...Reposted in its entirety, "Unique Technology"!
UNIQUE TECHNOLOGY
Isolated for nearly ____ years, the military technologies of the Legacy Cluster developed as a result of differing priorities and requirements than either the Inner Sphere or the dezClans, although the developments of both societies have been adapted by the New Clans. This section deals with the newest and most significant of the technologies created
ASSAULT AND HEAVY-ASSAULT COMPONENTS
Assault Components are the masterpiece of the New Clan Scientist and Technician Castes, designed to provide the Warrior Caste the military edge they would require to defeat the dezClans. The creation of Clan Mammoth, their development began almost immediately after the end of the Legacy civil war.
Unsuccessful for nearly 20 years, the project became the running joke of the Cluster before successfully creating a prototype over the 100-ton limit imposed by current materials and technology. Originally claiming some of the best Scientists and Technicians of the Clan, a dismal failure rate and lack of motivation eventually turned the project into a purgatory for the undesirables of the two Castes.
Finally embarrassed enough to end the useless program, the Mammoth Khans chose to close down the program with the end of the fiscal year on January 1, 2863. As the deadline approached and equipment and supplies ran out, the final meeting of the development group broke down into drunken arguments and complaints with Senior Technician Jimmy (Murphy) offering a final observation before collapsing; “Why not just weld two ‘Mechs together and call it a prototype?â€
Whether the result of desperation or a close brush with alcohol poisoning, after recovering from their hangovers work began the next day on a prototype. As Scientists began researching the fastest way to accomplish their goal, Technicians and Laborers began beating the bushes for equipment and materials. Eventually bringing the Merchant Caste into the project to secure a pair of salvaged ‘Mechs, one of them a rare Goliath, work on the prototype began.
Left with less than 28 days to present a finished prototype, the team struggled to begin bringing the project to a successful conclusion, brushing aside niceties such as safety regulations. The prototype Freak, barely able to move across the ‘Mech bay at its unveiling without destroying its extensively re-worked internal structure, became the first Hexipedal BattleMech of its kind anywhere in human space.
Aware of the lashed-together nature of the project, the team also presented the falsified specifications for a new, improved version of the design, utilizing a pair of dedicated ‘components’ to refine the basic concept. Able to carry the full mass of an Assault ‘Mech as its expected weapons load, the Warrior Caste agreed to continue the project. Ironically, the revitalized project failed to save them from being Abjured, as once again the Clan Council saw fit to assign their finest Scientists and Technicians to the project.
Eventually making sense of the muddled reports and plans, a second prototype using the maligned quad-based BattleMech produced the even larger, 8-legged, 200-ton design before concluding the available technology could not support further developments.
Construction Rules
To simplify construction, the points below assume you have copies of the Battletech TechManual and Tactical Operations by Catalyst.
Step 1:
In this Step, the only options available are the choice to build an Assault Component (AC), or Heavy Assault Component (HAC). Because they are exclusive to the New Clans, a ‘Mixed’ tech base must be chosen. The two options are 150- and 200 tons, with internal structure given in the table below.
Tonnage Standard IS Endo-Steel IS Head CT (CT #2) Torso 1 Torso 2 Torso 3 Legs (ea) Max Armor
150 19 8.5 5 47 (---) 33 33 (---) 18 598
200 23 11.5 5 31 (31) 21 21 21 21 712
Notes:
· Components can use any type of Clan or Inner Sphere internal structure, but all slots must be assigned, and Omni-equipped Components may not move them from their assigned slots in the Primary or alternate versions.
Step 2:
In this Step, install the engine, gyro, jump jets, cockpits, and special physical enhancements. Components have a variety of options available, and several requirements.
· Components may use any kind of fusion engine in TechManual or Tactical Operations, but may not use alternate types of power sources.
· Components may use both Clan (standard) or IS gyro technology.
· Components may mount only I-JJ, and they are permanent equipment.
· Components need two operators; a Pilot in a standard 3-ton cockpit, who controls and steers the Component, and a Gunner/Commander, who must use the ‘Torso-Mounted Cockpit’ option from TO.
· Components may use only three types of physical enhancement; the IS Triple-Strength Myomer, Stilts, and Hardpoints. All rules for TSM are followed, and all slots for TSM and stilts must be assigned. Hardpoints may be permanently mounted, or assigned as pod space. Omni-equipped Components may not move them from their assigned slots in the Prime or alternate versions. Stilts and Hardpoints are covered in ‘New Construction Equipment’.
Notes:
· Not all Clan fusion engines are produced in the Legacy Cluster. Large engines, L-XL, and L-XXL use IS technology only.
· Gyro mass is calculated the standard way; ER/100, rounded up to the nearest ton.
· Designers use the normal rules for I-JJ, but they produce only a single hex of movement due to the size of the AC. They must be included in the base version of OmniMechs, and may not be relocated or removed.
