Point Based Mechs A mech consists of several basic components; this point system divides them into the following categories Skeleton, Armor, Equipment Slots, Heat Sinks, Weapon Slots, Jump Jets. Sensors Weapons Selection and Optional equipment. Slight generalizations have been taken to allow equipment to better fit the point system while remaining still close to the usual versions. IS/Clan have the same equipment or close is among the generalizations along with a assumption that performance is roughly the same with minor differences overall, this is reflected in the creation process below. 600 Creation points. All chassis/skeleton come with 10 built in heat sinks and the standard engine for that tonnage. Skeleton Tonnage Points Built in Equipment Slots (Max 6) Skeleton Internal Structure Armor Per Area 20 10 1 2 25 20 2 4 30 25 4 6 35 30 4 8 40 35 4 10 45 40 5 12 50 45 5 14 55 50 5 16 60 55 5 18 65 60 5 20 70 65 5 22 75 70 6 24 80 75 6 28 85 80 6 30 90 85 6 30 95 90 6 30 100 95 6 30 - Mech Tonnage Max Weapon/Equipment Slots 20 5/4 25 5/6 30 6/10 35 6/12 40 8/13 45 8/14 50 10/15 55 11/16 60 12/17 65 13/18 70 14/19 75 15/20 80 16/20 85 17/20 90 18/20 95 19/20 100 20/20 Equipment Slots: these are additional slots that may be bought to have more ‘room’ in the mech for extra items aside from the built in slots. Slots Point Cost 2 2 3 4 4 6 5 8 6 10 7 12 8 14 9 16 10 18 11 20 12 22 13 24 14 26 15 28 16 30 17 32 18 34 19 36 20 38 - Weapon Slots, each weapon has to have a certain number of slots open to ‘fit’ in the mech, unlike equipment, single slots can be gotten instead of in groups. Slots Point Cost 1 3 2 6 3 9 4 12 5 15 6 18 7 21 8 24 9 27 10 30 11 33 12 36 13 39 14 42 15 45 16 48 17 51 18 54 19 57 20 60 - Single Slots: for grouping individual weapons or weapons of a similarly low power that you want in arrays or non grouped. Slot/Cost each. 1 4 - Heat Sinks are bought individually. Type Point Cost Heat Dissipated Slots Needed Standard - - - Clan 3 6 1/E IS 2 3 1/E Type Point Cost Heat Dissipated Slots Needed Compact - - - Clan 5 6 .5/E IS 3 3 .5/E Type Point Cost Heat Dissipated Slots Needed Double - - - Clan 6 7 2/E IS 4 5 2/E Type Point Cost Heat Dissipated Slots Needed Laser - - - Clan 10 12 3/E IS 8 8 3/E Armor: You can have up too half your mechs tonnage in armor, point costs are for 1 ton of armor each one ton of armor takes up one Equipment slot. Type Point Cost Armor Points Given Standard 1 10 Ferro Fib. 3 15 Lt. Ferro Fib 5 12 Hv. Ferro Fib 6 20 Laser Reflective 10 14/Laser weapons do ˝ damage against this type of armor. Memory Metal 20 12/Repaires 3 damage every turn of non combat. - Jump Jets: bought in pairs all are assumed to be standard type, one set of J-jets can boost up to 100M, additional sets add 50M to the range. #J-Jets Point Cost Slots Needed 2 6 2 4 10 4 6 12 6 - Sensors: used to see and track other mechs, they come in various basic ranges Short Range Sensors(300M) Point Cost Slots Needed 4 2 Medium Range Sensors (800M) - - 6 4 Long Range Sensors (1Klm) - - 8 6 Extended Range Sensors (1.5Klm) - - 20 8 -- Anti Sensor Equipment Point Cost Slots Needed ‘Hide’ Bonus ECM 4 4 +2 ECCM 6 5 +3/5 Vs other sensors Angel ECM 8 6 +5 Sensor Absorbing Paint 2 1 +1 - Weapon/Equipment slots max by Location. Location W E Head 2 6 C. Torso 14 10 R. Torso 18 5 L. Torso 18 5 L. Arm 18 4 R. Arm 18 4 R. Leg 4 6 L. Leg 4 6 Weapons: Each weapon has a Damage, Range and Heat counter along with Slots used instead of tonnage, the mechs weight is generally assumed to be half armor and substructure the rest is weapons and equipment. A C. next to the weapon means Clan. SSRM/SSLRM means Streak SRM/LRM. Weapons not on the list can be guesstimated using the tables given. Any slight differences in stats from Max Tech/ BMR or other source manuals is intentional this is only a system based on the normal mech creation rules and minor differences are intestinal to make some of the figuring easier to do. Note on Ammo (Optional) : all weapons are assumed to carry at leas one load of ammo, extra ammo can be bought at 5 pts/ load and takes up a .5 slot each. Note for Light Class weapons (Optional): all stats are halved including point cost, odd numbers are rounded down, only Energy & Ballistic weapons can be ‘Light’ Weapon Point Cost Damage Range (M) Heat Generated Slots Needed. Energy Weapons - - - - - ER Large Laser 8 10 700 12 3 ER Medium Laser 6 8 600 7 2 ER Small Laser 4 6 200 5 1 ER Laser C. Small 6 8 300 6 2 ER laser C. Medium 10 12 500 8 3 ER Laser C. Large 12 14 900 14 4 ER Laser C. Micro 4 3 150 1 .5 Large Laser 9 6 400 8 4 Medium Laser 6 5 250 3 3 Small Laser 3 3 75 1 2 Heavy Laser Large C. 10 13 500 18 4 Heavy Laser Medium C. 8 11 300 7 3 Heavy Laser Small C. 6 9 100 3 2 Small Pulse Laser 2 2/Shot(2D6) 60 2 2 Medium Pulse Laser 5 4/Shot(4D6) 120 3 3 Large Pulse Laser 7 5/Shot)6D6) 225 4 4 C. Small Pulse Laser 5 3/Shot(3D6) 100 4 1 C. Medium Pulse Laser 9 5/Shot(5D6) 130 5 2 C. Large Pulse Laser 13 6/Shot(7D6) 175 6 3 X-Pulse Laser Large 20 7/Shot(5D6) 400 14 5 X-Pulse Laser Medium 15 6/Shot(3D6) 200 8 4 X-Pulse Laser Small 10 4/Shot(2D6) 150 6 2 Flamer 2 2 10 3 1 C. Flamer 4 3 20 4 1 PPC 25 10 500 10 8 ER PPC 30 15 700 15 8 C. PPC 32 10 650 12 8 ER C. PPC 38 15 775 14 8 ER PPC w/ Capacitor 40 Plasma Cannon 40 20 500 10 6 - Weapon Point Cost Damage Range (M) Heat Generated Slots Needed. Ballistic Weapons - - - - - Machine Gun 1 1/Shot(5D6) 10 0 .5 Heavy Machine Gun 2 2/Shot(8D6) 15 0 1 AC/2 7 2 500 1 2 AC/5 8 3 300 2 3 AC/10 9 8 200 3 4 AC/20 12 10 100 5 6 Ultra AC/2 14 2 400 2 2 Ultra AC/5 18 5 250 3 4 Ultra AC/10 20 8 175 4 6 Ultra AC/20 22 12 65 5 8 C. LB-X 2/AC 5 4 