Template
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Options
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variantname = |
Model e.g. ARC-1A
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image = |
Mechname.png e.g. Atlas.png
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mechtype = |
BattleMech / OmniMech / Clan BattleMech / Clan OmniMech
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class = |
Light / Medium / Heavy / Assault
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weight = |
Mech tonnage e.g. 100T
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stock role = |
Copy from mech entry on Full List of Mechs or from Skirmish mech bay in game
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ballistic = |
Copy from Skirmish mech bay/loadout screenshot
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energy = |
Copy from Skirmish mech bay/loadout screenshot
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missile = |
Copy from Skirmish mech bay/loadout screenshot
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support = |
Copy from Skirmish mech bay/loadout screenshot
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omni = |
Copy from Skirmish mech bay. Do not add a value if the mech is a battlemech
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speed = |
Copy from Skirmish mech bay. The format is Move/Sprint/Jump. Be aware that MASC speed is not calculated in the base move stats show in mech bay.
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modspeed = |
modspeed = 13 (MASC)
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maxdamage = |
Copy from Skirmish mech bay Medium Range info. Be aware of weapons like HAGs that the mech bay doesn't calculate damage or stability for properly
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maxstability = |
As above
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maxheat = |
As above. Be aware of any build that solely relies on heat ammo, which won't be accounted for. If it has normal ammo and inferno ammo though don't count it
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armor = |
Copy from Skirmish mech bay. Be aware of modifiers such as shields or primitive/retro/hardened armour which the mech bay doesn't calculate
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structure = |
Copy from Skirmish mech bay. Be aware of modifiers such as rugged quirk/rugged structure/composite structure which the mech bay doesn't calculate
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heatsinking = |
Copy from Skirmish mech bay. Be aware of things like heat banks and the royal quirk which the mech bay doesn't calculate properly
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alphaheat = |
Copy from Skirmish mech bay
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kickdamage = |
Equal to mech tonnage. Be aware of actuators or foot items which may increase kick damage, you will have to calculate the proper total.
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punchdamage = |
Equal to half of mech tonnage rounded up. Be aware of actuators or battle fists which may increase punch damage, you will have to calculate the proper total
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dfadamage = |
Ignore
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meleeweapondamage = |
Value differs based on the weapon type. Hatchet = mech tonnage. Sword = tonnage x 0.75. Mace = tonnage x 1.25. Only include if mech has a melee weapon.
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enginetype = |
Standard / XL / XXL / Light / Primitive / ICE / Clan XL / Clan XXL / LAM (Fixed)
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coresize = |
Number value: 60-400
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heatsinkkit = |
Single Heat Sinks / Double Heat Sinks / Prototype Double Heat Sinks / Clan Double Heat Sinks / Laser Heat Sinks
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ecooling = |
None / +1 / +2 / +3 / +4 / +5 / +6
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gyro = |
Standard / OmniMech (Fixed) / XL Gyro / (Quirk Name) (Fixed) e.g. "Nimble Jumper" (Fixed)
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structuretype = |
Standard / Endo-Steel / Composite / Rugged / Clan Endo-Steel / LAM - Note: All structure is fixed and should include a (Fixed) after the type.
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armortype = |
Standard / Ferro-Fibrous / Light Ferro-Fibrous / Heavy Ferro-Fibrous / Clan Ferro-Fibrous / Primitive
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Equipment lines |
If there is nothing in the section, add None to the first equip line. Add any equipment in order, from top to bottom as they are written in game. Do not include basic CT items listed elsewhere such as core, engine type etc. Do not list XL/Light engine components in ST. Append (Fixed) tag where appropriate.
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Description |
Copy the paragraph from the "Details": line in the mechdef
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Bonuses |
Copy and paste mech quirks and pilot affinities from the full list of mechs. Melee weapon and royal quirks should be added to the specific variant's section and not applied to all variants. For examples of mech quirk: melee weapon formatting see Valiant. For example of Royal quirk see Stinger-3Gb
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Factions |
Faction tags are found in the mechdef. Copy and paste them into a notepad and remove indentations, or use SHIFT+TAB in Notepad++ to remove indents. Copy the tags into the Faction Converter tool and then copy-paste the output into the template.
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Loadout image |
Paste the mech variant (e.g. SHD-2H.png) into the line marked XXX-XX
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