1960 lines
99 KiB
Plaintext
1960 lines
99 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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Below you will find the rules that my friends and I have come up
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with for Battletech. These rules were meant to augment the existing
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rules, not replace them. _The Battletech Compendium_ is the ruleook
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referenced throughout this text and is considered necessary for these rules
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to be used fully.
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One of the basic assumptions throughout this entire text is that
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the Clans do not exist. Granted, some of the technology presented in here
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is Clan in nature or capability, but this system was started before the
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Clans were presented. The history of the Battletech Universe has also been
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ignored completely. This is evident with the huge variety of weapons and
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the fact that (for example) LB-X autocannons weigh more than standard
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autocannons. For any system that is not specifically modifed or covered in
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these rules assume that the standard rules for "Inner Sphere" systems take
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precedence.
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The 2x engine rules were created some time ago, exact date
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forgotten. These rules are of my design and should be considered
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copyrighted. The Observer rules were created based upon ideas found in the
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Rec.Games.Mecha archives. Credit is given at the end.
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The Internal Structure and Armor rules were developed recently and
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are pretty much an adjustment to existing rules plus added systems. If
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anything appears to have come from FASA then it probably did.
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The Weapons list is a compilation of the existing weapons plus
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those developed by myself, my friends, and others. The alternate
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ammunitions were an outgrowth of rules presented in the FASA product
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_Unbound_ and material found in the aforementioned archives.
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The Infantry Rules were developed to make all types of infantry a
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viable selection. These rules were also intened to make them a little more
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capable of playing a role on the battlefield.
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The Credit Section is where I give credit to those who inspired me
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to put something resembling their work into my compilation. I tried to
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give credit where it is due, but if you feel slighted I apologize. One
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source of inspiration and information tht is not credited there is FASA.
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They deserve the credit for anything that resembles material from the
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rulebook and the product _Unbound_.
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If you have any questions, comments, or suggestions feel free to
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send Email to MURRAYMD@UDAVXB.OCA.UDAYTON.EDU or
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Matt Murray
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144 Medford Apt E
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Dayton OH 45410
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ENJOY!!!
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T W O E N G I N E A N D T W O C O C K P I T
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The 2xeng and 2xeng2xcockpit mech rules will require that you make
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new mech sheets for these monsters. With a little bit of work, clear tape,
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and photocopies you can cut up, you can make the sheets no problem. I'll
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give you what location has how many crits of each thing.
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2 ENGINE MECHS
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The two engine mech is simply a battlemech that has such a high
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speed that the weight or power requirements are so high that two engines
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are requird as opposed to one. For a mech to have two engines, it must
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pass one of two requirements. If it doesn't, then the mech will simply use
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one engine. NOTE: The weight requirements below are based upon standard
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engine weights and are regardless of the possibility of the engines being
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ST or XL engines.
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For the design of your mech, replace the rules for "Determine
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engine weight" with this list:
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1) Detremine the speed of the mech
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2) Determine the Engine rating
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3) Determine the Engine weight
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4) Check to see if steps 2 or 3 qualify the mech for 2x engine
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status. If the mech does qualify, follow ths steps:
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A) If the last digit of the Engine rating is a 5, add 5 to
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the engine rating making it an even number.
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B) Divide the engine rating by 2 creating the engine
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ratings of the 2 smaller engines to be used.
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C) Use the smaller engine ratings to determine the engine
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weights of the two smaller engines.
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D) Modify the weights of the engines appropriately if you
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are going to use ST or XL engines.
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E) Add the weights of the engines together to determine the
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final weight of th engines.
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(Note: Gyro weight is based upon the engine rating from line 4A.)
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REQUIREMENTS:
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If the mech is 55-100 tons, then the requirements are:
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1) The required engine rating is above 400
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or
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2) The weight of the engine required is 75% or greater than the
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weight of the mech.
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If the mech is 5-50 tons, then the requirements are:
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1) The required engine rating is above 400
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or
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2) The weight of the engine required is 50% or greater than the
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weight of the mech.
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Now that the rules for what mechs are allowed to have 2 engines
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have been established, next are the special rules pertaining to them.
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1) Since the mech has 2 fusion engines, it also has 20 heat sinks.
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A) They can be made double heat sinks.
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B) The number of HS that can be put on to an engine w/out
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being represented on the critical hit table is based
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upon the engine rating of each engine, not the combined
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engine ratings.
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C) If the engine heat sinks are double HS, then divide the
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number of heat sinks that can be put on an engine by the
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number of crits each double heat sink takes up. (This
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rule is put in so that double heat sinks are not common
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and do not unbalance the game since heat is the
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restraining factor in this game. This rule is also
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under the assumption that the rules concerning mixing
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standard and double heat sinks are changed. If you want
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to, you can mount double and standard HS on a mech. All
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of the heat sinks from the engines must be the same
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type. All 20 must be either double or standard, not
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half&half. If you keep the original rule saying ALL
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heat sinks must be the same type, then you may also
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consider possibly ignore this subrule completely.
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2) A damage track is kept for each engine. It is possible for a 2x
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engine mech to recieve 4 engine hits, 2 per engine. When one of
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the two engines receives 3 hits, it is destroyed and the move
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rate of the mech is halved, rounding down. The destroyed engine
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also stops producing heat due to damage or moving. A 2x engine
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mech is considered destroyed when both engines are destroyed,
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i.e.: When each engine has received 3 engine hits. Any HS
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mounted on the engine and not represented on the crit. hit table
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for the mech are also destroyed.
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3) When the internal structure for a side torso has been completely
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destroyed, that sides engine is also counted as destroyed with the
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appropriate effects for losing one engine as outlined in rule 2.
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4) The Critical Hit table for a 2x engined mech is different from
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that you would find on a standard one.
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A) Change the center torso by changing all engine slots
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(11,12,13,22,23,24) into empty slots that can mount
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equipment.
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B) Change both of the side torsos to this slot
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configuration:
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Standard ST Engines XL Engines
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1. Engine 1. Engine 1. Engine
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2. Engine 2. Engine 2. Engine
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3. Engine 3. Engine 3. Engine
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4. ______ 4. ______ 4. Engine
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5. ______ 5. ______ 5. Engine
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6. ______ 6. ______ 6. Engine
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1. ______ 1. Engine 1. Engine
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2. Engine 2. Engine 2. Engine
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3. Engine 3. Engine 3. Engine
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4. Engine 4. Engine 4. Engine
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5. ______ 5. Engine 5. Engine
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6. ______ 6. Engine 6. Engine
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(As you can see, you have a high to 100% chance of getting an
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engine hit with the more advanced engines.)
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5) If the engines are going to use ST or XL technology, both must
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be of the same type.
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6) The heat produced from movement is doubled with 2x engine mechs.
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Walking heat is 2 while running produces 4 heat.
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7) As before, regardless of technology level of the engine, each
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engine requires only 3 engine hits to be destroyed.
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DESIGN NOTES ON 2X ENGINE MECHS: These rules were written long
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before the clans came into the picture. They were even written before the
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rules for XL engines were published. From the time we came out with the
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rules for 2x engine mechs, we have experimented with rules for 2x engine
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tanks (we never goofed with aerospace fighters, but that would be another
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logical growth of the rules.) The rules we developed never did seem
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balanced and seemed to require a major rewrite of the tank rules, which we
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did for some areas. If you desire to have 2x engine tanks, you may want to
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take a long hard look at them. Realize that the limiting factors for 2x
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engine mechs are: loss of internal space, loss of armor protection for the
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engines due to sitting in the side torsos, ease of getting engine hits due to
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doubled number of engine crits, and increased heat for movement. All of these
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limiting factors are not available for tanks based on the available rules.
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There are no damage locations where tank engines are. There are no
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internal crit slots for tanks. Tanks don't have to worry about movement
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heat. As you can see, tanks were made overly simple so that they were easy
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to play and integrate. Due to these simplifications, you can't easily
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integrate 2x engine rules for them. On further investigation, you'll see
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that the same problems exist for aerospace fighters, conventional fighters,
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and the other vehicles. If you are going to put rules for 2x engines in
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for other vehicles, you will have to rebuild a lot of the game.
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The Clans would probably never have 2x engine mechs. Their mechs
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tend to point to a huge standardization policy throughout the clans and
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would be very slow to change to 2x engines upon discovering 2x engine
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mechs. Even with those points of logic out of the way, it should be
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apparent enough that the clans are nasty enough as they are and need no
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further modification. You will find that 2x engine mechs come only half
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way to meeting the clans on even grounds. *I* wouldn't want a 100 ton clan
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mech with 2x engines stomping on my face and ripping my lipps off!
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SPECIAL TECHNOLOGY (ST) ENGINES
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ST engines were developed primarily to incorporate the weight
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saving capabilities of XL engines without the huge space requirements. ST
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engines are best described as being halway between standard and XL engines.
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ST engines are best used on one engine mechs that need extra tonnage for
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ballistic weapons and extra space for the weapons themselves. For 2x
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engine mechs, internal space becomes critically short when both engines are
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made XL, making the use of ST engines predominant.
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1) ST engines weigh .75 the weight of a standard engine, this in
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comparison to XL engines that weigh .5 the weight of a standard
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engine.
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2) ST engines require 3 extra crit slots on a critical hit table.
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These crit slots have already been described for 2x engine
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mechs. For one engine mechs, ST engines require one extra slot
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in each of the 3 torsos.
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3) 3 engine hits are required to destroy an ST engine, regardless
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if they are in the side or center torsos.
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4) For figuring the costs of an ST engine, as per p. 128 of _The
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Battletech Compendium_, use the formula of:
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(10,000 x rating x tonnage) / 75
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NOTES ON ST ENGINES: As you can see, ST engines are halfway XL
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engines. That's what they are intended to be. When I first came up with
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ST engines, I had trouble convincing my friends the need of ST engines.
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They are truly put in for 2x engine mechs, I have never seen their use on
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one engine mechs. Use them as you please.
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The Clans would probably never use ST engines. They would more
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then likely use XL engines exclusively.
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Historically, you could say that ST engines are a stepping stone to
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XL engines, with their use relegated primarily to 2x engine mechs. You
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could also say that Peripheral houses and governments developed them as
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their best effort to reach XL technology.
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2X COCKPIT and 2X ENGINE 2X COCKPIT MECHS
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2x cockpit mechs are a natural outgrowth of mech designs that had 2
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seats in a mech cockpit where one seat was for the mech pilot and the
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other seat was for a commander/observer/nobody useful. There are 3 types
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of 2x cockpit mechs: one engine 2x cockpit, 2x engine 2x cockpit Alpha, and
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2x engine 2x cockpit Beta. After the descriptions of the three type of 2x
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cockpit mechs rules will be given for their use.
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NOTE: When examples of the internal structure are shown, there will be two
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empty critical slots with astricks. These are the slots for "extra"
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sensors to be placed in. They will be explained later in the rules.
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2X COCKPIT MECHS:
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These designs are achieved through the removal of the cockpit from
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the head and replacing it with a cockpit in each side torso.
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1) The critical hit table is modified by replacing the head with
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six empty crit slots. This effectively turns the head from a
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cockpit center into a weapons platform. This platform can have a
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turret like a ground vehicle where the turret mechanism weighs
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ten percent of the weapons mounted (round up to the nearest half
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ton). When the armor has been breached and internals have been
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scored, roll for turret lock where the turret locks on a roll of
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1-3. If the turret locks, it locks facing the hexside that it
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was firing into that turn.
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2) The side torsos are modified as such:
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LEFT SIDE TORSO RIGHT SIDE TORSO
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1) Life Support 1) Life Support
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2) Sensors 2) Sensors
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1 3) Cockpit 1 3) Cockpit
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4) _______ 4) _______
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5) _______* 5) _______*
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6) Life Support 6) Life Support
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1) _______ 1) _______
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2) _______ 2) _______
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2 3) _______ 2 3) _______
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4) _______ 4) _______
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5) _______ 5) _______
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6) _______ 6) _______
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3) The pilot can be in one side or the other as long as which side
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has the pilot and which side has the gunner is marked on the
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sheet before the game begins.
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2X ENGINE 2X COCKPIT MECHS ALPHA
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These types of mechs are achieved through the addition of a cockpit
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to the center torso. Traditionally the gunner would be positioned in the
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torso and the pilot would be in the head. This arrangement can be swapped
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around with little problem, but it would seem more logical to have the
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pilot in the head.
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1) The head cannot be mounted on a turret.
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2) The head and Center torso critical hit tables would look like
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this:
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Center torso Head
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1) _______ 1) Life Support
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2) _______ 2) _______*
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1 3) _______ 3) Cockpit
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4) Gyro 4) _______
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5) Gyro 5) _______*
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6) Gyro 6) Life Support
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1) Life Support
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2) Sensors
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2 3) Cockpit
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4) Gyro
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5) Sensors
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6) Life Support
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3) To put the gunner in the head, move the sensors from the center
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torso and put them in the #2 and #5 slots in the head.
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2X ENGINE 2X COCKPIT MECHS BETA
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These types of mechs are achieved through putting both of the
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cockpits in the center torso. The advantage of this arrangement is that the
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head can act as a weapons platform like the rules above state. The primary
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disadvantage is that whenever the center torso is hit on a 2, both pilots
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take damage and roll for consciousness.
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1) The head can act as a turreted weapons platform as discussed
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above in the rules for 2x cockpit mechs.
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2) The center torso is modified as such:
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CENTER TORSO
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1) Life Support
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2) Gyro
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1 3) Cockpit
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4) Gyro
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5) Gyro
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6) Life Support
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1) Life Support
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2) Sensors
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2 3) Cockpit
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4) Gyro
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5) Sensors
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6) Life Support
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3) The pilot is in the upper cockpit while the gunner is in the
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lower cockpit. Notice also that there are no provisions for there to be
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backup sensors on this type of mech.
