1500 lines
75 KiB
Plaintext
1500 lines
75 KiB
Plaintext
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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From: moore@gibbs.oit.unc.edu (Hall Moore)
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Subject: Btech: Omega Rules 1.2.2 part 1/2
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BattleTech Omega Rules
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Rev. 1.2.2
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Part 1 of 2
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The following changes apply. (Note: These are changes. All rules
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which are not contradicted remain in effect.) All new rules are
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Copyright 1992 by Hall L. Moore III. Permission granted to copy,
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use, and distribute; as long as no profit is made and this copyright
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notice remains intact. All other rights reserved. BattleMech,
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BattleTech, Mechwarrior, and 'Mech are trademarks of FASA corp, used
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without permission.
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New BattleTech Rules read me
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These new rules (hereafter known as Omega rules) were written over
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a period of four years by me (Hall Moore) with much help and play
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testing provided by Patrick Melody, Steve Lindsey, and others. These
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rules make radical changes to the BattleTech game and may not be for
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you. First of all, some changes (espec. new missile rules) require
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COMPLETE redesigning of all Battlemechs (FASA designs won't work). This
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is a tremendous amount of work (believe me). (A compendium of Omega
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Battlemechs is now available: send mail if interested.) Secondly, Omega
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rules place emphasis on more realistic and / or faster and / or more
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dramatic wargaming. In our campaign, advanced technology is ubiquitous:
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50+% of our 'mechs have endo-steel, all but 2 designs (out of over 100)
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have 2x heat sinks, C3 is universal, etc. We don't really worry about
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limited spare parts or cost (just like the Pentagon). Our designs are
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all optimized for maximum battlefield effectiveness: not economy, not
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maintainability. We often run battles with >1000 tons of 'mechs to a
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side. We prefer assault and heavy 'mechs, but some mediums and a few
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lights are seen from time to time. Some may not like this style: don't
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use our rules. Some may even accuse us of munchkinitis: don't bother
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flaming us (we all have 3050 double strength asbestos longjohns). When
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we want to roleplay, we play AD&D or Shadowrun. When we want to
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wargame, we play Battletech at the company level. You don't have to
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play this way. These rules as posted probably DO have some (many?)
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holes / inconsistencies / unclear areas in them. Send mail with
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comments, questions, and suggestions. Have fun!
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Hall Moore (moore@gibbs.oit.unc.edu)
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Patrick Melody (melod-pj@lancelot.csc.ncsu.edu)
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If you are mailing from a non North American site, please include the
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IP number of your site if possible: our name servers might not know your
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domain name.
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Note on grammar: Often the rules will refer to a 'mech: eg. "the
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target 'mech". This term reflects our (almost) exclusive usage of
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'mechs, rather than vehicles, VTOLs, etc. Usually, the reference
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applies for any unit.
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Note on updates: All (we hope) sections which have been changed
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since the last release have been marked with '+++' rather than '*'.
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New Autocannon Rules
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*Machine guns and all autocannons with the exception of AC/20s can
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fire multiple rounds in the same turn.
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(This brings the smaller ACs up to a reasonable rate of fire. 1
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round every 10 seconds is not TOO unreasonable for a large gun (AC/20),
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but is ridiculous for a smaller caliber weapon (AC/2 and 5). Many
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modern weapons in the 20-30 mm class have rates of fire >50 rounds /
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sec, and even 120 mm MBT (main battle tank) guns can fire more than one
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rounds in 10 sec. Some people have commented that FASA rules already
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state that AC's fire multiple rounds per turn. I must have missed this,
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but semantics are not the point. The point is that the vanilla AC/2
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sucks completely, but the new one is great.)
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*This extra fire uses extra ammo and generates extra heat (like
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the old AC/5 Ultra).
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+++Each AC round does damage according to the AC number (eg. each
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AC/2 hit does 2 points of damage). Each machine gun hit does 1 point of
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damage.
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*Fractional heat quantities are always rounded up for each weapon
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before being added to heat scale (2 MGs firing 4 rounds each generate 2
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heat, not 1 (0.4 + 0.4 = 0.8 -> 1) or 0 (0.4 -> 0 + 0.4 -> 0 = 0)).
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Inner Sphere Autocannons
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Weapon Max Rounds/Turn Heat/Round Ammo/Ton
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AC/20 1 5 5
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AC/10 2 3 10
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LB 10-X 2 2 10
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AC/5 4 2 20
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Ultra AC/5 4 / 4 1 20
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AC/2 10 1 50
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Machine gun 10 0.1 200
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Clan Autocannons
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Weapon Max Rounds/Turn Heat/Round Ammo/Ton
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LB 20-X 1 4 5
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LB 10-X 2 2 10
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LB 5-X 4 1 20
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LB 2-X 10 0.5 50
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Ultra AC/20 1 / 1 4 5
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Ultra AC/10 2 / 2 2 10
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Ultra AC/5 4 / 4 1 20
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Ultra AC/2 10 / 10 0.5 50
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Machine gun 10 0.1 200
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*A modifier based on the number of rounds fired is applied, and
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the hit roll made.
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Rounds Fired 2 3 4 5 6 7 8 9 10
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Modifier -1 -1 -2 -2 -2 -2 -3 -3 -3
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+++If a hit is made, roll on the appropriate table to see how many
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rounds actually hit. Machine guns use the AC/2 table
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Autocannon: AC/2
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Rounds Fired: 2 3 4 5 6 7 8 9 10
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2 1 1 1 1 1 1 1 1 1
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3 1 1 1 1 1 1 2 2 2
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4 1 1 1 1 1 2 2 2 2
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5 1 1 1 2 2 2 2 3 3
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2d6 6 1 1 1 2 2 3 3 3 4
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7 1 1 2 2 3 3 3 4 4
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8 1 1 2 2 3 3 4 4 5
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9 1 2 2 3 3 4 4 5 6
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10 1 2 3 3 4 4 5 6 6
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11 2 2 3 4 5 5 6 7 8
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12 2 3 4 5 6 7 8 9 10
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Autocannon: AC/5 AC/10
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Rounds Fired: 2 3 4 2
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2 1 1 1 1
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3 1 1 1 1
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4 1 1 1 1
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5 1 1 1 1
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2d6 6 1 1 2 1
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7 1 1 2 1
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8 1 2 2 2
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9 1 2 3 2
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10 2 2 3 2
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11 2 3 4 2
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12 2 3 4 2
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+++LB-X ACs may still fire conventional ammo or cluster ammo. If
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standard ammo is used, use treat the LB-X as a standard autocannon,
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using the above tables. Cluster ammo still gives -1 on the target
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number. This is in addition to any bonuses for multiple rounds. If
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cluster ammo is used, roll on the appropriate table below to determine
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how many 1 point fragments hit.
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Autocannon: LB 2-X
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Rounds Fired: 1 2 3 4 5 6 7 8 9 10
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2 1 1 1 1 1 1 2 2 2 2
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3 1 1 1 1 2 2 2 3 3 3
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4 1 1 1 2 2 2 3 3 4 4
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5 1 1 1 2 2 3 3 4 4 5
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2d6 6 1 1 2 2 3 3 4 5 5 6
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7 1 1 2 3 3 4 5 5 6 7
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8 1 2 2 3 4 5 5 6 7 8
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9 1 2 3 4 5 5 6 7 8 9
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10 1 2 3 4 5 6 7 9 10 11
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11 1 3 4 5 7 8 9 11 12 13
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12 2 4 6 8 10 12 14 16 18 20
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Autocannon: LB 5-X LB 10-X LB 20-X
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Rounds Fired: 1 2 3 4 1 2 1
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2 1 1 1 2 3 5 8
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3 1 1 2 3 3 6 9
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4 1 2 3 4 4 7 10
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5 1 3 4 5 4 8 11
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2d6 6 2 3 5 7 5 10 13
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7 2 4 6 9 5 11 14
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8 3 5 8 10 6 12 15
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9 3 6 9 12 7 14 16
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10 4 7 11 15 8 16 18
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11 4 9 13 17 9 18 19
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12 5 10 15 20 10 20 20
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*Ultra ACs may fire at double normal rate of fire. If double fire
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is selected, the AC gets two attacks in a single turn. Two hit rolls
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are made: one for each attack. For each attack that hits, roll on the
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appropriate AC table above (non LB -X) to determine how many rounds
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strike. If the hit roll for the SECOND attack is a 2, the weapon jams
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and is useless for the remainder of the battle.
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*Each individual round or fragment which hits gets a separate hit
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location roll (yes, it is a lot of rolling, but there's no other way to
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preserve the shotgun effect).
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(Note on AC tables: As you have probably noticed, the AC/2 and LB
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2-X have a much lower (rounds hit) / (rounds fired) ratio than the 5,
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10, and 20 cannons. The rationale behind this is that the rate of fire
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bonus is a result of spraying fire over a large area. This means that a
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hit is more likely, but it is unlikely that all rounds will hit. On the
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other hand, the LB 20-X fires cluster ammunition in a very tight
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pattern. This means that the to-hit bonus is small, but when a hit is
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scored, more fragments hit. Intermediate ACs fall in between these two
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extremes. If anyone is interested in a more mathematically precise
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explanation for the exact numbers on the tables, send mail.)
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*Clan LB-X autocannons now have the following tonnage/crit
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requirements:
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Autocannon Tons Crits
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LB-2X 4 1
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LB-5X 5 2
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LB-10X 7 4
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LB-20X 9 7
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(With Omega rules autocannons, the double fire rate of Ultras make
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them clearly superior to LB-Xs. The only advantage LB-Xs have is the
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ability to use cluster ammo, which we did not feel was comparable to the
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ability to fire twice. However, from a construction viewpoint, Ultras
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weighed the same as same class LB-Xs, and cost one less critical space,
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so LB-Xs became pointless unless you were really bent on using cluster
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munitions. Not wishing to make a class of weapon non-viable, we
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slightly reduced the ton/crit requirements for LB-Xs.)
