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Weapon Tables.

Posted by KittenFor group 0
Kitten
GM, 1467 posts
Wed 4 Jan 2012
at 17:28
  • msg #1

Weapon Tables

Energy Weapons

Energy Weapons Table
Weapon
Heat
Damage
Min Range
Short
Medium
Long
Tons
Critical slots
Ammo per ton
Weapon Cost
Ammo Cost
ER PPC
15
10
--
1-7
8-14
15-23
7
3
--
Auction Only
--
PPC
10
10
3
1-6
7-12
13-18
7
3
--
200,000
--
ER Large Laser
12
8
--
1-7
8-14
15-19
5
2
--
Auction Only
--
ER Medium Laser
5
5
--
1-4
5-8
9-12
1
1
--
Auction Only
--
ER Small Laser
2
3
--
1-2
3-4
5-6
0.5
1
--
Auction Only
--
Large Laser
8
8
--
1-5
6-10
11-15
5
2
--
100,000
--
Medium Laser
3
5
--
1-3
4-6
7-9
1
1
--
40,000
--
Small Laser
1
3
--
1
2
3
0.5
1
--
11,250
--
Large Pulse Laser
10
9
--
1-3
4-7
8-10
7
2
--
Auction Only
--
Medium Pulse Laser
4
6
--
1-2
3-4
5-6
2
1
--
Auction Only
--
Small Pulse Laser
2
3
--
1
2
3
1
1
--
Auction Only
--
Flamer
3
2
--
1
2
3
1
1
--
80,000
--


PPC The Particle Projection Cannon consists of a magnetic accelerator firing high-energy proton or ion bolts that cause damage through both impact and high temperature. PPCs are among the most effective weapons available to Battlemechs.

PPCs also come in extended-range (ER) versions, which fire a longer range and produce considerable higher heat.

Laser is an acronym for "Light Amplification by Stimulated Emission of Radiation." When used as a weapon, a laser damages its target by concentrating extreme heat on a small area. Battlemech lasers are designated small, medium and large.

Lasers are also available in extended-range (ER) versions. These types of lasers offer longer range, but at a considerably higher cost in heat.

Pulse Laser The pulse laser uses a rapid-cycling, high energy pulse to generate multiple laser beams, creating an effect comparable to machine-gun fire. This design improves the hit probability of laser attacks and causes more damage per hit, though at a cost of increased heat and a somewhat shorter effective range.

Treat pulse lasers the same as standard lasers, but apply a -2 modifier to the base to-hit number.

Flamer is a typical flame thrower carried by mechs which produces a short range burst of fire. Players may choose to add +2 heat to the target Battlemech's Heat Scale for that turn as a result of the flamer attack, rather than doing 2 points of damage.

All descriptions taken from Battletech Master Rules Book
This message was last edited by the GM at 11:17, Wed 10 July 2013.
Kitten
GM, 1468 posts
Wed 4 Jan 2012
at 17:36
  • msg #2

Weapon Tables

Missile Weapons
Missile Weapons Table
Weapon
Heat
Damage
Min Range
Short
Medium
Long
Tons
Critical slots
Ammo per ton
Weapon Cost
Ammo Cost
LRM-5
2
1/missile
6
1-7
8-14
15-21
2
1
24
30,000
30,000
LRM-10
4
1/missile
6
1-7
8-14
15-21
5
2
12
100,000
30,000
LRM-15
5
1/missile
6
1-7
8-14
15-21
7
3
8
175,000
30,000
LRM-20
6
1/missile
6
1-7
8-14
15-21
10
5
6
200,000
30,000
SRM-2
2
2/missile
--
1-3
4-6
7-9
1
1
50
10,000
27,000
SRM-4
3
2/missile
--
1-3
4-6
7-9
2
1
25
60,000
27,000
SRM-6
4
2/missile
--
1-3
4-6
7-9
3
2
15
80,000
27,000
Streak SRM-2
2
2/missile
--
1-3
4-6
7-9
1.5
1
50
Auction Only
54,000
Streak SRM-4**
3
2/missile
--
1-3
4-6
7-9
3.0
1
25
Auction Only
54,000
Streak SRM-6**
4
2/missile
--
1-3
4-6
7-9
4.5
2
15
Auction Only
54,000
Artemis IV FCS
--
--
--
--
--
--
1
1
--
Auction Only
--
Inferno SRM Munitions
--
--
--
--
--
--
--
--
--
Auction Only
13 500
Tag LRM Munitions
--
--
--
--
--
--
--
--
--
--
Normal
Swarm LRM Munitions
--
--
--
--
--
--
--
--
--
Auction Only
x2 normal
Thunder LRM Munitions
--
--
--
--
--
--
--
--
--
Auction Only
x2 normal


LRMs Long Range Missiles fire indirect salvos at distant targets. Because of the way they are fired, LRMs suffer penalties when trying to hit targets near the firing unit.

