrial
  0.5
  ‘MECH ENGINE TYPE MODIFIER TABLE 
  Engine Type
  Modifier
  Standard*
  1.0
  Light
  0.75
  Compact
  1.0
  Inner Sphere XL
  0.5
  Clan XL
  0.75
  *Includes ICE, Fuel Cell, and Fission
  ‘MECH GYRO TYPE MODIFIER TABLE 
  Gyro Type
  Modifier
  Standard
  0.5
  Compact
  0.5
  Extralight (XL)
  0.5
  Heavy Duty
  1.0
  *Includes ICE, Fuel Cell, and Fission
  
  UNIT TYPE MODIFIERS TABLE 
  Type
  Modifier
  Tracked
  0.9
  Wheeled
  0.8
  Hover
  0.7
  Naval
  0.6
  VTOL
  0.7
  Airship
  0.7
  Fixed-Wing
  1.0
  WiGE
  0.7
  Aerospace Fighter
  1.2
  Conventional Fighter
  1.1
  Small Craft
  1.0
  DropShip
  1.0
  OFFENSIVE BV ADJUSTMENT TABLE
  Fire Control
  OBV Adjustment
  None
  0.8
  Basic
  0.9
  Advanced
  1.0
  BATTLE ARMOR UNIT SIZE  
  MODIFIER TABLE
  Troopers in Unit
  BV Modifier
  1
  1.0
  2
  2.2
  3
  3.6
  4
  5.2
  5
  7.0
  6
  9.0
  SPEED FACTOR TABLE 
  Result of Speed Factor Calculation
  Speed Factor
  0
  0.44
  1
  0.54
  2
  0.65
  3
  0.77
  4
  0.88
  5
  1.00
  6
  1.12
  7
  1.24
  8
  1.37
  9
  1.50
  10
  1.63
  11
  1.76
  12
  1.89
  13
  2.02
  14
  2.16
  15
  2.30
  16
  2.44
  17
  2.58
  18
  2.72
  19
  2.86
  20
  3.00
  21
  3.15
  22
  3.29
  23
  3.44
  24
  3.59
  25
  3.74
  To calculate the Speed Factors for movement not shown on the table, use the following formula: 
  Speed Factor = (1 + ((Running MP + (Jump MP ÷ 2) – 5) ÷10))1.2
  If the unit has MASC or triple-strength myomer (but not industrial triple-strength myomer), 
  use the maximum MP it can generate utilizing that equipment. Round off the result to two 
  decimal places.
  DEFENSIVE FACTORS TABLE 
  * Including bonuses for jump capability, enhanced movement capability from MASC or triple-strength 
  myomer, and any VTOL movement modifier. Do not add the +1 to-hit penalty used in attacks against 
  battle armor units. For units with detachable missile packs, use the best modifier for movement.
  DEFENSIVE FACTOR MODIFIER TABLE 
  Special Case
  Defensive Factor Modifier
  ProtoMech
  +0.1
  Battle Armor
  +0.1
  Battle Armor Armor and Equipment
  Camo
  +0.2
  Basic Stealth
  +0.2
  Prototype Stealth
  +0.2
  Standard Stealth
  +0.2
  Improved Stealth
  +0.3
  Mimetic
  +0.3
  Target 
  Modifier*
  Defensive 
  Factor
  +0
  1.0
  +1
  1.1
  +2
  1.2
  +3
  1.3
  +4
  1.4
  Target 
  Modifier*
  Defensive 
  Factor
  +5
  1.5
  +6
  1.6
  +7
  1.7
  +8
  1.8
  +9 and above
  1 + (modifier ÷ 10)
  BATTLE VALUE CHARTS AND TABLES (CONTINUED)
  
  317
  317
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE VALUE
  BATTLE VALUE
  WEAPONS AND EQUIPMENT BATTLE VALUE
  The following tables list the BV for Inner Sphere and Clan standard rules equipment. The BV for single-shot (OS) versions of 
  missile launchers is listed as the second BV figure for the launcher, after the slash mark (/).
  Item
  Item 
  BV
  Ammo 
  BV*
  Energy Weapons 
  ER Laser (Large)
  163
  —
  ER Laser (Medium)
  62
  —
  ER Laser (Small)
  17
  —
  Flamer (’Mech)
  6
  —
  Laser (Large)
  123
  —
  Laser (Medium)
  46
  —
  Laser (Small)
  9
  —
  PPC (Heavy)
  317
  —
  PPC
  176
  —
  PPC (Light)
  88
  —
  PPC (Snub-Nose)
  165
  —
  PPC (Support)
  14
  —
  ER PPC
  229
  —
  Plasma Rifle
  210
  26§
  Plasma Rifle (Man-Portable)
  12
  0
  Pulse Laser (Large)
  119
  —
  Pulse Laser (Medium)
  48
  —
  Pulse Laser (Small)
  12
  —
  Ballistic Weapons 
  AC/2
  37
  5
  AC/5
  70
  9 
  AC/10
  123
  15
  AC/20
  178
  22
  “Firedrake” Support Needler
  2
  0
  Flamer (Vehicle)
  5
  1
  Gauss Rifle (Heavy)
  346
  43§
  Gauss Rifle
  320
  40§
  Gauss Rifle (Light)
  159
  20§
  Gauss Rifle (David)
  7
  0
  Gauss Rifle (“King David”)
  7
  0
  Gauss (Magshot)
  15
  0
  LB 2-X AC
  42
  5
  LB 5-X AC
  83
  10
  LB 10-X AC
  148
  19
  LB 20-X AC
  237
  30
  Light AC/2
  30
  4
  Light AC/5
  62
  8
  Machine Gun (Heavy)
  6
  1
  Machine Gun
  5
  1
  Machine Gun (Light)
  5
  1
  Mortar (Light)
  9
  0
  Mortar (Heavy)
  17
  0
  Nail/Rivet Gun
  1
  0§
  Rotary AC/2
  118
  15 
  Rotary AC/5
   247
  31
  Ultra AC/2
  56
  7
  Ultra AC/5
  112
  14
  Ultra AC/10
  210
  26 
  Ultra AC/20
  281
  35
  Missile Weapons 
  LRM-5
  45/9
  6 
  LRM-10
  90/18
  11 
  LRM-15
  136/27
  17 
  LRM-20
  181/36
  23
  MML-3
  29/—
  4
  Item
  Item 
  BV
  Ammo 
  BV*
  MML-5
  45/—
  6
  MML-7
  67/—
  8
  MML-9
  86/—
  11
  MRM-10
  56/11
  7
  MRM-20
  112/22
  14 
  MRM-30
  168/34
  21 
  MRM-40
  224/45
  28 
  Rocket Launcher 10
  18
  —
  Rocket Launcher 15
  23
  — 
  Rocket Launcher 20
  24
  —
  SRM-2
  21/4
  3
  SRM-4
  39/8
  5 
  SRM-5
  47/9
  6
  SRM-6
  59/12
  7 
  Streak SRM-2
  30/6
  4
  Streak SRM-4
  59/12
  7
  Streak SRM-6
  89/18
  11 
  Other Equipment 
  Anti-Missile System
  32†
  11†
  Anti-Personnel Pod (A-Pod)
  1†
  —
  Anti-Battle Armor Pod (B-Pod)
  2†
  —
  Artemis IV FCS
  B
  —
  Backhoe
  8
  —
  Bridge-Layer (Light)
  5†
  —
  Bridge-Layer (Medium)
  10†
  —
  Bridge-Layer (Heavy)
  20†
  —
  Beagle Active Probe
  10†
  —
  Bulldozer
  10†
  —
  CASE
  C
  —
  C3 Computer (Master)
  D
  —
  C3 Slave
  D
  —
  Chainsaw
  7
  —
  Combine
  5
  —
  Dual Saw
  9
  —
  Guardian ECM Suite
  61†
  — 
  Hatchet
  (Damage 
  x 1.5)**
  — 
  Heavy-Duty Pile Driver
  5
  —
  Improved C3 Computer
  D
  —
  Improved Narc Launcher
  75/15
  0
  Machine Gun Array
  F
  —
  MASC
  C
  — 
  Mining Drill
  6
  —
  Narc Missile Beacon
  30/6
  0
  Retractable Blade
  (Damage 
  x 1.725)**
  —
  Rock Cutter
  6
  —
  Spot Welder
  5
  —
  Sword
  (Damage 
  x 1.725)**
  —
  TAG
  A
  — 
  Targeting Computer
  E
  —
  Triple-Strength Myomer
  C
  —
  Industrial Triple-Strength Myomer
  C
  —
  Wrecking Ball
  8
  —
  Item
  Item 
  BV
  Ammo 
  BV*
  Battle Armor Equipment
  Flamer (BA)
  5
  —
  Gauss (Grand Mauler)
  6
  0
  Gauss (Tsunami)
  6
  0
  Grenade Launcher (Heavy)
  2
  0
  Grenade Launcher (Micro)
  1
  0
  Recoilless Rifle (Light)
  12
  0
  Recoilless Rifle (Medium)
  19
  0
  Recoilless Rifle (Heavy)
  22
  0
  LRM-1
  14/3
  2
  LRM-2
  20/4
  3
  LRM-3
  29/6
  4
  LRM-4
  38/8
  5
  MRM-1
  9/2
  1
  MRM-2
  13/3
  2
  MRM-3
  18/4
  2
  MRM-4
  23/5
  3
  MRM-5
  28/6
  4
  Rocket Launcher 1
  2
  —
  Rocket Launcher 2
  3
  —
  Rocket Launcher 3
  4
  —
  Rocket Launcher 4
  5
  —
  Rocket Launcher 5
  6
  —
  SRM-1
  15/3
  2
  SRM-3
  30/6
  4
  Battle Claw (w/Magnets)
  3/pair
  —
  Battle Claw (w/Vibro-Claws)
  1 each
  —
  Heavy Battle Claw (w/Magnets)
  3/pair
  —
  Heavy Battle Claw (w/Vibro-Claws)
  1 each
  —
  Magnetic Clamps
  1
  —
  Narc (Compact)
  16/4
  0
  Popup Mine
  6
  —
  * Per ton
  **The damage used to calculate the item’s BV is based on the final 
  damage the item can deal after all possible modifications (such 
  as TSM) are applied.
  † Defensive Battle Rating
  § Ammunition for these weapons is not counted as explosive.
  NOTES 
  A  TAG: Only affects a unit’s BV if it or other friendly units carry 
  equipment that can be used in conjunction with it. See Con-
  structing a Battle Force, p. 315.
  B  Artemis IV FCS: Increase by 20 percent the BV of any missile 
  launcher equipped with Artemis IV. This increase does not apply 
  to the launcher’s ammunition. 
  C  CASE/MASC/Triple-Strength Myomer, Industrial Triple-
  Strength Myomer: Though these items are used when 
  calculating Battle Ratings, they have no individual BV. 
  D  C3 Computers/Slaves and Improved C3 Computers: C3 
  Computers and Slaves (or Improved C3Computers) only affect 
  a unit’s BV if the unit is designated as part of a complete C3 
  network (at least one C3 Master and one Slave, or two Improved 
  C3 Computers). See Constructing a Battle Force, p. 315.
  E  Targeting Computer: The BV of a targeting computer equals 
  25 percent of the total BV of all weapons linked to the computer. 
  Do not include the BV of ammo when calculating this sum, and 
  use half the BV ratings of rear-mounted weapons.
  F  BV is the total BV of all weapons in a machine gun array multi-
  plied by 0.67.
  INNER SPHERE WEAPONS AND EQUIPMENT BV TABLE
  
  AEROSPACE WEAPONS AND EQUIPMENT BV TABLE
  Item
  Item BV
  Ammo BV*
  Capital Missile Weapons 
  Killer Whale
  769
  96 each
  White Shark
  577
  72 each
  Barracuda
  522
  65 each
  AR-10
  961
  —
  Kraken-T
  2,306
  288 each
  Killer Whale-T
  923
  115 each
  White Shark-T
  692
  86 each
  Barracuda-T
  461
  58 each
  Item
  Item BV
  Ammo BV*
  External Stores
  High Explosive (HE)
  —
  12 each
  Cluster
  —
  13 each
  Laser Guided (LG)
  —
  20 each
  Inferno
  —
  16 each
  Rocket Launcher
  18
  —
  TAG
  A
  —
  Equipment
  Screen Launcher
  160†
  20† each
  * The Ammo Battle Values for capital missiles and equipment are per missile, not per ton of ammo.
  † Defensive Battle Rating
  NOTES
  A TAG: Only affects a unit’s BV if it or other friendly units carry equipment that can be used in conjunction with 
  it. See Constructing a Battle Force, p. 315.
  Item
  Item 
  BV
  Ammo 
  BV*
  Energy Weapons 
  ER Laser (Large)
  248
  —
  ER Laser (Medium)
  108
  —
  ER Laser (Small)
  31
  —
  ER Laser (Micro)
  7
  —
  Flamer (‘Mech)
  6
  —
  Heavy Laser (Large)
  244
  —
  Heavy Laser (Medium)
  76
  —
  Heavy Laser (Small)
  15
  —
  ER PPC
  412
  —
  Plasma Cannon
  170
  21§
  Pulse Laser (Large)
  265
  —
  Pulse Laser (Medium)
  111
  —
  Pulse Laser (Small)
  24
  —
  Pulse Laser (Micro)
  12
  —
  Ballistic Weapons 
  Flamer (Vehicle)
  5
  1
  Gauss (AP)
  21
  3§
  Gauss Rifle
  320
  40§
  HAG 20
  267
  33§
  HAG 30
  401
  50§
  HAG 40
  535
  67§
  LB 2-X AC
  47
  6
  LB 5-X AC
  93
  12
  LB 10-X AC
  148
  19
  LB 20-X AC
  237
  30
  Machine Gun (Heavy)
  6
  1
  Machine Gun
  5
  1 
  Machine Gun (Light)
  5
  1
  Nail/Rivet Gun
  1
  0§
  Ultra AC/2
  62
  8
  Ultra AC/5
  122
  15
  Ultra AC/10
  210
  26
  Ultra AC/20
  335
  42
  Missile Weapons 
  ATM-3
  53/—
  14 
  ATM-6
  105/—
  26
  ATM-9
  147/—
  36
  ATM-12
  212/—
  52
  LRM-1
  17/3
  2
  LRM-2
  24/5
  3
  LRM-3
  34/7
  4
  LRM-4
  46/9
  6
  LRM-5
  55/11
  7
  Item
  Item 
  BV
  Ammo 
  BV*
  LRM-6
  69/14
  9
  LRM-7
  76/15
  10
  LRM-8
  88/18
  11
  LRM-9
  94/19
  12
  LRM-10
  109/22
  14
  LRM-11
  126/25
  16
  LRM-12
  141/28
  18
  LRM-13
  145/29
  19
  LRM-14
  159/32
  20
  LRM-15
  164/33
  21
  LRM-16
  180/36
  23
  LRM-17
  185/37
  24
  LRM-18
  199/40
  25
  LRM-19
  203/41
  26
  LRM-20
  220/44
  27
  SRM-1
  15/3
  2 
  SRM-2
  21/4
  3 
  SRM-3
  30/6
  4 
  SRM-4
  39/8
  5 
  SRM-5
  47/9
  6 
  SRM-6
  59/12
  7
  Streak SRM-1
  20/4
  3 
  Streak SRM-2
  40/8
  5 
  Streak SRM-3
  59/12
  7
  Streak SRM-4
  79/16
  10 
  Streak SRM-5
  99/20
  13
  Streak SRM-6
  118/24
  15 
  Other Equipment 
  Active Probe
  12†
  —
  Active Probe (Light)
  7†
  — 
  Anti-Missile System
  32†
  22†
  Anti-Personnel Pod (A-Pod)
  1†
  — 
  Anti-Battle Armor Pod (B-Pod)
  2†
  —
  Artemis IV FCS
  B
  — 
  Backhoe
  8
  —
  Bridge-Layer (Light)
  5†
  —
  Bridge-Layer (Medium)
  10†
  —
  Bridge-Layer (Heavy)
  20†
  —
  Bomb Rack
  11
  —
  Bulldozer
  10†
  —
  CASE
  C
  — 
  Chainsaw
  7
  —
  Combine
  5
  —
  Dual Saw
  9
  —
  ECM Suite
  61†
  — 
  Item
  Item 
  BV
  Ammo 
  BV*
  Heavy-Duty Pile Driver
  5
  —
  Machine Gun Array
  F
  —
  MASC
  C
  — 
  Mining Drill
  6
  —
  Narc Missile Beacon
  30/6
  0
  Rock Cutter
  6
  —
  Spot Welder
  5
  —
  TAG
  A
  —
  Light TAG
  A
  — 
  Targeting Computer
  D
  —
  Wrecking Ball
  8
  —
  Battle Armor Equipment
  Flamer (BA)
  5
  —
  Laser (Small)
  9
  —
  PPC (Support)
  14
  —
  “Bearhunter” Superheavy AC
  4
  0
  Grenade Launcher (Heavy)
  2
  0
  Recoilless Rifle (Light)
  12
  0
  Recoilless Rifle (Medium)
  19
  0
  Recoilless Rifle (Heavy)
  22
  0
  Advanced SRM-1
  15/3
  2
  Advanced SRM-2
  30/6
  4
  Advanced SRM-3
  45/9
  6
  Advanced SRM-4
  60/12
  8
  Advanced SRM-5
  75/15
  10
  Advanced SRM-6
  90/18
  12
  Battle Claw (w/Vibro-Claws)
  1 each
  —
  Narc (Compact)
  16/4
  0
  * Per ton
  † Defensive Battle Rating
  § Ammunition for these weapons is not counted as explosive.
  NOTES 
  A TAG: Only affects a unit’s BV if it or other friendly units carry equip-
  ment that can be used in conjunction with it. See Constructing a 
  Battle Force, p. 315.
  B Artemis IV: Increase by 20 percent the BV of any missile launcher 
  equipped with Artemis IV. This increase does not apply to the 
  launcher’s ammunition. 
  C CASE/MASC: Though these items are used when calculating the 
  Defensive Battle Rating, they have no individual BV. 
  D Targeting Computer: The BV of a targeting computer equals 25 
  percent of the total BV of all weapons linked to the computer. Do not 
  include the BV of ammo when calculating this sum, and use half the 
  BV ratings of rear-mounted weapons.
  CLAN WEAPONS AND EQUIPMENT BV TABLE
  
  319
  319
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  INDEX
  INDEX
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  BATTLE VALUE
  BATTLE VALUE
  Weapon
  BV
  Archaic Weapons
  Bow (Compound)
  0.01
  Bow (Daikyu)
  0.01
  Bow (Longbow)
  0.01
  Bow (Shortbow)
  0
  Bow (Hankyu)
  0
  Club (Blackjack/Sap)
  0.05
  Club (Club/Improvised)
  0.02
  Club (Vibro-Mace)
  0.24
  Crossbow (Basic)
  0.01
  Crossbow (Heavy)
  0.02
  Blade (Axe)
  0.10
  Blade (Bokken)
  0.04
  Blade (Dao)
  0.04
  Blade (Carbon-Reinforced Nails)
  0.02
  Blade (Hatchet/Tomahawk)
  0.04
  Blade (Katana/Scimitar)
  0.06
  Blade (Knife/Dagger/Bayonet)
  0.02
  Blade (No-Dachi)
  0.05
  Blade (Sword)
  0.06
  Blade (Wakizashi)
  0.02
  Blade (Vibro-axe)
  0.39
  Blade (Vibro-blade)
  0.19
  Blade (Vibro-katana)
  0.29
  Blade (Vibro-sword, IS)
  0.29
  Blade (Vibro-sword, Clan)
  0.34
  Nunchaku
  0.02
  Staff
  0.04
  Staff (Pole Arm)
  0.04
  Staff (Stun Staff, Single-End)
  0.06
  Staff (Stun Staff, Double-End)
  0.06
  Stunstick
  0.06
  Stunstick (Mini)
  0.05
  Thrown (Dart)
  0
  Thrown (Hatchet/Tomahawk)
  0.01
  Thrown (Knife)
  0
  Thrown (Spear)
  0.01
  Thrown (Shuriken)
  0
  Whip
  0.05
  Whip (Monowire)
  0.32
  Whip (Medusa)
  0.15
  Whip (Neural Lash)
  0.08
  Whip (Neural Whip)
  0.08
  Pistols
  Auto-Pistol
  0.19
  Auto-Pistol (Hawk Eagle)
  0.25
  Auto-Pistol (Magnum)
  0.19
  Auto-Pistol (M&G)
  0.16
  Auto-Pistol (Nambu)
  0.19
  Auto-Pistol (Serrek 7875D)
  0.15
  Auto-Pistol (Sternsnacht Python)
  0.26
  Dart Gun
  0.01
  Flare Pistol
  0.08
  Gauss Pistol
  0.13
  Gauss Pistol (Hold-Out [Mandrake])
  0.02
  Gyrojet Pistol
  0.04
  Gyrojet Pistol (Coventry Handrocket)
  0.43
  Gyrojet Pistol (Hold-Out)
  0.04
  Harpoon Gun (Pequod Mk. I)
  0.02
  Laser Pistol
  0.64
  Laser Pistol (Blazer)
  0.79
  Laser Pistol (ER)
  0.61
  Laser Pistol (Hold-Out)
  0.13
  Laser Pistol (Hold-Out [White Dwarf])
  0.02
  Laser Pistol (Nakjima)
  0.55
  Laser Pistol (Sunbeam)
  0.86
  Laser Pistol (Sunbeam Nova)
  0.24
  Weapon
  BV
  Needler Pistol
  0.21
  Needler Pistol (Hold-Out)
  0.10
  Needler Pistol (M&G Flechette)
  0.10
  Needler Pistol (Sea Eagle)
  0.10
  Paint Gun (LGB-46R)
  0
  Pistol (Flamer)
  0.31
  Pistol (Hold-Out)
  0.03
  Pistol (Makeshift)
  0.02
  Pistol (TK Enforcer Semi-Automatic)
  0.18
  Pistol (Spitball Gas Weapon)
  0
  Pistol (Sternsnacht Heavy [Claymore])
  0.08
  Pulse Laser Pistol (Clan)
  0.61
  Pulse Laser Pistol (IS)
  0.13
  Revolver
  0.16
  Revolver (Magnum)
  0.17
  Sonic Stunner
  0.06
  Tranq Gun
  0.13
  Rifles
  Auto-Rifle
  1.59
  Elephant Gun
  0.34
  Gauss Rifle (Thunderstroke)
  0.79
  Gauss Rifle (Thunderstroke II)
  2.71
  Gyroslug Carbine
  0.86
  Gyroslug Carbine (Star King)
  1.07
  Gyroslug Rifle
  1.07
  Gyrojet Gun (Heavy)
  1.07
  Gyrojet Rifle
  1.07
  Harpoon (Pequod Mk. 2)
  0.18
  Laser Rifle 
  1.43
  Laser Rifle (Blazer)
  1.79
  Laser Rifle (Ebony Assault)
  1.07
  Laser Rifle (ER)
  2.01
  Laser Rifle (ER, Starfire)
  2.01
  Laser Rifle (Federated-Barrett M61A)
  3.83
  Laser Rifle (Intek)
  1.51
  Laser Rifle (Magna)
  1.33
  Laser Rifle (Marx XX)
  1.86
  Laser Rifle (Mauser 960 Assault Sys.)
  4.75
  Laser Rifle (Mauser 1200 LSS)
  5.32
  Laser Rifle (Mauser IIC)
  (Non-Inferno)
  9.82
  (Inferno)
  6.45
  Laser Rifle (Maxell PL-10)
  1.33
  Needler Rifle
  0.21
  Needler Rifle (Shredder Heavy)
  0.31
  Needler Rifle (M&G Flechette)
  0.10
  Pulse Laser Rifle (Clan)
  1.69
  Pulse Laser Rifle (IS)
  0.76
  Rifle (Bolt-Action)
  0.43
  Rifle (Federated-Barrett M42B)
  3.12
  Rifle (Federated Long)
  1.07
  Rifle (Imperator AX-22 Assault)
  1.59
  Rifle (M&G G-150)
  1.64
  Rifle (Makeshift)
  0.09
  Rifle (Minolta 9000 Adv. Sniper Sys.)
  1.79
  Rifle (Radium Sniper)
  2.58
  Rifle (Sniper)
  0.92
  Rifle (TK Assault)
  1.34
  Rifle (Zeus Heavy)
  0.67
  Shotguns
  Auto-Shotgun
  0.21
  Ceres Arms Crowdbuster
  0.10
  Gel Gun (Buccaneer)
  0.06
  Shotgun (Avenger CCW)
  0.30
  Shotgun (Combat)
  0.25
  Shotgun (Double-Barrel)
  0.03
  Weapon
  BV
  Shotgun (Double-Barrel, Sawed-Off)
  0.03
  Shotgun (Pump-Action)
  0.07
  Shotgun (Pump-Action, Sawed-Off)
  0.07
  Submachine Guns
  Auto-Pistol (Mydron)
  0.13
  Auto-Pistol (Stetta)
  0.16
  Gauss Submachine Gun
  1.38
  Machine Pistol (Martial Eagle)
  0.23
  Submachine Gun
  0.23
  SMG (Gunther MP-20)
  0.30
  SMG (Imperator 2894A1)
  0.20
  SMG (KA-23 Subgun)
  0.20
  SMG (Rorynex RM-3/XXI)
  0.18
  SMG (Rugan)
  0.18
  Grenades (Thrown)
  Grenade
  (Non-Inferno)
  0.44
  (Inferno)
  0.17
  Grenade (Micro)
  0.15
  Grenade (Mini)
  (Non-Inferno)
  0.25
  (Inferno)
  0.10
  Grenade (Rocket-Assisted)
  0.92
  Support Weapons
  AA Weapon (Mk. 1 Light AA)
  0.70
  AA Weapon (Mk. 2 Man-Portable AA)
  4.14
  Autocannon (Bearhunter Super-Heavy)
  2.13
  Autocannon (Semi-Portable)
  2.35
  Flamer (Heavy)
  0.72
  Flamer (Man-Portable)
  0.50
  Gauss Cannon (Grand Mauler)
  3.22
  Gauss Rifle (Magshot)
  3.78
  Gauss Rifle (Tsunami Heavy)
  3.22
  Gauss Rifle, Light (David)
  4.01
  Gauss Rifle, Light (King David)
  4.87
  Grenade Launcher
  (Non-Inferno Ammo)
  2.48
  (Inferno Ammo)
  1.04
  Grenade Launcher (Automatic)
  (Non-Inferno Ammo)
  4.55
  (Inferno Ammo)
  1.25
  Grenade Launcher (Compact)
  0.49
  Grenade Launcher (Heavy)
  (Non-Inferno Ammo)
  5.38
  (Inferno Ammo)
  2.11
  Grenade Launcher (Heavy Auto)
  (Non-Inferno Ammo)
  5.90
  (Inferno Ammo)
  2.93
  Laser (Hellbore Assault)
  3.22
  LRM Launcher (Corean FarShot)
  (Non-Inferno Ammo)
  3.44
  (Inferno Ammo)
  1.36
  Machine Gun (Light)
  1.50
  Machine Gun (Portable)
  1.99
  Machine Gun (Semi-Portable)
  2.29
  Machine Gun (Support)
  4.80
  Mortar (Heavy)
  (Non-Inferno Ammo)
  4.09
  (Inferno Ammo)
  2.44
  Mortar (Light)
  (Non-Inferno Ammo)
  1.62
  (Inferno Ammo)
  0.79
  MRM Launcher 
  (Non-Inferno Ammo)
  2.71
  (Inferno Ammo)
  1.33
  Weapon
  BV
  Needler, Support (Firedrake)
  6.13
  Particle Cannon (Semi-Portable)
  3.68
  Particle Cannon (Support)*
  11.32
  Plasma Rifle, Man-Portable
  8.08
  Pulse Laser (Dragonsbane Disp.)
  0.82
  Recoilless Rifle (Heavy)
  (Non-Inferno Ammo)
  2.91
  (Inferno Ammo)
  1.74
  Recoilless Rifle (Light)
  (Non-Inferno Ammo)
  2.45
  (Inferno Ammo)
  0.97
  Recoilless Rifle (Medium)
  (Non-Inferno Ammo)
  2.71
  (Inferno Ammo)
  1.33
  Rocket Launcher (LAW)
  2.71
  Rocket Launcher (V-LAW)
  1.47
  SRM Launcher (Standard, Two-Shot)
  (Non-Inferno Ammo)
  5.83
  (Inferno Ammo)
  3.48
  SRM Launcher (Heavy) 
  (Non-Inferno Ammo)
  2.91
  (Inferno Ammo)
  1.74
  SRM Launcher (Light)
  (Non-Inferno Ammo)
  2.91
  (Inferno Ammo)
  1.74
  Support Laser
  6.02
  Support Laser (ER, IS)
  8.21
  Support Laser (ER, Clan)
  10.27
  Support Laser (ER Heavy, IS)
  13.88
  Support Laser (ER Heavy, Clan)
  18.52
  Support Laser (ER, Semi-Portable)
  5.02
  Support Laser (Heavy)
  17.35
  Support Laser (Heavy, Semi-Portable)
  7.53
  Support Laser (Semi-Portable)
  4.37
  Support Laser (Ultra-Heavy)
  20.31
  Support Pulse Laser
  5.81
  Support Pulse Laser (Heavy)
  9.58
  Support Pulse Laser (Semi-Portable)
  2.81
  CONVENTIONAL INFANTRY WEAPONS BV TABLE
  
