Basically that. I've been working on a different project, but working on Wheeled Battlearmor construction and game rules as well as a BA trailer system in drips and drabs. It's basically done, just needs some final touches.
I was working on it at work today, and thinking that maybe I was wasting my time, but I can't make a similar sized vehicle with appropriately BA-sized weapons.
Here's the BA(W) construction stuff - please forgive the formatting, I have neat tables in word, but can't be bothered to straighten it up right now. What do you think?
Wheeled BA construction rules
1. Design the chassis
Choose tech base
This can be IS or Clan.
Choose weight
Wheeled Battle armor must be classed Light to Assault.
Allocate weight for Internal Structure
Wheeled Battlearmor must choose the Quad option.
Battlearmor Structure Weights Table
Weight
Class Total Mass (kg) Chassis Weight (kg)
Clan IS Available
Slots
Light 401-750 150 100 8
Medium 751-1000 250 175 10
Heavy 1001-1500 400 300 12
Assault 1501-2000 700 550 14
2. Install motive system
Determine ground movement
Choose the amount of ground speed you require. For each additional MP over the minimum, add the weight in the final column.
Battlearmor Ground Movement Table
Weight
Class Minimum (Free) Ground Movement (Wheeled) Maximum Ground Movement
(Wheeled) Mass per Additional Movement Point (kg)
Light 3 8 20
Medium 2 7 40
Heavy 2 6 60
Assault 2 6 80
Determine Special Movement
Jump Jets
Wheeled Battlearmor can use Jump Jets, but they do not operate in the standard way; instead, it acts as a bonus to ground speed. For each point of Jump movement, the Wheeled Battlearmor gains one MP in ground speed. Wheeled Battlearmor may not use Jump Boosters.
Battlearmor Jump Jets
Weight
Class Jump Jets (Clan & IS)
Max Jump MP Weight/MP
Light 3 25
Medium 3 50
Heavy 2 125
Assault 2 250
VTOL flight
Available only with Clan technology, only Light Wheeled Battlearmor can use this technology, permitting it to maneuver as a VTOL
following the rules in TW. Note the use of Jump Jets assists in this.
UMUs
Available to Light and Medium Wheeled Battlearmor, this option allows them to maneuver in water to Depth 1.
Special Physical Enhancements
Jump Booster
A jump booster adds one additional MP to ground speed. The Wheeled Battlearmor requires Jump Jets to be present, and may
not be combined with a partial wing. The jump booster weighs 125 kg and occupies 2 slots in the Body to accommodate it.
Partial Wing
A partial wing allows Wheeled Battlearmor to achieve limited, straight-line flight when at top speed. To achieve this, any Wheeled
Battlearmor must have Jump Jets present and move its maximum in a straight line. The Partial Wing allows it to utilize ground
effect to avoid the effect of Rough terrain or Water, treating a single hex as clear terrain, and cannot be used to cross Wooded
terrain. This effect cannot be achieved while towing a trailer and the Wheeled Battlearmor remains at ground level for calculating LOS. A partial wing weighs 200 kg and occupies 2 slots in the Body to accommodate it.
3. Add manipulators
Designers may choose to utilize a design with four wheels or equip it with manipulators. Due to the difficulty of using them with
Wheeled Battlearmor, they are limited to Basic Manipulators, at no cost in mass.
4. Add Armor
Wheeled Battlearmors add armor as normal, following the standard construction rules in TM. Note they can carry slightly more
armor than conventional legged units.
Maximum Wheeled
Battlearmor Armor Chart
Light 7
Medium 12
Heavy 16
Assault 20
Battlearmor Armor types
Armor Type kgs/AP
Clan IS Slots Special Benefits
Standard 25 50 0
Standard (Advanced) 0 40 5
Standard (Prototype) 0 100 4
Stealth (Basic) 30 55 3 Range Modifiers (0/+1/+2), Invisible to AP
Stealth (Improved) 35 60 5 Range Modifiers (+1/+2/+3), Invisible to AP
Stealth (Prototype) 0 100 4 Range Modifiers (0/+1/+2), Invisible to AP
Stealth (Standard) 35 60 4 Range Modifiers (+1/+1`/+2), Invisible to AP
Fire Resistant 30 0 5 No damage from heat-causing weapons.
Mimetic 0 50 7 Movement Modifiers
0 MP +3
1 MP +2
2 MP +1
>= 3 MP 0
5. Add weapons, ammunition, and other equipment
Unlike standard Battlearmor, Wheeled Battlearmor requires designers to use formal weapon arcs or a turret (either standard or sponson turrets) rather than considering them capable of 360’ arcs. A single turret (or both sponson turrets) require 10% of all weapon and equipment tonnage mounted in the turret to be assigned as the mass of the turret assembly according to the standard rules.
Wheeled Battlearmor mounting weapons and equipment from the Battlearmor Equipment Table do not track heat generated by weapons fire or equipment.
Special Rules for Wheeled Battlearmor
1. Arcs
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2. Trailers
Wheeled Battlearmor utilizing Trailer Hitches involuntarily restrict themselves from firing into the hex immediately behind them until the trailer is removed (either from enemy fire or abandoned voluntarily), although rear-facing weapons on the trailer are not affected.
Wheeled Battlearmor trailers mounting weapons or equipment from the Heavy Equipment Charts must remain heat neutral, requiring Heat Sinks to operate heat generating weapons or equipment, although as vehicles they do not track heat generated by ballistic or missile weapons.
Wheeled Battlearmor trailers mounting energy weapons from the Heavy Equipment Charts must be provided ICE/power amplifiers, a ‘Mule’ equipped to generate sufficient power, or a fusion power plant to generate power and provide cooling.
3. Terrain restrictions
4. Motive restrictions