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Battletech Weapons Porting


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Hi.

 

While there hadn't been much demand for it, I decided to reassess the Battletech games' weapons systems, by setting the Hard Plus to equal that weapon's "click" damage in Mechwarrior Dark Age--but balance the higher firepower by limiting the Damage Tracks (as these weapons are mounted on smaller and weaker machines).

 

PART 1: ENERGY WEAPONRY

 

WEAPONS WITH 2 DAMAGE TRACKS

SMALL LASER/ERSL: RNG 12; H/S (+2/+0); PW 2; COST 1

DOUBLED SMALL LASER: RNG 12; H/S (+2/+2); PW 3; COST 9

(This is two Small Lasers set to fit the same Weapon Mount; it also has a better Hard Degradation than the single Small Laser.)

PULSE LASER, SMALL (INNER SPHERE): RNG 12; H/S (+2/+4); PW 4; COST 4

PULSE LASER, MEDIUM (INNER SPHERE): RNG 12; H/S (+2/+4); PW 4; COST 9

(The Medium version has better Degradations than the Small.)

PULSE LASER, MEDIUM (CLANS): RNG 24; H/S (+2/+4); PW 4; COST 10

MEDIUM LASER: RNG 18; H/S (+2/+0); PW 2; COST 2

DOUBLED MEDIUM LASER: RNG 18; H/S (+3/+3); PW 4; COST 16

ERLM: RNG 24; H/S (+2/+0); PW 2; COST 3

 

WEAPONS WITH 3 DAMAGE TRACKS

PULSE LASER, SMALL (CLANS): RNG 12; H/S (+2/+4); PW 4; COST 11

LARGE LASER (AND PPC): RNG 24; H/S (+3/+3); PW 4; COST 28

DOUBLED LARGE LASER: RNG 24; H/S (+4/+3); PW 4; COST 36

PULSE LASER, LARGE (INNER SPHERE): RNG 18; H/S (+3/+3); PW 4; COST 21

PULSE LASER, LARGE (CLANS): RNG 32; H/S (+3/+3); PW 4; COST 29

ERLL (INNER SPHERE): RNG 32; H/S (+3/+3); PW 4; COST 32

ERLL (CLANS): RNG 36; H/S (+3/+3); PW 4; COST 35

ERPPC: RNG 32; H/S (+4/+3); PW 4; COST 39

 

Feedback is welcome. Missile, Flamer and Ballistic Weaponry still to come.

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As you are doing this with Dark Age stuff I have no interest in it what so ever, however if you every want to try doing it for CBT I would be more interested however without getting into a my game is better than your game argument (as I play both CAV and CBT) I feel your weapon codes are way off.

 

As a simple example using CBT though a Standard IS pilot with a gauss rifle can fire a single slug 660 metres and hit an enemy target moving at speed of 108.0 km/h (speed 10). Agreed the chance is double 6 but it is doable. So a pilot with manual sights can hit a target at a range which is about double the longest ranged weapon in CAV (range 36 = around 5 hexes or 150 metres). When this single slug hits it can tear through 2 tonnes of armour. Now fancy ECM means little to a guy using manual sights. That 2 tonnes of armour loss is hard to equate. What would that impact do to a CAV ?

 

Stuart

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First off, I'm actually working from both CBT and MWDA at the same time. As MWDA uses the same weaponry as CBT (you just have to interpolate from what information you are given versus the CBT tables) it wasn't too difficult to judge which weapon was which. I also have to work within the existing constraints of the CAV build system. (Example: no weapon has a range beyond 60 inches/hexes. Since CBT's terrain scale is 20 times that of CAV, there's bound to be a balance problem there. Example two: no missile weapons with stats more than +5 in one and +3 in the other!) I set the ranges to be roughly double what they are in MWDA, for simplicity's sake.

 

ADDENDA TO ENERGY WEAPONRY

 

2 DAMAGE TRACKS

TRIPLED MEDIUM LASERS: RNG 18; H/S (+4/+4); PW 4; COST 24

 

FLAMER WEAPONRY

 

2 DAMAGE TRACKS

FLAMER: RNG 12; H/S (+2/+4); PW 2; COST 23

 

MISSILE WEAPONRY

 

2 DAMAGE TRACKS

DF SRM2 (INNER SPHERE): RNG 18; H/S (+2/+2); PW 1; COST 16

DF STREAK 2 (INNER SPHERE): RNG 24; H/S (+2/+2); PW 1; COST 18

DF SRM4 (CLANS): RNG 18; H/S (+3/+3); PW 2; COST 26

DF STREAK 4: RNG 24; H/S (+3/+3); PW 2; COST 28

IDF LRM5: RNG 32; AOE 1; H/S(+2/+3); PW 2; COST 29

DF SRM6 (CLANS): RNG 24; H/S (+4/+3); PW 2; COST 33

 

