
| Item | Tech | Game Notes | |
| Armour | |||
| Standard Armour | - | Armour is armour, no matter how you look at it. So whether it is an Inner Sphere 'Mech or a Clan OmniMech, standard armour can be applied. That being the case, only the Inner Sphere version is ever bought since it is readily available and cheaper than trying to acquire the Clan version which offers no advantage over its Inner Sphere counterpart. Standard armour gives 16 Armour Points per ton. Can be alloted by the half ton. | |
| Ferro-Fibrous | Inner Sphere | Ferro-fibrous armour is an improved version of ordinary armour that uses woven fibers of ferro-steel and ferro-titanium to greatly increase its tensile strength. However, it is bulkier than standard armour plating of equivalent weight. Units that use ferro-fibrous armour carry more Armour Points for the same weight. Calculate the normal number of Armour Points, then multiply this number by 1.12, round to the whole number (round .5 down). The result is the number of Armour Points of ferro-fibrous armour. To account for the bulk of this armour, place ferro-fibrous armour in 14 critical slots. Can be alloted by the half ton. Critical hits to ferro-fibrous armour slots have no effect and are rerolled. | |
| Ferro-Fibrous | Clan | Ferro-fibrous armour is an improved version of ordinary armour that uses woven fibers of ferro-steel and ferro-titanium to greatly increase its tensile strength. However, it is bulkier than standard armour plating of equivalent weight. Units that use ferro-fibrous armour carry more Armour Points for the same weight. Calculate the normal number of Armour Points, then multiply this number by 1.2, round to the nearest whole number (round .5 down). The result is the number of Armour Points of ferro-fibrous armour. To account for the bulk of this armour, place ferro-fibrous armour in 7 critical slots. Can be alloted by the half ton. Critical hits to ferro-fibrous armour slots have no effect and are rerolled. | |
| Light Ferro-Fibrous | Inner Sphere | Inner Sphere designers have experimented with ferro-fibrous armour, and recently came up with two advancements in this area. The first is a lighter version. Light ferro-fibrous armour is less bulky, but offers less protection than the regular ferro-fibrous armour. Calculate the normal number of Armour Points, then multiply this number by 1.06, round to the nearest whole number (round .5 down). For the critical slots, place light ferro-fibrous armour in 7 critical slots. Can be alloted by the half ton. Critical hits to ferro-fibrous armour slots have no effect and are rerolled. | |
| Heavy Ferro-Fibrous | Inner Sphere | Inner Sphere designers have experimented with ferro-fibrous armour, and recently came up with two advancements in this area. The second is a heavier version. Heavy ferro-fibrous armour is more bulky, but offers more protection than the regular ferro-fibrous armour. Calculate the normal number of Armour Points, then multiply this number by 1.24, round to the nearest whole number (round .5 down). For the critical slots, place heavy ferro-fibrous armour in 21 critical slots. Can be alloted by the half ton. Critical hits to ferro-fibrous armour slots have no effect and are rerolled. | |
| Laser-Reflective | Inner Sphere | Laser-reflective armour is designed to reflect lasers and other energy weapons. Its brittle texture, however, makes it particularly susceptible to breakage in certain circumstances. This armour is less bulky than most other types of special armour, taking up only 10 critical slots, and provides 16 Armour Points of protection per ton like standard armour. Laser-reflective armour reduces the damage a unit sustains from energy weapons: all types of lasers, PPCs and flamers, as well as attacks from infantry armed with energy weapons. Each point of reflective armour absorbs 2 points of damage from such attacks, in the same manner as hardened armour, while other types of attacks are resolved normally. Because laser-reflective armour is so brittle, double the damage inflicted by physical attacks and falling. This double damage does not apply to the unit's internal structure. If only 1 armour box remains intact in a location, the armour does not prevent damage from reaching the internal structure, but the box is marked off nonetheless. Can be alloted by the half ton. Critical hits to reflective armour slots have no effect and are rerolled. | |
| Reactive | Inner Sphere | Also known as "Blazer Armour," reactive armour uses shaped explosive charges to reduce the effectiveness of enemy missile attacks. Extremely bulky, it takes up 14 critical slots, while providing 16 Armour Points of protection per ton. Reactive armour reduces the damage inflicted by attacks that use shaped charges rather than heat or kinetic energy. These attacks include LRMs, SRMs, MRMs, Narc missile beacon explosive pods, Arrow IV homing missiles and attacks by SRM and LRM equipped infantry. Each point of reactive armour absorbs 2 points of damage from such attacks, as with hardened armour. Other types of attacks are resolved normally. A slight chance exists that the explosive charges built into the reactive armour will detonate prematurely and damage the 'Mech. Any time a critical hit is rolled that strikes a reactive armour slot, reroll the result as usual. At the same time, roll another 2D6. On a result of 2, the remaining reactive armour in the hit location is destroyed in a chain reaction (for a torso, the chain reaction affects both front and rear armour.) In addition to destroying the armour, the chain reaction causes 1 point of damage to that location's internal structure, with the normal risk of critical damage. Can be alloted by the half ton. This type of armour cannot be mounted on OmniMechs. | |
