Remote Weapon Stations Tech TL TW Wt. Crits Cost
Light (<100 kg weapons) IS/Clan (C) 0.25 1 2,000
Medium (100-200 kg weapons) IS/Clan (C) 0.5 1 3,500
Heavy (201-400 kg weapons) IS/Clan (C) 1 2 5,000
Name (IS Lasers) Tech TL Type Range Dmg Wt/Reload Shots C TW Range TW Dmg TW Heat TW Wt. AI Dmg Barrels
Support Laser (Semi-Portable) IS/Clan (D) Medium/Support (E) 3 0.61 40 kg/3 kg 21 2 3 1 1 0.25 2 2
Support Laser IS/Clan (D) Medium/Support (E) 3 0.84 72 kg/3 kg 15 2 3 2 2 0.5 2 2
Support Pulse Laser IS/Clan (E) Medium/Support (E)B 3 0.81 150 kg/3 kg (21/4) 2 3 1 1 0.5 1d6 1
Support Laser (ER, IS) IS (E) Medium/Support (E) 4 0.84 110 kg/3 kg 10 2 4 1 2 0.5 1 1
Support Pulse Laser (Heavy) IS/Clan (E) Medium/Support (E)B 4 0.98 300 kg/3 kg (18/3) 4 4 1 2 1 1d6 1
Support Laser (Heavy) IS/Clan (D) Medium/Support (E) 5 1.47 300 kg/3 kg 7 3 5 1 2 1 1 1
Support Laser (ER Heavy, IS) IS (E) Medium/Support (E) 6 1.05 250 kg/3 kg 7 4 6 1 2 1 1 1
Name (Clan Lasers) Tech TL Type Range Dmg Wt/Reload Shots C TW Range TW Dmg TW Heat TW Wt. AI Dmg Barrels
Support Pulse Laser (Semi-Port) Clan (F) Medium/Support (E) 2 0.55 40 kg/3 kg (25/2) 2 2 1 1 0.25 2 2
Support Laser (ER, Semi-Port) Clan (F) Medium/Support (E) 3 0.7 25 kg/3 kg 15 2 3 2 2 0.25 3 3
Support Laser (Hvy, Semi-Port) Clan (F) Medium/Support (E) 3 1.05 150 kg/3 kg 10 3 3 1 1 0.5 1 1
Support Laser (ER, Clan) Clan (F) Medium/Support (E) 4 1.05 100 kg/3 kg 10 2 4 1 2 0.5 1 1
Support Laser (Ultra-Heavy) Clan (F) Medium/Support (E) 5 1.72 250 kg/3 kg 5 4 5 2 2 1 1 1
Support Laser (ER Heavy, Clan) Clan (F) Medium/Support (E) 7 1.26 240 kg/3 kg 7 3 7 1 2 1 1 1
Name (PPCs) Tech TL Type Range Dmg Wt/Reload Shots C TW Range TW Dmg TW Heat TW Wt. AI Dmg Barrels
Particle Cannon (Semi-Portable) IS/Clan (D) Medium/Support (E) 2 0.72 40 kg/3 kg 25 2 2 1 1 0.25 1 1
Particle Cannon (Support) IS/Clan (D) Medium/Support (E) 3 1.58 1,800 kg/25 kg* 5 3 2 2 1 1 1
* The Support Particle Cannon is weighted as a vehicle in Tech Manual. Reverse engineering, I estimated a weight of 400 kg for the weapon itself.
