Hi Gamepedia users and contributors! Please complete this survey to help us learn how to better meet your needs in the future. We have one for editors and readers. This should only take about 7 minutes!

Understanding Mech Engineer

From Roguetech Wiki
Jump to: navigation, search

Mech Engineer is one of the main gameplay experience changing mods added to RogueTech, which allows for many different aspects from the core game between the un-modded BattleTech experience and the RogueTech experience, adding new armor types, structure types, reintroducing engine ratings and engine core types. And this many additions will be explained, as well as some tips from fellow commanders.

Mech Engines for Beginners.[edit | edit source]

Mech Engines Cores are the main component for any mech, it defines how many "Internal Heatsinks" and/or "Additional Heatsinks" a mech can have. As well as how far a mech can move per turn, which also determines the evasion pips generated for your mech when it moves.

What are Internal Heatsinks?[edit | edit source]

Internal Heatsinks are those heatsinks which come with the engine, and will provide passive cooling per turn.

A mech needs at least 10 Heatsinks Total, Internal (inside engine), or External (as additional heatsinks inside a mech as allotted critical space equipment).
If you have an Engine Core with less than 10 Heat Sinks total, then the difference of the needed heatsinks are free tonnage wise, but they will take up more bulk.

What are Additional internal Heatsinks?[edit | edit source]

Additional internal Heatsinks are heatsinks which can be put inside a mech's Engine Cooling system directly, without the need for critical space being used, but still using the necessary tonnage for each heatsink installed one.

With the new MechEngineer 3.0 a new system was introduced to install in a more friendly visually way to change's an engine internal cooling systems.

The additional Heatsinks are now items called E-Cooling which shows various details of the engine core. The standard version can be exchanged by any E-Cooling upgrade.

There are multiple version available as upgrades. From E-Cooling +1 to E-Cooling +7. Which are equal to 1 Additional Heatsink and 7 Additional Heatsinks respectively.

To Install a E-Cooling upgrade, Ex. E-Cooling +1, drag and drop to the Center Torso, where its slot is located.
A compatible Engine Size needs to be used to be able to mount Additional Heatsinks. Please refer to the table below.

Core Heatsinks Kits and You.[edit | edit source]

Core Heat Sink Kits, more commonly known as Double Heat Sink Kits, are special upgrades that will change the engine's heatsinks to Double Heat Sinks (or DHS), which will then provide double the heat cooling generated per turn. Since normal Heat Sinks cool 3 heat per turn, DHS cool 6 heat sinks per turn. So a 250 core (10 internal heatsinks) with normal heatsinks will passively cool 30 heats per turn, but a DHS upgraded 250 core will cool 60 heat per turn.

The standard Heat Sink Kit version is called Cooling , named as the cooling system currently being used by the mech. The standard version can be exchanged by any Cooling.

To install a DHS Kit Upgrade, just drag and drop the DHS Kit towards the Center Torso, where its slot is located.
DHS Kit Upgrades also provide their bonuses to the Additional Heatsinks installed on the Engine Core.

Armor Types.[edit | edit source]

