OK, I have posted this opinion before in another thread a while ago, but this post keeps coming up.
For this solution, I am assuming we do not want to massively change the rules or invalidate existing designs, we also can’t improve AC’s too much as this will in turn indirectly improve vehicles as they are more optimised for mounting ACs. So, my aim, ensure there is always a reason to mount an AC (even if it is not the highest damage dealer) – as such my intent is to improve the versatility of ACs without just upping their damage
For this, I propose 3 changes
1 – ammo explosions do not transfer between locations, ever, anything mounting CASE receives no internal damage from ammo explosions (case funnels the explosion out through the armour and away from the structure), anything mounting CASE II does no pilot damage during ammo explosions – let’s stop ammo explosions being so destructive, there’s just no call for it :p
2 – special ammo, while energy weapons are causing more damage the ACs can now provide minor special effects – in a selectable way. Ammo can now be selected by shot (e.g. a ton of AC20 could be 3 guided, 1 flak and 1 HE) and fired in any order. All ACs can now fire any ammo type – except cluster which can only be fired by LBX
3 – change the ammo types, an LB20 firing precision at 5 shots a ton is a little overpowered just as an AC5 firing normal is underpowered – so – normal is now a training/militia round, not used by serious forces. Serious forces use a mix of the below
- Flak, remains the same
- Caseless – double ammo per ton, -1 to jam probability, an AC that fires caseless only fires caseless (especially useful for ultra/RAC)
- Guided -1 to hit at medium range, -2 at long range – can be tag guided or narc guided or can be movement tracking (cannot give bigger bonus to hit than TMM), no bonus against infantry or BA for any guidance – guidance type should be selected when loaded
- “Wobblers” a round that interferes with Gyro’s & controls, anything (ASF, Mech, Vehicle) hit by a Wobbler has +1 to all PSRs until the start of the next shooting phase – additional wobblers do not stack (note, does not cause a PSR on its own)
- HE – increased PSR damage (damage/2+1), +1 to confirm a crit (including mobility crit), half damage against armour, increased damage against buildings/woods
- Cluster – as existing cluster except +2 on cluster role at medium range and +4 at short
I realise that, by these rules, if you can get LBX/Ultra they are now pretty straight upgrades to standard ACs but DHS are a pretty straight upgrade to SHS so meh.