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BattleTech Player Boards => Fan Designs and Rules => Topic started by: Daryk on 30 November 2019, 11:06:18

Title: Remote Weapon Stations (RWS)
Post by: Daryk on 30 November 2019, 11:06:18
I've been working on ways to mount infantry support weapons on 'mechs and combat vehicles for a while now, and think I finally have something workable.  In general, no RWS should be superior to an existing "heavy" weapon, with the exception of being able to fire at 0-hex range.  I'll make tweaks here in the first post as people point out issues.

Code: [Select]
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

Up to three identical energy Infantry Support weapons may be installed in a Light RWS as long as the weight does not exceed 99 kg.  Weapons with ammunition may only by twin mounted.  Larger RWS only accommodate twin mounts regardless of weapon type.

Ballistic Weapons multiply their base mass by 4 for ammunition handling equipment.
Grenade Launchers multiply their base mass by 8.
Missile Launchers multiply their base mass by 12.
Weapons with ammunition must allocate weight and critical spaces for it separately.
Energy weapon installations with a short range greater than 3, or TW damage greater than 1 generate 2 heat.  All others generate 1.

All RWS may fire at 0-hex range with a +1 penalty.  Infantry weapons with a 0-hex base range cancel this penalty.
Incendiary weapons may choose to inflict heat instead of damage as normal.
Heavy Burst weapons inflict 1d6 of Anti-Infantry damage per barrel in the mount.

Mounting or dismounting an infantry weapon in an RWS is a Class A Refit per weapon (not mount).
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 30 November 2019, 11:12:43
Here are some sample mounts I worked through in developing the above.

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
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
Title: Re: Remote Weapon Stations (RWS)
Post by: idea weenie on 30 November 2019, 13:13:56
The key weakness with these remote weapons is the demand for critical space.

For ammunition-based weapon, I'd be tempted to give them 1 load of weaponry inherently, so it doesn't need crit space for that.  So each of the weapons for the Inner Sphere get the listed shots 'free' to represent an existing battery pack connected to them  (or an on-mount weapons box).  For energy weapons using only a 3 kg battery pack, you might see multiple battery packs linked together (or larger Power (https://www.sarna.net/wiki/Power_Pack) Packs (https://www.sarna.net/wiki/High-Capacity_Power_Pack) since the Mech can carry them much easier).

Would that battery pack be able to charge from the Mech's reactor?  This way it only uses power from the battery pack when the Mech is shut down (and once the reactor is back online, the battery recharges easily).  That could be a primary use for these weapons, a basic anti-infantry defense when the Mech is overheated and shut down.

Would a shot from each of these if it hits internal structure, be enough to roll for a critical?  You might see a light Mech with a few of these weapons used for crit-seeking instead of damage.

But overall, none of these weapons are a match for existing Inner Sphere 3025 weaponry.  I put your chart below, and added the Inner Sphere 3025 Small Laser, Medium Laser, Machine Gun, and Flamer for comparison

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
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 30 November 2019, 13:23:49
As I stated up front, the idea was to ensure that none of them would match an existing heavy weapon, and that's why they're so crit intensive.  I assumed the energy weapons were entirely powered from the unit's engine.  The only benefit I was looking to grant with these was the ability to fire something at 0-hex range.
Title: Re: Remote Weapon Stations (RWS)
Post by: CrossfirePilot on 30 November 2019, 15:04:08
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 30 November 2019, 15:21:51
I think that would be a pintle mount... an RWS can be operated from the cockpit.

As far as Idea Weenie's concern about piling on the crit seekers, you're really only looking at very short range weapons for that.  The 0.25-ton RWSs only range 2/4/6 at best.
Title: Re: Remote Weapon Stations (RWS)
Post by: CrossfirePilot on 30 November 2019, 15:41:08
I guess I was thinking even lower tech. Something that a MechWarrior came across and extra .50 somewhere and thought "ya know I should really just mount this on a simple tripod next to the cockpit hatch, just in case..."
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 30 November 2019, 15:57:08
That sounds good, and honestly, the Support Machine Gun IS the Ma-Deuce as far as I can tell.  Have you seen my Machine Guns (https://bg.battletech.com/forums/index.php?topic=55497.0) thread?
Title: Re: Remote Weapon Stations (RWS)
Post by: dgorsman on 30 November 2019, 20:13:46
Especially for anti-armor focused designs, like the Lament, giving them some local protection from infantry.  Which by that point can be decidedly nasty.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 01 December 2019, 07:30:59
Daryk

I like the idea. It reminds me of the Multiple Mounting Rules from XTRO:1945. I'm not sure about multiplying the weapons weight though. The weight isn't multiplied when infantry weapons are mounted in small vehicles. I'm not sure why they'd be in mechs. They get one ammo load free. Any other loads are added to the weapons weight. The range for also remains the same for that of the infantry weapon.
So a Support Laser with 10 reloads (150 shots) would weight 99 kg. The range would be 9 with a damage rounded up to 1 point. I kind of like that more. Adding in the 1945 rules one could have a Quad Mount of Support Lasers taking 1 crit and weighting .5 tons. One thing it doesn't do that yours does it the heat. Infantry weapons don't generate heat on small vehicles. That could be explained away as Mechs being more compartmentalized so the heat would build up and need to be disputed. That'd end up being 4 heat for a Quad Support Lasers.



