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Below you will find the rules that my friends and I have come up
with for Battletech. These rules were meant to augment the existing
rules, not replace them. _The Battletech Compendium_ is the ruleook
referenced throughout this text and is considered necessary for these rules
to be used fully.
One of the basic assumptions throughout this entire text is that
the Clans do not exist. Granted, some of the technology presented in here
is Clan in nature or capability, but this system was started before the
Clans were presented. The history of the Battletech Universe has also been
ignored completely. This is evident with the huge variety of weapons and
the fact that (for example) LB-X autocannons weigh more than standard
autocannons. For any system that is not specifically modifed or covered in
these rules assume that the standard rules for "Inner Sphere" systems take
precedence.
The 2x engine rules were created some time ago, exact date
forgotten. These rules are of my design and should be considered
copyrighted. The Observer rules were created based upon ideas found in the
Rec.Games.Mecha archives. Credit is given at the end.
The Internal Structure and Armor rules were developed recently and
are pretty much an adjustment to existing rules plus added systems. If
anything appears to have come from FASA then it probably did.
The Weapons list is a compilation of the existing weapons plus
those developed by myself, my friends, and others. The alternate
ammunitions were an outgrowth of rules presented in the FASA product
_Unbound_ and material found in the aforementioned archives.
The Infantry Rules were developed to make all types of infantry a
viable selection. These rules were also intened to make them a little more
capable of playing a role on the battlefield.
The Credit Section is where I give credit to those who inspired me
to put something resembling their work into my compilation. I tried to
give credit where it is due, but if you feel slighted I apologize. One
source of inspiration and information tht is not credited there is FASA.
They deserve the credit for anything that resembles material from the
rulebook and the product _Unbound_.
If you have any questions, comments, or suggestions feel free to
send Email to MURRAYMD@UDAVXB.OCA.UDAYTON.EDU or
Matt Murray
144 Medford Apt E
Dayton OH 45410
ENJOY!!!

T W O E N G I N E A N D T W O C O C K P I T
The 2xeng and 2xeng2xcockpit mech rules will require that you make
new mech sheets for these monsters. With a little bit of work, clear tape,
and photocopies you can cut up, you can make the sheets no problem. I'll
give you what location has how many crits of each thing.
2 ENGINE MECHS
The two engine mech is simply a battlemech that has such a high
speed that the weight or power requirements are so high that two engines
are requird as opposed to one. For a mech to have two engines, it must
pass one of two requirements. If it doesn't, then the mech will simply use
one engine. NOTE: The weight requirements below are based upon standard
engine weights and are regardless of the possibility of the engines being
ST or XL engines.
For the design of your mech, replace the rules for "Determine
engine weight" with this list:
1) Detremine the speed of the mech
2) Determine the Engine rating
3) Determine the Engine weight
4) Check to see if steps 2 or 3 qualify the mech for 2x engine
status. If the mech does qualify, follow ths steps:
A) If the last digit of the Engine rating is a 5, add 5 to
the engine rating making it an even number.
B) Divide the engine rating by 2 creating the engine
ratings of the 2 smaller engines to be used.
C) Use the smaller engine ratings to determine the engine
weights of the two smaller engines.
D) Modify the weights of the engines appropriately if you
are going to use ST or XL engines.
E) Add the weights of the engines together to determine the
final weight of th engines.
(Note: Gyro weight is based upon the engine rating from line 4A.)
REQUIREMENTS:
If the mech is 55-100 tons, then the requirements are:
1) The required engine rating is above 400
or
2) The weight of the engine required is 75% or greater than the
weight of the mech.
If the mech is 5-50 tons, then the requirements are:
1) The required engine rating is above 400
or
2) The weight of the engine required is 50% or greater than the
weight of the mech.
Now that the rules for what mechs are allowed to have 2 engines
have been established, next are the special rules pertaining to them.
1) Since the mech has 2 fusion engines, it also has 20 heat sinks.
A) They can be made double heat sinks.
B) The number of HS that can be put on to an engine w/out
being represented on the critical hit table is based
upon the engine rating of each engine, not the combined
engine ratings.
C) If the engine heat sinks are double HS, then divide the
number of heat sinks that can be put on an engine by the
number of crits each double heat sink takes up. (This
rule is put in so that double heat sinks are not common
and do not unbalance the game since heat is the
restraining factor in this game. This rule is also
under the assumption that the rules concerning mixing
standard and double heat sinks are changed. If you want
to, you can mount double and standard HS on a mech. All
of the heat sinks from the engines must be the same
type. All 20 must be either double or standard, not
half&half. If you keep the original rule saying ALL
heat sinks must be the same type, then you may also
consider possibly ignore this subrule completely.
2) A damage track is kept for each engine. It is possible for a 2x
engine mech to recieve 4 engine hits, 2 per engine. When one of
the two engines receives 3 hits, it is destroyed and the move
rate of the mech is halved, rounding down. The destroyed engine
also stops producing heat due to damage or moving. A 2x engine
mech is considered destroyed when both engines are destroyed,
i.e.: When each engine has received 3 engine hits. Any HS
mounted on the engine and not represented on the crit. hit table
for the mech are also destroyed.
3) When the internal structure for a side torso has been completely
destroyed, that sides engine is also counted as destroyed with the
appropriate effects for losing one engine as outlined in rule 2.
4) The Critical Hit table for a 2x engined mech is different from
that you would find on a standard one.
A) Change the center torso by changing all engine slots
(11,12,13,22,23,24) into empty slots that can mount
equipment.
B) Change both of the side torsos to this slot
configuration:
Standard ST Engines XL Engines
1. Engine 1. Engine 1. Engine
2. Engine 2. Engine 2. Engine
3. Engine 3. Engine 3. Engine
4. ______ 4. ______ 4. Engine
5. ______ 5. ______ 5. Engine
6. ______ 6. ______ 6. Engine
1. ______ 1. Engine 1. Engine
2. Engine 2. Engine 2. Engine
3. Engine 3. Engine 3. Engine
4. Engine 4. Engine 4. Engine
5. ______ 5. Engine 5. Engine
6. ______ 6. Engine 6. Engine
(As you can see, you have a high to 100% chance of getting an
engine hit with the more advanced engines.)
5) If the engines are going to use ST or XL technology, both must
be of the same type.
6) The heat produced from movement is doubled with 2x engine mechs.
Walking heat is 2 while running produces 4 heat.
7) As before, regardless of technology level of the engine, each
engine requires only 3 engine hits to be destroyed.
DESIGN NOTES ON 2X ENGINE MECHS: These rules were written long
before the clans came into the picture. They were even written before the
rules for XL engines were published. From the time we came out with the
rules for 2x engine mechs, we have experimented with rules for 2x engine
tanks (we never goofed with aerospace fighters, but that would be another
logical growth of the rules.) The rules we developed never did seem
balanced and seemed to require a major rewrite of the tank rules, which we
did for some areas. If you desire to have 2x engine tanks, you may want to
take a long hard look at them. Realize that the limiting factors for 2x
engine mechs are: loss of internal space, loss of armor protection for the
engines due to sitting in the side torsos, ease of getting engine hits due to
doubled number of engine crits, and increased heat for movement. All of these
limiting factors are not available for tanks based on the available rules.
There are no damage locations where tank engines are. There are no
internal crit slots for tanks. Tanks don't have to worry about movement
heat. As you can see, tanks were made overly simple so that they were easy
to play and integrate. Due to these simplifications, you can't easily
integrate 2x engine rules for them. On further investigation, you'll see
that the same problems exist for aerospace fighters, conventional fighters,
and the other vehicles. If you are going to put rules for 2x engines in
for other vehicles, you will have to rebuild a lot of the game.
The Clans would probably never have 2x engine mechs. Their mechs
tend to point to a huge standardization policy throughout the clans and
would be very slow to change to 2x engines upon discovering 2x engine
mechs. Even with those points of logic out of the way, it should be
apparent enough that the clans are nasty enough as they are and need no
further modification. You will find that 2x engine mechs come only half
way to meeting the clans on even grounds. *I* wouldn't want a 100 ton clan
mech with 2x engines stomping on my face and ripping my lipps off!