SRMs Short Range Missiles are direct-trajectory missiles with high-explosive or armor piercing explosive warheads. They are accurate only at ranges
of less than 300 meters but are more powerful than LRMs.

Streak Short Range Missiles A Streak SRM contains a targeting device that prevents the missile from launching unless the missile has locked on to a target. Once locked on, the missile automatically hits its target.

Artemis IV FCS: Usable by both LRM and non-Streak SRM launchers, Artemis IV Fire Control Systems increase the number of missiles that strike enemy units. Attacks are resolved per standard rules, however a +2 is added to the Missile Hits Table roll. Artemis IV FCS cannot be used for indirect fire.


Special Munitions

Fragmentation Missile
When Fragmentation missiles explode they attempt to saturate the area (15m rad.) with lethal sharpnel, delivering impressive results against soft targets.  (Deliver 1L to all infantry in the area for each LRM, and 2L to all infantry in the area for each SRM.)  Against vehicles and mechs, the damage for each missile is reduced by one point (SRM's do one point of damage/LRM's do not do armor damage, but still rolls for location to check for potential critical or motive damage).  Due to the 'burst' nature of the munitions, Fragmentation missiles negate, they reduce the Target Movement Modifier by 2 to a minimum of zero.

Incendiary SRMs
Incendiary missiles are similiar to Inferno missiles.  While it is easier to obtain access to them, they are less effective than their inferno counter parts.  The heat generated from an inferno is less intense, and they will only generate one point of heat for each missiles that hits.  Against vehicles, a penalty modifier of -2 is applied for all motive and crtical checks.  Incendiary SRM's are as effective as infernos against infantry.

Incendiary SRMs suffer from the same volitile problems Infernos have.  Though in the event that they detonate, they generates only one point of heat for each missile exploding instead of two.

Inferno SRMs:
Infernos deliver no standard Damage Value. Instead, depending on the target unit type, they deliver heat or automatic chances for critical damage, or they automatically eliminate troopers.

Building Hexes: For every missile that strikes a building hex (not a unit inside it; see Attacking Buildings, p. 171, in the Buildings section), roll 1D6 for each unit occupying that hex (regardless of what level the units occupy). On a result of 1–4, the missile has no effect against that unit. On a result of 5–6, the missile strikes the unit, with the following rules applying for each unit type. Each missile that strikes a building hex inflicts 2 points of damage to the hex.

Woods: Every missile that strikes a woods hex inflicts 4 points of damage to the hex.

’Mechs, Aerospace Fighters, and Small Crafts: For every missile that strikes the target, increase the unit’s heat level by 2 points during the Heat Phase of the turn in which the infernos hit.
(Max of 10 Heat per turn, excess applied on following turns)

Infantry: Every missile that strikes a conventional infantry unit automatically eliminates three troopers; every three missiles that strike a battle armor unit automatically eliminate one randomly determined trooper (unless the unit mounts
fire-resistance armor; see Fire-Resistant Armor, p. 228). After all inferno attacks against an infantry unit have been resolved, add together the total number of inferno missiles that struck the target and then determine how many troopers were eliminated. For example, if two separate SRM attacks utilizing inferno missiles result in a total of five missiles striking a battle armor unit, only a single trooper would be eliminated; if those same five missiles strike a conventional infantry platoon, 15 troopers would be eliminated.

Vehicles: Every missile that strikes the target automatically causes a roll on the appropriate column of the appropriate unit’s Critical Hits Table, corresponding to the location hit, with the following modifiers to the dice roll result: –2 for Combat Vehicles; no modifier for Support Vehicles (unless the Support Vehicle has the Armor Chassis and Controls modification and a BAR of 10, in which case it is treated as a Combat Vehicle).

Tracking Heat: ’Mechs, aerospace fighters, and small craft that carry infernos must make an additional set of Heat Scale Avoid Rolls to determine whether or not the inferno ammo explodes per the Inferno Ammo Explosion Table. The inferno Avoid Rolls at 19, 23 and 28 heat points must be made in addition to the normal Avoid Rolls required at these heat levels. If the inferno ammo explodes, it inflicts 2 heat per missile to the carrying unit, to a maximum of 30 heat, along with the standard damage from an SRM explosion.

TAG LRMs:  TAG LRMs are have been modified to lock onto targets that have been painted by TAG.  Against such targets the TAG LRMs will hit on a roll of 4+ (no other modifications applied).  Indirect fire is declared during the intiative phase.  The decision to use TAG for targeting or to use direct fire is made before weapon fires (when you would find out if TAG is successful, if the TAG misses, the LRM's automatically miss as well.)  Using direct fire, the missiles resolve normally but roll 3d6 to resolve number of missiles that hit, and taking the the worse two dice rolled.

