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There might be some confusion about how to assign equipment and critical slots to 'Mechs, so this is a clarification to describe exactly what you can and can't do. As in normal BattleTech, all 'Mechs have a certain amount of critical slots available to them for equipment placement. These slots are in the same places as their normal BattleTech counterparts, and in the same amounts. If you check the the armour diagram, these critical slots should be visible as being defined by thick black lines. All 'Mechs, regardless of their size, have these critical slot locations, and the same amount (exceptions being advanced rules and quad 'Mechs which have four legs). Due to this, a Renegade Tech 'Mech cannot mount equipment that a normal BattleTech 'Mech can't, and a 'Mech design which is illegal under normal rules cannot ever be made legal under Renegade Tech rules. This means that each arm has 12 critical slots (of which 4 on each are already filled), the head has 6 (1 free), the left and right torsos have 12 free slots, the centre torso has 2 free slots and each leg also has 2 free slots. With the exception of the head, you'll notice that each thick black rectangle is actually made up of two smaller squares. Placing equipment and weapons is actually quite easy. All equipment that requires a critical slot must be placed on the armour diagram, and must be located within the thick black borders of the critical locations. The actual location of the equipment is up to the player, and doesn't have to follow the critical slot rectangles already present if desired - they are mainly there to show areas which equipment cannot be placed in and to ease the placing process. Simply follow these golden rules:
The Head is a slightly different case. The head may take one critical location and it may only be placed in one location - between the two Sensor mounts. In addition, the critical slot only has one internal square for it, not the usual two. Using these guidelines should produce a legal record sheet every time. |
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