SPECIAL TECHNOLOGY (ST) ENGINES


ST engines were developed primarily to incorporate the weight
saving capabilities of XL engines without the huge space requirements. ST
engines are best described as being halway between standard and XL engines.
ST engines are best used on one engine mechs that need extra tonnage for
ballistic weapons and extra space for the weapons themselves. For 2x
engine mechs, internal space becomes critically short when both engines are
made XL, making the use of ST engines predominant.
1) ST engines weigh .75 the weight of a standard engine, this in
comparison to XL engines that weigh .5 the weight of a standard
engine.
2) ST engines require 3 extra crit slots on a critical hit table.
These crit slots have already been described for 2x engine
mechs. For one engine mechs, ST engines require one extra slot
in each of the 3 torsos.
3) 3 engine hits are required to destroy an ST engine, regardless
if they are in the side or center torsos.
4) For figuring the costs of an ST engine, as per p. 128 of _The
Battletech Compendium_, use the formula of:
(10,000 x rating x tonnage) / 75
NOTES ON ST ENGINES: As you can see, ST engines are halfway XL
engines. That's what they are intended to be. When I first came up with
ST engines, I had trouble convincing my friends the need of ST engines.
They are truly put in for 2x engine mechs, I have never seen their use on
one engine mechs. Use them as you please.
The Clans would probably never use ST engines. They would more
then likely use XL engines exclusively.
Historically, you could say that ST engines are a stepping stone to
XL engines, with their use relegated primarily to 2x engine mechs. You
could also say that Peripheral houses and governments developed them as
their best effort to reach XL technology.

2X COCKPIT and 2X ENGINE 2X COCKPIT MECHS


2x cockpit mechs are a natural outgrowth of mech designs that had 2
seats in a mech cockpit where one seat was for the mech pilot and the
other seat was for a commander/observer/nobody useful. There are 3 types
of 2x cockpit mechs: one engine 2x cockpit, 2x engine 2x cockpit Alpha, and
2x engine 2x cockpit Beta. After the descriptions of the three type of 2x
cockpit mechs rules will be given for their use.
NOTE: When examples of the internal structure are shown, there will be two
empty critical slots with astricks. These are the slots for "extra"
sensors to be placed in. They will be explained later in the rules.
2X COCKPIT MECHS:
These designs are achieved through the removal of the cockpit from
the head and replacing it with a cockpit in each side torso.
1) The critical hit table is modified by replacing the head with
six empty crit slots. This effectively turns the head from a
cockpit center into a weapons platform. This platform can have a
turret like a ground vehicle where the turret mechanism weighs
ten percent of the weapons mounted (round up to the nearest half
ton). When the armor has been breached and internals have been
scored, roll for turret lock where the turret locks on a roll of
1-3. If the turret locks, it locks facing the hexside that it
was firing into that turn.
2) The side torsos are modified as such:
LEFT SIDE TORSO RIGHT SIDE TORSO
1) Life Support 1) Life Support
2) Sensors 2) Sensors
1 3) Cockpit 1 3) Cockpit
4) _______ 4) _______
5) _______* 5) _______*
6) Life Support 6) Life Support
1) _______ 1) _______
2) _______ 2) _______
2 3) _______ 2 3) _______
4) _______ 4) _______
5) _______ 5) _______
6) _______ 6) _______
3) The pilot can be in one side or the other as long as which side
has the pilot and which side has the gunner is marked on the
sheet before the game begins.
2X ENGINE 2X COCKPIT MECHS ALPHA
These types of mechs are achieved through the addition of a cockpit
to the center torso. Traditionally the gunner would be positioned in the
torso and the pilot would be in the head. This arrangement can be swapped
around with little problem, but it would seem more logical to have the
pilot in the head.
1) The head cannot be mounted on a turret.