Swarm LRMs:  Swarm LRMs attack all units (friendly or enemy) in a targeted hex and the hexes adjacent to it.

Thunder LRMs:  Thunder LRMs sow minefields on a target hex.  The damage inflicted is comparable to the size of the LRM launcher.  Thunder minefields remain active throughout the duration of the game, unless cleared.


All descriptions taken from Battletech Master Rules Book or Total Warfare
This message was last edited by the GM at 16:10, Sat 21 Jan 2012.
Kitten
GM, 1469 posts
Wed 4 Jan 2012
at 17:39
  • msg #3

Weapon Tables

Ballistic Weapons

Balistic Weapons Table
Weapon
Heat
Damage
Min Range
Short
Medium
Long
Tons
Critical slots
Ammo per ton
Weapon Cost
Ammo Cost
Anti-Missile System
1
*
--
--
--
--
0.5
1
12
100,000
2,000
Autocannon/2
1
2
4
1-8
9-16
17-24
6
1
45
75,000
1,000
Autocannon/5
1
5
3
1-6
7-12
13-18
8
4
20
125,000
4,000
Autocannon/10
3
10
--
1-5
6-10
11-15
12
7
10
200,000
6,000
Autocannon/20
7
20
--
1-3
4-6
7-9
14
10
5
300,000
10,000
Ultra AC/5
1/shot
5
2
1-6
7-13
14-20
9
5
20
Auction Only
12,000
LB 2-X AC**
1
2
4
1-9
10-18
19-27
6
4
45
Auction Only
2,000 Standard
3,000 Cluster
LB 5-X AC**
1
5
3
1-7
8-14
15-21
8
5
20
Auction Only
9,000 Standard
15,000 Cluster
LB 10-X AC
2
10
--
1-6
7-12
13-18
11
6
10
Auction Only
12,000 Standard
20,000 Cluster
LB 20-X AC**
6
20
--
1-4
5-8
9-12
14
11
5
Auction Only
20,000 Standard
34,000 Cluster
Gauss Rifle
1
15
2
1-7
8-15
16-22
15
7
8
Auction Only
20,000
Machine Gun
0
2
--
1
2
3
0.5
1
200
5,000
1,000
Armor-Piercing AC Munitions
--
--
--
--
--
--
--
--
--
--
Auction Only
Precision AC Munitions
--
--
--
--
--
--
--
--
--
--
Auction Only


*See Special Rules for this equipment


Anti-Missle System (AMS) is a rapid-fire, point-defense machine gun capable of tracking, engaging, and destroying incoming missiles. While very effective, the system's primary drawback is its high ammunition consumption.

*Roll 1d6 to determine how many missiles are destroyed.  This number also represents how much ammo is used up. Each AMS may be fired at one incoming salvo per turn for salvos that hit the mech. incoming missiles must be in mechs firing arch and AMS fires automatically unless turned off prior to combat round. AMS will target SRMs then LRMs unless otherwise declared.

Autocannon It is a rapid-firing, auto-loading weapon that fires high-speed streams of high-explosive, armor-piercing shells. Light autocannon range in caliber from 30 to 90mm, and heavy autocannon may be 80 to 120mm or larger.

Autocannon are also available in advanced LB-X or Ultra versions.

LB-X may be loaded with cluster munitions or standard rounds. Think of the cluster munitions as mech shotgun shells. When firing a cluster round apply -1 to hit for all ranges. number hit is rolled on the missile hit table and hit locations are then rolled in 1 point increments. Special Note: Add the following modifier when rolling hit table. Short +2, Med 0, Long -2

Ultra Autocannons are capable of a higher sustained rate of fire.

In rapid fire mode (double rate) roll attack roll and then roll on the missile table for 2 missiles if the attack hits. Then roll separate hit locations. On an attack roll of 2 the gun's circuits fail making the gun useless until repaired.

Gauss Rifle uses a series of magnets to propel a projectile through the rifle barrel toward a target. While it requires a great deal of power to operate, this weapon generates very little heat and can achieve a muzzle velocity twice that of any conventional weapon.


Special Munitions

Armor-Piercing Ammunition: Every hit has a chance to inflict a critical hit. Roll once on the Determining Critical Hits Table and apply the following modifier. -1 for AC/20; -2 for AC/10; -3 for AC/5; -4 for AC/2. AP Ammo has half the shots of the same amount of standard ammo per ton and apply a +1 to hit modifier at all ranges.