Name (Flamers) Tech TL Type Range Dmg Wt/Reload Shots C TW Range TW Dmg TW Heat TW Wt. AI Dmg Barrels
Flamer (Man Portable) IS/Clan (C) Medium/Support (E)F 0 0.55 15 kg/8.4 kg 12 1E 0 1 1 0.25 1 1
Flamer (Heavy) IS/Clan (C) Medium/Support (E)F 0 0.79 25 kg/2.9 kg 3 2 0 2 2 0.5 2 2
Needler, Support (Firedrake) IS (D) Medium/Support (B)F 1 1.2 25 kg/ 3 kg (30/3) 2 1 1 1 0.5 1 1
Sample mounts:Code: [Select]Name (IS Lasers) Tech TL Type Range Dmg Wt/Reload Shots C TW Range TW Dmg TW Heat TW Wt. AI Dmg Barrels
Small Laser IS/Clan (D) Mech 3 3 500 kg/- N/A 1 3 3 1 0.5 ? 1 (Forgot the AI damage for ISSL)
Medium Laser IS/Clan (D) Mech 9 5 1000 kg/- N/A 1 9 5 3 1 ? 1 (Forgot the AI damage for ISML)
Machine Gun IS/Clan (D) Mech 3 2 500 kg/5 kg N/A 1 3 2 0 0.5 ? 1 (Forgot the AI damage for ISMG)
Flamer IS/Clan (D) Mech 3 2 500 kg/- N/A 1 3 2 0 0.5 ? 1 (Forgot the AI damage for ISFlamer)
Support Laser (Semi-Portable) IS/Clan (D) Medium/Support (E) 3 0.61 40 kg/3 kg 21 2 2 1 1 0.25 1 2
Support Laser IS/Clan (D) Medium/Support (E) 3 0.84 72 kg/3 kg 15 2 2 2 2 0.5 1 2
Support Pulse Laser IS/Clan (E) Medium/Support (E)B 3 0.81 150 kg/3 kg (21/4) 2 3 1 1 0.5 1d6 1
Support Laser (ER, IS) IS (E) Medium/Support (E) 4 0.84 110 kg/3 kg 10 2 4 1 2 0.5 1 1
Support Pulse Laser (Heavy) IS/Clan (E) Medium/Support (E)B 4 0.98 300 kg/3 kg (18/3) 4 4 1 2 1 1d6 1
Support Laser (Heavy) IS/Clan (D) Medium/Support (E) 5 1.47 300 kg/3 kg 7 3 5 1 2 1 1 1
Support Laser (ER Heavy, IS) IS (E) Medium/Support (E) 6 1.05 250 kg/3 kg 7 4 6 1 2 1 1 1
Name (Clan Lasers) Tech TL Type Range Dmg Wt/Reload Shots C TW Range TW Dmg TW Heat TW Wt. AI Dmg Barrels
Support Pulse Laser (Semi-Port) Clan (F) Medium/Support (E) 2 0.55 40 kg/3 kg (25/2) 2 2 1 1 0.25 1 2
Support Laser (ER, Semi-Port) Clan (F) Medium/Support (E) 3 0.7 25 kg/3 kg 15 2 2 2 2 0.25 1 3
Support Laser (Hvy, Semi-Port) Clan (F) Medium/Support (E) 3 1.05 150 kg/3 kg 10 3 3 1 1 0.5 1 1
Support Laser (ER, Clan) Clan (F) Medium/Support (E) 4 1.05 100 kg/3 kg 10 2 4 1 2 0.5 1 1
Support Laser (Ultra-Heavy) Clan (F) Medium/Support (E) 5 1.72 250 kg/3 kg 5 4 5 2 2 1 1 1
Support Laser (ER Heavy, Clan) Clan (F) Medium/Support (E) 7 1.26 240 kg/3 kg 7 3 7 1 2 1 1 1
Name (PPCs) Tech TL Type Range Dmg Wt/Reload Shots C TW Range TW Dmg TW Heat TW Wt. AI Dmg Barrels
Particle Cannon (Semi-Portable) IS/Clan (D) Medium/Support (E) 2 0.72 40 kg/3 kg 25 2 2 1 1 0.25 1 1
Particle Cannon (Support) IS/Clan (D) Medium/Support (E) 3 1.58 1,800 kg/25 kg* 5 3 2 2 1 1 1
* The Support Particle Cannon is weighted as a vehicle in Tech Manual. Reverse engineering, I estimated a weight of 400 kg for the weapon itself.