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.

Reminds me of a mechwarrior entry in Cranston Snord's Irregulars. During one battle his Locust overheated so he stood up in the cockpit and fired every hand weapon he had, emptying clips and battery packs.



Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 01 December 2019, 08:15:48
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 01 December 2019, 11:53:39
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.

You're very welcome. :)  I don't think that a Quad Mount would be overly attractive over a Small Laser. XTRO:1945 rule would have the weapons in a multiple mount either fire individually, or roll on a cluster hit chart. Plus if we add heat back in a Quad Mount of Support Lasers would generate 4 heat. Small Laser only generates 1. So its got 4 times the heat for possibly 1 more point of damage at 3/6/9 range. Could be better off with a medium laser.

I'm kind of conflicted about the energy weapons being hooked up to the engine. That would require a power amplifier for lower tech engine types. In a way it makes sense. No problem there. It's just that they change more over other infantry weapons. They're kind of like chemical lasers in that they require ammo and now they're ammo free. I'm not sure about that. Seems like too much of an advantage.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 01 December 2019, 12:22:32
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 01 December 2019, 15:58:47
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.

The Support Laser has a Base Range of 3. Which works out to 3/6/9 on the board.

I suppose crit seeking could be seen as an advantage. I'd rather get through the armor but crits are good.

If going by limits I'd limit multiples to under .25 tons or you're there's no reason to take Clan Machine Guns in terms of crits. And you lost me about the weight. The first post you have weight multiplied for an ammo feed system. That would make a single Support Machine Gun weigh 176 kg. That'd make a triple mount weigh 528 kg. And you'd still have to add ammo. And all weapons should have an ammo feed system. For energy weapons that'd be all the power cables and such. Are you changing the weight now?
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 01 December 2019, 17:57:04
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).
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 01 December 2019, 18:12:14
Ok, I think I got all the ranges fixed... and I'll eventually post up the Machine Gun mounts once I get that thread squared away...
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 01 December 2019, 23:30:37
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).

I didn't know that they'd changed.

That's cool but if you multiply the weight of the weapon, for the ammo feed system, you take away mounting multiples for most weapons.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 02 December 2019, 04:28:21
Yes, exactly... that's as intended to avoid obsoleting any existing heavy weapons.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 02 December 2019, 08:23:13
Yes, exactly... that's as intended to avoid obsoleting any existing heavy weapons.

To be under your weight limit of 99 kg the three ballistic weapons could weigh no more than 8.25 kg each.
8.25 kg x 4 = 33 kg x 3 = 99 kg
After a quick look I only see 8 Support weapons that fit that weight and only 3 of them would damage armor. And that's with everything being multiplied by 4. You could only mount two Grenade Launchers as three would weigh 120 kg with the 8 times weight increase.
The Lightest missile is the VLAW at a 2.2 kg, and with a 12 times weight increase  26.4 its the only one that can be triple mounted. And even then they'd do no damage at .48 damage.
Where do Mortars and Recoilless Rifles fit in? And why no weight increase for Energy Weapons?

I do like the idea but I'm not seeing how it works and its biased towards energy weapons.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 02 December 2019, 17:11:30
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).
Title: Re: Remote Weapon Stations (RWS)
Post by: Maingunnery on 02 December 2019, 17:29:09

I always considered support weapons (especially the lasers) to be meant as fractions of heavy weapons (around 1/6th).
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 02 December 2019, 17:59:42
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 03 December 2019, 05:06:55
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).

Fusion engines do give unlimited ammo, the thing is you're still going to have to have power cables and adapters and such in order to plug the energy weapons into the fusion engine. And those are on top of the mounting brackets and coolant lines. All those should weigh the same as the mounting brackets and ammo feed mechanisms. And the easiest way to have them it to just round up the weight of the weapon to the nearest .5 tons. Maybe .25 tons which is going to get rounded up eventually.

As for damage the best the infantry weapons will do is 2 points of damage. That might make the best infantry weapons compatible with Clan Micro Lasers and Machine guns. Which makes sense considering their development.  And those happen to be energy weapons. The heaviest of which, if ammo or mounting equipment weight is included is going to round up to .5 tons which is double the Micro-Laser and MG weight.

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.

If we're going to go with what infantry weapons are without mounting brackets and feed mechanisms and such then we should look at the Combat Equipment rules on page 110.

I think if you want to make it so even if infantry weapons don't eclipse vehicle scale  have them keep the same range modifiers or reduce them some. Fluff it as they the weapons being too small to accurately tie into the units targeting system or something.

Something like, no FCS the modifiers stay the same so a weapon with a base range of 3 would have a -4 target modifier at range 9. A basic FCS would have a modifier of -3 and a full FCS would have a modifier of -2. That would ensure that infantry weapons don't eclipse vehicle scale ones.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 03 December 2019, 17:25:26
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... ???
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 04 December 2019, 00:38:36
The problem I see with the Combat Equipment rules is that they rely on a table vice a rule for conversion.

I think there's also some fluff in those rules as according to the fluff some BA and Vehicle Scale weapons are Infantry weapons with mounting brackets and stuff.