Precision Ammunition: Has built in guidance system to each shot. Reduce the Target Movement Modifier by 2 to a minimum of zero. PA Ammo has half the shots of the same amount of standard ammo per ton.


All descriptions taken from Battletech Master Rules Book
This message was last edited by the GM at 18:12, Wed 04 Jan 2012.
Kitten
GM, 1470 posts
Wed 4 Jan 2012
at 17:45
  • msg #4

Equipment Tables

Other Equipment
Type
Heat
Damage
Min Range
Short
Medium
Long
Tons
Critical slots
Ammo per ton
Item Cost
Ammo Cost
Beagle Active Probe
-
-
-
-
-
4
1.5
2
-
Auction Only
-
C3 Master Unit
-
-
-
-
-
-
5
5
-
Auction Only
-
C3 Slave Unit
-
-
-
-
-
-
1
1
-
Auction Only
-
CASE
-
-
-
-
-
-
0.5
1
-
Auction Only
-
Guardian ECM Suite
-
-
-
-
-
6
1.5
2
-
Auction Only
-
Hatchet
0
1 / 5 tons
-
-
-
-
1 / 15 tons
1 / 15 tons
-
5,000 / ton
-
Heat Sink
-1
-
-
-
-
-
1
1
-
2,000
-
MASC
-
-
-
-
-
-
*
*
-
Auction Only
-
TAG
0
-
-
1-5
6-9
10-15
1
1
-
50,000
-


Beagle Active Probe: The Beagle Active Probe is a electronic marvel, designed to locate hidden units.
At the end of the Movement Phase, Active Probes will detect any hidden 'Mechs and vehicles (but not conventional infantry) within the Probes range  (four hexs).  It will increase the normal range to gather information at a four times the distance when compared to conventional equivelants.

CASE: Cellular Ammunition Storage Equipment.  This revolutionary equipment is credited with saving many MechWarriors lives.
When ammunition detonates, the explosion is contained to that section although the internal structure for that area is destroyed.  If a side torso is destroyed, the arm is blown off though it is not damaged.  If used on a vehicle, the explosion blows out the rear of the vehicle, crippling it, but the crew, passengers and cargo are unharmed.

C3 Computer: All mechs equiped use the range of the closest mech to the target for range modifier. Weapons must still be within maximum range to hit. C3 computers must have a mech with a Master C3 (5 tons) and up to 3 mechs with a Slave C3 (1 ton) to operate.

Guardian ECM Suite: The Guardian ECM Suite blocks many types of electronic targeting systems whose signals pass through the Suite's 6 hex radius.
Active Probes cannot penetrate the radius, though the probing unit would notice the jamming.

Artemis IV FCS and Narc Beacon telemetry signals are blocked by the ECM Suite, thereby denying the attacking unit the Missile Hits bonus while within the Suites radius.  The To-Hit roll is not affected.

The Guardian ECM is capable of operating in 'active' mode, distorting and jamming sensor signals that pass through their effective range.  These penalties affect ALL mechs, including the mech that mounts the EW unit.

For five points of heat, the Guardian will increase long range penalties by one.

For ten points of heat, the Guardian will increase long range penalties by two, and medium range penalties by one.


Hatchet: The Hatchet is attached to one of the Mech's arms and does damage equivalent to a kick (1/5 tons of the mech).  It weighs 1 ton/15 tons of the mech (or fraction thereof), and takes 1 crit slot for each ton it weighs.

MASC: Myomer Accelerator Signal Circuitry (MASC) increases the speed at which a 'Mech can run.

When engaged, the player rolls 2d6. On a roll of 3 or higher, the 'Mech can run at double its Walking MP. On a roll of 2, the MASC locks up and the 'Mech is unable to move for the rest of the game. For each additional turn, the player roll the following on 2d6.
2nd turn: 5+
3rd turn: 7+
4th turn: 11+
5th turn: Automatic failure
* MASC weighs 1 ton and uses 1 critical slot per 20 tons of the Mech.

TAG: Target Acquisition Gear (TAG) is used to provide targeting telemetry for Arrow IV homing missiles and TAG equipped LRM missiles.
This message was last edited by the GM at 17:02, Fri 20 Jan 2012.
Kitten
GM, 1471 posts
Wed 4 Jan 2012
at 18:19
  • msg #5

Combat Tables


Basic Combat Tables


ATTACK MODIFIERS TABLE
Basic to hit = Gunnery Skill
All Attacks: Weapons and Physical Modifier
Attacker
    Movement*
        Stationary  None
        Walked       +1
        Ran          +2
        Jumped       +3
        Prone        +2
Terrain
    Light Woods      +1 per intervening hex,
              +1 if target in Light Woods
    Heavy Woods      +2 per intervening hex,
              +2 if target in Heavy Woods
    Water**
        Depth 1 -1 to hit a BattleMech in Water hex. Partial Cover also applies
        +1 to hit for BattleMech firing from Water hex
        Depth 2 BattleMechs cannot fire into or out of Depth 2+ water
    Partial Cover +3 (use BattleMech Punch Location Table)

