I have ammo figured out, but now I have a couple of questions about weapons. On a mech record sheet, what do the letters in parentheses next to a weapons damage number represent? It looks like laser weapons have [DE] next to the damage number, missiles have [M,C,S], etc. I'm sure the answer is something forehead-slappingly obvious.
Not exactly. Some of them are obvious, but not all of them. For example I always thought
E meant
Equipment. It really means
Electronics.
Here's a list that has the code, two word description, and an example.
* AE: Area-Effect Weapon. Basically artillery or artillery-like systems that inflict damage to one or more hexes.
* C: Cluster Weapon. Use cluster hit table to resolve attacks. LB-X autocannon, missiles.
* DE/DB: Direct-Fire Energy or Ballistic Weapon. Your standard lasers, cannons, and other guns.
* P: Pulse Weapon. An energy "submachine gun" that fires a bunch of smaller energy pulses instead of a single beam. Helps with to hit rolls. Pulse laser family.
* H: Heat-Causing Weapon. Can add to a 'Mech's heat scale. Flamers, Plasma Rifle.
* M: Missiles. I think it's self explanatory.
* R: Rapid-Fire. Weapon can fire more than one shot per turn, but could fail if it does so. Rotary and Ultra ACs.
* V: Variable Damage: The weapon inflicts different damages at different ranges. Snub-nose PPC inflicts 10 at short range, 8 at medium, 5 at long.
* AI: Anti-Infantry: Extra damage inflicted to conventional infantry. Machine Guns, Flamers, small pulse lasers.
* OS: One-Shot Weapon. Exactly what it sounds like. Shoot it once and then it's gone. Rocket Launchers, One Shot Missile systems.
* PD: Point-Blank Weapon. You have to be right next to your opponent to use this.
* E: Electronics. ECM suites, probes, C3 systems.
* T: Targeting System. Allows your weapons to reduce targeting penalties. Targeting computer and MG arrays.
* S: Switchable Ammo. Weapon can use different ammo types. For 'Mechs, each ammo type must be equipped by the ton. Missile launchers and autocannons.
* PE: Performance Enhancement. Makes the 'Mech work better. Usually it's an increase in speed, but certain systems can offset piloting errors as well. MASC, Supercharger, Triple Strength Myomer, Actuator Enhancement System (AES).
* F: Flak. Capable of inflicting more damage on fighters, VTOLs, etc.
* X: Explosive Weapon. The weapon will explode when subjected to a critical hit. Gauss Rifles.
These modifiers/codes can stack, too. So most missile launchers have [M,C,S] because they're
Missile launchers that use the
Cluster hit table and can
Switch ammo types.
I'm also curious as to how flamers work. I didn't see the rules for them in the rulebook, but at least one of the mech sheets in the AGoAC box shows a flamer equipped.
IIRC they can inflict either damage or heat on an enemy 'Mech. They only inflict damage to other unit types. I could be wrong though and will probably be corrected shortly by someone. ;)
So, Battle Value is the standard way to balance a game? Like points values in a certain other miniatures war game?
Generally, yes. It's not perfect but it's decent. If the match is set prior to 3050 a lot of players balance forces by tonnage.
Thanks for all the helpful replies so far everyone!