Name (Flamers) Tech TL Type Range Dmg Wt/Reload Shots C TW Range TW Dmg TW Heat TW Wt. AI Dmg Barrels
Flamer (Man Portable) IS/Clan (C) Medium/Support (E)F 0 0.55 15 kg/8.4 kg 12 1E 0 1 1 0.25 1 1
Flamer (Heavy) IS/Clan (C) Medium/Support (E)F 0 0.79 25 kg/2.9 kg 3 2 0 2 2 0.5 2 2
Needler, Support (Firedrake) IS (D) Medium/Support (B)F 1 1.2 25 kg/ 3 kg (30/3) 2 1 1 1 0.5 1 1
Makes me think about the Ma Deuce mounted for the commander on a tank. I can just see a Locust pilot opening up his top hatch, doing the double charge and starting to chatter away with it.
RifleMech,
Thanks for pointing out the XTRO: 1945 rules... I had overlooked them. That said, I'm trying to avoid making these things too attractive (and I have to say, your quad laser mount at 0.5 ton would be FAR more attractive than a Small Laser, especially since it would have 2/4/6 range). The only motivation for the multiple barrel installs in my rules was to generate distinction between the various mounts, and in some cases, get the damage up to 1 point (and speaking of which, I see I need to tweak some of the AI damage in the posted tables). Again, the energy weapons are simply powered by the unit's engine, and ammunition should be easily handled with Fractional Accounting.
Which laser are you looking at again? Support Lasers have 2/4/6 range...
Idea Weenie was the one who pointed out crit seeking as an advantage of multiple weapons, and from that perspective, I agree that would make them more attractive, even for 4 heat. Hence my limit of 3 for light mounts, 2 for heavier ones, and weight multiplication for ballistic, grenade and missile weapons.
I just did a double take when I looked at my Tech Manual reprint... it seems most of the lasers that had 2/4/6 range now have 3/6/9 instead! I'll edit my table accordingly once I catch up on reading.
The intent of the rules as I set them up was that Support Machine Guns (for example) would never be more than double (only the lightest weapons can triple up under 100 kg).
Yes, exactly... that's as intended to avoid obsoleting any existing heavy weapons.
It's biased toward energy weapons because fusion engines are. And I'm deliberately trying to keep the damage down, hence the multipliers for the ridiculously light weapons that somehow qualify as "Support" (there are Standard weapons that are heavier, and I've excluded them deliberately too).
The Support Machine Gun is pretty much exactly an IS Light Machine Gun, and with my weight multiplication rule, weighs the same (0.5 ton). The only thing setting it up as an RWS instead gets you is the ability to fire it at 0-hex range. If I've done it right, it costs a little bit more when you factor in the Class A Refit man-hours.
The problem I see with the Combat Equipment rules is that they rely on a table vice a rule for conversion.
I generally feel the energy weapons are "heavy enough" as is, and the machine guns, grenade launchers and missile launchers aren't.
As far as damage and range, the Tech Manual infantry weapons table is underpinned by the conversion rules on page 171 of the AToW Companion (with a notable exception or two), and that's what I'm trying to stick to.
And I forgot to mention: the RWS mounted Support Machine Gun would not be able to rapid fire like a "heavy" Light Machine Gun. I think the ability to shoot at 0-hex range is a fair trade for that.
I'm really not sure where you're coming from with the penalties to hit at 9-hex range being less than -4... ???
With the weight multiplier, Dual Support Machine Guns would weigh 1 ton, just like two 'mech scale Light Machine Guns.
The Dual Support Lasers would only do 2 points of damage, not 1 and 1 (though they do get 2 vs. infantry). They get a little more range for one less damage than the ER Small, and the same damage as the ER Micro Laser for twice the weight.
Dual Support Pulse Lasers would be a full ton (300 kg total weight of weapons).
I think I see what you're looking at with the range of the Support Laser. The first number is short range (vice minimum), not the second. That yields the 3 Tech Manual cites.
Clan weapons are better than IS ones in pretty much every way. And they'd be much less likely to mount infantry support weapons on "combat" units. It's why I didn't provide "clan" RWS stats. I put the clan weapons in because they'd eventually be captured and some IS tech would try to bolt them into an IS RWS.