  • A •
  Active probe, 204, 252
  Actuators, 32
  Advanced fire control, 217–18
  Advanced short range missile launcher, 261
  Advanced tactical missile (ATM) system, 229
  Aerospace 
   
  armor points per ton, 192
   
  armor weapon space, 192
   
  Battle Value, 311–13
   
  cockpit, 211–12
   
  engines, fusion/turbine, 215
   
  fighters, 13, 180. See also Fighters
   
  structure, 224
   
  weapon classes, 331
   
  weapons, equipment BV, 318
  Aerospace unit, 9, 19 
   
  armor table, 191
   
  heat sinks table, 193
   
  record sheet, 28–29, 182
   
  structural costs, availability, 283, 285
  AeroTech 2, 8
  Aerotechnology, 174–75
  Affiliation, 145, 146
  Affiliation key, 290
  Airships, 111, 116, 129
   
  fixed-wing, 112
   
  structural integrity, 130–31
   
  support vehicles, 11
   
  support vehicles fuel table, 126
  Amaris, Stefan, 14
  Ammunition, 21, 57
   
  autocannon, 208
   
  battle armor, 170–72
   
  combat vehicles, 107
   
  heavy weapon, 294–96, 324–25
   
  IndustrialMech, 74–75
   
  missile, 171, 230–31, 261–62
   
  NARC, 232–33
   
  non-missile, 170–71
   
  ProtoMech, 88–89
   
  support vehicles, 136–37
   
  weight of, 149
  Anti-aircraft weapon, 148
  Anti-BattleMech attacks, 310
  Anti-‘Mech battle armor, 167
  Anti-missile system, 204
  Anti-personnel 
   
  gauss rifle, 218, 255
   
  pods (A-pods), 204–5
   
  weapon, 271, 310
  Archaic weapons, 272–73
  Armament, conventional infantry, 272–73
  Armor, 205–6 
   
  battle. See Battle armor
   
  BattleMechs, 33–34, 56
   
  combat vehicles, 105–6
   
  diagram, 23–26, 28, 54–55, 252–53
   
  fighters, 190–93
   
  IndustrialMech, 61–62, 72–73
   
  Internal structure, rounding and, 22
   
  ProtoMech, 82, 86–87
   
  space, 55
   
  support vehicle, 134–36
   
  technology base, 55
  Armored gloves, 259
  Armor-piercing ammunition, 208
  Arresting hoists, 245–46
  Art, 9
  Artemis IV fire-control system, 206–7
  Autocannon, 207–8
  Autocannon munitions, 208
  Availability
   
  codes table, 287
   
  determining final, 288–89
   
  introduction, extinction dates, 287–88
   
  ratings, 286–87
  • B •
  Backhoe, 242
  Balance sensors, 34
  Ballistic weapon, 148
  Base range, 149
  Basic fire control, 217
  Battery packs, 42
  Battle armor, 9, 13, 19–20, 157–59
   
  adding, 168–70
   
  Battle Value, 310
   
  chassis, 162–63
   
  designing, 161
   
  equipment, 250
   
  equipment, Clan, 326–27
   
  equipment, Inner Sphere, 325–26
   
  fighters, 182
   
  manipulators, 166–68
   
  modular technology, 160
   
  motive systems, 164–66
   
  physical enhancements, 165–66
   
  protection table, 169
   
  record sheet, 27, 172–73
   
  structural costs, availability, 281
   
  structure weights table, 163
   
  technology base, 160
   
  unit size modifier, 316
   
  weapon, 20–21
   
  weapon, ammunition, 170–72
   
  weapon/equipment cost, 
   
   
  availability, 296–98
   
  weapon limits table, 170
   
  weapon space, 161
   
  weight, 161
  Battle claw, 259
  Battle force, 315
  BattleMech, 9, 18
   
  actuators, 32
   
  armor, 33–34, 54–55, 56–57
   
  chassis design, 46–48
   
  cockpit, 39–42 52
   
  critical space table, 45
   
  design process, 45–46
   
  diagnostic interpretation (DI)
   
   
  computer, 42
   
  emergence of, 14
   
  endoskeleton of, 31–32
   
  endo-steel, 32
   
  engine, 35–37
   
  engine installation, 48–50
   
  ferro-fibrous armor, 34
   
  frame, 31–32
   
  gyroscope, 34–35, 50–51
   
  heat sinks, 37–38, 53–54
   
  intelligence of, 42–43
   
  internal structure, 31–33, 46–48
   
  jump capability, 51
   
  jump jets, 38–39
   
  myomers, 32–33
   
  record sheet, 59
   
  sensors, targeting systems, 39
   
  space, 45
   
  special physical enhancements, 52–53
   
  stealth armor, 34
   
  structural costs, availability, 277–78
   
  technology base, 44, 47
   
  technology rating, 44
   
  weapons, ammunition, 57–59
   
  weight, 45
  Battle tanks, 92–93
  Battle Value (BV), 21–22
   
  aerospace weapons, 311–14, 318
   
  battle armor, 310
   
  battle armor unit size modifier, 316
   
  CellCo Ranger APC, 308
   
  Clan weapons, equipment, 318
   
  conventional infantry weapons, 319
   
  Delphyne-2, 306–7
   
  DemolitionMech, 305
   
  DropShip, 314
   
  Grenadier [SRM/SL], 311
   
  Hephaestus OmniVehicle, 308
   
  infantry, 309
   
  Inner Sphere weapons, equipment, 317
   
  ‘Mech, 302–4
   
  ‘Mech modifiers, 315
   
  Mon-66 Mongoose calculation, 304
   
  offensive adjustment, 316
   
  ProtoMech, 306–7
   
  Purifier, 310–11
   
  skill multiplier table, 315
   
  Thunderbird, 313
   
  unit type modifier, 316
   
  vehicle, 307–8
  BattleSpace, 8
  Battlesuit, 9
  Battlesuit armor types, 169
  Bay door, 209
  Blackstone BattleMechs, 114
  Blueprints, IndustrialMech, 61
  Blue-water combat vehicles, 93
  Body type, 162
  Bomb rack, 253
  Boot camp, diary, 141–43
  Bridgelayer, 242
  Brute force, 34–35
  Bulldozer, 243
  BV. See Battle Value
  • C •
  C3 computers, 209
  Cal-Boeing, 114
  Camo system, 253
  Capellan Confederation, 15
  Capital missile launchers, 210
  Capital weapons, 194
  Cargo 
   
  bay, 239
   
  DropShips, 177–78
   
  lifter, 259
   
  transportation, 154–55
  CASE. See Cellular ammunition storage 
  equipment
  Cavalry, 93
  CellCo Ranger UPU 3000, 114, 308
  Cellular ammunition storage equipment 
  (CASE), 210
  Chainsaw, 243
  Chassis
   
  battle armor, 162–63
   
  combat vehicles, 96–99
   
  fighters, 182–84
   
  IndustrialMech, 66–67
   
  ProtoMech, 81–83
   
  support vehicle, 118–25
  Chassis design
   
  internal structure tonnage, 46–48
   
  technology base, 46
   
  weight (tonnage), 46
  Chassis modification, support vehicles, 
  117, 122–23
  Clan, 9, 10, 14 
   
  battle armor equipment, 326–27
   
  BattleMechs, 44
   
  heavy weapons, equipment, 322
   
  ratings, 286–87
   
  tech base, 19
   
  weapons, equipment BV, 318
  Clan Diamond Shark, 16
  Clan Jade Falcon, 15
  Clan Nova Cat, 17
  Clan Snow Raven, 17
  Clan Wolf, 15, 16
  Climate control, 41
  Close range combat, 93
  Coanda PSC, 115
  Cockpit, 39–40
   
  BattleMechs, 39–42
   
  controls, 40, 210–12
   
  displays, 40–41
   
  ejection seats, 41
   
  IndustrialMech, 63, 69–70
   
  life support, 41–42
   
  ProtoMech, 85
   
  space, 52
   
  storage, passengers, 41
   
  technology base, 52
   
  waste systems, 41
  Combat Equipment, 8
  Combat Operations, 8
  Combat suits, 41–42
  Combat targeting computer, 303, 312
  Combat vehicle, 10–11, 19
   
  armor, 90–91, 105–6
   
  battlefield roles of, 92–93
   
  chassis, 96–99
   
  control systems, 100–103
   
  costs, availability, 279
   
  crews, 92
   
  designing, 96
   
  engines, 91–92, 100–103
   
  equipment, 91
   
  heat sinks, 104, 107
   
  jump jets, 103
   
  lift/dive equipment, 102
   
  maneuverability, 91
   
  movement (motive) type, 94–95, 96
   
  record sheet, 96, 109
   
  structure, 225
   
  technology base, 95, 97
   
  weapons, ammunition, 107–9
   
  weight (tonnage), 95, 97–99
  Combine, 243
  Combustion engines, 214
  Command  bridges, 212
  Command, control and communications 
  (C3), 315
  Commercial armor, 205
  Communications equipment, 212
  Compact engines, 214
  Compact gyro, 219
  Components, 9–13
  ComStar, 14, 16
  Concealed weapon (modification), 213
  Construction, 200
  Control systems, 210–12
   
  cockpit, 40
  
  321
  321
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INDEX
  INDEX
   
  combat vehicles, 103
   
  DropShips, 175–76
   
  fighters, 178–79, 188–90
   
  support vehicles, 131–32
  Conventional fighters, 13, 180
  Conventional infantry, 12–13, 18–19 
   
  armament, 272–73
   
  cost calculations, 275, 282
   
  equipment, 272
   
  record sheet, 27
   
  weapons, 21, 328–31
   
  weapons cost, availability, 298–301
   
  weapons BV, 319
  Costs, 21, 22
   
  component formulas, 274
   
  rounding, 274
   
  structural, 274–82
   
  weapons, equipment, 282–86
  Crew, 103
   
  additional, 131
   
  aerospace needs, 189
   
  combat vehicle, 92 
   
  data, 26, 28
   
  fighters, 188
   
  infantry weapon, 149, 150, 151
   
  minimum, 131
   
  quarters, 282
   
  quarters, fighters, 195
  Critical damage, 26, 28
  Critical hits, 23, 24, 25
  Critical space, 18–19
   
  BattleMech, 45
   
  IndustrialMech, 65
   
  ‘Mech engine, 50
  Cutting torch, 254
  Cyclops, Incorporated, 113
  • D •
  Damage, 149
  Damage values, weaponry, 152–54
  Dedicated driver, 92
  Defensive battle rating, 302–3
  Defensive factors, 316
  Delphyne-2, 306–7
  DemolitionMech, 305
  Depth tracks, 26
  Detachable missile pack modification, 254
  Diagnostic interpretation (DI) computer, 42
  Direct fire weapons battle rating, 310
  Displacement hull, 94
  Displays, cockpit, 40–41
  Dive equipment, 102, 131
  Double heat sinks, 221
  Draconis Combine, 15
  Dragoon, 93
  DropShip, 13, 175
   
  armor, 191
   
  Battle Value, 314
   
  cargo, 177–78
   
  civilian vs. military, 183
   
  control systems, 175–76
   
  engineering, 176
   
  marines, 177
   
  space, 181
   
  structural integrity, 187–88
   
  technology base, 181
   
  transport bays, doors, 196
   
  unit type, shape, 181
   
  weapon systems, 176–77
  Dual saw, 244
  Dumper, 244
  • E •
  Earthwerks-CC, 114
  Earthwerks-FWL, 115
  ECM suite, 213, 254
  Ejection seat, 41, 213–14
  Elevation, 26
  Endo-steel, 32, 224
  Energy weapon, 148
  Engine, 214–15
   
  BattleMechs, 35–37, 48–50
   
  combat vehicles, 91–92, 100–103
   
  fighters, 179, 184–88
   
  IndustrialMech, 62, 67–70
   
  master table, 49
   
  ‘Mech critical space table, 50
   
  OmniMechs, 48
   
  oversized BattleMechs, 37
   
  ProtoMech, 83–85
   
  rating and mobility formulas, 48
   
  support vehicle, 126–28
  Engineering, DropShips, 176
  Enhancements, special physical, 52–53
  Environmental sealing, 216
  Enviro-sealing, 70
  Equipment, 201
   
  aerospace BV, 318
   
  Clan, 318, 322
   
  IndustrialMech, 63
   
  Inner Sphere, 317, 320–21
   
  key, 320
  Escape pod, 216
  Excessive ammunition, 303, 312
  Extended IndustrialMech fuel tanks, 245
  Extended life support, 254–55
  Extended-range (ER) 
   
  laser, 226
   
  PPC, 233–34
  External stores, 315 
   
  blocks, 28
   
  fighters, 196
   
  hardpoints, 216–17
  Extinction date, 287–88
  Extra-light (XL) engines, 36–37, 38, 214
  Extralight gyro, 220
  • F •
  FedCom civil war, 14
  Federated-Boeing Interstellar, 111
  Federated Suns, 15
  Ferro-aluminum armor, 205
  Ferro-fibrous armor, 34, 205
  Fiction, 8–9
  Field kitchen, 217
  Fighter, 9, 28, 178
   
  ammunition, 194–98
   
  armor, 190–93
   
  armor weapon space, 192
   
  battle armor formations table, 182
   
  bay, 240
   
  chassis, 182–84
   
  controls, 178–79, 188–90
   
  engines, 179, 184–88
   
  heat sinks, 193–94
   
  record sheet, 198–99
   
  space, 181
   
  structural integrity, 187
   
  technology base, 181
   
  unit type, shape, 180
   
  weapons, 179, 194–98
  Filtration systems, 41
  Fire control systems, 132, 206–7, 217–18
   
  advanced, 69
  Firedrake, 266
  Fire resistant armor, 253
  Fire support, combat vehicles, 93
  Firing arcs, 194
  Fixed wing, 116, 128–29
   
  aircraft, 112
   
  structural integrity, 130–31 
   
  support vehicle fuel table, 126
   
  support vehicles, 12, 28
  Flame-based weapon, 148
  Flamer, 218, 255
  Flechette ammunition, 208
  Fluid suction system, 247, 248
  Foot infantry, 12, 144
  Foot motive, 272
  Formation, battle armor, 173
  Fragmentation missile, 230
  Free Rasalhague Republic, 17
  Free Worlds League, 14
  Fuel, 68 
   
  capacity, aerospace fighters, 186–87
   
  support vehicle, 127, 128–30
   
  tank, 255
   
  tank, extended IndustrialMech, 245
  Functionality, 111
  Fusion engine, 214 
   
  explosions, 36–37
  Fusion, 35
  Fusion fuels, 35
  • G •
  Game rules, 200
  Gauss rifle, 218–19, 255
  Ghost Bear Dominion, 15
  Grenade launcher, 256
  Grenadier [SRM/SL], 311
  Ground movement, 164
  Gunners, 92
  Gyroscope, 34–35, 219–20
   
  BattleMechs space, 50
   
  BattleMechs technology base, 50
   
  IndustrialMech, 63
   
  master table, 50
  • H •
  Harjel, 256
  Harpoon SRM, 230
  Hatchet, 220
  Heat 
   
  collection, 38
   
  data, 23–24
   
  dumping, 38
   
  pumps, 38
   
  scale, 25, 28
   
  sensor, 256
   
  sources, 38
  Heat sinks, 35, 37–38, 220–21
   
  BattleMechs, 37–38
   
  capacity, 303, 312
   
  combat vehicles, 104, 107
   
  fighters, 193–94, 195
   
  IndustrialMech, 71
   
  ProtoMech, 86
   
  space, 53
   
  support vehicles, 133
   
  technology base, 53
  Heavy-burst weapon, 148
  Heavy-duty pile driver, 244
  Heavy equipment, 201
  Heavy ferro-fibrous armor, 205–6
  Heavy gauss rifle, 218
  Heavy gyro, 219–20
  Heavy laser, 226
  Heavy machine gun, 228
  Heavy PPC, 234
  Heavy weapon, 20 
   
  ammunition, 294–96, 324–25
   
  Clan, 322
   
  equipment, 290–92
   
  Inner Sphere, 320–21
   
  key, 320
  Hephaestus OmniVehicle, 308
  Hit locations, 25
  House Cameron, 14
  House Davion, 15
  House Kurita, 9, 15
  House Liao, 15
  House Marik, 14
  House Steiner, 15
  Hovercraft, 10, 91, 101, 113, 116
   
  -based infantry, 145
   
  movement, 94
   
  support vehicles, 11
  Humanoid, 162
  Hydrofoil, 94
  Hyper-assault gauss, 219
  • I •
  Ibex RV, 115
  Improved C3 computer, 209
  Improved jump jets, 225–26
  Improved sensors, 257
  iNARC, 232–33
   
  ECM pods, 232
   
  explosive pods, 232
   
  haywire pods, 232–33
   
  homing pods, 232
   
  nemesis pods, 233
  Industrial combustion engines, 215
  Industrial drill, 259–60
  Industrial equipment, 292–94, 323–24
  Industrial fission/fusion engines, 215
  IndustrialMech, 9–10, 18
   
  ammunition, 74–75
   
  armor, 72–73
   
  chassis, 66–67
   
  cockpit, sensor systems, 63, 69–70
   
  designing, 65
   
  engines, propulsion, 62, 67–70
   
  gyroscope, 63, 69
   
  heat sinks, 71
   
  jump jets, 62. 69
   
  market, 60–61
   
  myomers, 62–63
   
  record sheet, 75
   
  space, 65, 67
   
  structural core, 61–62, 66–67
   
  structural costs, availability, 277–78
   
  structure, 224
   
  targeting systems, 303
   
  technology base, 64, 66
   
  tools, equipment, 63
   
  weapons, 63, 74–75
   
  weight, 64–65. 66
  Industrial TSM, 240
  Infantry, 9
   
  Battle Value, 309 
   
  bays/compartments, 240. 282
   
  deployment, 146
   
  designing, 145
   
  formations, 147
   
  motive type, 144–46
   
  organization, 145
   
  platoon type, 145–47
  
   
  record sheet, 154–55
   
  technology base, 145
   
  weaponry, 148–54
  Inferno SRM, 231
  Inner Sphere, 9, 14
   
  BattleMechs, 44 
   
  battle armor equipment, 325–26
   
  tech base, 19
   
  weapons, equipment, 317, 320–21
  Internal space, combat vehicles, 95, 98
  Internal structure, 224–25
   
  battle armor, 162
   
  IndustrialMech, 61
   
  support vehicle, 121, 122
  Introduced (affiliation) key, 290
  Introduction date, 287–88
  • J-K •
  Jihad, 14
  Jump 
   
  booster, 165, 166, 257
   
  capability, 51
   
  infantry, 13, 144, 272, 309
   
  packs, 257
  Jump jets, 38–39, 225–26, 257
   
  battle armor, 164
   
  combat vehicles, 103
   
  IndustrialMech, 62, 69
   
  ProtoMech, 84–85
   
  space, 51
   
  support vehicles, 131
   
  table, 51
   
  technology base, 51
  Kerensky, Aleksandr, 14
  • L •
  Ladder, 243
  Laser, 226–27, 258
  Laser microphone, 258
  Late-era units, 288
  LB-X autocannon, 207
  LB-X cluster ammunition, 208
  Life support, cockpit, 41–42
  Lifeboat, 227
  Lift equipment, 102, 131
  Lift hoists, 245–46
  Light autocannon, 207
  Light engines, 214
  Light ferro-fibrous armor, 205–6
  Light fluid suction system, 248–49
  Light gauss rifle, 219
  Light machine gun, 228
  Light PPC, 234
  Light TAG, 238
  Light weapons, 20. 271
  Location restrictions, ProtoMech, 87
  Long-range missile (LRM), 229
  Long-range missile launcher, 261
  Look-down radar, 227
  Lyran Alliance, 15
  • M •
  Machine gun, 228, 258
  Machine gun arrays, 228
  Magistracy of Canopus, 16
  Magnetic clamps, 167, 259
  Magnetic claws, 260
  Magnetohydrodynamics, 35
  Main gun mount, ProtoMech, 82
  Malrite Company, 112
  Manipulator adaptations, 260
  Manipulator, 246, 259–60
   
  adaptations, 260
   
  battle armor, 166–68
  Marian Hegemony, 16
  Marines, 177
  MASC. See Myomer Acceleration Signal 
  Circuitry
  Mash equipment, 228
  Mastodon transport, 113
  ‘Mech, 9 
   
  armor, 33–34
   
  armor modifier, 315
   
  Battle Value calculation, 302–4
   
  bay, 240
   
  cockpit, 39–42, 211
   
  data, 24
   
  engine, 35–37
   
  engine modifier, 315
   
  gyroscope, 34–35
   
  gyroscope modifier, 315
   
  heat sinks, 37–38
   
  internal structure, 31–33, 46–48
   
  internal structure modifier, 315
   
  jump jets, 38–39
   
  record sheets, 24–25
  Mechanized battle armor, 167
  Mechanized infantry, 144–45, 272
   
  skill levels, 315
  Medium range missile (MRM), 229
  Medium range missile launcher, 261
  Medium weapon, 20, 271
  Military-standard combustion engines, 214
  Military-standard fusion engines, 214
  Mimetic armor, 253
  Mine 
   
  clearance equipment, 260
  Mining drill, 246
  Missile 
   
  ammunition, 171, 230–31, 261–62
   
  launchers, 171, 229–31, 261–62
   
  launchers, ProtoMech, 88
   
  weapon, 148
   
  weapon battle rating, 310
  Mission equipment, 262
  Mobility limits, secondary weapons, 151
  Modular equipment adaptor, 260
  Modular mounts, 262, 263
  Modular technology, 160, 163, 164, 165, 
  168, 171, 173
  Mongoose, 304
  Monza light cruse liner, 111
  Mortar, 263
  Mosquito IX radar plane, 112
  Motive systems. See also Movement
   
  battle armor, 164–66
   
  conventional infantry, 272
   
  infantry, 144–46
  Motorized infantry, 12–13, 144, 272
  Movement
   
  combat vehicles, 94–95, 96
   
  heat, 303
   
  type, 118–19
  Multi-missile launcher (MML), 229
  Muskrat-379, 112
  Myomer Acceleration Signal Circuitry 
  (MASC), 52, 232
  Myomers, 32–33
   
  IndustrialMech, 62–63
   
  booster, ProtoMech, 85
  • N •
  Nail gun, 247
  NARC, 263 
   
  explosive pods, 233
   
  homing pods, 233
   
  missile beacon, 232–33
  Naval, 116
  Naval vessels, 12, 113
   
  movement, 94
  Needler, 266
  Neurohelmets, 43
  Non-airship fuel, 128–29
  Non-ground movement, 164–65
  Non-penetrating weapon, 148
  • O •
  Offensive 
   
  adjustment, 316
   
  battle rating, 303–4
  Omni 
   
  technology, 19–20
   
  units, weapons, equipment costs, 282
  OmniFighter, 183
   
  armor, 191
   
  control systems, 189
   
  engine, 184
   
  fuel capacity, 186
   
  heat sinks, 193
   
  record sheet, 199
   
  structural integrity, 188
   
  tech base, 181
   
  weapons, equipment, 196
  OmniMech, ProtoMech and, 80
  OmniMech, WorkMechs and, 64
  OmniMech, 9
   
  armor, 55
   
  chassis design, 44
   
  cockpit, 52
   
  engine, 48
   
  gyroscope, 50
   
  heat sinks, 53–54
   
  jump jets, 51
   
  MASC and TSM, 53
   
  ProtoMech and, 80
   
  record sheet, 59
   
  weapons, ammunition, 57
   
  WorkMech and, 64
  OmniTech, 14, 47
  OmniVehicle
   
  armor, 106, 134
   
  Battle Value, 308
   
  control systems, 103
   
  crew, fire control, 132
   
  engine, 101, 126
   
  fuel capacity, 129
   
  heat sinks, 104, 133
   
  internal structure, 99, 124
   
  lift/dive equipment, rotors, 102
   
  record sheet, 109, 139
   
  structural integrity, 130
   
  support vehicles, 117
   
  technology base, 95
   
  weapons, ammunition, 107–8, 137
  Outworlds Alliance, 17
  Oversized platoon, 146, 153–54
  • P •
  Parafoil, 266
  Paramedic equipment, 233
  Partial wing, 165, 166, 266
  Particle projector cannon (PPC),  
  233–34, 267
  Passenger
   
  cockpit, 41 
   
  quarters, 282
  Pegasus Passenger VTOL, 114
  Percentages, 22
  Pilot 
   
  data, 25, 28
   
  crew accommodations, fighters, 
  188–89
  Pintle mount, 234
  Pintles, 137
  Pistols, 273
  Plasma cannon, 235
  Plasma rifle, 234–235, 267
  Plasma weapons, 234–235
  Platoon 
   
  nomenclature, 154
   
  oversized, 146, 153–54
   
  type, 145–47
   
  weaponry, 148–54
  Point-blank weapon, 148
  Pop-up mine, 267
  Power amplifiers, 74, 107, 235
   
  support vehicles, 137
   
  turbine-powered conventional 
  fighters, 195–96
  Power generation, BattleMechs, 35
  Power pack, 268
  Precision ammunition, 208
  Primary weapons, 150
  Propulsion, IndustrialMech, 62, 68
  ProtoMech, 10, 19 
   
  armor, 86–87, 205
   
  Battle Value, 306–7
   
  bay, 240
   
  chassis, 81–83
   
  cockpit, 85, 211
   
  data, 25
   
  designing, 81
   
  engines, 83–85, 214
   
  heat sinks, 86, 221
   
  internal structure, 82
   
  jump jets, 84–85, 225
   
  myomer booster, 85, 232
   
  R&D, 77–79
   
  record sheet, 89, 25
   
  skill levels, 315
   
  space, 81
   
  structural costs, availability, 279
   
  structure, 225
   
  technology base, 80
   
  weapons, ammunition, 87–89
   
  weight, 80–81
  Pulse laser, 226
  Purifier, 310–11
  • Q •
  Quad, 47, 162, 166
   
  IndustrialMech, 67
   
  ProtoMech, 82
   
  weapon mount options, 171
  Quality, 111
  Quarters, 236
  • R •
  Range
   
  base, 149
   
  final, 152–54
  Reaction wheels, 34–35
  
  323
  323
  INTRODUCTION
  INTRODUCTION
  BATTLEMECH 
  BATTLEMECH 
  CONSTRUCTION
  CONSTRUCTION
  INDUSTRIALMECH 
  INDUSTRIALMECH 
  CONSTRUCTION
  CONSTRUCTION
  PROTOMECH 
  PROTOMECH 
  CONSTRUCTION
  CONSTRUCTION
  COMBAT VEHICLE 
  COMBAT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  SUPPORT VEHICLE 
  SUPPORT VEHICLE 
  CONSTRUCTION
  CONSTRUCTION
  CONV. INFANTRY  
  CONV. INFANTRY  
  CONSTRUCTION
  CONSTRUCTION
  BATTLE ARMOR 
  BATTLE ARMOR 
  CONSTRUCTION
  CONSTRUCTION
  AEROSPACE UNIT 
  AEROSPACE UNIT 
  CONSTRUCTION
  CONSTRUCTION
  COSTS AND 
  COSTS AND 
  AVAILABILITY
  AVAILABILITY
  BATTLE VALUE
  BATTLE VALUE
  RECORD SHEETS
  RECORD SHEETS
  WEAPONS AND 
  WEAPONS AND 
  HEAVY EQUIPMENT
  HEAVY EQUIPMENT
  INFANTRY WEAPONS 
  INFANTRY WEAPONS 
  AND EQUIPMENT
  AND EQUIPMENT
  CONSTRUCTION  
  CONSTRUCTION  
  BASICS
  BASICS
  INDEX
  INDEX
  Rear firing weapons, 303, 312
  Recoilless rifle, 268
  Reconnaissance combat vehicles, 92
  Record sheet, 22–29 
   
  aerospace unit, 182
   
  basics, 22–24
   
  battle armor, 172–73
   
  BattleMechs, 59
   
  combat vehicles, 96, 109
   
  fighters, 198–99
   
  IndustrialMech, 75
   
  nfantry, 154–55
   
  OmniFighter, 199
   
  OmniMech, 59
   
  ProtoMech, 89
   
  support vehicle, 119, 139
   
  table, 23
   
  types, 22
  Regenerative cooling, 35
  Remote sensor dispenser, 236, 268
  Retractable blade, 236–37
  Rifles, 273
  Rim Worlds Republic, 14
  Rivet gun, 247
  Rock cutter, 247
  Rocket launcher, 229, 261
  Rotary autocannon, 207–8
  Rotors, 98, 102, 124, 131
  Rounding 
   