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GENERAL RULES COVERING 2X COCKPIT MECHS
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1) There are 2 cockpits on 2x cockpit mechs. One is for a pilot
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where the other one is for a gunner. These two pilots work together to
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pilot and fight the mech. The cumulative effect of these two working
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together and being able to concentrate on their jobs is that the piloting and
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gunnery skills are better. To reflect these advantages, a mech with two
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cockpits has a -1 bonus on its to hit and piloting target numbers.
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2) The pilot controls the piloting functions of the mech, but he
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can also do weapons firing. If the gunner should be killed, the pilot can
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take over weapons fire. The turn after the gunner is killed, the mech can
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not fire weapons but can still move. This represents the pilot realizing the
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loss of the gunner and switching over gunnery systems to his control.
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After this turn of lost weapons fire, the pilot operates the mech without
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the piloting skill bonus and has a +1 penalty to weapons fire.
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3) The gunner controls the firing functions of the mech, but he can
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also pilot the mech. If the pilot should be killed, the gunner can take
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over moving the mech. The turn after the pilot is killed, the mech can not
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move but may continue to fire weapons. This represents the gunner
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realizing the loss of the pilot and switching over movement systems to his
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control. After this turn of lost movement, the gunner operates the mech
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without the gunnery bonus and has a +1 penalty to piloting skill.
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4) The bonuses and penalties mentioned above are treated just like
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any of the bonuses and penalties found in the rules and can be made
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cumulative with any other modifiers. If the players are using the optional
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rules for DNI and VRPP piloting enhancements, they can also be used with 2x
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cockpit mechs. (The two pilots had better know each other *VERY* well to
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be allowed to use DNI.)
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5) If both the pilot and the gunner are killed, then the mech is
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considered destroyed.
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6) The Sensors that were deleted from one of the cockpits can be
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left in to serve as backup sensors. Either one or both of the deleted
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sensors can be left in. As long as there are two undestroyed Sensors
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critical hit locations remaining on the mech, there is no effect from
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Sensors hits.
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7) When a 2 is rolled onto a torso hit location that has a cockpit
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in it will also damage the pilot/gunner like a head hit.
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8) When a 2x cockpit mech falls, the pilot must roll two piloting
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skill rolls to determine if both he and the gunner take damage. Roll each
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one seperately.
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9) When ammunition explodes, each pilot takes one point of damage
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as oppossed to both taking two points. If one of the pilots is dead, then
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the other takes 2 points of damage.
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10) Life support hits are kept for each cockpit and are seperate
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from each other. It is possible for one pilot to take hits from excess
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heat and the other to be perfectly fine.
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11) Conciousness rolls for each pilot are done seperately and are
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||
independant of each other. It is possible for one pilot to be unconcious
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while the other is not. If this should happen, treat the unconcious pilot
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to be "temporarely" dead. Refer to rules 2 & 3 for switchover procedure.
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||
When the unconcious pilot regains conciousness, he may resume his functions
|
||
at the beginning of the next turn.
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Design notes on 2x cockpit mechs: 2x cockpit mechs are just about
|
||
the epitome of Battlemech technology when you combine 2x engine 2x cockpit
|
||
rules with ST/XL engine rules. Throw in any other sundry advanced
|
||
technologies you wish and you will have true war machines.
|
||
These rules were developed well before the Clans came out. Based
|
||
on the reading I've done, I don't think the clans would go for this type of
|
||
mechs. Their honor code would seem to dictate that they fight "without
|
||
someone else's help." Anyway, would you want the Clans to be any more
|
||
powerful?
|
||
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||
C O C K P I T S E C O N D S E A T S / O B S E R V E R S
|
||
|
||
Normally the cockpit of a mech has a second seat for a passenger
|
||
but that seat has no special function. These rules are designed to add
|
||
special seatings for specialty observers. Note that the people in these
|
||
seats *CAN NOT* control the mech that they are in in any special manner or
|
||
way. (Exception: Mech Gunners) They are only observers.
|
||
If the critical hit location that the second chair takes up is
|
||
destroyed then the passenger is killed and cannot perform their function.
|
||
If the pilot's critical hit location is destroyed then the mech is
|
||
considered destroyed for one cockpit mechs. 2x cockpit mechs are different
|
||
in that the cockpit up in the head (normally the pilot's cockpit) is the
|
||
only cockpit that can have a second chair. Destruction of the head still
|
||
results in the Observers death as well as the pilot/gunner, but the 2x
|
||
cockpit mech still functions as per the 2x cockpit rules. (Exception:
|
||
Mech Gunners: The mech is not considered destroyed if the head is still
|
||
intact and the pilot is unconcious/dead then the gunner can still fire the
|
||
mech's weapons. Mech gunners can not be used in 2x cockpit mechs.)
|
||
|
||
|
||
Artillery Spotter: The Artillery Spotter is a trained professional
|
||
in the coordination of off-board artillery fire. Their seat has range
|
||
finding and communication equipment built in to assist them.
|
||
ADVANTAGES: The AS mech can act as an oberver for off board
|
||
artillery fire. Any off board artillery fire using this mech as the
|
||
observer gets a -2 to hit bonus for Observing unit Gunnery Skill as per
|
||
p.49 of _The Battletech Compendium_.
|
||
WEIGHT: The Artillery Spotter seat weighs 1.5 tons and takes
|
||
up 1 critical location in the head.
|
||
|
||
Company Commander: The company commander can be in a command mech
|
||
that has a trusted pilot piloting his mech while he pays attention to the
|
||
battle. His attention to the battle plus his training gives his company a
|
||
special advantage over those that do not have a dedicated command mech.
|
||
ADVANTAGES: The Command Mech and the 11 other mechs designated as
|
||
being in the comapany get a special and seperate Initiative Roll. They
|
||
roll 2D6 for their Initiative instead of the regular 1D6.
|
||
DISADVANTAGES/REQUIREMENTS: For the Company Commander to be able
|
||
to do his/her job the command mech must be equipped with 2 C^3 Masters and
|
||
the rest of the company must be set up with the C^3 system as per the rules
|
||
in _The Battletech Compendium_ p.118. This communication and coordination
|
||
still continues even if LOS between company mates is blocked or there is a
|
||
Guardian operating in the LOS, even if the C^3 does not work.
|
||
WEIGHT: The Commander's seat weighs 1 ton and takes up 1 critical
|
||
spot in the head.
|
||
|
||
Forward Observer: The Forward Observer is a person trained in the
|
||
coordination and directin of all indirect fire. S/he can assist in the firing
|
||
of normal artillery fire and indirect missile fire.
|
||
ADVANTAGES: The FO mech can act as an observer for a unit firing
|
||
LRM or BRM missiles indirectly. For this fire there is no +1 automatic
|
||
penalty to the to hit and the FO mech can make attacks as normal. The FO
|
||
mech can also act as a spotter for off board artillery fire, giving a -1 to
|
||
hit bonus for Observing unit Gunnery Skill as per p.49 of _The Battletech
|
||
Compendium_.
|
||
WEIGHT: The Forward Observer seat weighs 1 tons and 1 critical
|
||
spot in the head.
|
||
|
||
Mech Gunner: The Mech Gunner is a Mechwarrior in a specially
|
||
designed chair that allows the gunner to fire the mech's weapons while the
|
||
normal pilot concentrates on piloting the mech. While this system has the
|
||
same advantages as 2 cockpits, it still has the inherent disadvantage that
|
||
destroying the head will knock out the mech.
|
||
ADVANTAGES: The mech with a mech gunner can fire weapons and pilot
|
||
better. Any Piloting Skill rolls and weapons fire is done at a -1 bonus,
|
||
cumulative with other bonuses and penalties.
|
||
DISADVANTAGES: The mech gunner in this system cannot be combined
|
||
with the 2 cockpit system, it is either/or. If the gunner gets knocked out
|
||
via unconciousness or critical hit then the mech cannot fire weapons. If
|
||
the pilot is knocked out in a similar manner then the mech cannot move. If
|
||
the head is destroyed then the mech is counted as destroyed. Otherwise
|
||
refer to rules 8, 9, and the first part of 11 in the 2 cockpit rules for
|
||
assitional information. Mech Gunner chairs can not be installed on 2x
|
||
cockpit mechs.
|
||
WEIGHT: The Mech Gunner seat weighs 2 tons and takes up 1 critical
|
||
hit location in the head.
|
||
|
||
G Y R O D E S I G N C H A N G E S
|
||
|
||
Gyros can be rounded to the nearest half or quarter ton, depending
|
||
on what your are rounding nearest to in your design.
|
||
|
||
|
||
A L T E R N A T E I N T E R N A L S T R U C T U R E S
|
||
and
|
||
A R M O R
|
||
|
||
There are several different types of internal structures, armors,
|
||
and defensive systems that can be used by a mech. Each are detailed below.
|
||
|
||
Endo Steel: This is the same as presented in the books with the
|
||
exception of changing the number of critical hit locations that are taken
|
||
up. This is done to make its use more viable.
|
||
TONS: Half Standard
|
||
Slots: 10
|
||
|
||
Nitivir Composite: This extra strong internal structure is made
|
||
from a laticed composite of Nickel, Titanium, Vanadium, Iridium, and other
|
||
standard metals. This combonation is heavier and bulkier than standard
|
||
internal structure but is 25% more resilient to damage and allows the mech
|
||
to mount heavier armor.
|
||
The mech with Nitivir Composite multiplies the amount of internal
|
||
points for each of the internal structure areas by 1.25, round .5 up. This
|
||
new, higher number is the amount of internal structure each area has and is
|
||
used as the base for the max number of armor points that the area can mount.
|
||
If the number of internal structure or armor points in a location exceeds the
|
||
number of circles that the mech sheet has simply write the excess points next
|
||
to the appropriate location.
|
||
TONS: Standard
|
||
Slots: 10
|
||
|
||
Standard Internal Structure: The standard internal structure is
|
||
not changed at all from the rules. It is though used as the basis of
|
||
comparison for the other internal structures.
|
||
|
||
--- --- --- --- --- --- --- ---
|
||
|
||
The below armor types are "base" armors and are not compatible with
|
||
each other. See the defensive systems below to see which are compatible
|
||
with what.
|
||
|
||
Ferro-Fibrous Armor: This armor is like that presented in the
|
||
rules with changes to make its use more viable. The Armor Value is
|
||
multiplied by 1.2 instead of 1.12. (Where did they get 1.12?)
|
||
TONS: Standard
|
||
Slots: 10
|
||
|
||
Ceramo-Steel Armor: This armor uses the natural heat resistive
|
||
properties of ceramic materials and meshes them within layers of standard
|
||
armor. Ceramo-Steel armor comes in 2 ratings: Level 1 and Level 2.
|
||
Level 1 Ceramo-Steel comes with a armor rating multiplier of 1.1
|
||
similar to Ferro-Fibrous and makes the mech invulnerable to energy weapons
|
||
target heat (From lasers, PPCs, etc). Incindiery Target Heat from Infernos,
|
||
Flamers, and the like still affect the mech normally.
|
||
Level 2 Ceramo-Steel Armor gets no armor multiplier but makes the
|
||
mech invulnerable to *any* target heat.
|
||
TONS: Standard (for both levels)
|
||
Slots: 10 (for both levels)
|
||
|
||
Reflective Armor: This is an armor where the armor plates have been
|
||
covered in layers of polished metallic flakes. The effect is to reduce the
|
||
effectiveness of lasers hitting the target. The disadvantage is that the
|
||
overall armor resiliancy is reduced.
|
||
Reflective Armor reduces the effectiveness of incoming laser fire.
|
||
All laser fire that hits the mounting vehicle has 1 point of damage
|
||
subtracted from it. EXAMPLE: A large laser and 2 medium lasers are fired
|
||
at a tank with reflective armor. The net damage is: 15 (8-1 + 5-1 + 5-1).
|
||
Reflective armor gives less protection than standard armor and
|
||
is expressed by multiplying the number of armor points available by .9.
|
||
|
||
Standard Armor: This ablative armor is not changed from the game,
|
||
yet is used as the basis of comparison for other armors.
|
||
|
||
--- --- --- --- --- --- --- ---
|
||
|
||
Below are defensive systems that can be designed into a mech in
|
||
addition to other armors/defensive systems. Refer to the description of
|
||
each one to determine what can armors/systems can be used on the same
|
||
mech/vehicle.
|
||
|
||
Blue Shield Project: This system is a concentrated particle field
|
||
dampener which dissipates incoming PPC fire.
|
||
Blue Shield way 3 tons and takes up one critical hit space in each
|
||
of the mech/vehicle's hit locations. This system halves the damage of any
|
||
LPPC, PPC, HPPC, or variants. A critical hit to a Blue Shield slot destroys
|
||
the entire shield.
|
||
Every time that Blue Shield is activated by PPC or HPPC hit roll
|
||
2D6. On a roll of 2 when hit by a PPC or on a roll of 2 or 3 when hit by
|
||
HPPC the system overloads, destroying all of the shield critical locations
|
||
and inflicting 5 points of internal damage to all of the hit locations
|
||
except for the head which takes one point of internal damage.
|
||
Blue Shield is compatible with all of the armors and can be use
|
||
with the other defensive systems.
|
||
|
||
Chameleon System: This is a system that evaluates the surrounding
|
||
terrain with electronic sensors and changes the color scheme of the armor
|
||
on the mech/vehicle. It works best when the mounting vehicle is not moving
|
||
and in some type of obscuring terrain.
