Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Cockpit
Type (Category):  Cockpit (Core)
Reference:  TechManual (p. 211)

Description:
Born at the same time as the concept of the ’Mech, ’Mech cockpits today vary slightly from design to design, and a bit more so from IndustrialMech to BattleMech, but their ability to control and balance walking machines weighing up to 100 tons at the whims of a single pilot makes them one of the most sophisticated command centers ever made.

BattleMech cockpits, by far the most complex, universally incorporate advanced communications, targeting and tracking systems and a neurohelmet-based balance control system. These systems combine to allow the ’Mech’s pilot—the MechWarrior—to keep his walking tank mobile and reactive in the thick of battle, even while directing the energies of a massive integral weapons system. Inner Sphere BattleMech cockpits even include special amenities for long-term use, such as sanitary facilities, a small stowage space and so on. Their Clan counterparts, which are meant for the short haul, are more cramped in comparison, but arranged with suchefficiency that Clan pilots do not apparently suffer from the lack of such “luxuries.”

IndustrialMech cockpits, by comparison, are simpler than those of BattleMechs, and give more of the pilot’s decision-making ability over to the on-board computers for gross tasks. Not all of these lower-tech control centers incorporate neurohelmet technologies (and one need not be experienced to know the difference in both the look and feel of the machine’s gait that results), nor do they generally feature advanced targeting and communications systems. They do not even feature full environmental sealing, relying on vents for breathable air and ventilation, while the emergency ejection systems found standard in BattleMech cockpits are an expensive option. Beyond these differences, however, their controls are functionally identical to those of BattleMechs. This explains why some of the best ’Mech pilots in the academies are often the “farm boys” who grew up driving the family AgroMech.

Game Rules:
Cockpits and control systems are considered structural and cannot be “deactivated” during combat through engine shutdown or pilot/crew injury.
Unit Type Availability
BattleMechs
Inner Sphere Data (BattleMechs)
Prototype Date:  2460
Production Date:  2470
Extinction Date:  
Recovery Date:  

BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
 Not allowed if Primitive is selected for the unit's Technology Base
 Not allowed if QuadVee, or Tripod is selected for the unit's Chassis
 Not allowed if unit is greater than 100 tons

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
– (–)
– (–)
D
C-C-C-C
200,000
3
1

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2460
2469
Experimental
2470
Introductory

MegaMek Output → Critical Slot:  Cockpit
Record Sheet Output → Critical Slot:  Cockpit
Clan Data (BattleMechs)
Prototype Date:  2460
Production Date:  2470
Extinction Date:  
Recovery Date:  

BattleMech Specific Construction Rules
May be mounted on Clan units in accordance with the following construction rules:
 Not allowed if Primitive is selected for the unit's Technology Base
 Not allowed if QuadVee, or Tripod is selected for the unit's Chassis
 Not allowed if unit is greater than 100 tons

WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
0
– (–)
– (–)
D
C-C-C-C
200,000
3
1

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
2460
2469
Experimental
2470
Introductory

MegaMek Output → Critical Slot:  Cockpit
Record Sheet Output → Critical Slot:  Cockpit