The "crit seeking" I was referring to was via piling on large numbers of 0.25 weapons. Eight 0.25 ton weapons at one point of damage each can do better than an SRM-2 with a ton of ammo, at least at the crit seeking job. SRMs still win with regard to alternate ammunition types though.
At one ton, I think the measuring stick is the Medium Laser, not the Small. In that light, I think Dual Support Pulse Lasers are a balanced choice: 5 points of damage and 3 heat vs. 2 points of damage/2d6 Anti-Infantry damage and 2 heat. It comes down to what you expect to face.
100 meters / 30 meters is a dimensionless 3.33, which rounds to 3, which is exactly what Tech Manual lists as the short range for Support Lasers. That short range translates to 3/6/9 at S/M/L.
Short range divided by 30 rounding normally. That comes up to 11 for the Support Laser.Please forgive my misinterpretation of what you said here. Honestly, I'm still confused by it.
*snip*
The multi-mounts in XTRO: 1945 mount in multiples in excess of three. "All" (usually "both") weapons hit the same location when fired from the same RWS, and the damage is simply added together and rounded normally. The reason I introduced dual mounting was to drive some differentiation in mounts, as a number of weapons would otherwise be identical.
Infantry pulse lasers don't get the bonus to hit 'mech scale ones do, so the only similarity between the two is the Anti-Infantry damage. Dual mounting two of them would get you 2 damage, 2d6 Anti-Infantry damage, 2 heat, and 3/6/9 range for one ton. Against infantry, the dual mount is clearly superior. Against vehicles, you trade damage for range and YMMV.
Please forgive my misinterpretation of what you said here. Honestly, I'm still confused by it.
It's only 1d6 per weapon, so 2d6 for the dual mount. I'd have to see your math to tell you where it went wrong. I've been through most of the Tech Manual table, and I've only found a handful of weapons I can't explain.
Weight is certainly one of the differentiators. Mostly, I was trying to avoid different weapons ending up completely identical at the TW scale.
I think your math problem is Penetration Factor:
Penetration Factor = AP/4 (unless it's an incendiary, in which case it gets (AP+2)/4, so the PF is 1.25, not 5.
Plugging that in to the rest of your math yields the 0.81 from Tech Manual.
As far as the Anti-Infantry damage from TW, the table on page 217 only lists 'mech and BA scale weapons, and the text on page 216 is only referring to weapons at that scale too. Page 215 has a paragraph on "Machine Gun Platoons" that points in the right direction. You really need to be looking in Tech Manual (page 148).
The page 217 table only refers to "BattleMechs, ProtoMechs and Vehicles" in the upper part, and "Battle Armor" in the lower part. Those weapons are specific TW scale weapons. Similarly, the "Burst Fire" descriptor mentioned refers to TW scale weapons with that property, not infantry scale weapons.
And you're quite welcome for the math help... some parts of that rule are easier to overlook than others.
The B requires a couple of things outlined in the Companion (APxBD => 20, Burst of at least 15) that some of those weapons don't have.
The ones without the B in that list have APxBD<20, so no B for them (nor any of the vintage weapons). The M42B is an errata problem I've been pointing out for years (the weapon as listed in Tech Manual combines the grenade launcher with the machine gun configuration which doesn't have it; in MG mode, it qualifies for B, but should do less damage and be in the Support Weapon list).
Tech Manual doesn't list the burst value... it lists the number of bursts in a "reload" of ammo. AToW has the actual burst values.
The requirements for all the special features are in the table on page 171 of the AToW Companion.
A single trooper is insufficient to change a unit's range, and I think the melee weapon thing was taken care of with errata.
I really could have sworn the melee damage thing was answered in errata or a rules question, but can't find it beyond the newest printing saying "Attack only at 0 Hexes*" on page 148.
Change to:
“If the platoon fields 1 Secondary Weapon or less per squad, the ranges, modifiers and Damage Type that apply to the platoon’s attack are those of the Primary Weapons. If the platoon fields 2 or more Secondary Weapons per squad, then it is the Secondary Weapons’ range, modifiers and Damage Type that apply.”