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New Missile Rules
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*Missile racks may no longer be reloaded under battle conditions.
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Each 'mechwarrior may fire only as many missiles during a battle as each
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of his missile racks hold (an SRM 2 holds 2 missiles, etc.). (No real
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fighting vehicle has self reloading missile racks on the scale described
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by FASA. Those with reloads generally have only 1-4 in the ready to
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fire position (e. g. Roland, TOW). Often, they require that their crews
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get out to reload. Vehicles with really large scale missile racks (10+
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missiles: (usually only rocket pods hold these numbers)) often have no
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reloads of their own, but require separate vehicles to carry more. If
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you look at the size of the missiles in BattleTech artwork, it's easy to
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see that all the reloads suggested by FASA could not possibly fit in the
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'mech. A prime example of this is the Mad Cat on the cover of the heavy
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omnimech miniatures box. Our response to this was to say that an LRM 15
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had 15 missiles in it, period. When they were gone, you're out of ammo.
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To further increase realism, we made each individual missile more
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powerful.)
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+++Arrow IVs are now called Arrow Vs because it doesnUt break our
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hash table.
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*The number of missiles which may be fired from a given rack in a
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single turn is extremely limited (see chart below). (There are two
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reasons for this. First, we didn't want a 'mech to be able to fire all
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of its missiles at once: that would kill anything (see damage values
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below). Furthermore, when real life missiles are mounted as close
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together as FASA missiles, they can't be launched together. If you try
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it, the blast of exhaust from one missile destabilizes its neighbors and
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accuracy is badly degraded, if not completely lost.)
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*A separate to-hit roll is made for each missile fired on a given
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turn. Each missile may have a separate target (penalties for secondary
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targets apply).
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+++SRMs do 15 points of damage and generate 5 heat per missile.
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LRMs do 10 points of damage and generate 3 heat per missile. Arrow Vs
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do 25 points of damage and generate 8 points of heat (6 heat for clan
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versions). (After further play testing, the heat for SRMs was raised
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from 3 to 5. The cooler version was a little too good.)
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*Damage from missile hits is no longer broken up into groups. All
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damage from a given missile is applied to a single location (can you say
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'OUCH', boys and girls...). This INCLUDES Arrow V missiles.
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*Streak technology may be used with any SRM rack. The streak unit
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is built in to the SRM rack and takes up no critical locations.
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*Narc technology no longer exists (magnetic missiles??? let's be
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serious).
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*Swarm technology no longer exists (no more swarms of missiles).
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*An AMS unit may engage one missile per turn. If multiple
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missiles are fired at a 'mech in a single turn, the pilot of the target
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'mech may choose which missile to engage. This decision to engage may
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be made AFTER the attacker rolls 'to hit', but must be made BEFORE any
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hit locations are rolled. (AMS will not fire at a missile that would
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have missed anyway, but you can't decide to engage after you find out
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which missile is going to hit a really disagreeable location.) AMS has
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a base target number of 4, modified by the defender's movement and heat.
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A successful roll results in the destruction of the missile in question,
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with no damage to the defender from that missile. Any attempt to engage
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a missile uses 2d6 units of ammunition. If this exceeds the available
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ammunition, the results of the to-hit roll still stand. Arrow V
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missiles MAY be engaged with AMS.
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+++AMS units have firing arcs just like any other weapons. An AMS
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unit may only engage missiles which are fired by a unit within its
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firing arc.
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*On all missile racks, one half of all critical spaces (rounded
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up) must be designated as ammunition. (Note that the SRM 2 uses its
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only critical location for ammo). A hit on any of these locations
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explodes all remaining missiles in the rack.
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Missile Guidance
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*All missiles are now guided. There are six types of missiles:
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Streak (STR), infrared (IR), semi-active radar homing (SARaH), active
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radar (AR), anti-radiation missiles (ARMs), and laser guided missiles
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(LGMs). In addition, there are countermeasures against these missiles.
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A given missile must use one and only one of the above guidance methods.
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Various guidance types may be mixed on a single missile rack. (FASA
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'missiles' are actually more like rockets. Real missiles have guidance
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mechanism(s).)
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Streak
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*Streak missiles are wire guided, optically tracked missiles.
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Inside each missile is a spool of wire. When the missile is fired, it
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unreels wire behind it. The operator of the missile guides the missile
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by simply keeping his sighting cross hairs on the target for the
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duration of the missile's flight. A computer tracks the missile and
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transmits course corrections to it via the wire. In game terms, Streak
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missiles function much like their original counterparts. If the hit
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roll is failed, the missile does not fire. If the hit roll succeeds,
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the missile fires and hits. Only SRMs and CRMs (see infantry rules for
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CRMs) may use Streak guidance.
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+++Streak racks may have other types of missiles (or rocket pods)
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loaded in them. (We always allowed for this, but I don't think that it
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was stated anywhere.)
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Infrared
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+++IR missiles home in on the heat given off by a Battlemech.
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They use normal missile hit numbers (4 / 6 / 8 at S / M / L range, with
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modifiers to LRMs and Arrows fired within minimum range). In addition,
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the attacker receives a bonus based on the quantity of heat generated
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by and inflicted on (infernos, flamers) the target during the PREVIOUS
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turn. To find this number, add up all the heat points generated by the
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target due to movement (walk, run, or jump), weapon fire, inferno and
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flamer attacks the target sustained, etc. The following modifiers
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apply: 0 at 0 heat, -1 at 1-10, -2 at 11-20, -3 at 21-30, -4 at 31-40,
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-5 at 41-50, etc. (Actually, considering current state-of-the-art, and
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considering the amount of heat generated by a Battlemech, it is hard to
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believe that an IR missile could possibly miss.) IR missle attacking a
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target in an infernoed hex have a +2 modifier to their target number.
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IR missle attacking a target in a burning woods hex have a +1 modifier
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to their target number.
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Semi-Active Radar Homing
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*SARaH missiles home in on radar waves reflecting off of their
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target. They require a friendly unit to illuminate the target with the
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Artemis IV system. The target must be illuminated from the same
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direction (plus or minus one hex side) as the inbound missiles. The
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illuminating unit must have LOS to the target, but the firing unit need
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not. If the firing unit has LOS and Artemis, it may provide its own
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illumination. If the firing unit does not have LOS, a friendly unit may
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provide illumination. The use of a friendly unit for illumination
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incurs no penalty, and there is no penalty if the firing unit cannot
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establish LOS. SARaH missiles get a modifier to the final hit number
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based on the target's tonnage: -2 for light 'mechs, -2 for medium
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'mechs, -3 for heavy 'mechs, and -3 for assault 'mechs. It is no longer
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necessary for each launcher to have its own personal Artemis. Artemis
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usage must be declared during the reaction phase. There is no upper
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limit to the useful range of Artemis (in reality, EM radiation strength
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decreases according to the square of the distance, but it's a real pain
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to do lots of bonus-decrease-due-to-range calculations).
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Active Radar
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*AR missiles work in much the same way as SARaH missiles, except
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for the fact that they provide their own target illumination. For this
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reason, no LOS to the target is needed (not even from another friendly
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unit) and there is no penalty if a LOS cannot be established. However,
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due to the fact that the radar illumination provided by the small radar
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unit in the missile is much weaker than that of the Artemis unit, AR
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missiles receive only the following bonus, based on target tonnage: -1
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for light 'mechs, -1 for medium 'mechs, -2 for heavy 'mechs, and -2 for
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assault 'mechs.
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Anti-Radiation Missiles
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*ARMs are very similar to SARaH missiles in that they home in on
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radar waves provided by something else. An Artemis unit which is
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providing illumination for SARaH missiles is like a bright searchlight
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shining across the battlefield. ARMs home in on active Artemis units.
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An ARM may only be fired at a target with Artemis, and only during an
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attack phase in which the target is providing illumination for SARaH.
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ARMs get a -3 bonus on their hit numbers, and ECM and chaff are
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ineffective. ARMs must be launched from within the firing arc of the
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target Artemis unit.
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Laser Guided Missiles
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*LGMs make use of a friendly unit for guidance. The friendly unit
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shines a weak laser on the target with TAG, and the missile homes in on
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the dot. The TAGging unit must make a successful hit roll based on TAG
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ranges, movement (attacker and defender), etc. If the TAG is
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unsuccessful, ALL missiles relying on that TAG will miss. If the TAG
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hits, each LGM using that TAG will hit on a roll of 4 or better on 2d6.
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Laser guided LRMs and Arrows fired from within minimum range suffer
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standard minimum range penalties on this roll. It is possible for two
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units to TAG the same target, but the firing unit must specify which TAG
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each missile will attempt to use. If that TAG fails, those missiles
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will miss, regardless of the results of the other TAG attempt(s). Note
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that the movement and condition of the firing unit do not affect the
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probability of a hit: only the TAGging units are important. C3 units do
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not provide TAG capability. The TAGging unit must make its TAG attempt
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from the same general side as the missile firing unit: the inbound
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missiles must have a reasonable chance of "seeing" the laser spot.
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+++LGM hits are determined as follows. When a TAG is successfully
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made (the hit roll is successful), determine a hit location for the TAG
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(make a note of this location, no damage is done by the TAG itself).