  Armor/internal structure and, 22
   
  costs, Battle Value, 22 
   
  down, 21–22
   
  normally, 22
   
  space and, 22
   
  up, 21
   
  weight and, 22
  RTC-215M Swiftran, 114
  Rules
   
  art vs. 9
   
  changes, 8
   
  fiction vs., 8–9
  • S •
  Salvage arm, 248, 260
  Screen Launcher, 292, 318, 342 
  Searchlight, 237, 269
  Seating, 236
  Secondary weapons, 150–52
  Security, BattleMech, 42
  Semi-guided LRM, 231
  Sensor systems
   
  BattleMech, 39
   
  IndustrialMech, 63
  Shared technology, 19
  Sherpa Armored Truck, 114
  Shielding, fusion engines and, 36–37
  Short-range missile (SRM), 229
  Short-range missile launcher, 261
  Shotgun microphone, 269
  Silverfin coastal cutter, 113
  Single-shot (OS) launcher, 261
  Single-shot (OS) missile launcher, 230
  Skill levels, 315
  Skye Pleasure Craft, 115
  Small cockpit, 211
  Small craft, 13, 180
  Small craft
   
  armor, 191
   
  bay, 240
   
  civilian vs. military, 183
   
  structural integrity, 187–88
   
  transport bays, doors, 196
   
  weight, 181
  Smoke ultralight trike, 112
  Snub-nose PPC, 234
  Space, 18–19, 45, 47
   
  combat vehicle, 98
   
  DropShip, 181
   
  fighter, 181
   
  IndustrialMech, 65, 67
   
  ProtoMech, 81
   
  rounding and, 22
   
  support vehicle, 132
  Space operations adaptation, 269
  Special purpose weaponry, 273
  Speed factor, 316
  Spotters, 92
  Spot welder, 248
  Sprayer, 248–49
  Squad support weapon, 270, 310
  Standard armor, 205, 252
  Standard autocannon, 208
  Standard gauss rifle, 219
  Standard laser, 227
  Standard PPC, 234
  Standard structure, 225
  Star League, 9, 14
  StarCorps Industries, 112
  Stealth armor, 34, 206, 252
  Storage, cockpit, 41
  Streak short-range missile, 230
  Structural costs, 274–82, 283, 285
  Structural integrity, 224
   
  fighter, 187–88
  Submarine vehicles, 11
  Succession Wars, 9, 14, 41
  Support vehicle, 11–12, 19, 111 
   
  armor, 134–36, 206
   
  base engine compatibilities table, 127
   
  base movement formulae, 127
   
  chassis, 118–25
   
  chassis modifications, 117
   
  control systems, 126–33
   
  crew accommodations, 132
   
  crew table, 131
   
  engines, 126–33, 215
   
  engine weight multipliers and fuel 
  weight percentage table, 127
   
  fire control systems, 132
   
  fuel capacity, 127, 128–30
   
  heat sinks, 133, 137
   
  internal locations table, 124
   
  jump jets, 131
   
  lift/dive equipment, 131
   
  movement, 116–17
   
  record sheet, 119, 139
   
  rotors, 131
   
  space, 120, 132
   
  structural costs, availability, 280
   
  structural integrity, 130–31
   
  structure, 225
   
  technology base, 117, 119
   
  weapons, ammunition, 136–39
   
  weight, size, 117–18, 119–21
  Support weapons, 273
  Surface naval vehicles, 11
  Swarm LRM, 231
  Swarm-I LRM, 231
  Sword, 237
  • T •
  Table reference, 200
  Target acquisition gear (TAG),  
  238, 270, 315
  Targeting computer, 238
  Targeting systems, BattleMechs, 39
  Taurian Concordat, 17
  Tear gas SRM, 231
  Tech Rating, 122
  Technology base, 19, 200
   
  combat vehicle, 95, 97
   
  DropShip, 181
   
  fighter, 181
   
  IndustrialMech, 64
   
  ProtoMech, 80
   
  support vehicle, 117
  Terran Hegemony, 14
  Tharkad, 14
  Thunder LRM, 231
  Thunderbird, 313
  Tools, IndustrialMech, 63
  Torpedoes, 262
  Torpedo launcher, 230
  Total Warfare (TW), 8, 9, 44, 64, 68
  Tracked-based infantry, 145
  Tracked vehicle, 10, 114, 116
   
  movement, 94–95
   
  support, 11
  Tracks, 249
  Tractor/trailer vehicle, 98–99, 101, 126
  Transport 
   
  bays, 239–40
   
  combat vehicles, 93
  Triple Strength Myomer (TSM), 52–53, 
  70, 240–41
  Tukayyid, 14
  Turret, 98, 107, 124, 137
  Turret mount, 240, 262, 263
  • U •
  Ultra autocannon, 208
  Underwater Maneuvering Units (UMUs), 
  165, 167, 270
  Unit, 9–13 
   
  cost, Battle Value, 21
   
  data, 22–23, 28
   
  space (critical), 18–19
   
  technology base, 19
   
  type modifier, 316
   
  weight, mass, 18
  Unused weight, 18
  Urban combat, 93
  UtilityMechs. See IndustrialMechs
  • V •
  Value, 111
  Vehicle, 9
   
  Battle Value, 307–8 
   
  bay, 240
   
  commander, 92
   
  control systems, 212
   
  data, 26
   
  flamer, 218
   
  record sheets, 26
  Velocity record, 28
  Vertical takeoff and landing (VTOL) 
  vehicle, 10–11, 91, 114, 117
   
  battle armor, 164–65
   
  equipment, 271
   
  movement, 95
  Very-Short Take-Off and Landing 
  (VSTOL), 190
  Vibro-claw, 260
  VSTOL. See Very-Short Take-Off and 
  Landing
  VTOL vehicle. See Vertical takeoff and 
  landing vehicles
  • W •
  Warrior data, 24
  WarShips, 14
  Waste systems, 41
  Weapons, 20–21, 58–59, 201
   
  aerospace BV, 318
   
  aerospace classes, 331
   
  anti-personnel, 271
   
  base range, 149
   
  battle armor, 161, 170
   
  bays, 194
   
  Clan BV, 318
   
  combat vehicles, 107–9
   
  conventional infantry, 272–73,  
   
  298–301, 328–31
   
  DropShips, 176–77
   
  fighters, 179, 194–98
   
  fighter space, 192
   
  IndustrialMech, 63, 74–75
   
  infantry, 148–54
   
  Inner Sphere BV, 317
   
  inventory, 25
   
  ProtoMech, 87–89
   
  space, 57
   
  support vehicles, 136–49
   
  technology base, 57
   
  weight, 149
  Weight (mass), 18
   
  classes, 45, 46
   
  combat vehicles, 97–99
   
  DropShips, 181
   
  fighters, 181
   
  IndustrialMech, 64–65. 66
   
  ProtoMech, 80–81
   
  rounding and, 22
   
  support vehicles, 117–18, 119–21
  Wheeled vehicles, 10, 91, 115, 117
   
  movement, 95
   
  support, 11
  WiGE vehicle. See Wing-in-Ground 
  Effect vehicle
  Windancer Marine Technologies, 113
  Wing-in-Ground Effect (WIGE) vehicle, 
  10, 11, 91, 95, 115, 117
  Word of Blake, 14, 17
  WorkMech, 43. See also IndustrialMech
  Wrecking ball, 249
  
  ’MECH RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Head
  Center
  Torso
  (     )
  Right
  Leg
  (     )
  Left
  Arm
  (     )
  Right
  Arm
   (     )
  Left Torso (     )
  Right Torso (     )
  Left
  Leg
  (     )
  Head (    )
  Center
  Torso
  (    )
  Right Torso
  (    )
  Left Torso
  (    )
  Right
  Leg
  (    )
  Left
  Leg
  (    )
  Center
  Torso
  Rear (    )
  Torso Rear
  (    )
  Right
  Left
  Torso Rear
  Left Arm
  (    )
  Right Arm
  (    )
  (    )
  Engine
  Engine
  Engine
  Engine
  Engine
  Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  (       )
  Single
  Double
  Heat Sinks:
  Lower Arm Actuator 
  Hand Actuator
  Lower Arm Actuator
  Hand Actuator
  Cost:
  Clan
  Inner Sphere
  BV:  
  2018
  
  FOUR-LEGGED ’MECH RECORD SHEET
  TM
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  28
  Ammo Exp. avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  –5 Movement Points
  24
  +4 Modiﬁer to Fire
  23
  Ammo Exp. avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  –4 Movement Points
  19
  Ammo Exp. avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modiﬁer to Fire
  15
  –3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modiﬁer to Fire
  10
  –2 Movement Points
   8
  +1 Modiﬁer to Fire
   5
  –1 Movement Points
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Rear Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Torso
  Right Rear Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Front Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator 
  4.
  Foot Actuator
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Right Front Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Head
  Center
  Torso
  Left
  Front Leg
  Right
  Front Leg
  Left
  Rear Leg
  Right
  Rear Leg
  Left
  Torso
  Right
  Torso
  (     )
  (     )
  (     )
  (     )
  (     )
  (     )
  (     )
  Center Torso Rear (    ) 
  Torso Rear
  (    )
  Right
  Left
  Torso Rear
  (    )
  Right
  Rear Leg
  (    )
  Right
  Front Leg
  (    )
  Center
  Torso
  (    )
  Left
  Torso
  (    )
  Right
  Torso
  (    )
  Head (    )
  Left
  Rear Leg
  (    )
  Left
  Front Leg
  (    )
  Engine
  Engine
  Engine
  Engine
  Engine
  Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  (       )
  Single
  Double
  Heat Sinks:
  Cost:
  Clan
  Inner Sphere
  BV:  
  2018
  
  PROTOMECH
  RECORD SHEET
  TM
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  ARMOR DIAGRAM
  BV:
  Cost:
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
           /      /
  Type: 
  Tons:
  Movement Points:
  Walk/Run/Jump
  PILOT DATA
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  WEAPONS INVENTORY
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  ARMOR DIAGRAM
  BV:
  Cost:
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
           /      /
  Type: 
  Tons:
  Movement Points:
  Walk/Run/Jump
  PILOT DATA
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  WEAPONS INVENTORY
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  ARMOR DIAGRAM
  BV:
  Cost:
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
           /      /
  Type: 
  Tons:
  Movement Points:
  Walk/Run/Jump
  PILOT DATA
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  WEAPONS INVENTORY
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  ARMOR DIAGRAM
  BV:
  Cost:
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
           /      /
  Type: 
  Tons:
  Movement Points:
  Walk/Run/Jump
  PILOT DATA
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  WEAPONS INVENTORY
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  ARMOR DIAGRAM
  BV:
  Cost:
  LOC. 
  TYPE 
  Dmg Min Sht Med Lng
           /      /
  Type: 
  Tons:
  Movement Points:
  Walk/Run/Jump
  PILOT DATA
  Gunnery Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness #
  Hits Taken
  Name:
  *Roll 1D6:
    1–2, Torso Weapon A Destroyed; 3–4, Torso Weapon B Destroyed
  HIT LOCATIONS AND CRITICAL HITS
   2D6 LOCATION 
  1st HIT 
  2nd HIT 
  3rd HIT
  2
  Main Gun
  Main Gun Destroyed
  4
  Right Arm
  +1 to Hit
  Right Arm Destroyed
  10
  +1 to Hit
  Left Arm
  Left Arm Destroyed
  12
  +1 to Hit
  Head
  +2 to Hit
  no Long range shots
  5,9
  –1 Walk MP
  Legs
  1/2 Walk MP
  No Move
  6,7,8
  –1 Jump*
  Torso
  1/2 Jump*
  Proto
  Destroyed
  WEAPONS INVENTORY
  Left
  Arm
  Right
  Arm
  Torso
  Legs
  Main Gun
  Head
  PROTOMECH 2
  PROTOMECH 3
  PROTOMECH 4
  PROTOMECH 5
  PROTOMECH 1
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
   Main Gun:
   Right Arm:
   Left Arm:
   
  Torso A:
   
  Torso B:
   
  Ammo:
  2018
  
  VEHICLE DATA
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  GROUND VEHICLE RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  GROUND COMBAT VEHICLE HIT LOCATION TABLE
  GROUND COMBAT VEHICLE CRITICAL HITS TABLE
  MOTIVE SYSTEM DAMAGE TABLE
   
   
   
  ATTACK DIRECTION 
   
  2D6 Roll  
  FRONT  
  REAR 
   SIDE§ 
   
  2* 
  Front (critical)  
  Rear (critical)  
  Side (critical)  
   
  3  
  Front†  
  Rear†  
  Side†  
   
  4  
  Front†  
  Rear†  
  Side†  
   
  5  
  Right Side† 
  Left Side† 
  Front†  
   
  6  
  Front  
  Rear  
  Side  
   
  7  
  Front  
  Rear  
  Side  
   
  8  
  Front  
  Rear  
  Side (critical)* 
   
  9  
  Left Side†  
  Right Side†  
  Rear†  
   
  10  
  Turret  
  Turret 
  Turret 
   
  11  
  Turret  
  Turret 
  Turret  
   
  12*  
  Turret (critical) 
   Turret (critical)  
  Turret (critical)  
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on the vehicle. For each result of 2 or
  12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls
  once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare for more information).
  A result of 12 on the Ground Combat Vehicles Hit Location Table may inﬂict critical hit against the turret; if the vehicle has 
  no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in 
  that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in 
  Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect.
  §Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results 
  strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
   
  2D6 Roll  
  EFFECT*
   
  2–5 
  No effect
   
  6–7 
  Minor damage; +1 modiﬁer to all Driving Skill Rolls
   
  8–9 
  Moderate damage; –1 Cruising MP, +2 modiﬁer to all 
   
  Driving Skill Rolls
   
  10–11 
  Heavy damage; only half Cruising MP (round fractions up), 
   
  +3 modiﬁer to all Driving Skill Rolls
   
  12+ 
  Major damage; no movement for the rest of the game. 
   
  Vehicle is immobile.
  Attack Direction Modiﬁer: 
   
  Vehicle Type Modiﬁers:
  Hit from rear 
  +1 
  Tracked, Naval 
  +0
  Hit from the sides  
  +2 
  Wheeled 
  +2
   
   
  Hovercraft, Hydrofoil 
  +3
   
   
  WiGE 
  +4
  *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
  modiﬁer can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inﬂicting 
  a +1 modiﬁer, that is the only time that particular +1 can be applied; a subsequent roll of 6-7 
  has no additional effect. This means the maximum Driving Skill Roll modiﬁer that can be 
  inﬂicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
  to 0, it cannot move for the rest of the game, but is not considered an immobile target. In 
  addition, all motive system damage takes effect at the end of the phase in which the damage 
  occurred. For example, if two units are attacking the same Combat Vehicle during the 
  Weapon Attack Phase and the ﬁrst unit inﬂicts motive system damage and rolls a 12, the –4 
  immobile target modiﬁer would not apply for the second unit. However, the –4 modiﬁer would 
  take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 
  over a Depth 1 or deeper water hex, it sinks and is destroyed.
   
  LOCATION HIT
   
  2D6 Roll  
  FRONT  
  SIDE  
  REAR  
  TURRET
   
  2–5 
  No Critical Hit  
  No Critical Hit  
  No Critical Hit  
  No Critical Hit
   
  6 
  Driver Hit  
  Cargo/Infantry Hit  
  Weapon Malfunction  
  Stabilizer
   
  7 
  Weapon Malfunction  
  Weapon Malfunction  
  Cargo/Infantry Hit  
  Turret Jam
   
  8 
  Stabilizer  
  Crew Stunned  
  Stabilizer 
   Weapon Malfunction
   
  9 
   Sensors  
  Stabilizer  
  Weapon Destroyed  
  Turret Locks
   
  10 
  Commander Hit  
  Weapon Destroyed  
  Engine Hit  
  Weapon Destroyed
   
  11 
  Weapon Destroyed  
  Engine Hit  
  Ammunition**  
  Ammunition**
   
  12 
  Crew Killed  
  Fuel Tank*  
  Fuel Tank*  
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  ** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
  TM
  NOTES
  Crew:
  Gunnery Skill:
  Driving Skill:
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc
  Dmg
  Min Sht Med Lng
  Tonnage:
  BV:
  Movement Type:
  Engine Type: 
  Cruising: 
  Flank: 
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
   Left Side Armor (      ) 
   Right Side Armor (      ) 
   Front Armor
  (      ) 
  Rear Armor
  (      ) 
  Turret Armor
  (      ) 
  BAR:
  Clan
  Inner Sphere
  2018
  
  V.T.O.L. VEHICLE RECORD SHEET
  TM
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  NOTES
  ARMOR DIAGRAM
  VTOL COMBAT VEHICLE HIT LOCATION TABLE
  VTOL COMBAT VEHICLE CRITICAL HITS TABLE
  PHYSICAL ATTACKS AGAINST VTOL VEHICLES TABLE
  VTOL ELEVATION TRACK
  CREW DATA
  CRITICAL DAMAGE
  VEHICLE DATA
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Engine Type:
  Cruising: 
  Flank: 
  Crew:
  Gunnery Skill:
  Driving Skill:
  Pilot Hit
  Co-Pilot Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Stabilizers
  Front
  Left
  Right
  Rear
  Flight Stabilizer*
  *Move at Cruising speed only
  +3
  Engine Hit
  Sensor Hits
  +1 +2 +3
  D
  Turn
  1
  2
  5
  3
  4
  6
  7
  8
  9 10
  Elevation
  11 12
  15
  13 14
  Turn
  16 17
  20
  18 19
  21 22 23 2425
  Elevation
  26 27
  30
  28 29
   
  ATTACK DIRECTION 
  FRONT 
  REAR 
   SIDE
  2* 
  Front (critical) 
  Rear (critical) 
  Side (critical)
  3 
  Rotors† 
  Rotors† 
  Rotors†
  4 
  Turret‡ 
  Turret‡ 
  Turret‡
  5 
  Right Side 
  Left Side 
  Front
  6 
  Front 
  Rear 
  Side
  7 
  Front 
  Rear 
  Side
  8 
  Front 
  Rear 
  Side (critical)*
  9 
  Left Side 
  Right Side 
  Rear
  10 
  Rotors† 
  Rotors† 
  Rotors†
  11 
  Rotors† 
  Rotors† 
  Rotors†
  12* 
  Rotors (critical)† 
   Rotors (critical)†  
  Rotors (critical)†
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on the VTOL. For each such attack, appl
  y
  damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle
  Critical Hits Table, below.
  †Damage Value / 10 (round up); see Rotor Hits, p. 197, Total Warfare. Additionally, damage to rotors slows down the
  VTOL. Each hit reduces the VTOL’s Cruising MP by 1, meaning that the controlling player must also recalculate Flank MP; 
  multiply the new Cruising MP by 1.5 and round up. As with all damage, such movement penalties do not apply until the end 
  of the phase in which the damage occurred.
  ‡ If the VTOL has no turret, a turret strike hits Rotors†
   DIFFERENCE IN LEVELS  
  TYPES OF PHYSICAL ATTACK ALLOWED
  –1 or lower 
  None
  0 
  All except Punch
  1–2 
  All except Kick
  3 
  Club and Physical Weapons only
  4+ 
  None
  LOCATION HIT
  SIDE  
  REAR  
  ROTORS 
  TURRET
  2–5 
  No Critical Hit 
  No Critical Hit  
  No Critical Hit  
  No Critical Hit 
  No Critical Hit
  6 
  Co-Pilot Hit 
  Weapon Malfunction 
  Cargo/Infantry Hit  
  Rotor Damage 
  Stabilizer
  7 
  Weapon Malfunction 
  Cargo/Infantry Hit  
  Weapon Malfunction 
  Rotor Damage 
  Turret Jam
  8 
  Stabilizer 
  Stabilizer 
  Stabilizer 
   Rotor Damage 
  Weapon Malfunction
  9 
   Sensors 
  Weapon Destroyed 
  Weapon Destroyed 
  Flight Stabilizer Hit 
  Turret Lock
  10 
  Pilot Hit 
  Engine Hit 
  Sensors 
  Flight Stabilizer Hit 
  Weapon Destroyed 
  11 
  Weapon Destroyed 
  Ammunition** 
  Engine Hit 
  Rotors Destroyed 
  Ammunition**
  12 
  Crew Killed 
  Fuel Tank* 
  Fuel Tank* 
  Rotors Destroyed 
  Turret Blown Off
  *Only if the VTOL has an ICE engine. For VTOLs with fusion engines, treat this result as Engine Hit.
  ** If the VTOL carries no ammunition, treat this result as Weapon Destroyed.
  BAR:
   Left Side Armor (      ) 
   Right Side Armor (      ) 
   Front Armor
  (      ) 
  Rear Armor
  (      ) 
   Rotor
  Armor
  (      ) 
  2018
  
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  NAVAL VESSEL RECORD SHEET
  TM
  VEHICLE DATA
  NOTES
  CREW DATA
  CRITICAL DAMAGE
  ARMOR DIAGRAM
  NAVAL COMBAT VEHICLE HIT LOCATION TABLE
  NAVAL COMBAT VEHICLE CRITICAL HITS TABLE
  MOTIVE SYSTEM DMG. TABLE
  DEPTH TRACK
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Movement Type:
  Engine Type:
  Cruising: 
  Flank: 
  Turret Locked
   
   
   
  ATTACK DIRECTION 
   2D6 Roll  
  FRONT  
  REAR 
   SIDE§ 
   
  2* 
  Front (critical)  
  Rear (critical)  
  Side (critical)  
   
  3  
  Front†  
  Rear†  
  Side†  
   
  4  
  Front†  
  Rear†  
  Side†  
   
  5  
  Right Side† 
  Left Side† 
  Front†  
   
  6  
  Front  
  Rear  
  Side  
   
  7  
  Front  
  Rear  
  Side  
   
  8  
  Front  
  Rear  
  Side (critical)* 
   
  9  
  Left Side†  
  Right Side†  
  Rear†  
   
  10  
  Turret  
  Turret 
  Turret 
   
  11  
  Turret  
  Turret 
  Turret  
   
  12*  
  Turret (critical) 
   Turret (critical)  
  Turret (critical)  
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on
  the vehicle.For each result of 2 or 12 (or 8 for side attacks), apply damage normally to
  the armor in that section. The attacking player then automatically rolls once on the
  Naval Combat Vehicle Critical Hits Table below (see Combat, p. 192 in Total Warfare
  for moreinformation). A result of 12 on the Naval Combat Vehicles Hit Location Table 
  may inﬂict critical hit against the turret; if the vehicle has no turret, a 12 indicates the 
  chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply
  damage normally to the armor in that section, but the attacking player also rolls once
  on the Motive SystemDamage Table at right (see Combat, p. 192 in Total Warfare for 
  more information). Apply damage at the end of the phase in which the damage takes 
  effect.
  §Side hits strike the side as indicated by the attack direction. For example, if an attack
  hits the right side, all Side results strike the right side armor. If the vehicle has no
  turret, a turret hit strikes the armor on the side attacked.
   2D6 Roll  
  EFFECT*
   
  2–5 
  No effect
   
  6–7 
  Minor damage; +1 modiﬁe to all
   
   
  Driving Skill Rolls
   
  8–9 
  Moderate damage; –1 Cruising 
   
   
  MP, +2 modiﬁer to all Driving Skill
   
   
  Rolls
   10–11 
  Heavy damage; only half Cruising 
   
   
  MP (round  fractions up), +3 
   
   
  modiﬁer to  all Driving Skill Rolls
   
  12+ 
  Major damage; no movement for 
   
   
  the rest of the game. Vehicle is 
   
   
  immobile.
  Attack Direction Modiﬁer:
  Hit from rear 
  +1
  Hit from the sides  
  +2
  Vehicle Type Modiﬁers:
  Naval  
  +0
  Hydrofoil  
  +3
  *All movement and Driving Skill Roll penalties are cumulative. However, 
  each Driving Skill Roll modiﬁer can only be applied once. For example, 
  if a roll of 6-7 is made for a vehicle, inﬂicting a +1 modiﬁer, that is the 
  only time that particular +1 can be applied; a subsequent roll of 6-7 
  has no additional effect. This means the maximum Driving Skill Roll 
  modiﬁer that can be inﬂicted from the Motive System Damage Table is 
  +6. If a unit’s Cruising MP is reduced to 0, it cannot move for the rest 
  of the game, but is not considered an immobile target. In addition, all
  motive system damage takes effect at the end of the phase in which 
  the damage occurred.
   
  LOCATION HIT
   
  2D6 Roll  
  FRONT  
  SIDE  
  REAR  
  TURRET
   
  2–5 
  No Critical Hit  
  No Critical Hit  
  No Critical Hit  
  No Critical Hit
   
  6 
  Driver Hit  
  Cargo/Infantry Hit  
  Weapon Malfunction  
  Stabilizer
   
  7 
  Weapon Malfunction  
  Weapon Malfunction  
  Cargo/Infantry Hit  
  Turret Jam
   
  8 
  Stabilizer  
  Crew Stunned  
  Stabilizer 
   Weapon Malfunction
   
  9 
   Sensors  
  Stabilizer  
  Weapon Destroyed  
  Turret Locks
   
  10 
  Commander Hit  
  Weapon Destroyed  
  Engine Hit  
  Weapon Destroyed
   
  11 
  Weapon Destroyed  
  Engine Hit  
  Ammunition**  
  Ammunition**
   
  12 
  Crew Killed  
  Fuel Tank*  
  Fuel Tank*  
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  ** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
  Turn
  Depth
  1
  2
  5
  3
  4
  6
  7
  8
  9
  10
  Turn
  Depth
  11 12
  15
  13 14
  16 17 18 19 20
  Crew:
  Gunnery Skill:
  Driving Skill:
  Engine Hit
  Stabilizers
  Front
  Left
  Turret
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Clan
  Inner Sphere
  BAR:
  Rear Armor
  (      ) 
  Turret Armor
  (      ) 
   Front Armor
  (      ) 
   Left Side Armor (      ) 
   Right Side Armor (      ) 
  2018
  
  AIRSHIP RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  NOTES
  VELOCITY RECORD
  ARMOR DIAGRAM
  AIRSHIP DATA
  CREW DATA
  CRITICAL DAMAGE
  AIRSHIP VELOCITY TABLE
  Gunnery Skill:
  Crew:
  Passengers:
  Other:
  Life Boats/Escape Pods: 
  Marines:
  Elementals:
  Battle Armor:
  Piloting Skill:
   1 
   +1 
   2 
   +2 
   3 
   +3 
   4 
   +4 
   5 
   +5 
   6 
  Incp.
  Hits Taken
  Modiﬁer
  Type:
  Cost:
  Thrust:
  Tech Base:
  Weapons & Equipment Inventory
  Ammo:
  BV:  
  Name:
  Tonnage:  
  Clan
  Safe Thrust: 
  Inner Sphere
  Maximum Thrust: 
  /
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Qty Type
  Loc. Ht
  SRV MRV LRV
  ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  BAR:
   
  Thrust Points per Cycle Turn
   Current
   Velocity 
  1 
  2 
  3 
  4
   
  0.25 
  1 
  — 
  — 
  —
   
  0.5 
  1 
  — 
  1 
  —
   
  0.75 
  1 
  — 
  1 
  1
   
  1 
  1 
  1 
  1 
  1
   
  1.25 
  2 
  1 
  1 
  1
   
  1.5 
  2 
  1 
  2 
  1
   
  1.75 
  2 
  1 
  2 
  2
   
  2 
  2 
  2 
  2 
  2
   
  2.25 
  3 
  2 
  2 
  2
   
  2.5 
  3 
  2 
  3 
  2
   
  2.75 
  3 
  2 
  3 
  3
   
  3 
  3 
  3 
  3 
  3
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Right
  +1
  +2
  +3
  D
  Left
  +1
  +2
  +3
  D
  Engine
  –1
  –2
  –3
  –4
  –5
  D
  Thrusters
  FCS
  +2
  +4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Aft Damage Threshold
  (Total Armor)
         (     )
  Right Wing
  Damage Threshold
  (Total Armor)
         (     )
  Nose Damage 
  Threshold
  (Total Armor)
         (     )
  Left Wing
  Damage Threshold
  (Total Armor)
         (     )
  Structural Integrity:
  2018
  
  LARGE GROUND SUPPORT VEHICLE RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  VEHICLE DATA
  LARGE GROUND SUPPORT VEHICLE HIT LOCATION TABLE
  LARGE GROUND SUPPORT VEHICLE CRITICAL HITS TABLE
  MOTIVE SYSTEM DAMAGE TABLE
  CREW DATA
  CRITICAL DAMAGE
  NOTES
  Type:
  Movement Points:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Dmg Min Sht Med Lng
  Tonnage:  
  BV:  
  Movement Type:
  Engine Type:
  Cruising: 
  Flank: 
   
   
   
  ATTACK DIRECTION 
   
  2D6 Roll 
  FRONT 
  REAR 
  FRONT SIDE 
  REAR SIDE
   
  2* 
  Front (critical) 
  Rear (critical) 
  Side (critical)§ 
  Side (critical)§
   
  3 
  Right Side† 
  Left Side† 
  Front† 
  Rear†
   
  4 
  Front† 
  Rear† 
  Side† 
  Side†
   
  5 
  Front† 
  Rear† 
  Side 
  Side
   
  6 
  Front 
  Rear 
  Side 
  Side
   
  7 
  Front 
  Rear 
  Side 
  Side
   
  8 
  Front 
  Rear 
  Side (critical)* 
  Side (critical)*
   
  9 
  Front† 
  Rear† 
  Side† 
  Side†
   
  10 
  Turret 
  Turret 
  Turret 
  Turret
   
  11 
  Turret 
  Turret 
  Turret 
  Turret
   
  12* 
  Turret (critical) 
  Turret (critical) 
  Turret (critical) 
  Turret (critical)
  *A result of 2 or 12 (or an 8 if the attack strikes the side) may inﬂict a critical hit on the vehicle. For each result of 2 or
  12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls
  once on the Ground Combat Vehicle Critical Hits Table below (see Combat, p. 194 in Total Warfare for more information).
  A result of 12 on the Ground Combat Vehicles Hit Location Table may inﬂict critical hit against the turret; if the vehicle has 
  no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
  †The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in 
  that section, but the attacking player also rolls once on the Motive System Damage Table at right (see Combat, p. 192 in 
  Total Warfare for more information). Apply damage at the end of the phase in which the damage takes effect.
  §If the attack hits the front right or left side, all Front side results strike the front armor, while Rear Side results strike the
  rear right or rear left side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.
   
