This exists in MegaMek. It's called "Front-Loaded Init." And it's the most easily-fixed rule in BT. Instead of round "down" when determining how many units to move at the start of a turn, you round "up". One-word change and the entire game's problem with swarms is mitigated without Force Size Modifier.
I know, I started lobbying for this back before Megamek was coded, and others were lobbying for it before me.
Mostly, because
it made sense.
Fundamentally, human beings are human beings, and it's harder to coordinate a larger group of people, than a smaller one (all other factors being equal).
here's another one...
Target Movement Modifier-calculate based on Hex distance from start to finish.
How it works: Joe runs his 'mech in a circle. To calculate his TMM, you count the number of hexes from his starting point, to his final location, using the shortest distance between each point. this is actually an extension of a much older ruling issued when a player would back up, move forward, back up, move forward to get a massive TMM bonus while remaining in the same exact place-this was ruled illegal by TPTB back when Battletech was still a FASA product.
Essentially what this change does, is force the battlefield to be fluid, as opposed to rewarding static positioning-by limiting the TMM to the shortest distance between the starting point, and the end point, units that rely on speed have to plan their movement more carefully to keep an opponent from getting an easy shot.
Infantry Combat RangesWeapons designed to combat infantry, and weapons used by infantry against other infantry (not including BA), gain 3x the listed effective ranges (short, medium, long) against Infantry formations.
This means that 'stock' rifle infantry engages OTHER infantry out to nine hexes distance, but only engage Armored or Battlearmored units at the current listed range, it also means the standard Machine-gun, SRM, LRM, etc. weapons engage at much longer ranges. I call it the "Naked Man range". (aka PBI ranges) Impacted weapons include:
Support Needlers
Support Lasers
Machine Guns
Dedicated antipersonnel weapons such as that Jade falcon gauss rifle.
etc.
(basically weapons or systems that come in under 5 tons.)
I know that 'split ranges' on SOME weapons, would be a bit of a headache. this one's just a suggestion, possibly worth discusssing.
Heavy Machine GunsThesis: Clan engineers and Scientists don't share their work with the Inner Sphere readily, or willingly, and there is zero guarantee that addressing what is largely a similar (but not precisely the same) problem should result in nearly identical solutions. For example, while most of Europe were developing Sub-Machine-guns for trench-clearance based on the experiences of WW1, Japan developed the 2 inch "Knee Mortar" for roughly the same purpose-that is, a compact means of delivering aggressive firepower in what amounted to close quarters combat.
The Clan solutions: Light and heavy Machine guns. Per the actual published stats. Clan LMG's generate 0 heat, do 1 point of damage or 1D6 out to 6 hexes at .25 tons mass. Clan Heavies do 3 Points or 3D6 damage out to 2 hexes at .75 tons.
The Spheroid solution: The Heavy MG The Inner Sphere heavy machine gun, does 2 points damage out to 6 hexes for the mass of .75 tons, with a 3 points per shot ammunition explosion risk at the same ammunition count. It's based on firing the same bullet from a hotter propellant charge through a reinforced barrel. IS HMG's must be mounted in Pairs on units larger than a battlearmor suit, each pair taking up 1 critical or item slot. (making it weigh, for 'mech or vehicle mounting, 1.5 tons) Range brackets are Short 2, Med. 4, Long 6. 1/2 ton of HMG ammunition is worth 300 points of internal damage if it is detonated before it had been expended, and requires a PSR if CASE is installed, or the CASE fails.
Infantry support version: the IS Support HMG has a range of 2, 4, and 6, does 2D6 damage to infantry, and 2 points of damage to armored units, with a mandatory crew of 3, enabling a 21 man platoon to field 7 total. This weapon may not be equipped by Jump infantry, Mechanized infantry may not equip them in odd numbered quantities (round down).
Battlesuit version: Weight-750 kilograms, range 2/4/6, does 2D6 to conventional infantry, or 2 points per gun to armored opponents.
Purpose: diversity of tech bases is good when you have more than one faction. The Clans tech development angle SHOULD be different from the Inner Sphere's, they have different tactical, logistical, and other factors that SHOULD influence not only what problems the engineers are looking at, but what solutions they come up with. The ritual nature of Clan warfare would influence a trend toward weapons that favour a warrior's specific fighting style (close up, or far away), while the Inner Sphere's 'riot instead of a boxing match' environment should favour more 'generalist' weapons (given that Omnitech is a NEW THING, but there is no lack of diversity in terms of what you might face on the other end of the gunsights.)
