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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