The same rules should work, just divide Battletech damage by ten, and ranges by three. A Crockett would have a base damage of ten, and a blast radius of nine hexes.
Not too overpowering, actually...
Thanks for the input! :)
Pretty much what I figured on the direct effects, but I was a bit more at a loss at the secondary effects, as BattleForce doesn't track hits to MechWarriors/Aerojocks or Shutdown rolls.
I think I'm just going to tag 'Mechs and Fighters with an Engine Hit critical (on top of the random criticals) as a replacement.
Games that use more than four mapsheets, RPG fodder for a big bad guy, and big turning point scenarios where you want the players to sweat.
I'm thinking of some ideas, but yeah it is a workable tool. It just isn't feasible to use it a lot of times.
That's pretty much why I was looking at the BF angle. With the range change, the Type I and II's should be more of a single mapsheet eraser than the
"Kerosene and Match" on the normal BT scale. And the damage resolution ought to be a heck of a lot faster.
And then there's my ulterior motive of adapting the nuke rules for demolition charges, thermobaric weapons, or the local MOAB/BLU-82 equivalent.
Sometimes you need quality
and quantity. >:D