BATTLETECH
INTERNAL STRUCTURE TABLE
TOTAL TONS OF CENTER L/R EACH EACH
MECH INTERNAL TORSO TORSO ARM LEG
TONAGE STRUCTURE BOXES BOXES BOXES BOXES
10 1 4 3 1 2
15 1.5 5 4 2 3
20 2.0 5 5 3 4
25 2.5 8 6 4 6
30 3.0 10 7 5 7
35 3.5 11 8 6 8
40 4.0 12 10 6 10
45 4.5 14 11 7 11
50 5.0 16 12 8 12
55 5.5 18 13 9 13
60 6.0 20 14 10 14
65 6.5 21 15 10 15
70 7.0 22 15 11 15
75 7.5 23 16 12 16
80 8.0 25 17 13 17
85 8.5 27 18 14 18
90 9.0 29 19 15 19
95 9.5 30 20 16 10
100 10.0 31 21 17 21
MAXIMUM BATTLEMECH ARMOR
BATTLEMECH MAXIMUM
TONNAGE ARMOR
10 ------------------41
15 55
20 69
25-------------------89
30 105
35 119
40------------------137
45 153
50 169
55------------------185
60 201
65 211
70------------------217
75 231
80 247
85------------------263
90 279
95 293
100-----------------307
INNER SPHERE ARMOR
ARMOR NORMAL FERRO
WEIGHT ARMOR FIBROUS
0.5 8 9
1.0 16 18
1.5 24 27
2.0 32 36
2.5 40 45
3.0 48 54
3.5 56 63
4.0 64 72
4.5 72 81
5.0 80 90
5.5 88 98
6.0 96 107
6.5 104 116
7.0 112 125
7.5 120 134
8.0 128 143
8.5 136 152
9.0 144 161
9.5 152 170
10.0 160 179
10.5 168 188
11.0 176 197
11.5 184 206
12.0 192 215
12.5 200 224
13.0 208 233
13.5 216 242
14.0 224 253
14.5 232 262
15.0 240 271
15.5 248 280
16.0 256 289
16.5 264 298
17.0 272 307
17.5 280 N.A.
18.0 288 N.A.
18.5 296 N.A.
19.0 304 N.A.
CLAN FERRO - FIBROUS ARMOR
ARMOR ARMOR
WEIGHT FACTOR
1.0 19
1.5 29
2.0 38
2.5 48
3.0 58
3.5 67
4.0 77
4.5 86
5.0 96
5.5 106
6.0 115
6.5 125
7.0 134
7.5 144
8.0 154
8.5 163
9.0 173
9.5 182
10.0 192
10.5 202
11.0 211
11.5 221
12.0 230
12.5 240
13.0 250
13.5 259
14.0 269
14.5 278
15.0 288
15.5 298
16.0 307
FUSION ENGINE TABLE
ENGINE
RATING TONNAGE XL TONNAGE GYRO WT.
10 0.5 0.5 1.0
15 0.5 0.5 1.0
20 0.5 0.5 1.0
25 0.5 0.5 1.0
30 1.0 0.5 1.0
35 1.0 0.5 1.0
40 1.0 0.5 1.0
45 1.0 0.5 1.0
50 1.5 1.0 1.0
55 1.5 1.0 1.0
60 1.5 1.0 1.0
65 2.0 1.0 1.0
70 2.0 1.0 1.0
75 2.0 1.0 1.0
80 2.5 1.5 1.0
85 2.5 1.5 1.0
90 3.0 1.5 1.0
95 3.0 1.5 1.0
100 3.0 1.5 1.0
105 3.5 2.0 2.0
110 3.5 2.0 2.0
115 4.0 2.0 2.0
120 4.0 2.0 2.0
125 4.0 2.0 2.0
130 4.5 2.5 2.0
135 4.5 2.5 2.0
140 5.0 2.5 2.0
145 5.0 2.5 2.0
150 5.5 3.0 2.0
155 5.5 3.0 2.0
160 6.0 3.0 2.0
165 6.0 3.0 2.0
170 6.5 3.0 2.0
175 7.0 3.5 2.0
180 7.0 3.5 2.0
185 7.5 4.0 2.0
190 7.5 4.0 2.0
195 8.0 4.0 2.0
200 8.5 4.5 2.0
205 8.5 4.5 3.0
210 9.0 4.5 3.0
215 9.5 5.0 3.0
220 10.0 5.0 3.0
225 10.0 5.0 3.0
230 10.5 5.5 3.0
235 11.0 5.5 3.0
240 11.5 6.0 3.0
245 12.0 6.0 3.0
250 12.5 6.5 3.0
255 13.0 6.5 3.0
260 13.5 7.0 3.0
265 14.0 7.0 3.0
270 14.5 7.5 3.0
275 15.5 8.0 3.0
280 16.0 8.0 3.0
285 16.5 8.5 3.0
290 17.5 9.0 3.0
295 18.0 9.0 3.0
300 19.0 9.5 3.0
305 19.5 10.0 4.0
310 20.5 10.5 4.0
315 21.5 11.0 4.0
