Name BV TMM/Multi Max MP Weapon BV Defense BV Armor Equiv.
Warrior h7 295 +5tmm /1.5 14 speed 96.5 86.6 23
Destroy TN 7+ Minimum damage 5+ Range 8/16/24 Damage 4
MASH (mobile Hq?) 319 +3tmm//1.3 9 speed 34ish 231.4? 71
Destroy TN 8+ Minimum damage 2+ Range 1 /2/3 Damage 5
Skulker 314 +4tmm/1.4 11 speed 56 215 61
Destroy TN 8+ Minimum damage 2+ Range 3/6/9 Damage 6
Mobile HQ 319 +3tmm//1.3 9 speed 58.5 231.4 71
Destroy TN 8+ Minimum damage 2+ Range 3/6/9 Damage 6
Galleon 309 +3/1.3 9 speed 79 190 58
Destroy TN 8+ Minimum damage 5+ Range 3/6/9 Damage 8
Pegasus 640 +4/1.4 12 188.5 284.2 81
Destroy TN 9+ Minimum damage 2+ Range 3/6/9 Damage 2x10
Condor 653 +4/1.4 12 201.5 271.95 77
Destroy TN 9+ Minimum damage 2+ Range 6/12/18 Damage 2*5
Maxim 764 +4/1.4 12 270.75 252.35 72
Destroy TN 8+ Minimum damage 2+ Range 3/6/9 Damage 3*6 LRM1
Vedette 475 +3/1.3 8 110 325 100
Destroy TN 9+ Minimum damage 8+ Range 6/12/18 Damage 6
SRM Carrier 816 +2/1.2 5 648 168 56
Destroy TN 8+ Minimum damage 5+ Range 3/6/9 Damage 10*7
LRM Carrier 833 +2/1.2 5 665 168 56
Destroy TN 8+ Minimum damage 5+ Range 0* LRM6
Manticore 993 +2/1.2 6 419 524 174
Destroy TN 12+ Minimum damage 8+ Range 6/12/18 Damage 2*8 LRM1
Demolisher 981 +2/1.2 5 484 497 165
Destroy TN 12+ Minimum damage 8+ Range 3/6/9 2*22
Schrek 935 +2/1.2 5 568 367 122
Destroy TN 10+ Minimum damage 8+ Range 6/12/18 Damage 3*10
Ontos 938 +2/1.2 5 512 427 142
Destroy TN 11+ Minimum damage 8+ Range 3/6/9 Damage 8*5 LRM1
Mobile Long Tom 835 +2/1.2 5 610 225 75
Destroy TN 9+ Minimum damage 5+ Range 1 /2/3* Damage 6 Free LT on 8+
Behemoth 1173 +1/1.1 3 758 589 214
Destroy TN 13+ Minimum damage 10+ Range 5/10/15 Damage 9x4 LRM2
Foot Infantry 66 0/1 1 45 42 16
Destroy TN 7+ Minimum damage 2+ Range 1 2/3 Damage 3x5
Jump Infantry 68 +1/1.1 2j 51 35 12
Destroy TN 6+ Minimum damage 2+ Range 1 2/3 Damage 3x5
Mech Infantry 67 +1/1.1 4 50 40 14
Destroy TN 6+ Minimum damage 2+ Range 1 2/3 Damage 3x5
Elemental 447 +2/1.3 3j 39ea, 7x 33ea 71
Destroy TN 8+ Minimum damage 6+ Range 3/6/9 Damage 3x5*
IS Battle Armor 231 +2/1.3 3j 18ea, 5.2x 31ea 49
Destroy TN 8+ Minimum damage 5+ Range 1 2/3 Damage 3x5*
MG nest
Light Field Gun
Medium Field Gun
Heavy Field Gun
Shilone 1230 +2/1.2 9 466.5/sf1.5 530 176
Destroy TN 12+ Minimum damage 1+ Range 5/10/15Damage 3x10
Visigoth Prime 2139 +2/1.2 11 863/sf1.76 619.8 206
Destroy TN 13+ Minimum damage 1+ Range 5/10/15 Damage 7*8
The formatting is rough, sorry, but the numbers are solid.