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Roll 2d6 for each inbound missile as noted above. A 2-3 misses, 4-7
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hits at a random location, and 8+ hits at the same location hit by the
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TAG.
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Countermeasures
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*Expendables: Expendables are countermeasures which provide
|
||
temporary protection and are 'used up' or expended. This class includes
|
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flares, chaff, and smoke screens
|
||
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*Flares are used to decoy IR missiles. Three flares weigh 0.25
|
||
tons. A 'mech equipped with flares (no matter how many) must designate
|
||
one critical space for flares (see chaff below). If this location is
|
||
hit, no more flares may be fired. When an IR missile is fired at a
|
||
player he may elect to use flares, but does not have to. Use of flares
|
||
proceeds as follows. First, all IR missile hit rolls are made. If any
|
||
missiles hit, flares are fired. The defender rolls 2d6 for each
|
||
successful missile. The target number is 7, and this number is never
|
||
modified. A success indicates that the missile has been diverted by the
|
||
flares and will miss. After all rolls have been made, 2d6 are rolled to
|
||
find out how many flares were used. If this number is greater than the
|
||
number of remaining flares, the results still stand. Note that a single
|
||
burst of flares (2d6) can divert any number of inbound missiles. If
|
||
flares are mounted in the legs, the may not be used when the 'mech is in
|
||
depth 1 water.
|
||
|
||
*Chaff is used to decoy SARaH and AR missiles. Three chaff
|
||
cartridges weigh 0.25 tons. A 'mech equipped with chaff must have one
|
||
critical location for chaff, as with flares. However, is the player so
|
||
chooses, both flares and chaff may be placed in the same critical
|
||
location. A hit on this spot would destroy both the flares and the
|
||
chaff. Chaff usage is resolved in the same way as flare usage. If
|
||
chaff are mounted in the legs, the may not be used when the 'mech is in
|
||
depth 1 water.
|
||
|
||
+++Smoke screens are generated by spraying oil on a 'mech's heat
|
||
sinks. A player declares that he is using his smoke screen during the
|
||
reaction phase. For the following attack phase (weapon and physical),
|
||
the hex occupied by that 'mech is obscured by smoke. All attacks into
|
||
or out of the smoked hex are at +2, and the smoke blocks LOS (as any
|
||
other smoke). Furthermore, all attempts to use laser or optical
|
||
designation (TAG or Streak) in to or out of a hex which is filled with
|
||
smoke for any reason are at +4. One critical space must be devoted to
|
||
smoke screen equipment, and each use requires 0.25 tons of oil. Smoke
|
||
screens are not effective on turns when the smoking mech has moved 10 or
|
||
more hexes or has jumped. Smoke screens may not be used if all of a
|
||
'mech's heat sinks have been destroyed.
|
||
|
||
*Non-Expendables: These are countermeasures which can be used
|
||
indefinitely without being used up. This class includes IRCM and ECM
|
||
|
||
*Infrared countermeasures (IRCM) attempt to confuse IR missiles
|
||
with a rapidly pulsating heat source. It requires 1 ton and 1 critical
|
||
space on the 'mech. When in use, all attempts to hit with IR missiles
|
||
are at +1. If the critical location is hit, the IRCM unit becomes non-
|
||
functional.
|
||
|
||
+++ECM attempts to jam the guidance radar used by missiles. An
|
||
ECM unit has a rating of I, II, or III. An ECM unit may be set in the
|
||
reaction phase to operate in any mode equal to or less than its rating,
|
||
or it may be turned off entirely. ECM I requires 1 ton and 1 critical
|
||
space on a 'mech. ECM II requires 2 tons and 3 crits on a 'mech. ECM
|
||
III requires 7 tons and 10 crits on a 'mech (Inner Sphere tons / crits.
|
||
See below for Clan numbers).
|
||
|
||
*Mode I gives a +1 penalty to SARaH and AR missiles aimed at the
|
||
'mech. Mode I generates 1 heat point.
|
||
|
||
*Mode II adds +1 to the target number for any radar guided missile
|
||
aimed at any target within 3 hexes of the ECM II unit. In addition, C3
|
||
units and Beagle probes within 2 hexes are jammed, as are C3 links
|
||
passing within 2 hexes. Mode II generates 2 heat points.
|
||
|
||
*Mode III gives +1 to all radar guided missiles aimed at any
|
||
target within 7 hexes of the unit, it jams C3 and Beagle units within 4
|
||
hexes, (as well as disrupting C3 links passing within 4 hexes), and it
|
||
gives +2 to all radar guided missiles aimed at targets within 2 hexes of
|
||
the unit. Mode III generates 4 heat points.
|
||
|
||
*ECM modifiers are cumulative, so a 'mech with ECM mode I standing
|
||
2 hexes from a 'mech with ECM mode III would add +3 to AR and SARaH
|
||
target numbers.
|
||
|
||
+++NOTE: A hidden unit may not use ECM to jam C3 or missiles. If
|
||
it does this, it will be exposed. It may, however jam Beagle Probes
|
||
without being discovered (that's the point of jamming the probe). A
|
||
unit with a Beagle Probe which is being jammed will know that it is
|
||
being jammed.
|
||
|
||
Firing on Hexes and Infantry
|
||
|
||
*The above six types of guidance mechanisms are not well suited to
|
||
targeting hexes and infantry units. They are not (usually) strong IR or
|
||
RADAR emitters (see Artemis exception below). They are not good RADAR
|
||
reflectors, and any such reflections are filtered out by ground-clutter
|
||
eliminating software. There is no practical way to TAG a them either.
|
||
Standard missiles receive a +2 modifier when fired at hexes or infantry
|
||
(this is in addition to the +1 for firing at infantry).
|
||
|
||
Rocket Pods
|
||
|
||
*A 'mech pilot may elect to load any or all of the tubes on his
|
||
LRM or SRM (Streak or non-Streak) missile racks with rocket pods. Each
|
||
pod carries a large number of unguided rockets which are fired together
|
||
and saturate the target HEX with submunitions. They have the same
|
||
ranges as the missiles which go in their rack (SRM racks hold SRM
|
||
rockets, LRM racks hold LRM rockets, Arrow V rockets do not exist).
|
||
Rockets may only be fired at hexes, using standard modifiers for such
|
||
shots. Rocket pods may carry explosive, inferno, FAScaM, or
|
||
countermeasures warheads. Regular missiles do not carry inferno,
|
||
FAScaM, or countermeasures payloads. AMS may not engage rocket salvos.
|
||
If the attack roll for a rocket salvo fails, use standard scatter rules
|
||
to determine the hex hit. No rocket may scatter beyond its maximum
|
||
range.
|
||
|
||
Explosive Rockets
|
||
|
||
*A salvo of explosive rockets saturates the hex hit with small
|
||
bombs. Any armored unit in the hex hit will take 4 one point hits from
|
||
LRM rockets, and 6 one point hits from SRM rockets These hits are
|
||
assigned to randomly determined locations. Infantry platoons in a hex
|
||
hit with explosive rockets are wiped out completely.
|
||
|
||
Countermeasures Rockets
|
||
|
||
*Instead of the normal explosive warhead, rocket pods can be
|
||
fitted with countermeasures warheads. These include payloads of chaff,
|
||
flares, and smoke. In the REACTION phase, a player with countermeasures
|
||
warheads may declare fire at any hex within range and LOS. These
|
||
attempts are resolved before the weapon and physical attack phases. The
|
||
player fires the rockets at the hex, and the actual hex hit is
|
||
determined. The payload of countermeasures is activated in the hex the
|
||
rockets hit. During the weapon and physical attack phases, attacks
|
||
through such a hex are penalized as follows. IR missiles receive
|
||
penalties of +2 for each rocket salvo which deployed flares in a hex
|
||
through which it must fly. SARaH and AR missiles are penalized +2 per
|
||
rocket salvo which deployed chaff in a hex through which they must fly.
|
||
In both cases, an LRM or an SRM rocket salvo will deploy countermeasures
|
||
in one hex. One rocket pod will smoke one hex. All weapon attacks are
|
||
then resolved using standard smoke rules: attacks into or out of a
|
||
smoke hex are at +2 (+4 for TAG and Streak), and smoke blocks LOS.
|
||
Countermeasures remain effective for 1 turn (weapon and physical
|
||
attacks). Under no circumstances can a countermeasures salvo do damage
|
||
to any unit.
|
||
|
||
FAScaM (Thunder) warheads
|
||
|
||
*Rocket pods can also be fitted with FAScaM warheads. One rocket
|
||
pod will mine one hex. If a unit is in a hex which is hit by a FAScaM
|
||
munition, it takes no damage, but must roll to avoid hitting a mine when
|
||
leaving the hex.
|
||
|
||
Inferno Rockets
|
||
|
||
+++Rockets may be fitted with inferno warheads. The hex hit is
|
||
engulfed in flames for two entire turns, beginning with the current
|
||
weapon phase. Armored units ('mechs, armored vehicles, etc.) receive 10
|
||
extra heat points for each movement phase in which they begin movement
|
||
in an Infernoed hex. They receive 10 heat points for each flamed hex
|
||
through which they move on a given movement phase. There is no heat
|
||
added for ending movement in a flaming hex. Multiple inferno hits do
|
||
not increase this heat, but they do extend the duration of the fire (2
|
||
turns per pod). Vehicles need not roll to avoid explosion when attacked
|
||
with infernos. Any unarmored unit in an Infernoed hex is immediately
|
||
destroyed. Note that hexes which have been infernoed are hotter than
|
||
burning woods. A unit which begins movement in or moves through a hex
|
||
of burning woods gets 5 extra heat points. As with infernos, there is
|
||
no penalty for ending movement in burning woods.