Please Note TP refers to Tech Point and CB refers to C Bill
Armor Type Weight Effect Slots Bonus Effects Description
Ferro Fibrous -12% 10 * Armor TP Cost:+5%
  • Armor CB Cost: +10%
Ferro-Fibrous armor (FF) is a special type of armor used by vehicles and BattleMechs. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating, it provides more protection per ton than standard armor, but takes up more space on the 'Mech or vehicle.
Light Ferro Fibrous -6% 5 * Armor TP Cost:+10%
  • Armor CB Cost: +15%
Light Ferro-Fibrous armor (FF) is an attempt by the Inner Sphere to mimic SLDF Ferro-Fibrous armor. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating, it provides more protection per ton than standard armor, but takes up more space on the 'Mech or vehicle.
Heavy Ferro Fibrous -20% 15 * Armor TP Cost:+15%
  • Armor CB Cost: +20%
Heavy Ferro-Fibrous armor was developed by Durallex for the Lyran Alliance based on the Inner Sphere's attempts at Light Ferro-Fibrous. Utilizing a weave of ferro-steel, ferro-titanium, and diamond weave fibers which boosts the tensile strength of the plating, it provides more protection per ton than standard armor, but takes up more space on the 'Mech or vehicle.",
Spall Linner +15% 5 * Armor TP Cost:+15%
  • Armor CB Cost: +20%
  • Damage Taken: -10%
  • Crit Resistance: +50%
Hard hits can break pieces off the inside of armor, without piercing it, turning them into shrapnel. This reinforced lining material slows or catches this spall before it can cause damage. Reserves 5 slots.
Reactive Plating No Effect 10 * Armor TP Cost:+10%
  • Armor CB Cost: +15%
  • Kinetic Protection: +20%
  • Energy Protection: -10%
Reactive Armor Plating (sometimes called Blazer Armor) is a type of specialized armor that uses a series of microscopic explosions to reduce the effects of explosive weapons fire like missiles, artillery, and mortars. Reserves 10 slots.
Reflective Coating No Effect 10 * Armor TP Cost:+10%
  • Armor CB Cost: +15%
  • Kinetic Protection: -10%
  • Energy Protection: +20%
Laser Reflective Armor dissipates energy weapon attacks more efficiently than other armor types, reducing the amount of damage taken by the 'Mech mounting it. Despite the name, Laser Reflective Armor is effective against all energy weapons, not just lasers. PPCs, Flamers, and Plasma Rifles and Cannons are all less effective against it. Reserves 10 slots.
Impact Resistant No Effect 6 * Armor TP Cost:+20%
  • Armor CB Cost: +25%
  • Melle Protection: +35%
  • Crit Resistance: -50%
Impact Resistant Armor was originally developed by Lyran Commonwealth engineers for use on Solaris VII and other gladiatorial combat worlds. The armor consists of a flexible sealant that covers interlocking rings, covered by a thick flexible outer shell similar to tank treads. These rings flex when hit by a 'Mech sized melee weapon, reducing the damage. Despite being effective against physical weapons, the armor's flexibility means it is more likely to fail against armor-piercing ammunition and in hostile environments. Reserves 6 slots.
Hardened +100% No Effect * Armor TP Cost:+50%
  • Armor CB Cost: +50%
  • Total Armor: +100%
  • Crit Resistance: +50%
  • Walk Speed: -20%
  • Run Speed: -20%
Hardened Armor is a thicker armor type that uses multiple overlapping plates to provide additional protection against enemy fire. Though capable of diverting more damage than standard armor, the increased number of armor plates and their lack of flexibility makes any unit employing it more difficult to pilot, and can affect the speed as well. In fact, Hardened Armor is so heavy that it cannot be mounted on hovercraft, VTOLs, or WiGE vehicles. Reduces incoming Critical Hits.
LAM Aluminium Armor +10% 6 * Armor TP Cost:+10%
  • Armor CB Cost: +15%
  • Jump Distance: +20%
  • Weapon Heat Generation: -10%
  • Passive Heat Sinking: -9 per turn
  • REQUIRED: Partial Wing System
Originally conceived during the Star League era, the Land-Air 'Mech (or LAM) is a hybrid military unit capable of transforming between BattleMech and Aerospace Fighter forms.
Heat Dissipating +10% 6 * Armor TP Cost:+10%
  • Armor CB Cost: +15%
  • Heat Bank: +30 heat units
  • Overheat Limit: +20 heat units
  • Weapon Heat Generation: -10%
Heat-Dissipating Armor is a derivative of the Fire-Resistant Armor used by Clan battlesuits. Created by the Capellan Confederation, it reduces the effects of fire and incendiary weapons on a BattleMech's heat exchange system while intact. Unlike some specialty armors, it is effective against most weapons, but the increased bulk of the armor (from additional insulation and modified sealants) results in less overall protection per ton.
Spiked +30% 6 * Armor TP Cost:+30%
  • Armor CB Cost: +40%
  • Walk Speed: -10%
  • Run Speed: -10%
  • Crit Resistance: +30%
  • Melee Damage Bonus: +20%
  • Melee Protection: +50%
A typical deep Periphery derivate of Impact Resistant and Hardened Armor with a twist of the Lyran Solaris Spikes, Covering the whole Mech in additional interlocking hardened Spikes to give it an edge during the grittiest of infighting at cost of armor weight.