  LOCATION HIT
   
  2D6 Roll  
  FRONT  
  SIDE  
  REAR  
  TURRET
   
  2–5 
  No Critical Hit  
  No Critical Hit  
  No Critical Hit  
  No Critical Hit
   
  6 
  Driver Hit  
  Cargo/Infantry Hit  
  Weapon Malfunction  
  Stabilizer
   
  7 
  Weapon Malfunction  
  Weapon Malfunction  
  Cargo/Infantry Hit  
  Turret Jam
   
  8 
  Stabilizer  
  Crew Stunned  
  Stabilizer 
   Weapon Malfunction
   
  9 
   Sensors  
  Stabilizer  
  Weapon Destroyed  
  Turret Locks
   
  10 
  Commander Hit  
  Weapon Destroyed  
  Engine Hit  
  Weapon Destroyed
   
  11 
  Weapon Destroyed  
  Engine Hit  
  Ammunition**  
  Ammunition**
   
  12 
  Crew Killed  
  Fuel Tank*  
  Fuel Tank*  
  Turret Blown Off
  *If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
  ** If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
   
  2D6 Roll  
  EFFECT*
   
  2–5 
  No effect
   
  6–7 
  Minor damage; +1 modiﬁer to all Driving Skill Rolls
   
  8–9 
  Moderate damage; –1 Cruising MP, +2 modiﬁer to all 
   
  Driving Skill Rolls
   
  10–11 
  Heavy damage; only half Cruising MP (round fractions up), 
   
  +3 modiﬁer to all Driving Skill Rolls
   
  12+ 
  Major damage; no movement for the rest of the game. 
   
  Vehicle is immobile.
  Attack Direction Modiﬁer: 
   
  Vehicle Type Modiﬁers:
  Hit from rear 
  +1 
  Tracked, Naval 
  +0
  Hit from the sides  
  +2 
  Wheeled 
  +2
   
   
  Hovercraft, Hydrofoil 
  +3
   
   
  WiGE 
  +4
  *All movement and Driving Skill Roll penalties are cumulative. However, each Driving Skill Roll
  modiﬁer can only be applied once. For example, if a roll of 6-7 is made for a vehicle, inﬂicting 
  a +1 modiﬁer, that is the only time that particular +1 can be applied; a subsequent roll of 6-7 
  has no additional effect. This means the maximum Driving Skill Roll modiﬁer that can be 
  inﬂicted from the Motive System Damage Table is +6. If a unit’s Cruising MP is reduced
  to 0, it cannot move for the rest of the game, but is not considered an immobile target. In 
  addition, all motive system damage takes effect at the end of the phase in which the damage 
  occurred. For example, if two units are attacking the same Combat Vehicle during the 
  Weapon Attack Phase and the ﬁrst unit inﬂicts motive system damage and rolls a 12, the –4 
  immobile target modiﬁer would not apply for the second unit. However, the –4 modiﬁer would 
  take effect during the Physical Attack Phase. If a hover vehicle is rendered immobile while 
  over a Depth 1 or deeper water hex, it sinks and is destroyed.
  Crew:
  Gunnery Skill:
  Driving Skill:
  Engine Hit
  Stabilizers
  Front
  Left
  Right
  Motive System Hits
  +1 +2 +3
  Sensor Hits
  +1 +2 +3
  D
  Rear
  Driver Hit
  Commander Hit
  Modiﬁer to Driving 
  Skill rolls
  Modiﬁer to all Skill rolls
  +1
  +2
  Turret Locked
  Turret
  ARMOR DIAGRAM
   Front Armor
  (      ) 
  Rear Armor
  (      ) 
  BAR:
  Turret Armor
  (      ) 
  Front Right Side Armor (      ) Rear Right Side Armor (      ) 
  Rear Left Side Armor (      ) Front Left Side Armor (      ) 
  2018
  
  GENERIC CONVENTIONAL
  INFANTRY RECORD
  SHEET
  TM
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  CONVENTIONAL INFANTRY DAMAGE TABLE
  BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE
  CONVENTIONAL INFANTRY RANGE MODIFIER TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
  NUMBER OF TROOPERS
  Rifle, Ballistic 16
  15
  15
  14
  14
  13
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  MAX WEAPON DAMAGE
  PER PLATOON/POINT TYPE* 30
  29
  28
  27
  26
  25
  24
  23
  22
  21
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  Rifle, Energy
  8
  8
  8
  8
  7
  7
  7
  6
  6
  6
  6
  5
  5
  5
  4
  4
  4
  4
  3
  3
  3
  3
  2
  2
  2
  1
  1
  1
  1
  0
  Machine Gun
  17
  16
  16
  15
  15
  14
  13
  13
  12
  12
  11
  11
  10
  10
  9
  8
  8
  7
  7
  6
  6
  5
  4
  4
  3
  3
  2
  2
  1
  1
  SRM
  15
  14
  14
  13
  13
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  LRM
  13
  12
  12
  11
  11
  11
  10
  10
  9
  9
  9
  8
  8
  7
  7
  6
  6
  6
  5
  5
  4
  4
  3
  3
  3
  2
  2
  1
  1
  0
  Flamer
  14
  14
  14
  13
  12
  12
  12
  11
  11
  10
  10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  5
  4
  4
  3
  3
  2
  2
  1
  1
  0
  WEAPON TYPE 
  RANGE IN HEXES (TO-HIT MODIFIER)
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  Riﬂe, Ballistic 
  –2 
  0 
  +2 
  +4 
  — 
  — 
  — 
  — 
  — 
  —
  Riﬂe, Energy 
  –2 
  0 
  0 
  +2 
  +2 
  +4 
  +4 
  — 
  — 
  —
  Machine Guns 
  –2 
  0 
  +2 
  +4 
  — 
  — 
  — 
  — 
  — 
  —
  SRM 
  –1 
  0 
  0 
  +2 
  +2 
  +4 
  +4 
  — 
  — 
  -—
  LRM 
  –1 
  0 
  0 
  0 
  +2 
  +2 
  +2 
  +4 
  +4 
  +4
  Flamer 
  –1 
  0 
  +2 
  +4 
  — 
  — 
  — 
  — 
  — 
  —
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10
  Cluster (Ballistic) 
  Damage Value / 10 + 1
  Pulse** 
  Damage Value / 10 + 2
  Cluster (Missile) 
  Damage Value / 5
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons Table
  Heat-Effect Weapons 
  See Heat-Effect Weapons‡
  *See Combat, p. 113 in Total Warfare, for weapon terminology.
  **Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of  armor protection.
   Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated;
   round all fractions up.
  ‡Each Heat-Effect Weapon has speciﬁc damage against conventional infantry, as noted on either the
   appropriate Weapon and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129 in
   Total Warfare).
  ’MECHS, PROTOMECHS AND VEHICLES
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  AP Gauss Riﬂe 
  2D6
  Light Machine Gun 
  1D6
  Machine Gun 
  2D6
  Heavy Machine Gun 
  3D6
  Small/Micro Pulse Laser 
  2D6
  Flamer 
  4D6
  BATTLE ARMOR
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  Light Machine Gun 
  1D6/2 (round up)
  Machine Gun 
  1D6
  Heavy Machine Gun 
  2D6
  Flamer 
  3D6
  Light Recoilless Riﬂe 
  1D6
  Medium Recoilless Riﬂe 
  2D6
  Heavy Recoilless Riﬂe 
  2D6
  Light Mortar 
  1D6
  Heavy Mortar 
  1D6
  Automatic Grenade Launcher 
  1D6/2 (round up)
  Heavy Grenade Launcher 
  1D6
  *Damage is always applied
  in 2-point Damage Value
  groupings
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  Gunnery Skill:
  Anti-’Mech Skill:
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 5
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  2018
  
  CONVENTIONAL
  INFANTRY RECORD
  SHEET
  TM
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  BURST-FIRE WEAPON DAMAGE VS. CONVENTIONAL INFANTRY TABLE
  NON-INFANTRY WEAPON DAMAGE AGAINST INFANTRY TABLE
   
  NUMBER OF CONVENTIONAL
  WEAPON TYPE* 
  TROOPERS HIT†
  Direct Fire (Ballistic or Energy) 
  Damage Value / 10
  Cluster (Ballistic) 
  Damage Value / 10 + 1
  Pulse** 
  Damage Value / 10 + 2
  Cluster (Missile) 
  Damage Value / 5
  Area-Effect (AE) 
  Damage Value / .5
  Burst-Fire 
  See Burst-Fire Weapons Table
  Heat-Effect Weapons 
  See Heat-Effect Weapons‡
  *See Combat, p. 113 in Total Warfare, for weapon terminology.
  **Except for Small and Micro Pulse Lasers, which are treated as Burst-Fire Weapons.
  †This equals the number of conventional infantry troopers hit and eliminated, regardless of  armor protection.
   Attacks by non-infantry weapons against mechanized infantry double the number of troopers eliminated;
   round all fractions up.
  ‡Each Heat-Effect Weapon has speciﬁc damage against conventional infantry, as noted on either the
   appropriate Weapon and Equipment Tables or in Other Combat Weapons and Equipment (see p. 129 in
   Total Warfare).
  ’MECHS, PROTOMECHS AND VEHICLES
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  AP Gauss Riﬂe 
  2D6
  Light Machine Gun 
  1D6
  Machine Gun 
  2D6
  Heavy Machine Gun 
  3D6
  Small/Micro Pulse Laser 
  2D6
  Flamer 
  4D6
  BATTLE ARMOR
  WEAPON 
  DAMAGE vs. CONVENTIONAL INFANTRY
  Light Machine Gun 
  1D6/2 (round up)
  Machine Gun 
  1D6
  Heavy Machine Gun 
  2D6
  Flamer 
  3D6
  Light Recoilless Riﬂe 
  1D6
  Medium Recoilless Riﬂe 
  2D6
  Heavy Recoilless Riﬂe 
  2D6
  Light Mortar 
  1D6
  Heavy Mortar 
  1D6
  Automatic Grenade Launcher 
  1D6/2 (round up)
  Heavy Grenade Launcher 
  1D6
  Gunnery Skill:
  Anti-’Mech Skill:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  *Damage is always applied
  in 2-point Damage Value
  groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
  Gunnery Skill:
  Anti-’Mech Skill:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 2
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  *Damage is always applied
  in 2-point Damage Value
  groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
  Gunnery Skill:
  Anti-’Mech Skill:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 3
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  *Damage is always applied
  in 2-point Damage Value
  groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
  Gunnery Skill:
  Anti-’Mech Skill:
  Max Weapon Damage*
  Movement MP: 
  Type: 
  CONVENTIONAL INFANTRY: PLATOON/POINT 4
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  *Damage is always applied
  in 2-point Damage Value
  groupings
   
   
   
   
   
   
   
   RANGE IN HEXES (TO-HIT MODIFIER)
  Range 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  Range Modiﬁer 
   
  — — — — — — — — — — — — — — — — — — — — — —
  2018
  
  BATTLE ARMOR
  RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  LEG ATTACKS TABLE
  SWARM ATTACKS TABLE
  SWARM ATTACK MODIFIERS TABLE
  SWARM ATTACKS HIT LOCATION TABLE
  TRANSPORT POSITIONS TABLE
   2D6 
  BIPEDAL 
  FOUR-LEGGED
   ROLL 
  LOCATION 
  LOCATION
   
  2 
  Head 
  Head
   
  3 
  Rear Center Torso 
  Front Right Torso
   
  4 
  Rear Right Torso 
  Rear Center Torso
   
  5 
  Front Right Torso 
  Rear Right Torso
   
  6 
  Right Arm 
  Front Right Torso
   
  7 
  Front Center Torso 
  Front Center Torso
   
  8 
  Left Arm 
  Front Left Torso
   
  9 
  Front Left Torso 
  Rear Left Torso
   
  10 
  Rear Left Torso 
  Rear Center Torso
   
  11 
  Rear Center Torso 
  Front Left Torso
   
  12 
  Head 
  Head
   
   
  FRIENDLY MECHANIZED BATTLE
   
   
  ARMOR TROOPERS ACTIVE
   
   
  1 
  2 
  3 
  4 
  5 
  6
   
  6 
  +0 +0 +0 +0 +1 +2
   
  5 
  +0 +0 +0 +1 +2 +3
   
  4 
  +0 +0 +1 +2 +3 +4
   
  3 
  +0 +1 +2 +3 +4 +5
   
  2 
  +1 +2 +3 +4 +5 +6
   
  1 
  +2 +3 +4 +5 +6 +7
  BATTLE ARMOR EQUIPMENT
  Claws with magnets 
  –1
   
  SITUATION*
  ’Mech prone  
  –2
  ’Mech or vehicle immobile 
  –4
  Vehicle 
  –2
  *Modiﬁers are cumulative
   TROOPER 
  ’MECH  
  VEHICLE
   NUMBER 
  LOCATION 
  LOCATION
   
  1 
  Right Torso 
  Right Side
   
  2 
  Left Torso 
  Right Side
   
  3 
  Right Torso (rear) 
  Left Side
   
  4 
  Left Torso (rear) 
  Left Side
   
  5 
  Center Torso (rear) 
  Rear
   
  6 
  Center Torso 
  Rear
  TROOPER 
  LARGE SUPPORT
   NUMBER 
  VEHICLE LOCATION*
   
  1 
  Right Side (Unit 1/Unit 2)
   
  2 
  Right Side (Unit 1/Unit 2)
   
  3 
  Left Side (Unit 1/Unit 2)
   
  4 
  Left Side (Unit 1/Unit 2)
   
  5 
  Rear (Unit 1/Unit 2)
   
  6 
  Rear (Unit 1/Unit 2)
  *Unit 1 and Unit 2 represent two battle armor units
   
  BATTLE ARMOR 
  BASE TO-HIT
   TROOPERS ACTIVE 
  MODIFIER
   
  4–6 
  0
   
  3 
  +2
   
  2 
  +5
   
  1 
  +7
   
  BATTLE ARMOR 
  BASE TO-HIT
   TROOPERS ACTIVE 
  MODIFIER
   
  4–6 
  +2
   
  1–3 
  +5
  ATTACKING ENEMY
   BATTLE ARMOR
   TROOPERS ACTIVE
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Armor:
  (       /      /      )
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 1
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 5
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 3
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 4
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Type: 
  Gunnery Skill:
  Anti-’Mech Skill:
  Ground MP: 
  Other MP (                      ): 
  BATTLE ARMOR: SQUAD/POINT 2
  Mechanized:
  Leg:
  AP:
  Swarm:
  Weapons & Equip.
  Dmg Min Sht Med Lng
  2
  3
  4
  5
  6
  1
  Armor:
  (       /      /      )
  Armor:
  (       /      /      )
  Armor:
  (       /      /      )
  Armor:
  (       /      /      )
  2018
  
  CONVENTIONAL FIGHTER RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  FIGHTER DATA
  CRITICAL DAMAGE
  NOTES
  VELOCITY RECORD
  ARMOR DIAGRAM
  EXTERNAL STORES/BOMBS
  PILOT DATA
  FIGHTER RETURN TABLE
  GROUND MAP STRAIGHT MOVEMENT
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   +1 
   2 
   5 
   +2 
   3 
   7 
   +3 
   4 
   10 
   +4 
   5 
   11 
   +5 
   6 
  Dead
  Consciousness #
  Hits Taken
  Modiﬁer
  Cost:
  Weapons & Equipment Inventory
  Qty Type
  Loc. Ht
  BV:  
  SRV MRV LRV
  ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Key:-
  HE - High Explosive
  LG - Laser Guided
  C - Cluster
  RL - Rocket Launcher
  MINIMUM STRAIGHT MOVEMENT
  (IN HEXES)
   SAFE THRUST  
  TURNS BEFORE RETURN
   
  1–4 
  3
   
  5–8 
  2
   
  9–12 
  1
   
  13+ 
  0
   
   
   
  SMALL CRAFT AND FIXED 
  VELOCITY 
  FIGHTER 
  WING SUPPORT VEHICLES
   
  1 
  8 
  8
   
  2 
  12 
  14
   
  3 
  16 
  20
   
  4 
  20 
  26
   
  5 
  24 
  32
   
  6 
  28 
  38
   
  7 
  32 
  44
   
  8 
  36 
  50
   
  9 
  40 
  56
   
  10 
  44 
  62
   
  11 
  48 
  68
   
  12 
  52 
  74
  Velocity above 12 is not possible on ground maps.
  Type:
  Thrust:
  Tech Base:
  Clan
  Inner Sphere
  Tonnage:  
  Safe Thrust: 
  Maximum Thrust: 
  VSTOL
  STOL
  FCS
  +2
  +4
  D
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Engine
  2
  4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Nose Damage 
  Threshold (Total Armor)
        (     )
  Right Wing
  Damage Threshold
  (Total Armor)
         (     )
  Aft Damage
   Threshold
  (Total Armor)
         (     )
  Left Wing
  Damage Threshold
  (Total Armor)
         (     )
  BAR:
  Structural
  Integrity:
  2018
  
  AEROSPACE FIGHTER RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  FIGHTER DATA
  CRITICAL DAMAGE
  NOTES
  VELOCITY RECORD
  HEAT DATA
  ARMOR DIAGRAM
  EXTERNAL STORES/BOMBS
  PILOT DATA
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   +1 
   2 
   5 
   +2 
   3 
   7 
   +3 
   4 
   10 
   +4 
   5 
   11 
   +5 
   6 
  Dead
  Consciousness #
  Hits Taken
  Modiﬁer
  Type:
  Thrust:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  Qty Type
  Loc. Ht
  Tonnage:  
  BV:  
  Safe Thrust: 
  Maximum Thrust: 
  SRV MRV LRV
  ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Key:-
  HE - High Explosive
  LG - Laser Guided
  C - Cluster
  RL - Rocket Launcher
  FCS
  +2
  +4
  D
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Engine
  2
  4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Heat
  Level*
  Effects
  Heat Sinks:
  (       )
  Single
  Double
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  30
  28
  26
  25
  24
  23
  21
  27
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  Random Movement,
   avoid on 10+
  +4 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Pilot Damage, avoid on 6+
  Pilot Damage,
   avoid on 9+
  Shutdown, avoid on 8+
  Random Movement,
   avoid on 8+
  Ammo, Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  Random Movement,
   avoid on 7+
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  Random Movement,
   avoid on 6+
   +1 Modiﬁer to Fire
  Random Movement,
   avoid on 5+
  Nose Damage 
  Threshold (Total Armor)
        (     )
  Right Wing
  Damage Threshold
  (Total Armor)
         (     )
  Aft Damage
   Threshold
  (Total Armor)
         (     )
  Left Wing
  Damage Threshold
  (Total Armor)
         (     )
  Structural
  Integrity:
  2018
  
  AERODYNE SMALL CRAFT RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  CRAFT DATA
  CRITICAL DAMAGE
  NOTES
  VELOCITY RECORD
  HEAT DATA
  PILOT DATA
  ARMOR DIAGRAM
  Standard Scale
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   +1 
   2 
   5 
   +2 
   3 
   7 
   +3 
   4 
   10 
   +4 
   5 
   11 
   +5 
   6 
  Dead
  Consciousness #
  Hits Taken
  Modiﬁer
  Type:
  Thrust:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  Qty Type
  Loc. Ht
  Tonnage:  
  BV:  
  Safe Thrust: 
  Maximum Thrust: 
  SRV MRV LRV
  ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  FCS
  +2
  +4
  D
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Engine
  2
  4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Heat
  Level*
  Effects
  Heat Sinks:
  (       )
  Single
  Double
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  30
  28
  26
  25
  24
  23
  21
  27
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  Random Movement,
   avoid on 10+
  +4 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Pilot Damage, avoid on 6+
  Pilot Damage,
   avoid on 9+
  Shutdown, avoid on 8+
  Random Movement,
   avoid on 8+
  Ammo, Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  Random Movement,
   avoid on 7+
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  Random Movement,
   avoid on 6+
   +1 Modiﬁer to Fire
  Random Movement,
   avoid on 5+
  Right Wing
  Damage
  Threshold
  (Total Armor)
         (     )
  Aft Damage
   Threshold
  (Total Armor)
         (     )
  Nose
  Damage Threshold 
  (Total Armor)
        (     )
  Left Wing
  Damage
  Threshold
  (Total Armor)
         (     )
  Structural
  Integrity:
  2018
  
  SPHEROID SMALL CRAFT RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  CRAFT DATA
  CRITICAL DAMAGE
  NOTES
  VELOCITY RECORD
  HEAT DATA
  PILOT DATA
  ARMOR DIAGRAM
  Standard Scale
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   +1 
   2 
   5 
   +2 
   3 
   7 
   +3 
   4 
   10 
   +4 
   5 
   11 
   +5 
   6 
  Dead
  Consciousness #
  Hits Taken
  Modiﬁer
  Type:
  Thrust:
  Cost:
  Tech Base:
  Clan
  Inner Sphere
  Weapons & Equipment Inventory
  Qty Type
  Loc. Ht
  Tonnage:  
  BV:  
  Safe Thrust: 
  Maximum Thrust: 
  SRV MRV LRV
  ERV
  (0–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  FCS
  +2
  +4
  D
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Engine
  2
  4
  D
  Life
  Support
  +2
  Sensors
  +1
  +2
  +5
  Heat
  Level*
  Effects
  Heat Sinks:
  (       )
  Single
  Double
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  30
  28
  26
  25
  24
  23
  21
  27
  22
  20
  19
  18
  17
  15
  14
  13
  10
   8
   5
  Shutdown
  Ammo Exp. avoid on 8+
  Shutdown, avoid on 10+
  Random Movement,
   avoid on 10+
  +4 Modiﬁer to Fire
  Ammo Exp. avoid on 6+
  Pilot Damage, avoid on 6+
  Pilot Damage,
   avoid on 9+
  Shutdown, avoid on 8+
  Random Movement,
   avoid on 8+
  Ammo, Exp. avoid on 4+
  Shutdown, avoid on 6+
  +3 Modiﬁer to Fire
  Random Movement,
   avoid on 7+
  Shutdown, avoid on 4+
  +2 Modiﬁer to Fire
  Random Movement,
   avoid on 6+
   +1 Modiﬁer to Fire
  Random Movement,
   avoid on 5+
  Right
  Damage
  Threshold
  (Total Armor)
         (     )
  Aft Damage Threshold
  (Total Armor)
         (     )
  Nose
  Damage Threshold 
  (Total Armor)
        (     )
  Left
  Damage
  Threshold
  (Total Armor)
         (     )
  Structural
  Integrity:
  2018
  
  AERODYNE DROPSHIP RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  NOTES
  VELOCITY RECORD
  HEAT DATA
  ARMOR DIAGRAM
  DROPSHIP DATA
  CREW DATA
  CRITICAL DAMAGE
  Standard Scale
  Gunnery Skill:
  Crew:
  Passengers:
  Other:
  Life Boats/Escape Pods: 
  Marines:
  Elementals:
  Battle Armor:
  Piloting Skill:
   1 
   +1 
   2 
   +2 
   3 
   +3 
   4 
   +4 
   5 
   +5 
   6 
  Incp.
  Hits Taken
  Modiﬁer
  Type:
  Fighters/Small Craft:
  /
  Launch Rate:
  Cost:
  Thrust:
  Tech Base:
  Weapons & Equipment Inventory
  Bay
  Ammo:
  Loc
  BV:  
  Name:
  Tonnage:  
  Clan
  Safe Thrust: 
  Inner Sphere
  Maximum Thrust: 
  SRV MRV LRV
  ERV
  Heat Sinks:
  Heat Generation Per Arc
  (       )
  Nose:
  Aft:
  Aft:
  Aft:
  Fwd:
  Fwd:
  Right Wing:
  Left Wing:
  Single
  Double
  /
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  (1–12)
  Capital Scale
  (13–24) (25–40) (41–50)
  (1–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Right
  +1
  +2
  +3
  D
  Left
  +1
  +2
  +3
  D
  Engine
  –1
  –2
  –3
  –4
  –5
  D
  Thrusters
  Docking
  Collar
  D
  FCS
  +2
  +4
  D
  Life
  Support
  +2
  K-F Boom
  D
  Sensors
  +1
  +2
  +5
  Aft Damage 
  Threshold
  (Total Armor)
         (     )
  Right Wing
  Damage Threshold
  (Total Armor)
         (     )
  Nose Damage 
  Threshold
  (Total Armor)
         (     )
  Left Wing
  Damage Threshold
  (Total Armor)
         (     )
  Structural Integrity:
  2018
  
  SPHEROID DROPSHIP RECORD SHEET
  © 2013 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved. 
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use. 
  TM
  NOTES
  VELOCITY RECORD
  HEAT DATA
  ARMOR DIAGRAM
  DROPSHIP DATA
  CREW DATA
  CRITICAL DAMAGE
  Standard Scale
  Gunnery Skill:
  Crew:
  Passengers:
  Other:
  Life Boats/Escape Pods: 
  Marines:
  Elementals:
  Battle Armor:
  Piloting Skill:
   1 
   +1 
   2 
   +2 
   3 
   +3 
   4 
   +4 
   5 
   +5 
   6 
  Incp.
  Hits Taken
  Modiﬁer
  Type:
  Fighters/Small Craft:
  /
  Launch Rate:
  Cost:
  Thrust:
  Tech Base:
  Weapons & Equipment Inventory
  Bay
  Ammo:
  Loc
  BV:  
  Name:
  Tonnage:  
  Clan
  Safe Thrust: 
  Inner Sphere
  Maximum Thrust: 
  SRV MRV LRV
  ERV
  Heat Sinks:
  Heat Generation Per Arc
  (       )
  Nose:
  Aft:
  Fore-Right:
  Aft-Right:
  Aft-Left:
  Fore-Left:
  Single
  Double
  /
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Turn #
  Thrust
  Velocity
  Effective Velocity 
  Altitude
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  (1–12)
  Capital Scale
  (13–24) (25–40) (41–50)
  (1–6)
  Standard Scale
  (6–12) (13–20) (21–25)
  Gear
  +5
  Avionics
  +1
  +2
  +5
  Right
  +1
  +2
  +3
  D
  Left
  +1
  +2
  +3
  D
  Engine
  –1
  –2
  –3
  –4
  –5
  D
  Thrusters
  Docking
  Collar
  D
  FCS
  +2
  +4
  D
  Life
  Support
  +2
  K-F Boom
  D
  Sensors
  +1
  +2
  +5
  Aft Damage 
  Threshold
  (Total Armor)
         (     )
  Right Damage 
  Threshold
  (Total Armor)
         (     )
  Nose Damage 
  Threshold
  (Total Armor)
         (     )
  Left Damage 
  Threshold
  (Total Armor)
         (     )
  Structural Integrity:
  2018
  