|
||
|
||
+++New Arrow Rules
|
||
|
||
(Rules for Arrow Vs have been rewritten to such an extent that
|
||
they deserve their own section, separate from other missiles.)
|
||
|
||
*Each Arrow V launcher carries 5 cruise missiles. One missile may
|
||
be fired per turn. Inner Sphere Arrows generate 8 heat, Clan versions
|
||
generate 6 heat.
|
||
|
||
*All Arrows have an inertial navigation system. In addition, they
|
||
have one of the following guidance mechanisms as secondary guidance: AR,
|
||
IR, or laser.
|
||
|
||
*Arrow ranges are as follows ((min) S / M / L). Inner Sphere:
|
||
(12) 1-17 / 18-34 / 35-85. Clan: (6) 1-17 / 18-34 / 35-102. Arrow
|
||
missiles may only fly 17 hexes in a single turn. All Arrow launches and
|
||
movement takes place in the weapon phase.
|
||
|
||
*Arrows are never affected by terrain, with the exception of
|
||
partial cover.
|
||
|
||
*Arrows are no longer treated as artillery. Arrows may be fired
|
||
by two different methods: direct and indirect.
|
||
|
||
Direct Fire Arrows.
|
||
|
||
*If the firing unit is within 17 hexes of the intended target,
|
||
direct fire may be used. Direct fire uses only the secondary guidance
|
||
mechanism (AR, IR, or laser). Such fire is resolved using the above
|
||
missile rules for the secondary guidance mechanism employed.
|
||
|
||
Indirect Fire Arrows.
|
||
|
||
*Indirect fire may be used at any range, with or without line of
|
||
sight, with or without a specific target. Indirect fire is resolved in
|
||
three distinct phases.
|
||
|
||
*Launch: At the time of launch, A specific target MAY be
|
||
chosen, but this is not necessary.
|
||
For IR and AR Arrows, a base target number is determined at
|
||
launch. If a specific target is chosen, this number is based on
|
||
range (4 @ short, 6 @ medium, etc.). If no target is chosen at
|
||
launch, then 8 is the base target number. If a specific target is
|
||
chosen, the attacking pilot may later decide to attack a different
|
||
target. In this case, the base target number is 8.
|
||
LG Arrows do not have a base target number, nor are they
|
||
fired at a specific target. If the total length of the desired
|
||
flight path is 17 hexes or less, the attack may be resolved in the
|
||
same round as the launch (proceed directly to Attack). If the
|
||
total distance is more than 17 hexes, proceed to Flight.
|
||
|
||
*Flight: An Arrow in flight mode must move at least 9 hexes
|
||
and no more than 17 hexes each weapon phase. It may change facing
|
||
by a total of three hexsides during each weapon phase. It may
|
||
only change facing by one hexside in a given hex. The pilot of
|
||
the launching unit may fly the Arrow along any course which meets
|
||
the above criteria.
|
||
|
||
*Attack: If the Arrow begins the weapon phase within 17
|
||
hexes of an enemy unit, it may attack that unit. The pilot of the
|
||
launching unit may decide whether or not to attack. The launching
|
||
pilot may choose a pre-attack flight path which will allow attack
|
||
from an advantageous angle (eg. he may fly the missile past the
|
||
target, turn it around, and attack from the rear). The attack is
|
||
resolved as follows:
|
||
|
||
*AR / IR: The base target number written down at launch is
|
||
modified by guidance mechanism (heat generated last turn /
|
||
IRCM for IR and 'mech size / ECM for AR), smoke (+2 if the
|
||
target is in a smoked hex. Smoke in hexes other than that
|
||
of the target unit does not affect the Arrow.), target
|
||
movement in the most recent movement phase, and / or partial
|
||
cover. The target number is NOT modified for the attacking
|
||
pilotUs gunnery skill. A +1 penalty for indirect fire is
|
||
added to the final number. Once this number is obtained,
|
||
the attack roll and hit roll are made as usual.
|
||
|
||
*LG: If a friendly unit attempts to TAG for the Arrow in
|
||
question, the Arrow will attempt to attack. The attack is
|
||
resolved using the above rules for LGMs.
|
||
|
||
Alternate Arrow V Payloads
|
||
|
||
*Arrow Vs may be fitted with the following alternate warheads:
|
||
explosive submunitions, countermeasures, FAScaM, and Inferno. These
|
||
missiles do not use any of the standard guidance mechanisms (IR, AR,
|
||
LGM, ARM). Instead, they rely on terrain following radar. In game
|
||
terms, this means that at launch, no target is chosen. Rather, a flight
|
||
path is designated. Any five hexes on the flight path are designated
|
||
target hexes. The missile is launched and flown along the chosen flight
|
||
path as described by the above Arrow V rules. (Note that the flight
|
||
path must obey the listed turning restrictions.) When the missile
|
||
overflies a target hex, it deploys its payload in that hex. Explosive
|
||
submunitions inflict the same damage as explosive rocket pods. FAScaM
|
||
Arrows mine the target hexes. Any unit in the hex when it is mined must
|
||
roll to safely leave the hex. Inferno Arrows spread napalm in the
|
||
target hexes. Heat and damage is the same as inferno rockets.
|
||
Countermeasures Arrows are fired and moved in the reaction phase (like
|
||
countermeasures rockets). Countermeasures are dispensed in each target
|
||
hex when the missile overflies it. Treat these hexes as a hex hit by
|
||
rocket countermeasures. All three types of countermeasures are
|
||
available for Arrows.
|
||
|
||
New Inner Sphere Missile Stats
|
||
|
||
Rack Weight Critical Heat per Maximum shots Cost per
|
||
Type Spaces Missile per Turn Missile
|
||
SRM 2 1.5 1 5 1
|
||
SRM 4 3 2 5 1 8,000
|
||
SRM 6 4.5 3 5 1
|
||
Streak Unit 0.5 0 na na Streak unit costs
|
||
20,000
|
||
|
||
LRM 5 2.5 2 3 1
|
||
LRM 10 5 3 3 2 8,000
|
||
LRM 15 7.5 4 3 3
|
||
LRM 20 10 5 3 4
|
||
|
||
Arrow V 15 12 8 1 50,000
|
||
|
||
TAG 0.5 1 na na na
|
||
|
||
New Clan Missile Stats
|
||
|
||
Rack Weight Critical Heat per Maximum shots Cost per
|
||
Type Spaces Missile per Turn Missile
|
||
SRM 2 1 1 5 1
|
||
SRM 4 2 1 5 1 na
|
||
SRM 6 3 2 5 1
|
||
Streak Unit 0 0 na na na
|
||
|
||
LRM 5 2 1 3 1
|
||
LRM 10 4 2 3 2 na
|
||
LRM 15 6 3 3 3
|
||
LRM 20 8 4 3 4
|
||
|
||
Arrow V 12 9 6 1 na
|
||
|
||
TAG 0.5 1 na na na
|
||
|
||
|
||
Clan Countermeasures
|
||
|
||
*4 flares or 4 chaff weigh 0.25 tons. 3 smoke screens weigh .5
|
||
tons.
|
||
|
||
*ECM I and IRCM are the same as Inner Sphere.
|
||
|
||
*ECM II takes 2 tons and 2 crits. Clan ECM Mode II gives +1 to
|
||
radar missiles within 4 hexes and jams C3, etc. within 3 hexes. It
|
||
generates 2 heat.
|
||
|
||
*ECM III takes 6 tons and 8 crits. Clan ECM Mode III gives +1 to
|
||
radar missiles within 9 hexes, jams C3, etc. within 6, and adds +2 to
|
||
radar missiles within 3 hexes. It generates 4 heat.
|
||
|
||
END PART 1
|
||
--
|
||
* For purposes of complying with the New Jersey Right to Know Act,
|
||
contents of this post partially unknown.
|
||
Article 1779 (6 more) in rec.games.mecha:
|
||
From: moore@gibbs.oit.unc.edu (Hall Moore)
|
||
|
||
Subject: Btech: Omega Rules 1.2.2 part 2/2
|
||
Nntp-Posting-Host: gibbs.oit.unc.edu
|
||
Organization: University of North Carolina at Chapel Hill
|
||
Distribution: rec.games.mecha
|
||
Date: Mon, 8 Feb 1993 20:50:39 GMT
|
||
|
||
BattleTech Omega Rules
|
||
Rev. 1.2.2
|
||
Part 2 of 2
|
||
|
||
The following changes apply. (Note: These are changes. All rules
|
||
which are not contradicted remain in effect.) All new rules are
|
||
Copyright 1992 by Hall L. Moore III. Permission granted to copy,
|
||
use, and distribute; as long as no profit is made and this copyright
|
||
notice remains intact. All other rights reserved. BattleMech,
|
||
BattleTech, Mechwarrior, and 'Mech are trademarks of FASA corp, used
|
||
without permission.