Engine Types[edit | edit source]

There are different types of engines in Roguetech that determines how a mech will die due to the loss of the engine.

With Compact or Standard engines, you can survive with just your mech's Center Torso, meaning it can survive losing two side torsos. Which in Battletech means either the Right side Torso - RT, or the Left side Torso LT.

With IS Light Fusion Engine (LFE) or clan eXtra Light (cXL) engines, you can survive one side torso being blown up.
With IS eXtra Light (XL) engines, Clan eXtra eXtra Light (Clan XXL) or IS eXtra eXtra Light (XXL) engines, you will die if any of your side torsos are removed.
NOTE: All engines will be destroyed if they receive 3 critical hits (crit). Which could occur with Through Armor Criticals (TAC), and the larger the space (protrusion) into the side torso of the mech the engine takes up, the more likely a critical hit will happen and cause a engine kill even without the loss of any side torsos. The loss of the engine means the loss of a mech.
Please Note TP refers to Tech Point and CB refers to C Bill
Engine Type Weight Effect Slots Bonus Effects Description
Compact + 50% 3 The Compact Fusion Engine is mechanically similar to a Fusion Engine but uses much denser radiation shielding. The Compact fusion engine is 50% heavier for the same performance, but occupies less space in the center torso and is less likely to receive a critical hit.
Fuel Cell X1.6 2
  • Heat Generated: -60%
  • Armor TP Cost:-10%
  • Armor CB Cost: -10%
  • Cannot use Additional Cooling Kits, Exchanger or Banks
Fuel Cell engines are primarily used in civilian applications like rail systems, personal transport, and IndustrialMechs. Fuel Cell engines generate electrical power that is then used by the vehicle to operate its propulsion system. A Fuel Cell engine has several advantages over the typical Internal Combustion Engine. While they require an oxidizer to operate, they are readily able to accept a stored oxidizer along with their fuel, making it a good choice for submarines, satellites, and naval applications. As most fuel cells run on hydrogen and oxygen, they have no exhaust other than water vapor so Fuel Cells are also used as generators for buildings and other large structures.
ICE X 2 3
  • Walk Speed: -20%
  • Run Speed: -30%
  • Heat Generated: -40%
  • Armor TP Cost: -20%
  • Armor CB Cost: -30%
For all intents and purposes identical to a modern internal combustion engine, the I.C.E. in BattleTech is used mainly for conventional vehicles and IndustrialMechs. Its power output is less than a fusion engine of similar mass, meaning an I.C.E. needs to be heavier in order to have the same engine rating of a fusion engine.
Land Air Mech (LAM) -15% 4
  • Jump Distance: + 20%
  • Evasive Max: +1
  • Evasive Pips +1
  • Requires Wings
Originally conceived during the Star League era, the Land-Air 'Mech (or LAM) is a hybrid military unit capable of transforming between BattleMech and Aerospace Fighter forms.
Light -25% 4
  • Survives one side torso destruction
The Light Fusion Engine is mechanically similar to an XL Engine, but uses Lostech energy shielding to allow a mech to survive the destruction of a side torso. The Light Fusion engine is 75% the mass for the same performance, but intrudes into the side torso bays of a BattleMech.
Pirate -15% 4
  • Walk Speed: +10%
  • Run Speed: +10%
  • Jump Distance: +15%
  • Total Energy Heat Generation: +10%
So some gouzaizi thought he cracked how to make a Star League Grade Engine Shielding. If this doesn't blow up your mech when it breaks, it surely will boost the engine. There is a note etched into the main board that says ''Suck It Yang''.
Pirate Fuel Cell X 1.4 4
  • Heat Generated -80%
  • Cannot use Additional Cooling Kits, Exchanger or Banks
This was a Light Engine until someone ripped out the Fusion compartment and wired a Fuel Cell into its assembly. They even managed to improve the energy converters wired into it. I can repair it, but this thing can never leave this 'Mech or be used otherwise.
Primitive +20% 5
  • Armor TP Cost: -10%