Honestly, given how cheap Auto Rifles are, the melee weapon exploit isn't that much. Even the Vibro-Axe only does 0.42 against the Auto-Rifles 0.52, and that's for nearly twice the price.
I was shooting to keep the damage low enough that having 2 or 3 weapons hit the same place wouldn't be that big of a deal.
As far as the Light SRM idea, you're limited to only 2 Support Weapons per squad.
Hmm... Missile launchers are all kinds of screwed up. There was an AToW errata that changed the number of shots for the Heavy and Light SRM launchers, leaving me to wonder what the heck the difference between the Heavy and Standard was meant to be. And the ordnance rules seem to point to the damage values being all over the place. I'm not sure they're fixable without a complete overhaul. Could be a new thread entirely...I'm not familiar with the AToW errata. Is the Heavy SRM still the 1 shot / 18kg reload launcher, and the Standard SRM the 2 shot / 20kg reload launcher?
* Missile Launchers (p. 274)So the simple answer to your question is "no".
1) SRM Launcher (Light)
Change shots to 1.
2) SRM Launcher (Heavy)
Change shots to 2.
The real trick with the missile launchers (and part of why I cranked up their mass so much) is that their damage is limited by the Reload Factor for the hand held versions, which would increase their damage significantly. I'll try to work those out today.
The reason the two-shot "Standard" launcher does more is due to the Reload Factor. The "Light" only has one. If either one had three "shots" in a magazine of some kind, they'd due ~1.5 points of damage, which would round up to the 2 of a "normal" vehicle/'mech scale SRM.
As I mentioned to Retry, I think infantry missiles have more of the targeting system in the missile than the vehicle scale weapons do, so they should either do less damage, or have less range.
I think the problem is that TM didn't catch the AToW errata.
The missiles for the Light and Heavy in AToW only weigh 9 kg each, so something is clearly different.
Maybe... I really have no idea other than I personally would have done it differently.
I think they did the averaging thing to rein in ordnance. Anti-vehicle ordnance has AP 8.
With averages and before applying reload factors, the various ordnance classes do:
A: 0.47
B: 0.81
C: 1.44
D: 1.58
E: 1.71
It's the reload factor that gets the damage to the TM values. 1/3 for the Light, and 2/3 for the Standard and Heavy (after errata).
That's the reload factor talking. 2 shots yields 2/3 of 1.71, which is 1.14. 1 shot yields 1/3, which is 0.57.
When were A-Pods introduced again?
Circa 2850 (Clans); 3055 (ComStar/Word of Blake)It also says that the concept existed as long as the BattleMech and that crude versions had been tried over the years.
Sounds like another "Rocket Launcher" situation. It would be nice if TPTB would give us some of those "crude versions"...
I think AMS is too integrated to be installed via a RWS. It really requires the sensor part to make it work...No, I was thinking of a 'Dual-Purpose' AMS system, like Dual-Purpose naval rifles. Essentially the 'DPAMS' can target incoming missiles and infantry and only them. It would also be used as part of the explanation why the Clans don't like bog-standard infantry all that well.
I vaguely remember a rule somewhere for using AMS against infantry... BattleTech: "There's a rule for that..." :DIf there is, then man BattleTech is crazy...
Used As a Weapon
Though designed as a defensive measure, the standard antimissile
system is a kind of specialized machine gun and can be
used as an offensive weapon in a pinch. An AMS used as a weapon
functions exactly like a machine gun, except that it has a range
of 1; it cannot reach targets at medium or long range (or more).
A laser AMS used as a weapon acts like a micro pulse laser with a
maximum range of 1.
Yep... TacOps, page 100:Wow... so how would making an 'Anti-Infantry System' work, given that this is what an RWS essentially is?
RWS's are more than just anti-infantry, and if you look at the variety of infantry support weapons, you can make some interesting combinations.True, but we're looking through the lens that is Battletech Rules and given that there is a -or several- 'holy cow' that much of the fandom will not sacrifice... we can only do so much. Although I'll admit, if we go with the AIS idea, we might work out something for RWS later...