| Hardened | Inner Sphere | This advanced armour is twice as durable as standard armour plating, with overlapping plates protecting vital areas of the BattleMech. Hardened armour provides 8 Armour Points of protection per ton, however, it can take twice as much damage as standard armour before it is destroyed, and the maximum Armour Points permitted per location remains the same. Each single box of hardened armour crossed off on the record sheet counts as 2 points of damage from an attack rather than 1 point. Once the armour is destroyed, the remainder of the attack inflicts damage normally. Because the GM is keeping track of damage as the game progresses, standard rules will not apply. A single point of damage left over will be recorded as the armour box being half-way destroyed, until the location is damaged again. Hardened armour's overlapping plates and durability reduces the chance of a lucky shot penetrating a gap and causing critical damage. When checking for possible critical hits when the armour in a location has not been breeched, apply a -2 modifier to the dice roll on Determining Critical Hits Table. If the armour in the location that took the hit is gone, roll normally. Attack using armour piercing ammunition affect hardened armour as though it is standard armour, except that the usual armour piercing effects do not occure. The overlapping plates required a fully protect vulnerable areas of a BattleMech greatly reduces the 'Mech's agility. Apply a +1 modifier to all Piloting Skills Rolls for units with hardened armour, and reduce the unit's Running MP allowance by 1 (after applying other modifiers for critical damage and special equipment). Hardened armour does not affect the unit's Walking MP. Can be alloted by the half ton. This type of armour cannot be mounted on OmniMechs. | |
| Engines | |||
| Standard Engine | Inner Sphere | - | |
| Standard Engine | Clan | - | |
| Compact Engine | Inner Sphere | Some designers have been dabbling in compact engines to make more space in the center torso for other components. Heavier than other engine types, compact engines are somewhat less vulnerable to damage, as their size makes them easier to protect with component armour. Compact engines take up half as many critical slots in the center torso. When using them in a 'Mech design, consider the three slots in the "4-6" section on the record sheet as empty. However, compact engines weigh 1.5 times the tonnage of their standard-sized counterparts (rounded up to nearest half-ton). Compact engines cost twice as much as standard engines and cannot be created as XL, XXL or Large Engines. | |
| Compact Engine | Clan | Some designers have been dabbling in compact engines to make more space in the center torso for other components. Heavier than other engine types, compact engines are somewhat less vulnerable to damage, as their size makes them easier to protect with component armour. Compact engines take up half as many critical slots in the center torso. When using them in a 'Mech design, consider the three slots in the "4-6" section on the record sheet as empty. However, compact engines weigh 1.5 times the tonnage of their standard-sized counterparts (rounded up to nearest half-ton). Compact engines cost twice as much as standard engines and cannot be created as XL, XXL or Large Engines. | |
| Extra Light Engine | Inner Sphere | Advances in fusion power-plant shielding have allowed engineers to retrofit standard engines with new and lighter shielding materials, greatly reducing overall engine weight, but at the cost of compactness. Engines weight is half the tonnage of the standard-sized counterparts (rounded up to nearest half-ton), but require 3 criticals in each side torso. Note that any 3 engine critical hits destroy a BattleMech regardless of whether the critical slots are in the side or center torso. | |
| Extra Light Engine | Clan | Advances in fusion power-plant shielding have allowed engineers to retrofit standard engines with new and lighter shielding materials, greatly reducing overall engine weight, but at the cost of compactness. Engines weight is half the tonnage of the standard-sized counterparts (rounded up to nearest half-ton), but require 2 criticals in each side torso. Note that any 3 engine critical hits destroy a BattleMech regardless of whether the critical slots are in the side or center torso. | |
