This may just be me, but I'm failing to see how changing the damage at each range increment is keeping things simple. . . . Though I am all for playability over trying to simulate the mechanics completely, especially in an RPG which I'm hoping to run at some time this year!
Also, I've translated the
Adder variants into MWD as well:
Adder (Alternate Configuration A)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration A):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
LRM 20 4+M (Max 7) M H RA OK OK OK -2
LRM 20 4+M (Max 7) M H LA OK OK OK -2
2 Small Pulse Lasers 2 E H T +2 +2 --- ---
Equipment:
Ammo (LRM 20): RA (CASE)
Ammo (LRM 20): LA (CASE)
I'm not fond of missiles in general, so obviously this isn't the configuration for me.
Adder (Alternate Configuration B)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration B):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
Large Pulse Laser 4 E HHH RA +2 +2 +2 OK
LB 5-X Autocannon 2 (C2) B --- LA -2 OK OK -2
2 ER Med Lasers 5 E HH T OK OK -2 ---
Equipment:
Ammo (LB 5-X): LA (CASE)
Again, I like keeping energy boats as energy boats, so again not likely to use.
Adder (Alternate Configuration C)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration C):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
Medium Pulse Laser 3 E H T +2 +2 OK ---
LRM 15 2+M (Max 5) M H RA OK OK OK -2
LRM 15 2+M (Max 5) M H LA OK OK OK -2
Equipment:
Narc
Ammo (Narc): T (CASE)
Ammo (LRM 15 Narc): RA (CASE)
Ammo (LRM 15 Narc): LA (CASE)
Another missile boat, so not my thing. I added Narc as equipment because I wasn't sure how else to do so.
Adder (Alternate Configuration D)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration D):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
2 Streak SRM 2s 4 M H T OK OK -2 ---
Ultra AC/5 2+M (Max 4) B --- RA OK OK OK -2
ER Large Laser 4 E HH LA OK OK OK -2
Equipment:
Ammo (Streak SRM 2): T (CASE)
Ammo (Ultra AC/5): RA (CASE)
Another "Reach out and touch you" variant, again laden with too much ammunition-using weapons.
Adder (Alternate Configuration E)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration E):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
ATM 9 below M HH RA below below below below
--Standard 3+MM (Max 6) M HH RA -2 OK -2 ---
--Extended-Range 1+M (Max 3) M HH RA -2 OK OK -2
--High-Explosive 4+MMM (Max 9) M HH RA OK OK -2 ---
ATM 9 below M HH RA below below below below
--Standard 3+MM (Max 6) M HH LA -2 OK -2 ---
--Extended-Range 1+M (Max 3) M HH LA -2 OK OK -2
--High-Explosive 4+MMM (Max 9) M HH LA OK OK -2 ---
4 Micro Pulse Lasers 4 E H T OK OK --- ---
Equipment:
Ammo (ATM 9): RA (CASE)
Ammo (ATM 9): LA (CASE)
Ammo (ATM 12 ER): LA (CASE)
Ammo (ATM 12 HE): RA (CASE)
ATMs give us three times the ammo per launcher, with no other long-range firepower on a sniper 'Mech.
Adder (Alternate Configuration H)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 6
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration H):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T +1 +1 --- ---
Heavy Large Laser 6 E HHHH RA OK OK -2 ---
Heavy Large Laser 6 E HHHH LA OK OK -2 ---
Equipment:
Targeting Computer
This one is much more in my comfort zone, though very prone to overheating. . . .
Adder (Alternate Configuration I)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 6
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration I):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
2 Imp. Hvy. Med Lasers 7 E HHH RA,LA OK OK -2 ---
4 ER Med Lasers 10 E HHHH RA,LA OK OK -2 ---
2 SRM 6s 4+MM (Max 8 ) M HH T OK OK -2 ---
Equipment:
Ammo (SRM 6): T (CASE)
CASE (RA)
CASE (LA)
Getting into the Recognition Guides now, with a short-range variant which scares me a bit.
Adder (Alternate Configuration J)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration J):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
HAG/20 4+M (Max 7) B H RA -2 OK OK -2
2 AP Gauss Rifles 2 B --- LA OK OK -2 ---
2 AP Gauss Rifles 2 B --- LA OK OK -2 ---
Equipment:
Ammo (HAG/20): RA (CASE)
Ammo (AP Gauss Rifle): LA (CASE)
The HAG/20 is an interesting weapon, especially for a Hell's Horses supporter like me, but again I miss my overheating overkill. . . .
Adder (Alternate Configuration K)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration K):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
ER Large Pulse Laser 3 E HHH LA +2 +2 +2 OK
Rotary AC/2 2+M (Max 4) B H RA OK OK OK -2
Equipment:
Laser AMS
Ammo (Rotary AC/2): RA (CASE)
My major concern with this one is the RAC/2, which I wasn't quite sure how to stat.
Adder (Alternate Configuration L)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration L):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
2 Streak LRM 5s 4 M H RA OK OK OK -2
2 Streak LRM 5s 4 M H LA OK OK OK -2
2 ER Med Lasers 5 E HH T OK OK -2 ---
Equipment:
Ammo (Streak LRM 5): RA (CASE)
Ammo (Streak LRM 5): LA (CASE)
ECM Suite
Long range, and more of a sniper than standard LRMs, but still not one I'm thrilled with.
Adder (Alternate Configuration S)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration S):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
4 Med. Pulse Lasers 10 E HHH RA,LA +2 +2 OK ---
6 Machine Guns 4 M --- RA,LA OK OK --- ---
10 Machine Guns 7 M --- T OK OK --- ---
Equipment:
ECM Suite
Active Probe
Ammo (MG): RA (CASE)
Ammo (MG): LA (CASE)
The war-crimes variant, this one has too many machine guns for my peace of mind.
Adder (Alternate Configuration T)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration T):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T OK OK --- ---
ER PPC w/Capacitor 7 E HHHH RA OK OK OK -2
ER PPC w/Capacitor 7 E HHHH LA OK OK OK -2
Equipment:
Coolant Pod: T (CASE)
Clan ER PPCs with capacitors? Yes, please! Its heat dissipation is more than a little low, though. . . .
Adder (Alternate Configuration TC)
Weight: Light
Tonnage: 35 t (3 Hardware Points)
Movement: 3
Heat Dissipation: 4
Tags: Sniper - Common - Feared - Heat Monster - Distinctive Hood
Armor/Structure:
Head: 3/1
Torso: 5/4
R/L Arm: 4/2
R/L Leg: 5/3
Weapons (Alternate Configuration TC):
Group Damage Type Heat Location Pointblank Short Medium Long
Punch/Kick 2/3 --- --- --- OK --- --- ---
Flamer 1 or H E H T +1 +1 --- ---
10 Machine Guns 7 B --- RA,LA +1 +1 --- ---
Small Pulse Laser 1 E --- T +3 +3 --- ---
Large Pulse Laser 4 E HH T +3 +3 +3 +1
Equipment:
Targeting Computer
Anti-Missile System
Active Probe
Ammo (MG): RA (CASE)
Ammo (MG): LA (CASE)
Ammo (AMS): T (CASE)
Another war-crimes variant, with its machine guns and Small Pulse Laser--and a targeting computer as well!
I think I'm far more likely to choose the Prime over any of these, but it is fun having the option of using any of them in MWD!