Target
    Movement
        Moved 0-2 hexes 0
        Moved 3-4 hexes +1
        Moved 5-6 hexes +2
        Moved 7-9 hexes +3
        Moved 10+ hexes +4
    Jumped +1 additional
Weapon Attacks Only
    Attacker
    Heat
        0-7 None
        8-12 +1
        13-16 +2
        17-23 +3
        24+ +4
    Range and Terrain
    Range
        Short None
        Medium +2
        Long +4
    Minimum Range +1 at minimum range, additional +1 per hex less than minimum range
    Target
    Secondary target in forward arc   +1
    Secondary target tn side or rear arc  +2


For all combat tables go here. This link includes tables for physical combat, hit locations, etc
http://manwe.teuse.net/games/b...ch/btech_charts.html

http://home.arcor.de/cwaidner/...s/downloads/info.pdf

And updated tables for vehicles are included in this document.
http://classicbattletech.com/d...alWarfare_Tables.pdf

If you want to know more about the BattleTech game, go buy the book.
Battlecorps offers the books or PDFs of all the rulebooks.
http://www.battlecorps.com/cat...x.php?cPath=27_35_73


MAPS

The map making program I am using is called MegaMek. If you would like a copy go here. You can also play games on the system and the bots are not bad for A.I.  And the game is opensource (free)

http://megamek.sourceforge.net/

HEAT POINT TABLE
Activity Heat Points
Walking +1 per turn
Running +2 per turn
Jumping +1 per hex (minimum of 3 per turn)
Attempting to Stand +1 per attempt
Weapons Fire Per Weapons and
  Equipment Tables, p 115
Heat Sink -1 per operational heat sink
  -2 per operational double heat sink
  -1 additional per heat sink under
  water (maximum 6 points)
  -2 additional per double heat sink
  underwater (maximum 6 points)
First Engine Hit +5 per turn
Second Engine Hit +10 (total) per turn
Fire
Walking through +2 per hex
Standing in +5 per turn

Heat Scale
1.
2.
3.
4.
5. -1 movement points.
6.
7.
8. + 1 Modifier to fire
9.
10. -2 movement points
11.
12.
13. +2 Modifier to fire
14. Shutdown, avoid on 4+
15. -3 movement points
16.
17. +3 Modifier to fire
18. Shutdown, avoid on 6+
19. Ammo Explosion avoid on 4+
20. -4 Movement points
21.
22. Shutdown, avoid on 8+
23. Ammo Explosion avoid on 6+
24. +4 modifier to fire
25. -5 movement points
26. Shutdown, avoid on 10+
27.
28. Ammo Explosion avoid on 8+
29.
30. Automatic shutdown.

           
Number of Missiles Fired
Die Roll (2D6) 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 5 6 9
5 1 2 2 3 3 5 6 8 9 12
6 1 2 2 3 4 5 6 8 9 12
7 1 2 3 3 4 5 6 8 9 12
8 2 2 3 3 4 5 6 8 9 12
9 2 2 3 4 5 7 8 10 12 16
10 2 3 3 4 5 7 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

This message was last edited by the GM at 18:37, Wed 04 Jan 2012.
Kitten
GM, 2016 posts
Mon 23 Jan 2012
at 17:41
  • msg #6

House Rules

Conventional Units may only use ICE engines.

Intiative Calculations:
Okay...  Ive had an entire mission to work out the specifics and at this point i'm ready to get into the specifics on what exactly the leadership option does.  (I know Johan and Adam have been scrambling to adjust to the new rules, i figured i'd go into the details to put everone on the same page.)

Its no news to players, that the intiative i used is a physical stat check.  You pass you have intiative, you fail, you lose.  Quick simple, and really easy intiative to deal with on RPOL.

It doesnt take into account a leaders ability to affect the out come of the battle though.  A good leader should have an impact just as a bad one, can have a bigger impact.




First... Breaking down the roll.

It is assumed the 'average' mechwarrior has a Physical ability of 3, and as such a tn 5+.  In a 'fair' encounter, where the sides are evenly matched, a +2 difficulty, is accepted to bring the tn up to 7+.  The average character will have a slightly better than fifty fifty chance of getting intiative.

The new leadership roll, that quietly started going into use last mission is more or less perfected at this time.