|
||
|
||
New BattleTech Rules read me
|
||
|
||
These new rules (hereafter known as Omega rules) were written over
|
||
a period of four years by me (Hall Moore) with much help and play
|
||
testing provided by Patrick Melody, Steve Lindsey, and others. These
|
||
rules make radical changes to the BattleTech game and may not be for
|
||
you. First of all, some changes (espec. new missile rules) require
|
||
COMPLETE redesigning of all Battlemechs (FASA designs won't work). This
|
||
is a tremendous amount of work (believe me). (A compendium of Omega
|
||
Battlemechs is now available: send mail if interested.) Secondly, Omega
|
||
rules place emphasis on more realistic and / or faster and / or more
|
||
dramatic wargaming. In our campaign, advanced technology is ubiquitous:
|
||
50+% of our 'mechs have endo-steel, all but 2 designs (out of over 100)
|
||
have 2x heat sinks, C3 is universal, etc. We don't really worry about
|
||
limited spare parts or cost (just like the Pentagon). Our designs are
|
||
all optimized for maximum battlefield effectiveness: not economy, not
|
||
maintainability. We often run battles with >1000 tons of 'mechs to a
|
||
side. We prefer assault and heavy 'mechs, but some mediums and a few
|
||
lights are seen from time to time. Some may not like this style: don't
|
||
use our rules. Some may even accuse us of munchkinitis: don't bother
|
||
flaming us (we all have 3050 double strength asbestos longjohns). When
|
||
we want to roleplay, we play AD&D or Shadowrun. When we want to
|
||
wargame, we play Battletech at the company level. You don't have to
|
||
play this way. These rules as posted probably DO have some (many?)
|
||
holes / inconsistencies / unclear areas in them. Send mail with
|
||
comments, questions, and suggestions. Have fun!
|
||
|
||
Hall Moore (moore@gibbs.oit.unc.edu)
|
||
Patrick Melody (melod-pj@lancelot.csc.ncsu.edu)
|
||
|
||
If you are mailing from a non North American site, please include the IP
|
||
number of your site if possible, our name servers might not know your
|
||
domain name.
|
||
|
||
Note on grammar: Often the rules will refer to a 'mech: eg. "the
|
||
target 'mech". This term reflects our (almost) exclusive usage of
|
||
'mechs, rather than vehicles, VTOLs, etc. Usually, the reference
|
||
applies for any unit.
|
||
|
||
Note on updates: All (we hope) sections which have been changed
|
||
since the last release have been marked with '+++' rather than '*'.
|
||
|
||
|
||
New Infantry Rules
|
||
|
||
*There are essentially three kinds of infantry. The Inner Sphere
|
||
fields foot and jump infantry, and the Clans field Battlearmor (note:
|
||
Inner Sphere battlearmor is disallowed). Motorized infantry is obtained
|
||
by mounting foot or jump platoons in vehicles, or by mounting
|
||
battlearmor points on omnimechs.
|
||
|
||
*A foot or jump platoon (infantry platoon) consists of groups of 4
|
||
soldier squads. A foot platoon has 6 squads (24 troops total) and a jump
|
||
platoon has 5 squads (20 troops total). There are various types of
|
||
squads, each acting as a distinct component of the platoon, and squad
|
||
types may be mixed and matched to form platoons in any manner. A foot
|
||
platoon has 1 walking MP and a jump platoon has 3 jumping MPs (or 1
|
||
walking MP). Motorized infantry movement is governed by their vehicles.
|
||
|
||
*A battlearmor point consists of 5 elementals wearing battlearmor.
|
||
A point has 3 jumping or 2 walking MPs. Battlearmor units are
|
||
considered armored units.
|
||
|
||
*Infantry receive no gunnery skill modifiers.
|
||
|
||
*Infantry platoons may 'stack' in the same hex with one other unit
|
||
of any type (2 platoons, 1 platoon and one 'mech, etc.).
|
||
|
||
*Attacks against infantry have a +1 modifier to the target
|
||
numbers. This includes battlearmor.
|
||
|
||
*Infantry units do not face any particular hex side. They may
|
||
move in any direction and may change direction at any time. Infantry do
|
||
not spend extra MPs due to terrain. Infantry can never enter water.
|
||
|
||
Infantry Platoon Squads
|
||
|
||
*There are 8 kinds of squads: rifle, laser, flamer, minesweeper,
|
||
anti-'mech, CRM (Close Range Missile), TAG, and Artemis. Each squad in
|
||
a platoon attacks as a unit. Each squad makes a single hit roll,
|
||
independent of the rest of the platoon. Each squad must fire at a
|
||
single enemy unit, but a platoon may fire at as many different targets
|
||
as it has squads.
|
||
|
||
*Individual squads may not be targeted. Rather, the platoon as a
|
||
whole must be targeted. How damage is applied varies from weapon to
|
||
weapon. In general, one point of damage kills one soldier. However,
|
||
this is not always the case. For "tight pattern" weapons (Lasers, PPCs,
|
||
and Gauss Rifles), one hit kills one randomly chosen soldier. (A single
|
||
Gauss rifle slug can only hit one soldier, even though it does 15 points
|
||
of damage. These are obviously not good weapons for anti-infantry
|
||
operations.) For explosive ordinance (AC shells, missile warheads), one
|
||
hit may affect one (random) squad. In the case of a hit by an AC/20,
|
||
AC/10, AC/5, SRM, or LRM; the squad would be wiped out. An AC/2 hit
|
||
would kill 2 members of a squad. In the case of an LB-X hit, each 1
|
||
point shard that hit would kill one random soldier. Rockets are the
|
||
most effective anti-infantry weapons. For details on their operation,
|
||
see the missile section.
|
||
|
||
+++Anti-personnel pods no longer do 0-5 points of damage. Instead
|
||
roll on the
|
||
LB 20-X cluster ammunition table to determine damage. Randomly
|
||
determine which soldiers are killed for each platoon in that hex. (0-5
|
||
damage was way too wimpy for a large explostion (0.5 tons of material,
|
||
though that probably isn't all explosive) at that close range against
|
||
unarmored targets. Also you only get to use them once.)
|
||
|
||
Rifle Squads
|
||
|
||
*A rifle squad is composed of four soldiers, each armed with
|
||
automatic rifles. These rifles have an attack range of 1-2 / 3-4 / 5-6
|
||
(the old rifle squad shot out to 2 hexes = 60 m = cheap handgun ranges,
|
||
not assault rifle ranges). These weapons are ineffective against any
|
||
armored unit. Each rifle squad does 1d6 damage against other infantry
|
||
units. For each soldier killed in the squad, subtract 1 from the die
|
||
roll, with a minimum of 1. (A squad in which two soldiers have been
|
||
killed fires and hits. If the damage roll is 1, 2, or 3; then 1 enemy
|
||
soldier is killed. On a 4, 2 are killed; on a 5, 3 are killed, and on a
|
||
6, 4 are killed.) To determine which soldiers are hit, randomly select
|
||
from the entire target platoon.
|
||
|
||
Small Laser Squads
|
||
|
||
+++The four soldiers in a laser squad carry the one medium laser,
|
||
along with its power supply and targeting equipment. It is the same as
|
||
a standard BattleTech medium laser, with attack ranges of 1-3 / 4-6 / 7-
|
||
9 and a damage of 5. These soldiers also carry side arms with ranges of
|
||
0 / 1 / 2. These weapons are only useable against unarmored units.
|
||
They do 1-3 points of damage to enemy infantry. A laser squad may not
|
||
fire its laser and side arms in the same turn. A laser squad with 1 or
|
||
2 soldiers killed or missing may still operate, but cannot move without
|
||
abandoning their weapon. A laser squad with 3 or 4 soldiers killed may
|
||
not fire or move. See inter-squad transfer below.
|
||
|
||
Flamer Squads
|
||
|
||
*The members of a flamer squad each carry light flamers. They
|
||
have an attack range of 1 / 2 / 3. Together, they add 6 heat to armored
|
||
units, and do 8 damage to infantry (8 soldiers killed). For each member
|
||
of the squad missing or killed, subtract 1.5 heat points (round up) and
|
||
2 damage. Flamers may be used to set woods on fire (successful attack
|
||
on the woods hex required). Multiple flamer hits on armored units cause
|
||
the unit to suffer 6 extra heat points for the number of turns equal to
|
||
the number of flamers that hit.
|
||
|
||
Minesweeper Squads
|
||
|
||
*Minesweeper squads have the equipment and training to clear a hex
|
||
of mines. Four squad-turns are required to clear a hex of mines. A
|
||
platoon with one such squad must spend four turns in a hex to clear it.
|
||
A platoon with two mine squads clears a hex in two turns, etc.
|
||
Minesweeper squads carry side arms as a laser squad. Minesweepers may
|
||
not attack on a turn in which they are clearing mines. A squad with 1
|
||
soldier missing requires 5 turns to clear a hex. 2 soldiers missing
|
||
requires 8 turns to clear a hex. 3 soldiers missing requires 16 turns.
|
||
|
||
CRM Squads
|
||
|
||
+++A CRM (close range missle) squad carries a single CRM-4
|
||
launcher assembly. CRMs are missiles (following Omega missile rules)
|
||
which have a range of 1-2 / 3-4 / 5-6. They do 8 damage per missile.
|
||
Streak versions are available. SARaH and LGM versions must have another
|
||
friendly unit to provide Artemis or TAG support. CRM squads can only
|
||
fire one missile per turn. Once all missiles have been launched, the
|
||
squad cannot reload without withdrawing from the battle or entering
|
||
shelter. If the squad wishes to reload on the battlefield, the platoon
|
||
must enter a friendly or neutral building where CRMs have previously
|
||
been stored. Reloading requires one turn. The squad cannot carry more
|
||
than 4 missiles. CRM squads may also reload if they spend one turn in a
|
||
friendly vehicle which is carrying extra CRMs. CRMs may not carry
|
||
FAScaM or countermeasures. CRMs may not be targeted at infantry, but
|
||
CRM squads carry side arms, like laser squads. They may not use their
|
||
side arms in a turn in which they fire or reload their CRM launcher. A
|
||
CRM squad with 1 or 2 soldiers killed or missing may still operate, but
|
||
cannot move without abandoning their launcher. A CRM squad with 3 or 4
|
||
soldiers killed may not fire or move. See inter-squad transfer below.