It's also a flat weight. It's weapon and mounting equals .5 tons.

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I generally feel the energy weapons are "heavy enough" as is, and the machine guns, grenade launchers and missile launchers aren't.

I'd have to disagree and by not giving them any "added" weight you simply cause a bias toward energy weapons being used. Your rules already give them free ammo. They don't need anything else free. Who'd use a Machine Gun when they could double mount a Support Laser?


Quote
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.

I don't know what you mean by underpinned. I do know though that TW and AToW are often at odds. The Range for a Support Machine Gun in TW is 6. Using AToW conversions is 9.

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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.

Works for me.


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I'm really not sure where you're coming from with the penalties to hit at 9-hex range being less than -4... ???

I'm looking at the table in TM page 149. Infantry don't have the targeting systems vehicles and mechs can have. If you want the infantry weapons to be worse than vehicle versions you could give them a to hit penalty based on the type of FCS installed. -4 was with no FCS, -3 with Basic, and -2 with advanced.
You could also have energy weapons require ammo. Think about it. The Support Laser, with AToW rage would hit at 11 hexes compared to the ER Micro-Laser's TW range of 4. Multiple mount the Support laser with unlimited ammo and who'd use the ER Micro-Laser?
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 04 December 2019, 04:48:05
The conversion rules for range from the Companion only take into account Short range from AToW.  It's why the Support Laser is 3/6/9, not 11.

As far as the ER Micro Laser vs. dual mounting two Support Lasers: 2 Support Lasers would require a 0.5 ton RWS and generate 2 heat while the ER Micro Laser is only 0.25 ton and generates 1.

Dual mount Support Lasers would also only do 2 Anti-Infantry damage, vice the Support MG's 1d6.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 06 December 2019, 15:10:46
Short range divided by 30 rounding normally. That comes up to 11 for the Support Laser.

So the Dual Support lasers weigh .5 tons and generate 2 heat. They still can do the same damage as the ER Micro-Laser, with crit seeking. Plus they have nearly twice the range of the same weight ER Small Laser.

As for the Support Machine Guns. A Dual mounted Support MG  do 1 point of damage, +1D6 against infantry each. The Machine Gun just does 1D6 damage against Infantry. Both weigh .5 tons. They also have crit seeking against vehicle scale targets. That makes them far more effective against infantry than the vehicle machine gun.

For the less tonnage (no ammo) I could take a Dual Support Pulse Laser, have greater range (Base 3 instead of Base 2), and do 2D6 each against infantry.


I can see why TPTB decided not to allow Infantry Weapons on medium and larger vehicles. That said, I still like the idea. When I read about people strapping weapons onto an IndustrialMech, I picture Infantry weapons. I also picture XTRO:1945 when it comes to aircraft. So I want to mount small weapons on larger units, especially when some vehicle scale items weigh less than some support weapons.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 06 December 2019, 17:05:02
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 07 December 2019, 04:13:53
With the weight multiplier, Dual Support Machine Guns would weigh 1 ton, just like two 'mech scale Light Machine Guns.

Clan versions can weigh .25 tons. They'd also still do twice the damage against infantry.


Quote
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.

Early you said their advantage would be the multiple mounted weapons crit seeking. Is that being changed?

Quote
Dual Support Pulse Lasers would be a full ton (300 kg total weight of weapons).

They'd still do nearly as much damage of a Small Laser and have twice the range.


Quote
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.

Sorry that doesn't work out. 100 meters/30 rounded would be 33 meters. That's pretty much 1 TW Hex. That's a max range of 3 hexes. The Support Laser has a TW range of 9 hexes.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 07 December 2019, 07:26:23
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: Retry on 07 December 2019, 11:05:15
Daryk has the right of it.  Range(m)/HexWidth(m/hex) is the relevant formula here, where HexWidth is the length of a single battletech hex in meters, a constant 30 meters/hex.

100m/30(m/hex)=3.33hexes, rounding down to a 3 hex short range.

For a Heavy Support laser with a short range of 150m, that formula gives 150m/30(m/hex)=5 hexes, again exactly translating into the Techmanual value.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 07 December 2019, 12:55:27
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.

Its not just some IS Tech bolting them on but some IS company producing them, depending on the era. I can also see the Society using bolting infantry weapons on to give them any kind of edge.


Quote
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.

When I mentioned the rules in XTRO:1945 and how multimounted weapons roll on the cluster hit chart when fired at the same target you said that that made them better crit seekers and you didn't like that. Are you having all the weapons hit the same target? If so are you adding the damage together and are you also using the AToWC formula? Because I got a higher number for damage than TM gives.


Quote
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.

Not really. You're comparing pulse lasers. Both the small pulse laser and the multiple mount support pulse laser would weigh the same and generate the same heat. Damage depends on if the dual mount rolls on the cluster hit chart or not. It also depends on if you use AToW or TM damage or not. If you do the dual mount generates the same damage against vehicle scale and twice that against infantry.

Quote
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.

That's what I've been saying. The Support Laser has a range of 9 hexes. And the ranges for Small Lasers and Small Pulse Lasers are 1/2/3. So for the same weight and and heat the Multiple mounted Infantry lasers do the same, or better, damage at three times the range. That totally outclasses the vehicle scale weapons.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 07 December 2019, 13:07:52
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.