  • Armor CB Cost: -10%
Compared to their Star League and Succession War-era counterparts, Primitive Engines are larger and less efficient; typically, modern engines are 80% the size of these early engines for the same amount of power.
XL -50% 6
  • Destruction of a side torso destroys the engine
The Extralight Fusion Engine is mechanically similar to a Fusion Engine but uses much lighter radiation shielding. The XL fusion engine is half the mass for the same performance. The XL fusion engine is twice as large as the standard fusion engine and intrudes into the side torso bays of a BattleMech.
CXL -50% 4
  • Survives one side torso destruction
The Extralight Fusion Engine is mechanically similar to a Fusion Engine but uses much lighter radiation shielding. The XL fusion engine is half the mass for the same performance. The Clan XL fusion engine is 66% larger than the standard fusion engine and intrudes into the side torso bays of a BattleMech.
XXL -66% 12
  • Destruction of a side torso destroys the engine
The Extra-Extralight Fusion Engine is mechanically similar to a Fusion Engine but uses much lighter radiation shielding. The XXL fusion engine is one third the mass for the same performance, but extrudes into the side torsos of a Battlemech and produces additional waste heat.
CXXL -66% 8
  • Destruction of a side torso destroys the engine
The Clan Extra-Extralight Fusion Engine is mechanically similar to a Fusion Engine but uses much lighter radiation shielding. The cXXL fusion engine is one third the mass for the same performance, but extrudes into the side torsos of a Battlemech and produces additional waste heat.
Sub Mod Engine Types
Engine Type Weight Side Torso Slots CT Slots Bonuses Description Sub Mod
Engine Light S-LAM -25% 6
  • Jump Distance: 20%
  • Evasive Max: +1
  • Evasive Pips: +1
  • Run Speed: +25%
  • Walk Speed: +10%
  • Heat Generated: +10%
  • Requires Wings
This specially modified Marauder Engine Core enables the mech's thrusters to work in conjunction with a LAM system strapped into it while retaining the weight savings of a Light Engine, this effectively makes the engine lighter and makes the mech go faster, it adds a lot more bulk then normal LAM or Light engines. Experimental Weapons
Engine Linear -25% 0 5
  • +6 Heat Per Turn
  • -10% Sensors Signature
In an effort to increase power-weight ratio (and thus, reduce engine weight for a given rating) of fusion engines without increasing fragility of the carrying 'mech, Toho Heavy Industries has developed the Linear Fusion Engine. Rather than a spherical containment unit which can extend into the side torso bays, this engine utilizes linear fusion technology, which allows for the powerplant and containment unit to be built as a vertical 'stack'. This incidentally somewhat reduces sensors signature, as the engine naturally accelerates half the fusion reaction waste byproducts straight into the ground. The other end is heavily shielded, to avoid irradiating the 'MechWarrior & cockpit electronics, but increases heat generation, making these engines unpopular for forces without access to advanced engine sink kits. Custom Mechs N parts
Engine Pirate SXL -80% 8 5
  • Heat Per Turn: +21
  • Accuracy: -2
  • Pilot Overheat
  • Pilot Shut Down
  • Sensor Signature: +100%
The Pirates took a beautiful, pristine XXL engine and stripped down the rad shielding until it interfered with their own electronics. Of course they fried their first test pilot, they then put in a couple of boronated plates between it and the cockpit, but that jury rigged shielding is gonna to transmit waste heat right up the Mechwarrior's butt. Christ, what did they do to the exchanger plumbing? Any mech with will be stewing in waste heat. Figure in the rads, and it's gonna glow on every sensor in the AO... Sorry boss, I ain't gonna send my Mech Techs to work on this without Hazmat gear, and that's going to slow down work. Custom Mechs N parts
Li Engine (Proto) -70% 8 4
  • +9 Heat Per Turn
  • +20% Sensors Signature