| XXL Engine | Inner Sphere | Extralight (XL) engines revolutionized BattleMech design, and researchers continue to push the envelope in this area, resulting in the extra-extralight engines (known as XXL or Double XL). This technology, while workable, is far from problem-free. An XXL engine weighs one-third as much as its standard counter-part, but takes up twice as many critical slots in the side torsos as an XL engine, requiring 6 each. XXL engines are also extremely expensive, costing 5 times as much as a standard XL engine. These engines run hot, standing still generates 2 heat points, walking generates 4, and running generates 6. Heat generated by jumping doubles, with any jump generating at least 6 heat points. | |
| XXL Engine | Clan | Extralight (XL) engines revolutionized BattleMech design, and researchers continue to push the envelope in this area, resulting in the extra-extralight engines (known as XXL or Double XL). This technology, while workable, is far from problem-free. An XXL engine weighs one-third as much as its standard counter-part, but takes up twice as many critical slots in the side torsos as an XL engine, requiring 4 each. XXL engines are also extremely expensive, costing 5 times as much as a standard XL engine. These engines run hot, standing still generates 2 heat points, walking generates 4, and running generates 6. Heat generated by jumping doubles, with any jump generating at least 6 heat points. | |
| Large Engine | Inner Sphere | Large engines (those rated higher than 400) are allowed in Level 3 BattleTech, though they are bulky, heavy and expensive. With the spread of XL technology, more and more manufacturers are exploring the potential of these massive power plants. The increase in size required to significatly improve the output, however, makes such massive engines completely inefficient for use in most combat vehicles. The Large Fusion Engine Table below gives the tonnage for various large eninges. In addition to their significant weight, large engines take up extra critical slots much like XL engines. A large engines uses both of the open critical slots in the center torso. Each large engine is custom-made to the specifications of the BattleMech in which it will be housed, which raises the price considerably. Large engines cost twice as much as smaller engines. Note: gyros for a large engine weighs 5 tons. Engine Rating / Tonnage 405 / 56.5 410 / 61.0 415 / 66.5 420 / 72.5 425 / 79.5 430 / 87.5 435 / 97.0 440 / 107.5 445 / 119.5 450 / 133.5 455 / 150.0 460 / 168.5 465 / 190.0 470 / 214.5 475 / 243.0 480 / 275.5 485 / 313.0 490 / 356.0 495 / 405.5 500 / 462.5 |
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| Large Engine | Clan | Large engines (those rated higher than 400) are allowed in Level 3 BattleTech, though they are bulky, heavy and expensive. With the spread of XL technology, more and more manufacturers are exploring the potential of these massive power plants. The increase in size required to significatly improve the output, however, makes such massive engines completely inefficient for use in most combat vehicles. The Large Fusion Engine Table above gives the tonnage for various large eninges. In addition to their significant weight, large engines take up extra critical slots much like XL engines. A large engines uses both of the open critical slots in the center torso. Each large engine is custom-made to the specifications of the BattleMech in which it will be housed, which raises the price considerably. Large engines cost twice as much as smaller engines. Note: gyros for a large engine weighs 5 tons. | |
| Large XL Engine | Inner Sphere | Costs 8 times as much as their standard sized counter-parts, and weigh half normal tonnage, rounded to nearest half-ton. Requires 3 critical slots in each side torso, and 2 critical slots in the center torso. | |
| Large XL Engine | Clan | Costs 8 times as much as their standard sized counter-parts, and weigh half normal tonnage, rounded to nearest half-ton. Requires 2 critical slots in each side torso, and 2 critical slots in the center torso. | |
| Large XXL Engine | Inner Sphere | Costs 40 times as much as their standard sized counter-parts, and weight one-third normal tonnage, rounded to nearest half-ton. Requires 6 critical slots in each side torso, and 2 critical slots in the center torso. | |
| Large XXL Engine | Clan | Costs 40 times as much as their standard sized counter-parts, and weight one-third normal tonnage, rounded to nearest half-ton. Requires 4 critical slots in each side torso, and 2 critical slots in the center torso. | |
| Internal Combustion Engine | Inner Sphere | I.C.E.'s weigh twice as much as their standard sized counter-parts, but they are one-quarter the cost. They are not available in Compact, XL or XXL formats. If a BattleMech equipped with an I.C.E. will be carrying energy weapons, it must also carry power amplifiers, as if it was an I.C.E. powered conventional vehicle. These amplifiers take up 1 ton of space per 10 tons of energy weapons, rounded up to nearest ton. Engine cricital hits against I.C.E.-equipped machines do not generate heat. Instead, the pilot must check to see if the engine explodes. At the end of the phase in which the unit's engine was hit, a 2D6 roll is made. On a result of 10+, the engine and 'Mech are destroyed. For a second engine hit, add +3 to the dice roll result, and on the third hit, add +6 to the dice roll result. The third hit does knock out the engine, however, the roll is still required to see if the engine and 'Mech are destroyed. An Internal Combustion Engine explosion destroys the 'Mech, but has no effect on other units. | |