|
||
The Chameleon System weighs 3 tons and takes up one critical hit
|
||
space in each hit location. This system adds a +1 to hit penalty to any
|
||
weapons fire against the mounting vehicle when the mounting vehicle is
|
||
standing still, walks/cruises or jumps. It has no effect when the mounting
|
||
vehicle runs/flanks. When the mounting vehicle is stationary for the turn
|
||
in a hex that provides terrain modifiers to hit (Woods, smoke, etc.) the
|
||
terrain to hit penalties against the mounting vehicle are used as the
|
||
effects of the Chameleon System. EXAMPLE: Fred walks his mech that has
|
||
the Chameleon System and ends it in a heavy woods hex. Since he walked it
|
||
any fire against his mech has a +1 to hit penalty in addition to any other
|
||
modifiers. The next turn Fred does not move his mech, remaining in the
|
||
heavy woods hex. The Chameleon System gives any fire against the mech a +4
|
||
to hit penalty (+2 for heavy woods hex that the Chameleon System emulates)
|
||
in addition to the +2 for the heavy woods his mech is in and any other
|
||
modifiers.
|
||
The Chameleon System is not very good at keeping the color
|
||
coordination if the mounting vehicle is running/flanking or jumping. This
|
||
difficulty can overload the system with disasterous results. At the end of
|
||
any turn that the mounting vehicle runs/flanks or jumps it must roll 2D6.
|
||
On a roll of 2, 3, or 4 the system has overloaded and explodes. This destroys
|
||
all of the system's critical locations and inflicts 5 points of internal
|
||
damage to all of the hit locations except for the head which takes one point
|
||
of internal damage.
|
||
The Chameleon System can be used with all armors except Reflective
|
||
Armor and defensive systems except for Reactive Armor.
|
||
|
||
Reactive Armor: This is bolted on armor that protects the mech
|
||
from slow incoming projectiles by using a shaped charge to blow them away.
|
||
It can be combined with any of the other types of armor. The covering of
|
||
Reactive Armor requires internal support brackets which take up space.
|
||
Reactive Armor requires 1 critical hit space in each of the mech's/
|
||
vehicle's locations and weighs equal to the mech's/vehicle's tonnage/20. Any
|
||
missile and certain other weapon attacks made against the target with reactive
|
||
armor do half damage, round fractions up. The armor location hit must have
|
||
armor points left for this to work or there will be no effect. Any critical
|
||
hits to the Reactive Armor slots count as no effect. VTOLs may not have
|
||
reactive armor. Reactive Armor has no effect upon TSM or Inferno.
|
||
Every time that the mech is hit by missile fire and Reactive Armor
|
||
is used roll 2D6. On a roll of a 2 the armor has blown back the missile at
|
||
a bad angle. Apply the half damage to the location hit and then roll for
|
||
another hit location. This second hit location takes an equal amount of
|
||
damage as the first.
|
||
Reactive Armor is compatible with all armor and defensive systems
|
||
except for Chameleon System. Reactive Armor will not explode when set
|
||
afire.
|
||
|
||
W E A P O N S T A B L E
|
||
|
||
TYPE DAMAGE HEAT TAR/HEAT MIN. RANGE (S/M/L/Ex./Max.)
|
||
---- ------ ---- -------- ---- -----
|
||
S. Laser 3 1 - - 1/2/3/4/5
|
||
M. Laser 5 3 .5 - 1-3/4-6/7-9/10-12/13-15
|
||
L. Laser 8 8 1 - 1-5/6-10/11-15/16-20/21-25
|
||
ER Small Laser 3 2 - - 1-2/3-4/5-6/7-8/9-10
|
||
ER Medium Laser 5 5 .5 - 1-5/6-10/11-15/16-20/21-25
|
||
ER Large Laser 8 12 1 - 1-7/8-14/15-21/22-28/29-35
|
||
S. Pul. Laser 3 2 .5 - 1/2/3/4/5
|
||
M. Pul. Laser 6 4 1 - 1-2/3-4/5-6/7-8/9-10
|
||
L. Pul. Laser 9 10 2 - 1-3/4-6/7-9/10-12/13-15
|
||
Light PPC 5 5 1 4 1-7/8-14/15-21/22-28/29-35
|
||
PPC 10 10 2 3 1-6/7-12/13-18/19-24/25-30
|
||
Heavy PPC 15 15 3 2 1-5/6-10/11-15/16-20/21-25
|
||
ER Light PPC 5 7 1 - 1-8/9-16/17-24/25-32/33-40
|
||
ER PPC 10 15 2 - 1-7/8-14/15-21/22-28/29-35
|
||
ER Heavy PPC 15 23 3 - 1-6/7-12/13-18/19-24/25-30
|
||
Pul. LPPC 6 6 2 3 1-5/6-10/11-15/16-20/21-25
|
||
Pul. PPC 11 11 3 2 1-4/5-8/9-12/13-15/16-18
|
||
Pul. HPPC 16 16 4 1 1-3/4-6/7-9/10-12/13-15
|
||
Light EDC 5 3 - 3 1-6/7-12/13-18/19-24/25-30
|
||
EDC 10 7 1 2 1-5/6-10/11-15/16-20/21-25
|
||
Heavy EDC 15 10 2 - 1-3/4-6/7-9/10-12/13-15
|
||
Rail Gun 5 0 - 4 1-9/10-18/19-27/28-36/37-45
|
||
Rail Cannon 10 1 - 3 1-8/9-16/17-24/25-32/33-40
|
||
Gauss Rifle 15 2 - 2 1-7/8-14/15-21/22-28/29-35
|
||
Gauss Cannon 20 3 - 1 1-6/7-12/13-18/19-24/25-30
|
||
A/C 2 2 0 - 4 1-8/9-16/17-24/25-32/33-40
|
||
A/C 5 5 1 - 3 1-6/7-12/13-18/19-24/25-30
|
||
A/C 10 10 3 - - 1-5/6-10/11-15/16-20/21-25
|
||
A/C 15 15 5 - - 1-4/5-8/9-12/13-15/16-18
|
||
A/C 20 20 7 - - 1-3/4-6/7-9/10-12/13-15
|
||
A/C 2 Ultra 2 (x2) 0 - 4 1-8/9-16/17-24/25-32/33-40
|
||
A/C 5 Ultra 5 (x2) 1(x2) - 3 1-6/7-12/13-18/19-24/25-30
|
||
A/C 10 Ultra 10(x2) 3(x2) - - 1-5/6-10/11-15/16-20/21-25
|
||
A/C 15 Ultra 15(x2) 5(x2) - - 1-4/5-8/9-12/13-15/16-18
|
||
A/C 20 Ultra 20(x2) 7(x2) - - 1-3/4-6/7-9/10-12/13-15
|
||
LB2-X 2 0 - 4 1-8/9-16/17-24/25-32/33-40
|
||
LB5-X 5 1 - 3 1-6/7-12/13-18/19-24/25-30
|
||
LB10-X 10 3 - - 1-5/6-10/11-15/16-20/21-25
|
||
LB15-X 15 5 - - 1-4/5-8/9-12/13-15/16-18
|
||
LB20-X 20 7 - - 1-3/4-6/7-9/10-12/13-15
|
||
Machine Gun 2 0 - - 1/2/3/4/5
|
||
Vulcan 4 1 - - 1-2/3-4/5-6/7-8/9-10
|
||
Light Cannon 3 0 - - 1-3/4-6/7-9/10-12/13-15
|
||
Flamer 2 3 3(I) - 1/2/3/4/5
|
||
Flame Thrower 4 5 5(I) - 1-2/3-4/5-6/7-8/9-10
|
||
Coolant Cannon 0 0 (-10) - 1/2/3/4/5
|
||
BRM/6 1D6 2 - 7 1-9/10-18/19-27/28-36/37-45
|
||
BRM/12 2D6 4 - 7 1-9/10-18/19-27/28-36/37-45
|
||
BRM/18 3D6 6 - 7 1-9/10-18/19-27/28-36/37-45
|
||
BRM/24 4D6 8 - 7 1-9/10-18/19-27/28-36/37-45
|
||
BRM/30 5D6 10 - 7 1-9/10-18/19-27/28-36/37-45
|
||
LRM/5 1/hit 2 - 6 1-7/8-14/15-21/22-28/29-35
|
||
LRM/10 1/hit 4 - 6 1-7/8-14/15-21/22-28/29-35
|
||
LRM/15 1/hit 5 - 6 1-7/8-14/15-21/22-28/29-35
|
||
LRM/20 1/hit 6 - 6 1-7/8-14/15-21/22-28/29-35
|
||
TSM/1 (5/2)/hit 2 - 6 1-7/8-14/15-21/22-28/29-35
|
||
TSM/2 (5/2)/hit 4 - 6 1-7/8-14/15-21/22-28/29-35
|
||
TSM/3 (5/2)/hit 5 - 6 1-7/8-14/15-21/22-28/29-35
|
||
TSM/4 (5/2)/hit 6 - 6 1-7/8-14/15-21/22-28/29-35
|
||
MRM/3 1/hit 1 - 3 1-5/6-10/11-15/16-20/21-25
|
||
MRM/6 1/hit 2 - 3 1-5/6-10/11-15/16-20/21-25
|
||
MRM/9 1/hit 3 - 3 1-5/6-10/11-15/16-20/21-25
|
||
MRM/12 1/hit 4 - 3 1-5/6-10/11-15/16-20/21-25
|
||
SRM/2 2/hit 2 - - 1-3/4-6/7-9/10-12/13-15
|
||
SRM/4 2/hit 3 - - 1-3/4-6/7-9/10-12/13-15
|
||
SRM/6 2/hit 4 - - 1-3/4-6/7-9/10-12/13-15
|
||
Streak SRM/2 2x2 2 - - 1-3/4-6/7-9/10-12/13-15
|
||
Streak SRM/4 2x4 3 - - 1-3/4-6/7-9/10-12/13-15
|
||
Streak SRM/6 2x6 4 - - 1-3/4-6/7-9/10-12/13-15
|
||
CRM/1 3/hit 0 - - 1/2/3/4/5
|
||
CRM/2 3/hit 1 - - 1/2/3/4/5
|
||
CRM/3 3/hit 2 - - 1/2/3/4/5
|
||
CRM/4 3/hit 3 - - 1/2/3/4/5
|
||
Inferno/1 - 2 (5/2)(I) - 1-7/8-14/15-21/22-28/29-35
|
||
Inferno/2 - 1 5/hit(I) - 1-3/4-6/7-9/10-12/13-15
|
||
Inferno/3 - 1 3.3/ht(I) 3 1-5/6-10/11-15/16-20/21-25
|
||
Inferno/5 - 2 2/hit(I) 6 1-7/8-14/15-21/22-28/29-35
|
||
TAG Laser - 0 - - 1-5/6-10/11-15/16-20/21-25
|
||
NARC - 0 - - 1-3/4-6/7-9/10-12/13-15
|
||
AMS - 1 - - Special rules
|
||
AML - 3 - - Refer to note
|
||
PAML - 1D6 - - Refer to note
|
||
AP pods 1D6-1 0 - - 0-1 Auto hit
|
||
Hatchet 1/5 ton 0 - - Close combat
|
||
Sword 1/10ton 0 - - Close combat
|
||
Buzzsaw 2D6 3 - - Close combat
|
||
Arrow IV 20/10 10 - - 5 maps
|
||
Bolt III 10/5 5 - - 5 maps
|
||
Dart II 5/2 3 - - 5 maps
|
||
Long Tom 20/10 20 - - 20 maps
|
||
Sniper 10/5 10 - - 14 maps
|
||
Thumper 5/2 6 - - 12 maps
|
||
Self Destruct ER/15 A lot ER/30 - 0/1
|
||
|
||
RANGE TARGET # DAMAGE and TARGET HEAT MODIFIERS
|
||
----- -------- --------------------------------
|
||
Short (S) 4 Normal Damage
|
||
Medium (M) 6 Normal Damage
|
||
Long (L) 8 Normal Damage
|
||
Extreme (Ex.) 10 Damage&Tar. Ht. x.75 (round .5+ up)
|
||
Maximum (Max.) 12 Damage&Tar. Ht. x.5 (round .5 up)
|
||
|
||
Note: Missiles roll on the Extreme Range Missile Hit Chart and the Maximum
|
||
Range Missile Hit Chart when firing at those ranges. BRM's roll D6-1 at
|
||
Extreme Range and D3 at Maximum Range.