  PAGE 341 
  Heat 
  Std (Aero)
  Damage 
  Std (Aero)
  Range 
  Min/Sht/Med/Lng (Aero)
  Ammo 
  (per Ton) 
  WT 
  (Tons)
  Space
  Tech 
  Rating
  Page
  Ref
  Weapon / Item
  M
  P
  CV
  SV
  F
  SC
  DS
  Autocannons
  Autocannon/2
  1 (1)
  2 (2)
  4/8/16/24 (Long)
  45
  6
  1
  NA
  1
  1
  1
  1
  1
  C
  208
  Autocannon/5
  1 (1)
  5 (5)
  3/6/12/18 (Medium)
  20
  8
  4
  NA
  1
  4
  1
  1
  1
  C
  208
  Autocannon/10
  3 (3)
  10 (10)
  0/5/10/15 (Medium)
  10
  12
  7
  NA
  1
  7
  1
  1
  1
  C
  208
  Autocannon/20
  7 (7)
  20 (20)
  0/3/6/9 (Short)
  5
  14
  10
  NA
  1
  10
  1
  1
  1
  C
  208
  LB 2-X AC
  1 (1)
  2 (2)
  4/9/18/27 (Extreme)
  45
  6
  4
  NA
  1
  4
  1
  1
  1
  E
  207
  LB 5-X AC
  1 (1)
  5 (3)
  3/7/14/21 (Long)
  20
  8
  5
  NA
  1
  5
  1
  1
  1
  E
  207
  LB 10-X AC
  2 (2)
  10 (6)
  0/6/12/18 (Medium)
  10
  11
  6
  NA
  1
  6
  1
  1
  1
  E
  207
  LB 20-X AC
  6 (6)
  20 (12)
  0/4/8/12 (Medium)
  5
  14
  11
  NA
  1
  11
  1
  1
  1
  E
  207
  Light AC/2
  1 (1)
  2 (2)
  0/6/12/18 (Medium)
  45
  4
  1
  NA
  1
  1
  1
  1
  1
  D
  207
  Light AC/5
  1 (1)
  5 (5)
  0/5/10/15 (Medium)
  20
  5
  2
  NA
  1
  2
  1
  1
  1
  D
  207
  Rotary AC/2
  1/Shot (6)
  2/Shot (8)
  0/6/12/18 (Medium)
  45
  8
  3
  NA
  1
  3
  1
  1
  1
  E
  207
  Rotary AC/5
  1/Shot (6)
  5/Shot (20)
  0/5/10/15 (Medium)
  20
  10
  6
  NA
  1
  6
  1
  1
  1
  E
  207
  Ultra AC/2
  1/Shot (2)
  2/Shot (3)
  3/8/17/25 (Extreme)
  45
  7
  3
  NA
  1
  3
  1
  1
  1
  E
  208
  Ultra AC/5
  1/Shot (2)
  5/Shot (7)
  2/6/13/20 (Long)
  20
  9
  5
  NA
  1
  5
  1
  1
  1
  E
  208
  Ultra AC/10
  4/Shot (8)
  10/Shot (15)
  0/6/12/18 (Medium)
  10
  13
  7
  NA
  1
  7
  1
  1
  1
  E
  208
  Ultra AC/20
  8/Shot (16)
  20/Shot (30)
  0/3/7/10 (Medium)
  5
  15
  10
  NA
  1
  10
  1
  1
  1
  E
  208
  Gauss Rifles
  Light Gauss Rifle
  1 (1)
  8 (8)
  3/8/17/25 (Extreme)
  16
  12
  5
  NA
  1
  5
  1
  1
  1
  E
  219
  Gauss Rifle
  1 (1)
  15 (15)
  2/7/15/22 (Long)
  8
  15
  7
  NA
  1
  7
  1
  1
  1
  E
  219
  Heavy Gauss Rifle
  2 (2)
  25/20/10 (25/20/10)
  4/6/13/20 (Long)
  4
  18
  11
  NA
  1
  11
  1
  1
  1
  E
  218
  Machine Guns
  Light Machine Gun
  0 (0)
  1 (1)
  0/2/4/6 (Short)
  200
  0.5
  1
  NA
  1
  1
  1
  1
  1
  B
  228
  Machine Gun
  0 (0)
  2 (2)
  0/1/2/3 (Short)
  200
  0.5
  1
  NA
  1
  1
  1
  1
  1
  B
  228
  Heavy Machine Gun
  0 (0)
  3 (3)
  0/1/2/— (Short)
  100
  1.0
  1
  NA
  1
  1
  1
  1
  1
  B
  228
  Flamers
  Flamer
  3 (3)
  2 (2)
  0/1/2/3 (Short)
  NA
  1
  1
  NA
  1
  1
  1
  1
  1
  C
  218
  Flamer (Vehicle)
  3 (3)
  2 (2)
  0/1/2/3 (Short)
  20
  0.5
  1
  NA
  1
  1
  1
  1
  1
  B
  218
  Lasers
  ER Small Laser
  2 (2)
  3 (3)
  0/2/4/5 (Short)
  NA
  0.5
  1
  NA
  1
  1
  1
  1
  1
  E
  226
  ER Medium Laser
  5 (5)
  5 (5)
  0/4/8/12 (Medium)
  NA
  1
  1
  NA
  1
  1
  1
  1
  1
  E
  226
  ER Large Laser
  12 (12)
  8 (8)
  0/7/14/19 (Long)
  NA
  5
  2
  NA
  1
  2
  1
  1
  1
  E
  226
  Small Laser
  1 (1)
  3 (3)
  0/1/2/3 (Short)
  NA
  0.5
  1
  NA
  1
  1
  1
  1
  1
  C
  227
  Medium Laser
  3 (3)
  5 (5)
  0/3/6/9 (Short)
  NA
  1
  1
  NA
  1
  1
  1
  1
  1
  C
  227
  Large Laser
  8 (8)
  8 (8)
  0/5/10/15 (Medium)
  NA
  5
  2
  NA
  1
  2
  1
  1
  1
  C
  227
  Small Pulse Laser
  2 (2)
  3 (3)
  0/1/2/3 (Short)
  NA
  1
  1
  NA
  1
  1
  1
  1
  1
  E
  226
  Medium Pulse Laser
  4 (4)
  6 (6)
  0/2/4/6 (Short)
  NA
  2
  1
  NA
  1
  1
  1
  1
  1
  E
  226
  Large Pulse Laser
  10 (10)
  9 (9)
  0/3/7/10 (Medium)
  NA
  7
  2
  NA
  1
  2
  1
  1
  1
  E
  226
  Plasma Weapons
  Plasma Rifle
  10 (10)
  10 (10)
  0/5/10/15 (Medium)
  10
  6
  2
  NA
  1
  2
  1
  1
  1
  E
  234
  PPCs
  Light PPC
  5 (5)
  5 (5)
  3/6/12/18 (Medium)
  NA
  3
  2
  NA
  1
  2
  1
  1
  1
  E
  234
  PPC
  10 (10)
  10 (10)
  3/6/12/18 (Medium)
  NA
  7
  3
  NA
  1
  3
  1
  1
  1
  D
  234
  Heavy PPC
  15 (15)
  15 (15)
  3/6/12/18 (Medium)
  NA
  10
  4
  NA
  1
  4
  1
  1
  1
  E
  234
  ER PPC
  15 (15)
  10 (10)
  0/7/14/23 (Long)
  NA
  7
  3
  NA
  1
  3
  1
  1
  1
  E
  233
  Snub-Nose PPC
  10 (10)
  10/8/5 (10/8)
  0/9/13/15 (Medium)
  NA
  6
  2
  NA
  1
  2
  1
  1
  1
  E
  234
  Missiles
  LRM 5
  2 (2)
  1/Msl (3)
  6/7/14/21 (Long)
  24
  2
  1
  NA
  1
  1
  1
  1
  1
  C
  229
  LRM 10
  4 (4)
  1/Msl (6)
  6/7/14/21 (Long)
  12
  5
  2
  NA
  1
  2
  1
  1
  1
  C
  229
  LRM 15
  5 (5)
  1/Msl (9)
  6/7/14/21 (Long)
  8
  7
  3
  NA
  1
  3
  1
  1
  1
  C
  229
  LRM 20
  6 (6)
  1/Msl (12)
  6/7/14/21 (Long)
  6
  10
  5
  NA
  1
  5
  1
  1
  1
  C
  229
  LRM 5 + Artemis IV
  2 (2)
  1/Msl (4)
  6/7/14/21 (Long)
  24
  3
  2
  NA
  1
  2
  1
  1
  1
  E
  206/229
  LRM 10 + Artemis IV
  4 (4)
  1/Msl (8)
  6/7/14/21 (Long)
  12
  6
  3
  NA
  1
  3
  1
  1
  1
  E
  206/229
  Space Column
  Unit Type
  M
  BattleMechs and IndustrialMechs (Critical Slots)
  P
  ProtoMechs (Weapon Slots)
  CV
  Combat Vehicles (Weapon Slots)
  SV
  Support Vehicles (Equipment Slots)
  F
  Aerospace Fighters and Conventional Fighters (Weapon Slots)
  SC
  Aerodyne and Spheroid Small Craft (Weapon Slots)
  DS
  Aerodyne and Spheroid DropShips (Weapon Slots)
  HEAVY WEAPONS AND EQUIPMENT KEY
  Space Entry Code
  Construction Notes
  NA
  Item may not be mounted on these units
  0
  Item may be mounted on these units, but does not occupy space/slots
  1+
  Item occupies indicated number of continuous critical/item slots on the unit
  Additional Codes
  Construction Notes
  OS (Ammo)
  Item is one-shot only, and may not carry additional ammunition.
  PHYS (Range)
  Item may only be employed against targets in the item’s “firing arc” that 
  are within the same or adjacent hexes
  INNER SPHERE HEAVY WEAPONS AND EQUIPMENT TABLE
  
  PAGE 342 
  Heat 
  Std (Aero)
  Damage 
  Std (Aero)
  Range 
  Min/Sht/Med/Lng (Aero)
  Ammo 
  (per Ton) 
  WT 
  (Tons)
  Space
  Tech 
  Rating
  Page
  Ref
  Weapon / Item
  M
  P
  CV
  SV
  F
  SC
  DS
  LRM 15 + Artemis IV
  5 (5)
  1/Msl (12)
  6/7/14/21 (Long)
  8
  8
  4
  NA
  1
  4
  1
  1
  1
  E
  206/229
  LRM 20 + Artemis IV
  6 (6)
  1/Msl (16)
  6/7/14/21 (Long)
  6
  11
  6
  NA
  1
  6
  1
  1
  1
  E
  206/229
  MML 3 (LRM)
  2 (2)
  1/Msl (2)
  6/7/14/21 (Long)
  40
  1.5
  2
  NA
  1
  2
  1
  1
  1
  E
  229
  MML 3 (SRM)
  2 (2)
  2/Msl (4)
  0/3/6/9 (Short)
  33
  1.5
  2
  NA
  1
  2
  1
  1
  1
  E
  229
  MML 5 (LRM)
  3 (3)
  1/Msl (3)
  6/7/14/21 (Long)
  24
  3
  3
  NA
  1
  3
  1
  1
  1
  E
  229
  MML 5 (SRM)
  3 (3)
  2/Msl (6)
  0/3/6/9 (Short)
  20
  3
  3
  NA
  1
  3
  1
  1
  1
  E
  229
  MML 7 (LRM)
  4 (4)
  1/Msl (4)
  6/7/14/21 (Long)
  17
  4.5
  4
  NA
  1
  4
  1
  1
  1
  E
  229
  MML 7 (SRM)
  4 (4)
  2/Msl (8)
  0/3/6/9 (Short)
  14
  4.5
  4
  NA
  1
  4
  1
  1
  1
  E
  229
  MML 9 (LRM)
  5 (5)
  1/Msl (5)
  6/7/14/21 (Long)
  13
  6
  5
  NA
  1
  5
  1
  1
  1
  E
  229
  MML 9 (SRM)
  5 (5)
  2/Msl (10)
  0/3/6/9 (Short)
  11
  6
  5
  NA
  1
  5
  1
  1
  1
  E
  229
  MML 3 (LRM)+Art. IV
  2 (2)
  1/Msl (2)
  6/7/14/21 (Long)
  40
  2.5
  3
  NA
  1
  3
  1
  1
  1
  E
  206/229
  MML 3 (SRM)+Art. IV
  2 (2)
  2/Msl (4)
  0/3/6/9 (Short)
  33
  2.5
  3
  NA
  1
  3
  1
  1
  1
  E
  206/229
  MML 5 (LRM)+Art. IV
  3 (3)
  1/Msl (4)
  6/7/14/21 (Long)
  24
  4
  4
  NA
  1
  4
  1
  1
  1
  E
  206/229
  MML 5 (SRM)+Art. IV
  3 (3)
  2/Msl (8)
  0/3/6/9 (Short)
  20
  4
  4
  NA
  1
  4
  1
  1
  1
  E
  206/229
  MML 7 (LRM)+Art. IV
  4 (4)
  1/Msl (6)
  6/7/14/21 (Long)
  17
  5.5
  5
  NA
  1
  5
  1
  1
  1
  E
  206/229
  MML 7 (SRM)+Art. IV
  4 (4)
  2/Msl (12)
  0/3/6/9 (Short)
  14
  5.5
  5
  NA
  1
  5
  1
  1
  1
  E
  206/229
  MML 9 (LRM)+Art. IV
  5 (5)
  1/Msl (7)
  6/7/14/21 (Long)
  13
  7
  6
  NA
  1
  6
  1
  1
  1
  E
  206/229
  MML 9 (SRM)+Art. IV
  5 (5)
  2/Msl (14)
  0/3/6/9 (Short)
  11
  7
  6
  NA
  1
  6
  1
  1
  1
  E
  206/229
  SRM 2
  2 (2)
  2/Msl (2)
  0/3/6/9 (Short)
  50
  1
  1
  NA
  1
  1
  1
  1
  1
  C
  229
  SRM 4
  3 (3)
  2/Msl (4)
  0/3/6/9 (Short)
  25
  2
  1
  NA
  1
  1
  1
  1
  1
  C
  229
  SRM 6
  4 (4)
  2/Msl (8)
  0/3/6/9 (Short)
  15
  3
  2
  NA
  1
  2
  1
  1
  1
  C
  229
  SRM 2 + Artemis IV
  2 (2)
  2/Msl (4)
  0/3/6/9 (Short)
  50
  2
  2
  NA
  1
  2
  1
  1
  1
  E
  206/229
  SRM 4 + Artemis IV
  3 (3)
  2/Msl (6)
  0/3/6/9 (Short)
  25
  3
  2
  NA
  1
  2
  1
  1
  1
  E
  206/229
  SRM 6 + Artemis IV
  4 (4)
  2/Msl (10)
  0/3/6/9 (Short)
  15
  4
  3
  NA
  1
  3
  1
  1
  1
  E
  206/229
  MRM 10
  4 (4)
  1/Msl (6)
  0/3/8/15 (Medium)
  24
  3
  2
  NA
  1
  2
  1
  1
  1
  C
  229
  MRM 20
  6 (6)
  1/Msl (12)
  0/3/8/15 (Medium)
  12
  7
  3
  NA
  1
  3
  1
  1
  1
  C
  229
  MRM 30
  10 (10)
  1/Msl (18)
  0/3/8/15 (Medium)
  8
  10
  5
  NA
  1
  5
  1
  1
  1
  C
  229
  MRM 40
  12 (12)
  1/Msl (24)
  0/3/8/15 (Medium)
  6
  12
  7
  NA
  1
  7
  1
  1
  1
  C
  229
  Rocket Launcher 10
  3 (3)
  1/Msl (6)
  0/5/11/18 (Medium)
  OS
  0.5
  1
  NA
  1
  1
  1
  1
  1
  B
  229
  Rocket Launcher 15
  4 (4)
  1/Msl (9)
  0/4/9/15 (Medium)
  OS
  1
  2
  NA
  1
  2
  1
  1
  1
  B
  229
  Rocket Launcher 20
  5 (5)
  1/Msl (12)
  0/3/7/12 (Medium)
  OS
  1.5
  3
  NA
  1
  3
  1
  1
  1
  B
  229
  Streak SRM 2
  2 (2)
  2/Msl (4)
  0/3/6/9 (Short)
  50
  1.5
  1
  NA
  1
  1
  1
  1
  1
  E
  230
  Streak SRM 4
  3 (3)
  2/Msl (8)
  0/3/6/9 (Short)
  25
  3
  1
  NA
  1
  1
  1
  1
  1
  E
  230
  Streak SRM 6
  4 (4)
  2/Msl (12)
  0/3/6/9 (Short)
  15
  4.5
  2
  NA
  1
  2
  1
  1
  1
  E
  230
  Special Equipment
  A-Pods
  0 (NA)
  **
  ** (NA)
  OS
  0.5
  1
  NA
  1
  1
  NA
  NA
  NA
  B
  204
  B-Pods
  0 (NA)
  **
  ** (NA)
  OS
  1
  1
  NA
  1
  1
  NA
  NA
  NA
  E
  204
  Anti-Missile System
  1 (1)
  **
  ** (Point Defense)
  12
  0.5
  1
  NA
  1
  1
  1
  1
  1
  E
  204
  Beagle Active Probe
  0 (0)
  NA
  0/0/0/4 (**)
  NA
  1.5
  2
  NA
  1
  2
  1
  1
  NA
  E
  204
  CASE
  0 (0)
  NA (NA)
  NA (NA)
  NA
  0.5
  1
  NA
  1
  1
  0
  NA
  NA
  D
  210
  C3 Computer (Master)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  5
  5*
  NA
  1
  1*
  NA
  NA
  NA
  E
  209
  C3 Computer (Slave)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  1
  1*
  NA
  1
  1*
  NA
  NA
  NA
  E
  209
  Improved C3 Computer
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  2.5
  2*
  NA
  1
  1*
  NA
  NA
  NA
  E
  209
  Guardian ECM Suite
  0 (0)
  NA
  0/0/0/6 (**)
  NA
  1.5
  2
  NA
  1
  2
  1
  1
  NA
  E
  213
  Machine Gun Array
  NA
  **
  ** (**)
  **
  +0.5
  1
  NA
  1
  1
  1
  1
  0
  E
  228
  MASC
  NA
  NA (NA)
  NA (NA)
  NA
  Var*
  Var*
  NA
  NA
  NA
  NA
  NA
  NA
  E
  232
  One-Shot†
  NA
  NA
  NA
  OS
  +0.5
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  **
  229
  Narc Missile Beacon
  0 (**)
  **
  0/3/6/9 (**)
  6
  3
  2
  NA
  1
  2
  1
  1
  1
  E
  232
  Imp. Narc Launcher
  0 (**)
  **
  0/4/9/15 (**)
  4
  5
  3
  NA
  1
  3
  1
  1
  1
  E
  232
  TAG
  0 (0)
  **
  0/5/9/15 (**)
  NA
  1
  1
  NA
  1
  1
  1
  1
  1
  E
  238
  Targeting Computer
  0 (0)
  **
  NA (NA)
  NA
  Var*
  Var*
  NA
  1
  1
  0
  NA
  NA
  E
  238
  Physical Attack Weapons
  Hatchet
  0 (NA)
  ** (NA)
  PHYS (NA)
  NA
  Var*
  Var*
  NA
  NA
  NA
  NA
  NA
  NA
  B
  220
  Sword
  0 (NA)
  ** (NA)
  PHYS (NA)
  NA
  Var*
  Var*
  NA
  NA
  NA
  NA
  NA
  NA
  B
  237
  Capital Missiles
  Killer Whale
  NA (20)
  NA (40)
  NA (Extreme)
  50 t/Msl
  150
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  White Shark
  NA (15)
  NA (30)
  NA (Extreme)
  40 t/Msl
  120
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  Barracuda
  NA (10)
  NA (20)
  NA (Extreme)
  30 t/Msl
  90
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  AR-10 Launcher
  NA (††)
  NA (††)
  NA (††)
  ††
  250
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  Kraken-T
  NA (50)
  NA (100)
  NA (Extreme)
  100 t/Msl
  220
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  Killer Whale-T
  NA (20)
  NA (40)
  NA (Extreme)
  50 t/Msl
  160
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  White Shark-T
  NA (15)
  NA (30)
  NA (Extreme)
  40 t/Msl
  140
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  Barracuda-T
  NA (10)
  NA (20)
  NA (Extreme)
  30 t/Msl
  100
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  Screen Launcher
  NA (10)
  NA (**)
  NA (Short)
  10 t/Msl
  40
  NA
  NA
  NA
  NA
  NA
  1
  1
  E
  237
  INNER SPHERE HEAVY WEAPONS AND EQUIPMENT TABLE (CONT)
  WEIGHT/SPACE: All weights are listed in tonnage (1 ton = 1,000 kg). Items with variable (Var) weight/space values must consult 
  the item’s listing in on the appropriate page (Ref) to determine the final weight and internal space for the specific item.
  *Special Construction Rules (see Item Description)
  **Special Weapon Rules (Consult Total Warfare)
  †May apply to LRM, MRM, SRM, Streak SRM, Narc and iNarc. Adds 0.5 ton to weapon weight and is considered part of the weapon.
  ††Weapon heat, damage, range, and ammo weight is based on missile type fired (May fire only standard Killer Whale, White 
  Shark, or Barracuda missiles).
  