| Large ICE | Inner Sphere | Costs half as much as their standard sized counter-parts, and weigh twice normal tonnage. Requires 2 critical slots in the center torso. | |
| Targeting / Tracking Systems | |||
| Long-Range Targeting | Inner Sphere | A long-range targeting system makes long-range attacks more accurate at the expense of short-range accuracy. A unit with such a system uses the following range modifiers: Short +1 Medium +2 Long +3 |
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| Short-Range Targeting | Inner Sphere | Short-range targeting systems enhance accuracy against close targets, but make long-range shots more difficult. A unit with such a system uses the following range modifirers: Short -1 Medium +2 Long +5 |
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| Variable Range Targeting | Inner Sphere | The variable-range targeting system combines the benefits of both long- and short-range targeting systems. The pilot can alter the system's setting in the End Phase of a turn to long-range, short-range or normal targeting. A variable-range targeting system weighs half a ton and takes up 1 critical slot in the head. A critical hit to the system eliminates the capacity for variable range, leaving the targeting system stuck on its most recent setting. | |
| Anti-Aircraft Targeting | Inner Sphere | This system improves targeting against aircraft, but makes attacks against ground targets more difficult. All weapons attacks against aircrafts (VTOLs in flight, aerospace and conventional fighters) receive a -2 modifier. This modifier does not apply to units using jump jets. Against ground targets, all weapons attacks receive a +1 modifier. | |
| Multi-Trac Targeting | Inner Sphere | This basic system is designed to track multiple targets, but at the cost of general accuracy. A unit equipped with Multi-Trac may attack any number of targets in the same turn without adding a secondary-target modifier. In addition, the targets can be in any firing arc appropriate to the weapon being used. All weapons attacks against targets not in the front firing arc suffer a +1 modifier. | |
| Multi-Trac II Targeting | Inner Sphere | A more advanced version of the standard Multi-Trac system described above, the Multi-Trac II confers the same benefits, but the attacker no longer suffers +1 modifier to targets outside the unit's front firing arc. The Multi-Trac II system weighs half a ton and takes up 1 critical slot in the head. A critical hit to this system eliminates the advantages of the Multi-Trac II but has no other effect on weapons attacks. | |
| Cockpit Systems | |||
| Command Console | Inner Sphere | The command console is actually a second cockpit that provides room for a second Mechwarrior, usually a high-level commander. The command console's redundant set of controls allows the second pilot to operate the 'Mech should the primary Mechwarrior become incapacitated. Most command consoles are used to train new Mechwarriors and are kept far from the battlefield. When used as a training device, the command console allows the instructor to evaluate the performance of an individual recruit while actually in the recruit's BattleMech, and to override the student's control of the machine instantaneously if necessary. Such an invaluable tool for instruction can shave months off the time required to fully train a Mechwarrior. On the battlefied, the system is even more valuable. The command console allows a unit commander to focus on his forces' overall tactical situation from a position at or near the front lines while the 'Mech's primary Mechwarrior takes care of the fighting. When a unit commander and primary pilot have become accustomed to working together, the presence of the commander directing the strategy without having to fight himself can greatly improve the effectiveness of an entire force. A command console's systems do not normally operate the BattleMech, they may do so if necessary. The secondary Mechwarrior in the console does not take damage from ammo explosions unless he is acting as the BattleMech's primary pilot, though he does take damage from shots to the head, falling, or as a result of heat build-up. If the primary cockpit is destroyed, the secondary pilot can maneuver the BattleMech from the command console as normal. This is an exception to the standard rule stating that the destruction of a cockpit destroys the 'Mechs. In 'Mechs with command consoles, both cockpits and consoles must be destroyed in order to destroy the 'Mech. As long as the unit commander is not acting as the primary 'Mech pilot, his presence in the command console provides a +2 Initiative bonus to all units under his command. This bonus is not cumulative for multiple command consoles. | |