3 DAMAGE TRACKS

DF SRM4 (INNER SPHERE): RNG 18; H/S (+3/+3); PW 2; COST 37

DF SRM6 (INNER SPHERE): RNG 18; H/S (+4/+3); PW 2; COST 45

IDF LRM10: RNG 32; AOE 1; H/S (+3/+3); PW 2; COST 46

DF STREAK 6: RNG 24; H/S (+4/+3); PW 2; COST 47

DF DOUBLED SRM6: RNG 18; H/S (+5/+3); PW 2; COST 53

IDF LRM15 (CLANS): RNG 32; AOE 1; H/S (+3/+4); PW 2; COST 52

IDF LRM20 (CLANS): RNG 32; AOE 1; H/S (+3/+5); PW 2; COST 58

 

4 DAMAGE TRACKS

DF SRM2 (CLANS): RNG 18; H/S (+2/+2); PW 1; COST 30

DF STREAK 2 (CLANS): RNG 24; H/S (+2/+2); PW 1; COST 32

IDF LRM15 (INNER SPHERE): RNG 32; AOE 1; H/S (+3/+4); PW 2; COST 64

IDF LRM20 (INNER SPHERE): RNG 32; AOE 1; H/S (+3/+5); PW 2; COST 71

 

To be concluded with ballistic weapons--and the only weapon that requires a Large CAV-sized platform!

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BALLISTIC WEAPONRY

 

2 DAMAGE TRACKS

MACHINE GUN: RNG 12; H/S (+2/+2); PW 4; COST 9

DOUBLED MACHINE GUN: RNG 12; H/S (+3+3); PW 4; COST 14

 

3 DAMAGE TRACKS

AUTOCANNON 2: RNG 32; H/S (+2/+1); PW 4; COST 16

ULTRA AC/2: RNG 36; H/S (+3/+1); PW 4; COST 23

AUTOCANNON 5: RNG 24; H/S (+3/+1); PW 4; COST 16

ULTRA AC/5 (INNER SPHERE): RNG 32; H/S (+3/+1); PW 4; COST 19

LB 5-X: RNG 32; H/S (+3/+3); PW 4; COST 28

DOUBLED AC/5: RNG 24; H/S (+4/+2); PW 4; COST 27

AUTOCANNON 10: RNG 24; H/S (+4/+1); PW 4; COST 24

ULTRA AC/10: RNG 24; H/S (+5/+1); PW 4; COST 33

LB 10-X (INNER SPHERE): RNG 24; H/S (+4/+4); PW 4; COST 33

GAUSS GUN: RNG 32; H/S (+4/+1); PW 4; COST 27

AUTOCANNON 20 (CLANS): RNG 18; H/S (+5/+1); PW 4; COST 31

 

4 DAMAGE TRACKS

ULTRA AC/5 (CLANS): RNG 32; H/S (+3/+1); PW 4; COST 27

LB 2-X: RNG 36; H/S (+2/+2); PW 4; COST 28

LB 10-X (CLANS): RNG 24; H/S (+4/+4); PW 4; COST 41

AUTOCANNON 20 (INNER SPHERE): RNG 18; H/S (+5/+1); PW 4; COST 43

ULTRA AC/20: RNG 24; H/S (+6/+2); PW 4; COST 54

 

5 DAMAGE TRACKS

LB 20-X: RNG 24; H/S (+5/+5); PW 5; COST 75

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Why? They won't be more powerful, just more costly. Besides, the more damaged your Mech gets, the more you expect to lose weapons anyway.

 

If you want beefier weapons, get them from the CAV armory and pay the 20% penalties.

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Crikey.

 

I just realized I have to rethink my rethink.

 

Why? Protomechs.

 

Since I'm setting Heavy Gears to 2DTs, and Protomechs are practically in the same class, then all Mechs 40 tons and under in mass (including MWDA "Industrials") should be set at 3DTs.

 

Some weapons will be kept at the 2DT level, but others will be refigured at 3DT.

 

Whoever designed the CAV-RC...? Is there a separate Weapons Table utility? Or do I have to build a whole CAV or vehicle just to design weapons for them?

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The totally revised (or at least very very tweaked) list.

 

BATTLETECH WEAPONS ARSENAL FOR CAV

 

ENERGY WEAPONRY

 

2 DAMAGE TRACKS

SMALL LASER/ERSL: RNG 12; H/S (+2/+0); PW 2; COST 4

DOUBLED SMALL LASER: RNG 12; H/S (+2/+2); PW 3; COST 9

(This is a pair of Small Lasers set to fit the same Weapon Mount; it also has a better Hard Degradation than the single Small Laser.)

PULSE LASER, SMALL (CLANS): RNG 12; H/S (+2/+4); PW 4; COST 6

PULSE LASER, SMALL (INNER SPHERE): RNG 12; H/S (+2/+4); PW 4; COST 7

PULSE LASER, MEDIUM (INNER SPHERE): RNG 12; H/S (+2/+4); PW 4; COST 9

(The Medium version has better Degradations than the Small.)