  PAGE 343 
  Heat 
  Std (Aero)
  Damage 
  Std (Aero)
  Range 
  Min/Sht/Med/Lng (Aero)
  Ammo 
  (per Ton) 
  WT 
  (Tons)
  Space
  Tech 
  Rating
  Weapon / Item
  M
  P
  CV
  SV
  F
  SC
  DS
  Ref
  Autocannons
  LB 2-X AC
  1 (1)
  2 (2)
  4/10/20/30 (Extreme)
  45
  5
  3
  1
  1
  3
  1
  1
  1
  F
  207
  LB 5-X AC
  1 (1)
  5 (3)
  3/8/15/24 (Long)
  20
  7
  4
  1
  1
  4
  1
  1
  1
  F
  207
  LB 10-X AC
  2 (2)
  10 (6)
  0/6/12/18 (Medium)
  10
  10
  5
  1
  1
  5
  1
  1
  1
  F
  207
  LB 20-X AC
  6 (6)
  20 (12)
  0/4/8/12 (Medium)
  5
  12
  9
  NA
  1
  9
  1
  1
  1
  F
  207
  Ultra AC/2
  1/Shot (2)
  2/Shot (3)
  2/9/18/27 (Extreme)
  45
  5
  2
  1
  1
  2
  1
  1
  1
  F
  208
  Ultra AC/5
  1/Shot (2)
  5/Shot (7)
  0/7/14/21 (Long)
  20
  7
  3
  1
  1
  3
  1
  1
  1
  F
  208
  Ultra AC/10
  3/Shot (6)
  10/Shot (15)
  0/6/12/18 (Medium)
  10
  10
  4
  1
  1
  4
  1
  1
  1
  F
  208
  Ultra AC/20
  7/Shot (14)
  20/Shot (30)
  0/4/8/12 (Medium)
  5
  12
  8
  NA
  1
  8
  1
  1
  1
  F
  208
  Gauss Rifles
  AP Gauss Rifle
  1 (1)
  3 (3)
  0/3/6/9 (Short-PD)
  40
  0.5
  1
  1
  1
  1
  1
  1
  1
  F
  218
  Gauss Rifle
  1 (1)
  15 (15)
  2/7/15/22 (Long)
  8
  12
  6
  1
  1
  6
  1
  1
  1
  F
  219
  Hyper-Assault Gauss 20
  4 (4)
  20** (16/12/12)
  2/8/16/24 (Long)
  6
  10
  6
  1
  1
  6
  1
  1
  1
  F
  219
  Hyper-Assault Gauss 30
  6 (6)
  30** (24/18/18)
  2/8/16/24 (Long)
  4
  13
  8
  NA
  1
  8
  1
  1
  1
  F
  219
  Hyper-Assault Gauss 40
  8 (8)
  40** (32/24/24)
  2/8/16/24 (Long)
  3
  16
  10
  NA
  1
  10
  1
  1
  1
  F
  219
  Machine Guns
  Light Machine Gun
  0 (0)
  1 (1)
  0/2/4/6 (Short)
  200
  0.25
  1
  1
  1
  1
  1
  1
  1
  F
  228
  Machine Gun
  0 (0)
  2 (2)
  0/1/2/3 (Short)
  200
  0.25
  1
  1
  1
  1
  1
  1
  1
  C
  228
  Heavy Machine Gun
  0 (0)
  3 (3)
  0/1/2/— (Short)
  100
  0.5
  1
  1
  1
  1
  1
  1
  1
  C
  228
  Flamers
  Flamer
  3 (3)
  2 (2)
  0/1/2/3 (Short)
  NA
  0.5
  1
  1
  1
  1
  1
  1
  1
  C
  218
  Flamer (Vehicle)
  3 (3)
  2 (2)
  0/1/2/3 (Short)
  20
  0.5
  1
  1
  1
  1
  1
  1
  1
  B
  218
  Lasers
  ER Micro Laser
  1 (1)
  2 (2)
  0/1/2/4 (Short)
  NA
  0.25
  1
  1
  1
  1
  1
  1
  1
  F
  226
  ER Small Laser
  2 (2)
  5 (5)
  0/2/4/6 (Short)
  NA
  0.5
  1
  1
  1
  1
  1
  1
  1
  F
  226
  ER Medium Laser
  5 (5)
  7 (7)
  0/5/10/15 (Medium)
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  F
  226
  ER Large Laser
  12 (12)
  10 (10)
  0/8/15/25 (Extreme)
  NA
  4
  1
  1
  1
  1
  1
  1
  1
  F
  226
  Micro Pulse Laser
  1 (1)
  3 (3)
  0/1/2/3 (Short)
  NA
  0.5
  1
  1
  1
  1
  1
  1
  1
  F
  226
  Small Pulse Laser
  2 (2)
  3 (3)
  0/2/4/6 (Short)
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  F
  226
  Medium Pulse Laser
  4 (4)
  7 (7)
  0/4/8/12 (Medium)
  NA
  2
  1
  1
  1
  1
  1
  1
  1
  F
  226
  Large Pulse Laser
  10 (10)
  10 (10)
  0/6/14/20 (Long)
  NA
  6
  2
  1
  1
  2
  1
  1
  1
  F
  226
  Heavy Small Laser
  3 (3)
  6 (6)
  0/1/2/3 (Short)
  NA
  0.5
  1
  1
  1
  1
  1
  1
  1
  F
  226
  Heavy Medium Laser
  7 (7)
  10 (10)
  0/3/6/9 (Short)
  NA
  1
  2
  1
  1
  2
  1
  1
  1
  F
  226
  Heavy Large Laser
  18 (18)
  16 (16)
  0/5/10/15 (Medium)
  NA
  4
  3
  1
  1
  3
  1
  1
  1
  F
  226
  Plasma Weapons
  Plasma Cannon
  7 (7)
  0** (**)
  0/6/12/18 (Medium)
  10
  3
  1
  NA
  1
  1
  1
  1
  1
  F
  235
  PPCs
  ER PPC
  15 (15)
  15 (15)
  0/7/14/23 (Long)
  NA
  6
  2
  1
  1
  2
  1
  1
  1
  F
  233
  Missiles
  ATM 3
  2 (2)
  2/Msl (4)
  4/5/10/15 (Medium)
  20
  1.5
  2
  NA
  1
  2
  1
  1
  1
  F
  229
  ATM 6
  4 (4)
  2/Msl (10)
  4/5/10/15 (Medium)
  10
  3.5
  3
  NA
  1
  3
  1
  1
  1
  F
  229
  ATM 9
  6 (6)
  2/Msl (14)
  4/5/10/15 (Medium)
  7
  5
  4
  NA
  1
  4
  1
  1
  1
  F
  229
  ATM 12
  8 (8)
  2/Msl (20)
  4/5/10/15 (Medium)
  5
  7
  5
  NA
  1
  5
  1
  1
  1
  F
  229
  LRM 5
  2 (2)
  1/Msl (3)
  0/7/14/21 (Long)
  24
  1
  1
  1
  1
  1
  1
  1
  1
  F
  229
  LRM 10
  4 (4)
  1/Msl (6)
  0/7/14/21 (Long)
  12
  2.5
  1
  1
  1
  1
  1
  1
  1
  F
  229
  LRM 15
  5 (5)
  1/Msl (9)
  0/7/14/21 (Long)
  8
  3.5
  2
  1
  1
  2
  1
  1
  1
  F
  229
  LRM 20
  6 (6)
  1/Msl (12)
  0/7/14/21 (Long)
  6
  5
  4
  1
  1
  4
  1
  1
  1
  F
  229
  LRM 5 + Artemis IV
  2 (2)
  1/Msl (4)
  0/7/14/21 (Long)
  24
  2
  2
  NA
  1
  2
  1
  1
  1
  F
  206/229
  LRM 10 + Artemis IV
  4 (4)
  1/Msl (8)
  0/7/14/21 (Long)
  12
  3.5
  2
  NA
  1
  2
  1
  1
  1
  F
  206/229
  LRM 15 + Artemis IV
  5 (5)
  1/Msl (12)
  0/7/14/21 (Long)
  8
  4.5
  3
  NA
  1
  3
  1
  1
  1
  F
  206/229
  LRM 20 + Artemis IV
  6 (6)
  1/Msl (16)
  0/7/14/21 (Long)
  6
  6
  5
  NA
  1
  5
  1
  1
  1
  F
  206/229
  SRM 2
  2 (2)
  2/Msl (2)
  0/3/6/9 (Short)
  50
  0.5
  1
  1
  1
  1
  1
  1
  1
  F
  229
  SRM 4
  3 (3)
  2/Msl (4)
  0/3/6/9 (Short)
  25
  1
  1
  1
  1
  1
  1
  1
  1
  F
  229
  SRM 6
  4 (4)
  2/Msl (8)
  0/3/6/9 (Short)
  15
  1.5
  1
  1
  1
  1
  1
  1
  1
  F
  229
  SRM 2 + Artemis IV
  2 (2)
  2/Msl (4)
  0/3/6/9 (Short)
  50
  1.5
  2
  NA
  1
  2
  1
  1
  1
  F
  206/229
  SRM 4 + Artemis IV
  3 (3)
  2/Msl (6)
  0/3/6/9 (Short)
  25
  2
  2
  NA
  1
  2
  1
  1
  1
  F
  206/229
  SRM 6 + Artemis IV
  4 (4)
  2/Msl (10)
  0/3/6/9 (Short)
  15
  2.5
  2
  NA
  1
  2
  1
  1
  1
  F
  206/229
  Streak SRM 2
  2 (2)
  2/Msl (4)
  0/4/8/12 (Medium)
  50
  1
  1
  1
  1
  1
  1
  1
  1
  F
  230
  Streak SRM 4
  3 (3)
  2/Msl (8)
  0/4/8/12 (Medium)
  25
  2
  1
  1
  1
  1
  1
  1
  1
  F
  230
  Streak SRM 6
  4 (4)
  2/Msl (12)
  0/4/8/12 (Medium)
  15
  3
  2
  1
  1
  2
  1
  1
  1
  F
  230
  Special Equipment
  A-Pods
  0 (NA)
  **
  ** (NA)
  OS
  0.5
  1
  NA
  NA
  NA
  NA
  NA
  NA
  B
  204
  B-Pods
  0 (NA)
  **
  ** (NA)
  OS
  1
  1
  NA
  1
  1
  NA
  NA
  NA
  E
  204
  Anti-Missile System
  1 (1)
  **
  ** (Point Defense)
  24
  0.5
  1
  1
  1
  1
  1
  1
  1
  F
  204
  Active Probe
  0 (0)
  NA
  0/0/0/5 (**)
  NA
  1
  1
  1
  1
  1
  1
  1
  NA
  E
  204
  Light Active Probe
  0 (0)
  NA
  0/0/0/3 (**)
  NA
  0.5
  1
  1
  1
  1
  1
  1
  0
  F
  204
  ECM Suite
  0 (0)
  NA
  0/0/0/6 (**)
  NA
  1
  1
  1
  1
  1
  1
  1
  NA
  F
  213
  Machine Gun Array
  NA
  **
  ** (**)
  **
  +0.25
  1
  1
  1
  1
  1
  1
  0
  E
  228
  MASC
  NA
  NA (NA)
  NA (NA)
  NA
  Var*
  Var*
  NA
  NA
  NA
  NA
  NA
  NA
  F
  232 
  One-Shot†
  NA
  NA
  NA
  OS
  +0.5
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  **
  229
  Narc Missile Beacon
  0 (**)
  **
  0/4/8/12 (**)
  6
  2
  1
  1
  1
  1
  1
  1
  1
  F
  232
  TAG
  0 (0)
  **
  0/5/9/15 (**)
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  E
  238
  Light TAG
  0 (0)
  **
  0/3/6/9 (**)
  NA
  0.5
  1
  1
  1
  1
  1
  1
  1
  F
  238
  Targeting Computer
  0 (0)
  **
  NA (NA)
  NA
  Var*
  Var*
  NA
  1
  Var*
  0
  NA
  NA
  F
  238
  Capital Missiles
  Killer Whale
  NA (20)
  NA (40)
  NA (Extreme)
  50 t/Msl
  150
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  White Shark
  NA (15)
  NA (30)
  NA (Extreme)
  40 t/Msl
  120
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  Barracuda
  NA (10)
  NA (20)
  NA (Extreme)
  30 t/Msl
  90
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  AR-10 Launcher
  NA (††)
  NA (††)
  NA (††)
  ††
  250
  NA
  NA
  NA
  NA
  NA
  NA
  1
  D
  210
  WEIGHT/SPACE: All weights are listed in tonnage (1 ton = 1,000 kg). Items with variable (Var) weight/space values must consult the item’s 
  listing in on the appropriate page (Ref) to determine the final weight and internal space for the specific item.
  *Special Construction Rules (see Item Description)
  **Special Weapon Rules (Consult Total Warfare)
  † May apply to LRM, SRM, Streak SRM, and Narc. Adds 0.5 ton to weapon weight and is considered part of the weapon.
  ††Weapon heat, damage, range, and ammo weight is based on missile type fired (May fire only standard Killer Whale, White Shark, or Barracuda missiles).
  CLAN HEAVY WEAPONS AND EQUIPMENT TABLE
  
  PAGE 344 
  Heat 
  Std (Aero)
  Damage 
  Std (Aero)
  Range 
  Min/Sht/Med/Lng (Aero)
  Ammo 
  (per Ton) 
  WT 
  (Tons)
  Space
  Tech 
  Rating
  Weapon / Item
  M
  P
  CV
  SV
  F
  SC
  DS
  Ref
  Backhoe
  0 (NA)
  6 (NA)
  PHYS (NA)
  NA
  5
  6*
  NA
  1*
  1*
  NA
  NA
  NA
  B
  241
  Bay Door
  0 (0)
  NA (NA)
  NA (NA)
  NA
  0
  NA
  NA
  0*
  0*
  NA
  0*
  0*
  A
  209
  Bridgelayer
  Light
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  1
  2*
  NA
  1*
  1*
  NA
  NA
  NA
  B
  242
  Medium
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  2
  4*
  NA
  1*
  1*
  NA
  NA
  NA
  C
  242
  Heavy
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  6
  12*
  NA
  1*
  1*
  NA
  NA
  NA
  D
  242
  Bulldozer
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  2
  NA
  NA
  1*
  1*
  NA
  NA
  NA
  B
  243
  Chainsaw
  0 (NA)
  5 (NA)
  PHYS (NA)
  NA
  5
  5*
  NA
  1*
  1*
  NA
  NA
  NA
  B
  242
  Combine
  0 (NA)
  3** (NA)
  PHYS (NA)
  NA
  2.5
  4*
  NA
  1*
  1*
  NA
  NA
  NA
  B
  243
  Comm. Equipment
  0 (0)
  NA (NA)
  NA (NA)
  NA
  Var*
  1*
  NA
  1*
  1*
  0
  0
  0
  D
  212
  Concealed Weapon
  NA
  NA
  NA
  NA
  Var*
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  A
  213
  Dual Saw
  0 (NA)
  7 (NA)
  PHYS (NA)
  NA
  7
  7*
  NA
  1*
  1*
  NA
  NA
  NA
  C
  243
  Dumper
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  Var*
  1
  NA
  1
  1
  NA
  NA
  NA
  A
  243
  Ejection Seat
  (Support Vehicle)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  0.1
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  B
  213
  (IndustrialMech)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  0.5
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  B
  213
  Environmental Sealing
  (IndustrialMech)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  Var*
  8*
  NA
  NA
  NA
  NA
  NA
  NA
  C
  216
  (Support Vehicle)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  *
  NA
  NA
  NA
  0
  NA
  NA
  NA
  C
  216
  Escape Pod
  (Aerospace)
  NA (0)
  NA (NA)
  NA (NA)
  OS
  7
  NA
  NA
  NA
  0*
  NA
  0
  0
  D
  216
  (Maritime)
  0 (NA)
  NA (NA)
  NA (NA)
  OS
  7
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  C
  216
  Extended Fuel Tanks
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  Var*
  Var*
  NA
  1
  NA
  NA
  NA
  NA
  C
  244
  Ext. Stores Hardpoint
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  0.2
  NA
  NA
  NA
  1*
  NA
  NA
  NA
  B
  216
  Field Kitchen
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  3
  NA
  NA
  1
  1*
  NA
  NA
  NA
  A
  217
  Fluid Suction System
  Standard
  0 (0)
  NA (NA)
  PHYS (NA)
  10*
  1
  1*
  NA
  1*
  1*
  1*
  1*
  NA
  C
  247
  Light (’Mech) 
  0 (NA)
  NA (NA)
  PHYS (NA)
  10*
  0.5
  1
  NA
  NA
  NA
  NA
  NA
  NA
  B
  248-9
  Light (Vehicular)
  0 (0)
  NA (NA)
  PHYS (NA)
  10*
  0.015
  NA
  NA
  1*
  1*
  1*
  1*
  NA
  B
  248-9
  Fire Control
  Basic (SV)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  Var*
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  C
  217
  Advanced (’Mech)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  0
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  D
  217
  Advanced (SV)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  Var*
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  D
  217
  Heavy Duty Pile-Driver
  0 (NA)
  9 (NA)
  PHYS (NA)
  NA
  10
  8
  NA
  1
  1*
  NA
  NA
  NA
  C
  244
  Ladder
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  Var*
  1*
  NA
  1*
  1*
  NA
  NA
  NA
  A
  245
  Lifeboat
  (Aerospace)
  (NA) 0
  NA (NA)
  NA (NA)
  NA
  7
  NA
  NA
  NA
  NA
  NA
  0
  0
  C
  227
  (Atmospheric)
  (NA) 0
  NA (NA)
  NA (NA)
  NA
  1
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  A
  227
  (Maritime)
  (NA) 0
  NA (NA)
  NA (NA)
  NA
  1
  NA
  NA
  0*
  0*
  NA
  NA
  NA
  A
  227
  Lift/Arresting Hoists
  Arresting Hoist
  0 (0)
  NA (NA)
  PHYS (NA)
  NA
  3
  NA
  NA
  NA
  1*
  NA
  NA
  NA
  C
  245
  Lift Hoist
  0 (0)
  NA (NA)
  PHYS (NA)
  NA
  3
  3*
  NA
  1*
  1*
  NA
  NA
  NA
  A
  245
  Look-Down Radar
  NA (0)
  NA (NA)
  NA (NA)
  NA
  5
  NA
  NA
  NA
  1*
  0*
  0*
  0*
  B
  227
  Manipulator
  0 (NA)
  0 (NA)
  PHYS (NA)
  NA
  0.01
  NA
  NA
  1*
  1*
  NA
  NA
  NA
  C
  245
  MASH
  (Core Unit)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  3.5
  NA
  NA
  1*
  1*
  NA
  NA
  NA
  B
  228
  (Added Theater)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  1
  NA
  NA
  0*
  0*
  NA
  NA
  NA
  B
  228
  Mining Drill
  0 (NA)
  4 (NA)
  PHYS (NA)
  NA
  3
  4*
  NA
  1
  1
  NA
  NA
  NA
  B
  246
  Nail/Rivet Gun
  0 (0)
  0 (NA)
  0/1/—/— (NA)
  300
  0.5
  1
  NA
  1
  1**
  NA
  NA
  NA
  C
  246
  Paramedic Equipment
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  0.25
  1*
  NA
  1
  1*
  NA
  NA
  NA
  C
  233
  Pintle Mount
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  Var*
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  A
  234
  Power Amplifier
  0 (0)
  NA (NA)
  NA (NA)
  NA
  Var*
  0
  NA
  0
  0
  0
  NA
  NA
  D
  235
  Quarters/Seating
  Steerage
  0 (0)
  NA (NA)
  NA (NA)
  NA
  5
  NA
  NA
  NA
  1*
  NA
  0*
  0*
  A
  236
  Crew/2nd Class
  0 (0)
  NA (NA)
  NA (NA)
  NA
  7
  NA
  NA
  NA
  1*
  NA
  0*
  0*
  A
  236
  Officer/1st Class
  0 (0)
  NA (NA)
  NA (NA)
  NA
  10
  NA
  NA
  NA
  1*
  NA
  0*
  0*
  A
  236
  Seating (Combat Crew)
  0 (0)
  NA (NA)
  NA (NA)
  NA
  0.5
  NA
  NA
  1*
  NA
  NA
  NA
  NA
  A
  236
  Seating (Standard)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  0.075
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  A
  236
  Seating (Pillion)
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  0.025
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  A
  236
  Refueling Drogue
  0 (0)
  NA (NA)
  PHYS (Same)
  Var*
  1
  NA
  NA
  1*
  1*
  1*
  1*
  NA
  C
  247
  Remote Sensor Dispenser
  0 (0)
  NA (NA)
  0/0/0/0 (Same)
  30*
  0.5
  1
  NA
  1
  1
  1
  1
  0
  C
  236
  Retractable Blade
  0 (NA)
  ** (NA)
  PHYS (NA)
  NA
  Var*
  Var*
  NA
  NA
  NA
  NA
  NA
  NA
  B
  236
  Rock-Cutter
  0 (NA)
  5 (NA)
  PHYS (NA)
  NA
  5
  5
  NA
  1*
  1*
  NA
  NA
  NA
  C
  247
  Salvage Arm
  0 (NA)
  NA (NA)
  PHYS (NA)
  NA
  3
  2*
  NA
  NA
  NA
  NA
  NA
  NA
  D
  248
  Searchlight
  Handheld
  0 (0)
  NA (NA)
  0/0/0/9 (Short)
  NA
  0.005*
  0
  0
  0*
  0*
  0
  0
  0
  A
  237
  Mounted
  0 (0)
  NA (NA)
  0/0/0/170 (Extreme)
  NA
  0.5
  1*
  NA
  1
  1
  0
  0
  0
  A
  237
  Spot Welder
  2 (NA)
  5 (NA)
  PHYS (NA)
  NA
  2
  1*
  NA
  1
  1
  NA
  NA
  NA
  C
  248
  Sprayer
  ’Mech
  0 (NA)
  NA (NA)
  0/0/0/1 (NA)
  10*
  0.5
  1
  NA
  NA
  NA
  NA
  NA
  NA
  B
  249
  Vehicular
  0 (NA)
  NA (NA)
  0/0/0/1 (NA)
  10*
  0.015
  NA
  NA
  1
  1
  1
  1
  NA
  B
  249
  Track
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  Var*
  2*
  NA
  NA
  NA
  NA
  NA
  NA
  C
  249
  Transport Bay
  Cargo, Container
  0 (0)
  NA (NA)
  NA (NA)
  NA
  10
  1*
  NA
  1
  1
  0
  0
  0
  A
  239
  Cargo, Other
  0 (0)
  NA (NA)
  NA (NA)
  NA
  Var*
  Var*
  NA
  1*
  1*
  0
  0
  0
  A
  239
  Infantry, Compart.
  0 (0)
  NA (NA)
  NA (NA)
  NA
  Var*
  Var*
  NA
  1*
  1*
  0
  0
  0
  A
  239
  Infantry, Bay
  0 (0)
  NA (NA)
  NA (NA)
  NA
  Var*
  Var*
  NA
  1*
  1*
  0
  0
  0
  A
  239
  INDUSTRIAL EQUIPMENT TABLE
  
  PAGE 345 
  Heat 
  Std (Aero)
  Damage 
  Std (Aero)
  Range 
  Min/Sht/Med/Lng (Aero)
  Ammo 
  (per Ton) 
  WT 
  (Tons)
  Space
  Tech 
  Rating
  Weapon / Item
  M
  P
  CV
  SV
  F
  SC
  DS
  Ref
  Battle Armor, Comp.
  0 (0)
  NA (NA)
  NA (NA)
  NA
  Var*
  Var*
  NA
  1*
  1*
  0
  0
  0
  D
  239
  Battle Armor, Bay
  0 (0)
  NA (NA)
  NA (NA)
  NA
  Var*
  Var*
  NA
  1*
  1*
  0
  0
  0
  D
  239
  ’Mech (Cubicle)
  0 (0)
  NA (NA)
  NA (NA)
  NA
  150
  NA
  NA
  1**
  1**
  NA
  0
  0
  C
  239
  Fighter (Cubicle)
  0 (0)
  NA (NA)
  NA (NA)
  NA
  150
  NA
  NA
  1**
  1**
  NA
  0
  0
  C
  239
  ProtoMech (5 Cub.)
  0 (0)
  NA (NA)
  NA (NA)
  NA
  50
  NA
  NA
  1**
  1**
  NA
  0
  0
  C
  239
  Small Craft (Cub.)
  0 (0)
  NA (NA)
  NA (NA)
  NA
  200
  NA
  NA
  1**
  1**
  NA
  0
  0
  C
  239
  Lt. Vehicle (Cub.)
  0 (0)
  NA (NA)
  NA (NA)
  NA
  50
  NA
  NA
  1**
  1**
  NA
  0
  0
  C
  239
  Hvy. Vehicle (Cub.)
  0 (0)
  NA (NA)
  NA (NA)
  NA
  100
  NA
  NA
  1**
  1**
  NA
  0
  0
  C
  239
  Super-Hvy. Vehicle
  0 (0)
  NA (NA)
  NA (NA)
  NA
  200
  NA
  NA
  1**
  1**
  NA
  0
  0
  C
  239
  Turret
  0 (NA)
  NA (NA)
  NA (NA)
  NA
  Var*
  NA
  NA
  0
  0
  NA
  NA
  NA
  B
  239
  Weapons, Anti-Personnel
  Light
  0 (NA)
  ** (NA)
  ** (NA)
  **
  **
  NA
  NA
  NA
  1*
  NA
  NA
  NA
  Var*
  271
  Medium
  0 (NA)
  ** (NA)
  ** (NA)
  **
  **
  NA
  NA
  NA
  1*
  NA
  NA
  NA
  Var*
  271
  Wrecking Ball
  0 (NA)
  8 (NA)
  PHYS (NA)
  NA
  4
  5*
  NA
  1*
  1*
  NA
  NA
  NA
  A
  249
  WEIGHT/SPACE: All weights are listed in tonnage (1 ton = 1,000 kg). Items with variable (Var) weight/space values must consult the item’s listing in on the appropriate page (Ref) to determine the final weight and internal space for the specific item.
  *Special Construction Rules (see Item Description)
  **Special Weapon Rules (Consult Total Warfare)
  INDUSTRIAL EQUIPMENT TABLE (CONT)
  Ammo Type
  Heat Std (Aero)
  Damage Std (Aero)
  Range Min/Sht/
  Med/Lng (Aero)
  Ammo (per Ton)
  WT 
  (Tons)
  Tech 
  Base
  Tech  
  Rating
  Ref
  Autocannons
  Standard Autocannons 
  *
  *
  *
  x 1
  x 1
  IS
  C
  208
  LB-X Autocannons (Standard)
  *
  As Standard AC
  *
  x 1
  x 1
  IS / Clan
  E
  207
  (Cluster)
  *
  *
  *
  x 1
  x 1
  IS / Clan
  E
  208
  Light Autocannons (Standard)
  *
  *
  *
  x 1
  x 1
  IS
  D
  207
  Rotary Autocannons (Standard)
  *
  *
  *
  x 1
  x 1
  IS
  E
  207
  Ultra Autocannons (Standard)
  *
  *
  *
  x 1
  x 1
  IS / Clan
  E
  208
  Armor-Piercing (Standard/Light ACs)
  *
  *
  *
  x 0.5**
  x 1
  IS
  E
  208
  Flechette (Standard/Light ACs)
  *
  Var†
  *
  x 1
  x 1
  IS
  E
  208
  Precision (Standard/Light ACs)
  *
  *
  *
  x 0.5**
  x 1
  IS
  E
  208
  Gauss Rifles
  AP Gauss Ammo 
  *
  *
  *
  x 1
  x 1
  Clan
  F
  218
  Light Gauss Rifle
  *
  *
  *
  x 1
  x 1
  IS
  E
  219
  Gauss Rifles
  *
  *
  *
  x 1
  x 1
  IS / Clan
  E
  219
  Heavy Gauss Rifle
  *
  *
  *
  x 1
  x 1
  IS
  E
  218
  Hyper-Assault Gauss Rifle
  *
  *
  *
  x 1
  x 1
  Clan
  F
  219
  Machine Guns
  Machine Guns (Lt, Std, Heavy)
  *
  *
  *
  x 1
  x 1
  IS / Clan
  A
  228
  Flamer
  Flamer (Vehicle)
  *
  *
  *
  x 1
  x 1
  IS / Clan
  A
  218
  Plasma Weapons
  Plasma Cannon
  *
  *
  *
  x 1
  x 1
  Clan
  F
  234
  Plasma Rifle
  *
  *
  *
  x 1
  x 1
  IS
  E
  234
  Missiles
  ATMs (Standard Ammo)
  *
  *
  *
  x 1
  x 1
  Clan
  F
  229
  LRMs (Standard Ammo)
  *
  *
  *
  x 1
  x 1
  IS / Clan
  C
  229
  MMLs (Standard LRM Ammo)
  *
  *
  *
  x 1
  x 1
  IS
  E
  229
  MMLs (Standard SRM Ammo)
  *
  *
  *
  x 1
  x 1
  IS
  E
  229
  MRMs (Standard Ammo)
  *
  *
  *
  x 1
  x 1
  IS
  C
  229
  Rocket Launchers (Standard Ammo)
  *
  *
  *
  x 1
  x 1
  IS
  B
  229
  SRMs (Standard Ammo)
  *
  *
  *
  x 1
  x 1
  IS / Clan
  C
  229
  Streak SRMs (Standard Ammo)
  *
  *
  *
  x 1
  x 1
  IS / Clan
  E
  230
  ER Ammo (ATMs)
  *
  1/Msl (x 0.5**)
  9/18/27 (Extreme)
  x 1
  x 1
  Clan
  F
  229 
  HE Ammo (ATMs)
  *
  3/Msl (x 1.5**)
  0/3/6/9 (Short)
  x 1
  x 1
  Clan
  F
  229
  Artemis-Capable (LRM/SRM/MML)
  *
  As “+Art“ Weapon
  *
  x 1
  x 1
  IS / Clan
  E
  206/230
  Fragmentation (LRM/SRM/MML)
  *
  Var†
  *
  x 1
  x 1
  IS / Clan
  D
  230
  Harpoon (SRM)
  *
  1/Msl (x 0.5**)
  0/2/4/6 (Short)
  x 1
  x 1
  IS / Clan
  D
  230
  Inferno (SRM)
  *
  *†
  *
  x 1
  x 1
  IS / Clan
  B
  231
  Semi-Guided (LRM)
  *
  *†
  *
  x 1
  x 1
  IS
  E
  231
  Swarm (LRM)
  *
  *†
  *
  x 1
  x 1
  IS / Clan
  E
  231
  Swarm-I (LRM)
  *
  *†
  *
  x 1
  x 1
  IS
  E
  231
  Tear Gas (SRM)
  *
  Var†
  *
  x 1
  x 1
  IS / Clan
  B
  231
  Thunder (LRM)
  *
  0†
  *
  x 1
  x 1
  IS / Clan
  E
  231
  Thunder-Augmented (LRM)
  *
  0†
  *
  x 0.5**
  x 1
  IS
  E
  231
  Thunder-Inferno (LRM)
  *
  0†
  *
  x 0.5**
  x 1
  IS
  E
  231
  HEAVY WEAPONS AMMUNITION
  
