BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => Topic started by: Daryk on 10 September 2017, 12:57:54
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Looking over the customization rules in the ATOW Companion gave me an idea for a slightly improved (but still relatively cheap) auto rifle. Basically, I added the Extended Capacity modifier, and threw Recoil Compensation on top. Overall stats become:
AR+
Equipment Rating: C/A-A-A/D
Armor Piercing/Base Damage: 4B/4B
Range: 30/75/170/415 meters
Shots: 45
Cost/Reload: 250/3
Affiliation: -
Mass/Reload: 4.5kg/720g
Notes: Burst: 15; Recoil Compensation built in (0 recoil)
TW Damage: 0.52 (1/2/3 range)
Tacking on a compact 4-shot grenade launcher yields the AR++:
AR++
Equipment Rating: C/B-C-B/D
Armor Piercing/Base Damage: 4B/4B or by ordnance type
Range: 30/75/170/415 meters
Shots: 45/4
Cost/Reload: 600/3 and by ordnance type
Affiliation: -
Mass/Reload: 8.5kg/720g+800g
Notes: Burst: 15; Recoil Compensation built in (0 recoil)
TW Damage: 0.99 (1/2/3 range)
EDIT: Corrected the AR++ TW damage. The rounding doesn't go both ways, so the grenade launcher only adds 0.47.
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I like it
8)
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Thanks! I've been contemplating this one for a while. I set it up to mesh with a proposed change to how TW damage is calculated.
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Very cool! Thanks for the link!
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You're very welcome!
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Something that may be of interest to those who liked this idea: https://arsof-history.org/articles/19_aug_form_follows_function_page_1.html
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Posting to note I finally caught a rounding error. Thanks to DOC_Agren for helping me find it!
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funny when u ask a question huh ;D
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Indeed, and helpful too! :thumbsup:
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Do you have a price tag for the + and ++?
And for curiosity's sake, what was the TW damage of the ++ before the correction?
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Costs are in the first post (250 for the AR+, 600 for the ++). If I had done the math right, the rounding error would have made the damage 1.00.
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Costs are in the first post (250 for the AR+, 600 for the ++). If I had done the math right, the rounding error would have made the damage 1.00.
Thanks and sorry, my fault: I read "Cost/Reload" as "Cost per Reload" :-[
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No worries... I was just using the AToW convention, and I agree it's not perfectly clear at first glance.
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Looking over this, my preferred tweak would be to replace the Extended Capacity modifier with a Scope (regular or night vision as appropriate).
Still, it's quite good!
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Scopes can pretty much be strapped to anything after market, and Paul has confirmed they have no effect at the TW scale (lucky for everyone given the ranges on some of those new sniper rifles!).
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so with the new rule your AR Plus would top out at .6?
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When used as a primary weapon, yes. In exchange, it would gain the Heavy Burst special. I believe the rule could be interpreted such that you could have them both as primary and secondary weapons:
5 x 0.6 + 2 x 0.99 = 4.98, rounding to 5 points of damage per squad, with the Heavy Burst special.