|
||
|
||
|
||
MISSILE HIT CHARTS
|
||
|
||
STANDARD MISSILE HIT CHART
|
||
-----------------------------
|
||
DIE ROLL # of MISSILES
|
||
2 3 4 5 6 9 10 12 15 20
|
||
-----------------------------------------------
|
||
2 1 1 1 1 2 3 3 4 5 6
|
||
3 1 1 2 2 2 3 3 4 5 6
|
||
4 1 1 2 2 3 4 4 6 6 9
|
||
5 1 2 2 3 3 5 6 6 9 12
|
||
6 1 2 2 3 4 6 6 8 9 12
|
||
7 1 2 3 3 4 6 6 8 9 12
|
||
8 2 2 3 3 4 7 6 8 9 12
|
||
9 2 3 3 4 5 8 8 10 12 16
|
||
10 2 3 3 4 5 8 8 10 12 16
|
||
11 2 3 4 5 6 9 10 12 15 20
|
||
12 2 3 4 5 6 9 10 12 15 20
|
||
|
||
EXTREME RANGE MISSILE HIT CHART
|
||
-----------------------------------
|
||
DIE ROLL # of MISSILES
|
||
2 3 4 5 6 9 10 12 15 20
|
||
-----------------------------------------------
|
||
2 1 1 1 1 1 1 2 3 3 4
|
||
3 1 1 1 1 1 2 2 3 4 5
|
||
4 1 1 1 1 2 3 3 4 5 7
|
||
5 1 1 2 2 2 4 4 5 6 8
|
||
6 1 1 2 2 2 4 4 6 6 9
|
||
7 1 1 2 2 3 5 5 6 7 9
|
||
8 1 2 2 3 3 5 5 6 7 10
|
||
9 1 2 3 3 4 6 6 7 8 11
|
||
10 1 2 3 3 4 6 6 8 9 12
|
||
11 2 3 3 4 5 7 7 9 11 14
|
||
12 2 3 3 4 5 7 8 9 12 15
|
||
|
||
MAXIMUM RANGE MISSILE HIT CHART
|
||
-----------------------------------
|
||
DIE ROLL # of MISSILES
|
||
2 3 4 5 6 9 10 12 15 20
|
||
-----------------------------------------------
|
||
2 1 1 1 1 1 1 1 2 2 3
|
||
3 1 1 1 1 1 1 2 2 3 3
|
||
4 1 1 1 1 1 2 2 3 3 4
|
||
5 1 1 1 2 2 2 3 3 4 6
|
||
6 1 1 1 2 2 3 3 4 4 6
|
||
7 1 1 2 2 2 3 3 4 5 6
|
||
8 1 1 2 2 2 3 3 4 5 6
|
||
9 1 2 2 2 2 4 4 5 6 8
|
||
10 1 2 2 2 3 4 4 5 6 8
|
||
11 1 2 2 2 3 4 5 6 7 10
|
||
12 1 2 2 3 3 5 5 6 8 10
|
||
|
||
|
||
CONSTRUCTION PARTICULARS
|
||
|
||
WEAPON TONS SHOTS/TON CRITICAL NOTES
|
||
------ ---- --------- -------- -----
|
||
S. Laser .5 - .5 #1
|
||
M. Laser 1 - 1 #2
|
||
L. Laser 4 - 2 #3
|
||
ER Small Laser .5 - .5 #1
|
||
ER Medium Laser 1 - 1 #2
|
||
ER L. Laser 4 - 2 #3
|
||
S. Pul. Laser 1 - 1 -2 to hit
|
||
M. Pul. Laser 2 - 1 -2 to hit
|
||
L. Pul. Laser 6 - 2 -2 to hit
|
||
Light PPC 3 - 2 #4
|
||
PPC 7 - 3
|
||
Heavy PPC 9 - 4 #4
|
||
ER Light PPC 3 - 2 #4
|
||
ER PPC 7 - 3
|
||
ER Heavy PPC 9 - 4 #4
|
||
Pul. LPPC 4 - 2 -1 to hit
|
||
Pul. PPC 8 - 3 -1 to hit
|
||
Pul. HPPC 10 - 4 -1 to hit
|
||
Light EDC 3.5 20 3 #5
|
||
EDC 8 15 5 #5
|
||
Heavy EDC 11 10 7 #5
|
||
Rail Gun 9 20 4 Explodes for 10
|
||
Rail Cannon 12 15 5 Explodes for 15
|
||
Gauss Rifle 15 8 7 Explodes for 20
|
||
Gauss Cannon 18 4 9 Explodes for 25
|
||
A/C 2 3 45 1 #6
|
||
A/C 5 4 20 4 #6
|
||
A/C 10 10 10 6 #6
|
||
A/C 15 12 7 8
|
||
A/C 20 14 5 10
|
||
A/C 2 Ultra 4 45 2 Double shot, #6
|
||
A/C 5 Ultra 6 20 4 Double shot, #6
|
||
A/C 10 Ultra 13 10 7 Double shot, #6
|
||
A/C 15 Ultra 14.5 7 9 Double shot
|
||
A/C 20 Ultra 16 5 11 Double shot
|
||
LB2-X 3.5 45 1 Shotgun w/-1,#6,#7
|
||
LB5-X 5 20 4 Shotgun w/-1,#6,#7
|
||
LB10-X 11 10 7 Shotgun w/-1,#6,#7
|
||
LB15-X 13 7 8.5 Shotgun w/-1,#1
|
||
LB20-X 15 5 10 Shotgun w/-1
|
||
Machine Gun .5 200 .5 #1
|
||
Vulcan 1 100 1
|
||
Light Cannon 1 100 1
|
||
Flamer 1 - 1 #8
|
||
Flame Thrower 2 - 1 #8
|
||
Coolant Cannon 1 2 N/A (1) #9
|
||
BRM/6 3 14 2 #10
|
||
BRM/12 6 10 4 #10
|
||
BRM/18 9 6 6 #10
|
||
BRM/24 12 5 8 #10
|
||
BRM/30 15 4 10 #10
|
||
LRM/5 2 24 1
|
||
LRM/10 5 12 2
|
||
LRM/15 7 8 3
|
||
LRM/20 10 6 5
|
||
TSM/1 2 18 1 #11
|
||
TSM/2 5 9 2 #11
|
||
TSM/3 7 6 3 #11
|
||
TSM/4 10 4 5 #11
|
||
MRM/3 1 50 1 #12
|
||
MRM/6 2 25 2 #12
|
||
MRM/9 3 15 3 #12
|
||
MRM/12 4 10 4 #12
|
||
SRM/2 1 50 1
|
||
SRM/4 2 25 1
|
||
SRM/6 3 15 2
|
||
Streak SRM/2 1.5 50 1
|
||
Streak SRM/4 3 25 2
|
||
Streak SRM/6 4.5 15 2
|
||
CRM/1 .5 50 .5 #13
|
||
CRM/2 1 25 1 #13
|
||
CRM/3 1.5 15 1.5 #13
|
||
CRM/4 2 10 2 #13
|
||
Inferno/1 3 9 2 #14
|
||
Inferno/2 2 25 2 #14
|
||
Inferno/3 2 25 2 #14
|
||
Inferno/5 3 12 2 #14
|
||
TAG Laser 1 - 1 #15
|
||
NARC 3 6 2 #16
|
||
Artemis 1 - 1 #17
|
||
AMS .5 50 1 #18
|
||
AML 1.5 - 2 #18
|
||
PAML 3 - 2 #18
|
||
AP pods .5 one shot 0
|
||
Hatchet 1/15 ton 1/15 ton
|
||
Sword 1/15 ton 1/15 ton -2 to hit
|
||
Buzzsaw 4 - 2 Att roll 2 dest. saw
|
||
Arrow IV 15 5 15
|
||
Bolt III 10 10 10
|
||
Dart II 7 20 7
|
||
Long Tom 30 5 30
|
||
Sniper 20 10 20
|
||
Thumper 15 20 15
|
||
Icewind .5 one shot 0 #19
|
||
C^3 Master 5 - 5
|
||
C^3 Slave 1 - 1
|
||
Beagle 1.5 - 2
|
||
Guardian 1.5 - 2
|
||
AAR 1per5 - 1per5 tons #20
|
||
GAR 1per5 - 1per5 tons #21
|
||
Target Comp. 1per5 - 1per5 tons
|
||
Infantry pods 4.5 1 Platoon 3 #22
|
||
BAIP 2 1 Star 2 #23
|
||
Self Destruct 1 Your mech! 1 #24
|
||
|
||
1) The .5 critical means that 2 of these weapons can be fitted into
|
||
one location. If this location gets hit, both weapons are lost. The two
|
||
weapons can be considered "banked" as per the rules below. Any weapn that
|
||
takes up x.5 critical hit locations can fit another .5 critical hit
|
||
location item with one of its lines. Example: An LBX-15 takes up 8.5
|
||
critical hit locations. On one of the lines a small laser can share the
|
||
same line as one of the 9 LBX-15 lines. Another example would be where a
|
||
CRM/3 has 1.5 tons of ammo assigned to it. The first line would be
|
||
"CRM/3," the second would read "CRM/3 & 1/2 ton ammo," and the last line
|
||
would read "1 ton CRM/3 ammo."
|
||
|
||
2) The .5 Target Heat means that for every 2 medium lasers that
|
||
hit, the target receives 1 point of heat. Refer to the Target Heat rules
|
||
found below.
|
||
|
||
3) The large laser and variants had their weights reduced to make
|
||
them more competitive with other weapons. It seemed that the large laser
|
||
was not worth the weight of the weapon, therefore the weight is reduced on
|
||
this weapons list.
|
||
|
||
4) These two weapons seemed like natural outgrowthes of the
|
||
standard PPC. The pulse PPC's also seemed like they should belong somehow.
|
||
Their only special rule is that there is a -1 to hit for them as opposed to
|
||
the -2 for the pulse lasers.
|
||
|
||
5) The Electrical Discharge Cannon is an energy weapon designed
|
||
around the principle of discharging huge amounts of electrical energy into
|
||
the target. For the EDC to fire, a discharge coil is needed. As this coil
|
||
burns out everytime the weapon fires, the weapon is designed to have a new
|
||
coil placed in the receptacle and the burned out one cycled out in a way
|
||
similar to an autocannon reload system. Thus in the listing for the weapon
|
||
under ammunition the number gives how many coils.
|
||
A) The "ammunition" for the EDC is not truly ammo. When
|
||
it is hit it does not explode.
|
||
B) The EDC will cause collateral damage to units in water
|
||
hexes. If the EDC hits a target in or above (like hovercraft or
|
||
LAM at 1 elevation) water the EDC does full damage to all targets
|
||
in that hex. Any units in or above water 1 hex away will receive
|
||
full damage minus 5 points. Any units in or above water 2 hexes
|
||
away will receive full damage minus 10 points of damage. Any unit
|
||
3 or more hexes away is safe from collateral damage.
|
||
|
||
6) The weights of the lighter autocannons were lowered because
|
||
they were perceived to be to heavy for them to be worth taking. The
|
||
benefits of low heat and high range were not enough to counter the drawbacks
|
||
of very high weight and possibility of ammo explosions. It got to the point
|
||
that all A/C 2 through A/C 10 were replaced with different weapons due to
|
||
their attractiveness. Therefore the weights of some of the A/C were
|
||
reduced.
|
||
|
||
7) The weights of the LBX autocannons were made higher than the
|
||
standard models to compensate for the fact that they were better than
|
||
standard autocannons. Granted, these changes to the various autocannons
|
||
are not historical, but then again, who plays historically?
|
||
|
||
8) The Flamer and the Flame Thrower are modified to make them more
|
||
worth their weight. In addition to doing their damage, these weapons incur
|
||
"incindiery" target heat upon their target. The target heat from these
|
||
weapons will remain on the target for 3 turns. Any additional target
|
||
heat beyond 10 points carries over for an additional 3 turns. Refer to the
|
||
target heat rules below.
|
||
|
||
9) The coolant cannon is "weapon" that does no damage and is
|
||
designed to cool down mech in one of two methods. The first is to take any
|
||
flame/inferno heat that is sticking to the target and eliminate it. Any
|
||
flame/inferno heat fired upon the target after it has been cooled will act
|
||
normally. This first method of cooling will take precedence over the
|
||
second method. (This first method of "attack" is similar to blowing out a
|
||
candle or using a fire extinguisher to put out a fire.)
|
||
The second method of "attack" for a coolant cannon is to
|
||
eliminate 10 points of heat generated that turn by the target. This can be
|
||
done only if the target has no flame/inferno target heat generating at the
|
||
time. If the target has less than 10 points of flame/inferno heat
|
||
generateing at the time, for example 6 points, the coolant cannon would
|
||
eliminate the 6 points of fame/inferno heat and reduce the heat generated
|
||
by the target by 4. In general terms, the coolant cannon does -10 points
|
||
of target heat. It will eliminate up to 10 points of flame/inferno heat.
|
||
Any remaining coolant cannon "damage" will reduce that turns heat output
|
||
for the target by the remaining amount.
|
||
Coolant cannons can only be mounted on ground vehicles
|
||
since the volume of the coolant is too large to mount on a battlemech. If
|
||
rules are made such that a coolant cannon were to take up crits, the number
|
||
is listed in parentheses.
|
||
|
||
10) Bombardment Range Missiles (BRM) BRM's are an extreme range
|
||
weapon designed to saturate an area with warheads. It is a rather erratic
|
||
weapon in its performance, but this is compensated for by its long range.
|
||
A) BRM's do not roll on the missile hit chart to determine
|
||
the number of missiles that hit. Instead, a number of D6 are rolled to
|
||
determine the number that hit. When firing at Extreme Range a
|
||
number of D6-1 are rolled and the number of D3 when firing at
|
||
Maximum range.
|
||
B) The damage that a BRM does is distributed as an LRM would
|
||
would. Every 5 points of damage is rolled for.
|
||
C) If Artemis is tied in to a BRM, an extra D6 is rolled to
|
||
determine the number of missiles that hit. If the number of missiles
|
||
that would hit is greater than the rating of the launcher, then simply
|
||
all of the missiles hit.
|
||
D) BRM's may indirect fire just as LRM's can.
|
||
|
||
11) Tactical Support Missiles (TSM) TSM's are an area effect, mech
|
||
mounted, reloadable weapon system based loosely on the LRM. It utilizes an
|
||
airburst schrapnel charge to spread its damage over an area.
|
||
A) TSM's do 5 points of damage to any units in the target hex
|
||
and 2 points of damage to any units one hex away from the target
|
||
hex. (The 6 surrounding hexes)
|
||
B) Like artillery, TSM's attack hexes rather than units.
|
||
The to hit roll is modified only by intervening terrain and the
|
||
attacking unit's movement and condition, never by the movement or
|
||
condition of units in the hex.
|
||
C) To determine the number of missiles that hit, roll on
|
||
the Missile Hit Chart under the appropriate number. (Obviously the
|
||
TSM/1 is a hit or miss deal.)
|
||
D) Roll for scatter for any TSM's that did not hit their
|
||
intended target hex. Use the Artillery scatter method. Roll each
|
||
missile seperately.
|
||
E) The firing of TSM's cannot be modified or helped by the
|
||
following systems: Artemis, AAR, GAR, NARC, TAG, or anything
|
||
else that would improve the accuracy or damage of the missile.
