How much space [critical slots] are there in a mech
#1
Posted 21 April 2012 - 04:23 PM
#2
Posted 21 April 2012 - 04:33 PM
#3
Posted 21 April 2012 - 04:38 PM
Hope this helps, and makes sense
#4
Posted 21 April 2012 - 04:52 PM
Head - 6
Torsos - 12 x 3 - 36
Arms - 12 x 2 - 24
Legs - 6 x 2 - 12
For a total of 78 slots. This is the same for all 'Mech weight classes, with the sole exception (sort of) being that all equipment on Super-Heavies (which most likely won't show up in the game) costs half as many critical slots to account for their much larger chassis.
EDIT: Oh, yeah, Quads have less slots because they have two legs instead of arms.
Edited by Arctic Fox, 21 April 2012 - 04:55 PM.
#5
Posted 21 April 2012 - 04:53 PM
Dirk Le Daring, on 21 April 2012 - 04:38 PM, said:
Hope this helps, and makes sense
That helps thanks but still leaves the side and center torso anyone know the numbers for these? I am hoping they are large
#6
Posted 21 April 2012 - 04:58 PM
Sven Svenson, on 21 April 2012 - 04:53 PM, said:
Without XL or XXL Engines it's theoretically possible to keep the side torsos completely clear for weapons and other equipment.
#7
Posted 21 April 2012 - 04:59 PM
Sven Svenson, on 21 April 2012 - 04:53 PM, said:
For a HBK-4G the centre torso has 1 free slot, left torso has 10 free slots, right torso has 2 free slots.
Ammo is in left torso, 2 crits.
A/C 20 in right torso 10 crits.
empty... LT 12, CT 12, RT 12.
#8
Posted 21 April 2012 - 05:03 PM
Adridos, on 21 April 2012 - 04:33 PM, said:
Clearly not.
Arctic Fox, on 21 April 2012 - 04:52 PM, said:
Torsos - 12 x 3 - 36
Arms - 12 x 2 - 24
Legs - 6 x 2 - 12
This is a good base, but as he says, it depends on a few things.
CT is usually going to have only 2 free crits after you add the Gyro and Engine (gets funky if you start using weird tech like non-standard gyros or a chest-mounted cockpit).
LT and RT will have 12 slots, unless you're using an XL Engine, in which case it will have 9 (Inner Sphere) or 10 (Clan).
LA and RA will have 10 slots (since Shoulder and upper arm actuators are required on all Mechs), but possibly down to 9 or 8 depending on if a lower arm and hand actuator are added.
LL and RL will have only 2 free crits, the other 4 are taken up by actuators (I don't *think* there's any work-around for that).
The HD will have a single crit space free, again, unless you're using some weird tech like the compact cockpit or whatever it is.
So, in general, a Mech will have
HD + CT + LL + RL + RA + LA + RT+ LT
1+2+2+2+8+8+12+12
47 free critical spaces. This assumes standard engine, and all 4 arm actuators.
As he mentioned, a quad will have significantly (12) fewer, since it has 4 legs instead of 2 legs, 2 arms.
#9
Posted 21 April 2012 - 05:10 PM
William Petersen, on 21 April 2012 - 05:03 PM, said:
Clearly not.
This is a good base, but as he says, it depends on a few things.
CT is usually going to have only 2 free crits after you add the Gyro and Engine (gets funky if you start using weird tech like non-standard gyros or a chest-mounted cockpit).
LT and RT will have 12 slots, unless you're using an XL Engine, in which case it will have 9 (Inner Sphere) or 10 (Clan).
LA and RA will have 10 slots (since Shoulder and upper arm actuators are required on all Mechs), but possibly down to 9 or 8 depending on if a lower arm and hand actuator are added.
LL and RL will have only 2 free crits, the other 4 are taken up by actuators (I don't *think* there's any work-around for that).
The HD will have a single crit space free, again, unless you're using some weird tech like the compact cockpit or whatever it is.
So, in general, a Mech will have
HD + CT + LL + RL + RA + LA + RT+ LT
1+2+2+2+8+8+12+12
47 free critical spaces. This assumes standard engine, and all 4 arm actuators.
As he mentioned, a quad will have significantly (12) fewer, since it has 4 legs instead of 2 legs, 2 arms.
Thanks alot that answered my question perfectly now to go mad planning what to do with mechlab
#10
Posted 21 April 2012 - 05:13 PM
William Petersen, on 21 April 2012 - 05:03 PM, said:
CT is usually going to have only 2 free crits after you add the Gyro and Engine (gets funky if you start using weird tech like non-standard gyros or a chest-mounted cockpit).
LT and RT will have 12 slots, unless you're using an XL Engine, in which case it will have 9 (Inner Sphere) or 10 (Clan).
LA and RA will have 10 slots (since Shoulder and upper arm actuators are required on all Mechs), but possibly down to 9 or 8 depending on if a lower arm and hand actuator are added.
LL and RL will have only 2 free crits, the other 4 are taken up by actuators (I don't *think* there's any work-around for that).
The HD will have a single crit space free, again, unless you're using some weird tech like the compact cockpit or whatever it is.
So, in general, a Mech will have
HD + CT + LL + RL + RA + LA + RT+ LT
1+2+2+2+8+8+12+12
47 free critical spaces. This assumes standard engine, and all 4 arm actuators.
As he mentioned, a quad will have significantly (12) fewer, since it has 4 legs instead of 2 legs, 2 arms.
If the OP is asking about TT, then this is 100% correct. At least as far as standard Battletech rules are concerned. As stated some of the more obscure tech may alter these numbers.
Edited by Derick Cruisaire, 21 April 2012 - 05:15 PM.
#11
Posted 05 March 2013 - 04:57 PM
So if from what I am reading, if they put in clan armor, should those all have the same number of critical slots as mechs?
#12
Posted 05 March 2013 - 05:05 PM
Using a mech with the most possible crits (jenner/catapult/cicada/raven/stalker)
Arms 10x2=20
RLT 12x2=24
CT=2
HD= 1
Legs 2x2=4
so the most available crits with basic equipement is 51.
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