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How much space [critical slots] are there in a mech


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#1 Sven Svenson

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Posted 21 April 2012 - 04:23 PM

After all the basics are in ..engine structure actuators gyro etc. how many free citical slots are left? I read somewhere that inner sphere double heat sinks take 3 slots, clan 2 so wondering just how much room in a mech . assume weapons will fill alot.

#2 Adridos

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Posted 21 April 2012 - 04:33 PM

I think every mech (or at least each class) has a different number of them, but I'm by no means the TT specialist. :D

#3 Dirk Le Daring

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Posted 21 April 2012 - 04:38 PM

Looking at a mech record sheet, the number of free crit slots is determined by the size of the engine and gyro, they have to consume slots according to size. Each leg has 6 slots, 4 of which must be used for actuators, leaving 2 free. Arms will have slots taken for actuators if the arm is articulated. Looks like a minimum of 1 will be taken for the shoulder on each arm, so possibly 11 on each arm. Then you fill it with what you want.

Hope this helps, and makes sense :D

#4 Arctic Fox

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Posted 21 April 2012 - 04:52 PM

The numbers taken by 'basic' equipment is extremely variable depending on things like the size of the engine, whether you have Hand and Lower Arm Actuators or whether you use equipment like XL or Compact Engines and Gyros, Ferro-Fibrous Armor and Endo-Steel structure. So it's fairly hard to say exactly how much free space you will have. In total, before accounting for any equipment, a 'Mech has the following number of critical slots:

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 Sven Svenson

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Posted 21 April 2012 - 04:53 PM

View PostDirk Le Daring, on 21 April 2012 - 04:38 PM, said:

Looking at a mech record sheet, the number of free crit slots is determined by the size of the engine and gyro, they have to consume slots according to size. Each leg has 6 slots, 4 of which must be used for actuators, leaving 2 free. Arms will have slots taken for actuators if the arm is articulated. Looks like a minimum of 1 will be taken for the shoulder on each arm, so possibly 11 on each arm. Then you fill it with what you want.

Hope this helps, and makes sense :D

That helps thanks but still leaves the side and center torso anyone know the numbers for these? I am hoping they are large

#6 Arctic Fox

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Posted 21 April 2012 - 04:58 PM

View PostSven Svenson, on 21 April 2012 - 04:53 PM, said:

That helps thanks but still leaves the side and center torso anyone know the numbers for these? I am hoping they are large


Without XL or XXL Engines it's theoretically possible to keep the side torsos completely clear for weapons and other equipment.

#7 Dirk Le Daring

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Posted 21 April 2012 - 04:59 PM

View PostSven Svenson, on 21 April 2012 - 04:53 PM, said:

That helps thanks but still leaves the side and center torso anyone know the numbers for these? I am hoping they are large

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 William Petersen

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Posted 21 April 2012 - 05:03 PM

View PostAdridos, on 21 April 2012 - 04:33 PM, said:

I think every mech (or at least each class) has a different number of them, but I'm by no means the TT specialist. :D


Clearly not.


View PostArctic Fox, on 21 April 2012 - 04:52 PM, said:

Head - 6
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 Sven Svenson

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Posted 21 April 2012 - 05:10 PM

View PostWilliam 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 Derick Cruisaire

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Posted 21 April 2012 - 05:13 PM

View PostWilliam 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. :D As stated some of the more obscure tech may alter these numbers. :blink:

Edited by Derick Cruisaire, 21 April 2012 - 05:15 PM.


#11 Aidan Kjeld dragoon

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Posted 05 March 2013 - 04:57 PM

If you look at the basic mechs in the tabletop game, you will find that comparative mechs will have fewer critical slots in lights vs med vs heavies. If you look at the generic sheets, which is for making your own mech, it has all critical slots open.

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 3rdworld

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Posted 05 March 2013 - 05:05 PM

Depends on the mech.

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.

#13 One Medic Army

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Posted 05 March 2013 - 05:12 PM

http://mwo.smurfy-net.de/





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