|
||
(This restriction does not apply to 2x cockpit mechs, C^3, or
|
||
pilot/gunners that have an improved gunnery skill.) This reflects the
|
||
fact that the TSM is a ballistic missile that air bursts over the
|
||
target and cannot really be guided to the explosion point. Another
|
||
reason is because these things are nasty enough as they are!
|
||
F) When TSM ammunition explodes due to heat or critical
|
||
hit each missile explodes for 7 points of damage.
|
||
|
||
12) MRM's (Medium Range Missiles) Medium Range Missiles were
|
||
developed as support weapons that would have a longer range than SRM's but
|
||
shorter range than LRM's.
|
||
A) To resolve a missile hit from an MRM, conduct it in a
|
||
manner similar to an LRM except that MRM hit in groups of 3 as
|
||
opposed to in groups of 5 as with LRM.
|
||
B) MRM can not be fired in indirect fire mode. They are,
|
||
except as noted previouslly, functionally similar to LRM.
|
||
|
||
13) CRM (Close Range Missiles) are an functionally similar to SRM's
|
||
except that they do 3 points of damage per missile that hits.
|
||
|
||
14) Inferno weapons. The only changes from the Inferno rules as
|
||
listed on p.60 of _The Battletech Compendium_ are listed below.
|
||
A) The max target heat that Infernos (of any kind) can deliver
|
||
is 10 instead of 6.
|
||
B) Inferno/1 is based upon the TSM/1. Use notes 11B, 11D, and
|
||
11E for additional information. The Inferno/1 delivers 5 target
|
||
heat to anything in the target hex and 2 target heat to anything in
|
||
the 6 immediately surrounding hexes.
|
||
C) While the Geneva Conventions and the rules may prohibit
|
||
the use of incindiery weapons against infantry, we warmongers will
|
||
not. The number of men killed by an inferno attack is equal to the
|
||
target heat inflicted.
|
||
|
||
15) TAG Laser. The TAG laser appeared to be too limited in scope
|
||
for your average warmonger. To make the TAG laser more useful for its
|
||
weight it was decided to make it helpful for normal missile attacks in
|
||
addition to your average Arrow IV attack. In addition to its normal
|
||
functions, the TAG laser can be used by a mech about to make a missile
|
||
attack against a target. Fire the TAG laser first. If it hits then any
|
||
*one* missile launcher may be fired at that target with a to hit modifier
|
||
of -1 since the TAG laser has a more definate lock on the target and feeds
|
||
its information to the selected missile launcher. Multiple TAG lasers are
|
||
needed for multiple launcher assists and can only assist in missile shots
|
||
at the TAGed target. TAG can be combined with any missile launcher or
|
||
targeting enhancement. TAG is useless with Thunder and Swarm munitions.
|
||
There is no additional cost to launchers or munitions to use TAG. The C^3
|
||
system's capability to emulate TAG does not get the -1 to hit missile
|
||
bonus.
|
||
|
||
16) NARC Pods. The NARC as presented in the rules is, well, to
|
||
put it bluntly, pretty wimpy. Here are the modifications suggested:
|
||
A) Any missile equipped attack against a NARCed target
|
||
has a -1 to hit and a +2 on the missile chart instead of just the
|
||
+2 to missile hit chart modifier as presented in the rules
|
||
originally.
|
||
B) Record the hit location of where the NARC beacon will
|
||
hit. Once that location has been destroyed (Mech arm destroyed or
|
||
blown off) then the NARC beacon is lost also.
|
||
C) NARC and Artemis are still incompatible.
|
||
D) The idea of special NARC missiles has been discarded.
|
||
All normal missiles and those not specifically mentioned are "NARC
|
||
compatible."
|
||
|
||
17) Artemis. The only change to the Artemis is that Artemis
|
||
assisted BRM attacks get an additional D6 (D6-1, D3) to determine the
|
||
number of missiles that hit.
|
||
|
||
18) Anti-Missile System (AMS) Ammunition, Anti-Missile Laser (AML),
|
||
and Pulse Anti-Missile Laser (PAML)
|
||
Was somebody smoking dope at FASA and not invite us? Why does
|
||
the original rules state that AMS get only 12 reloads? Especially if you
|
||
can expend all 12 in one shot? And treat an AMS ammo hit as machine gun ammo?
|
||
Hello? Is this thing on?
|
||
A) Increase AMS ammunition to 50 shots per ton. Even that
|
||
is being mean.
|
||
B) The Anti Missile Laser is an energy weapon based
|
||
version of the AMS. It operates exactly like an AMS except that
|
||
there is no ammunition to go with the weapon. After the AML has
|
||
been used roll 2D6. If a two is rolled then the focusing mechanism
|
||
has been overstressed and has broken. The AML cannot be used until
|
||
repaired.
|
||
C) The Pulse Anti-Missile Laser is a pulse energy weapon
|
||
based version of the AMS. It operates exactly like an AML except
|
||
that the PAML can engage twice per turn and the heat generated is
|
||
1D6 per engaging. After each time that the PAML is engaged roll
|
||
2D6, if a two is rolled the PAML's focusing device is damaged.
|
||
This will knock out the PAML until repaired. If the PAML is
|
||
damaged on it's first use of the turn then it cannot be used again,
|
||
that turn or for the rest of the game.
|
||
|
||
19) Icewind. The Icewind system is not an offensive weapon but a
|
||
defensive heat reducing system. It is a bottle of non-flammable gas in
|
||
liquid state under compression. When the ambiant temperature of the mech
|
||
reaches a preset level the easy melt cap of the bottle melts, releasing a
|
||
cold cloud of vapor into the interior of the mech, cooling the mech off.
|
||
A) For every Icewind installed put a line on the heat
|
||
scale. This represents the setting of the Icewind. If multiple
|
||
Icewinds are mounted settings can be put on the same line.
|
||
B) Resolve the heat buildup for the mech normally. If the
|
||
final heat level for that turn is above the rating of the
|
||
Icewind(s) then each Icewind that it is above releases. For each
|
||
Icewind that releases reduce the heat scale by 4 points. That is
|
||
the final heat level for the mech for that turn.
|
||
C) Once an Icewind has gone off it is gone for the game.
|
||
In a campaign an Icewind can be reloaded same as doing a quick
|
||
reload yet requires a coolant truck.
|
||
|
||
20) Anti Aircraft Radar (AAR) AAR is a special targeting system
|
||
that is used against any aerial target (Aerospace fighters, conventional
|
||
fighters, VTOL, and LAM in LAM mode but not mechs that are simply jumping.)
|
||
A) For any attacks that are made against aerial targets
|
||
that utilize AAR the movement to hit modifiers are halved.
|
||
Example: A mech with AAR that is running (+2 to hit) is trying to
|
||
fire on a VTOL flying 11 hexes (+5 to hit). The total modifier to
|
||
hit is +7. Since the mech is using AAR the total movement based to
|
||
hit modifier is +3.5 which is rounded up to +4.
|
||
B) AAR does not compensate for any other to hit modifiers
|
||
that might accumulate, such as heat, terrain, or pilot.
|
||
C) AAR may be used by the affected targets listed in
|
||
parenthesis above against other such targets. AAR may not be used
|
||
against targets on the ground.
|
||
D) AAR does not have to be linked to all weapons on a
|
||
mech/vehicle. If AAR is linked to only certain weapons then only
|
||
those weapons get the benefits of the AAR.
|
||
E) AAR weighs 1 ton for every 5 tons of weapons that it is
|
||
tied into. It takes up one critical for every ton of weight.
|
||
F) Once the AAR has taken one critical it is destroyed.
|
||
The AAR cannot be mounted in the legs.
|
||
G) Guardian ECM nullifies the capabilities of AAR if the
|
||
defender has Guardian or the line of sight from the AAR using unit
|
||
to the defender passes within 6 hexes of an enemy AAR.
|
||
|
||
21) Ground Attack Radar (GAR) Ground Attack Radar is in game terms
|
||
functionally similar to AAR except that it can only be used by aerial
|
||
targets to fire upon ground targets. (GAR is the AAR that *can* be used
|
||
against targets on the ground as mentioned in rule 19C.)
|
||
A) GAR can not be used to help in the fire of strafing
|
||
runs. GAR is used for firing upon individual targets while
|
||
strafing saturates an area with fire.
|
||
B) GAR can not be used by ground mechs/vehicles for use
|
||
against other ground targets. The only way for LAM to use
|
||
GAR is for them to be flying in either LAM or fighter mode. VTOLs
|
||
or any other flying craft that has landed may not use GAR.
|
||
C) For any attacks that are made against ground targets
|
||
that utilize GAR the movement to hit modifiers are halved.
|
||
Example: A LAM in Airmech mode with GAR that is jumping (+3 to hit)
|
||
is trying to fire on a mech running 6 hexes (+2 to hit). The total
|
||
modifier to hit is +5. Since the LAM is using GAR the total movement
|
||
based to hit modifier is +2.5 which is rounded up to +3.
|
||
D) GAR does not compensate for any other to hit modifiers
|
||
that might accumulate, such as heat, terrain, or pilot.
|
||
E) GAR does not have to be linked to all weapons on a
|
||
mech/vehicle. If GAR is linked to only certain weapons then only
|
||
those weapons get the benefits of the AAR.
|
||
F) GAR weighs 1 ton for every 5 tons of weapons that it is
|
||
tied into. It takes up one critical for every ton of weight.
|
||
G) Once the AAR has taken one critical it is destroyed.
|
||
The AAR cannot be mounted in the legs.
|
||
H) Guardian ECM nullifies the capabilities of AAR if the
|
||
defender has Guardian or the line of sight from the AAR using unit
|
||
to the defender passes within 6 hexes of an enemy AAR.
|
||
|
||
22) Infantry Pods are special cargo carriers that come with one
|
||
platoon of jump infantry that are mounted on mechs. The criticals that the
|
||
pods take represent special internal bracing for seating and life support
|
||
equipment. The infantry take no damage from weapons hits to the mech
|
||
because they are in an armored pod, as opposed to hanging on the sides of
|
||
the mech. The pod and/or exit doors are normally mounted/facing the back
|
||
or the top of the mech. While these pods tend to grossly distort the
|
||
normal profile of the mech they do not make it any easier to target.
|
||
A) The jump infantry may dismount from the mech as per
|
||
regular infantry except that the mech does not need to expend 1mp.
|
||
Remounting is per regular rules. Remember that infantry may not
|
||
move or fire the turn that they dismount. The reaon that 1mp does
|
||
not have to be expended is because the infantry can jump down and
|
||
land safely while the mech is moving.
|
||
B) The pods must be mounted in the torsos, head, or arms.
|
||
If mounted in the arms the mech may not make make any physical
|
||
attacks involving the arms while infantry are in their pod(s). If
|
||
the head or arm is "blown off" with 3 critical hits and the
|
||
infantry are still in their pod(s) they suffer 2D6 casualties.
|
||
C) When the Infantry Pod has suffered 1 critical hit any
|
||
infantry still in the pods suffer 1D6 casualties and 1 casualty when
|
||
the heat scale is 15-25 and 2 when it is 25+. Double this number if
|
||
the Infantry Pod has suffered 2 critical hits. On the second
|
||
critical hit 2D6 remaining infantry are destroyed. Any infantry
|
||
in the pod when it suffers its third critical hit are destroyed.
|
||
D) The platoon of jump infantry comes free with the pod
|
||
and does not have to be payed for in any manner.
|
||
|
||
23) Battlearmor Infantry Pods (BAIP) are just like Infantry Pods
|
||
except that they carry one star (5 man team) of Battlearmor. The rules
|
||
below will either refer you to the rules above or modify it. These rules
|
||
are different and should not be confused with the *Mechanized Battlearmor*
|
||
rules on p.44-45 of _The Battletech Compendium_.
|
||
A) Refer to note 22A.
|
||
B) Same as note 22B except that when the location is
|
||
"blown off" each trooper suffers 1D6 damage.
|
||
C) When this type of infantry pod suffers 1 critical hit
|
||
each trooper takes 1D6 points of damage. On the second critical
|
||
hit all remaining troopers are destroyed. Battlearmor suffer no
|
||
damage for excessive heat.
|
||
D) When a BAIP is mounted on the mech it does not come
|
||
with the Battle armor troops free. Each point of Battle Armor
|
||
counts as a 5 ton mech and most be "bought" as such. They may be
|
||
mounted in the BAIP at the start of the game.
|
||
|
||
24) Self Destruct is a system for voluntarily making your mech
|
||
into a small ultrahot ball of thermal destruction. It takes the reactor
|
||
fuel and dumps it into the reactor, after which the magnetic bottle is
|
||
allowed to decay rapidly. The end result is a metallic vapor where the
|
||
mech used to be and blast marks for meters!!!
|
||
A) The Self Destruct Device weighs one ton and takes up
|
||
one critical hit location which must be located in one of the torsos.
|
||
B) When activated the device destroys the mech and
|
||
anything in the same hex. Anything 1 hex away takes damage equal
|
||
to the engine rating divided by 15. If the mech is a 2x engine mech
|
||
then the engine rating used is the sum of the 2 engine ratings. If
|
||
one of the engines has been destroyed due to damage then the total
|
||
engine rating is based upon the one operating engine.
|
||
C) The device is activated during the weapons attack phase
|
||
as if it were a weapon. No weapons may be fired if the device is
|
||
to be activated.
|
||
D) Units taking damage take target heat equal to 1/2 the
|
||
damage taken, round down. This target heat lasts for that turn
|
||
only, similar to energy weapon target heat.
|
||
E) Units that self destruct are destroyed and count
|
||
towards the victory of the enemy.
|
||
F) It is assumed that the pilot(s) give themselves enough
|
||
time to eject before the explosion. Those of us that created these
|
||
rules really don't care, but some of you might. After all, life is
|
||
cheap, mechs aren't.
