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1: State that new Equivelencie from BattleTech To Mechwarrior is Closer to AP 5, 10d6 Per BattleTech Point of Damage (+1 Ap per -1D6, -1 AP for +1D6) vice the AP = BT & D6 = 3*BT originally printed on Page 128 or Mechwarrior / BattleTech RPG 3rd Edition... under the rules there was no way that Machine Guns could do damage to BattleMechs regardless of what carried them. While accurate, (why is it that BattleTech Machine Guns can damage TANK ARMOUR at ANY RANGE, let alone the absurdly long range of 90 Meters?) this appears to assume that BattleMechs carry hunting rounds rather than AP Ammo (minimum of 5 AP to be considered "AP") and lightly powered at that... 2: State that Fluff characteristics of a Weapon are Stats in the Mechwarrior Conversion... if a weapon is stated to Fire a Three Round Burst, then determine what dividing the BattleTech Damage /.80 turns up (assume 80% hit rate for a burst) ... and then Calculate the equivelencie by dividing that figure by 3... Note, there is a reason for a Large Diameter Shell that is heavier and faster to do the same AP ad Damage Dice that a Smaller and Slower shell does... its the surface area that the shell affects. but that will be covered under the RW > BattleTech Conversion Article... Note, Damage Dice affects the CEG ammo weights, so Higher AP = Lighter Shell for Same Damage... 3: Optional: Convert Mechwarrior / BattleTech RPG 2nd Edition Archetypes to Mechwarrior / BattleTech RPG 3nd Edition Archetypes... the Books Wasted Space in this manner, so why not? Note, will be using points Method rather than dice method 4: humm... thats enough for now, i guess. |