Superheavy Mechs

Superheavy Mechs are Mechs that have a total tonnage over 100 tons. Although a few Superheavy Mechs do exist in the source material tabletop version of BattleTech, it was deemed not enough to provide an extra layer of challenges and goals in the very late game of a RogueTech career.
As a result an optional Superheavys mod can be selected during RogueTech installation, adding several hundred RogueTech custom Superheavy Mechs covering the full range of 105 to 200 tons. 
Several other optional mods add additional Superheavy Mechs and related equipment:
* Experimental Weapons - Includes the craziest Superheavy Technology, including both weapons and other equipment.
* Quicsell - Adds the shoddiest commerically produced Superheavy, the Logan X.
* PirateTech - Includes Pirate specific Superheavy Mechs, including the two headed Ettin and the 105 ton melee-only Smackie.
* RISCTech - Adds the best Superheavys the RISC could create.
* RogueSociety - The take on Superheavy Mechs by the crazed Clan scientists.
* Urbocalypse - Supersized Urbies. Does anything else need to be said?
To not affect the game balance and difficulty considerably, Superheavy Mechs for the enemy forces can only be found in specific distinct Superheavy Contracts. For more information see Superheavy Contracts
=== Gameplay Changes ===
To make the Superheavy Mechs more interesting to play within RogueTech a number of changes and additions have been made compared to normal Mechs.
Superheavy Mechs have modified movement costs due to their sheer size. 
* All movement cost penalties are ignored when moving over rough terrain, in urban environments or through forests and destroyed buildings. 
* In many other terrains, they suffer increased costs compared to standard Mechs. 
* Superheavy Mechs do not benefit from roads.
Superheavy Mechs have the following inherent bonuses
* a built in 10% reduction to stability damage taken.
* increased resistance to Brace to Fire stability reducing effects. See Brace to Fire for more information.
* 10% bonus armor for each armor point applied.
** The Head location has 100% bonus armor.
* All Superheavy mechs have a specific fixed Center Torso item called a Superheavy Frame. This item will list the inherent bonuses to Superheavy Mechs in its tooltip.
=== Equipment Changes ===
A number of changes to equipment for Superheavy Mechs has also been introduced.
The following standard equipment categories are incompatible with Superheavy Mechs and instead have specific Superheavy versions
* All Structures
* Stealth / NSS / CLPS Armor
* All Gyros (Superheavy Gyros are double the weight)
* Torso Mounted Cockpits
* Partial Wings
* Pirate / Society Light Engine
The following standard equipment categories are fully incompatible with Superheavy Mechs and no Superheavy versions exist
* TSM
* MASC
* Supercharger
* Hotseat Cockpit
* Movement increasing leg actuators
* Mechanical Jump Jets
Superheavy Mechs have several categories of equipment that only work on them. The following list gives some examples, but is not complete.
* Ultralight Engines
* Railguns
* Rotary Missile Launchers
* Ion Cannons
* Naval Lasers
* Flywheels
=== Slot Changes ===
Since Superheavy Mechs are such huge creations, the amount of available slots for equipment have been increases as per the table below.
 Slots Per Location - Superheavy vs Standard
Location 	Base Superheavy Slots	QuadMech Superheavy Slots	Standard Mech
Head 	6 	6 	6
Arms 	16 	8 (Considered Legs) 	13
Left / Right Torso	18 	21 	13
Center Torso 	22 	22 	13
Legs 	6 	8 	6
Total 	108 	102 	83
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