350 1 4 C. LB-X 5/AC 7 6 300 1 6 C. LB-X 10/AC 9 8 275 2 8 C. LB-X 20/AC 11 12 175 3 10 C. Ultra AC/2 3 3 500 1 3 C. Ultra AC/5 6 5 450 2 5 C. Ultra AC/10 9 7 250 3 6 C. Ultra AC/20 12 9 200 4 8 Gauss Rifle 6 15 200 1 6 Lt. Gauss Rifle 5 8 100 1 4 C. Gauss Rifle 14 14 250 1 8 Heavy Gauss Rifle 20 20 400 18 10 Rotary Assault Cannon/2 10 2 300 1 4 Rotary Assault Cannon/5 10 5 250 1 5 Rotary Assault Cannon/10 10 10 200 1 7 Rotary Assault Cannon/20 10 20 150 1 10 - Weapon Point Cost Damage Range (M) Heat Generated Slots Needed. Missile Weapons - - - - - SRM 2 4 2/Each 50 2 2 SRM 4 8 2/Each 50 3 2 SRM 6 12 2/Each 50 4 2 SRhM 2 15 3/M 20 2/M 2 SRhM 4 20 4/M 20 2/M 5 SRhM 6 25 6/M 20 2/M 8 SSRM 2 16 3/Each 55 3 3 SSRM 4 20 3/Each 55 4 3 SSRM 6 24 3/Each 55 5 3 C. SRM 2 5 2/Each 60 3 3 C. SRM 4 10 2/Each 60 4 3 C. SRM 6 15 2/Each 60 5 3 C. SSRM 2 20 4/Each 65 2 4 C. SSRM 4 25 4/Each 65 3 4 C. SSRM 6 30 4/Each 65 4 4 MRM 10 21 1/Each 480 4 5 MRM 20 23 1/Each 480 6 6 MRM 30 25 1/Each 480 8 6 MRM 40 27 1/Each 480 10 6 LRM 5 40 1/Each 840 2 3 LRM 10 45 1/Each 840 4 8 LRM 15 50 1/Each 840 6 8 LRM 20 55 1/Each 840 8 8 C. SLRM 5 52 2/Each 900 4 4 C. SLRM 10 54 2/Each 900 6 7 C. SLRM 15 56 2/Each 900 8 7 C. SLRM 20 58 2/Each 900 10 7 C. Sw. LRM 5 34 4/Each 700 2 5 C. Sw. LRM 10 38 4/Each 700 3 6 C. Sw. LRM 15 42 4/Each 700 5 6 C. Sw. LRM 20 46 4/Each 700 7 6 ATM 3 20 2/M 160 2 2 ATM 6 25 2/M 160 2 4 ATM 9 30 2/M 160 2 6 ATM 12 35 2/M 160 2 8 NARC 10 - 180 1 4 Thunderbolt 5 10 5 140 3 3 Thunderbolt 10 20 10 140 5 6 Thunderbolt 15 25 15 140 7 12 Thunderbolt 20 30 20 140 9 18 Rocket Launcher 6 10 2/E 50 2/E 6 Rocket Launcher 12 12 2/E 60 2/E 8 OS- Any Type -5 As Type As Type As Type As Type - Weapon Point Cost Damage Range (M) Heat Generated Slots Needed. Artillery Weapons - - - - - Arrow IV 60 20 1000 20 14 Long Tom 75 30 1500 12 18 Sniper 82 14 900 10 18 Thumper 100 9/Splash(3Targ) 1000 14 12 Mortar Cannon 120 20/Splash (4t) 600 30 16 Flak Cannon 80 40 400 20 18 Custom BattleMech weapons. Carried weapons Slots needed is used to represent how much space is needed to effectively use the weapon. Weapon Point Cost Damage Range (M) Heat Slots Needed. Bazooka (8 Round) 4 8 200 1 3 Light Laser Rifle 6 11 400 3 2 Vibro Sword 5 10 1 2 4 Mace 2 5 1 0 2 Sniper Rifle(4 round) 4 12 900 2 6 Heavy Pistol, Laser 2 3 300 2 1 Light Pistol, Laser 1 2 200 2 1 Machine Gun (600) 1 1 per shot 75 0 2 Rocket Launcher (4 Round) 15 7 each 500 6 4 Rocket Launcher (6 Round) 20 9 each 500 8 6 Gauss Rifle, Micro (12 Rounds) 14 10 600 3 4 Ultralight Mini PPC 12 9 400 7 3 SRM-8 Launcher (48 rounds) 7 2/each 350 8 5 Shrapnel Gatling (100 rounds) 11 3/Burst 100 2 3 Plasma Rifle, Light 18 16 400 14 5 Chainsaw 13 7 1 4 7 Jackhammer 14 8 1 6 5 Bolt Gun(200 rounds) 8 4 20 11 6 Drill Attachment 12 5 1 15 5 Shotgun/Slug (20 Rounds) 9 8 45 4 