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 | -- |
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 |
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 |
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 | - |
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 |
Rank | Mental ability | Subordinate Rank for +1 |
---|---|---|
Crpl. | 3 | Not Applicable |
Sgt. | 4 | Corporal |
2nd Lt. | 5 | Sgt |
1st Lt. | 6 | Sgt |
Captain | 7 | Lt. |
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
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
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. |
Ballistic | Heat | Damage | Minimum | Short | Medium | Long | Tonnage | Critical | Ammo | Cost |
---|---|---|---|---|---|---|---|---|---|---|
AC/2 Light | 1 | 2 | * | 3 | 6 | 9 | .5 | 1 | 32 | 30,000 |
AC/2 Rapid | 1 | 2 | * | 3 | 6 | 9 | 1 | 1 | 50 | 60,000 |
AC/4-LBX | 1 | 4 | * | 1 | 2 | 4 | 1 | 1 | 25 | 80,000 |
AC/5 Rapid | 1 | 5 | * | 3 | 6 | 9 | 3 | 2 | 20 | 100,000 |
AC/6 | 1 | 6 | * | 4 | 8 | 12 | 4 | 2 | 16 | 65,000 |
AC/6-LBX | 1 | 6 | * | 2 | 4 | 6 | 3.5 | 2 | 16 | 125,000 |
Missiles | Heat | Damage | Minimum | Short | Medium | Long | Tonnage | Critical | Ammo | Cost |
---|---|---|---|---|---|---|---|---|---|---|
SRM 5 | 4 | 2/missile | * | 3 | 6 | 9 | 2 | 2 | 20 | 70,000 |
LRM 2 | 1 | 1/missile | 6 | 7 | 14 | 21 | .75 | 1 | 60 | 15,000 |
LRM 4 | 2 | 1/missile | 6 | 7 | 14 | 21 | 1.5 | 1 | 30 | 30,000 |
LRM 6 | 3 | 1/missile | 6 | 7 | 14 | 21 | 2 | 2 | 20 | 35,000 |
LRR * | Same | as LRM | * | 5 | 10 | 15 | Same | as | LRM | per LRM |