The mental ability of the players commander is matched against the op force commander and the difficulty modifier is noted for intiative.  There are a bunch of other little things to take into account though.  If you dont want to know the math, you dont have to.  There are... I know the curious who want to know so i'm putting it down here for them to see.

Player Leadership equals...
Unit Commander Mental Stat
+ (Level of Option) Leadership
+ 1 if they have a suitable subordinate to help with the burdens of leadership.
+ 1 if they have an advisor in the unit with a better Leadership rating than the commander.


Op Force Leadership equals...
Rank of Unit Commander
RankMental abilitySubordinate Rank for +1
Crpl. 3 Not Applicable
Sgt. 4 Corporal
2nd Lt. 5 Sgt
1st Lt. 6 Sgt
Captain 7 Lt.

+ 1 if they have a suitable subordinate to help with the burdens of leadership.

- 1 If they are Militia/Conventional Units.
+ 1 to + 3 against 'exceptional units'
(The more famous they are, the higher this will be.  ie.  The Black Widows and Grey Death Legion would be a +3)

Other modifiers for conditions might apply, like if you have surprise or an ambush there might be an adjustment.  The numbers are not hard and fast but they're there for a guideline.

Common conditinal modifiers are the number of units involved in a fight.
A bonus or penalty of one is applied when there is a 2:1 combat unit advantage.
A bonus or penalty of two is applied when there is a 3:1 combat unit advantage.




The other half of the uses of leadership is the Prestige system i've wanted to use at since the start of the campaign, and only now seem to be perfecting.  Where i have a mission 'balanced' against the players forces.  What i see as balanced and what you see as balanced arent the same thing.

A unit commander is presented with commander options.  These are things he can do to improve the situation.  Call in favors, or alter the condition with the missions options to make the fight easier.  The more prestige a unit has, the easier it is for them to get their way and have what they want, when they ask it.  A unit commander is important for this, but the people he leads are not discounted.

The maximum Prestige a unit may bank is calculated as follows...
+ Unit Commander mental level  (Half of leading is knowing what you need.)
+ Unit Commander leadership level  (The other half of leading is getting the unit what they need.)
+ Unit Member Rank level  (Having enough rank behind you can get things done)
+ Unit Member Nobility level (Nobles know people and can open doors)

Prestige is expended before the mission starts and recovered after the mission is over.  Presuming the mission was a success, the commander will recover half the unit commander's Prestige Contribution (Fractions round down/minimum 1).




After the specifics of a battle are noted.  A Commander may elect to use prestige points to call on reinforceents to assist his unit in battle.

The starting level, and 'cap' for the maximum prestige points is calculated as follows.

+ Unit Commander Mental Level
+ Unit Commander Leadership Level
+ Unit Members Rank Level
+ Unit Members Nobility Level


Expended prestige points are recovered by performing missions.  A unit recovers a number of prestige points equal to half the unit commander's Prestige Contribution (Fractions round down/minimum 1)





Pilot Checks:
A single piloting skill check is required for taking 20 points of damage, made at the end of the current phase.  The Penalty modifiers for taking 20 points of damage whoever DO stack increasing to modify piloting rolls for every twenty points of damage the mech takes.





Promotions:
Non Commissioned Officers
(Maximum of two in a lance, no more than 1 Sgt./ Maximum of six in company, no more than 3 Sgts.  )


Mechwarrior or Private ~~ one rank promotion ~~> Corporal  (+25 Experience)
Prequisite - Mental 1 (or higher)

Corporal               ~~ one rank promotion ~~> Sgt.      (+25 Experience)
Prequisite - Mental 1 (or higher) and (Ballistics, Energy, Missiles, Melee or Tactics)

Sgt.                   ~~ one rank promotion ~~> Staff Sgt.(+25 Experience)
Prequisite - Mental 1 (or higher) and (two of the following options ~ Ballistics, Energy, Missiles, Melee or Tactics)


Commissioned Officers  (Maximum of three in company)
Mechwarrior or Private ~~ two rank promotion ~~> 2nd Lt.   (+50 Experience)
Prequisite - Mental 1 (or higher) and {Leadership option or Noble Option}

Corporal               ~~ one rank promotion ~~> 2nd Lt.   (+25 Experience)
<tt> Prequisite - Mental 1 (or higher) and {Leadership option or Noble Option}

2nd Lt.                ~~ one rank promotion ~~> 1st Lt.   (+25 Experience)
<tt> Prequisite - Mental 2 (or higher) and {Leadership option or Nobile Option}

1st Lt.                ~~ one rank promotion ~~> Captain   (+25 Experience)
<tt>Prequisite - Mental 2 (or higher) and {total of 2 points in Leadership and/or Noble}