This TYPE of weapon would most likely be developed in the Lyran-side Periphery or coreward areas of the FWL, given the presence of both Armored, and un-armored, ground forces that may at any time turn up for a raiding party.
(basically, the Clan "Heavy" machine-gun favours throwing a larger projectile with armor-piercing charges, like a short-barrelled grenade launcher, while the Sphere design is throwing the same caliber bullets/slugs at higher velocities at the same firing rate, each weapon has the same rough mass, but one has superior penetration and killing power, the other, has average penetration and killing power, but superior range, at a significantly increased risk in the event of an ammunition explosion, even in the presence of CASE.)
Availability: Lyran/FWL border, Lyran Periphery, Mercenary, Magistracy of Canopus, Comstar/Word of Blake
Origin: Bolan Province, Lyran Alliance and Silverhawks coalition, FWL, Magistracy of Canopus (Simultaneous development, possibly with industrial espionage.)
Era: 3061
Note: these are not the Cappellan "Self exploding cannons" from the XTRO.
On the subject of self-exploding cannons...This is an old idea-it predates the Jihad by quite a few years...and I still think it's a good one.
RAP autocannon rounds RAP-"Rocket Assisted Projectile" rounds are a specialty autocannon munition that sacrifices some damage and ammunition capacity, for the ability to reach out further to hit a target.
RAP rounds are only available in 5,10, and 20 sizes.
RAP-AC 5: 4 Damage, same heat as standard, Minimum 2, short 7, Med. 14, Long 21
RAP-AC 10: 8 Damage, Same heat as standard, Minimum 1, Short 6, Med. 12, Long 18
RAP-AC 20: 16 Damage, Same heat as standard, Short 5, Med. 10, Long 16
These rounds can be fed through a standard Autocannon without modification, however...
RAP (per ton)
Class 5: 16 rounds
Class 10: 8 rounds
Class 20: 4 Rounds
In-Universe: The RAP autocannon round was developed from 20th century concepts, a portion of the standard projectile's body is extended to a better ballistic shape, and the explosive filling and Depleted Uranium core is reduced to make space for a short-burn solid rocket motor that boosts velocity after leaving the barrel of a standard autocannon.
Ammo Explosion danger:
In the event of an ammunition critical, each round does the following:
Class 5: Does 9 points internal damage per remaining round (PSR if bin is CASE protected for half damage)
Class 10: Does 14 Points internal damage per remaining round (PSR if bin is CASE protected for half damage)
Class 20: does 24 points internal damage Per remaining round (PSR for half damage if bin is CASE equipped)
Additionally, each round of RAP that detonates in the event of an ammunition explosion generates 5 additional heat.
Availability: Com Guards, House Kurita, House Davion, Taurian Concordat, Mercenary.
Origin: Taurian Concordat or Outworlds Alliance
Era: 3059
Mines! we need to clear the mines!!Developed by the Cappellan Confederation in 3057, the Mine Clearance Line Charge launcher is a rapid means of clearing a safe path through a hex that has been mined with any of the following: Vibrobombs, standard or magnetic minefields, and command detonated minefields.
Mass: 6 tons
Range: 4 hexes (all four hexes)
Shots: 12
Crits: 4 (must be continuous)
Special rules: May not be CASE protected. Vehicles may mount to hull, but not turret. May not be employed by infantry.
Ammunition explosion hazard: each unused shot inflicts 40 points of internal damage that can not be CASEd, and generates 10 heat.
Damage: Special (3 points to armored units along the line of fire out to 4 hexes. 3D6 to conventional infantry in each linear hex, 1D6 damage to conventional conventional infantry in adjacent hexes to the line of 'fire', including friendly units.)
In-Universe: The Mclic applies a 120 meter long, 60mm diameter, net of four lines per shot down a straight line corridor, this line is comprised of layered and braided C-20 high explosive with fibers of artificial diamond and density-enhanced glass. when detonated, it creates an overpressure and heat zone with a tuned EM signature capable of setting off a wide range of detonators and common military explosives via sympathetic detonation. This device also clears an open path through light woods, and converts heavy to light per the normal clearance rules. Due to the dimensions of the 'spools' the MCLIC is a four-shot one-shot weapon that can not be installed with CASE protection.
Available to:
Cappellan Confederation
Magistracy of Canopus
St. Ives Compact
Comstar/Word of Blake
Invented by: the Cappellans
Era: 3055 to 3065