· Both a head-mounted cockpit (standard or small) and a torso-mounted cockpit must be used; the TMC is given (rather than moving the sensors and life support) additional sensors and life support, available only to the Gunner/Commander. The Gunner/Commander may target weapons with the sensors located in the head, but the Pilot may not use the sensor from the TMC to drive the AC. The Gunner/Commander may pilot the AC if the primary pilot is incapacitated or killed, but suffers a +2 Piloting Skill Roll. All other rules of the TMC are used.
· An AC must permanently assign slots for the TSM and stilts in the base version; it may not move them in the Primary or alternate versions.
Step 3:
Heatsinks (Clan or IS technology) are assigned normally. Heatsinks may be used in Omnitech pod space or permanently mounted.
Notes: None
Step 4:
Components may use any kind of Clan or IS armor, following their standard rules. All slots must be permanently assigned, and may not be moved in the Prime or alternate versions.
Notes:
· An AC’s front L/R torsos are protected by the rear L/R torsos, leaving only the CT to have rear armor.
· A HAC does not have rear armor; each torso protects the others.
Step 5:
Due to the special nature of Components, the designer may choose to use sponson and/or quad –mounted turrets from TacOps.
Notes:
· All items on the Weapons and Equipment chart use their standard rules in the appropriate book. Some may be introduced earlier or later than in the canon timeline, and others may not be available or have a higher availability code.
Step 6:
Complete the record sheet. (A record sheet may be provided.)
Notes:
· An AC may use the standard blank quad sheet from the back of TM or RoW, with the addition of another pair of legs and torsos. A HAC may use two blank quad sheets, with a third pair of L/R torsos attaching them.
Game Rules
Components benefit and suffer from rules that help define their unique attributes, broken down into sections below. Rules not specifically mentioned still apply, because it is impossible to account for every rule interaction and players are encouraged to find their own solutions.
Size
The most basic change is the size of the Component. Due to the nature of the HAC, it fills two hexes.
Movement
· Components may only climb or descend one level at a time, although because of their stability they are able to walk in reverse down a level.
· Components have a unique movement option, ‘Tuck’. Because of their design, an Assault Component may move its legs closer to the torso to protect its body while Prone for 2 MP and a PSR at +1, before damage modifiers. A HAC may Tuck while Prone for 3 MP and a PSR at +2, before damage modifiers. Before preparing to stand, they must first stretch their legs out at stabilize themselves for the same MP cost, with no PSR.
· Components that fall (due to damage or missed Piloting roll) may not select their hex facing after a fall. They are limited to one of the 3 hex facings of the original frontal arc. If they fall attempting to stand, they return to their previous facing, with damage assigned normally.
· Heavy Assault Components require forward movement to turn. After a change of one hex facing, their next move must be straight ahead. Because they fit into a single hex, an AC may change hex facing in the normal manner.
Changes to the Movement Table
Rough - +0 MP (Both)
Heavy Woods – N/A (Both no entry)
Water – Depth 1 – 2 MP (Both)
Depth 2 – 4 MP (Both)
Level Change – 2 Levels – N/A (/Both no entry)
Rubble - +0 MP ( Both)
Buildings – Light – 2 MP
Medium – 3 MP
Heavy – N/A (Both no entry)
Hardened – N/A (Both no entry)
Stacking
· Due to the number of legs, treat an AC as having a Mech and a tank already in the hex.
· Due to the length of the HAC, treat it as a quad battleMech in both hexes.
Pilot Skill Rolls
· Both types of Components receive a –4 modifier due to the stability of their designs before damage modifiers.
· Because of their size and mass, Components must take 40+ points of damage from the same arc before requiring a PSR.
· Opposing players attempting to topple a Component (motionless or with Pilot and Gunner/Commander unconscious or killed) require a PSR +2.
Combat
· Regular Gunnery and Piloting skill on a Component is 3 / 4, reflecting their intense training and specialization.
· Opponents firing on a Heavy Assault Component must specify the first or second Quad as their target before rolling on the Hit Location Table.
Making Physical Attacks
Because of the unique nature of the legs on a Component, they have several different physical options; standard kicks, Side kicks, and Mule kicks.
· Kick – If the Component has suffered critical damage or lost limbs, it may still kick if a leg is in arc and a minimum of 3 others form a triangle to support the Component.
Standard Kicks attack units in directions 6, 1, and 2 as normal.
· Side Kicks – The Component may use a Side Kick from the middle pair of legs, assuming there is no critical damage or destroyed limbs. Side Kicks are calculated normally. Side Kicks may attack units in directions 2 and 3, or 5 and 6. Components may use both standard Kicks and Side Kicks, as long as the conditions above are met.
· Mule Kicks – Components may kick with both front and rear legs, assuming there is no critical damage or destroyed limbs. The target Mech must be in the arc immediately in front or behind the Component. Calculate two standard kicks and roll on the kick table.
Receiving Physical Attacks
All types of physical attacks against Components can be used, subject to some unique rules. Find the hex facing of an attacker by using the same method as determining facing after a fall, counting from the hex directly in front of the Component and moving to the right.
· Enemy kicks attack the two legs closest to the attacker.
· Enemy punches roll on the modified ‘Mech Punch Location Table’
· Push attacks against Components are not possible due to their mass and stability.
· Charge attacks against a HAC must identify their target Quad in the Movement Phase. They are resolved normally.
· DFA attacks against a HAC must attack the nearest hex containing a Quad. They are resolved normally.
· Physical weapon attacks against a Component must identify their target Quad before attacking. Physical weapon attacks are resolved normally.
ASSAULT COMPONENT TABLES
Assault Component Hit Location Table
Die Roll
(2d6) Left Side Front(Rear) Right Side
2 * LFT CT (CT-R) RFT
3 FLL RRL (RFL) FRL
4 MLL RML MRL
5 MLL RFL (RRL) MRL
6 RLL RFT (RRT) RRL
7 LFT CT (CT-R) RFT
8 CT LFT (LRT) CT
9 LRT LFL (LRL) RRT
10 RFL LML LFL
11 RML LRL (LFL) LML
12 RRL H (RCT) LRL
Assault Component Punch Location Table
Die Roll
(2d6) Left Side Front(Rear) Right Side
1 LFL LFL (LRL) RFL
2 LML LFT (LRT) RML
3 LFT CT RFT
4 CT RFT (RRT) CT
5 LRT RFL (RRL) RRT
6 LRL H (CT) RRL
Assault Component Kick Table
Hex Component Enemy
Facing Option* Kick**
1 K or MK LFL/RFL
2 SK RFL/RML
3 SK RML/RRL
4 K or MK RRL/LRL
5 SK LRL/LML
6 SK LML/LFL
*-A ‘2’ on the AC Hit Location Table provides the attacker with a chance to roll on the Critical Hits Table from TW.
*-Components roll for the location of their kicks against other units on the appropriate tables.
**- To determine kick location against an AC, count hex facings clock-wise, then roll 1d6 on this column to determine hit location. For example, a kick from the right side (hex facing 3) may hit a Component in the Right Middle Leg or Right Rear Leg. Roll 1d6 to determine which location is hit; 1-3 for the RML, and 4-6 for the RRL.
HEAVY ASSAULT COMPONENT TABLES
Heavy Assault Component Kick Table
Component Component Enemy
Hex Side Option* Kick**
1 K or MK LFL/RFL
2 SK RFL/RM1L
(FACING QUAD 1) 3A SK RFL/RM1L (FACING QUAD 2) 3B SK RM2L/RRL
4 K or MK RM2L/RRL
5 SK RRL/LRL
6 SK LRL/LM2L
(FACING QUAD 2) 7A SK LRL/LM2L (FACING QUAD 1) 7B SK LM1L/LFL
8 SK LM1L/LFL
Heavy Assault Component Hit Location Table
Die Roll
(2d6) Left Side Front(Rear) Right Side
2* LMT* FCT (RCT)* RMT*
3 CFT RM2L (RM1L) CFT
4 RFL RM1L (RM2L) LFL
5 LM1T RFL (RRL) RM1L
6 LFT RFT (RRT) RFT
7 LMT FCT (RCT) RMT
8 LRT LFT (LRT) RRT
9 LM2L LFL (LRL) RM2L
10 LRL LM1L (LM2L) RRL
11 RRL LM2L (LM1L) LRL
12 RCT H (RCT) RCT
*-A ‘2’ on the HAC Hit Location Table provides the
attacker with a chance to roll on the Critical Hits
table from TW. *-HACs roll for the location of their kicks against other units on the
appropriate tables.
HAC Punch Location Table
Die Roll
(2d6) Left Side Front(Rear) Right Side
1 LM1L LFL (LRL) RM1L
2 LFT LFT (LRT) RFT
3 CT CT CT
4 LMT RFT (RRT) RMT
5 LRT RFL (RRL) RRT
6 LM2L H (CT) RM2L
**-To determine kick location against a HAC, count hex facings clock-
wise, then roll 1d6 on this column to determine hit location. For
example, a kick from the right side (Quad 1, hex facing 3A) will hit
either the Right Front Leg or first Right Middle Leg. Roll 1d6 to
determine which location is hit; 1-3 for the RFL, 4-6 for the RM1L.
1
8 2
7B 3A
7A 3B
6 4
5
PERMANENT AIRMECHS
The lineage of the PAMs in the Legacy Cluster can be traced back to the original Star League LAM brought to the Cluster with the survivors of the Wolverine Annihilation. Refurbished and used during the 3rd Exodus for its superb reconnaissance abilities, repair and maintenance problems eventually left it permanently in AirMech mode.
Rather than a problem, the damage to its conversion gear actually extended its working lifetime, while other machines were scrapped to maintain its remaining systems during the Exodus. Finally retired after the settlement of the Totem system, it was stored with the remainder of the 331st’s surplus equipment in the Haven Castle Brian.
Eventually, the discarded LAM technology became the subject of an intense scrutiny by the Frost Apes looking for technology and equipment to adapt for use in their Touman. Supplied with the abandoned chassis, Frost Ape technicians quickly realized the technology of its conversion gear was too advanced for the New Clans to duplicate. A technician noted, however, the LAM was repairable with commonly available tools if parts could be found or made.
As the list of repairs and upgrades were categorized, engineers found most of the advanced technology needed for the conversion process could be ignored if the team was willing to settle for returning the AirMech to service. With that in mind, Scientists prepared detailed blueprints for the first New Clan PAM design, it was discovered the materials strength of the design exceeded what was necessary for a 55-ton unit.
Today, PAMs are still primarily scouts and harassers, but Heavy PAMs have emerged as the preferred raiding unit. Despite their relative scarcity, PAMs seem likely to experience yet another boost in popularity as blueprints and samples of the Inner Sphere’s Improved Jump Jets make their way through Guide Teams to the Cluster’s Scientist and Technician Castes.
Construction Rules
To simplify construction, the points below assume you have copies of the Battletech TechManual and Tactical Operations by Catalyst.
Step 1:
In this Step, the only options available are the choice to build a standard or Heavy PAM. Because they are exclusive to the New Clans, a ‘Mixed’ tech base must be chosen, but the flight characteristics of PAMs require both torsos of the ‘Mech to remain balanced and Omni technology is not allowed. All types of Clan and Inner Sphere Internal Structure from TM and TO may be chosen, and is calculated normally.
Notes:
· PAMs do not have arms, so no arm critical slots can be used.
· PAMs may use any type of Clan or Inner Sphere internal structure.
· Standard PAMs are 55 tons and under, while Heavy PAMs are 60-75 tons.
Step 2:
In this Step, install the engine, gyro, jump jets, cockpit, and special physical enhancements. PAMs have a variety of options available, and several requirements.
· PAMs may use both Clan and IS engine technology.
· PAMs may use both Clan and Inner Sphere gyro technology.
· Heavy PAMs may use both standard or Improved-Jump Jets (subject to their introduction date). Standard PAMs may only use standard Jump Jets.
· Due to the nature of PAMs, no special physical enhancements may be used.
Notes:
· Engines, gyro, and the maximum number of jump jets are calculated normally.
· Because of their structural requirements, PAMs obey the 1/3 Walk movement for LAMs from the Tactical Handbook. Multiply the Walk speed by.33 and round down, then multiply by 1.5 for its Run speed. This is the unit’s new Walk/Run speed; it does not affect its Jump ability in any way.
· Due to the need for added space to accommodate the added avionics an controls, only standard cockpits may be used.
Step 3:
In this Step, choose the number of heatsinks. The engine has the standard 10 free heatsinks, using the standard (Engine Rating / 25) formula to determine the number of heatsinks will fit in the engine
Notes:
· Remember, PAMs do not have arms.
Step 4:
In this Step, assign armor to each location.
· Only Standard armor may be used due to the bulk required for Ferro-Fibrous and other special armors.
Notes:
· Remember, PAMs do not have arms.
Step 5:
In this Step, add weapons and equipment. Due to the nature of PAMs, Light and Medium must assign 5% of their total weight and 2 critical slots to “PAM Equipmentâ€, specialized equipment and fuel, to operate. Heavy PAMs must assign 10% of their total weight and 4 critical slots to “PAM Equipmentâ€, specialized equipment and fuel, to operate.
PAMs may not carry several weapon systems. Heavy lasers, large Autocannons, and HAGs are not allowed on PAMs.
Notes:
· Remember, PAMs do not have arms.
· Because of their design, PAMs may not carry turrets.
Game Rules
PAMs operate in a manner similar to VTOLs, using MP to take off, land, and gain or loose elevation. PAMs also have the added risk of PSRs to land and complete turns at high speed.
Movement
Because of the confusion over LAM movement, there is also the detailed construction and movement examples at the end of this section.
· Light and Medium PAMs have only 1/3rd the Walk speed of a normal ‘Mech and x3 the Jump capability. Heavy PAMs have 1/3rd the Walk speed of a normal ‘Mech and x2 the Jump capability.
· PAMs Jump at no cost in heat.
· A PAM may not mix movement modes; It may Walk/Run (according to the rules for ‘Mechs) or Jump, but may not attempt to Stand and Launch.
· At the beginning of each Movement Phase, a PAM must Launch itself into the air at a cost of 2 MP. If a PAM chooses to Land, it must make a PSR at –4 and pay 2 MP. If a PAM has suffered actuator damage to its legs, it adds the normal modifiers and loses its –4 modifier.
· PAMs are unable to remain in the air at the end of the Movement Phase as LAMs do. They are incapable of true flight.
· While airborne, Light and Medium PAMs moving over x2 their Jump are considered at Flank speed for the purpose of the sideslipping rules on page 67 of TW.
· PAMs have a unique movement option; Nape of the Earth flight. Light and Medium PAMs may use x2 their Jump MP to travel at ground level. Note they must still pay the MP cost for Launching and Landing.
o Because of the risks involved, PAMs are required to make a PSR at every turn. The target modifier for a successful turn increases by +3 every time it changes hex facings.
Ex. A Light PAM chooses to attempt NotE flight. After Launching and moving 5 hexes, it must turn a single hex face to the left. Its base Pilot skill is a 4, so for its first PSR must roll 4+ on 2d6. After continuing onward for 2 hexes, it must turn right two hex facings. Its second PSR is now a 7 (base 4 + 3 for its first turn) and its third turn is a 10 (base 4 + 3 (for its first turn) + 3 (for its second turn)). Afraid of crashing, the pilot decides not to attempt a fourth turn.
o A failed PSR during NotE movement causes a crash, in which the PAM takes 1 pt. of damage for every 5 tons, multiplied by the number of hexes moved in the last straight line before its turn. Because the Pilot is trying to turn, he assigns damage to the opposite-Side (left turn, right side arc) arc. Note the Pilot follows all rules for falling, including a PSR to avoid injury.
Ex. A 35-ton PAM with Walk 2/ Run 3/ Jump 18 chooses to use NotE to cross the open ground in front of it, Launching and moving 9 hexes in a straight line. Choosing to turn two hex faces left at the end of his movement, the Pilot misses his second PSR (base 4 + 3 (first turn)), and looses control. Because his last straight-line movement was the nine hexes, he must assign 63 points of damage (35 tons / 5 = 7 pts x 9 hexes) in 5-point groups to the Right side arc.
Combat Sample
Jane and her 35-ton Gryphon PAM is racing across the battlefield; Launching for 2 MP, she climbs 2 elevations to avoid crashing into the trees in her path, moves 13 hexes (one hex over her x2 Jump of 16), then turns to the left 1 hex facing (her 18th MP), and must roll a PSR to prevent sideslipping. Successful, she moves 2 more hexes before dropping 2 levels and Landing, using her maximum Jump movement of 24. Rolling a PSR at –4, she finds she has Landed safely.
Entering the map, Jane chooses to use NotE movement. Launching for 2 MP, she moves along the open hexes along the side of the map. Turning left after 3 hexes, she fails her PSR (base 4 + 0 (first turn)) by rolling 2 and crashes for 21 damage (35 tons / 5 = 7 pts of damage x3 hexes traveled = 21 damage), assigned in 5-pt groups to her Right side on the Hit Location Table. Rolling a second PSR, she finds she has avoided injury. Determining facing after the fall, she finds she has come to a stop facing hex side #4.
Seeing the opportunity to cripple the elusive PAM, her opponents rush to gain line-of-sight on her machine. Since she has fallen, she must attempt to Stand. Her PAM, with a 280 XL engine, has only a 2/3 movement (35 tons x 8 movement = 280 Engine Rating. Since she is a PAM, she must calculate her 1/3rd ground movement penalty; 8 x .33 = 2.64, rounded down to 2. With a 2 Walk MP, her Run becomes 2 x 1.5 = 3 MP.) and she decides to Run. Standing on her first attempt, she moves further from her attackers and remains out of line-of-sight (remember, she can’t walk backwards at a run.
Breathing a sigh of relief, she Launches in the next Turn, climbs 2 elevations to avoid the Light Woods in her path, and travels 9 hexes before dropping 2 levels and Landing behind an enemy Thor (for 17 MP). Rolling a PSR at -4, she finds she has Landed safely. In order to hit with her Medium Lasers, she needs an 8 (base 3 + 0 (short range) + 3 (attacker Jumped) + 2 (target movement)). Unfortunately, Jane is struck by another ‘Mech with a Targeting Computer and a Large Pulse laser; her attacker needs a 6 (base 3 + 0 (short range) + 1 (attacker Walked) + 1 (target Jumped) + 3 (target movement) +1 (Light Woods) – 2 (Pulse weapon) – 1 (targeting computer)), and rolls a 9, piercing the armor on her right leg and destroying her Upper Leg actuator.
Jane has lost the-4 modifier to Landing in her PAM, and now has to roll a 5 (base 4 + 1Upper Leg Actuator destroyed) to remain standing. Landing successfully and avoiding doing further damage to her ‘Mech will now require a PSR of 5, rather than her previous target number of 0 (base 4 – 4 (no leg damage bonus)).
(Writer’s Note:
LAMs are one of, probably the, most controversial subjects in the game. Players are nearly always vehemently for or against these units, and forum topics at CLASSICBATTLETECH.COM are regularly filled with complaints over the abuse by players of their unique “superjump†ability.
I’ve always held the only things wrong with LAMs are the players using them; unfamiliarity with the movement rules for AirMechs on both sides of the argument, in my opinion, is to blame. So to prevent this, I have included a small movement example at the end of this section, going into detail what is allowed and required to use these units.
The unique Extra-Light ‘Mech PAM is covered in the ELM section, since its size causes several unique problems in addition to what is covered here. As a final note, I hope players try these units and rules before declaring, “I DO NOT LIKE green eggs and ham!â€
FIGHTERSHIPS
Developed in the years during the 3rd Exodus from the Kerensky Cluster from commonly available small craft, they were used as stand-ins for more potent AeroSpace fighters. Further development by the IlKhan’s Joint Development Program has resulted in the creation of a “Super-Heavy†fighter/bomber, termed a FighterShip. Weighing 110- to 200 tons, Aerodyne FighterShips are the preferred type.
Construction Rules
To simplify construction, the points below assume you have copies of the Battletech TechManual and Tactical Operations by Catalyst.
Step 1:
Step one determines the unit type and internal space of an AeroSpace unit, as well as its Tech Base and total mass. The unit type is ‘FighterShip’.
· Its space is as a small craft, 12 weapons per arc.
· Because FighterShips are exclusive to the new Clans, a ‘Mixed’ tech base must be chosen.
· Fighters are built in 10-ton increments between 110- and 200-Tons.
· FighterShips must be Aerodynes
Notes:
Step 2:
In Step two, we find the mass of its engines, control systems, fuel supply, and armor. Special Physical Enhancements are not used when constructing FighterShips.
· A FighterShip’s engines are divided into two equally-rated engines, supported by the wings. FighterShips may use any type of Clan or IS engine technology. Because of their size, it is recommended to carry 4 tons of fuel.
· FighterShips use the rules for AeroSpace fighters when determining SI.
· FighterShips require a larger cockpit than AeroSpace fighters; unlike small craft, however, their mission duration doesn’t require crew quarters.
Notes:
· Engine Ratings for FighterShips are calculated by taking FighterShip tonnage x , similar to the calculation for small craft. This Engine Rating is divided by 2, giving the size of the FighterShip’s twin engines.
· Since the FighterShip uses ASF-type fuel systems, it does not use the 2% cost of small craft for tanks and pumps.
· FighterShips use the rules of ASF to determine SI; normally, 10% of their total tonnage rather than their Safe Thrust value.
· FighterShips require dual cockpits; use the ASF rules to assign 6 tons of total mass to the FighterShip.
Step 3:
In this Step, armor is added normally to the FighterShip to a maximum of (FS total tonnage) x 8.
· FighterShips may use all dezClan and Inner Sphere armor technologies.
Notes:
· Equipment slots taken up by the use of armor on FighterShips follow the table below.
FighterShip Armor Critical Slots Table
Armor Slots Slots
Type (IS) (Clan)
Light F-A 0 0
F-A (IS) 2 (1/Wing) N/A
F-A (C) N/A 3 (1/Aft, 1/Wing)
Heavy F-A 6 (2 Aft, 2/Wing) N/A
Step 4:
Similar to small craft, FighterShips operate on a ‘zero heat’ principle forcing them to carry enough heat sinks to dissipate their accumulated heat in the Heat Phase of every Turn.
· FighterShips may use all Clan and Inner Sphere heatsink technologies.
Notes:
· Each engine is capable of carrying 10 heatsinks. However, under certain circumstances (such as damage to both engines) a FighterShip may find itself without enough heat sinks to dissipate its accumulated heat. Under those circumstances, the FighterShip is considered destroyed for game purposes. Heat sinks in other locations may keep it in action.
Step 5:
In this Step, add the FighterShip’s weapons and/or bomb load using the Heavy Weapons Chart.
· FighterShips use the rules for small craft requiring ammo-fed weapons carry a minimum of 10 Turns of ammunition, including multiple ammunition types.
Notes:
· FighterShips make use of a single Cargo Bay Door for a variety of uses; most notably bombs (which can’t be carried externally), fuel, and a variety of ELM and Light Armor bays.
· FighterShps have several unique rules to handle possible roles. Among these are Assault Superiority Fighter (standard), DropFighter (ELM and Light Armor transport), Bomber (with internal bomb-bay), Tanker (with internal fuel tanks), and Torpedo Bomber (with single Cap-missile in the internal bay).
Game Rules
FighterShips represent the technology of AeroSpace fighters carried to its ultimate extreme, a design straddling the boundaries of both classes capable of carrying both a large bomb load and weapons payload. Because of this, they suffer the inherent benefits and penalties of both in construction and Play. Despite their potential FighterShips remain relatively fragile and are best kept in the rear until necessary.
Game rules are divided into 2 sections; AeroSpace Movement and AeroSpace Units from TW.
AeroSpace Movement
· FighterShips move as small craft.
· FighterShips use the Evasive Action modifier as small craft.
· FighterShips have a two-man crew, Pilot and Co-Pilot.
· FighterShips may be built with bomb bay doors or unit doors; maximum thrust in atmosphere without damaging an open door is cruise speed.
· FighterShips use the Fighter hit location table in TW.
· FighterShips use the Turn mode table to determine how quickly they may turn at different velocities.
· FighterShips may be configured to carry smaller units such as ELMs and Light Armor, using the rules for small craft.
· FighterShips use the small craft column of the Straight Movement on Ground Maps Table, on page 92 of TW.
AeroSpace Units
FighterShip Turn Modes
Effective Velocity FS
1-3 1
4-6 2
7-9 2
10-12 3
13-15 4
16+ 5
Special Maneuvers Table
Min/Max Thrust Control
Maneuver Velocity Cost Modifier
Loop Min 4 5 +2
Immelmann Min 4 5 +2
Split-S Any 2 +2
Hammerhead Any Velocity +2
Half-Roll Any 1 -1
Barrel Roll Min 2 1 0
Sideslip Any 1 +1
VIFF Any Velocity+3 +3
EXTRA-LIGHT ‘MECH (ELM)
NEW CONSTRUCTION EQUIPMENT
Hardpoints
Stilts
Stilts are a purely mechanical system to increase the ground speed of ‘Mechs. Originally invented to take advantage of the stability of Components, the technology was later used to improve the mobility of Primitive units and ELMs.
Construction Rules
Because of their relative simplicity, Stilts require only 5% of a unit’s mass, regardless of whether it is a Biped, Quad, or Component. Stilts are chosen in the ‘Special Physical Enhancement’ section of Step 2 of the BattleMech construction rules, page 51 of TechManual.
· ‘Mechs may use a maximum of two Stilts, but require 10% of a unit’s total mass.
Game Rules
The addition of Stilts places a greater strain on man and machine; besides being inherently unstable, Stilts provide additional benefits and penalties during play.
· A single pair of Stilts adds a +1 to a unit’s Walking speed and a +1 to all Pilot Skill Rolls. Components are immune to the +1 penalty to their PSRs due to their stability. A unit equipped with a single pair of Stilts remains at a height of Level 2.
· Two pairs of Stilts add a +2 to a unit’s Walking speed and a +2 to all Pilot Skill Rolls. Components are immune to the +2 penalty to their PSRs due to their stability. A unit equipped with two pairs of Stilts reaches Level 3 in height, visible over most types of terrain, such as Woods.
· A Stilt is destroyed if a leg takes damage equal to one-half the total number of armor points during the Firing Phase. Bipedal units with Stilts automatically fall if a Stilt is destroyed. Quad units with a Stilt destroyed roll a PSR with a penalty of +2.
(Ex. A Quad BattleMech with one Stilt must roll a PSR (Base of 5 + 1 (one pair of Stilts) + 2 (Stilt destroyed)) of 8 to remain standing or fall.)
· A bipedal unit with a broken Stilt is unable to stand. Destruction of the other Stilt allows it to try to stand normally. A friendly unit may use careful aim (or roll on the Hit Location Table) to inflict the required amount of damage to destroy the other Stilt in which case it may try to stand
· Units with Stilts find it more difficult to stand after a fall or going Prone, requiring 3 MP per attempt to stand.
Armor Rescue Units
NEW WEAPONS
ER-TAG
Never further developed by the dezClans or Inner Sphere, the New Clans have not ignored the value of laser-guided artillery, choosing to expend considerable effort to make the system more effective. Increased range has increased the effectiveness of this vital force multiplier, making the light ‘Mechs and vehicles of the New Clan Touman a more dangerous foe.
Game Rules
The ER-TAG follows all rules for the standard TAG.
Heat Dam Range Ammo Wt M P CV SV F SC DS Tech
Weapon Std(Aero) Std (Aero) Min/Sht/Med/Lng (Aero) Rating
ER-TAG 1(1) ** 0/7/14/21(**) NA 1 1 1 1 1 1 1 1 E
**-Special weapon rules (Consult TW)
Heat-Seeking Missile
Heat-Seeking guidance systems have been well-known and understood for centuries, but their use has been uncommon among the Successor States and ignored by the dezClans. These weapons have been developed and refined by Clan Devil Wasp for use against AeroSpace fighters, using a single large missile launcher similar in size and weight to the Thunderbolt system of the Inner Sphere.
Game Rules
Use the Heat Seeking Missile rules from TO, mated to the Thunderbolt missile launcher (also from TO).
Cassette Missile System
After the conclusion of the Legacy Civil War, Clan Piranha, the most numberous of the New Clans, began to turn their attention towards improving the equipment issued to their Infantry garrisons. After identifying the issues facing the Touman, research began into a cheaper, more flexible method of fire support.
