From: dutech@reseau.Berkeley.EDU (Groupe ELEVES)
Newsgroups: rec.games.board
Subject: Re: BTECH: Optional Rules Version 2.1
Date: 6 Oct 92 10:43:13 GMT
Reply-To: dutech@reseau.Berkeley.EDU (Groupe ELEVES)

In article <1992Sep27.222247.1218@ccsvax.sfasu.edu>,
z_copeab@ccsvax.sfasu.edu writes:
> Path:
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> From: z_copeab@ccsvax.sfasu.edu
> Newsgroups: rec.games.board
> Subject: BTECH: Optional Rules Version 2.1
> Message-ID: <1992Sep27.222247.1218@ccsvax.sfasu.edu>
> Date: 28 Sep 92 04:22:47 GMT
> Organization: Stephen F. Austin State University
> Lines: 169
> 
> Optional Rules for BattleTech			version 2.1
> 
> Weapons:
> (1) Autocannon: First, if the AC is mounted on a wheeled, tracked, or naval
> vehicle flip the ranges of the AC/2 and AC/20, and then of the AC/5
and AC/10. 

   What's the reason behind this discrimination ? 


> Next, take 3 tons off the weight of all ACs. Finally, if the AC is
mounted on 
> a wheeled, tracked, or naval vehicle, double the range.

  I believe that's because of stable fire platform. Well, I don't see
why this could not be made for 'Mech either.

> 
> (2) MGs: Cut the weight of the MG by one-half.

  No comments.

> 
> (3) Energy Weapons: Every time an energy weapon fires, it drains
available power
> from the powerplant. The power drained equals (damage+heat) of the weapon(s).
> Subtract this number from the old engine rating to give the new engine
rating. 
> Divide this by the mech's tonnage, and drop fractions, to get the mech's new
> walking speed. This is the mech's effective speed on the next turn. A
mech that
> does not fire energy weapons does not drain power.

  Let's go for another round of computation nightmare. BT is fairly easy
to play. Let's keep it that way. Or, if you want to increase realism, 
try to improve the armor rules.

> 
> (4) Fractional Ammo Lots: ammunition for any weapon system may be bought in 
> fractional lots. For example, LRM-20 ammo could be bought in .25 ton lots, if
> desired. However, *each* ammo supply takes up a critical space, regardless of
> weight. Also, it is recommended that the fractional lots be kept in
1/4 or 1/10
> multiples, to keep recordkeeping from being a nightmare. Simply multiply the 
> fractional lot desired by the full capacity, and drop fractions --
this is the 
> ammo capacity of that ammo lot.

  Yeah, why not. But why do .25 tons of ammo require the same space as
1 ton ? Just wondering.

> 
> (5) Single Shot Missile Launchers: Ignore ammo weight (generally, the
weight of
> the ammo isn't any more than the loading mechanism, which isn't
needed). Since 
> the ammo is stored in the weapon, no critical space is needed for the ammo. 
> 
> (6) Multiple weapons and multiple targets: A mech pilot may only fire
> at one target per phase. Also, he may only fire one weapon system (defined as
> any single weapon or group of like weapons) without a penalty. For example,
> a mech can fire 4 MGs at no penalty, but firing 2 MGs and 2 SRM-2s
would cause
> a penalty. Each additional weapon system fired is -1 to the roll, cumlative.

  Thgis doesn't account for the various targeting computers. Why do you
think they are installed? Just to cope with multiple weapon fire.

> 
> Design
> (1) Gyroscopes: Gyroscopes have their weight rounded to the nearest 0.1 ton.
> For example, a 305 rated engine has a 3.1 ton gyroscope.

  This is not a bad idea. At least, round to the nearest half-ton or
quarter-ton, since this is the rule for other components.

[... some stuff deleted ...]

> (6) Armor: Vehicles must allocate armor to their underside. For ground
vehicles,
> it will mainly be used againt mines. VTOLs, however, may have their underside
> armor shot at by ground forces. Armor may be bought in fractional lots like 
> ammo.

  OK. But then again, you must also consider top armor, in such a case.

> 
> (7) Amphibious: Wheeled and tracked vehicles may be made amphibious. The 
> necessary gear takes up 5% of the vehicle's tonnage, and the vehicle may not
> weigh more than 20 tons. Amphibious speed is 1, unless cruise speed is 10+, 
> in which case amphibious speed is 2. The vehicle's amphibious speed is its
> maximum speed, but for purposes of heat buildup, treat as cruise speed.  
> Amphibious vehicles may enter any depth of water, but may swamp.
[still working
> on simple, but useable, swamping rules]

  I'd say that amphibious units may only enter depth 1 water hexes.
'Phibs are not subs.

  [... stuff about movement deleted ...]

  This is interesting, but how do you handle terrain MP cost ? Do you
delay the entrance of an hex until the unit has accumulated enough MP
to enter it?

  [... stuff about armor deleted ...]

  I don't like the idea of rolling dices for weapon damage. I'd rather
have an armor system based on FASA's Interceptor rules. It is reflective
of ablative armor design, but still allows for weapon penetration, and
makes difference between piercing weapons (like lasers) and "sand-
-blasting" weapons (like the EPC). If you have a look at Centurion, you
can find the projectile weapons templates. A bit of work for 'Mech
armor/Internal Structure diagrams, but I think it's a good compromise.
I may even test it someday.

							Redwing.
Newsgroups: rec.games.board