Leadership rating = Unit Commanders Mental rating + Leadership option

Max Prestige = Unit Commanders Mental rating + Leadership + Unit Member Rank Level + Unit Commander Nobility Level.
Expended Prestige points are recovered at end of a mission equal to One half unit commanders prestige contribution (rounded down/minimum of one)





Missing on repair table.:
Actuators.
(Shoulders are repaired with an Upper/Lower Arm)
Avail 6+ ~ cost tonnagex100 ~ Arm Upper
Avail 6+ ~ cost tonnagex 50 ~ Arm Lower
Avail 6+ ~ cost tonnagex 80 ~ Arm Hand

(Hips are repaired with an Upper/Lower Leg)
Avail 6+ ~ cost tonnagex150 ~ Leg Upper
Avail 6+ ~ cost tonnagex 80 ~ Leg Lower
Avail 6+ ~ cost tonnagex120 ~ Leg Foot


MG Ammo cost 1000 CBills and is always available





Cost to repair conventional units.:
Armor and Internals are by Supply pool, or 'standard' cost.
Weapons are 'standard' cost.

Motive damage varies...
Wheeled and Tracked ~ 20% of Control Cost per mp
Hover               ~ 10% of control cost per mp + 10% of lift cost
VTOL                ~ 10% of control cost per mp + 10% of rotor cost


Control cost = 10,000cb x control tonnage ( 5% of unit weight)
Lift cost    = 20,000cb x lift tonnage    (10% of unit weight)
Rotor cost   = 40,000cb x rotor tonnage   (10% of unit weight)





VTOL Bombing modifications:
A VTOL may not be fitted to drop more than two bombs.
(Supply pool does not cover bombs)
(Each level of Trigger happy, replaces one bomb)

3/4 ton to drop 'Long Tom' round.  {20 damage target hex/10 adjacent}
45,000 cbills refit cost/2000 cbills Bomb Cost

1/2 ton to drop ' Sniper ' round.    {10 damage target hex/5 adjacent}
30,000 cbills refit cost/ 600 cbills Bomb Cost

1/4 ton to drop 'Thumper ' round.   { 5 damage target hex/2 adjacent}
18,750 cbills refit cost/ 225 cbills Bomb Cost




Fractional tonnage for ammo:
Normally Ammo is alloted in full one ton increments.  Part of this is because it is the most 'efficient' increments.  You may allocate less than a full ton, if you are willing to accept a less favorable weight/ammo ratio.
AC/2 Ammo
1.0 ton = 45 shots
 .5 ton = 18 shots
.25 ton =  7 shots

LRMs
1.0 ton = 120 missiles (24 w/ L5)
0.5 ton =  50 missiles (10 w/ L5)
.25 ton =  20 missiles ( 4 w/ L5)

SRMs
1.0 ton = 100 missiles (50 w/ S2)
0.5 ton =  40 missiles (20 w/ S2)
.25 ton =  16 missiles ( 8 w/ S2)

MG
0.5  ton = 100 Ammo
0.25 ton =  40 Ammo
0.1  ton =  10 Ammo




Critical space for Conventional units:
In addition to determining the maximum total weight of all equipment and components that comprise the vehicle, a Combat Vehicle’s tonnage also determines the maximum number of weapons and items that may be installed.

Regardless of motive type, for all Combat Vehicles this equipment space limit is 5 items, plus 1 additional item for every 5 tons of Combat Vehicle weight (rounded down). A 22-ton VTOL, for example, may carry up to 9 items of equipment (5 + [22 ÷ 5] = 9.4, round down to 9), while a 45-ton hovertank may carry up to 14 items (5 + [45 ÷ 5] = 14). Unless otherwise noted in the equipment’s rules, the open construction of Combat Vehicles allows them to treat all weapons and
equipment as 1 “slot” of items, regardless of the mass or BattleMech critical space of the item in question.

This message was last edited by the GM at 16:00, Wed 01 Feb 2012.
Kitten
GM, 2017 posts
Mon 23 Jan 2012
at 17:42
  • msg #7

Kitty Tech

Experimental Kitty Tech.

Hoff Double Strength Heat Sink

Hoff has been experimenting with a chemical compound that is capable of absorbing intensive amounts of heat, slowly venting it as opportunity allows.  Recent test has shown that the sinks are capable of absorbing heat at rough twice the rate of a normal heat sink.

While battlefield results have been very favorable, technician crews have been reporting a breakdown in the chemical compound that becomes corrossive when exposed to the radioactive nature of a mechs fusion engine.

Hoff Composite Reflective Paint

Borrowing technology used on aerotechs and dropships the R&D labs at Hoff have been working on developing a compound that keeps the heat resilency of the composite materials used on space crafts that allow them to deal with the intense heat of re-entry.