  PAGE 346 
  Weapon / Item
  Damage 
  Range Min/sht/med/lng
  Weight (Item)
  Weight Per Shot (Ammo)
  Space Slots
  Tech Rating
  Ref
  Gauss Weapons
  David Light Gauss Rifle
  1
  —/3/5/8
  100 kg
  0.75 kg (20)
  1
  E
  255
  King David Light Gauss Rifle
  1
  —/3/6/9
  275 kg
  0.75 kg (20)
  2
  E
  255
  Magshot Gauss Rifle
  2
  —/3/6/9
  175 kg
  0.5 kg (10)
  3
  E
  255
  Grand Mauler Gauss Rifle
  1
  —/2/4/5
  125 kg
  1.0 kg (5)
  2
  E
  255
  Tsunami Gauss Rifle 
  1
  —/2/4/5
  125 kg
  1.0 kg (5)
  2
  E
  255
  Grenade Launchers
  Micro Grenade Launcher
  1**
  —/1/2/—
  75 kg
  0.25 kg (20)
  1
  B
  256
  Heavy Grenade Launcher
  1**
  —/1/2/3
  100 kg
  0.25 kg (20)
  1
  C
  256
  Machine Guns
  Light Machine Gun
  1**
  —/2/4/6
  75 kg
  0.1 kg (50)
  1
  C
  258
  Machine Gun
  2**
  —/1/2/3
  100 kg
  0.1 kg (50)
  1
  C
  258
  Heavy Machine Gun
  3**
  —/1/2/—
  150 kg
  0.1 kg (50)
  1
  C
  258
  Mortars
  Light Mortar
  3**
  1/1/2/3
  300 kg
  2 kg (20)
  2
  B
  262
  Heavy Mortar
  3**
  2/2/4/6
  400 kg
  4 kg (20)
  2
  B
  262
  Recoilless Rifles
  Light Recoilless Rifle 
  2**
  —/2/4/6
  175 kg
  1 kg (20)
  2
  C
  268
  Medium Recoilless Rifle
  3**
  —/2/4/6
  250 kg
  2 kg (20)
  2
  C
  268
  Heavy Recoilless Rifle
  3**
  —/3/5/7
  325 kg
  4 kg (20)
  3
  C
  268
  Flamers
  Flamer (BA)
  2**
  —/1/2/3
  150 kg
  0.5 kg (10)
  1
  C
  255
  Lasers
  ER Small Laser
  3
  —/2/4/5
  350 kg
  0.25 kg (20)
  2
  E
  258
  ER Medium Laser
  5
  —/4/8/12
  800 kg
  0.25 kg (20)
  3
  E
  258
  Small Laser
  3
  —/1/2/3
  200 kg
  0.16 kg (30)
  1
  E
  258
  Medium Laser
  5
  —/3/6/9
  500 kg
  0.5 kg (30)
  3
  E
  258
  Small Pulse Laser
  3
  —/1/2/3
  400 kg
  0.35 kg (14)
  1
  E
  258
  Ammo Type
  Heat Std (Aero)
  Damage Std (Aero)
  Range Min/Sht/
  Med/Lng (Aero)
  Ammo (per Ton)
  WT 
  (Tons)
  Tech 
  Base
  Tech  
  Rating
  Ref
  Thunder-Vibrobomb (LRM)
  *
  0†
  *
  x 0.5**
  x 1
  IS
  E
  231
  Thunder-Active (LRM)
  *
  0†
  *
  x 0.5**
  x 1
  IS
  E
  231
  Narc-Capable (LRM/SRM/MML)
  *
  *†
  *
  x 1
  x 1
  IS / Clan
  E
  232
  Torpedo (LRM/SRM)
  *
  *†
  *
  x 1
  x 1
  IS / Clan
  C
  230
  Multi-Purpose (LRM/SRM)
  *
  *†
  *
  x 1
  x 1
  Clan
  F
  261
  Single-Shot (OS)§
  *
  *
  *
  NA
  NA
  IS / Clan
  C
  230
  Special Equipment
  Anti-Missile System (Standard Ammo)
  *
  *
  *
  x 1
  x 1
  IS / Clan
  E / F
  204
  Narc Missile Beacon (Homing)
  *
  *
  *
  x 1
  x 1
  IS
  E
  233
  (Explosive)
  *
  4†
  *
  x 1
  x 1
  IS
  E
  233
  Improved Narc Launcher (Homing)
  *
  *
  *
  x 1
  x 1
  IS
  E
  232
  (ECM)
  *
  †
  *
  x 1
  x 1
  IS
  E
  232
  (Explosive)
  *
  6†
  *
  x 1
  x 1
  IS
  E
  232
  (Haywire)
  *
  †
  *
  x 1
  x 1
  IS
  E
  232
  (Nemesis)
  *
  †
  *
  x 1
  x 1
  IS
  E
  233
  Capital Missiles
  Killer Whale
  *
  *
  *
  x 1
  x 1
  IS / Clan
  D
  210
  White Shark
  *
  *
  *
  x 1
  x 1
  IS / Clan
  D
  210
  Barracuda
  *
  *
  *
  x 1
  x 1
  IS / Clan
  D
  210
  AR-10 Launcher
  As Missile
  As Missile
  As Missile
  x 1
  x 1
  IS / Clan
  D
  210
  Kraken-T
  *
  *
  *
  x 1
  x 1
  IS
  D
  210
  Killer Whale-T
  *
  *
  *
  x 1
  x 1
  IS
  D
  210
  White Shark-T
  *
  *
  *
  x 1
  x 1
  IS
  D
  210
  Barracuda-T
  *
  *
  *
  x 1
  x 1
  IS
  D
  210
  Screen Launcher
  *
  *
  *
  x 1
  x 1
  IS
  E
  237
  External Stores Hardpoint Weapons
  High-Explosive (Bomb)
  0
  10†
  NA
  1
  1
  IS / Clan
  B
  216
  Cluster (Bomb)
  0
  5†
  NA
  1
  1
  IS / Clan
  B
  216
  Laser-Guided (Bomb)
  0
  10†
  NA
  1
  1
  IS / Clan
  C
  216
  Inferno (Bomb)
  0
  0†
  NA
  1
  1
  IS / Clan
  C
  216
  Mines (Bomb)
  0
  20†
  NA
  1
  1
  IS / Clan
  C
  216
  Rocket Launcher (Pod)
  0
  As Rocket Launcher-10
  As Rocket Launcher-10
  1
  1
  IS
  B
  216
  TAG (Pod)
  0
  0†
  As TAG
  1
  1
  IS / Clan
  E
  216
  Industrial Equipment
  Nail/Rivet Gun
  *
  *
  *
  x 1
  x 1
  IS / Clan
  A
  246
  *As Weapon’s listed statistics.
  **Round Damage values up; Round all other factors down (to the nearest whole number)
  †See item’s combat rules in Total Warfare or Tactical Operations for more information.
  Thunder); in such cases the heat, damage, range, and ammo capacity/weight statistics of the other missile type apply, but rack 
  size is treated as 5 tubes smaller.
  §The One-Shot option may be applied to LRM, MRM, SRM, Streak SRM, Narc, and iNarc weapons only. Rocket Launchers are 
  automatically considered One-Shot items (the ammunition cost reflects post-battle reloads only).
  HEAVY WEAPON AMMUNITION (CONT)
  INNER SPHERE BATTLE ARMOR EQUIPMENT TABLE
  
  PAGE 347 
  Weapon / Item
  Damage 
  Range Min/sht/med/lng
  Weight (Item)
  Weight Per Shot (Ammo)
  Space Slots
  Tech Rating
  Ref
  Medium Pulse Laser
  6
  —/2/4/6
  800 kg
  0.41 kg (12)
  3
  E
  258
  PPCs
  Support PPC
  2
  —/2/5/7
  250 kg
  0.33 kg (15)
  2
  D
  267
  Plasma Weapons
  Plasma Rifle (Man-Portable)
  2
  —/2/4/6
  300 kg
  1.5 kg (20)
  2
  E
  267
  Needlers
  Firedrake Support Needler
  1**
  —/1/2/3
  50 kg
  0.16 kg (30)
  1
  D
  266
  Missile Launchers†
  LRM 1
  1/msl
  6/7/14/21
  60 kg [40 kg]
  8.3 kg (1) [NA]
  2 [3]
  E
  261
  LRM 2
  1/msl
  6/7/14/21
  120 kg [80 kg]
  16.6 kg (1) [NA]
  2 [3]
  E
  261
  LRM 3
  1/msl
  6/7/14/21
  180 kg [120 kg]
  25 kg (1) [NA]
  3 [4]
  E
  261
  LRM 4
  1/msl
  6/7/14/21
  240 kg [160 kg]
  33.3 kg (1) [NA]
  3 [5]
  E
  261
  LRM 5
  1/msl
  6/7/14/21
  300 kg [200 kg]
  41.5 kg (1) [NA]
  4 [5]
  E
  261
  SRM 1
  2/msl
  —/3/6/9
  60 kg [50 kg]
  10 kg (1) [NA]
  1 [2]
  E
  261
  SRM 2
  2/msl
  —/3/6/9
  120 kg [75 kg]
  20 kg (1) [NA]
  2 [2]
  E
  261
  SRM 3
  2/msl
  —/3/6/9
  180 kg [125 kg]
  30 kg (1) [NA]
  2 [2]
  E
  261
  SRM 4
  2/msl
  —/3/6/9
  240 kg [150 kg]
  40 kg (1) [NA]
  2 [3]
  E
  261
  SRM 5
  2/msl
  —/3/6/9
  300 kg [175 kg]
  50 kg (1) [NA]
  3 [3]
  E
  261
  SRM 6
  2/msl
  —/3/6/9
  360 kg [200 kg]
  60 kg (1) [NA]
  3 [4]
  E
  261
  MRM 1
  1/msl
  —/3/8/15
  60 kg [50 kg]
  5 kg (1) [NA]
  1 [2]
  D
  261
  MRM 2
  1/msl
  —/3/8/15
  120 kg [100 kg]
  10 kg (1) [NA]
  2 [2]
  D
  261
  MRM 3
  1/msl
  —/3/8/15
  180 kg [150 kg]
  15 kg (1) [NA]
  2 [3]
  D
  261
  MRM 4
  1/msl
  —/3/8/15
  240 kg [200 kg]
  20 kg (1) [NA]
  3 [3]
  D
  261
  MRM 5
  1/msl
  —/3/8/15
  300 kg [250 kg]
  25 kg (1) [NA]
  3 [4]
  D
  261
  Rocket Launcher 1
  1/msl
  —/3/7/12
  25 kg
  OS (1)
  2
  E
  261
  Rocket Launcher 2
  1/msl
  —/3/7/12
  50 kg
  OS (1)
  2
  E
  261
  Rocket Launcher 3
  1/msl
  —/3/7/12
  75 kg
  OS (1)
  3
  E
  261
  Rocket Launcher 4
  1/msl
  —/3/7/12
  100 kg
  OS (1)
  3
  E
  261
  Rocket Launcher 5
  1/msl
  —/3/7/12
  125 kg
  OS (1)
  4
  E
  261
  Detachable Missile Pack
  NA
  NA
  10 kg
  NA
  0
  E
  254
  Special Weapons
  Compact Narc
  0
  —/2/4/5
  150 kg
  10 kg (1)
  1
  E
  263
  Pop-Up Mine
  4**
  —/—/—/0
  200 kg
  OS (1)
  1
  E
  267
  Other Equipment
  Active Probe
  NA
  —/—/—/4
  250 kg
  NA
  2
  E
  252
  Camo System
  NA
  NA
  200 kg
  NA
  2
  E
  253
  Cutting Torch
  NA
  PHYS
  5 kg
  NA
  1
  C
  254
  ECM Suite
  NA
  —/—/—/0
  100 kg
  NA
  1
  E
  254
  Extended Life Support
  NA
  NA
  25 kg
  NA
  1
  E
  254
  Fuel Tank
  NA
  NA
  50 kg
  NA
  1
  C
  256
  Heat Sensor
  NA
  —/9/18/27
  20 kg
  NA
  1
  D
  255
  Improved Sensors
  NA
  —/—/—/2
  65 kg
  NA
  1
  E
  257
  Jump Booster
  NA
  NA
  125 kg
  NA
  2
  E
  257
  Laser Microphone
  NA
  —/—/—/34
  5 kg
  NA
  1
  C
  258
  Magnetic Clamps
  NA
  NA
  30 kg
  NA
  2
  C
  259
  Mission Equipment
  NA
  NA
  Var*
  NA
  1
  A
  262
  Modular Weapon Mount
  (Anti-Personnel)
  NA
  NA
  5 kg
  NA
  1*
  B
  262
  (Standard)
  NA
  NA
  10 kg
  NA
  1*
  B
  262
  (Turret, Standard)
  NA
  NA
  Var*
  NA
  1*
  B
  262
  (Turret, Configurable)
  NA
  NA
  Var*
  NA
  2*
  B
  262
  Parafoil
  NA
  NA
  35 kg
  NA
  1*
  A
  266
  Partial Wing
  NA
  NA
  200 kg
  NA
  1
  D
  266
  Power Pack
  NA
  NA
  25 kg
  NA
  1
  C
  268
  Remote Sensor Dispenser
  NA
  NA
  40 kg
  NA (6*)
  1
  E
  268
  Searchlight
  NA
  —/—/—/9
  5 kg
  NA
  1
  A
  269
  Shotgun Microphone
  NA
  —/—/—/3
  5 kg
  NA
  1
  C
  269
  Space Operations Adapt.
  NA
  NA
  100 kg
  NA
  1
  E
  269
  Squad Support Weapon Mt.
  NA
  NA
  Var**
  Var**
  Var**
  Var**
  270
  Light TAG
  NA
  —/3/6/9
  35 kg
  0.08 kg (60)
  1
  E
  270
  INNER SPHERE BATTLE ARMOR EQUIPMENT TABLE (CONT)
  WEIGHT/SPACE: All weights are listed in kilograms (1 ton = 1,000 kg). Items 
  with variable (Var) weight/space values must consult the item’s listing in 
  on the appropriate page (Ref) to determine the final weight and internal 
  space for the specific item.
  *Special Construction Rules (see Item Description)
  **Special Weapon Rules (Consult Total Warfare)
  †One-Shot (OS) capability may be assigned to any desired LRM, SRM or MRM 
  launcher type. When mounting a One-Shot launcher, use the weight and 
  slot space values in [brackets] instead of the standard launcher weight 
  and slots. Note that Rocket launchers and Pop-Up Mines are One-Shot 
  weapons by default and have no alternative weight/space values.
  
  PAGE 348 
  Weapon / Item
  Damage 
  Range Min/sht/med/lng
  Weight (Item)
  Weight Per Shot (Ammo)
  Space Slots
  Tech Rating
  Ref
  Gauss Weapons
  AP Gauss Rifle
  3**
  —/3/6/9
  200 kg
  1.25 kg (20)
  2
  F
  255
  Grenade Launchers
  Heavy Grenade Launcher
  1**
  —/1/2/3
  100 kg
  0.25 kg (20)
  1
  C
  256
  Machine Guns
  Light Machine Gun
  1**
  —/2/4/6
  75 kg
  0.1 kg (50)
  1
  C
  258
  Machine Gun
  2**
  —/1/2/3
  100 kg
  0.1 kg (50)
  1
  C
  258
  Heavy Machine Gun
  3**
  —/1/2/—
  150 kg
  0.1 kg (50)
  1
  C
  258
  Bearhunter Superheavy AC
  3**
  —0/1/2
  150 kg
  1.5 kg (20)
  2
  D
  258
  Recoilless Rifles
  Light Recoilless Rifle 
  2**
  —/2/4/6
  175 kg
  1 kg (20)
  2
  C
  268
  Medium Recoilless Rifle
  3**
  —/2/4/6
  250 kg
  2 kg (20)
  2
  C
  268
  Heavy Recoilless Rifle
  3**
  —/3/5/7
  325 kg
  4 kg (20)
  3
  C
  268
  Flamers
  Flamer (BA)
  2**
  —/1/2/3
  150 kg
  0.5 kg (10)
  1
  C
  255
  Lasers
  ER Micro Laser
  2
  —/1/2/4
  150 kg
  0.16 kg (30)
  1
  F
  258
  ER Small Laser
  5
  —/2/4/6
  350 kg
  0.25 kg (20)
  2
  F
  258
  ER Medium Laser
  7
  —/5/10/15
  800 kg
  0.25 kg (20)
  3
  F
  258
  Small Laser
  3
  —/1/2/3
  200 kg
  0.16 kg (30)
  1
  E
  258
  Micro Pulse Laser
  3
  —/1/2/3
  160 kg
  0.29 kg (17)
  1
  F
  258
  Small Pulse Laser
  3
  —/2/4/6
  400 kg
  0.35 kg (14)
  1
  F
  258
  Medium Pulse Laser
  7
  —/4/8/12
  800 kg
  0.41 kg (12)
  3
  F
  258
  Heavy Small Laser
  6
  —/1/2/3
  500 kg
  0.25 kg (20)
  3
  F
  258
  Heavy Medium Laser
  10
  —/3/6/9
  1,000 kg
  0.25 kg (20)
  4
  F
  258
  PPCs
  Support PPC
  2
  —/2/5/7
  240 kg
  0.35 kg (14)
  2
  D
  267
  Missile Launchers
  LRM 1
  1/msl
  —/7/14/21
  35 kg [25 kg]
  8.3 kg (1) [NA]
  2 [2]
  F
  261
  LRM 2
  1/msl
  —/7/14/21
  70 kg [50 kg]
  16.6 kg (1) [NA]
  2 [2]
  F
  261
  LRM 3
  1/msl
  —/7/14/21
  105 kg [75 kg]
  25 kg (1) [NA]
  3 [3]
  F
  261
  LRM 4
  1/msl
  —/7/14/21
  140 kg [100 kg]
  33.3 kg (1) [NA]
  3 [3]
  F
  261
  LRM 5
  1/msl
  —/7/14/21
  175 kg [125 kg]
  41.5 kg (1) [NA]
  3 [4]
  F
  261
  SRM 1
  2/msl
  —/3/6/9
  35 kg [20 kg]
  10 kg (1) [NA]
  1 [2]
  F
  261
  SRM 2
  2/msl
  —/3/6/9
  70 kg [40 kg]
  20 kg (1) [NA]
  2 [2]
  F
  261
  SRM 3
  2/msl
  —/3/6/9
  105 kg [60 kg]
  30 kg (1) [NA]
  2 [2]
  F
  261
  SRM 4
  2/msl
  —/3/6/9
  140 kg [80 kg]
  40 kg (1) [NA]
  2 [3]
  F
  261
  SRM 5
  2/msl
  —/3/6/9
  175 kg [100 kg]
  50 kg (1) [NA]
  3 [3]
  F
  261
  SRM 6
  2/msl
  —/3/6/9
  210 kg [120 kg]
  60 kg (1) [NA]
  3 [4]
  F
  261
  Advanced SRM 1
  2/msl
  —/4/8/12
  60 kg [35 kg]
  10 kg (1) [NA]
  2 [3]
  F
  261
  Advanced SRM 2
  2/msl
  —/4/8/12
  90 kg [70 kg]
  20 kg (1) [NA]
  2 [3]
  F
  261
  Advanced SRM 3
  2/msl
  —/4/8/12
  120 kg [105 kg]
  30 kg (1) [NA]
  3 [4]
  F
  261
  Advanced SRM 4
  2/msl
  —/4/8/12
  150 kg [135 kg]
  40 kg (1) [NA]
  3 [4]
  F
  261
  Advanced SRM 5
  2/msl
  —/4/8/12
  180 kg [165 kg]
  50 kg (1) [NA]
  4 [5]
  F
  261
  Advanced SRM 6
  2/msl
  —/4/8/12
  210 kg [195 kg]
  60 kg (1) [NA]
  4 [5]
  F
  261
  Detachable Missile Pack
  NA
  NA
  10 kg
  NA
  0
  F
  254
  Special Weapons
  Compact Narc
  0
  —/2/4/5
  150 kg
  10 kg (1)
  1
  E
  263
  Bomb Rack
  2
  —/—/—/—
  100 kg
  NA
  2
  F
  253
  Other Equipment
  Active Probe
  NA
  —/—/—/5
  150 kg
  NA
  2
  F
  252
  Cutting Torch
  NA
  PHYS
  5 kg
  NA
  1
  C
  254
  ECM Suite
  NA
  —/—/—/0
  75 kg
  NA
  1
  F
  254
  Extended Life Support
  NA
  NA
  25 kg
  NA
  1
  C
  254
  Fuel Tank
  NA
  NA
  50 kg
  NA
  1
  C
  255
  HarJel
  NA
  NA
  0 kg
  NA
  0
  F
  256
  Heat Sensor
  NA
  —/—/—/34
  20 kg
  NA
  1
  D
  256
  Improved Sensors
  NA
  —/—/—/3
  45 kg
  NA
  1
  F
  257
  Jump Booster
  NA
  NA
  125 kg
  NA
  2
  E
  257
  Laser Microphone
  NA
  —/—/—/34
  5 kg
  NA
  1
  C
  258
  Mission Equipment
  NA
  NA
  Var*
  NA
  1
  A
  262
  Modular Weapon Mount
  (Anti-Personnel)
  NA
  NA
  5 kg
  NA
  1*
  B
  262
  (Standard)
  NA
  NA
  10 kg
  NA
  1*
  B
  262
  (Turret, Standard)
  NA
  NA
  Var*
  NA
  1*
  B
  262
  (Turret, Configurable)
  NA
  NA
  Var*
  NA
  2*
  B
  262
  Parafoil
  NA
  NA
  35 kg
  NA
  1*
  A
  266
  Power Pack
  NA
  NA
  25 kg
  NA
  1
  C
  268
  Remote Sensor Dispenser
  NA
  NA
  40 kg
  NA (6*)
  1
  E
  268
  Searchlight
  NA
  —/—/—/9
  5 kg
  NA
  1
  A
  269
  Shotgun Microphone
  NA
  —/—/—/3
  5 kg
  NA
  1
  C
  269
  Space Operations Adapt.
  NA
  NA
  100 kg
  NA
  1
  F
  269
  Squad Support Weapon Mt.
  NA
  NA
  Var**
  Var**
  Var**
  Var**
  270
  Light TAG
  NA
  —/3/6/9
  35 kg
  0.08 kg (60)
  1
  E
  270
  WEIGHT/SPACE: All weights are listed in kilograms (1 ton = 1,000 kg). Items with variable (Var) weight/space values must consult the item’s 
  listing in on the appropriate page (Ref) to determine the final weight and internal space for the specific item.
  *Special Construction Rules (see Item Description)
  **Special Weapon Rules (Consult Total Warfare)
  †One-Shot (OS) capability may be assigned to any desired LRM or SRM launcher type. When mounting a One-Shot launcher, use the weight 
  and slot space values in [brackets] instead of the standard launcher weight and slots. Note that Rocket launchers and Pop-Up Mines are 
  One-Shot weapons by default and have no alternative weight/space values.
  CLAN BATTLE ARMOR EQUIPMENT TABLE
  
  PAGE 349 
  Weapon
  Tech  (Rating)
  Class/ Type (Damage Type)
  Base Range
  Damage (each)
  Weight of Weapon / Ammo (Shots)
  Crew
  Archaic Weapons
  Bow (Compound)
  IS / Clan (C)
  Small / Melee (B)
  0
  0.01
  1.0 kg / 0.07 kg (1)
  1
  Bow (Daikyu)
  IS / Clan (A)
  Small / Melee (B)
  0
  0.01
  1.0 kg / 0.07 kg (1)
  1
  Bow (Longbow)
  IS / Clan (A)
  Small / Melee (B)
  0
  0.01
  1.5 kg / 0.07 kg (1)
  1
  Bow (Shortbow)
  IS / Clan (A)
  Small / Melee (B)
  0
  0
  0.8 kg / 0.06 kg (1)
  1
  Bow (Hankyu)
  IS / Clan (A)
  Small / Melee (B)
  0
  0
  0.8 kg / 0.06 kg (1)
  1
  Club (Blackjack/Sap)
  IS / Clan (A)
  Small / Melee (P)N
  0
  0.05
  1.0 kg / NA (NA)
  1
  Club (Club/Improvised)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.02
  2.0 kg / NA (NA)
  1
  Club (Vibro-Mace)
  IS (D)
  Small / Melee (P)
  0
  0.26
  6.0 kg / 0.3 kg (7)
  1
  Crossbow (Basic)
  IS / Clan (A)
  Small / Melee (B)
  0
  0.01
  2.0 kg / 0.05 kg (1)
  1
  Crossbow (Heavy)
  IS / Clan (A)
  Small / Melee (B)
  0
  0.02
  4.0 kg / 0.06 kg (1)
  1
  Blade (Axe)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.11
  4.0 kg / NA (NA)
  1
  Blade (Bokken)
  IS / Clan (A)
  Small / Melee (P)N
  0
  0.04
  2.0 kg / NA (NA)
  1
  Blade (Dao)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.04
  3.0 kg / NA (NA)
  1
  Blade (Carbon-Reinforced Nails)
  IS (D)
  Small / Melee (P)
  0
  0.02
  0 kg / NA (NA)
  1
  Blade (Hatchet/Tomahawk)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.04
  1.0 kg / NA (NA)
  1
  Blade (Katana/Scimitar)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.07
  2.5 kg / NA (NA)
  1
  Blade (Knife/Dagger/Bayonet)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.02
  0.25 kg / NA (NA)
  1
  Blade (No-Dachi)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.05
  4.5 kg / NA (NA)
  1
  Blade (Sword)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.07
  3.0 kg / NA (NA)
  1
  Blade (Wakizashi)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.02
  0.2 kg / NA (NA)
  1
  Blade (Vibro-axe)
  IS / Clan (E)
  Small / Melee (P)
  0
  0.42
  5.0 kg / 0.3 kg (15)
  1
  Blade (Vibro-blade)
  IS / Clan (D)
  Small / Melee (P)
  0
  0.21
  0.35 kg / 0.3 kg (30)
  1
  Blade (Vibro-katana)
  IS (E)
  Small / Melee (P)
  0
  0.32
  3.0 kg / 0.3 kg (30)
  1
  Blade (Vibro-sword, IS)
  IS (E)
  Small / Melee (P)
  0
  0.32
  4.0 kg / 0.3 kg (30)
  1
  Blade (Vibro-sword, Clan)
  Clan (F)
  Small / Melee (P)
  0
  0.37
  4.0 kg / 0.28 kg (15)
  1
  Nunchaku
  IS / Clan (A)
  Small / Melee (P)
  0
  0.02
  1.5 kg / NA (NA)
  1
  Staff
  IS / Clan (A)
  Small / Melee (P)N
  0
  0.04
  2.5 kg / NA (NA)
  1
  Staff (Pole Arm)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.04
  6.0 kg / NA (NA)
  1
  Staff (Stun Staff, Single-End)
  IS / Clan (C)
  Small / Melee (P)N
  0
  0.07
  3.0 kg / 0.3 kg (30)
  1
  Staff (Stun Staff, Double-End)
  IS / Clan (C)
  Small / Melee (P)N
  0
  0.07
  3.0 kg / 0.3 kg (15)
  1
  Stunstick
  IS / Clan (C)
  Small / Melee (P)N
  0
  0.07
  0.2 kg / 0.25 kg (20)
  1
  Stunstick (Mini)
  IS / Clan (C)
  Small / Melee (P)N
  0
  0.05
  0.15 kg / 0.15 kg (15)
  1
  Thrown (Dart)
  IS / Clan (A)
  Small / Melee (P)
  0
  0
  0.01 kg / NA (1)
  1
  Thrown (Hatchet/Tomahawk)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.01
  1.0 kg / NA (1)
  1
  Thrown (Knife)
  IS / Clan (A)
  Small / Melee (P)
  0
  0
  0.25 kg / NA (1)
  1
  Thrown (Spear)
  IS / Clan (A)
  Small / Melee (P)
  0
  0.01
  5.0 kg / NA (1)
  1
  Thrown (Shuriken)
  IS / Clan (A)
  Small / Melee (P)
  0
  0
  0.1 kg / NA (1)
  1
  Whip
  IS / Clan (A)
  Small / Melee (P)N
  0
  0.05
  0.35 kg / NA (NA)
  1
  Whip (Monowire)
  IS / Clan (E)
  Small / Melee (P)
  0
  0.35
  0.25 kg / 0.15 kg (15)
  1
  Whip (Medusa)
  Clan (E)
  Small / Melee (P)N
  0
  0.16
  0.45 kg / 0.15 kg (20)
  1
  Whip (Neural Lash)
  IS / Clan (D)
  Small / Melee (P)N
  0
  0.09
  0.1 kg / 0.15 kg (15)
  1
  Whip (Neural Whip)
  IS (D)
  Small / Melee (P)N
  0
  0.09
  0.3 kg / 0.25 kg (20)
  1
  Pistols
  Auto-Pistol
  IS / Clan (C)
  Small / Standard (B)
  0
  0.21
  0.5 kg / 0.14 kg (10)
  1
  Auto-Pistol (Hawk Eagle)
  IS (C)
  Small / Standard (B)
  0
  0.27
  0.5 kg / 0.11 kg (15/5)
  1
  Auto-Pistol (Magnum)
  IS / Clan (C)
  Small / Standard (B)
  0
  0.21
  0.5 kg / 0.14 kg (8)
  1
  Auto-Pistol (M&G)
  IS / Clan (C) 
  Small / Standard (B)
  0
  0.17
  0.65 kg / 0.11 kg (8)
  1
  Auto-Pistol (Nambu)
  IS / Clan (C)
  Small / Standard (B)
  0
  0.21
  0.45 kg / 0.16 kg (12) 
  1
  Auto-Pistol (Serrek 7875D)
  IS (C)
  Small / Standard (B)
  0
  0.16
  0.4 kg / 0.16 kg (16)
  1
  Auto-Pistol (Sternsnacht Python)
  IS (C)
  Small / Standard (B)
  0
  0.28
  0.75 kg / 0.16 kg (12)
  1
  Dart Gun
  IS / Clan (C)
  Small / Standard (B)N
  0
  0.01
  0.65 kg / 0.01 kg (1)
  1
  Flare Pistol
  IS / Clan (C)
  Small / Support (E)
  0
  0.09
  0.4 kg / 0.02 kg (5)
  1
  Gauss Pistol
  Clan (F)
  Small / Standard (B)
  0
  0.14
  1.0 kg / 0.01 kg (4)
  1
  Gauss Pistol (Hold-Out [Mandrake])
  IS (E)
  Small / Standard (B)
  0
  0.02
  0.1 kg / 0.01 kg (1)
  1
  Gyrojet Pistol
  IS / Clan (D)
  Small / Standard (B)
  0
  0.04
  2.5 kg / 0.18 kg (2)
  1
  Gyrojet Pistol (Coventry Handrocket)
  IS (D)
  Small / Standard (B)
  1
  0.14
  3.1 kg / 0.24 kg (5)
  1
  Gyrojet Pistol (Hold-Out)
  IS / Clan (D)
  Small / Standard (B)
  0
  0.04
  0.05 kg / 0.02 kg (2)
  1
  Harpoon Gun (Pequod Mk. I)
  IS / Clan (B)
  Small / Standard (B)
  0
  0.02
  2.3 kg / 0.14 kg (1)
  1
  Laser Pistol
  IS / Clan (D)
  Small / Standard (E)
  1
  0.21
  1.0 kg / 0.3 kg (16)
  1
  Laser Pistol (Blazer)
  IS / Clan (D)
  Small / Standard (E)
  1
  0.26
  2.0 kg / 0.3 kg (8)
  1
  Laser Pistol (ER)
  Clan (F)
  Small / Standard (E)
  1
  0.21
  1.0 kg / 0.3 kg (10)
  1
  Laser Pistol (Hold-Out)
  IS / Clan (D)
  Small / Standard (E)
  0
  0.14
  0.05 kg / 0.02 kg (6)
  1
  Laser Pistol (Hold-Out [White Dwarf])
  IS (D)
  Small / Standard (E)
  0
  0.02
  0.25 kg / NA (1-D)
  1
  Laser Pistol (Nakjima)
  IS (D)
  Small / Standard (E)
  1
  0.18
  1.0 kg / 0.3 kg (30)
  1
  Laser Pistol (Sunbeam)
  IS (D)
  Small / Standard (E)
  1
  0.28
  1.0 kg / 0.3 kg (7)
  1
  Laser Pistol (Sunbeam Nova)
  IS (E)
  Small / Standard (E)
  0
  0.26
  1.5 kg / 0.3 kg (3)
  1
  Needler Pistol
  IS / Clan (D)
  Small / Standard (B)N
  0
  0.23
  0.3 kg / 0.07 kg (10)
  1
  Needler Pistol (Hold-Out)
  IS / Clan (D)
  Small / Standard (B)N
  0
  0.11
  0.05 kg / 0.03 kg (5)
  1
  Needler Pistol (M&G Flechette)
  IS / Clan (D)
  Small / Standard (B)N
  0
  0.11
  0.5 kg / 0.17 kg (15/3)
  1
  Needler Pistol (Sea Eagle)
  IS (D)
  Small / Standard (B)N
  0
  0.11
  0.35 kg / 0.1 kg (10/2)
  1
  CONVENTIONAL INFANTRY WEAPONS
  