PULSE LASER, MEDIUM (CLANS): RNG 24; H/S (+2/+4); PW 4; COST 10

MEDIUM LASER: RNG 18; H/S (+2/+0); PW 2; COST 2

DOUBLED MEDIUM LASER: RNG 18; H/S (+3/+3); PW 4; COST 16

ERLM: RNG 24; H/S (+2/+0); PW 2; COST 3

TRIPLED MEDIUM LASERS: RNG 18; H/S (+4/+4); PW 4; COST 24

ERLL (CLANS): RNG 36; H/S (+3/+3); PW 4; COST 26

 

3 DAMAGE TRACKS

LARGE LASER (AND PPC): RNG 24; H/S (+3/+3); PW 4; COST 28

DOUBLED LARGE LASER: RNG 24; H/S (+4/+3); PW 4; COST 36

PULSE LASER, LARGE (INNER SPHERE): RNG 18; H/S (+3/+3); PW 4; COST 21

PULSE LASER, LARGE (CLANS): RNG 32; H/S (+3/+3); PW 4; COST 29

ERLL (INNER SPHERE): RNG 32; H/S (+3/+3); PW 4; COST 32

ERPPC: RNG 32; H/S (+4/+3); PW 4; COST 39

 

FLAMER WEAPONRY

 

2 DAMAGE TRACKS

FLAMER: RNG 12; H/S (+2/+4); PW 2; COST 23

 

MISSILE WEAPONRY

 

2 DAMAGE TRACKS

DF SRM2: RNG 18; H/S (+2/+2); PW 1; COST 16

DF STREAK 2 (INNER SPHERE): RNG 24; H/S (+2/+2); PW 1; COST 18

DF SRM4: RNG 18; H/S (+3/+3); PW 2; COST 26

DF STREAK 4: RNG 24; H/S (+3/+3); PW 2; COST 28

IDF LRM5: RNG 32; AOE 1; H/S (+2/+3); PW 2; COST 29

DF SRM6 (CLANS): RNG 24; H/S (+4/+3); PW 2; COST 33

IDF LRM10 (CLANS): RNG 32; AOE 1; H/S (+3/+3); PW 2; COST 35

 

3 DAMAGE TRACKS

DF SRM6 (INNER SPHERE): RNG 18; H/S (+4/+3); PW 2; COST 45

DF STREAK 6: RNG 24; H/S (+4/+3); PW 2; COST 47

DF DOUBLED SRM6: RNG 18; H/S (+5/+3); PW 2; COST 53

IDF LRM10 (INNER SPHERE): RNG 32; AOE 1; H/S (+3/+3); PW 2; COST 46

IDF LRM15 (CLANS): RNG 32; AOE 1; H/S (+3/+4); PW 2; COST 52

IDF LRM20 (CLANS): RNG 32; AOE 1; H/S (+3/+5); PW 2; COST 58

 

4 DAMAGE TRACKS

DF STREAK 2 (CLANS): RNG 24; H/S (+2/+2); PW 1; COST 32

IDF LRM15 (INNER SPHERE): RNG 32; AOE 1; H/S (+3/+4); PW 2; COST 64

IDF LRM20 (INNER SPHERE): RNG 32; AOE 1; H/S (+3/+5); PW 2; COST 71

 

BALLISTIC WEAPONRY

 

2 DAMAGE TRACKS

MACHINE GUN: RNG 12; H/S (+2/+2); PW 4; COST 9

DOUBLED MACHINE GUN: RNG 12; H/S (+3+3); PW 4; COST 14

AUTOCANNON 2 (INNER SPHERE): RNG 32; H/S (+2/+1); PW 4; COST 12

 

3 DAMAGE TRACKS

AUTOCANNON 2 (CLANS): RNG 32; H/S (+2/+1); PW 4; COST 16

ULTRA AC/2: RNG 36; H/S (+3/+1); PW 4; COST 23

AUTOCANNON 5: RNG 24; H/S (+3/+1); PW 4; COST 16

ULTRA AC/5 (INNER SPHERE): RNG 32; H/S (+3/+1); PW 4; COST 19

LB 5-X: RNG 32; H/S (+3/+3); PW 4; COST 28

DOUBLED AC/5: RNG 24; H/S (+4/+2); PW 4; COST 27

AUTOCANNON 10: RNG 24; H/S (+4/+1); PW 4; COST 24

ULTRA AC/10: RNG 24; H/S (+5/+1); PW 4; COST 33

LB 10-X (INNER SPHERE): RNG 24; H/S (+4/+4); PW 4; COST 33

GAUSS GUN: RNG 32; H/S (+4/+1); PW 4; COST 27

AUTOCANNON 20 (CLANS): RNG 18; H/S (+5/+1); PW 4; COST 31

 

4 DAMAGE TRACKS

ULTRA AC/5 (CLANS): RNG 32; H/S (+3/+1); PW 4; COST 27

LB 2-X: RNG 36; H/S (+2/+2); PW 4; COST 28

LB 10-X (CLANS): RNG 24; H/S (+4/+4); PW 4; COST 41

AUTOCANNON 20 (INNER SPHERE): RNG 18; H/S (+5/+1); PW 4; COST 43

ULTRA AC/20: RNG 24; H/S (+6/+2); PW 4; COST 54

 

5 DAMAGE TRACKS

LB 20-X: RNG 24; H/S (+5/+5); PW 5; COST 75

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