| Small Cockpit | Inner Sphere | A small cockpit is lighter and more compact than an ordinary cockpit, leaving more room in the BattleMech's head for other components. However, the cramped confines of a small cockpit also make piloting more difficult. To reflect this, modify all Piloting Skill Rolls by +1 when using a small cockpit. Small cockpits weigh only 2 tons and do not take up the second life-support critical slot in the the head. | |
| Torso Mounted Cockpit | Inner Sphere | The most vulnerable part of a BattleMech is the head. Though generally small and without much area on which to to mount armour, the head contains the cockpit and vital sensors; destroying the head puts the whole 'Mech out of action. In an attempt to reduce the vulnerability of the cockpit, 'Mech designers have been experimenting with torso-mounted cockpits. A torso-mounted cockpit moves the cockpit critical slot from the head to the center torso. The two life-support critical slots also move, from the head to the right and left torso locations (one in each). This leaves only 2 sensor critical slots in the head, with head slots available for other equipment. The torso-mounted cockpit also takes up an additional sensor critical in the center torso; this additional equipment raises the weight of the cockpit to 4 tons. Though torso placement gives the cockpit excellent armour protection, it also creates a number of problems. Such a cockpit's small size, for example, means that a +1 modifier must be applied to all Piloting Skill Rolls. Head hits do not cause damage to the pilot, nor does center torso hits, but falling follows normal rules for possible pilot damage, as does ammo explosions, however, it is impossible to eject from a torso mounted cockpit. The additional sensors critical slot in the center torso allows the 'Mech to survive head destruction. A single sensor critical hit has the usual effect of +2 modifier to weaopns attacks. Two sensor hits add a +4 modifier to weapons fire. If both sensor hits are in the head, this +4 modifier also applies to physical attacks. If all 3 sensor criticals are destroyed, no attacks are possible, and there is a +4 Piloting Skill Roll modifier. The cockpit's close proximity to the engine also makes critical damage to the life-support systems more serious. A hit to either life support critical slot knocks out the entire system. Instead of the normal effects of such a critical hit, the pilot takes a point of damage every turn that the 'Mech's heat is above zero, or 2 points of damage if the heat is 15 or higher. |
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| Gyroscopes | |||
| Standard Gyro | Inner Sphere | Standard Gyros are the same whether they are Clan or Inner Sphere, it's just the Clan model will give a technician fits trying to install it into an Inner Sphere BattleMech, and vice versa. | |
| Compact Gyro | Inner Sphere | A compact gyro weighs 1.5 times as much as a standard gyro, but takes up only 2 critical slots in the center torso. Consider the bottom 2 gyro slots on the record sheet as empty. | |
| Heavy-Duty Gyro | Inner Sphere | A heavy-duty (HD) gyro weighs twice as much as a standard gyro and can take 3 critical hits before being destroyed. On the first critical hit, a +2 modifier applies to all Piloting Skill Rolls, but no such rolls are required when the 'Mech runs or jumps. The second critical hit to an HD gyro is treated like the first critical hit on a standard gyro. The third critical hit destroys an HD gyro, and the 'Mech suffers the normal effects of gyro destruction. | |
| Extra Light Gyro | Inner Sphere | An extralight (XL) gyro weighs half as much as a standard gyro, but takes up 2 more critical slots in the center torso. Critical hits have the normal effects on an XL gyro; it is damaged after 1 critical hit, destroyed after the second. | |
| Utility Mech Equipment | |||
| Combine | Inner Sphere | 5 tons, 4 critical slots in each arm and may inflict 1D6 damage against unarmoured infantry. | |
| Lift Hoists | Inner Sphere | 3 tons, 3 critical slots and may lift cargo equal to half the 'Mech's tonnage. | |
| Chainsaw | Inner Sphere | 5 tons, 5 critical slots, is a logging tool but is too bulky for use as a weapon. | |
| Miscellaneous Equipment | |||
| Jump Jets | Inner Sphere | Installing Inner Sphere made Jump Jets onto a Clan BattleMech is not a problem. Acquiring Jump Jet Omnipods are a little tricky, but very possible. Getting Clan made Jump Jets, pretty tough. Since it does not matter which kind of Jump Jet you get, whether it is Clan or Inner Sphere, Clan is not listed. | |
| Life Support | Inner Sphere | Same as above, only there is no such thing as Omnipod Life Support, not that it would be neccesary. | |
| Actuators | - | Will be dealt with on a case by case basis. These parts will have to be either machined or purchased ready made, therefor, the cost will vary. |

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Copyright November 3, 2004.