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BattleTech Player Boards => Fan Designs and Rules => Topic started by: Daryk on 10 September 2017, 12:57:54

Title: The Auto-Rifle Plus (AR+)
Post by: Daryk on 10 September 2017, 12:57:54
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.
Title: Re: The Auto-Rifle Plus (AR+)
Post by: DOC_Agren on 10 September 2017, 20:01:55
I like it
 8)
Title: Re: The Auto-Rifle Plus (AR+)
Post by: Daryk on 10 September 2017, 20:24:02
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.
Title: Re: The Auto-Rifle Plus (AR+)
Post by: beachhead1985 on 04 September 2018, 23:15:39
Very cool! Thanks for the link!
Title: Re: The Auto-Rifle Plus (AR+)
Post by: Daryk on 05 September 2018, 03:31:48
You're very welcome!
Title: Re: The Auto-Rifle Plus (AR+)
Post by: Daryk on 11 April 2020, 10:41:04
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
Title: Re: The Auto-Rifle Plus (AR+)
Post by: Daryk on 04 September 2021, 23:41:37
Posting to note I finally caught a rounding error.  Thanks to DOC_Agren for helping me find it!
Title: Re: The Auto-Rifle Plus (AR+)
Post by: DOC_Agren on 05 September 2021, 14:33:02
funny when u ask a question huh   ;D
Title: Re: The Auto-Rifle Plus (AR+)
Post by: Daryk on 05 September 2021, 15:17:46
Indeed, and helpful too!  :thumbsup:
Title: Re: The Auto-Rifle Plus (AR+)
Post by: CVB on 05 September 2021, 15:51:06
Do you have a price tag for the + and ++?

And for curiosity's sake, what was the TW damage of the ++ before the correction?
Title: Re: The Auto-Rifle Plus (AR+)
Post by: Daryk on 05 September 2021, 17:06:51
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.
Title: Re: The Auto-Rifle Plus (AR+)
Post by: CVB on 06 September 2021, 08:19:19
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" :-[
Title: Re: The Auto-Rifle Plus (AR+)
Post by: Daryk on 06 September 2021, 08:23:23
No worries... I was just using the AToW convention, and I agree it's not perfectly clear at first glance.
Title: Re: The Auto-Rifle Plus (AR+)
Post by: Terrace on 15 September 2021, 13:58:10
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!
Title: Re: The Auto-Rifle Plus (AR+)
Post by: Daryk on 15 September 2021, 19:21:30
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!).
Title: Re: The Auto-Rifle Plus (AR+)
Post by: DOC_Agren on 23 September 2021, 22:18:28
so with the new rule your AR Plus would top out at .6?
Title: Re: The Auto-Rifle Plus (AR+)
Post by: Daryk on 24 September 2021, 03:24:03
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.