Short range divided by 30 rounding normally. That comes up to 11 for the Support Laser.
*snip*
Please forgive my misinterpretation of what you said here.  Honestly, I'm still confused by it.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 08 December 2019, 16:18:20
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.

The ones in XTRO:1945 can be mounted in twos, threes, or fours. They can also be fired together using the cluster chart or individually.

About the differentiation between mounts, do you mean all that extra weight?



Quote
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.

That's 2d6 per weapon against infantry. Against vehicles, using the AToWC formula I'm getting 10 points each, which can't be right. I am following the formula given. I also get 10 for the support machine gun so somethings off.


Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 08 December 2019, 17:04:49
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 09 December 2019, 14:08:44
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.


Looking at TW page 216 it says burst weapons use the table on page 217. Pulse lasers are burst weapons and would do 2d6 damage against infantry. There's two weapons in a dual mount so that'd be 2d6, each.


Okay found it. Missed the "To a max of 1" part for the reload factor. With that I get 3.25 damage for the Support Pulse Laser. TM lists the Support Laser as doing .81 damage. So I'm not sure what I'm doing wrong.


Here's my math for the Support Pulse Laser.
Infantry Damage Conversion Formula*:
Total Warfare Damage = [(5 x 32.5) ÷ 50] x 1

Penetration Factor = 5
Damage Factor = 5 x (3.5 + (15 ÷ 5))
Reload Factor (Support Weapon) = (13 ÷ 3), to max of 1
(Military Power Pack has 200 power Points and the Support Pulse Laser uses 7 points per shot. A burst is 15 shots)


Quote
Weight is certainly one of the differentiators.  Mostly, I was trying to avoid different weapons ending up completely identical at the TW scale.

Unfortunately, I think that's what is going to happen since TW scale are scaled up versions.

I think one way to avoid them being completely identical is to include ammo even for energy weapons. That's how it is legally anyway. Plus it makes them different. Standard Laser and Chemical Lasers have the same stats except the latter use ammo. Same principle with infantry weapons. I'm of mixed feelings about heat. Currently they don't need a heat sink in small vehicles. If you did include heat in larger vehicles/mechs you could make the heat sinks dedicated and part of the same system, like an ammo bin. That would further make them different from regular energy weapons.

Outside ammo/cargo bins in Superheavy mechs the only multiple mountings I know of are XTRO:1945 weapons and Compact Heat Sinks. I want to say take the weight of a weapon and all the ammo you want to shoot and increase it 50%.Then round it off. But part of me doesn't wan't to go over .25 tons otherwise, why not multiple mount everything?

Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 09 December 2019, 18:22:52
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).
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 09 December 2019, 18:56:32
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.

Ah I see it now. Thanks :)


Quote
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).

Page 216 doesn't specify infantry or vehicle. I does say Battle Armor. The only other things I can find are "Machine Gun Platoons" page 215 and "Damage from Other Infantry Units:" page 216.  Pulse Lasers aren't Machine Guns and damage is the standard damage then the Support Laser doesn't get a 1d6 damage against infantry.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 09 December 2019, 19:13:56
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 10 December 2019, 07:19:52
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.

In which case no Infantry Pulse Laser should get the 1d6 against infantry.


Quote
And you're quite welcome for the math help... some parts of that rule are easier to overlook than others.

That's for sure! I know I had divided by 4 at one point as I remember the 1.25. Where it went I don't know but next thing I knew it wasn't there. Thanks :beer:
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 10 December 2019, 17:33:21
I give them the 1d6 based on Tech Manual, page 148.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 11 December 2019, 06:57:13
and they have the B mod listed in the chart. But that doesn't make much sense. The Light Machine Gun has a higher burst rate and doesn't get the B. Even the Semi Portable Pulse Laser has a higher burst rate and doesn't have the B. Not even the Support Autocannon has the B.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 11 December 2019, 16:12:25
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 11 December 2019, 17:33:25
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.

And the only one I listed that doesn't have a burst of 15 listed in the Companion is the Support Pulse Laser (Semi-Portable).  The Companion gives it a burst of 10. Non of the lasers have a burst of 15 in Total Warfare. Yet it does give the Support Pulse Laser (Semi-Portable) a greater burst rate than the other two pulse lasers.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 11 December 2019, 17:44:29
I'm not sure what you're talking about there... AToW page 275 lists both the Support Pulse Laser and Heavy Support Pulse Lasers with bursts of 15, so for purposes of the Companion's formula, they both qualify for the Heavy Burst special.  The semi-portable one is listed with a burst of 10, so it doesn't.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 12 December 2019, 05:20:50
TechManual lists the shots/bursts for the weapons and the math doesn't equal a burst of 15.