|
||
|
||
TAG Squads
|
||
|
||
*A TAG squad carries TAG laser designation equipment. TAG ranges
|
||
are normal (1-5 / 6-10 / 11-15). TAG squads carry side arms, like laser
|
||
squads. They may not fire their side arms in a turn in which they use
|
||
their TAG. A TAG squad with 1 or 2 soldiers killed or missing may still
|
||
operate, but cannot move without abandoning their equipment. A TAG
|
||
squad with 3 or 4 soldiers killed may not TAG or move (without losing
|
||
their equipment). See inter-squad transfer below.
|
||
|
||
Artemis IV Squads
|
||
|
||
*An Artemis squad carries a radar unit which can provide
|
||
illumination for SARaH missiles. Like laser squads, they carry side
|
||
arms which may not be used in conjunction with the Artemis unit. Squads
|
||
with active Artemis units MAY be fired on with ARMs. The ARM(s)
|
||
receives the standard -3 bonus for Artemis activity and is not subject
|
||
to the +1 and +2 infantry attack penalties. An Artemis squad with 1 or
|
||
2 soldiers killed or missing may still operate, but cannot move without
|
||
abandoning their equipment. An Artemis squad with 3 or 4 soldiers
|
||
killed may not operate or move. See inter-squad transfer below.
|
||
|
||
Anti-'mech Squads
|
||
|
||
*Some infantry platoons are specially trained to attack
|
||
BattleMechs. They are armed and and can attack like any one other type
|
||
of squad (their primary function). However, if they are in the same hex
|
||
as a BattleMech during an attack phase, they may elect to make an anti-
|
||
'mech attack. The target number for such an attack is 5, modified by
|
||
the defender's movement, terrain, etc. The target number is further
|
||
increased by two for each member of the squad killed or missing. If the
|
||
attack roll is successful, one leg of the defending 'mech receives one
|
||
critical hit. The hit location is randomly determined (1-6), but the
|
||
attacker may pick the leg (R / L). The squad may not fire their weapons
|
||
during a turn in which they perform an anti-'mech attack.
|
||
|
||
Attacks in the Same Hex
|
||
|
||
*Infantry versus Infantry: Rifle and flamer units have a base TN
|
||
of 2 when attacking infantry units in the same hex. All other units
|
||
have a base TN of 4 when using their sidearms to attack infantry in the
|
||
same hex.
|
||
|
||
*Infantry versus 'Mechs: Rifle squads and Minesweeper squads may
|
||
not attack BattleMechs. Anti-'mech squad attacks are discussed above.
|
||
CRM units have a base TN of 6 to attack at 0 hexes. Flamer, TAG, and
|
||
Laser squads have a base TN of 2 at 0 hexes. TAG and Artemis squads at
|
||
0 hexes may provide designation from any side they choose. These rules
|
||
also apply to vehicles.
|
||
|
||
*'Mech versus Infantry: BattleMechs (and vehicles) have a base TN
|
||
of 8 to attack infantry in their own hex.
|
||
|
||
Inter-Squad Transfer
|
||
|
||
+++Many infantry squads cannot move all of their equipment if they
|
||
lose some of their soldiers. If troops in one squad are killed, troops
|
||
may be transferred into the damaged squad from any other squad.
|
||
Soldiers must transfer from a unit in the same hex, but it may be a
|
||
different platoon. Due to comprehensive training, the soldiers which
|
||
are transferred need not be from the same type of squad. For example,
|
||
if 2 soldiers are killed in a CRM squad, 2 soldiers may be transferred
|
||
from a rifle squad. An exception to this rule is anti-'mech squads.
|
||
While most training is duplicated from soldier to soldier, anti-'mech
|
||
training is not. Transferred troops enable an anti-'mech squad to
|
||
recover its primary function, but the squad keeps the penalties on anti-
|
||
'mech attacks. For example, an anti-'mech CRM squad loses 2 soldiers.
|
||
Two new troops are transferred in from a non-anti-'mech squad. The
|
||
squad can now move with its CRM launcher and fire it normally, but the
|
||
base TN for anti-'mech attacks is still 9. If the replacement troops
|
||
come from another anti-'mech squad, the anti-'mech penalty is removed.
|
||
|
||
Clan Battlearmor
|
||
|
||
+++Each elemental in a battlearmor point has 11 points of armor in
|
||
a single location. Armament for each elemental consists of:
|
||
One missile pack (choose 1):
|
||
1) CRM-2 pack. Like the CRM missile above, but with range
|
||
1-3 / 4-6 / 7-9. An elemental may launch only one
|
||
missile per turn. Streak versions are available
|
||
2) TAG unit (as squad above) and 1 CRM missile
|
||
3) Artemis unit (as squad above) and 1 CRM missile
|
||
One anti-armor weapon (choose 1):
|
||
1) an ER small laser
|
||
2) a flamer (6 heat to armored units, 8 damage to infantry)
|
||
One anti-personnel weapon: (range 1-2 / 3-4 / 5-6 ; 1-3 points
|
||
damage)
|
||
|
||
*All elementals within a point need not be identical.
|
||
|
||
*Elementals follow targeting and stacking rules given for
|
||
infantry, where applicable.
|
||
|
||
*Each elemental fires independently of the rest of the point. It
|
||
may choose up to two targets (primary and secondary), receiving +1 to
|
||
hit the secondary (just like a 'mech). The anti-personnel weapon can
|
||
only be fired against unarmored targets.
|
||
|
||
*When a battlearmor point is attacked, the elemental hit is
|
||
randomly determined and damage assessed against his suit. When all 11
|
||
points of armor are gone the suit is breached and out of action. Excess
|
||
damage is "wasted", not transferred anywhere. Damage from a mine
|
||
affects a randomly chosen elemental and does 6 points of damage to him /
|
||
her.
|
||
|
||
*It takes 4 elemental turns to clear a mined hex. This may be in
|
||
the form of 1 elemental working 4 turns, 2 working 2 turns each, etc.
|
||
During mine clearing turns, no attacks may be made.
|
||
New Vehicle Rules
|
||
|
||
These rules refer to tracked, wheeled, and hovercraft vehicles for now,
|
||
not VTOLs or naval vessels.
|
||
|
||
Vehicle Construction
|
||
|
||
*Vehicles now have sections with critical slots, just like 'mechs.
|
||
These slots are filled with engine/weapons/etc, just as with a 'mech.
|
||
|
||
section # of crit spaces
|
||
front 12
|
||
rear 12
|
||
left side 12
|
||
right side 12
|
||
turret / top 12
|
||
(vehicles that have no turret simply refer to this location as the
|
||
top)
|
||
|
||
*Internal structure costs 10% of vehicle tonnage, with point
|
||
allocations as follows: left and right sides each get tonnage*0.2
|
||
points; front and rear sections and turret/top each get tonnage*0.3
|
||
points. Round to the nearest point.
|
||
|
||
*Use vanilla rules to determine vehicle type, engine rating, lift
|
||
factor and max tonnage. Hovercraft no longer have a minimum engine
|
||
tonnage requirement.
|
||
|
||
*Fusion engines require six critical locations: three in the front
|
||
section & three in the rear section.
|
||
|
||
*XL fusion engines require an extra three critical locations in
|
||
each side for the IS, or two critical locations in each side for the
|
||
Clans.
|
||
|
||
*ICE engines require three critical locations: three in the front
|
||
section & three in the rear section. ICE weighs twice as much as the
|
||
same rating fusion engine. ICE requires one critical location for fuel,
|
||
which may be located in any section that has engine crits. (Same holds
|
||
for XL ICE.) This fuel weighs 5% of vehicle tonnage. A critical hit to
|
||
this location ignites the fuel, destroying the vehicle. Three critical
|
||
hits on an ICE will shutdown the vehicle, but will not cause it to
|
||
vaporize. ICE engines have the same number of heat sinks as an
|
||
identically rated fusion engine.
|
||
|
||
*XL ICE engines require an extra three critical locations in each
|
||
side for the IS, or two critical locations in each side for the Clans.
|
||
|
||
*Vehicles may only be equipped with energy weapons if they are
|
||
fusion powered.
|
||
|
||
*Lift equipment (needed and required only for hovercraft) weighs
|
||
10% of vehicle tonnage. It requires two critical locations each in the
|
||
front, left side, right side, and rear sections. Two lift equip.
|
||
critical hits will halve vehicle move rate. Four lift equip. critical
|
||
hits will immobilize the vehicle. (Count a destroyed section as two lift
|
||
equipment critical hits if vehicle has lift equip.)
|
||
|
||
*Drive train equipment (all vehicles) require three critical
|
||
locations each in the left and right sides. Two drive train critical
|
||
hits will halve move rate. Four drive train critical hits will
|
||
immobilize the vehicle. (Count a destroyed side section as three drive
|
||
train critical hits .)
|
||
|
||
*A vehicle may have a turret on its top. This costs 5% of vehicle
|
||
weight.
|
||
|
||
*One location must be allocated for the pilot/crew/cockpit, the
|
||
actual location being up to the designer. Cockpit/controls weigh 5% of
|
||
vehicle tonnage. For the vehicle to operate in hostile environments
|
||
there must be two crit locations allocated for life support in the same
|
||
section as the pilot/crew. This life support weighs one ton. A
|
||
critical hit on life support results in death of crew if vehicle is
|
||
operating in a hostile environment (this includes underwater). A
|
||
critical hit on the cockpit results in death of crew.
|
||
|
||
*Armor is allocated among hit locations as with 'mechs.
|
||
|
||
*No vehicle may be equiped with jump jets, MASC, 3x myomer, or
|
||
hatchets.
