Bob_Richter
General
Reged: 04/23/01
Posts: 2886
Loc: Richland, WA (USA)
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Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#27888 - 04/16/02 10:47 AM (134.121.157.14)
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Sometimes you don't need a full-size machine gun.
Sometime the stupid jerks who designed your 'Mech didn't think to include one.
Whatever the reason, from time to time, you'll want to strap an infantry weapon -- HSMG, PRL, etc. -- to your 'Mech or vehicle. Maybe you don't have enough guns and the tank commander's just bored. These things happen.
And when you do something the Btech rules don't cover, that's when you need a variant rule.
Rule #1:No 'Mech or vehicle may mount more than 1000 kg of auxillary weapons at any time.
Rule #2: 'Mech-mounted aux weapons must be mounted on the arms, to provide them with sufficient traverse.
Rule #3: Each crewman (whether in a vehicle or a 'Mech) can only fire EITHER a part of the auxillary weapons array OR one of the inbuilt weapons.
Rule #4: Auxillary weapons are vulnerable to "soft-kills" from heavy weapons. Whenever a 'Mech grade weapon strikes a location with an affixed auxillary weapon, roll 1d6 for EACH auxillary weapon mounted to the location. a "6" result indicates that the weapon has been destroyed. A "5" indicates that it is non-functional but repairable. (repairing the weapon will take a vehicle crew 1 turn, but is impossible for a 'Mech) (if destroyed or disabled,) PRLs and other explosive weapons will explode if a further roll of 1d6 results in a 4, 5, or 6.
Rule #5: Auxillary weapons can be supplied with NO MORE THAN their internal ammunition supply when mounted on a 'Mech.
Edit: reloading an auxillary weapon requires the full time of one turn for one member of a vehicle's crew. During this time, the weapon may not be fired, and that crew member can fire no other weapon. A one-man vehicle reloading an auxillary weapon may not move or fire and is considered immobile.
I don't have sample weapons just now, but if someone can toss me some MW1 or MW2 HWEAPS stats, I'll be glad to translate them into Battletech terms.
-------------------- -Bob (The Magnificent) Richter
Assertions made in this post are the humble opinion of Bob. They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so. :)
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Cray
General
Reged: 07/27/01
Posts: 4131
Loc: North America
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#27890 - 04/16/02 10:52 AM (204.245.128.3)
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Sounds good to me.
-------------------- Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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Bob_Richter
General
Reged: 04/23/01
Posts: 2886
Loc: Richland, WA (USA)
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#27892 - 04/16/02 10:57 AM (134.121.157.14)
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But I suppose you don't have a TRO handy? Oh well.
-------------------- -Bob (The Magnificent) Richter
Assertions made in this post are the humble opinion of Bob. They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so. :)
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Cray
General
Reged: 07/27/01
Posts: 4131
Loc: North America
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#27894 - 04/16/02 11:09 AM (204.245.128.3)
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On-line TROs, yes.
-------------------- Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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Cray
General
Reged: 07/27/01
Posts: 4131
Loc: North America
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#27920 - 04/16/02 03:56 PM (12.91.139.102)
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Depends on the energy weapon. A pulse laser rifle I'd flip a coin over. A MP-PPC or squad support laser I'd plug into the mech's engine.
-------------------- Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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Bob_Richter
General
Reged: 04/23/01
Posts: 2886
Loc: Richland, WA (USA)
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#27924 - 04/16/02 05:14 PM (134.121.247.162)
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A link to the fusion engine is probably infeasible. Consider it equipped with a Military Power Pack.
-------------------- -Bob (The Magnificent) Richter
Assertions made in this post are the humble opinion of Bob. They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so. :)
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Cray
General
Reged: 07/27/01
Posts: 4131
Loc: North America
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#27946 - 04/17/02 04:36 AM (204.245.128.3)
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Extension cord?
-------------------- Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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novakitty
Lieutenant
Reged: 02/18/02
Posts: 447
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#27947 - 04/17/02 05:47 AM (192.195.234.26)
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Sure, and 120 kilos for the transformer to change the massive current from the reactor into the standard (DC?) charge used by the power packs. Fortunately, you would probably only need one transformer for all the little energy weapons in a mech location.
-------------------- meow
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Bob_Richter
General
Reged: 04/23/01
Posts: 2886
Loc: Richland, WA (USA)
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#27956 - 04/17/02 06:45 AM (134.121.157.14)
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Hm. No, since Fusion Engines don't appear to be equipped with wall sockets.
-------------------- -Bob (The Magnificent) Richter
Assertions made in this post are the humble opinion of Bob. They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so. :)
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Nightmare
Sergeant
Reged: 11/16/01
Posts: 344
Loc: Finland
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#28077 - 04/19/02 04:46 AM (194.251.240.107)
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Blah. Renegade Legion`s Centurion made better use of
fusion engines than Btech. Most APCs and some tanks
had outlets on the outside so friendly infantry could get
a reload for their laser rifles.
-------------------- Advice for Evil Overlords:
My legions of terror will be trained in basic marksmanship. Any who cannot learn to hit a man-sized target at 10 meters will be used for target practice.
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novakitty
Lieutenant
Reged: 02/18/02
Posts: 447
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#28087 - 04/19/02 08:28 AM (192.195.234.26)
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How many infatry are going to be near a mech's left hand long enough to recharge their guns?
How do you expect them to keep the extension cord plugged nicely into the foot socket when the foot lifts 4 feet off the ground each step?
And finally, how many mechs are designed with the intent of having infantry support at all times?
-------------------- meow
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Nightmare
Sergeant
Reged: 11/16/01
Posts: 344
Loc: Finland
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Re: Auxillary Weapons (Variant Rule for Battlemechs, Agromechs, Tanks, etc.)
#28135 - 04/21/02 04:21 AM (194.251.240.107)
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"Most APCs and some tanks"
edited: spelling error
-------------------- Advice for Evil Overlords:
My legions of terror will be trained in basic marksmanship. Any who cannot learn to hit a man-sized target at 10 meters will be used for target practice.
Edited by Nightmare (04/21/02 04:21 AM)
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