2) The head and Center torso critical hit tables would look like
this:
Center torso Head
1) _______ 1) Life Support
2) _______ 2) _______*
1 3) _______ 3) Cockpit
4) Gyro 4) _______
5) Gyro 5) _______*
6) Gyro 6) Life Support
1) Life Support
2) Sensors
2 3) Cockpit
4) Gyro
5) Sensors
6) Life Support
3) To put the gunner in the head, move the sensors from the center
torso and put them in the #2 and #5 slots in the head.
2X ENGINE 2X COCKPIT MECHS BETA
These types of mechs are achieved through putting both of the
cockpits in the center torso. The advantage of this arrangement is that the
head can act as a weapons platform like the rules above state. The primary
disadvantage is that whenever the center torso is hit on a 2, both pilots
take damage and roll for consciousness.
1) The head can act as a turreted weapons platform as discussed
above in the rules for 2x cockpit mechs.
2) The center torso is modified as such:
CENTER TORSO
1) Life Support
2) Gyro
1 3) Cockpit
4) Gyro
5) Gyro
6) Life Support
1) Life Support
2) Sensors
2 3) Cockpit
4) Gyro
5) Sensors
6) Life Support
3) The pilot is in the upper cockpit while the gunner is in the
lower cockpit. Notice also that there are no provisions for there to be
backup sensors on this type of mech.
GENERAL RULES COVERING 2X COCKPIT MECHS
1) There are 2 cockpits on 2x cockpit mechs. One is for a pilot
where the other one is for a gunner. These two pilots work together to
pilot and fight the mech. The cumulative effect of these two working
together and being able to concentrate on their jobs is that the piloting and
gunnery skills are better. To reflect these advantages, a mech with two
cockpits has a -1 bonus on its to hit and piloting target numbers.
2) The pilot controls the piloting functions of the mech, but he
can also do weapons firing. If the gunner should be killed, the pilot can
take over weapons fire. The turn after the gunner is killed, the mech can
not fire weapons but can still move. This represents the pilot realizing the
loss of the gunner and switching over gunnery systems to his control.
After this turn of lost weapons fire, the pilot operates the mech without
the piloting skill bonus and has a +1 penalty to weapons fire.
3) The gunner controls the firing functions of the mech, but he can
also pilot the mech. If the pilot should be killed, the gunner can take
over moving the mech. The turn after the pilot is killed, the mech can not
move but may continue to fire weapons. This represents the gunner
realizing the loss of the pilot and switching over movement systems to his
control. After this turn of lost movement, the gunner operates the mech
without the gunnery bonus and has a +1 penalty to piloting skill.
4) The bonuses and penalties mentioned above are treated just like
any of the bonuses and penalties found in the rules and can be made
cumulative with any other modifiers. If the players are using the optional
rules for DNI and VRPP piloting enhancements, they can also be used with 2x
cockpit mechs. (The two pilots had better know each other *VERY* well to
be allowed to use DNI.)
5) If both the pilot and the gunner are killed, then the mech is
considered destroyed.
6) The Sensors that were deleted from one of the cockpits can be
left in to serve as backup sensors. Either one or both of the deleted
sensors can be left in. As long as there are two undestroyed Sensors
critical hit locations remaining on the mech, there is no effect from
Sensors hits.
7) When a 2 is rolled onto a torso hit location that has a cockpit
in it will also damage the pilot/gunner like a head hit.
8) When a 2x cockpit mech falls, the pilot must roll two piloting
skill rolls to determine if both he and the gunner take damage. Roll each
one seperately.
9) When ammunition explodes, each pilot takes one point of damage
as oppossed to both taking two points. If one of the pilots is dead, then
the other takes 2 points of damage.
10) Life support hits are kept for each cockpit and are seperate
from each other. It is possible for one pilot to take hits from excess
heat and the other to be perfectly fine.
11) Conciousness rolls for each pilot are done seperately and are
independant of each other. It is possible for one pilot to be unconcious
while the other is not. If this should happen, treat the unconcious pilot
to be "temporarely" dead. Refer to rules 2 & 3 for switchover procedure.
When the unconcious pilot regains conciousness, he may resume his functions
at the beginning of the next turn.
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?
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)


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