I have come up with a quirky rule that might help make the game seem a little more down to earth. The rules state that when creating a mech in BF or QS you add up all damage capable of doing for a certain range, divide by 10, and that is the damage output for that particular unit. Problem is, is that the armor to total damage ratio doesn't quite add up. (hence all my heavies fall in the first couple of rounds.) So borrowing from another thread, and incorporating the Cluster Hits table to roll on after a hit, allows for an easy transition to a unit not hitting with all his weapons every round. But nckestrel brought up a good point. I am only counting the weapons when I hit not the weapons that might hit if I fail the To- Hit roll. So I came up with my own tables.
When you roll your 2D6 to determine whether or not you hit, add in another dice (preferably a different color to distinguish it). This dice is the damage result dice. If you succeed in your To Hit roll, consult the Unit Damage Table to see how much damage your unit actually did by using the damage result dice.
Ex: you Marauder does 4 damage at medium range, You successfully rolled the To Hit number with your regular 2D6 and got a '3' with your 3rd (Damage Result Dice). Therefore you hit for 2 points of damage (probably hit with both PPC's, but missed with everything else).
But if you failed your To - Hit roll, and your Damage result dice shows a 6! you consult the Rate of Miss Damage.
So if the Marauder misses the To- Hit roll, but rolled a 6 with his 3rd dice, he still does 1 point of damage (scored a medium laser hit perhaps).
Anyway here is the table let me know what you think. I have played it once through and it was pretty fun. Made the game seem a little more down to earth and didn't take up a lot of extra time. This works better when playing Quickstrike or Quickstrike with hexes