This makes my second post on this forum. I haven't been part of a Battletech online community since the old days of rec.games.frp.battletech (but I've been a member of EnWorld for a very long time) and I've been lurking, reading the forum posts and I saw someone post on Grav Tanks at the end of an Aliens in Battletech thread and using the designs from Traveller Book 5-6, GURPS: Traveller, and Renegade Legion I was able to make a design for them that fits the specs of Third Imperium Level technology which seems inferior to Renegade Legion (except for Meson Artillery. What has the range of a Long Tom, does 15/10/5 Area damage all to internal structure while ignoring armor, and has the following statistics: Heat 45, 35 tons, and 14 spaces?). The Third Imperium (except for Grav Tanks, Nuclear Dampers, and Meson Artillery) are on par with the Clans but only field Aerospace Fighters, Grav tanks, Battle Armor, and, of course, Warships when they go into battle. So here are the construction rules:
Grav Tank
Vehicle Type: Grav
Suspension Factor: 0
Terrain Restrictions: None
Tonnage: 20–200 tons
Space: 5 + 1/5 tons (round down)
Cockpit & Controls: 5% Tonnage
TS&R System: 2 tons
Internal Structure: 10% Tonnage
Grav Drive: 10% Tonnage
Engine Rating: Tonnage x [Desired Thrust + 1], XL Fusion required, no shielding required
Motive System Damage Roll (the Grav tank has more protection for its motive system than other units because it is basically a flying brick):
2d6
2-7 No Effect
8 Direction Vane hit (appropriate to side, if rear or front it is a 50/50% chance which one will be hit, cannot make turns in that direction for the rest of the game.
9 Minor Damage, +1 Modifier to all Driving Skill Rolls.
10 Moderate Damage, -1 Thrust, +2 modifier to all Driving Skill Rolls.
11 TS&R Hit (halve all speed limits, a second hit will disable this system rendering the unit unable to move and if in motion it must immediately ground), +2 modifier to all Driving Skill Rolls.
12+ Major Damage; no movement for the rest of the game. If moving the vehicle must immediately ground.
Grav Tank Movement
Grav Tanks have a number of MP equal to previous round's MPs plus or minus Thrust applied. They pay the normal amount of MPs to enter or leave a hex as any other unit. If they don't have enough MPs to enter a hex they must immediately ground taking normal ramming damage to the front armor (as if they had run into themselves) unless a piloting check is made.
Grav tanks are not very agile and must move a certain number of hexes before they can turn (much like an aerospace fighter) and they can only turn one hex face at a time (unless they are at 0 MPs).
Current #Hexes moved before a turn is allowed
MPs
0 May spin in place
1-5 1
6-10 2
11-19 3
20-29 4
30+ 5
These are the terrain speed limits, going above this require a Grav tank to immediately ground unless a piloting check is made.
Terrain Speed Limit
Clear/Road/River/Lake 20
Buildings 10
Rubble/Lt. Woods 8
Heavy Woods 6
Under Water 1
Up or down 1-3 elevations 20
Up or down 4 or more 16
A Grav Tank can enter TTF or LAF. At TTF the Grav tank is 2 elevation levels high and can ignore any terrain that is 2 elevations or less and can travel as if on clear terrain. At LAF the grav tank is actually at aerospace elevation and can travel the board at 75 MPs (or about 5 Aerotech low altitude MPs). They are treated as envirosealed, but cannot leave the atmosphere.