AIS? You mean, AMS, right? ???We use AMS to create AIS, if that makes sense.
Ah, I see what you mean now... thanks for the clarification! :thumbsup:It happens, especially when the idea evades understanding without context. :beer:
The advantage I'm still giving RWS over AMS/AIS though, is the ability to fire at 0-hex range. AMS still can't do that...I would think that AIS would be given a penalty at 0-hex range, a roll modifier of -1 or something like that...
That would be the most logical way to do it.Hm, let me work on some stats and we'll see what it can do...
Cool... I'll look for your post... :thumbsup:Ok, here's prototype 1 (based off of AMS systems for ease of prototyping):
Variants:So, that should work for a prototype...
- Standard Machinegun, 1 heat and 1 shot per anti-infantry attack, 0.25 ton and 1 slot per unit, ammo is 50 shots/ton, max range is 2-hexes
- Heavy Machinegun, 1 heat and 1 shot per anti-infantry attack, 0.5 ton and 1 slot per unit, ammo is 25 shots/ton, max range is 2-hexes
- Laser, 1 heat (clan)/3 heat (IS) per anti-infantry attack, 1 ton (clan)/1.5 ton (IS) and 1 slot per unit, max range is 3-hexes
- Grenade, 1 heat and 1 shot per anti-infantry attack, 0.5 ton and 1 slot per unit, standard ammo gives +2 to anti-infantry rolls, ammo is 20 shots/ton, max range is 1-hex
- Gyrojet, 1 heat and 1 shot per anti-infantry attack, 0.25 ton and 1 slot per unit, standard ammo gives +1 to anti-infantry rolls, ammo is 25 shots/ton, max range is 2-hexes
- Anti-Infantry Rocket System, 3 heat and 1 shot per anti-infantry attack, 1 ton and 2 slots per unit, ammo is 10 shots/ton standard, max range is 4-hexes, -1 to accuracy and +2 to anti-infantry rolls
History Blurb:
The Anti-Infantry System (AIS) is a weapon system designed for one purpose: killing infantry. The basic idea of an automated anti-infantry weapon system has been used in one way or another for centuries, but they were more ad-hoc systems than anything before the advent of modern Remote Weapon Stations in [insert year here]. While the Anti-Infantry System isn't as modular as the RWS, it is less maintenance intensive and easier to mount as it can utilize AMS mounts.
Unlike their AMS cousins (which disappeared after the first two Succession Wars), AIS systems only faced a decrease in supply as it utilized more common components and sensor systems. It is common during the period before the rediscovery of the AMS to have AIS units replacing AMS units.
Basic Rules:
Each Anti-Infantry System (AIS) can target up to 3 infantry squads per turn and can not target non-infantry/BA units. If targeting infantry/BA at a range of 0-hexes, then add a -1 roll malice to your anti-infantry and accuracy rolls.
Battletech (Video Game) Rules:
Infantry is the only acceptable targets for an AIS system, vehicles and battlemechs will not be acceptable targets. AIS uses the AMS hardpoint. Any infantry attacking at point-blank/melee range will gain an evasion bonus against AIS systems
Hmmm... the "target 3 squads" thing could be problematic, as that effectively triples the fire rate.That should is countered by the heat and ammo costs per system. For every burst, you have to have to pay heat and ammo (when applicable). So in this case, you'll spend 3 ammo and 3 heat per maxed salvo for the MG AIS, up to 9 heat for the Laser AIS, or 9 heat and 3 shots per Anti-Infantry Rocket salvo. Given that at most you'll have a handful of AIS systems and MAYBE 2 or 3 ammo bins...
Would an AIS automatically engage hostile infantry?It can if you want it to act like pre-rework AMS. Personally I believe being able to pick and choose infantry within range is better than letting it shoot willy nilly. Then again there is a balance to look into...
The issue is that platoons are made up of multiple squads... I think "units" might be better phrasing...True, but I don't want it to be rules lawyered into being platoons. I've met some of those folks when I was doing forum quests a long time ago... and they're annoying to deal with.