4 Shotgun/Pellet (40 Rounds) 9 6 35 4 4 Flame Thrower 7 13 100 35 6 Gatling-4 Barrel (1000 Rounds) 5 7/Burst 150 3 4 Gatling-6 barrel (800 Rounds) 4 9/Burst 100 4 6 Gatling-8 Barrel (400 Rounds) 4 11/Burst 75 6 8 Plasma Sword 50 20 1 20 5 - Weapon Ammunition. (number of shots 12 x tube number/caliber) SR Missile Ammo is 8 Points for 1 ton. MR Missile Ammo is 10 Points for 1 ton. LR Missile Ammo is 12 Points for 1 ton. Machine Gun Ammo is 4 Points for 1 ton. Gauss Ammo is 6 Points for 1 ton. Flamer Ammo is 2 points for 1 ton. Grenade Ammo is 1 Point for 1 ton. Rifle/Shotgun/Sniper Ammo is 3 points for 1 ton. Expanded Mech Equipment List Item Slots Function Special Modifiers Point Cost Null Signature System 6 As Book As Book 6 C3 Computer/Slave 2 As Book As Book 4 Coolant Pod 2 As Book As Book 4 MASC 6 As Book As Book 8 CASE 2 As Book As Book 4 Ejection Pod 4 Ejects Pilot. - 6 Cockpit: Compact 2 As Book As Book 10 Cockpit: Standard 0 - - - Cockpit: Dual 8 2 Move Phases or 2 attacks a turn 12 Gyro: Compact 2 AB AB 6 Gyro: Heavy 4 -2 to avoid falls/ knockdown 8 Jump Pack 6 AB AB 4 Mechanical Boosters 4 AB AB 3 Shielding: Ablative 6 Prevents ˝ Energy Dmg +5 HT/turn 6 Shielding: Magnetic 6 Prevents ˝ Ballistic Dmg +5 HT/turn 6 AMS 1 AB AB 1 LAMS 2 AB Ab 2 EMP Pod 4 100 M Rdi - 6 Omni Weapons Pod 2 6 weapon slots (B/E) - 18 Omni Weapons Rack 4 6 weapon slots (M) - 18 Battle-computer 2 -2 Gunnery/Piloting - 20 Adaptive Camouflage 8 -4 piloting/ +4 HT/turn - 12 Camera Drone 2 Extends sensor range by x2 2 Triple Strength Myomers 3 AB AB 3 OS Hardpoint 3 Can mount one OS anyplace on mech w/o using slots then expended component ejects from mech. 4 - Walk/Run MP Engine Rating / ˝ tonnage = walk MP, run MP is 3x walk MP (note, yes this method of creation does get around the whole huge engine but no room for anything else problem but experienced Battletech players will understand that its not a perfect system simply a guide) Engine Ratings ‘For engines not on this table IE anything larger then 280, use the system given to generate the stats and cost. Slots needed: for any engine under 100 its 5 slots , any engine over 110 its 8, any engine over 210 its 10. Engine Rating Point Cost Omni 10 10+ 1/10 Rating. Omni 25 - Omni 70 - Omni 150 - Omni 175 - GM 15 - GM 40 - GM 45 - GM 75 - GM 110 - GM 115 - GM 120 - GM 180 - GM 185 - GM 210 - GM 235 - GM 270 - Pitban 20 - Pitban 240 - Nisson 30 - Nisson 65 - Nisson 95 - Nisson 155 - Engine Rating Point Cost Nisson 195 10+ 1/10 Rating Nisson 200 - VOX 35 - VOX 55 - VOX 80 - VOX 165 - VOX 225 - VOX 280 - DAV 50 - DAV 85 - DAV 90 - DAV 105 - DAV 170 - DAV 190 - DAV 220 - Lennex 60 - Lennex 145 - Lennex 230 - Hermes 100 - Hermes 140 - Vlar 130 - Vlar 205 - Vlar 265 - Magna 135 - Magna 245 - Magna 250 - Magna 260 - LTV 160 - CoreTek 215 - CoreTek 275 - Strand 255 -