Auto-Rifle (30/2)  15 round bursts no B
Rifle (Federated-Barrett M42B) (50/5) 10 round bursts has the B
Rifle (Imperator AX-22 Assault) (15/1) 15 round burst no B
SMG (Rorynex RM-3/XXI) (100/6) 16 round bursts no B
SMG (Rugan) (100/7) 14 round burst no B
Autocannon (Bearhunter Super-Heavy)(180/6) 30 round bursts has B
Autocannon (Semi-Portable)(200/8) 25 round bursts no B
Machine Gun (Light)(45/3) 15 round burst no B
Machine Gun (Portable)(75/5) 15 round burst has B
Machine Gun (Semi-Portable)(80/4) 20 round burst has B
Machine Gun (Support)(100/5) 20 round burst has B
Pulse Laser (Dragonsbane Disp.)(1-D) no B
Support Pulse Laser (21/4) 5 round burst has B
Support Pulse Laser (Heavy)(18/3) 6 round burst has B
Support Pulse Laser (Semi-Portable)(25/2) 12 round burst no B

The Ballistic Weapons all have greater burst rates than the Pulse Lasers yet they're hit and miss when it comes to getting the B modifier for Burst. Also the Support Pulse Laser (Semi-Portable) has a burst rate twice that of the other two pulse lasers yet it doesn't have the B modifier. All the Ballistic weapons I listed should have the B modifier. If a 5 round burst grants the B all weapons with a burst of 5 or more should have the B. Also AToW gives the first 3 Pulse lasers a burst of 15 and the last one a burst of 10. Something's out of whack.

Below are from the Companion. It doesn't say one way or another. I'm including them just because.

Machine Gun (Vintage)(90/9) 10 round bursts. This is from page 195. Page 172 has a burst of 15 so it'd be (90/6) Is there errata for this? B or no B?
Minigun (Vintage)(500/10) 50 round bursts. Should have the B
Gatling Gun (Vintage)(480/40) 12 round bursts. B or no B?
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 12 December 2019, 17:10:42
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 13 December 2019, 04:16:43
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.

You'll need to tell me where that it as I don't remember seeing it before.  A couple without the B do equal 20 though. As for the rest of the support weapons, they're made for anti-infantry. Even the vintage ones. They should get the B. Especially when you look at the M42B. The more rounds fired the higher the damage. The Minigun's firing bursts of 50 compared to the 15 of the M42B. It should be taking out more than 1 trooper.

Actually, TechManual says that it does list the weight for the number of shots/bursts for weapons. It does say its mostly intended for vehicles since they use that weight and infantry don't. But if those shot/burst rates don't  match up with AToW there needs to be an errata issued.

Going back to the M42B, it's a case for less abstraction.  Along with absurd things like a single trooper with a rifle allowing a melee weapon armed platoon to hit at 9 hexes. Infantry should have multiple attacks, same as any other unit. They should also be able to use all the types of ammo available to them. Why shouldn't the infantry be able to fire the rest of their weapons at the enemy and then fire the grenade launchers with smoke rounds to cover their movement? Or small vehicles, since they can also use the M42B?
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 13 December 2019, 05:00:44
The requirements for all the special features are in the table on page 171 of the AToW Companion.

Auto-Rifle (30/2)  15 round bursts no B (APxBD=16)
Rifle (Federated-Barrett M42B) (50/5) 10 round bursts has the B (already noted the problem here)
Rifle (Imperator AX-22 Assault) (15/1) 15 round burst no B (APxBD=16)
SMG (Rorynex RM-3/XXI) (100/6) 16 round bursts no B (APxBD=6)
SMG (Rugan) (100/7) 14 round burst no B (APxBD=6)
Autocannon (Bearhunter Super-Heavy)(180/6) 30 round bursts has B
Autocannon (Semi-Portable)(200/8) 25 round bursts no B (APxBD=18)
Machine Gun (Light)(45/3) 15 round burst no B (APxBD=15)
Machine Gun (Portable)(75/5) 15 round burst has B
Machine Gun (Semi-Portable)(80/4) 20 round burst has B
Machine Gun (Support)(100/5) 20 round burst has B
Pulse Laser (Dragonsbane Disp.)(1-D) no B (APxBD=15)
Support Pulse Laser (21/4) 5 round burst has B (Burst is 15 per AToW page 275)
Support Pulse Laser (Heavy)(18/3) 6 round burst has B (Burst is 15 per AToW page 275)
Support Pulse Laser (Semi-Portable)(25/2) 12 round burst no B (Burst is 10 per AToW page 275)

A single trooper is insufficient to change a unit's range, and I think the melee weapon thing was taken care of with errata.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 13 December 2019, 23:46:10
The requirements for all the special features are in the table on page 171 of the AToW Companion.

I think I found it. Thanks. :)

Quote
A single trooper is insufficient to change a unit's range, and I think the melee weapon thing was taken care of with errata.

As far as I can see as long as there's 2 secondary weapons per squad they get the longest range. So if a platoon has 8 Auto-Rifles the other 20 troopers with clubs can still hit at 3 hexes.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 14 December 2019, 05:33:54
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 14 December 2019, 07:33:38
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.


From the latest errata I have.
Quote
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.”

It all goes towards abstracting infantry and giving them just one attack. I'd rather have multiple attacks.

Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 14 December 2019, 07:59:17
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 14 December 2019, 14:38:25
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.

But it gets worse if you give them a greater ranged weapon. Replace the Auto-Rifles with Light SRMs and the platoon is doing 13 damage at 9 hexes when really only 5 of those points can actually reach that far.