Leaving it at squads will pretty much ensure they're used to simply annihilate platoons. That many d6s will pretty much always get to 28...True enough, then again that is why we're prototyping. :thumbsup:
Variants:____________________
- Standard Machinegun, 1 heat and 1 shot per anti-infantry attack, 0.25 ton and 1 slot per unit, ammo is 50 shots/ton, max range is 2-hexes
- Heavy Machinegun, 1 heat and 1 shot per anti-infantry attack, 0.5 ton and 1 slot per unit, ammo is 25 shots/ton, max range is 2-hexes
- Laser, 1 heat (clan)/3 heat (IS) per anti-infantry attack, 1 ton (clan)/1.5 ton (IS) and 1 slot per unit, max range is 3-hexes
- Grenade, 1 heat and 1 shot per anti-infantry attack, 0.5 ton and 1 slot per unit, standard ammo gives +2 to anti-infantry rolls, ammo is 20 shots/ton, max range is 1-hex
- Gyrojet, 1 heat and 1 shot per anti-infantry attack, 0.25 ton and 1 slot per unit, standard ammo gives +1 to anti-infantry rolls, ammo is 25 shots/ton, max range is 2-hexes
- Anti-Infantry Rocket System, 3 heat and 1 shot per anti-infantry attack, 1 ton and 2 slots per unit, ammo is 10 shots/ton standard, max range is 4-hexes, -1 to accuracy and +2 to anti-infantry rolls
History Blurb:
The Anti-Infantry System (AIS) is a weapon system designed for one purpose: killing infantry. The basic idea of an automated anti-infantry weapon system has been used in one way or another for centuries, but they were more ad-hoc systems than anything before the advent of modern Remote Weapon Stations in [insert year here]. While the Anti-Infantry System isn't as modular as the RWS, it is less maintenance intensive and easier to mount as it can utilize AMS mounts.
Unlike their AMS cousins (which disappeared after the first two Succession Wars), AIS systems only faced a decrease in supply as it utilized more common components and sensor systems. It is common during the period before the rediscovery of the AMS to have AIS units replacing AMS units.
Basic Rules:
Each Anti-Infantry System (AIS) can target up to 3 infantry units per turn and can not target non-infantry/BA units. If targeting infantry/BA at a range of 0-hexes, then add a -1 roll malice to your anti-infantry and accuracy rolls.
Battletech (Video Game) Rules:
Infantry is the only acceptable targets for an AIS system, vehicles and battlemechs will not be acceptable targets. AIS uses the AMS hardpoint. Any infantry attacking at point-blank/melee range will gain an evasion bonus against AIS systems
A variant of the Anti-Missile System, the 'Dual Purpose' Anti-Missile System is designed to minimize weapon clutter on all vehicles. The key aspect of this system is in the programming of the AMS, which allows the DPAMS to switch from anti-infantry and anti-missile modes of operation. However, this must be manually done in combat and the DPAMS can not fire upon infantry in Anti-Missile mode and vice versa. In anti-infantry mode, the DPAMS can only strike in the adjacent hex and only the adjacent hex but in this mode, the DPAMS gains a +1 to anti-infantry attacks. In anti-missile mode, treat the DPAMS as an AMS without the ability to be an impromptu machinegun.
All heat, ammo, weight, and critical stats are the same as their AMS cousins.
I think you've got the dual-purpose thing nailed. For the other, it looks like you have an opportunity to differentiate a bit more by assigning 1d6, 2d6 or 3d6 for damage. I'd be inclined to make the 0.25 units only 1d6, for example.That's why I'm prototyping, mate. Tinker with things until they work. ;)
I hope my feedback is helpful, then! :thumbsup:Ok, taking your idea into account...
Anti-Infantry System (MG)
Mass: .25 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 50 shots (IS)/100 shots (Clan)
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 1d6 for damage.
__________________________________________
Anti-Infantry System (HMG)
Mass: .5 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 25 shots
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 2d6 for damage.
