2 Optional Rules for Capital (And Sub-Capital) Weapons

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Retry
05/24/18 09:26 PM
174.70.184.145

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1.Expanded Capital Weapon To-Hit Modifiers

Under normal rules, Capital Weapons suffer a +5 to-hit modifier against anything that's under 500 tons, but as soon as one hits that magic 500-ton limit the targeting system is able to suddenly hit the target with ease. This rule makes the to-hit modifiers more gradual, making small dropships more survivable against capital-scale weapons. When using the "Expanded Capital Weapon To-Hit Modifiers" rule, use the table below:

TARGET CAP SUBCAP
WEIGHT
0-500ton +5 +3
501-12,000t +4 +2
12,001-24kt +3 +1
24,001-60kt +2 +0
60,001-100kt +1 +0
>100kt +0 +0


2.Enhanced Capital-Scale Armor

Under the "Enhanced Capital-Scale Armor" rules, a unit with Capital-Scale armor (Jumpships, Warships) does not take damage whatsoever unless the weapon is capital-scale rated (which includes all capital and sub-capital scale weapons). For the purposes of these rules, Bombs and Anti-Ship Missiles carried by fighters are considered to be capital-scale weapons.
AmaroqStarwind
05/24/18 09:59 PM
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Aw... no more whittling down a warship with Small Lasers? :c
I'm kidding though. I do wish there were more sub-capital weapons available besides lasers, though. Like a Sub-Capital HAG.
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Reiter
05/25/18 04:53 PM
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*sigh* I hate to have to rely on wikipedia, but here is a reference to point out the fact of your attempt to exempt all weapons non-capital class to make them null and/or void is kind of irrelevant

"The main battery turrets were reasonably well-protected: the turret roofs were 130 mm (5.1 in) thick, the sides were 220 mm (8.7 in) thick, and the faces were 360 mm (14 in) thick with 220 mm (8.7 in) thick shields."

That was the Bismark, which was a real warship in the real world. So, in theory a 5 inch shell fired in a high angle could penetrate the turret but very low chance, yet the top deck of this battleship was 2 inches thick would penetrate if fired at a high angle as well (this isn't the sides of the ship, the top where the crew could walk around). If you have played World of Warships, you will see the difference in gun types and even being a game it was modeled on the fact that those american 5 inch guns where designed to fire at high angles (mostly AA guns and anti-destroyer) but required to be very close to the target to hit that deck or battleship caliber guns which could fire to the horizon at lower angles because they could not angle higher.

So, this useless history lesson aside which makes me an idiot and requires to get back to the fact. The armor thickness is irrelevant on a board game, it is basically a hitpoint bar if you played any RPG type game. Battlemechs have magic armor weighing 19.5 tons on an Atlas, yet it is magically only a few inches thick to cover the entire surface area if going by some logic I remember from years ago that someone calculated at how the Atlas could carry 1/5 of its weight in armor and take a 7.5 inch shell to the chest....so why could not a modern sabot round which becomes "LosTech" not topple one of the most iconic mechs in BT with a single shot to the fusion rector through the center torso? Remember, the sabot round from modern tank guns is 1 inch in diameter fire from 5 inch guns (or close to 5 inches rounded up). Note- Auto Cannons can be auto and rapid firing like a Bushmaster or just auto-reloading with a few shots fire like modern 120mm guns tank/naval, Auto is used in the sense of "no human loader" .

tl;dr - the non-capital armor weapons are degrading thicker armor, not every area of the capital ship is covered in capital "thickness-classed" areas, and if going by the degradation of a hitpoint bar of a warship one can just think your hitting the smaller sensor and turret blisters if.....not aiming for the thermal vent and "Using Excessive Force, Luke" to destroy the target
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05/25/18 07:05 PM
174.70.184.145

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Quote:

tl;dr - the non-capital armor weapons are degrading thicker armor, not every area of the capital ship is covered in capital "thickness-classed" areas, and if going by the degradation of a hitpoint bar of a warship one can just think your hitting the smaller sensor and turret blisters if.....not aiming for the thermal vent and "Using Excessive Force, Luke" to destroy the target


I don't care too much about the in-universe justification or hand-waviness that allows a light machine gun to destroy a Leviathan as long as one has just enough time and guns. That could be ret-conned. The purpose is to make capital weapons an actually useful weapon instead of a fluff piece.

Take the SCL/2 for example. You could replace one of those with 2 Clan LPLs and have nearly the same range, similar accuracy (better at short range), and it'll be colder while weighing 10x less. The only reason you'd want non-missile Capital or Sub-Capital weapons is their range and orbital bombardment ability, which makes the ones that are short ranged (and thus can't do orbital bombardments) immediately obsolete. Only easy way to lessen this effect (and make Cap weapons make some sense out-of-universe) without affecting too much of the construction rules is to restrict the weapons that are supposed to be anti-fighter weapons to stay anti-fighter weapons.

The thing that spawned this post is that I was fiddling with dropship design and ended up accidentally making a dropship that could transport a battalion of light vehicles & BA accompaniment while being faster than most Warships & dropships, about as well armed as small corvette warships (able to peel off the armor of many corvettes in 1 salvo with its armament), and actually being far more durable than any of the corvettes. I'm not particularly impressed with how Battletech handles their aerospace assets.
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