|
||
|
||
TARGET HEAT RULES
|
||
|
||
These rules were created to simulate the fact that when certain
|
||
weapons hit they are going to create additional heat upon their target.
|
||
Certain weapons are designed for this task while others create target heat
|
||
do to the huge energy conversion of their damage.
|
||
The types of weapons that create target heat can be divided up into
|
||
two general groups: energy weapons and incindiery weapons. These two
|
||
weapons groups are treated seperately within these rules. The target heat
|
||
that a weapon inflicts upon a target is listed in the TAR/HEAT column of
|
||
the weapons damage chart. Incindiery weapons are marked with an (I).
|
||
|
||
TARGET HEAT FROM ENERGY WEAPONS: When an energy weapon hits a
|
||
target it will recieve target heat. The heat that the target recieves
|
||
affects it only for the turn that the weapon hit. The target heat that a
|
||
target recieves is treated as heat generated by the mech that turn. There
|
||
is no limit to the amount of energy weapon target heat that a unit can
|
||
receive.
|
||
EXAMPLE: During turn 1 a mech has walked (+1 heat), fired 2 PPC
|
||
(+20 heat), and was hit by a PPC and 2 medium lasers (+3 heat). Its heat
|
||
sinks must dissipate 24 heat that turn. The next turn the same mech runs
|
||
(+2 heat), fires 2 PPC (+20 heat), and is hit by, among other weapons, 1
|
||
large laser and 3 medium lasers (+2.5 heat, rounded down to 2). This turn
|
||
the mech must dissipate 24 heat. Notice that none of the energy weapon
|
||
target heat from turn 1 did not carry over to the next turn.
|
||
|
||
TARGET HEAT FROM INCINDIERY WEAPONS: Incindiery weapons are
|
||
generally inferno launchers and flamers/flamethrowers. They are marked on
|
||
the weapons damage chart in the TAR/HEAT column with an (I). Incindiery
|
||
weapon target heat is described on p.60 of _The Battletech Compendium_
|
||
under the heading of Infernos. The only additions to those rules is:
|
||
the max heat that a target can receive is 10 instead of 6, Inferno
|
||
Launchers have to roll to determine the number of missiles that explode
|
||
close enough to the target to generate target heat, and flamers/
|
||
flamethrowers are considered in the same class as inferno launchers.
|
||
|
||
WEAPON BANKING RULES
|
||
|
||
Weapons can be mounted in pairs on the same weapon mount. This is
|
||
known as "banking."
|
||
A) Banked weapons must be mounted in the same area of the
|
||
mech/vehicle. For mechs both weapons must be completely in the hit
|
||
location area. Example: A pair of A/C 20's could not be banked on a mech
|
||
since 2 of them would not fit in any one hit location, be it a torso or an
|
||
arm. A pair of Heavy PPC could be banked in an arm since it has 8 critical
|
||
locations and 2 HPPC would take up 8 critical slots. The above pair of A/C
|
||
20's could be banked in the turret of a tank, but not on a mech. Remember
|
||
that Lower Arm and Hand actutors can be removed for more criticals.
|
||
B) The weapons banked must be of the exact same type. Exception:
|
||
Missile launchers of the same type but of different size can be banked.
|
||
C) Any weapon except for artillery weapons can be banked.
|
||
D) Banked weapons can fire together as one weapon. For this only
|
||
one to hit roll is made. If the bank hits then both weapons hit in the
|
||
same location. If the to hit roll is missed then both weapons miss.
|
||
Banked weapons do not have to be fired as a bank, they may be fired
|
||
independently.
|
||
E) Non-Energy weapons that are fired banked must both use the same
|
||
type of ammunition. Different types of alternate ammunitions cannot be
|
||
used.
|
||
F) two .5 critical space weapons in the same critical slot are
|
||
automatically counted as being banked. For other weapons to be counted as
|
||
banked there must be some discernable mark connecting the two weapons.
|
||
G) If one banked weapon is destroyed there is no effect upon the
|
||
other weapon. It may only fired independently though, and not banked with
|
||
another weapon.
|
||
|
||
ALTERNATE AMMUNITIONS FOR WEAPONS
|
||
|
||
This section is a listing of the various types of different
|
||
munitions that can be used for weapons. The basic format will be:
|
||
WEAPON: This will tell what weapon the ammo may be used for.
|
||
DESCRIPTION: This will give a description plus necessary special rules.
|
||
ADVANTAGES: Self explanatory
|
||
DISADVANTAGES: Self explanatory
|
||
|
||
Note: All of the Alternate Ammunitions must be used as reloads in
|
||
full or half ton increments. A part of a ton of one type of ammunition
|
||
cannot be mixed with a complementary part of a ton of another type. Be
|
||
prepared that some 20th Century acronyms are used using different words.
|
||
This reflects that the names will change to reflect changing technology.
|
||
Other types use a name from history to represent what they are loosely
|
||
based upon. All ammunition types must be specified before the start of the
|
||
game. Any unspecified reloads are assumed to be standard.
|
||
|
||
Cannister Shot Ammunition
|
||
WEAPON: Rail Gun, Rail Cannon, Gauss Rifle, and Gauss Cannon
|
||
DESCRIPTION: Cannister Shot is where the standard round slug is
|
||
replaced with a container of submunitions. The net effect is that the
|
||
damage is spread all over the target hit. Cannister is a less volatile
|
||
(and less effective) version of Silver Bullet ammunition.
|
||
ADVANTAGES: When a target has been it with Cannister Shot roll on
|
||
the standard Missile Hit Chart under the column for the damage that the
|
||
weapon does. This is the amount of damage that the weapon does. Roll for
|
||
hit location for each point of damage (as per the LB-X autocannon cluster
|
||
munitions.)
|
||
DISADVANTAGES: Due to the size and shape of the Cannister shot
|
||
round Gauss Cannons only get 10 shots per ton of reloads, the Gauss Rifle 6,
|
||
and the Gauss Cannon 3 shots per ton.
|
||
|
||
Chain Shot Ammunition
|
||
WEAPON: Rail Gun, Rail Cannon, Gauss Rifle, and Gauss Cannon
|
||
DESCRIPTION: Chain Shot takes a round of shot and replaces it with
|
||
2 hollow hemispheres connected by a heavy chain. The tendency for the
|
||
chain to wrap around part of a mech creates problems for the pilot of the
|
||
target mech. The reduced volume of the shot reduces the damage done.
|
||
Take the base damage for the weapon firing and divide it by 3.
|
||
This is the damage that each of the 2 halves will do. When the weapon hits
|
||
each of the halves will hit a potentially different hit location. To
|
||
represent the wrapping possibility of the chain the hit location procedure
|
||
is modified. For each half roll a D6 to represent the direction that the
|
||
half will hit from. A roll of 1 means damage is rolled on the front, 2
|
||
goes to the right side front (Roll on the right side hit location table,
|
||
torso damage goes on the front), 3 to the right side rear, 4 to the rear,
|
||
5 to the left side rear, and 6 rolls on the left side front. Once the
|
||
direction has been determined roll 2D6 for location as per normal rules.
|
||
ADVANTAGES: When hit the target must make a piloting skill roll
|
||
with a +2 penalty, +4 if both halves hit the legs. If this is failed then
|
||
the target mech falls. Any piloting skill rolls after being hit by chain
|
||
shot are at a +1 penalty until the mech expends 1 MP to free itself of the
|
||
chain. Each chain shot that accumulates gives an additional +1 penalty to
|
||
the Piloting Skill Roll. Example: A mech has been hit by 3 chain shots in
|
||
one turn. Trying to get back up will require a piloting skill roll with a
|
||
+3 penalty due to the 3 chain shots hanging fom it. After getting back up
|
||
the mech expends 2 MP to free itself of 2 chain shots. From here the mech
|
||
makes piloting skill rolls with a +1 penalty due to the remaining chain
|
||
shot hanging from it.
|
||
DISADVANTAGES: Since the Chain Shot is very unpredictable in its
|
||
ballistic characteristics there is a +2 to hit penalty. Vehicles do not
|
||
have to make a piloting skill roll when first hit, but still have the
|
||
piloting skill roll penalties just as mechs.
|
||
|
||
Nested Slug Ammunition
|
||
WEAPON: Rail Cannon, Gauss Rifle, and Gauss Cannon
|
||
DESCRIPTION: Nested Slug Ammunition uses a nested set of Rail Gun
|
||
rounds instead of one large round. It distributes the damage over several
|
||
areas. The round still does full damage, it just divides it over 2, 3, or
|
||
4 areas.
|
||
ADVANTAGES: NS ammo divides the damage into groups of 5 points.
|
||
Roll for damage location for the 2 or 3 groups of 5 damage points
|
||
seperately.
|
||
DISADVANTAGES: Due to the size and shape of the NS round Gauss
|
||
Cannons only get 10 shots per ton of reloads, the Gauss Rifle 6, and the
|
||
Gauss Cannon 3 shots per ton.
|
||
|
||
Silver Bullet Ammunition
|
||
WEAPON: Rail Gun, Rail Cannon, Gauss Rifle, Gauss Cannon
|
||
DESCRIPTION: Silver Bullet ammo is a single round with an
|
||
explosive charge in the center. This charge is used to explode the round
|
||
near its target. If a hit is made using SB ammo roll to determine the
|
||
amount of damage on the 5, 10, 15, or 20 column of the missile hit chart.
|
||
Distribute each point of damage individually (like an LBX autocannon
|
||
round).
|
||
ADVANTAGES: When firing SB ammo there is a -1 to hit modifier.
|
||
DISADVANTAGES: In addition to the weapon doing damage when hit as
|
||
per normal rules the ammo will explode when hit by a critical hit or
|
||
exploding due to heat. When exploding there will be 5, 10, 15, or 20
|
||
points of damage per round exploded, explosion strength per round based
|
||
upon original damage value of weapon.
|
||
|
||
Smart Rock Ammunition
|
||
WEAPON: Rail Gun, Rail Cannon, Gauss Rifle, Gauss Cannon
|
||
DESCRIPTION: Smart Rocks replace some of the shot mass with a
|
||
small guidance system and compressed gas steering rockets.
|
||
ADVANTAGES: There is a -1 to hit bonus when firing at medium
|
||
range, a -2 to hit when firing at long range, -3 to hit at extreme range
|
||
and -4 to hit at maximum range with Smart Rocks.
|
||
DISADVANTAGES: When firing smart rocks there is a +1 additional to
|
||
hit modifier when firing inside minimum range. Weapon damage is reduced
|
||
also. Rail Guns score 2 points of damage, Rail Cannons score 5, Gauss Rifles
|
||
score 7 points, and Gauss Cannons score 10 points when firing Smart Rocks.
|
||
|
||
Armor Peircing Discarding Sabot (APDS) Ammunition
|
||
WEAPON: Auto cannons, LB-X autocannons, Ultra auto cannons
|
||
DESCRIPTION: APDS ammo replaces the normal round with a smaller,
|
||
high velocity, high density penetrator round inside a sabot.
|
||
ADVANTAGES: APDS ammo does some internal damage when the round
|
||
hits. Refer to the chart below.
|
||
|
||
A/C or LBX Armor Damage Internal Damage
|
||
---------- ------------ ---------------
|
||
2 1 1
|
||
5 3 2
|
||
10 7 3
|
||
15 10 5
|
||
20 13 7
|
||
|
||
DISADVANTAGES: The APDS round is a high compression round that
|
||
autocannons have trouble handling. Whenever APDS rounds are fired roll a
|
||
second 2D6 for a stress check. If a 2 or a 3 is rolled the autocannon has
|
||
broken some linkage on it. That autocannon may still fire but has a +2 to
|
||
hit penalty. If the autocannon continues to fire APDS roll a stress check
|
||
with a 2, 3, 4, or 5 as a failure. If the autocannon fails this second
|
||
check it is considered destroyed. Autocannon Ultras that fire 2 APDS
|
||
rounds roll stress checks twice. LB-X Autocannons get a -1 bonus on the
|
||
stress check roll. When APDS ammo takes a critical hit or explodes the
|
||
internal damage produced is twice that for normal exploding ammo.
|
||
|
||
Bolt Thrower (BT) Ammunition
|
||
WEAPON: Auto Cannons, LB-X Cannons, Ultra auto cannons
|
||
DESCRIPTION: Bolt Thrower ammunition is a standard auto cannon
|
||
round that has roughly half the round's mass removed to accomadate a solid
|
||
fuel propellent. This propellent increases the range of the round
|
||
significantly.
|
||
ADVANTAGES: When using Bolt Thrower ammo the classes of
|
||
autocannons have these ranges:
|
||
|
||
Class Short Medium Long Extreme Maximum Damage
|
||
----- ----- ------ ---- ------- ------- ------
|
||
2 1-12 13-24 25-36 37-48 49-60 1
|
||
5 1-9 10-18 19-27 28-36 37-45 3
|
||
10 1-8 9-16 17-24 25-32 33-40 5
|
||
15 1-6 7-12 13-18 19-24 25-30 8
|
||
20 1-5 6-10 11-15 16-20 21-25 10
|
||
|
||
NOTE: Minimum Ranges are not affected.
|
||
DISADVANTAGES: As can be seen from the table above the damage
|
||
produced is 50% of the normal autocannon round due to the reduction in
|
||
mass.
|
||
|
||
Cluster Ammunition:
|
||
WEAPON: LB-X Autocannons
|
||
DESCRIPTION: Cluster Ammunition is the standard cluster round that
|
||
the LB-X autocannons use as presented on p.120 in _The Battletech
|
||
Compendium_.
|
||
ADVANTAGES: As per the rules.
|
||
DISADVANTAGES: Only LB-X autocannons can use these rounds.
|
||
|
||
Flechette Ammunition:
|
||
WEAPON: LB-X Autocannons
|
||
DESCRIPTION: Flechette Ammunition is similar to Cluster ammunition
|
||
except that it is specially designed for taking out infantry, battlearmor,
|
||
and clearing trees.