It has long been known that Lithium-based fusion is aneutronic, and thus does not require massive shielding. During the height of the Star League, Naval Lithium Fusion reactors were built far more lightly than a hydrogen powerplant of the same rating, and can run over a decade on a single Lithium-Deuteride fusion fuel cartridge, comparable to Fission reactors. However, Lithium is orders of magnitude more rare than Hydrogen, which is by far the most common element, and even worse, the design produces copious waste heat, a massive emissions signature, and is bulkier than a conventional reactor. Custom Mechs N parts
Li Engine (AC) -75% 10 1
  • +15 Heat Per Turn
  • -10% Sensors
This engine series was designed after a request from 'Moosejaw', a Ghost Bear MechWarrior whom lamented the lack of internal volume available for Center Torso components, who did not want to utilize grossly overweight Compact Fusion Engines. This engine uses Active Containment - relying purely on magnetohydrodynamic forces - to contain charged fusion byproducts, omitting bulky and massive shielding systems around the engine core, only possible by using aneutronic Lithium-based fusion. Better yet, the active containment field generators could be moved into the side torsos, freeing up the space he so desired for the center torso. A downside is the MHD machinery not only generates more heat but also slightly interferes with sensor systems, decreasing scan range. Custom Mechs N parts
Li Engine (HD) -44% 2 2
  • +12 Heat Per Turn
  • -15% Sensors
An attempt at creating an engine that could survive the destruction of both side torsos without dramatically increasing engine weight, the High Density Lithium Fusion reactor decreases efficiency to develop a near-Linear design, further increasing waste heat. It barely protrudes into the side torsos, and has redundant containment systems in the core. Emissions signature has increased, however. Custom Mechs N parts
Li Engine (LC) -60% 4 4
  • +12 Heat Per Turn
  • -15% Sensors
The Lightened Compact reactor is an attempt to apply the principals of the Active Containment reactor designs with that of an High Density system, or Binary Containment with Lithium Fusion. The engine has dramatically reduced shielding weight but still survive a side torso loss, though the weight savings are still inferior to conventional lithium fusion designs, and sensors interference worsened. Custom Mechs N parts
Umbra Li Engine -66% 6 3
  • Walk Speed: +25%
  • Run Speed: +25%",
  • Jump Distance: +25%",
  • Signature: -33%
  • Total Energy Heat gen: -10%
  • Heat Per Turn: +12
Built using ultra-efficient LosTech high-temperature superconductive Magneto Hydrodynamic systems around an experimental Lithium Fusion core, the Umbra engine is the epitome of quiet, high efficiency designs, fully unsealing it's potential. The Umbra extracts energy via layered MHD fields, then the decelerated fusion byproducts are used to heat a Mercury Vapor Turbine, extracting additional power while simultaneously reducing waste heat. This stealthy design effectively utilizes the near-maximal amount of energy possible, resulting in minimal signature emissions and unrivaled reactor efficiency. Custom Mechs N parts
Engine XXL (BC) -66% 8 1
  • +12 Heat Per Turn
  • -10% Sensors
This engine series was designed after a request from 'Moosejaw', a Ghost Bear MechWarrior whom lamented the lack of internal volume available for Center Torso components, who did not want to utilize grossly overweight Compact Fusion Engines. This engine uses Binary Containment; where charged particles are slowed down by Magneto hydrodynamic fields and then caught by a crystal shield, which also absorbs neutrons. Leakers are then trapped by a secondary MHD field. A downside is the MHD machinery not only generates more heat but also slightly interferes with sensor systems, decreasing scan range. While more massive than a Lithium Fusion engine of the same rating, this engine uses conventional fusion technology and therefore is far less expensive, beating even CXXL engines in price due to using far less crystal shielding. Custom Mechs N parts