The results are a silvery liquid compound that deflects and reflects energy.  The compound has been tested in the labs and proven modestly successful improving armor against heat and electrical based weapons.

Downside:  No downside has been discovered... yet.
Vulcan AMS ~ 1 ton 1 critical ~ 26,000 cbill

The hardware of a Vulcan AMS system is no more or less than a Small Pulse Laser.  When the Defensive nature of the system is taken offline put to 'sleep' the Vulcan AMS functions just like a small pulse laser.  Regardless of it's mode, the mech will generate 2 points of heat each time the weapon is engaged.

Small Pulse Laser
2 Heat   ~ Range 1/2/3
3 Damge  ~ +2 Hit

The defensive application is used, when the Vulcan AMS software is applied to the weapon systemm giving it full control over the weapons targeting.  Settings on the weapon are shifted to spew low powered pulse laser to form a brief short range barrage that, in theory, will detonate missiles prematurely that would otherwise hit the mech.  The laser is briefly over heated during this process preventing it from engaging any additional missile attacks after it's first use.

In normal mode, it will monitor the immediate air space around the the mech it is installed on.  Upon detection of LRM/SRMs entering the air space around the mech.  Such attacks that hit the mech resove the number of missiles that strike the mech at a -2 adjustment to it's dice roll.

In 'guard' mode, the pilot specifies a particular target that they want the Vulcan to guard against.  The AMS system will only engage missiles attacks made by that target.

Reported Problems:
Downside:  The software is a project in production and is subject to programming glitchs.

The pilot specifies at the start of the scenario which mode the AMS is running in.  The default mode is 'off'/sleep mode.  If the pilot desires to change the AMS 'mode', it is done during the intiative phase, before dice are thrown.  At this point roll a Mental Skill Check

Success = the desired new mode is engaged.

Failure = Lag!  Even in the 31st century, software still suffers from this problem.  The little twirling hourglass indicates the software is 'working' and nothing changes.

(Really Bad Failure rolls)

Rolling a 4 = Sleep mode!  A minor glitch nearly crashes the software.  The AMS software is disengaged and the Vulcan AMS system is in 'Sleep' Mode for the rest of the mission the Small Pulse Laser is just a Small Pulse Laser.

Rolling a 3 = System Crash!  The software is stuck in defensive mode and crashes.  The AMS system will need technical assistence to get back online.  The Pulse Laser is stuck in low pulse mode and useless for the rest of the mission.

Rolling a 2 = Glitched!  The software encounters a glitch and believes that the mech is under a constant state of missile bombardment.  The Mode can not be disenaged with out technical assistance.  It will continue to spew low level pulse lasers about at phantom targets, generating two points of heat and returning nothing for the heat generated.

Kitten
GM, 2851 posts
Tue 17 Jul 2012
at 17:48
  • msg #8

Omni Corporation Tech




New Weapons Table

BallisticHeatDamageMinimumShortMediumLongTonnageCriticalAmmoCost
AC/2 Light12*369.513230,000
AC/2 Rapid12*369115060,000
AC/4-LBX14*124112580,000
AC/5 Rapid15*3693220100,000
AC/616*4812421665,000
AC/6-LBX16*2463.5216125,000


Ballistic Ammo cost 20,000 per Ton.




MissilesHeatDamageMinimumShortMediumLongTonnageCriticalAmmoCost
SRM 542/missile*369222070,000
LRM 211/missile671421.7516015,000
LRM 421/missile6714211.513030,000
LRM 631/missile671421222035,000
LRR *Sameas LRM*51015SameasLRMper LRM


LRR may not indirect fire but have no minimum range.
LRR Ammo =cost same as LRM




Calculations for Torso Modules
~ Weapons must be bought and mounted in pairs.
~ Each Ballistic and Missile weapons weight (+.5 ton) and cost (+50% cost to max of +50k)increased by Pseudo CASE.
~ Ammo/Heat sinks purchased and integrated with modules.
~ Final Cost mulitplied by 1.3


Calculations for Two Hand Weapons
~ Each Ballistic and Missile weapons weight (+.5 ton) and cost (+50% cost to max of +50k)increased by Pseudo CASE.
~ Ammo/Heat sinks purchased and integrated with modules.
~ Final Cost mulitplied by 1.3


Calcucations for One Hand Weapons
~ Selected weapon may not excede 2 tons
~ Each Ballistic and Missile weapons weight (+.5 ton) and cost (+50% cost to max of +50k)increased by Pseudo CASE.
~ Ammo/Heat sinks purchased and integrated with modules.
~ Final Cost mulitplied by 1.3
This message was last updated by the GM at 17:48, Tue 17 July 2012.
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