__________________________________________
Anti-Infantry System (IS Laser)
Mass: 1.5 Ton
Slots: 1
Heat: 3 Units/attack
Range: 3
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 3d6 for damage.
__________________________________________
Anti-Infantry System (Clan Laser)
Mass: 1 Ton
Slots: 1
Heat: 1 Units/attack
Range: 3
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 3d6 for damage.
__________________________________________
Anti-Infantry System (Gyro)
Mass: .25 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 25 shots
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 1d6 for damage. Add +1 roll modifier to roll.
__________________________________________
Anti-Infantry System (GL)
Mass: .5 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 20 shots
Range: 1
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 2d6 for damage. Add +2 to anti-infantry rolls.
__________________________________________
Anti-Infantry System (MR)
Mass: 1 Ton
Slots: 2
Heat: 3 Unit/attack
Ammo/Ton: 10 shot
Range: 4
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 3d6 for damage. Add +2 to anti-infantry rolls and -1 to accuracy rolls.
Tabletop Rules:
Anti-Infantry System (AIS) are anti-infantry and anti-battle armor weapons only. They won't fire on any other target.
Upon use, choose 3 infantry units within range of the AIS. Roll the required number of dice and apply damage. All AIS weapons will get a -1 penalty when firing upon infantry/battle armor in the same hex as the unit.
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Battletech/Mechwarrior (video game) Rules:
Anti-Infantry System units are mounted in the same slot as the Anti-Missile System and function similarly as AMS when it comes to use. AIS gets less accurate when fighting infantry within 30 meters and are subject to Line of Sight.
I'd keep the laser systems to 2d6... One ton Small Pulse Lasers only get that much. If anything gets 3d6, I'd think the Grenade Launcher would make the most sense. And the Rocket version should probably only be 1d6... its range is its main feature.Thanks, new to this 'make stuff for Battletech' thing. ;)
Glad I could help!So this would work?
I hope my feedback is helpful, then! :thumbsup:Ok, taking your idea into account...
Anti-Infantry System (MG)
Mass: .25 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 50 shots (IS)/100 shots (Clan)
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 1d6 for damage.
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Anti-Infantry System (HMG)
Mass: .5 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 25 shots
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 2d6 for damage.
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Anti-Infantry System (IS Laser)
Mass: 1.5 Ton
Slots: 1
Heat: 3 Units/attack
Range: 3
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 2d6 for damage.
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Anti-Infantry System (Clan Laser)
Mass: 1 Ton
Slots: 1
Heat: 1 Units/attack
Range: 3
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 2d6 for damage.
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Anti-Infantry System (Gyro)
Mass: .25 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 25 shots
Range: 2
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 1d6 for damage. Add +1 roll modifier to roll.
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Anti-Infantry System (GL)
Mass: .5 Ton
Slots: 1
Heat: 1 Unit/attack
Ammo/Ton: 20 shots
Range: 1
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 3d6 for damage. Add +2 to anti-infantry rolls.
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Anti-Infantry System (MR)
Mass: 1 Ton
Slots: 2
Heat: 3 Unit/attack
Ammo/Ton: 10 shot
Range: 4
Rules: Can only target infantry and battle armor and can target up to 3 infantry units within range. Roll 1d6 for damage. Add +2 to anti-infantry rolls and -1 to accuracy rolls.
Tabletop Rules:
Anti-Infantry System (AIS) are anti-infantry and anti-battle armor weapons only. They won't fire on any other target.
Upon use, choose 3 infantry units within range of the AIS. Roll the required number of dice and apply damage. All AIS weapons will get a -1 penalty when firing upon infantry/battle armor in the same hex as the unit.
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Battletech/Mechwarrior (video game) Rules:
Anti-Infantry System units are mounted in the same slot as the Anti-Missile System and function similarly as AMS when it comes to use. AIS gets less accurate when fighting infantry within 30 meters and are subject to Line of Sight.
I wouldn't add an ER version, at least not with the ability to target at 0 hexes...That should do it then. It was going to get crowded anyway.
True, true...That should do it then. Maybe I should propose this to be part of the 'unofficial' stuff given that it would fit well into the setting...