|
||
ADVANTAGES: Flechette Ammunition does double normal damage versus
|
||
infantry and battlearmor. Flechette retains the -1 to hit bonus of LB-X
|
||
Cluster rounds. When firing LB10X or bigger with Flechette rounds to clear
|
||
heavy woods instead of reducing the heavy woods to a light woods as per the
|
||
rules these rounds will reduce them to a rough hex.
|
||
DISADVANTAGES: When firing this ammunition versus mechs or
|
||
vehicles apply a -2 penalty to the roll on the Missile Hit Chart to determine
|
||
the amount of damage. Any rolls below 2 are treated as a 2.
|
||
|
||
HEAP Ammunition:
|
||
WEAPON: Auto Cannons, LB-X Cannons, Ultra auto cannons
|
||
DESCRIPTION: High Explosive Armor Piercing rounds use a shaped
|
||
charge chemical warhead that burns through the armor to produce armor and
|
||
internal structure damage.
|
||
ADVANTAGES: HEAP rounds do some internal damage and target heat in
|
||
addition to the armor damage. Refer to the chart below.
|
||
|
||
A/C or LBX Armor Dam. Internal Dam. Target Heat
|
||
---------- ---------- ------------- -----------
|
||
2 1 1 1
|
||
5 3 1 2
|
||
10 6 2 3
|
||
15 9 3 4
|
||
20 12 4 5
|
||
|
||
DISADVANTAGES: HEAP rounds use a directional charge to do their
|
||
damage. If the round(s) hit at the wrong angle then the blast is
|
||
ineffective. To represent this these rounds have a +1 to hit penalty.
|
||
Against Level 1 Ceramo-Steel armor HEAP rounds do no target heat on the
|
||
target and against Level 2 Ceramo-Steel armor HEAP rounds do only armor
|
||
damage, no Internal or Target Heat damage. Due to the slow speed of these
|
||
rounds Reactive Armor can affect them. Apply the 1/2 damage rule from
|
||
Reactive Armor to these rounds also when fired against a target with
|
||
Reactive Armor.
|
||
|
||
Bangalor Missiles
|
||
WEAPON: MRM, TSM, LRM, BRM
|
||
DESCRIPTION: Bangalor missiles have for a warhead several line
|
||
charges acting as Bangalor Torpedoes (an Army engineer obstacle clearing
|
||
charge). These line charges also have landing spikes that allow them to
|
||
land without bouncing or to stick to the side of buildings.
|
||
ADVANTAGES: Bangalor missiles can do either of two things:
|
||
Minefield clearing: Bangalor missiles can be used to attack
|
||
mined hexes of any type. Bangalor missiles will reduce the attack strength
|
||
of a mined hex by the number of missiles/attack strength per hex in the attack.
|
||
EXAMPLE: A hex that has been mined by a 20 point FASCAM is attacked by 5
|
||
point Bangalor attack. Assuming that the attack hits the mined hex will have
|
||
its attack strength reduced by 5 down to 15.
|
||
Preset conventional minefields (as per p.60-61 of _The Battletech
|
||
Compendium_) have an attack strength of 6 and Command Detonated hexes have a
|
||
strength of 10 (assuming the hex is attacked blindly in hopes that it is
|
||
mined). Vibrabomb hexes that are attacked have their sensitivity rating
|
||
lowered by the Bangalor missile attack strength. When the rating reaches 0
|
||
the vibrabomb detonates as if tripped.
|
||
Building/fortification destruction: Bangalor missiles do
|
||
double damage against buildings or any structure that has its strength
|
||
listed in CF.
|
||
DISADVANTAGES: Bangalor missiles do no damage against mechs,
|
||
vehicles, or infantry. TAG, Artemis, and NARC work only when firing
|
||
Bangalors against buildings.
|
||
|
||
FASCAM Missiles, FASCAM Artillery Rounds
|
||
WEAPON: MRM, TSM, LRM, BRM, All Artillery Weapons
|
||
DESCRIPTION: FASCAM Missiles and FASCAM Artillery Rounds deliver
|
||
Field Artillery SCatterable fAmily of Mines. Each warhead contains an even
|
||
mix of anti-vehicle and anti-personnel mines.
|
||
ADVANTAGES: FASCAM missiles are treated just like Thunder LRM as
|
||
described on p.121 of _The Battletech Compendium_. FASCAM Artillery Rounds
|
||
deliver minefields over an area of 7 hexes: the target hex and the 6
|
||
surrounding. FASCAM Artillery Rounds deliver minefields in strengths equal
|
||
to the damage that they would do normally. EXAMPLE: A Long Tom is firing
|
||
a FASCAM shell. When the shell lands the hex hit will have a 20 point
|
||
minefield and each of the 6 surrounding hexes will have a 10 point
|
||
minefield. FASCAM TSM are handled in a manner similar to FASCAM Artillery
|
||
Rounds except that the attack values are 5/2 per missile that lands in the
|
||
target hex.
|
||
DISADVANTAGES: The number of reloads per ton is half that for
|
||
normal missiles/artillery rounds. FASCAM missiles are not affected by TAG,
|
||
Artemis, or NARC.
|
||
|
||
Fuel-Air Explosive (FAE) Missiles
|
||
WEAPON: TSM
|
||
DESCRIPTION: FAE missiles replace the standard explosive charges
|
||
of TSM missiles with a Thermite ignited canister of hydrocarbon fuel. The
|
||
resulting explosion produces armor damage and target heat.
|
||
ADVANTAGES: Each FAE missile does 3 points of damage/ 2 points
|
||
of incindiery target heat to the target hex and 1 point of damage/ 1 point
|
||
of incindiery target heat to the 6 surrounding hexes. The incindiery
|
||
target heat lasts for 3 turns as per the Inferno rules.
|
||
DISADVANTAGES: FAE missiles use the inferno rules concerning
|
||
checking for ammo explosion due to heat. If FAE missile ammunition does
|
||
explode due to heat or critical hit each missile explodes for 10 points of
|
||
damage.
|
||
|
||
Smoke Missiles
|
||
WEAPON: TSM
|
||
DESCRIPTION: Smoke Missiles are designed to fill the target hex
|
||
and adjacent hexes with smoke.
|
||
ADVANTAGES: Each missile will produce a 1 elevation high
|
||
smoke cloud in the target hex and the 6 adjacent hexes that lasts for 1
|
||
turn for each missile that hits that hex.
|
||
DISADVANTAGES: These missiles do no damage to any unit in the
|
||
target hexes.
|
||
|
||
Swarm Missiles
|
||
WEAPON: MRM, LRM, BRM
|
||
DESCRIPTION: Swarm missiles are special missiles using hundreds of
|
||
submunitions able to saturate an area.
|
||
ADVANTAGES: Swarm missiles are used just as the description on
|
||
p.121 of _The Battletech Compendium_ for Swarm LRMs. For the BRM to
|
||
determine the number of missiles that hit a secondary target use a D6 for
|
||
every 6 missiles remaining, disregarding remaining portions of 6.
|
||
DISADVANTAGES: The number of reloads per ton is half that for
|
||
normal missiles.
|
||
|
||
TOW Missiles
|
||
WEAPONS: MRM, LRM, BRM
|
||
DESCRIPTION: TOW Missiles are optically tracked, wire guided
|
||
missiles. They operate in a manner similar to FTL missiles in that only
|
||
some of the missiles in a rack are wire guided while the rest follow.
|
||
ADVANTAGES:
|
||
-3 to hit if firing unit is stationary
|
||
-2 to hit if firing unit walked/cruised
|
||
-1 to hit if firing unit ran/flanked
|
||
addit. -1 to hit if target is the only target to be attacked
|
||
DISADVANTAGES: Double all terrain to hit modifiers to reflect the
|
||
possibility of guide wire snap. Above advantages are lost if firing unit
|
||
plans to enagage in close combat. If the firing unit takes the advantages
|
||
then it may not make close combat attacks. TOW missiles may not be fired
|
||
indirectly. TOW missiles are not affected by NARC, Artemis, or Guardian.
|
||
|
||
Follow The Leader (FTL) Missiles
|
||
WEAPONS: CRM, SRM, MRM, LRM, BRM
|
||
DESCRIPTION: A modification to the guidance system of the missiles
|
||
has the majority of the missiles in a rack follow one missile.
|
||
ADVANTAGES: FTL missiles do not scatter their damage all over the
|
||
target but concentrate in one location. Example: If an LRM 20 rack fires
|
||
with FTL missiles and hits with 12 missiles the missiles will all hit on
|
||
one damage location area as opposed to 5 in one area, 5 in another, and 2
|
||
in a third.
|
||
DISADVANTAGES: For FTL missiles to work the lead missile must be
|
||
one that hits. Occasionally the targetting systems will follow the wrong
|
||
missile. Firing with FTL missiles has a +2 Fire Modifier penalty.
|
||
|
||
Radar Guided Missiles (RG)
|
||
WEAPONS: CRM, SRM, MRM, LRM, BRM
|
||
DESCRIPTION: The crude guidance system of the missile has been
|
||
replaced by a rough radar unit. These guidance systems are not very good,
|
||
yet not overly affected by Guardian ECM.
|
||
ADVANTAGES:
|
||
-1 to hit light mechs
|
||
-2 to hit medium mechs
|
||
-3 to hit heavy mechs
|
||
-4 to hit assault mechs
|
||
addit. -1 to hit if target has been hit by NARC
|
||
DISADVANTAGES: RG missiles when fired have any terrain to hit
|
||
modifiers doubled. If the target is within 6 hexes of an enemy ECM unit
|
||
then the above modifiers are ignored and there is a +1 to hit. If fired
|
||
indirect and miss their original target then roll another to hit for any
|
||
one randomly determined target within the 6 hexes immediately surrounding
|
||
the target. If the to hit is made then the missiles hit that unit instead.
|
||
Keep doing this procedure until an alternate target is hit or all possible
|
||
alternate targets within the 6 hexes have been missed. (If any
|
||
clarifications are needed, the rules are similar to those involving Swarm
|
||
missiles except that only one target is hit.) RG missiles are not affected
|
||
by Artemis or TAG lasers. Multiply the number of reloads by .75 for Radar
|
||
Guided missiles. RG missiles are not affected by Artemis.
|
||
|
||
Radiation Seeking Missiles
|
||
WEAPONS: CRM, SRM, MRM, LRM, BRM
|
||
DESCRIPTION: These missiles rely upon the emitions of special
|
||
electronics to home in on their target. They are not very good if the
|
||
target does not have special electronic gear operating.
|
||
ADVANTAGES: The missiles have a -2 to hit bonus against any units
|
||
that have active Guardian, Beagle, AAR, or GAR. For targets that have a
|
||
NARC attached to them double the NARC bonuses.
|
||
DISADVANTAGES: The missiles have a +2 to hit penalty against any
|
||
unit that does not have the above systems operating.
|
||
|
||
Heat Seeking (HS) Missiles
|
||
WEAPONS: CRM, SRM
|
||
DESCRIPTION: The HS warheads replace part of the explosive payload
|
||
with an infrared guidance system.
|
||
ADVANTAGES: HS missiles receive a to hit bonus equal to the target
|
||
mech's Fire Modifier from heat buildup (if any) from the beginning of the
|
||
turn. In addition, if the target is receiving incindiery target heat from
|
||
Infernos or Flamers/Flame Throwers there is a to hit bonus equal to the
|
||
square of the target heat generated by the incidiery weapons, rounded down.
|
||
Example: A mech has ben hit by a Flame Thrower and is receiving 5 incindiery
|
||
target heat. The square root of 5 is 2.23 which is rounded down to 2. Any
|
||
HS missiles fired at that mech get a to hit bonus of -2. If the missiles score
|
||
critical hits then they are automatically heat sinks before anything else.
|
||
DISADVANTAGES: HS SRM do 1 point while HS CRM do 2 points of damage
|
||
per missile that hits (as well as blow up for that amount in ammo
|
||
explosions.) If the heat scale of the target mech is 0 then Heat Seeking
|
||
missiles have a +2 to hit. HS missiles are not affected by Artemis or NARC.
|
||
|
||
Laser Guided Missiles (LGM)
|
||
WEAPONS: CRM, SRM, MRM
|
||
DESCRIPTION: LGM require the guidance of a TAG laser to work
|
||
effectively. When the TAG laser hits the target then there is a marked
|
||
increase in the percentage of missiles that hit. When the TAG laser
|
||
misses then the probability of a hit decreases
|
||
ADVANTAGES: LGM get a +3 on the Missile Hit Chart if the target is
|
||
TAGed by the firing mech. The -1 to hit for each missile launcher tied
|
||
into a TAG laser as per the TAG laser note above still applies. LGM that
|
||
are following a TAG beam do not get to hit penalties due to Chameleon
|
||
System.
|
||
DISADVANTAGES: The announcement to fire LGM and TAG laser(s) must
|
||
be made and adhered to before any dice are rolled. If LGM and TAG are
|
||
fired and no TAG laser hits then the LGM *must* be fired with a +2 to hit.
|
||
Only TAG laser(s) fired from the firing mech can TAG a target for LGM to
|
||
get their bonusses. LGM can be fired without the intention to TAG the
|
||
target with a +2 to hit penalty.
|
||
|
||
Tandem Charge (TC) Warhead Missiles
|
||
WEAPONS: CRM, SRM
|
||
DESCRIPTION: The TC warhead contains two shaped charge warheads
|
||
where one punches a hole in the armor allowing the second to damage the
|
||
internal structure.
|
||
ADVANTAGES: CRM with TC warheads do 2 points of armor and one
|
||
point of internal structure damage per missile. SRM with TC warheads do 1
|
||
point of armor and 1 point of internal damage. If the area hit has no
|
||
armor then each missile that hits does 1 point of damage due to the
|
||
narrowness of the impact area.
