Dual Engine Mechs
Field Manual: Homebrew
Introduction
Its an extremely common attempt of players to adapt modern thinking, technology, into battletech which is largely simplified and based on 80s concepts. Among the most common ideas is the multiple engine mech, most specifically "dual engine" mechs.
By: Chris Hoyal
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Duel Engines

These are some house-rules for duel engines. A friend and I toyed around with these for a bit. These have NOT been extensively playtested, as we got into other games and now I can't find him anymore. Feel free to try out and leave feedback.

1st, I'm going to define two terms (1 term, and 1 item).

A - CER - Combined Engine Rating. This is the total of the engine ratings of both engines.

B - Power Coupling. This is a new peice of equipment that equalizes the energy distribution from the engines and is required to allow the mech to function with both engines.

Ok, now for the fun stuff - how to make a duel engine mech!

Follow normal mech construction rules except as follows :

After determining the engine rating for the mech, divide it in two to get the engine rating for each engine. Your original rating is now your CER. (yes, both engines must be identical). No, you can' use XL engines (lack of space, as you'll see). You knew that though, didn't you?

Use the CER to determine gyro size as per normal for a engine with a rating equal to the CER.

Then, divide the CER by 100 (round up, as you would for your gyro). This is the number of Power Couplings required. Each PC weighs 1 ton and takes 1 crit (CT only).

Next, when filling out the crit sheets, remove all 6 engine crits from the CT. Place 6 engine crits in both the RT and LT. Place the required PCs in the CT.

And yes, each engine comes with the standard number of HS (10), and can hold the standard number of HS (ER/25). So the mech starts with 20 HS off the bat (but would require 2x 250 engines to fit them all in the engines).

Now, for use in a game.

You can shut down (or restart) ether engine by spending 1 turn immoble (can't fire weapons or do torso twists during this turn ether). Can spot for inderect fire however. once a engine is shut down, consider the mech to have the CER of only the 1 engine (1/2 the normal for the me) (possibly effected by other damage, see below) and recalculate the movement (rounding down). The shut down engine doesn't generate any heat, but it's HS's still work (helps if you have taken engine damage). If an engine is destroyed while active, however, it's too late to shut it down safely (the feedback of an improper shutdown damages the PC's).

Walking generates 2 heat, running generates 4 heat.

Each engine can take the normal 3 engine hits before being destroyed.

A hit on a PC destroys it. This results in the CER effectively being reduced by 100 (if both engines active) or 50 (if only 1 engine active). Recalculate movement as needed (rounding down).
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