The next set of stats come down to what you might percieve as a reasonable rate of activity. This will help define some of the extra conditional bonuses you might come across.
Conversion, continued
- Mobility -
The basis for this is simple enough: start with a Mech's best Walking Target Modifier.
Next, if the Mech has jump, see if the highest Jump modifier exceeds the Mechs best walknig target modifer. If it does the mobility value may be increased by 1. However, depending on judgement, that may be conditional.
The first test is if the Mech can at least perform an attack while moving just enough to generate the best jump modifier and remain heat neutral. Any weapon will suffice.
One other consideration may be a specific Firepower ability. (See the Breach ability in Firepower.) If it can fire while heat neutral in all instances, it gets a straight +1 boost to its Mobility stat. If it cannot, the mech can get the bonus, but under a special condition that requires overheating.
For the sake of nomenclature to set it apart from gaining extra firepower by overheating, this conditional ability will be called jump.
The Stalker, being an Assault Mech with no jump jets, generates only a +1 with its 3 walk. So it has a mobility of 1
The Wolverine has jump jets. It generates a modifer of 2 with its walk of five. It has 5 jump jets and can generate a 3 when jumping to its max. It can fire any of its weapons while jumping and remain heat neutral, so it gets that +1 boost added directly to its mobility stat. (Even if I boost its firepower for having a crit-seeking weapon - the SRM 6, it can still fire that and be heat neutral. It's only if it fires ALL its weapons that it'll have an issue, and that comes in Firepower below.)
The Shadow Hawk can jump, but its Jump modifier is the same as its walking modifier of 2, so the SHaD doesn't get a boost from jumping. It only has an effect on its Speed during the movement phase with the J monicre.
The Griffin is a special case. Like the Wolverine it can generate a Jump modifier of 3, which is better than its walk modifier of 2. It can do that and fire its LRM-10 remaining heat neutral. However, it has a PPC which is a head-breaching/capping weapon. That weapon can be fired and allow the Griffin to remain heat neutral while not jumping, and using it nets it a Firepower bonus. In this case, I've decided that the Griffin should be getting the FP boost at the expense of a permanent Mobility boost. It can still get the mobility boost, but only if it decides to overheat to do so. So, the Griffin gets the Jump [1] condition as part of it's mobility stat of 2. This sets it apart from the others in a way that is meaningful as well.
- Firepower -
Any Mech that can do damage gets a Firepower of 1. This could even be physical attacks.
Beyond that I had two other criteria for generating extra firepower:
Can it generate 20+ points of damage to force a PSR?
Does it have a weapon that can breach head armor or destroy the head location outright?
Breach X
That last criteria, I realized, could be applied to an ability where it only gets to boost the result of a die roll as long as that spending option is in use. So, I've relegated it to a special trait called Breach X . Most of the time the X will be 1 (like a PPC). However, in the case of weapons that can both breach and generate a PSR all in one (the AC/20), that x will be 2.
This leaves the generating of a PSR. The basis for this one will be based on total damages.
When determining if a Mech can generate 20+ points of damage, use the average results for cluster weapons that use the cluster hit table. Can it do this with any arrangement of weapons and remain heat neutral? If it can, it gets a solid +1 to the base firepower of 1.
How many multiples of 20 damage points can it generate? How many of them can it do and remain heat neutral? Add that value to the base, instead.
From there, anything else is conditional. And, this is where rate of activity also comes into play. For some abilities to apply you'll have to assume the Mech Pilot is committed to a series of actions. More often than not, most pilots will be sane and regulate their actions within reason, like bracket-firing for heat management. Some abilities will reflect this. But, some Mechs require some extra commitment to pushing to get their full effect.
- Alpha Strike X-
Mechs like the Warhammer and Marauder, and the Griffin usually can regulate their activity even though some of the ideal combinations might cause them to overheat a bit. Some weapons are good at different ranges, but have a different selection of weapons for closer engagements, and rarely should the twain meet. But on occasion, if the moment is right, it is a good idea to unload it all, all at once for a potential gain. It won't necessarily shut the Mech down completely, but it will put a dent in the Mech's performance.
Alpha Strike is a one-time use overheat ability where the Mech will take a single heat token on the turn it uses the Alpha Strike. Using it will generate X extra firepower. For mechs that don't quite generate a 2nd level of 20 points of damage beyond the first, this will be 1. For those that can generate more without coming even remotely close to shutting down, it can be however many increments of 20 points it can do.
Example:
The Warhammer can generate 20 points of damage out to range one with its twin PPCs. It can use these with some bit of heat regulation and not be too hampered even after six turns of constant use, not even reaching a shutdown check if a pilot so desired. When up close it can switch over to the batteries of smaller torso weapons, generating at least 20 points of damage overall, but not much beyond that. Though it could also run heat neutral by alternating fire between PPCs and some close weapons, like two medium lasers, the regulating fire of Twin PPCs then close-in weapons tends to be the normal use for the Mech. It could fire everything and shut down inside three turns, but the benefit for doing that is generally not worth it to most pilots. But, there may be that one time where it is too good to pass up.
Hence not only will the Warhammer start with a base FIrepowe of 2, with a Breach 1 trait that can also apply in ranged attacks, it gets the Alpha Strike 1 trait.
