For some time now i have been working on an "BattleTech Re-balance Mod." which among other house rules would include some changes to autocannons as well. It's not play-tested so far but i thought i might throw in the autocannon rules part.
Please keep in mind that if some things seem a little high-powered, yes, that is the intention of it. 8)
Also these rules are intended to be used with the glancing blows / direct hit optional rules from TacOps.
Ballistic Weapons• Ballistic direct fire weapons do not have minimum ranges.
• Autocannons have ammo worth 120 points of damage with the exception of hyper-velocity versions which have 100. Recalculate ammo per ton rounding to nearest integer.
• Change all light, standard, ultra and LBX autocannon damage ratings as follows
2 → 3 (40 shots per ton)
5 → 6 (20 shots per ton)
10 → 11 (11 shots perton)
• Change rotary and hyper-velocity autocannon damage ratings as follows
RAC 2 → RAC 3 (30 shots per ton)
RAC 5 → RAC 5 (24 shots per ton)
HVAC 2 → HVAC 3 (33 shots per ton)
HVAC 5 → HVAC 6 (16 shots per ton)
HVAC 10 → HVAC 12 (8 shots per ton)
• Ultra-ACs can be unjammed just like RACs.
• All Ultra-ACs have the same ranges ranges as LBX versions.
• Add a +2 modifier to the cluster table rolls for UACs and RACs firing at rate 2.
• When using ultra or rotary ACs at higher rates of fire roll for jam separate from attack roll. If a jam occurs roll 1d6 (divided by 3 when firing two shots or 2 when firing 3 to 4 shots and rounded up) to see on which shot the weapon jams. All shots before that are fired normally. The ones after that are not fired and not subtracted from the remaining ammunition stores.
• Unjamming a UAC or RAC consumes one shot.
• Hyper-Velocity Autocannons do not explode on an attack roll of 2 and do not leave a smoke filled area after firing.
• All inner sphere standard, LBX and ultra autocannons are also available as a class 15 variant. Such a version has exactly the same weight and critical requirements and produces the same amount of heat as its class 20 counterpart but with greater range and better ammunition efficiency of 8 shots per ton. These weapons are usually provided as field conversion kits and can be easily swapped with a class 20 weapon during standard maintenance.
Class | Range |
AC 15 | 1-4/5-8/9-12 |
Ultra-/LBX-AC 15 | 1-5/6-10/11-15 |
• Specialty ammo types may be fired from LBXACs and UACs. UACs may not fire ammo types with a non-standard number of rounds per ton in ultra mode.
• Armour-piercing ammo does not suffer a -1 to hit penalty. Instead reduce short range by one hex and medium range by two hexes.
• Autocannon ammo bins may be loaded with a mix of ammo types. When using this rule the order in which the different ammunitions types are loaded must be determined before play and used in that order.
• Gauss Rifles have ammo worth 150 points of damage per ton. Recalculate shots per ton by rounding to nearest integer.
• Light Gauss Rifles do 10 points of damage and have 15 rounds of ammo per ton.
• Upon being hit Gauss Rifles explode only on a roll of 8+ on 2d6. A Gauss Rifle that is critically damaged without exploding is considered shut down and will not explode on further critical hits.
• Heavy Gauss Rifles do flat 25 points of damage at all ranges but receive a +1 TN penalty. 6 Shots per ton.
• MGs and HMGs have range brackets 1-2/3-4/5
• LMGs have range brackets 1-3/4-5/6-7
• LMGs do 2d6-1 burst fire damage.
• All MGs may fire double salvos by using 3 rounds of ammo and generating 1 heat or triple salvos by using 6 rounds of ammo and generating 2 heat. The number of hits is determined by using the corresponding cluster hits table. A double (triple) salvo adds +1d6 (+2d6) burst fire damage against infantry.