|
||
|
||
*"Omnivehicles" are prohibited.
|
||
|
||
Vehicle Combat
|
||
|
||
*Vehicles expend movement points just as 'mechs do, but have the
|
||
same terrain restrictions as in vanilla rules. Vehicles use heat
|
||
scales, just like 'mechs, building heat when firing weapons, and
|
||
suffering the same penaties as mechs when too much heat is built up.
|
||
Vehicles generate 1 HP when moving at cruise speed, and 2 HP when moving
|
||
at flank speed. Vehicles with turrets may rotate the turret to face any
|
||
direction during the reaction phase.
|
||
|
||
*Vehicles take damage much like 'mechs. Use the table below to
|
||
determine hit location when a vehicle is hit. Armor penetrations
|
||
require critical rolls as with 'mechs, with critical hits being
|
||
determined as with 'mechs. If a vehicle suffers the destruction of an
|
||
entire section, it is not immediately destroyed as in vanilla rules.
|
||
Inferno hits affect vehicles as they affect 'mechs; the vehicle will not
|
||
be destroyed outright.
|
||
|
||
Hit location table
|
||
|
||
Number front rear left side right side
|
||
|
||
2 crit(roll) crit(roll) crit(roll) crit(roll)
|
||
3 rear front right side left side
|
||
4 left side left side front front
|
||
5 left side left side front front
|
||
6 front rear left side right side
|
||
7 turret/top turret/top turret/top turret/top
|
||
8 front rear left side right side
|
||
9 right side right side rear rear
|
||
10 right side right side rear rear
|
||
11 rear front right side left side
|
||
12 crit(front) crit(rear) crit(left side) crit(right side)
|
||
|
||
|
||
New Miscellaneous Rules
|
||
|
||
C3 Networks
|
||
|
||
*It is no longer necessary for a lance command mech with a C3
|
||
master unit to have a C3 slave unit in order to tie into a company
|
||
command C3 master. The lance commander's master can perform the link to
|
||
the supermaster. This system allows 13 'mechs to be linked together as
|
||
follows:
|
||
|
||
Master Unit
|
||
____(5 tons, 5 crits)____ one lance
|
||
/ | __\________|______
|
||
Master Unit Master Unit | Master Unit \
|
||
(5 tons, 5 crits) (5 tons, 5 crits) |(5 tons, 5 crits) \
|
||
/ | \ / | \ | / | \ |
|
||
Slave Slave Slave Slave Slave Slave |_Slave Slave Slave_|
|
||
|
||
Slaves are 1 ton, 1 crit
|
||
|
||
*If the LOS between two C3 units passes through a hex within
|
||
jamming range of an active ECM II or III unit, the link is broken. The
|
||
link is restored as soon as the LOS does not pass through an ECM field.
|
||
Note that friendly units do not jam friendly C3.
|
||
|
||
Laser Guided Artillery
|
||
|
||
+++In addition to standard artillery, laser guided artillery is
|
||
available. When laser guided artillery is fired, a target hex is
|
||
chosen, just as with regular artillery. The time of arrival of the
|
||
shell on the mapsheet is determined in the same manner as standard
|
||
artillery. In the turn in which the shell arrives, a friendly unit
|
||
must TAG a target within 5 hexes of the target hex. If the TAG is
|
||
successful, 2d6 are rolled. A 2-3 misses, 4-8 hits at a random
|
||
location, and 9+ hits at the same location hit by the TAG. If the TAG
|
||
is unsuccessful, the shell will miss. If the shell misses, determine
|
||
the hex hit just as if it were a standard artillery shell aimed at the
|
||
specified hex. Note that it is possible for a laser guided shell to
|
||
"miss" its target (failed TAG roll or failed hit roll), but then
|
||
scatter and hit the hex occupied by the intended target anyway.
|
||
(Laser guided artillery exists in the real world, so we thought
|
||
Battletech should have it too. Also, standard artillery shots with
|
||
long hang times usually eliminated accuracy. It's pretty impossible to
|
||
determine where units are going to be located several turns in the
|
||
future, so you basically only hit the enemy if you were lucky. This
|
||
changes that.)
|
||
|
||
Jumping 'Mechs
|
||
|
||
*Any 'mech which jumps during the movement phase has LOS to / from
|
||
all units on the board during the following weapon phase.
|
||
(Yes, jumping is much less swell now. We figured that if you
|
||
jumped up into the air, things like trees, smoke, and low hills wouldn't
|
||
be in the way, and that if you had LOS to a target, then the target has
|
||
LOS to you. In practice, we sometimes allow big hills, etc. to block
|
||
LOS to even a jumping 'mech (At the referee's disgression).)
|
||
|
||
Piloting Rolls Due to Damage
|
||
|
||
*Use the following numbers instead of standard base 20:
|
||
|
||
Class Damage Threshold
|
||
Light 15
|
||
Medium 20
|
||
Heavy 25
|
||
Assault 30
|
||
|
||
*If the damage threshold is exceed multiple times, the piloting
|
||
roll modifier goes up. Ex. For every 25 points of damage sustained in
|
||
a single phase, a heavy 'mech must make a piloting roll at +1 (+1 at 25
|
||
- 49, +2 at 50 - 74, etc.).
|
||
(We figured that little 'mechs should fall down easier than big
|
||
ones. Also, 200 points of damage in a turn should knock you down more
|
||
often than 20. We tend to play out rather epic battles with LOTS of
|
||
'mechs. Concentrating fire often yields damage of 250+ to a single
|
||
'mech in a turn: something of which FASA probably never thought (if FASA
|
||
thinks at all...).)
|
||
|
||
AirMech Jumpflight Rule Modifications
|
||
|
||
(We never really liked FASA jumpflight rules, so we ditched most
|
||
of them.)
|
||
*When jumping in Airmech mode, the LAM skims hovercraft-like a
|
||
meter or two above the ground surface using the following adjusted
|
||
movement point costs:
|
||
|
||
1 MP enter rough/water hex
|
||
1 MP go up a level or change facing by 1 side
|
||
0 MP go down a level / take off / land
|
||
|
||
+++Jumpflying generates 2 heat.
|
||
*If all jump jets are destroyed while jumpflying, the LAM
|
||
automatically falls.
|
||
*+1 to all piloting rolls for being in AirMech mode.
|
||
*+1 to all piloting rolls made while jumpflying per jump jet
|
||
destroyed.
|
||
+++Destruction of a jump jet while jumpflying forces a piloting
|
||
roll to avoid falling.
|
||
*LOS to all units rule for jumping does not apply to jumpflying
|
||
LAMs.
|
||
*No piloting roll needed to enter / leave water hex.
|
||
*A jumpflying airmech may not go under water.
|
||
+++Jumpflying LAMs can use smoke screens, provided they move less
|
||
than 10 hexes, even though they are considered to be jumping for
|
||
targeting purposes (+3 to hit).
|
||
*Mines cannot harm jumpflying LAMs.
|
||
+++Jumpflying LAMs may not punch, kick, or DFA. They may charge.
|
||
+++Jumpflying LAMs may not change facing by more than 2 hex sides
|
||
in a single hex. (No jumpflying on a dime.)
|
||
|
||
Minimum Ranges
|
||
|
||
*Energy and Ballistic weapons no longer have minimum ranges. The
|
||
only weapons with minimum ranges are Clan & Inner Sphere Arrow Cruise
|
||
Missiles and Inner Sphere LRMs.
|
||
(Most (if not all) missiles must fly a certain distance before
|
||
they stabilize and begin tracking the target. For safety reasons, all
|
||
missiles fly even further than this before arming their warheads.
|
||
Missile minimum ranges make sense. We could not, however, figure out a
|
||
single reason why ballistic and energy weapons had minimum ranges.)
|
||
|
||
Construction
|
||
|
||
*Fusion engines automatically have engine rating / 25 heat sinks
|
||
built in. These heat sinks do not show up on the critical chart. Any
|
||
additional heat sinks must be placed on the crit table and cost tonnage.
|
||
(FASA has long held that ER / 25 heat sinks need not appear on the
|
||
crit chart (at least, that's how 3050 sheets (Battletech reinforcements)
|
||
were printed). However, you only got 10 with the engine, and this
|
||
difference made proofreading new 'mech designs difficult (are there
|
||
enough / too many HSs on the crit table?). We implemented this rule to
|
||
make things a little more seamless (and, big 'mechs can blow off lots of
|
||
heat now = more weapons for LOTS of damage = battles go faster).)
|
||
|
||
*There is no longer any restriction on the quantity of armor which
|
||
can be placed on a given location. If you spend the tonnage for it,
|
||
pile it on.
|
||
(This was originally implemented to allow players to beef up the
|
||
R/L Torsos on their 'mechs. Since the side torsos only have the
|
||
internal structure of legs, but must cover both front and rear, there
|
||
was never enough armor to go around. Since then, this rule has been
|
||
pushed to the limits. One of our Marauder II variants sports no less
|
||
than 36 tons of armor.)
|
||
|
||
*Omnimechs may mount hand actuators with any arm weapon (even
|
||
PPCs, Gauss Rifles, etc.), provided that the critical spaces are
|
||
available.
|
||
(This prohibition always seemed kind of silly.)
|
||
|
||
*Omnimechs can mount more armor than their chassis have.
|
||
(We implemented this rule because most modern MBTs (Main Battle
|
||
Tanks), IFVs (Infantry Fighting Vehicles), and APCs (Armored Personnel
|
||
Carriers) can be fitted with add-on armor. This is new armor bolted on
|
||
over the original stuff. We figured that if current armies can add
|
||
armor to a chassis, so can the clans. As a result, most of our Omnimech
|
||
chassis have only a token amount of armor: 3-4 tons. The rest is added
|
||
when specific configurations are designed.)