Aside: I actually decided this for the Whammy because I realized that only greenhorn pilots would push the Mech recklessly, and I intend for special pilots to be an additional part of this little set-up eventually, including green pilots. I'd give a green pilot an ability where an Alpha Strike ability turns into the Overheat X ability with Shutdown 1.
Another Example:
The Griffin and Marauder are in the unique position that they can't quite generate an extra 20 points of damage. The Griffin can potentially do so, but it relies on luck. The Marauder only gets an extra 15 points of damage on top of the 20 it can generate normally. Both overheat to use the extra weaponry, and so using the extra weaponry would be something conditional or that the pilot would regulate heavily. Giving them each Alpha Strike 1 makes sense even though the math doesn't quite add up unless rounding is involved.
I'm considering this for the Wolverine, as well, because it comes close, though it doesn't overheat real bad when it does use all its weaons and jumps. 13 heat versus 12 heat sinks means it will only reach heat level 6 at the end of combat.
- Overheat X & Shutdown X-
Every point of 20 beyond the amount that can be generated while remaining heat neutral can be applied, but at the cost of overheating. This is where a little math and comparison to the heat scale will determine how much can be generated for a heat token as well as how much can be generated before the Mech shuts down.
This is for Mechs like the Stalker that can practically shut itself down when it fires ALL its weapons, but can also generate significant fire power with varying levels of activity so that it doesn't shut down.
A Mech that gets these abilities is assumed to be capable of pushing itself and that the pilot will commit to the level of activity for a full 6 turns.
Overheat X is the amount of Firepower that a Mech can generate with one level of significant heat push. Usually it's gonna be by 20 points, but when it comes to some Clan Mechs, it can be more.
Shutdown X is the number of times the Overheat ability can be used before the Mech shuts down, or comes close enough to the top of the heat scale that it might as well be shut down.
Example:
The Stalker is a unique Mech. It is a bracket-firer under normal operation. With 20 heatsinks, if it fired responsibly at any range, it can meet any target with a decent amount of damage.
Twin LRM 10s can potentially do 20 points of damage, but generally fall short at an average of 12. Inside one map's distance, it can reliably generate 20 points of damage with only movement heat being a consideration when adding one LRM 10 to the twin Large Lasers. (8x2 + 4 =20.) At close range, it has 4 medium lasers it can rely on and not overheat. Although the twin SRM-6s could potentially do 20 to 24 points of damage on top of that but usually average 16, and these are crit-seaking weapons. It can fire the Medium lasers and both SRM-6s and only have to worry about overheating by movement. (3x4 plus 4x2 is 20 heat.)
When a pilot is willing to push a little bit, they can get that extra damage, like throwing in a large laser with the 4 medium lasers and 2 SRM-6s, or an SRM-6 with the twin large lasers and four medium lasers. At 28 heat for the first option or 32 heat for the second, the mech can push to about half the heat scale assuming running movement. That would be 10 to 14 final heat, netting you 44 points of damage on average. Assuming some regulation, it wouldn't be hard for the Mech to stay around this mark with a little push, then let off and cool-down.
Now, if the Stalker fired all its weapons for an average final damage of 64 damage, the Stalker generates 44 weapons heat. Once the heatsinks have come into play, the Mech is looking at a +4 attack modifier, -4 movement points, which nets to 0, and shutdown avoided on 8+. If it ran, it goes up to heat level 26, where the shutdown is avoided on 10+. At that point, it might as well be shut down. It would take one turn of no activity to put it back to heat level 6.
So, in the case of the Stalker, the Overheat option isn't a one-time thing, and if a pilot is really wanting to blast one or more targets, they can push to shutdown. But, the overall firepower gain is incremental.
So, I gave it Overheat 1 and Shutdown 2. It can take on an overheat token to gain an additional firepower point, and it can do that twice before the Mech goes into shutdown enough to have an effect on the next potential 6 turns.
This is on top of the straight Firepower stat of 2.
- Crit Seeking -
The Stalker, Warhammer and Wolverine are interesting in that they both have SRM-6s, which are known for crit-seaking. I haven't really attributed extra damage to those weapons, but since the Nature of those weapons is to exploit weaknesses in armor to make bad things happen, I may go ahead and allow a Mech that sports at least an SRM-4 as having a crit-seaking weapon. An SRM-4 averages 3 separate hits. An SRM-6 generates an average of 4 hits, and they go all over the hit table.
With this in consideration, crit seaking can add a natural extra firepower point to the base firepower, unless there is some sort of consideration for order, like maybe the Warhammer. It uses its PPCs with the breach for Range 1 attacks. The SRM-6 would be added in standard close combat. It'd be easier and less complicated if the crit-seeking bonus went to the Alpha Strike bonus, making for Alpha Strike 2.
Same would be true for the Stalker with its overheat bonus.
And, this is why I'm thinking of giving the Wolverine an Alpha Strike bonus stat. Or, come up with one more ability that is strictly called crit seeking that can only apply in combat to FP.
When it comes to generating abilities, I highly recommend that if something can be ropped in with a larger one, do so. That's why I won't give crit-seeking to the Warhammer and Stalker, but will do that for the Wolverine. It doesn't overheat bad. They do. And, that bonus really only applies when they decide to push.
So, this gives you an idea of what I'm looking at for stats.