Going back to the topic, I was wondering about having something like the Machine Gun Array to control the multiple mount so all the weapons hit the same place and damage is added together. Then if it get destroyed they roll on the cluster hit chart.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 14 December 2019, 21:34:14
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 15 December 2019, 08:04:03
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.

The most damage you're going to do with grouped Infantry weapons would be 8 points, rounded up. 7 just added. The number of infantry weapons that can do that much damage is reduced if you limit multiples to under .25 tons with ammo. Require a targeting system an they get less powerful.

For example, A quad mounted 2 shot SRM Launcher would weigh .12 tons. Ammo 6 shots (10 if you include first shots free.) weight another .12 tons for a total of .25 tons. That'd be rounded up to .5 tons for mounting systems and such. With that targeting system it'd weigh another .5 tons for a total of 1 ton and 2 critical slots. For damage it'd do 5 points of damage to one location for 2 rounds and then drop to 2 points on the third. Then its out of damage. Without the targeting system it'd roll on the cluster chart to determine how many missiles hit each turn. It'd also only have a max range of 6 hexes. It's hardly better than an SRM-2 in terms of damage with less range and less ammo.  Unless of course you want to have ammo bins as a separate weight and crit. Then the quad 2 shots would have a total of 50 rounds of ammo but the range would still be shorter
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 15 December 2019, 09:41:44
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 15 December 2019, 11:00:32
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...
Title: Re: Remote Weapon Stations (RWS)
Post by: Retry on 15 December 2019, 11:25:11
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?
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 15 December 2019, 11:42:35
Here's the verbatim text from page 6 of the AToW Errata v2.02 (5 July, 2015):
Quote
* Missile Launchers (p. 274)
1) SRM Launcher (Light)
Change shots to 1.
2) SRM Launcher (Heavy)
Change shots to 2.
So the simple answer to your question is "no".

Also, I had forgotten about errata Herb posted for the AToW Companion back in 2013, modifying how the Burst value affects the Damage Factor: https://bg.battletech.com/forums/index.php?topic=23279.msg637725#msg637725

Basically, you round the (Burst/5) factor normally, vice up as printed in the Companion.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 15 December 2019, 13:49:16
If missile launchers worked the way I'd like them to, it would go something like this:

A "Light" SRM launcher would have a range of 2/4/6, do 2 points of damage, fit in a 0.5 ton RWS, and be able to fire at 0-hex range.
A "Standard" SRM launcher would basically be a dual-tube "Light", have a range of 2/4/6, fit in a 1 ton RWS, inflict 1 heat, fire at 0-hex range, and roll on the 2 cluster table.
A "Heavy" SRM launcher would have a range of 3/6/9, do 2 points of damage, fit in a 1 ton RWS, inflict 1 heat, and be able to hit at 0-hex range unlike an SRM-2.
An MRM launcher would have a range of 4/8/12, do 1 point of damage, fire at 0-hex range, inflict 1 heat, and fit in a 1-ton RWS.
An LRM launcher would have a range of 5/10/15, do 1 point of damage, be unable to fire at 0-hex range (and in fact have a minimum range of 2 hexes), inflict 1 heat and fit in a 1-ton RWS.
Title: Re: Remote Weapon Stations (RWS)
Post by: Retry on 15 December 2019, 14:14:47
Interesting.

Personally, I'd have just made the hand-held missile launchers equivalent to their vehicular counterparts.  So a Corean Farshot LRM goes up to 21 hexes, and so on.  That's essentially what I did for the infantry-scale TW weapon restatting I did a while back.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 15 December 2019, 15:45:24
I think a range reduction is in order since more of the targeting system has to be in the missile itself, but your way could work too.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 16 December 2019, 13:03:49
There is fluff that says the 10kg SRM used by infantry is the same as that found in vehicles and mechs but it's never worked out that way. Except in the Combat Equipment table. Then Infantry SRMs were vehicle SRMs when mount on vehicles.

 :(   I've also read that the 2 shot does more damage over the light SRM because it's firing 2 missiles per shot. I don't know about the heavy. TM gives it the same damage as the light, yet it's got 2 shots, like the 2 shot SRM. You'd think the Heavy would be closer in damage to the 2 shot.

As for the reduced range, I've always fluffed it as that the infantry targeting systems aren't as good as those found on vehicles and mechs because they're so small.


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.

Thing with infantry weapons is that they're all pretty much 1 shot weapons in TW. The conversion system has them firing at max rate in TW. They work differently in AToW. In AToW the Heavy SRM Launcher has 2 shots, the other's have 1.Then they need to reload.
What I haven't figured out is why the Heavy SRM Launcher does the same damage as the Light SRM Launcher in TW. It's firing more missiles per shot. It should do more damage.





Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 16 December 2019, 18:19:04
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 17 December 2019, 05:01:52
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.

Thing is TM says the 2 shot and the light have 2 shots while AToW has the 2 shot and Heavy having 2 shots. So which has 2 shots? The Light or the Heavy?


Quote
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.

Well, MechWarrior 3 says that the heavy srm launcher fires the same ammunition as the vehicle/mech launchers. Even if they aren't the size of the missile's components shouldn't change. The difference is what's firing them and looking at things Infantry have the shortest ranges. There's only so much targeting you can put into weapons that weighs 10-30 kg.


Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 17 December 2019, 17:07:15
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 18 December 2019, 02:29:46
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?

Those are newer types. I'm not sure why they were added. Maybe because some were single shots?
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 18 December 2019, 04:36:29
Maybe... I really have no idea other than I personally would have done it differently.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 20 December 2019, 03:15:57
Maybe... I really have no idea other than I personally would have done it differently.

One thing I'd do different is if a weapon, or ammo, is fluffed to be the same then it does the same damage. I'd also allow the other ammo types to be used. No averaging ordnance damages.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 20 December 2019, 04:30:42
I think they did the averaging thing to rein in ordnance.  Anti-vehicle ordnance has AP 8.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 20 December 2019, 20:26:04
I think they did the averaging thing to rein in ordnance.  Anti-vehicle ordnance has AP 8.

I think it's more so that infantry don't become too powerful. If I did the conversion right I got 2.34 damage. That rounds to 2 points per missile. Averaging the damages reduces the damage to just under half for the 2 shot and to a quarter for the light and heavy.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 21 December 2019, 05:42:33
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
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 21 December 2019, 06:21:06
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

And there's the problem. Two actually. One; all the infantry SRMs use Ordnance E. Two; even those damages are higher than what's listed in TM.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 21 December 2019, 06:23:00
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).
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 21 December 2019, 06:45:23
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).

I'm looking at the Third Printing PDF. It has damage of 1.14 for the 2 shot srm and .57 for the light and heavy srm.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 21 December 2019, 06:48:17
Because TM didn't implement the AToW errata that increased the Heavy to two shots...
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 22 December 2019, 00:01:35
Even if they had TM has the 2shot doing 1.14 for 2 missiles. That's a lot less than 1.71 per missile.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 22 December 2019, 07:39:11
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 23 December 2019, 11:55:14
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.

So the Heavy SRM should do the same damage as the 2shot SRM?
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 23 December 2019, 14:59:44
After the AToW errata is applied to TM, yes.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 24 December 2019, 03:07:50
That would be good. :)

Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 25 December 2019, 10:03:50
Hmmm... working through the various Machine Gun variations, I think I might add a rule for heat for them.  Basically, 1 Heat if damage is greater than 1 at the TW scale.  That would keep the RWS version from displacing the 'mech scale MG.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 27 December 2019, 07:47:59
I'm not sure they'd be used. The biggest users of these I can see would be militia, police, security, poor mercs, and freedom fighters/rebels. They're more likely to be using Industrial Mechs of some type and they don't all deal with extra heat well.

I was thinking though, what if they were modified to rapid fire? That would help explain the added weight and the heat. As a nerf they could jam like ACs.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 27 December 2019, 07:54:29
Rapid fire is one of the things I'm trying to reserve for the TW scale weapons (so RWSs don't just outright replace them).  I see RWS as relatively niche systems for close quarter fighting.  They have the advantage of being able to engage at 0-hex range, which is pretty significant.  Not that I like BA scale equipment, but I think of them as being like AP weapon mounts on BA.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 27 December 2019, 09:02:37
I understand. I'm just not sure about how well they'd work or be used. I'm not sure a range of 0 is enough reason to want one. Machine Guns have them beat all ways and if they get to range 0 there's A-Pods.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 27 December 2019, 09:04:04
When were A-Pods introduced again?
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 28 December 2019, 07:13:46
When were A-Pods introduced again?

TM page 204 says
Quote
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.

There's also Vehicular Grenade Launcher were are pre-spaceflight. TacOps page 315.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 28 December 2019, 08:39:20
Sounds like another "Rocket Launcher" situation.  It would be nice if TPTB would give us some of those "crude versions"...
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 29 December 2019, 08:18:37
Sounds like another "Rocket Launcher" situation.  It would be nice if TPTB would give us some of those "crude versions"...

I so agree.  :thumbsup:
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 22 January 2020, 17:44:39
This would actually be viable if the rules are added. You'll probably only have three of them on a 'Mech or vehicle but they would be a welcome sense of realism.
Like so:
(https://i.imgur.com/nOe7QMJ.png?1)
Yes, it's a GDI Titan mech, but the idea is the same.  ;)

The only way we can replicate this is via torso cockpits and head turrets or two shoulder turrets.