The eventual design of the Piranha’s missile trailers was optimized from the beginning to preserve flexibility; selecting the unpowered trailer as its base, Technicians chose the 5-ton chassis as the smallest possible base to mount a viable weapon system. With the prevailance of small armored vehicles to move its Infantry garrisons, most APCs would be able to tow several of the new weapon, dramatically increasing the odds of holding their positions.
The actual design of the missile trailer, however, is extremely simple. Little more than a hydraulic post controlled by its tow vehicle, the design features minimal armor protection. Storing its missile ammunition in ‘cassettes’, the trailer only carries three to minimize damage from ammo explosions. Designed to offer massive salvos of Short- and Long-Ranged Missiles, the trailer has supplanted the SRM and LRM carriers still found in the Inner Sphere. Due to its limited utility, there are no plans to extend the concept to other missile systems such as the Arrow artillery missiles.
Construction Rules
The cassette system is very much a one-trick pony; because of the lack of armor and chances of an ammo explosion, they are generally relegated to trailers to prevent damage to more expensive equipment.
The simple system requires a ton of ammunition, and a single ton of equipment. Armor and ammunition is separate from the cassette system, saving weight and space to fit on the small trailer.
Game Rules
At its most basic, the system consists of racks of pre-loaded launch tubes covered by a paper seal, providing a multiple-launch capability by offering the operator a choice of munitions and numbers in standard 2- and 5-missile groupings or a single launch of the complete cassette. The interaction of the CMS and its tow vehicle comprise the bulk of these rules.
· Cassettes are loaded with 1/3 of a ton of any missile type; they may contain any style of missile which does not require supporting electronics, such as Streak or Artemis. Trailers may carry a mix of cassettes, but each cassette may contain only a single type of missile.
· Each missile type retains its standard rules; for example, Inner Sphere LRMs require a minimum range of 6 hexes, while Clan LRMs do not.
· To determine the number of missiles per cassette, determine the total number of missiles per ton of ammunition and divide by three. One cassette will contain the extra missiles that will not fit into the other cassettes.
Ex. A single ton of SRM-2 ammunition consists of 50 missiles; (2 missiles x 50 shots) 100 missiles / 3 gives you two cassettes of 32, and a single cassette of 34.
· In order to deploy the CMS, it must be deployed with power and control cables connecting it to the tow vehicle. A Infantry squad is also required to reload and maintain the system. A trailer in motion or without a crew is considered inoperative. When in motion, it uses standard rules and the appropriate hit location table.
· When fighting from Improved Positions (pgs. 198-199 of TO), the trailer is placed side out, allowing the clamshell armor to provide a second layer of protection.
· To fire missiles from a CMS, declare the number of missiles fired, in appropriate increments. Once a cassette is emptied, it requires a full turn spent removing the frame and mounting its replacement. When replaced, the cassette is aligned with the side of the trailer, facing outward.
Ex. A cassette containing SRM ammo may fire any number of missiles in increments of two, up to the full number of missiles in the cassette (32 or 34, depending on the cassette. Normally the largest cassette will be used first, given the fragile nature of the trailer.
· Each trailer is connected by power and data cables to a control vehicle; this is commonly, but not always, the tow vehicle. Cables are normally buried by crews and are immune to damage, but depending on the scenario may be vulnerable. If the cables are left without protection, 20 points of damage from artillery, large autocannon, or missile fire forces a cable check on the table below. With buried cables, projectile fire may damage the cables, but require 40 points of damage from artillery, large autocannon, or missile fire.
Cable Check Table
1 Cable Check; roll 2d6. Data cable is severed on a 2.
2 No effect
3 No effect
4 No effect
5 No effect
6 Cable Check; roll 2d6. Power cable is severed on a 12.
NEW EQUIPMENT
Point C3 System (PC3)
Developed by Clan Tundra Leopard to share targeting information between members of a Point, the computers of the PC3 system work to establish triangulation and prediction data using the locations of their emitters and the returns from their target.
Designed to be used by up to five units, the benefits of the system begin to lapse in the face of the growing number of calculations.
Game Terms
· The PC3 system weighs two tons and a single equipment space.
· Because it is designed to be used by a pair of units in a Point, the system will not function by a single unit.
· Each PC3 system offers a +2 To Hit to both units of the Point, provided movement and weapon ranges are identical between units at the beginning of the game.
· All types of units may use the PC3 system, including ‘Mechs. However, if one of its ‘sensor’ critical slots have been destroyed, that pair of units loses the benefits of the PC3 system.
· If one of the linked PC3 systems is lost, the other is unable to function as part of a network until technicians have the opportunity to establish another linked pair.
· Larger networks up to five units are possible, using multiple sets of PC3 computers, as long as movement and weapon ranges are identical at the beginning of the game.
Ex. Point 1 à Point 2 à Point 3 ß Point 4 ß Point 5
PC3----- PC3/PC3----PC3/PC3---PC3/PC3-----PC3