The base destroy chance is a 6+. This is a 72.2% chance to destroy, which is the closest to 1 68.2% standard deviation curve. The Armor Equiv is how many points of armor a unit gets if you remove the motive (there isnt a motive chart to immobilize the asset) and the structure critical (there isnt structure/crits to roll on). Thus, 10 structure on a tank like a behemoth, which is 1.5BV per point, becomes 6 2.5BV points of armor instead of 10 structure that you get a crit chart against. Likewise, the 10% discount for a tracked vee from the motive chart is removed, so 20 armor becomes 18 since the tank cant be immobilized. This provides a total number of bubbles of protection that would be distributed to all the facings, that destroy the tank as soon as you run out. Then we look at how much a single facing (because the front/sides/turret dont matter, only rear) can take. The normal distribution is about total armor /3, so a manticore with it's structure and tracks converted to just armor has about 58 armor capacity before you will have clustered enough damage on the facing side (61.1% of all damage hits the facing, usually the side). This is an expected kill value, falling within a standard deviation. Thus, if you deal 58 damage to a manticore you will expect it to die less then 68.2%, which on a 2d6 system is a bit higher with the closest number (7+). Thus, since you need 58 damage to reach a 5+ (1 per 10 points) to destroy a manticore, and the base destroy check for a manticore is 12, you need a 7 to destroy a manticore with only 58 damage and with just 2 point more damage you need a 6+. To get a 100% chance to destroy a manticore you'd need to deal 100 damage to it. This is congruous with classic BattleTech (I mean, all the numbers started with the classic figures, they better line up lol). My only issue is that this requires every 10 damage to count as a degrade stack, minimum of 1. Thus, if you put 8 damage on a manticore, thats one degrade stack, and if you instead put 28 damage on a manticore in one turn, that is 2 degrade stacks. This is required to keep the math in line with how damage accumulates in Btech. I think it works better, once we put the idea of degrade stacks on the model we may as well do them right.
Youll notice I was able to make the aerofighers easily with my math, but not the weapon emplacements. Thats cause the fighters are real units with BV numbers to crunch, and the emplacements I dont know what MUL unit thats supposed to be. Now that ive made the reverse engineering math, I can do any unit I can see the battle value calculation of.
As for how to play the BSP aerofighters, that easy. The Shilone moves 9 like any other unit in battletech on a ground map, paying for turns as normal, and the Visigoth moves 11. They are high up in the sky, so the relative ground movement would be small (the moon moves way faster then both, but it appears stationary to a ground observer). You have to add 8 hexes to any range to shoot the aerofighter, as the aerofighter would be at altitude 4 if it could attack ground targets. Nice and simple, and all the numbers should be identical to TW ground strikes and such. Their destroy check is the lowest in the game, as any point of damage can cause them to go out of control, but they are also build tough, so on a Visigoth for example all your gonna to is degrade it the first time you hit it with 1 point of damage
(Edit: in classic the Visigoth would be flying high enough that 1 damage could at most make it shed some altitude, which would make future destroy checks easier. 10 damage though might cause a threshold crit, meaning the 13+ to destroy visigoth could die to 10 damage on a lucky crit or catastrophic series of PSRS, but it gets even easier at 20 damage with the PSR penalty, ect ect. The math is pretty solid for how hard it is to kill a Visigoth that doesnt want to die)
As a final note, currently Im of the opinion that no BSP assets can use backwards movement. They count as running after all. Thats one less rule about odd half movement and backwards movement and all. Im for giving all BSP units like an SRM carrier their full MP (instead of only 4 MP) as right now its inconsistent what MP a unit will get. They should move what they move, but since that SRM carrier has 5 MP it can spin 3 and move 2 if it wants to move backwards. As for TMM, I listed the TMM that the unit pays for in BV, but in the game units rarely get their maximum TMM. A timberwolf for example pays for having a +3 tmm but, id wager a tmm of +2 is what the average TMM is of the Twolf. So Id propose that if we are using fixed TMM for these units it should be 1 less then their max. Thus a Warrior would have a +4 TMM and a Vedette would have a +2 and an SRM carrier would have a +1 TMM and Battlearmor would have +2. Seems a fair abstraction.