This would allow you to make Infantry even more effective while not making them OP. Sacrifice some ammo and/or armor and boom, you've got more anti-infantry capability. You could -perhaps- also make an AMS variant called the 'dual-purpose' AMS, which can pull double duty in this sort of situation for higher ammo consumption/heat.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 22 January 2020, 17:51:32
I think AMS is too integrated to be installed via a RWS.  It really requires the sensor part to make it work...
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 22 January 2020, 18:27:15
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 22 January 2020, 18:28:54
I vaguely remember a rule somewhere for using AMS against infantry...  BattleTech: "There's a rule for that..."  :D
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 22 January 2020, 19:38:36
I vaguely remember a rule somewhere for using AMS against infantry...  BattleTech: "There's a rule for that..."  :D
If there is, then man BattleTech is crazy...
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 22 January 2020, 19:46:51
Yep... TacOps, page 100:
Quote
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 22 January 2020, 19:59:16
Yep... TacOps, page 100:
Wow... so how would making an 'Anti-Infantry System' work, given that this is what an RWS essentially is?
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 22 January 2020, 20:03:18
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 22 January 2020, 22:04:00
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...
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 23 January 2020, 04:25:54
AIS? You mean, AMS, right?  ???
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 23 January 2020, 05:06:10
AIS? You mean, AMS, right?  ???
We use AMS to create AIS, if that makes sense.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 23 January 2020, 16:29:17
Ah, I see what you mean now... thanks for the clarification!  :thumbsup:
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 23 January 2020, 16:48:03
Ah, I see what you mean now... thanks for the clarification!  :thumbsup:
It happens, especially when the idea evades understanding without context. :beer:
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 23 January 2020, 17:42:53
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...
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 23 January 2020, 23:14:59
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...
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 24 January 2020, 04:54:04
That would be the most logical way to do it.
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 24 January 2020, 14:42:20
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...
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 24 January 2020, 17:34:48
Cool... I'll look for your post...  :thumbsup:
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 24 January 2020, 22:10:53
Cool... I'll look for your post...  :thumbsup:
Ok, here's prototype 1 (based off of AMS systems for ease of prototyping):

Quote from: Anti-Infantry System (AIS)
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 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
So, that should work for a prototype...
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 25 January 2020, 03:08:11
Hmmm... the "target 3 squads" thing could be problematic, as that effectively triples the fire rate.
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 25 January 2020, 14:46:46
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...
Title: Re: Remote Weapon Stations (RWS)
Post by: Maingunnery on 25 January 2020, 14:54:32

Would an AIS automatically engage hostile infantry?
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 25 January 2020, 15:38:55
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...
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 25 January 2020, 17:08:57
The issue is that platoons are made up of multiple squads... I think "units" might be better phrasing...
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 25 January 2020, 20:39:14
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 25 January 2020, 20:48:43
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...
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 25 January 2020, 20:52:56
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:
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 03 February 2020, 03:22:08
Prototype 2:

Quote from: Anti-Infantry System (AIS)
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
____________________
... and here is the prototype for DPAMS:

Quote from: Dual Purpose Anti-Missile System
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.

So, is it practical?
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 03 February 2020, 04:45:11
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 03 February 2020, 07:07:17
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 had to get the basic bits right first before I go tinker with them to give them their own 'style'.

Although if CGL uses either or both ideas, I would be surprised and happy.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 03 February 2020, 17:35:45
I hope my feedback is helpful, then!  :thumbsup:
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 05 February 2020, 00:38:00
I hope my feedback is helpful, then!  :thumbsup:
Ok, taking your idea into account...

Quote from: Anti-Infantry System (Standard MG Variant)

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.

Quote from: Anti-Infantry System (Heavy MG Variant)

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.

__________________________________________
Quote from: Anti-Infantry System (Laser (IS) Variant)

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.

__________________________________________
Quote from: Anti-Infantry System (Laser (Clan) Variant)

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.

__________________________________________
Quote from: Anti-Infantry System (Gyrojet Variant)

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.

__________________________________________
Quote from: Anti-Infantry System (Grenade Variant)

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.

__________________________________________
Quote from: Anti-Infantry System (Micro Rocket Variant)

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.

__________________________________________
Quote from: Anti-Infantry System Rules

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.
___________________________________
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.


That should do it... for prototype 3.
Title: Re: Remote Weapon Stations (RWS)
Post by: RifleMech on 05 February 2020, 02:40:07
I just had this thought of using Tesla Coils as anti-infantry weapons. They'd generate heat but be ammo free. Infantry get to close and ZAP! It probably wouldn't work but it was a thought. Might work better on vehicles as it could be omni directional.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 05 February 2020, 04:52:34
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 05 February 2020, 05:13:10
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. ;)
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 05 February 2020, 17:31:40
Glad I could help!
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 05 February 2020, 17:41:18
Glad I could help!
So this would work?

I hope my feedback is helpful, then!  :thumbsup:
Ok, taking your idea into account...

Quote from: Anti-Infantry System (Standard MG Variant)

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.

Quote from: Anti-Infantry System (Heavy MG Variant)

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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Quote from: Anti-Infantry System (Laser (IS) Variant)

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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Quote from: Anti-Infantry System (Laser (Clan) Variant)

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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Quote from: Anti-Infantry System (Gyrojet Variant)

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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Quote from: Anti-Infantry System (Grenade Variant)

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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Quote from: Anti-Infantry System (Micro Rocket Variant)

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.

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Quote from: Anti-Infantry System Rules

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.


Should I add an ER laser variant or keep it as it is?
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 05 February 2020, 17:47:58
I wouldn't add an ER version, at least not with the ability to target at 0 hexes...
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 06 February 2020, 06:53:04
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.
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 06 February 2020, 17:33:24
True, true...
Title: Re: Remote Weapon Stations (RWS)
Post by: MechWarriorFox on 07 February 2020, 10:03:20
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...
Title: Re: Remote Weapon Stations (RWS)
Post by: Daryk on 07 February 2020, 16:20:54
That's what this forum is all about!  :thumbsup: