Walking MP determines the average speed, and running MP is the top speed of this Mech. The engine type determines the kind of engine that powers this mech. This can have an affect on the size and cost of the engine. Myomer is the special movement speed and strength enhancements that are available to Mechs.
Walking MP –+ Running MP 2
Type FusionFusion XLFusion LightFusion CompactICE Omni 25
Legs 24
Myomer StandardMASCTSM
These options can affect the weight, size, and price of these listed components.
Targeting System provides some different combat targeting options.
Internal Structure StandardEndo Steel
Gyroscope StandardCompactHeavy-dutyExtra-Light
Cockpit StandardSmall
Targeting System StandardTargeting Computer
Jump Jets allow the Mech to circumnavigate terrain by launching the Mech vertically. The Jumping MP cannot exceed the Walking MP.
Type provides more options that affect the weight and size of the jump jets.
Jumping MP –+
Type StandardImproved
Heat sinks dissipate heat generated by the Mech's movement and weapons. Fusion based engines provide 10 weight free heat sinks.
Type provides more options that affect the weight and size of the heat sinks.
Heat Sinks –+
Type SingleDoubleCompact
External armor protects the Mech from damage. The maximum armor available to a Mech is based on the total mass of the Mech itself.
Type provides more options that affect the weight and size of the armor.
Type StandardFerro-FibrousLight Ferro-FibrousHeavy Ferro-FibrousStealthIndustrialCommercial Armor Points 0/89 Balance Armor
Head –+ 9
Left –+ Rear –+ 12
Center –+ Rear –+ 16
Right –+ Rear –+ 12
Left –+ 8
Right –+ 8
Left –+ 12
Right –+ 12
Max
75%
50%
25%
None
Each the weapons and equipment listed have differing weights and sizes. Each item placed on a Mech has to be placed in a specific location on the Mech with consideration to the size of the location versus the weapon itself.
8 Crits Available
Add Weapon
12 Crits Available
2 Crits Available
1 Crits Available
The warrior is the pilot of the Mech. Piloting skill and gunnery skills are defaulted at he average skill levels for the tpyical mechwarrior. Changing the experience will allow for a different range of skill levels for the warrior, the lower the number the better the skill level.
Auto-Eject determines if the ejection system will automatically eject the warrior if a critical system in the Mech is destroyed.
Name
Race HumanClanner
Affiliation (blank line)INNER SPHERE |————Capellan ConfederationComStarDraconis CombineFederated SunsFree Worlds LeagueLyran CommonwealthDuchy of AndurienFree Rasalhague RepublicSt. Ives CompactTikonov Free RepublicWord of BlakeRepublic of the SphereCLANS |————————Clan Diamond SharkClan Ghost BearClan Jade FalconClan Nova CatClan Smoke JaguarClan Steel ViperClan WolfClan Hell's HorsesGhost Bear DominionPERIPHERY |——————Circinus FederationElysian FieldsGreater ValkyrateIllyrian PalatinateLothian LeagueMagistracy of CanopusMarian HegemonyNiops AssociationOberon ConfederationOutworlds AllianceRim CollectionTaurian ConcordatTortuga DominionsGENERIC |———————UnaffiliatedExplorer CorpsMercenaryPrivateerPirateBounty HunterMilitiaOutlawGladiatorCivilian
Miniature
Experience GreenRegularVeteranElite Randomize
Piloting Skill 5
Gunnery Skill 4
Auto-Eject DisabledEnabled
Design quirks are advanced optional rules that have both negative and positive effects on the Mech's performance. The selected positive and negative quirks should be equal.
Technical readout is for more specific information about the Mech and its history. This information only appears on the technical readout print out page.
Year Introduced 27503025302830393050305530583060306730753085313531453150 Era Age of WarStar LeagueSuccession WarsClan InvasionCivil WarJihadRepublicDark AgeilClan Role UndefinedAmbusherBrawlerJuggernautMissile BoatScoutSkirmisherSniperStriker
Overview
Capabilities
Battle History
Deployment
Variants
Notable Units