  PAGE 350 
  Weapon
  Tech  (Rating)
  Class/ Type (Damage Type)
  Base Range
  Damage (each)
  Weight of Weapon / Ammo (Shots)
  Crew
  Paint Gun (LGB-46R)
  IS / Clan (C)
  Small / Standard (E)
  0
  0
  1.8 kg / 0.64 kg (15)
  1
  Pistol (Flamer)
  IS / Clan (C)
  Small / Standard (E)
  0
  0.34
  1.2 kg / 0.8 kg (10)
  1
  Pistol (Hold-Out)
  IS / Clan (D)
  Small / Standard (B)
  0
  0.03
  0.2 kg / 0.02 kg (2)
  1
  Pistol (Makeshift)
  IS (B)
  Small / Standard (B)
  0
  0.02
  1.0 kg / 0.01 kg (1)
  1
  Pistol (TK Enforcer Semi-Automatic)
  IS (C)
  Small / Standard (B)
  0
  0.20
  1.6 kg / 0.20 kg (20/5)
  1
  Pistol (Spitball Gas Weapon)
  IS (C)
  Small / Standard (B)
  0
  0
  1.0 kg / 0.04 kg (25)
  1
  Pistol (Sternsnacht Heavy [Claymore])
  IS (C)
  Small / Standard (B)
  0
  0.09
  2.5 kg / 0.09 kg (3)
  1
  Pulse Laser Pistol (Clan)
  Clan (F)
  Small / Standard (E)
  1
  0.20
  1.0 kg / 0.3 kg (10/2)
  1
  Pulse Laser Pistol (IS)
  IS (D)
  Small / Standard (E)
  0
  0.14
  1.0 kg / 0.3 kg (15/3)
  1
  Revolver
  IS / Clan (B)
  Small / Standard (B)
  0
  0.17
  0.5 kg / 0.06 kg (6)
  1
  Revolver (Magnum)
  IS / Clan (C)
  Small / Standard (B)
  0
  0.18
  0.5 kg / 0.06 kg (5)
  1
  Sonic Stunner
  IS / Clan (D)
  Small / Standard (E)N
  0
  0.07
  0.6 kg / 0.3 kg (30)
  1
  Tranq Gun
  IS / Clan (C)
  Small / Standard (B)N
  0
  0.14
  1.5 kg / 0.04 kg (10)
  1
  Rifles
  Auto-Rifle
  IS / Clan (C)
  Small / Standard (B)
  1
  0.52
  4.0 kg / 0.48 kg (30/2)
  1
  Elephant Gun
  IS / Clan (B)
  Small / Standard (B)
  1
  0.11
  5.0 kg / 0.04 kg (2)
  1
  Gauss Rifle (Thunderstroke)
  IS (E)
  Small / Standard (B)
  1
  0.26
  7.0 kg / 0.33 kg (5)
  1E
  Gauss Rifle (Thunderstroke II)
  IS (E)
  Small / Standard (B)
  2
  0.53
  6.5 kg / 0.42 kg (20)
  1
  Gyroslug Carbine
  IS / Clan (D)
  Small / Standard (B)
  1
  0.28
  4.0 kg / 1.84 kg (20)
  1
  Gyroslug Carbine (Star King)
  IS (D)
  Small / Standard (B)
  1
  0.35
  5.2 kg / 2.3 kg (20)
  1
  Gyroslug Rifle
  IS / Clan (D)
  Small / Standard (B)
  1
  0.35
  8.0 kg / 5.8 kg (50)
  1
  Gyrojet Gun (Heavy)
  IS / Clan (D)
  Small / Standard (B)
  2
  0.21
  10.0 kg / 1.0 kg (5)
  1
  Gyrojet Rifle
  IS / Clan (D)
  Small / Standard (B)
  1
  0.35
  7.0 kg / 1.3 kg (10)
  1
  Harpoon (Pequod Mk. 2)
  IS / Clan (C)
  Small / Standard (B)
  1
  0.06
  4.1 kg / 0.36 kg (2)
  1
  Laser Rifle 
  IS / Clan (D)
  Small / Standard (E)
  2
  0.28
  5.0 kg / 0.3 kg (6)
  1
  Laser Rifle (Blazer)
  IS / Clan (D)
  Small / Standard (E)
  2
  0.35
  7.0 kg / 0.3 kg (3)
  1
  Laser Rifle (Ebony Assault)
  IS (F)
  Small / Standard (E)
  2
  0.21
  10.0 kg / 0.3 kg (3)
  1
  Laser Rifle (ER)
  Clan (F)
  Small / Standard (E)
  3
  0.28
  5.0 kg / 0.3 kg (6)
  1
  Laser Rifle (ER, Starfire)
  IS (E)
  Small / Standard (E)
  3
  0.28
  5.0 kg / 0.3 kg (5)
  1
  Laser Rifle (Federated-Barrett M61A)
  IS (D)
  Small / Standard (E)
  2
  0.75
  6.0 kg / 0.3 kg (6)
  1
  Laser Rifle (Intek)
  IS (D)
  Small / Standard (E)
  3
  0.21
  5.0 kg / 0.3 kg (15)
  1
  Laser Rifle (Magna)
  IS / Clan (D)
  Small / Standard (E)
  2
  0.26
  6.0 kg / 0.3 kg (6)
  1
  Laser Rifle (Marx XX)
  IS / Clan (D)
  Small / Standard (E)
  3
  0.26
  6.0 kg / 0.3 kg (5)
  1
  Laser Rifle (Mauser 960 Assault Sys.)
  IS (E)
  Small / Standard (E)
  2
  0.93
  10.8 kg / 0.3 kg (15/2)
  1
  Laser Rifle (Mauser 1200 LSS)
  IS (E)
  Small / Standard (E)
  2
  1.04
  11.0 kg / 0.3 kg (6/1)
  1
  Laser Rifle (Mauser IIC)
  (Non-Inferno Ammo)
  Clan (F)
  Small / Standard (E)
  3
  1.37
  12.0 kg / 0.3 kg (6)
  1E
  (Inferno Ammo)
  Clan (F)
  Small / Standard (E)F
  3
  0.90
  12.0 kg / 0.3 kg (6)
  1E
  Laser Rifle (Maxell PL-10)
  IS (D)
  Small / Standard (E)
  2
  0.26
  6.5 kg / 0.3 kg (3)
  1
  Needler Rifle
  IS / Clan (D)
  Small / Standard (B)N
  0
  0.23
  1.0 kg / 0.2 kg (20)
  1
  Needler Rifle (Shredder Heavy)
  IS (D)
  Small / Standard (B)N
  0
  0.34
  1.0 kg / 0.24 kg (10)
  1
  Needler Rifle (M&G Flechette)
  IS / Clan (D)
  Small / Standard (B)N
  0
  0.11
  1.5 kg / 0.24 kg (30)
  1
  Pulse Laser Rifle (Clan)
  Clan (F)
  Small / Standard (E)
  2
  0.33
  5.0 kg / 0.3 kg (8/1)
  1
  Pulse Laser Rifle (IS)
  IS (D)
  Small / Standard (E)
  1
  0.25
  5.0 kg / 0.3 kg (6/1)
  1
  Rifle (Bolt-Action)
  IS / Clan (B)
  Small / Standard (B)
  1
  0.14
  3.0 kg / 0.06 kg (5)
  1
  Rifle (Federated-Barrett M42B)
  IS (C)
  Small / Standard (B)B
  1
  1.02
  6.0 kg / 0.24 kg (50/5)
  1
  Rifle (Federated Long)
  IS (C)
  Small / Standard (B)
  1
  0.35
  5.0 kg / 0.15 kg (10)
  1
  Rifle (Imperator AX-22 Assault)
  IS (C)
  Small / Standard (B)
  1
  0.52
  3.5 kg / 0.24 kg (15/1)
  1
  Rifle (M&G G-150)
  IS (C)
  Small / Standard (B)
  2
  0.32
  3.5 kg / 0.15 kg (9/3)
  1
  Rifle (Makeshift)
  IS (B)
  Small / Standard (B)
  1
  0.03
  6.0 kg / 0.02 kg (1)
  1
  Rifle (Minolta 9000 Adv. Sniper Sys.)
  IS (D)
  Small / Standard (B)
  2
  0.35
  6.0 kg / 0.12 kg (10)
  1
  Rifle (Radium Sniper)
  IS (E)
  Small / Standard (E)
  3
  0.36
  12 kg / 0.33 kg (5)
  1
  Rifle (Sniper)
  IS / Clan (B)
  Small / Standard (B)
  2
  0.18
  10.0 kg / 0.06 kg (5)
  1
  Rifle (TK Assault)
  IS (C)
  Small / Standard (B)
  1
  0.44
  5.5 kg / 0.32 kg (20/2)
  1
  Rifle (Zeus Heavy)
  IS / Clan (C)
  Small / Standard (B)
  1
  0.22
  8.0 kg / 0.08 kg (5)
  1
  Shotguns
  Auto-Shotgun
  IS / Clan (C)
  Small / Standard (B)
  0
  0.23
  5.0 kg / 0.27 kg (12/3)
  1
  Ceres Arms Crowdbuster
  IS (D)
  Small / Standard (E)N
  0
  0.11
  1.0 kg / 0.3 kg (15)
  1
  Gel Gun (Buccaneer)
  IS (C)
  Small / Standard (B)
  0
  0.07
  2.5 kg / 0.85 kg (5)
  1
  Shotgun (Avenger CCW)
  Clan (C)
  Small / Standard (B)
  0
  0.33
  5.5 kg / 0.4 kg (15/5)
  1
  Shotgun (Combat)
  IS / Clan (C)
  Small / Standard (B)
  0
  0.27
  4.5 kg / 0.14 kg (8)
  1
  Shotgun (Double-Barrel)
  IS / Clan (B)
  Small / Standard (B)
  0
  0.03
  4.0 kg / 0.04 kg (2)
  1
  Shotgun (Double-Barrel, Sawed-Off)
  IS / Clan (B)
  Small / Standard (B)
  0
  0.03
  3.0 kg / 0.04 kg (2)
  1
  Shotgun (Pump-Action)
  IS / Clan (B)
  Small / Standard (B)
  0
  0.08
  4.0 kg / 0.12 kg (6)
  1
  Shotgun (Pump-Action, Sawed-Off)
  IS / Clan (B)
  Small / Standard (B)
  0
  0.08
  3.0 kg / 0.12 kg (6)
  1
  Submachine Guns
  Auto-Pistol (Mydron)
  IS / Clan (C)
  Small / Standard (B)
  0
  0.14
  1.5 kg / 0.14 kg (20/4)
  1
  CONVENTIONAL INFANTRY WEAPONS (CONT)
  
  PAGE 351 
  Weapon
  Tech  (Rating)
  Class/ Type (Damage Type)
  Base Range
  Damage (each)
  Weight of Weapon / Ammo (Shots)
  Crew
  Auto-Pistol (Stetta)
  IS (D)
  Small / Standard (B)
  0
  0.17
  2.0 kg / 0.68 kg (100/10)
  1
  Gauss Submachine Gun
  Clan (E)
  Small / Standard (B)
  1
  0.45
  4.5 kg / 0.52 kg (30/10)
  1
  Machine Pistol (Martial Eagle)
  IS (D)
  Small / Standard (B)
  0
  0.25
  1.8 kg / 0.25 kg (30/3)
  1
  Submachine Gun
  IS / Clan (C)
  Small / Standard (B)
  0
  0.25
  3.0 kg / 0.57 kg (50/5)
  1
  SMG (Gunther MP-20)
  IS (C)
  Small / Standard (B)
  0
  0.33
  2.5 kg / 0.34 kg (30/6)
  1
  SMG (Imperator 2894A1)
  IS (C)
  Small / Standard (B)
  0
  0.22
  4.0 kg / 0.38 kg (50/5)
  1
  SMG (KA-23 Subgun)
  IS (D)
  Small / Standard (B)
  0
  0.22
  2.5 kg / 0.3 kg (40/4)
  1
  SMG (Rorynex RM-3/XXI)
  IS / Clan (D)
  Small / Standard (B)
  0
  0.20
  3.0 kg / 0.76 kg (100/6)
  1
  SMG (Rugan)
  IS / Clan (C)
  Small / Standard (B)
  0
  0.20
  3.5 kg / 0.61 kg (100/7)
  1
  Grenades (Thrown)
  Grenade
  (Non-Inferno)
  IS / Clan (C)
  Small / Support (B)
  0
  0.48
  0.6 kg / NA (1-D)
  1
  (Inferno)
  IS / Clan (C)
  Small / Support (B)F
  0
  0.19
  0.6 kg / NA (1-D)
  1
  Grenade (Micro)
  IS / Clan (C)
  Small / Support (B)
  0
  0.16
  0.2 kg / NA (1-D)
  1
  Grenade (Mini)
  (Non-Inferno)
  IS / Clan (C)
  Small / Support (B)
  0
  0.27
  0.45 kg / NA (1-D)
  1
  (Inferno)
  IS / Clan (C)
  Small / Support (B)F
  0
  0.11
  0.45 kg / NA (1-D)
  1
  Grenade (Rocket-Assisted)
  IS (C)
  Small / Support (B)
  1
  0.30
  0.6 kg / NA (1-D)
  1
  Support Weapons
  AA Weapon (Mk. 1 Light AA)
  IS / Clan (D)
  Small / Support (B)A
  1
  0.23
  5.0 kg / NA (1-D)
  1
  AA Weapon (Mk. 2 Man-Portable AA)
  IS / Clan (D)
  Medium / Support (B)A
  2
  0.81
  35.0 kg / 14 kg (4)
  2
  Autocannon (Bearhunter Super-Heavy)
  Clan (D)
  Medium / Support (B)B
  0
  2.33
  40.0 kg / 9 kg (180/6)
  2
  Autocannon (Semi-Portable)
  IS / Clan (C)
  Medium / Support (B)
  1
  0.77
  25.0 kg / 8 kg (200/8)
  2
  Flamer (Heavy)
  IS / Clan (C)
  Medium / Support (E)F
  0
  0.79
  25.0 kg / 2.9 kg (3)
  2
  Flamer (Man-Portable)
  IS / Clan (C)
  Medium / Support (E)F
  0
  0.55
  15.0 kg / 8.4 kg (12)
  1E
  Gauss Cannon (Grand Mauler)
  IS (E)
  Medium / Support (B)
  2
  0.63
  14.0 kg / 4.5 kg (5)
  1E
  Gauss Rifle (Magshot)
  IS (E)
  Medium / Support (B)
  2
  0.74
  45.0 kg / 16.5 kg (20)
  2
  Gauss Rifle (Tsunami Heavy)
  IS (E)
  Medium / Support (B)
  2
  0.63
  12.5 kg / 4.5 kg (5)
  1E
  Gauss Rifle, Light (David)
  IS (E)
  Medium / Support (B)
  3
  0.56
  18 kg / 2.0 kg (8/2)
  1E
  Gauss Rifle, Light (King David)
  IS (E)
  Medium / Support (B)
  3
  0.68
  30 kg / 16.0 kg (80/16)
  2
  Grenade Launcher
  (Non-Inferno Ammo)
  IS / Clan (C)
  Small / Support (B)
  1
  0.81
  5.0 kg / 4.5 kg (10)
  1
  (Inferno Ammo)
  IS / Clan (C)
  Small / Support (B)F
  1
  0.34
  5.0 kg / 4.5 kg (10)
  1
  Grenade Launcher (Automatic)
  (Non-Inferno Ammo)
  IS / Clan (C)
  Medium / Support (B)
  1
  1.49
  12.0 kg / 9 kg (20/4)
  1
  (Inferno Ammo)
  IS / Clan (C)
  Medium / Support (B)F
  1
  0.41
  12.0 kg / 9 kg (20/4)
  1
  Grenade Launcher (Compact)
  IS / Clan (C)
  Small / Support (B)
  1
  0.16
  3.0 kg / 0.2 kg (1)
  1
  Grenade Launcher (Heavy)
  (Non-Inferno Ammo)
  IS (C)
  Medium / Support (B)
  1
  1.76
  18.0 kg / 12.0 kg (20/4)
  1E
  (Inferno Ammo)
  IS (C)
  Medium / Support (B)F
  1
  0.69
  18.0 kg / 12.0 kg (20/4)
  1E
  Grenade Launcher (Heavy Auto)
  (Non-Inferno Ammo)
  Clan (D)
  Medium / Support (B)
  1
  1.93
  20.0 kg / 12.0 kg (20/3)
  1E
  (Inferno Ammo)
  Clan (D)
  Medium / Support (B)F
  1
  0.96
  20.0 kg / 12.0 kg (20/3)
  1E
  Laser (Hellbore Assault)
  IS (E)
  Medium / Support (E)
  2
  0.63
  10.0 kg / 3 kg (15)
  1E
  LRM Launcher (Corean FarShot)
  (Non-Inferno Ammo)
  IS (D)
  Medium / Support (M)
  3
  0.48
  30.0 kg / 8.3 kg (1)
  1E
  (Inferno Ammo)
  IS (D)
  Medium / Support (M)F
  3
  0.19
  30.0 kg / 8.3 kg (1)
  1E
  Machine Gun (Light)
  IS / Clan (C)
  Medium / Support (B)
  1
  0.49
  7.0 kg / 2 kg (45/3)
  1
  Machine Gun (Portable)
  IS / Clan (C)
  Medium / Support (B)B
  1
  0.65
  11.5 kg / 3 kg (75/5)
  1E
  Machine Gun (Semi-Portable)
  IS / Clan (C)
  Medium / Support (B)B
  1
  0.75
  20.0 kg / 4 kg (80/4)
  2
  Machine Gun (Support)
  IS / Clan (C)
  Medium / Support (B)B
  2
  0.94
  44.0 kg / 5 kg (100/5)
  2
  Mortar (Heavy)
  (Non-Inferno Ammo)
  IS / Clan (B)
  Medium / Support (B)
  3
  0.57
  220.0 kg / 4 kg (1)
  3
  (Inferno Ammo)
  IS / Clan (B)
  Medium / Support (B)F
  3
  0.34
  220.0 kg / 4 kg (1)
  3
  Mortar (Light)
  (Non-Inferno Ammo)
  IS / Clan (B)
  Medium / Support (B)
  1
  0.53
  50.0 kg / 2 kg (1)
  2
  (Inferno Ammo)
  IS / Clan (B)
  Medium / Support (B)F
  1
  0.26
  50.0 kg / 2 kg (1)
  2
  MRM Launcher 
  (Non-Inferno Ammo)
  IS (D)
  Medium / Support (M)
  2
  0.53
  30.0 kg / 5 kg (1)
  1
  (Inferno Ammo)
  IS (D)
  Medium / Support (M)F
  2
  0.26
  30.0 kg / 5 kg (1)
  1
  Needler, Support (Firedrake)
  IS (D)
  Medium / Support (B)F
  1
  1.20
  25 kg / 3 kg (30/3)
  2
  Particle Cannon (Semi-Portable)
  IS / Clan (D)
  Medium / Support (E)
  2
  0.72
  40.0 kg / 3 kg (25)
  2
  Particle Cannon (Support)*
  IS / Clan (D)
  Medium / Support (E)
  3
  1.58
  1,800.0 kg / 25 kg (150)
  5
  Plasma Rifle, Man-Portable
  IS (E)
  Medium / Support (E)F
  2
  1.58
  30 kg / 18 kg (10)
  1E
  Pulse Laser (Dragonsbane Disp.)
  IS (E)
  Medium / Support (E)
  3
  0.16
  7.0 kg / NA (1-D)
  1E
  Recoilless Rifle (Heavy)
  (Non-Inferno Ammo)
  IS / Clan (C)
  Medium / Support (B)
  2
  0.57
  60.0 kg / 4 kg (1)
  3
  (Inferno Ammo)
  IS / Clan (C)
  Medium / Support (B)F
  2
  0.34
  60.0 kg / 4 kg (1)
  3
  CONVENTIONAL INFANTRY WEAPONS (CONT)
  
  PAGE 352 
  Weapon
  Tech  (Rating)
  Class/ Type (Damage Type)
  Base Range
  Damage (each)
  Weight of Weapon / Ammo (Shots)
  Crew
  Recoilless Rifle (Light)
  (Non-Inferno Ammo)
  IS / Clan (C)
  Small / Support (B)
  2
  0.48
  8.0 kg / 0.6 kg (1)
  1E
  (Inferno Ammo)
  IS / Clan (C)
  Small / Support (B)F
  2
  0.19
  8.0 kg / 0.6 kg (1)
  1E
  Recoilless Rifle (Medium)
  (Non-Inferno Ammo)
  IS / Clan (C)
  Medium / Support (B)
  2
  0.53
  32.0 kg / 2 kg (1)
  2
  (Inferno Ammo)
  IS / Clan (C)
  Medium / Support (B)F
  2
  0.26
  32.0 kg / 2 kg (1)
  2
  Rocket Launcher (LAW)
  IS / Clan (C)
  Small / Support (M)
  2
  0.53
  4.0 kg / NA (1-D)
  1
  Rocket Launcher (V-LAW)
  IS / Clan (C)
  Small / Support (M)
  1
  0.48
  2.2 kg / NA (1-D)
  1
  SRM Launcher (Standard, Two-Shot)
  (Non-Inferno Ammo)
  IS / Clan (C)
  Medium / Support (M)
  2
  1.14
  30.0 kg / 20 kg (2)
  1E
  (Inferno Ammo)
  IS / Clan (C)
  Medium / Support (M)F
  2
  0.68
  30.0 k / 20 kg (2)
  1E
  SRM Launcher (Heavy) 
  (Non-Inferno Ammo)
  IS / Clan (C)
  Medium / Support (M)
  2
  0.57
  20.0 kg / 18 kg (1)
  1E
  (Inferno Ammo)
  IS / Clan (C)
  Medium / Support (M)F
  2
  0.34
  20.0 kg / 18 kg (1)
  1E
  SRM Launcher (Light)
  (Non-Inferno Ammo)
  IS / Clan (C)
  Medium / Support (M)
  2
  0.57
  10.0 kg / 9 kg (2)
  1
  (Inferno Ammo)
  IS / Clan (C)
  Medium / Support (M)F
  2
  0.34
  10.0 kg / 9 kg (2)
  1
  Support Laser
  IS / Clan (D)
  Medium / Support (E)
  3
  0.84
  72.0 kg / 3 kg (15)
  2
  Support Laser (ER, IS)
  IS (E)
  Medium / Support (E)
  4
  0.84
  110.0 kg / 3 kg (10)
  2
  Support Laser (ER, Clan)
  Clan (F)
  Medium / Support (E)
  4
  1.05
  100.0 kg / 3 kg (10)
  2
  Support Laser (ER Heavy, IS)
  IS (E)
  Medium / Support (E)
  6
  1.05
  250.0 kg / 3 kg (7)
  4
  Support Laser (ER Heavy, Clan)
  Clan (F)
  Medium / Support (E)
  7
  1.26
  240.0 kg / 3 kg (7)
  3
  Support Laser (ER, Semi-Portable)
  Clan (F)
  Medium / Support (E)
  3
  0.70
  25.0 kg / 3 kg (15)
  2
  Support Laser (Heavy)
  IS / Clan (D)
  Medium / Support (E)
  5
  1.47
  300.0 kg / 3 kg (7)
  3
  Support Laser (Heavy, Semi-Portable)
  Clan (F)
  Medium / Support (E)
  3
  1.05
  150.0 kg / 3 kg (10)
  3
  Support Laser (Semi-Portable)
  IS / Clan (D)
  Medium / Support (E)
  3
  0.61
  40.0 kg / 3 kg (21)
  2
  Support Laser (Ultra-Heavy)
  Clan (F)
  Medium / Support (E)
  5
  1.72
  250.0 kg / 3 kg (5)
  4
  Support Pulse Laser
  IS / Clan (E)
  Medium / Support (E)B
  3
  0.81
  150.0 kg / 3 kg (21/4)
  2
  Support Pulse Laser (Heavy)
  IS / Clan (E)
  Medium / Support (E)B
  4
  0.98
  300.0 kg / 3 kg (18/3)
  4
  Support Pulse Laser (Semi-Portable)
  Clan (F)
  Medium / Support (E)
  2
  0.55
  40.0 kg / 3 kg (25/2)
  2
  * The Support Particle Cannon is considered to be a vehicle in itself, with an effective MP of 2 (Tracked); it may thus only be employed by Motorized/Mechanized (Tracked) infantry platoons.
  A = Anti-Air capable; B = Burst-Fire Capable; F = Flame-based weapon; N = Non-Penetrating Weapon
  CONVENTIONAL INFANTRY WEAPONS (CONT)
  Autocannons
  Inner Sphere
  Clan
  Standard ACs (All); Light ACs (All); Rotary ACs (All); 
  Ultra ACs (All), Gauss Rifles (Standard and HAG only);
  Ultra ACs (All); Gauss Rifles (All); Light Machine Gun 
  Light Machine Gun
  Lasers
  Inner Sphere 
  Clan
  ER Lasers (Small, Medium, Large);
  ER Lasers (Micro, Small, Medium, Large);
  Standard Lasers (Medium and Large); TAG
  Heavy Lasers (Small, Medium, and Large)*; TAG
  LB-X Autocannons
  Inner Sphere
  Clan
  LB-X ACs (All) 
  LB-X ACs (All)
  Pulse Lasers
  Inner Sphere 
  Clan
  Pulse Lasers (Medium and Large) 
  Pulse Lasers (Small, Medium, and Large)
  Point Defense Weapons
  Inner Sphere
  Clan
  Anti-Missile System; Standard Laser (Small); Pulse 
  Laser (Small);
  Anti-Missile System; Pulse Laser (Micro);  Flamers (All);
  Flamers (All); Machine Guns (Standard and Heavy)
  Machine Guns (Standard and Heavy); Gauss (AP)
  PPCs
  Inner Sphere
  Clan
  PPC, ER PPC, Light PPC, Heavy PPC, Snub-Nose PPC 
  ER PPC
  Plasma Weapons
  Inner Sphere
  Clan
  Plasma Rifle
  Plasma Cannon
  ATMs
  Inner Sphere
  Clan
  None
   (all)
  LRMs
  Inner Sphere
  Clan
  LRMs (All); LRMs + Artemis (All) 
  LRMs (All); LRMs + Artemis (All)
  MMLs
  Inner Sphere
  Clan
  MMLs (All); MMLs + Artemis (All)
  None
  MRMs
  Inner Sphere
  Clan
  MRMs (All) 
  None
  Rocket Launchers
  Inner Sphere
  Clan
  Rocket Launchers (All)
  None
  SRMs
  Inner Sphere
  Clan
  SRMs (All); SRMs + Artemis (All); Streak SRMs (All) 
  SRMs (All); SRMs + Artemis (All); Streak SRMs (All)
  Narc Launcher; iNarc Launcher
  Narc Launcher
  Capital Missiles
  Inner Sphere
  Clan
  Killer Whales (All); White Sharks (All); Barracudas (All);
  Killer Whales (Standard only); White Sharks (Standard only);
  AR-10s (All); Kraken-T; Screen Launcher
  Barracudas (Standard only); AR-10s (Standard only)
  *Laser Weapon Bays that include Heavy Lasers suffer a +1 to-hit modifier to all attacks.
  AEROSPACE WEAPON CLASSES
  
SOURCE: textdata/thevault/BattleTech [multi]/Core Rulebooks/TechManual 2020 E-CAT35002.pdf