320 22.5 11.5 4.0
325 23.5 12.0 4.0
330 24.5 12.5 4.0
335 25.5 13.0 4.0
340 27.0 13.5 4.0
345 28.5 14.5 4.0
350 29.5 15.0 4.0
355 31.5 16.0 4.0
360 33.0 16.5 4.0
365 34.5 17.5 4.0
370 37.0 18.5 4.0
375 38.5 19.5 4.0
380 41.0 20.5 4.0
385 43.5 22.0 4.0
390 46.0 23.0 4.0
395 49.0 24.5 4.0
400 52.5 26.5 4.0
JUMP JET WEIGHT AND CRITICAL SPACES TABLE
MECH JUMP JET CRITICAL
TONNAGE WEIGHT SPACES
10-55 0.5 TONS/JUMP MP 1/JUMP JET
60-85 1.0 TONS/JUMP MP 1/JUMP JET
90-100 2.0 TONS/JUMP MP 2/JUMP JET
MECHANICAL JUMP BOOSTERS
After years of top-secret research, the NAIS unveiled it's mechanical jump
boosters to a select group of battlemech manufacturers in 3053. The
boosters, which consist of several specialized actuators and tripple
strength myomer bundles, are housed in a battlemech's legs and allow a 'mech
to jump without the aid of jump jets. The actuators uncoil with tremendous
force, and special heating units mounted in the legs keep the myomer at the
propper temperature. Houses Davion and Steiner have recently begun combat
testing the boosters in battles against the clans and along the periphery,
and federated commonwealth manufacturers are gearing up for mass production
of the components.
GAME NOTES
Mechanical jump boosters come in two classes, and both must be housed in the
legs of the 'mech. Boosters are always used in pairs, and may not be
mounted in four-legged mechs. Class one boosters take up one critical slot
in each leg and provide a jump MP of 2, regardless of the battlemech's
walking speed.
Class two boosters take up both critical slots in the legs. They provide a
jump MP of 4 for 'mechs weighing 5 to 55 tons, and a jump MP of 3 for 'mechs
weighing 60 tons or more. Class one boosters weigh 20% of the weight of the
'mech in which they are installed, and class two boosters weigh 30% of the
'mech's total tonnage.
The boosters create heat even when not in use. Class one boosters add 1
heat point per turn when not in use, and 2 heat points per turn when
activated. Class two boosters create 2 heat points per turn when not in use,
and 3 points when activated.
After a mechanical booster jump, a 'mech lands with the same hex facing that
it had before the jump. To land safely, the player must make a successful
piloting skill roll per standard rules, adding a +2 modifier. In all other
respects, standard rules for jump jets apply. Note that mechanical jump
boosters are not compatible with jump jets, and 'mechs may not be equipped
with both systems. Boosters may be used with level three jumping fire rules.

TALES FROM THE DEPTHS OF LIMBO

DARK THOUGHTS OF PAIN AND SUFFERING

GAMES PLAYED IN LIMBO

FONTS USED IN LIMBO