|
||
|
||
+++Omnimechs may mount MASC in pods. (From the description, MASC
|
||
seemed to be a special circuitry box that altered the control signals to
|
||
the legs, not a special kind of myomer, so we decided MASC should be
|
||
able to be pod mounted.)
|
||
|
||
*ALL fractional tonnages are rounded to the nearest quarter ton.
|
||
(This makes 'mech design much easier, because you don't have to
|
||
remember what rounds to the nearest whole, half, and quarter ton.)
|
||
|
||
Beagle Probe
|
||
|
||
+++The Beagle Active Probe generates 2 heat when used. (used in
|
||
reaction phase)
|
||
|
||
+++The Beagle Active Probe can detect mined hexes and any armored
|
||
unit.
|
||
|
||
*The Beagle Active Probe gives LOS through smoked hexes, as long
|
||
as the target is within range of the probe. This does NOT negate any
|
||
weapon penalties for firing into a smoked hex. The penalties for firing
|
||
through a smoked hex (using Beagle to establish LOS) are the same as the
|
||
penalties for firing into a smoked hex normally.
|
||
(The Beagle probe seemed rather limited in its usefulness. We
|
||
thought up a few other things it could reasonably do and added them on.)
|
||
|
||
Flamers
|
||
|
||
+++'Mech flamers give 10 heat points to armored targets, and
|
||
completely destroy any unarmored targets. Multiple flamer hits simply
|
||
cause armored units to suffer 10 extra heat for the number of turns
|
||
equal to the number of flamers that scored a hit.
|
||
|
||
Targeting Computers
|
||
|
||
*Targeting computers may NOT be used to target specific locations
|
||
on an enemy 'mech.
|
||
(We could never come up with any good justification for the rule
|
||
that specific locations could be targeted, but the head could not be
|
||
targeted in this way. If you can target specific locations, the head
|
||
should be fair game. Since we didn't want Clan pilots blowing
|
||
everyone's heads off, we entirely dropped the specific location rule.)
|
||
|
||
*Targeting computers still provide a -1 bonus on all target
|
||
numbers for weapons connected to them.
|
||
|
||
+++Targeting computers may be used in conjunction with TAG.
|
||
(We've always allowed this since we thought vanilla rules did
|
||
also, but net discussions indicated vanilla rules are unclear on this
|
||
point.)
|
||
|
||
Mine Fields
|
||
|
||
*When a battlemech is damaged by a land mine, 5 points of damage
|
||
are applied to the armor (if any) and 1 point is applied directly to the
|
||
internal structure, regardless of how much armor remains. Critical hits
|
||
are checked in the normal fashion. If the 5 point group penetrates the
|
||
armor, additional damage is transferred to the internal structure as
|
||
usual. Critical hits are only checked once per mine.
|
||
(Land mines were always too lame. Big 'mechs could trudge right
|
||
through all but the largest of fields. Now that any 'mech could find a
|
||
hip destroyed at any time while in a mine field, even the big boys are
|
||
looking for alternate routes. Real life minefields are quickly fatal to
|
||
even the biggest of MBTs. Armored units always need infantry /
|
||
specialized vehicles to clear mines for them.)
|
||
|
||
Engine Hits
|
||
|
||
*The first engine hit destroys 1 / 2 of the heat sinks (single or
|
||
double) which came with the engine (engine rating / 25, rounded down).
|
||
The second engine hit destroys the rest of these 'free' heat sinks.
|
||
Engine hits no longer generate extra heat: the missing heat sinks are
|
||
enough.
|
||
(In the original rules, the first hit generated 5 heat per round;
|
||
the second hit generated 10. Since each engine came with 10 single heat
|
||
sinks "for free," this was equivalent to destroying 1 / 2 of the "free"
|
||
HSs per hit. Under these new rules, however, the 400 engine can come
|
||
with 16 double HSs, for a total of 32 "free" heat points per turn. In
|
||
light of this, the once crippling engine hit (+5 heat points) became
|
||
less than a slap on the wrist. With this rule, engine hits really hurt;
|
||
like they should.)
|
||
|
||
TAG Ranges
|
||
|
||
*TAG ranges are now as follows: 1-5 / 6-10 / 11-15.
|
||
(This is a result of a LARGE mistake on my part. We keep all of
|
||
our 'mech sheets on computer in the form of SuperPaint (tm) documents
|
||
(FASA charges $$ for REALLY lame sheets). I misread the rulebook and
|
||
typed the 6-10 / 11-15 ranges into 40+ documents. It was easier to
|
||
change the rule than correct the mistakes. You need not make this
|
||
change: you didn't screw up.)
|
||
|
||
Vaporizing Units
|
||
|
||
+++If a fusion engine powered unit receives 3 engine critical hits
|
||
the engine explodes, completely vaporizing the unit (no salvage
|
||
allowed). When this happens, the hex formerly occupied becomes a rough
|
||
hex (unless it was a water hex), any unit that was stacked on that hex
|
||
with the unit that vaporized is destroyed, and any 'mech standing in an
|
||
adjacent hex must make a piloting roll at +2 to avoid a fall. The pilot
|
||
of the unfortunate unit must make a piloting roll at +5 to eject
|
||
safely. If this roll is failed, the pilot is killed.
|
||
|
||
Hit Locations
|
||
|
||
*If a 2 is rolled for a hit location, the critical does not
|
||
automatically go to the center torso. Instead a second location roll is
|
||
made to determine hit location. An automatic critical hit goes to that
|
||
location in addition to appropriate damage. Criticals stack up, so
|
||
rolling 2,2,2,12 is 3 criticals to the head.
|
||
|
||
DFAs and Other Charges
|
||
|
||
+++'Mechs attempting a DFA or charge MAY fire weapons during the
|
||
weapon phase of the turn on which they charge. Damage sustained during
|
||
the weapon phase by the unit attempting the charge / DFA does not
|
||
require that a piloting roll be made before the charge / DFA may be
|
||
attempted. Rather, the modifier for the damage (+1, +2, etc.) is added
|
||
to the target number for the charge / DFA . (For example, if a light
|
||
'mech attempts a DFA and sustains 30 points of damage during the weapon
|
||
phase, the piloting roll for the DFA will be at +2.) The target number
|
||
for ALL charges is 3, modified for the movement method employed: 4 when
|
||
walking, 5 when running, and 6 when jumping. This number is modified by
|
||
the target's movement, but not by terrain. This number is further
|
||
modified by the piloting skills of the attacker and target: add the
|
||
attacker's and subtract the defender's. Damage to the attacker and
|
||
defender from ground charges is as described in vanilla rules. Damage
|
||
to the defender from a DFA is 'mech tonnage / 10 * 3 (as in vanilla
|
||
rules), but is assigned on the punch table in two groups of half the
|
||
total (unless the total is odd, in which case, one group is 1 larger
|
||
than the other). Damage to the attacker from a DFA is 'mech tonnage / 5
|
||
(as in vanilla rules), but half goes to each leg directly (no rolling on
|
||
the kick table, unless there is an odd damage point, in which case, roll
|
||
/ flip a coin / etc. to see which leg gets it). This assumes a 'mech
|
||
with two legs. For 4, 3, or 1 legged 'mechs, divide damage evenly among
|
||
the legs. Piloting rolls following the charge / DFA are as in vanilla
|
||
rules.
|
||
(These changes came about as a result of a fundamentally stupid
|
||
flaw in the rules: the base TN for a DFA is 8 (5 + 3 for jumping),
|
||
while the TN for an *ACCIDENTAL* fall from above is 7. This means that
|
||
is is easier to fall on someone by accident, when you are out of control
|
||
than when you are in control and trying to hit them! Not to mention the
|
||
fact that you always got shot down in flames during the preceding weapon
|
||
phase. We thought that the DFA idea was great, but only Max Sterling
|
||
could pull one off. These rules make a DFA a more viable option. I
|
||
reasoned that, if the average charge was running and had a TN of 5, then
|
||
the base should be 3 (+2 for running = 5). A jumping charge should be
|
||
at +3 (= 6), not +5 (= 8).)
|
||
|
||
Accidental Falls From Above
|
||
|
||
+++Speaking of which, the TN for a hit from an accidental fall
|
||
from above is now 9. (7 was just too damn likely. A BattleMech
|
||
occupies much less than 58.3% of a hex, but that's the probability of a
|
||
hit with a TN of 7. BTW, we played one battle in which a Kurita Mauler
|
||
failed its drop-from-orbit piloting roll, went out of control, scattered
|
||
on to a hex occupied by a defending Battlemaster, and rolled a
|
||
successful hit for a fall from above. We decided to treat it as a DFA
|
||
and rolled damage, piloting rolls, etc. according to those rules. The
|
||
Mauler pilot (me), who had just failed two easy piloting rolls, rolled
|
||
three 12s in a row, hitting the Battlemaster in the head with both legs
|
||
(29 points of damage to the head = dead Battlemaster), then made a next
|
||
to impossible piloting roll (12 number three) to avoid falling
|
||
afterwards. The Mauler got off with 9 points of damage (4 to one leg
|
||
and 5 to the other) while taking out a Battlemaster before the shooting
|
||
even began :-)
|
||
|
||
Damage From Falls
|
||
|
||
+++Units that fall into water only suffer half the usual damage
|
||
from the fall.
|
||
|
||
END PART 2
|
||
--
|
||
* For purposes of complying with the New Jersey Right to Know Act,
|
||
contents of this post partially unknown.
|
||
|