Engine Ratings[edit | edit source]

Below are the details for a normal standard engine for each rating. Note that Non Standard engines (see above) may have differing tonnage to Standard Engines.

Expand/describe this:
engine rating divided tonnage = movement (WIP)

List for Engines Ratings 10-100[edit | edit source]

Rating Standard Engine Tonnage Gyro Tonnage Internal Free Ext. Heat Sinks Max Add. Internal
10 0.5 1 0 10 0
15 0.5 1 0 10 0
20 0.5 1 0 10 0
25 0.5 1 1 9 0
30 1 1 1 9 0
35 1 1 1 9 0
40 1 1 1 9 0
45 1 1 1 9 0
50 1.5 1 2 8 0
55 1.5 1 2 8 0
60 1.5 1 2 8 0
65 2 1 2 8 0
70 1 1 2 8 0
75 2 1 3 7 0
80 2.5 1 3 7 0
85 2.5 1 3 7 0
90 3 1 3 7 0
95 3 1 3 7 0


List for Engines Ratings 105-200[edit | edit source]

Rating Standard Engine Tonnage Gyro Tonnage Internal Free Ext. Heat Sinks Max Add. Internal
100 3 1 4 6 0
105 3.5 2 4 6 0
110 3.5 2 4 6 0
115 4 2 4 6 0
120 4 2 4 6 0
125 4 2 5 5 0
130 4.5 2 5 5 0
135 4.5 2 5 5 0
140 5 2 5 5 0
145 5 2 5 5 0
150 5.5 2 6 4 0
155 5.5 2 6 4 0
160 6 2 6 4 0
165 6 2 6 4 0
170 6 2 6 4 0
175 7 2 7 3 0
180 7 2 7 3 0
185 7.5 2 7 3 0
190 7.5 2 7 3 0
195 8 2 7 3 0


List for Engines Ratings 205-300[edit | edit source]

Rating Standard Engine Tonnage Gyro Tonnage Internal Free Ext. Heat Sinks Max Add. Internal
200 8.5 2 8 2 0
205 8.5 3 8 2 0
210 9 3 8 2 0
215 9.5 3 8 2 0
220 10 3 8 2 0
225 10 3 9 1 0
230 10.5 3 9 1 0
235 11 3 9 1 0
240 11.5 3 9 1 0
245 12 3 9 1 0
250 12.5 3 10 0 0
255 13 3 10 0 0
260 13.5 3 10 0 0
265 14 3 10 0 0
270 14.5 3 10 0 0
275 15.5 3 10 0 1
280 16 3 10 0 1
285 16.5 3 10 0 1
290 17.5 3 10 0 1
295 18 3 10 0 1


List for Engines Ratings 305-400[edit | edit source]

Rating Standard Engine Tonnage Gyro Tonnage Internal Free Ext. Heat Sinks Max Add. Internal
300 19 3 10 0 2
305 19.5 4 10 0 2
310 20.5 4 10 0 2
315 21.5 4 10 0 2
320 22.5 4 10 0 2
325 23.5 4 10 0 3
330 24.5 4 10 0 3
335 25.5 4 10 0 3
340 27 4 10 0 3
345 28.5 4 10 0 3
350 29.5 4 10 0 4
355 31.5 4 10 0 4
360 33 4 10 0 4
365 34.5 4 10 0 4
370 36.5 4 10 0 4
375 38.5 4 10 0 5
380 41 4 10 0 5
385 43.5 4 10 0 5
390 46 4 10 0 5
395 49 4 10 0 5
400 52.5 4 10 0 6