|
||
DISADVANTAGES: The number of reload shots per ton is multiplied by
|
||
.75, round down. This represents the extra room required to hold the
|
||
larger warheads. For ammo explosions, treat each TC CRM as having a 4
|
||
point warhead and each TC SRM as having a 3 point warhead. TC warhead
|
||
internal damage against its target roll to score critical hits on the
|
||
Critical Hits Effects table with a -3 modifier. (TC warheads score only
|
||
1 critical on a roll of 11 or 12.)
|
||
|
||
Beehive Artillery Shells
|
||
WEAPONS: Long Tom, Sniper, Thumper
|
||
DESCRIPTION: These shells are effectively huge shotgun shells used
|
||
to fire directly upon approaching enemy. They are primarily used as a last
|
||
ditch weapon to beat back unwanted interlopers, making use of this shell
|
||
rare. Under normal circumstances a gun train might have 1 ton per gun of
|
||
reloads. On rare occasions when artillery guns are expected to be very
|
||
close to the fighting 2-3 tons of reloads per gun are carried.
|
||
ADVANTAGES: These shells make the artillery guns act just like
|
||
LB-X autocannons. Take the base damage of the gun (20 for Long Toms, 10
|
||
for Snipers, and 5 for Thumpers) and roll 2D6 under that number on the
|
||
Missile Hit chart *twice*. These 2 values are added together to determine
|
||
the damage done. Each point of damage is allocated seperately.
|
||
EXAMPLE: (The Shot from Hell) A Long Tom fires a Beehive Artillery round at
|
||
an approaching mech and hits. Since the Long Tom does 20 points of base
|
||
damage it rolls under the 20 column of the Missile Hit Chart twice. The
|
||
Long Tom miraculously rolls an 11 and a 12 doing 40 points of damage.
|
||
Somebody had more than just a bad hair day...
|
||
DISADVANTAGES: The range of these rounds in hexes is equal to the
|
||
number of boards that the gun can fire normal rounds. The base to hit
|
||
number is 9 regardless of range.
|
||
|
||
Copperhead Artillery Shells
|
||
WEAPONS: Long Tom, Sniper, Thumper
|
||
DESCRIPTION: These are missiles that are shot from the tube of the
|
||
gun towards the general area of impact. In flight on the descent the
|
||
missiles rocket motor takes over and allows the missile to home in on a
|
||
TAGed target.
|
||
ADVANTAGES: Follow the rules in the last three paragraphs of the
|
||
last column under the rules for "Arrow IV Missile Artillery System" on
|
||
p. 117 of _The Battletech Compendium_. These rules apply to Copperhead
|
||
Artillery Shells. The Long Tom Copperhead does 20 points of artillery
|
||
damage to the target and 5 points to any other unit in the hex. The
|
||
Sniper Copperhead does 10 points of artillery damage to the target and 2
|
||
points to any other unit in the hex. The Thumper Copperhead does 5 points
|
||
of artillery damage to the target and 1 point to any other unit in the hex.
|
||
DISADVANTAGES: These shells cannot be used as standard artillery
|
||
shells. They must be used as TAG homing missiles. They cannot carry any
|
||
special kind of warhead.
|
||
|
||
Dam Buster Artillery Shells
|
||
WEAPONS: Arrow IV, Bolt III, Dart II, Long Tom, Sniper, Thumper
|
||
DESCRIPTION: These shells replace their normal high explosive
|
||
warheads with a concussionary charge. These have the capability to clear
|
||
minefields by setting off the mines and to damage buildings better. These
|
||
were first developed by a Long Tom gunner to destroy a dam that, with its
|
||
destruction, was able to knock out a company of enemy mechs.
|
||
ADVANTAGES: The target and adjacent hex damage of these shells are
|
||
used to reduce the attack strength of mine hexes as per the rules for
|
||
Bangalor missiles. These shells will also do double damage to any
|
||
structure with a CF rating. EXAMPLE: Should a three hex long building be
|
||
hit in the center hex by a Long Tom Dam Buster then it would receive 80
|
||
points of damage. (20x2 for the center hex of the building + 10x2 + 10x2
|
||
for each of the adjacent hexes of the building)
|
||
DISADVANTAGES: These shells do 1/4 damage to infantry, vehicles, or
|
||
mechs.
|
||
|
||
Illumination Artillery Shells
|
||
WEAPONS: Dart II, Thumper
|
||
DESCRIPTION: These shells shoot a round that has a brightly
|
||
burning peice of metal (usually Magnesium) with a parachute attached.
|
||
These shells are used to eliminate the effects of darkness during night
|
||
fights.
|
||
ADVANTAGES: Fire this shell as if it were a normal shell. When
|
||
the hex of impact is determined this is actually the hex above which the
|
||
illumination shell floats down on its parachute. This hex will drift in
|
||
the direction of the wind for each turn that it is up. The illumination
|
||
covers an area with a radius of 10 hexes for 3 turns.
|
||
|
||
Smoke Artillery Shells
|
||
WEAPONS: Arrow IV, Bolt III, Dart II, Long Tom, Sniper, Thumper
|
||
DESCRIPTION: These smoke round rules replace those on p. 49 of
|
||
_The Battletech Compendium_.
|
||
ADVANTAGES:
|
||
Arrow IV & Long Tom: These smoke rounds produce a 2 elevation high
|
||
smoke cloud in the target hex and the 6 adjacent hexes that lasts for 3
|
||
turns.
|
||
Bolt II & Sniper: These smoke rounds produce a 1 elevation high
|
||
smoke cloud in the target hex and the 6 adjacent hexes that lasts for 3
|
||
turns.
|
||
Dart II and Thumper: These smoke rounds produce a 1 elevation high
|
||
smoke cloud in the target hex and the 6 adjacent hexes that lasts for 1
|
||
turn.
|
||
|
||
Telemetry Artillery Shells
|
||
WEAPONS: Arrow IV, Bolt III, Dart II, Long Tom, Sniper, Thumper
|
||
DESCRIPTION: These shells are used to better adjust fire with
|
||
artillery guns using a signal that orbitting geo-positional satellites pick
|
||
up. The satellites then tell the firing crew, within 10 meters, where the
|
||
shell landed. The shell also releases a small marker cloud that observers
|
||
can use to better observe where the shell landed.
|
||
ADVANTAGES: These shells allow artillery peices to adjust fire
|
||
against fixed positions without the need of an observer. If these shells
|
||
are fired with the help of an observer then there is a -2 bonus for
|
||
adjusting fire with the next shot. The bonuses do not add on to each other
|
||
if Telemetry shells are used 2 or more times in a row. These bonuses are
|
||
cumulative with observer and artillery gunner modifiers.
|
||
The hex that a Telemetry shell lands in counts as a "pre-registered
|
||
hex" as per p. 48 of _The Battletech Compendium_ once the shell has landed.
|
||
Any shots against this hex automatically hit.
|
||
DISADVANTAGES: These shells do no damage at all. The bonus will
|
||
only help the gun/launcher that fired the shell or any gun/launcher that is
|
||
connected to the firing unit via C^3. It is not possible for one gun to do
|
||
the sounding shots for another gun unless they are connected by C^3 as per
|
||
the C^3 rules.
|
||
|
||
White Phospherous Artillery Shells
|
||
WEAPONS: Arrow IV, Bolt III, Dart II, Long Tom, Sniper, Thumper
|
||
DESCRIPTION: The "Willie Pete" White Phosperous (WP) round is the
|
||
field artillery version of Inferno missiles. This safer medium of
|
||
delivering incindieries does not last as long as Inferno liquid, yet is the
|
||
only kind that can stand the shock of firing without exploding.
|
||
ADVANTAGES: Given below is a table showing the target heat that WP
|
||
shells deliver to the units in the hex of impact and the 6 surrounding
|
||
hexes. Target is heat listed as X/Y is treated where X is the target heat
|
||
that any units in the hex of impact receive and Y is the target heat that
|
||
any units in a surrounding hex take.
|
||
|
||
Damage Rating Turn 1 Turn 2 Turn 3 Turn 4
|
||
------------- ------ ------ ------ ------
|
||
20/10 10/10 10/5 5/2 2/0
|
||
10/5 10/5 5/2 2/0
|
||
5/2 5/2 2/0
|
||
|
||
NOTE: The Damage rating is the damage that the weapon would do if it were
|
||
to fire a regular shell. Obviously a bigger shell will do more heat
|
||
longer.
|
||
DISADVANTAGES: WP rounds do no damage, only target heat. WP
|
||
rounds are treated just like Infernos for purposes of interactions with
|
||
Coolant Cannons. (If the Coolant Cannon were to use liquid oxygen instead
|
||
of liquid nitrogen then double the heat inflicted, up to 20.)
|
||
|
||
|
||
E X P A N D E D I N F A N T R Y R U L E S
|
||
|
||
These rules are written to rectify the rules for infantry in
|
||
Battletech. This is done under the following assumptions:
|
||
1) When determining the size of a balanced game each side will
|
||
determine its size in tons instead of some financial unit such as C-Bills.
|
||
2) If sides are determined in tons then the various types of
|
||
infantry are inherently different in capability.
|
||
3) If the various types of infantry are different incapability
|
||
then one or a few types will be taken over all the others. This eliminates
|
||
some of the diversity that commanders can expect on the battlefield and
|
||
some of the realistic options that a commander can use in determining
|
||
his/her force composition.
|
||
With these reasons the rules for infantry will be changed or
|
||
expanded to make their use more defined and balanced.
|
||
|
||
Equivelant tonnage: Free for standard infantry. They weigh no tons
|
||
when determining their "cost." The only requirement is that they be
|
||
transported onto the battlefield in some vehicle or mech. For transport by
|
||
mech refer to the infantry pods in the weapons list and notes. For transport
|
||
by vehicle refer to the Infantry Carrier rules in _The Battletech Compendium_
|
||
on page 44.
|
||
Battlearmor are handled differently from standard infantry in that 5
|
||
tons must be "paid" for each point of 5. Battlearmor does not have to be
|
||
carried on to the field via APC yet may be desirable.
|
||
|
||
Movement modifiers: This ill defined subject is addressed and
|
||
changed here. Infantry recieve a -1 to hit bonus if they do not move and
|
||
no penalties for moving. Since infantry do not have a "running" speed there
|
||
are no like modifiers. Jump infantry and battlearmor that jump as part of
|
||
their movement get a +1 to hit penalty.
|
||
|
||
Infantry type modifications: Since all movement types of infantry
|
||
"cost" the same, there must be some way to make all the infantry from rifle
|
||
up to SRM platoons equal. Below are the rules changes, if any, to the
|
||
various types of infantry and battlearmor to make them equal.
|
||
|
||
Rifle Platoons: The special advantage that Rifle Platoons get is
|
||
that when they score damage and roll for location, that location may be
|
||
shifted up or down by one. This shows that the soldiers are better able to
|
||
control and call their shots. EXAMPLE: A rifle platoon has hit a mech
|
||
from the front and has rolled a 6 for damage location, giving a right torso
|
||
hit for the 5 point group. The rifle platoon has the option of shifting that
|
||
damage location roll from a 6 to a 5 or 7, hitting the right leg or the center
|
||
torso. The last 2 points are rolled to hit 11, left arm. The rifle
|
||
platoon may shift it to 10, left arm again, or to 12, head. Obviously it
|
||
will be shifted to the head.
|
||
|
||
Machine Gun Platoons: Machine gun platoons recieve a -1 to hit
|
||
bonus due to hit due to the directed high rate of fire of their weapons.
|
||
|
||
Flamer Platoons: Flamer platoons get the bonus of doing heat
|
||
damage in addition to their normal damage. They inflict 3 turns of
|
||
incindiery heat as per the target heat rules equal to their damage value.
|
||
EXAMPLE: A flamer platoon with 16 men hits a mech doing 5 points of damage
|
||
and 5 points of target heat which lasts for 3 turns.
|
||
|
||
Laser Platoons: Laser platoons inflict 1 point of target heat for
|
||
every 7 infantrymen in the platoon, round fractions down.
|
||
|
||
SRM Platoons: SRM platoons may not use any of the different SRM
|
||
warheads or guidance systems available for mech mounted SRMs.
|
||
|
||
Machine Gun Battlearmor: Machine gun battlearmor recieve a -1 to
|
||
hit bonus due to the directed high rate of fire.
|
||
|
||
Flamer Battlearmor: Flamer battlearmor use the flamer rules as
|
||
presented in the weapons list.
|
||
|
||
Small Laser Battlearmor: No changes.
|
||
|
||
CREDIT FOR IDEAS:
|
||
Below is listed the folks and their ideas that went into the
|
||
creation of these weapons/systems. Some of these ideas were taken without
|
||
their permission from the rec.games.mecha archives (Sorry if you don't like
|
||
it, but *YOU'RE* the one that posted it!) and some were taken from real
|
||
Battletech stuff. If you have any questions, comments, quips, death
|
||
threats, bribes, or constructive criticisms drop me some private Email at
|
||
MURRAYMD@UDAVXB.OCA.UDAYTON.EDU. I'll let you figure out the legalities...
|
||
|
||
JESSE.TAYLOR@BBS.OIT.UNC.EDU
|
||
Anti-Missile Laser
|
||
Infantry Pods (Battle Armor Infantry Pods are an outgrowth
|
||
of this idea by myself.)
|
||
CLARKA@NETCOM.COM
|
||
Pulse Anti-Missile Laser
|
||
ROLEARY@ST.NEPEAN.UWS.EDU
|
||
TOW Missiles
|
||
Laser Guided Missiles
|
||
Radar Guided Missiles
|
||
EMEU09@CASTLE.ED.AC.UK
|
||
Cockpit Second Seats/Observers (basic idea)
|
||
|