User:LRichardson/Interpolated Autocannons

Abstract

Considerable gaps exist in the selection of ranges and damages of autocannon types. Desired damage values are derived. The various types and subtypes of Autocannon are plotted graphically and interpolated values for 8, 12, 15 and 18 damage are read for standard, LB-X Autocannon and ultra autocannon types. Battle values were calculated separately.

Purpose

A common comment on autocannons as published is that relative to their actual performance, autocannon are over represented in canon designs. AC/10's lack the one hit kill possibility of a gauss rifle, and AC/20's lack the reach. Indeed, the gulf in performance between the 10's and 20's is so wide that it is something of a stretch to see them as part of a continuous spectrum.

The fluff description of autocannons describe them as being put into general classes where the size of a single shell is irrelevant. That is to say an AC/20 may represent 10 shells doing 2 points of damage each all to the same location or it may represent two shells doing 10 damage, or any other combination of values adding up to 20. Personally, this has never been much of a satisfying description as with only a minor exception here and there the rules behave as though a single shot from an AC is exactly that, a single shot. Realistically, insofar as that term applies to a sci-fi game about giant robots slugging it out on 31st century battlefields, autocannon would be possible in a pretty much continuous spectrum of damages.

Nonetheless, likely for practicality reasons the number of weapon types in the early incarnations of BattleTech were kept limited. Initially there were no "types" of autocannon. The AC was an AC 5 and that was the only one. CityTech was where the AC/2, AC/10 and AC/20 were introduced. Even a brief look at the stats for these weapons reveals a strong set of trends. As damage goes up, mass and size go up, heat goes up, range drops, shots per ton drops, ect. With this in mind, I've set about trying to fill in the gaps between autocannon sizes to give a little more variety of choices within the existing technology paradigm. With the trends in the stats for AC's it would seem that as the projectile gets heavier its damage goes up and its range goes down, generally consistent with a single shell being fired with a similar amount of propellant. This essay will assume this to be the case, even though this is directly contradicted by fluff.

Basis

Autocannon as a whole are not simply one type of system. There are "standard" autocannon, LB-X autocannon, Ultra autocannon and others. Each of these subtypes has a base set of trends that hold only within that type. As such, each of these ought to be handled separately as families of weapons for analysis. Further dividing the classes is the issue that for both the Ultra and LB-X families two different set of stats have been published over the years. The first versions to be published were in the Tactical Handbook as what were then known as "Level 3" rules. These will be referred to as THB types. Later, a new set of LB-X and Ultra autocannon were published in BattleTech Master Rules with slightly altered stats. This second publication gave these types as being "Level 2" rules, suitable for tournament play. For the sake of completeness, all five of these families will be looked at and filled in, Standard, Ultra, Ultra (THB), LB-X and LB-X (THB). Important to note is that the generated types are listed as being level 1, 2 and 3 in accordance to the types that they were generated from. Strictly speaking, if using the rules levels, all custom weapons are "Level 3" rules, that is to say optional rules to be used at players discretion by mutual agreement. The rule levels are left as they are simply to infer that the general performance of the weapon types are compatible with other weapons available at that level. Furthermore, the whole classification of rules levels has itself been eliminated from [[Total Warfare]. Again, the rules levels are left here only for the sake of comparison.

With an interpolative method, in theory a design could be made for every single integer value between the published types. For the sake of brevity however some arbitrary points have been selected that ought reasonably fill in the gaps in the published values. Between an AC/2 and an AC/5 there is relatively few values, so no midpoint was selected. Between an AC/5 and an AC/10 there is more room. 6 and 9 damage were considered to be too near 5 and 10 damage respectively and were not considered. This left 7 and 8 as the available points. For essentially aesthetic reasons 8 was chosen as preferable as 8 damage is in line with the damage a large laser does. The choice of 8 is though otherwise arbitrary. Between 10 and 20 damage first there is the obvious midpoint, 15 damage and this was selected. Between 10 and 15 the choice was between 12 and 13. 12 damage is a significant threshold in that the total of the maximum armor and structure of a `Mech's head is 12. Assuming the ability of a one shot kill is the desired result doing more than 12 damage is excessive. Granted, an argument could be made that 13 allows for a total head destruction PLUS one damage transferred to the CT (and its potential for a critical roll), but for most `Mechs the destruction of the head is the loss of the unit. Lastly 18 damage was chosen for the sake of symmetry with 12 and 18.

Graphical Results

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Observations

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Tabulated Results

These tables list the result of the graphical interpolation of the plotted trendlines of canonical autocannon weapon stats. Battle Value and Ammo Battle Value are BV1 and are not interpolated graphically but are instead calculated via Heavy Metal Pro version 5.22 R03. Calculated results for both Tactical Handbook and Total Warfare versions of LB-X and Ultra autocannon have been listed for completeness.


Standard Autocannons

Type Level Heat Damage Min Range Short Range Med Range Long Range Mass (Tons) Critical Ammo/Ton Weapon Cost Ammo Cost Weapon BV Ammo BV
Autocannon/8 1 2 8 1 5 11 16 11 6 12 175000 5500 105 13
Autocannon/12 1 4 12 0 5 9 14 12.5 8 8 220000 6500 165 21
Autocannon/15 1 5 15 0 4 8 12 13 9 7 250000 8000 178 22
Autocannon/18 1 6 18 0 3 7 10 13.5 9 6 280000 9000 179 22


LB-X Autocannons

Total Warfare

Type Level Heat Damage Min Range Short Range Med Range Long Range Mass (Tons) Critical Ammo/Ton Weapon Cost Ammo Cost Weapon BV Ammo BV
LB 8-X AC 2 1 8 1 6 13 19 10 5 12 340000 11000 125 16
LB 12-X AC 2 3 12 0 6 11 17 12 7 8 445000 13500 201 25
LB 15-X AC 2 4 15 0 5 10 15 13 8 7 495000 26000 222 28
LB 18-X AC 2 5 18 0 4 9 13 13.5 10 6 555000 18500 232 29

Tactical Handbook

Type Level Heat Damage Min Range Short Range Med Range Long Range Mass (Tons) Critical Ammo/Ton Weapon Cost Ammo Cost Weapon BV Ammo BV
LB 8-X AC (THB) 3 2 8 1 7 13 19 10 5 12 350000 12000 126 16
LB 12-X AC (THB) 3 3 12 0 6 11 16 12 7 8 445000 14000 193 24
LB 15-X AC (THB) 3 4 15 0 5 9 14 12.5 8 7 505000 19500 206 26
LB 18-X AC (THB) 3 5 18 0 4 8 12 13.5 9 6 560000 26000 213 27


Ultra Autocannons

Total Warfare

Type Level Heat Damage Min Range Short Range Med Range Long Range Mass (Tons) Critical Ammo/Ton Weapon Cost Ammo Cost Weapon BV Ammo BV
Ultra AC/8 2 3 8 0 6 11 19 12 6 12 275000 11000 169 21
Ultra AC/12 2 5 12 0 6 11 17 13.5 7 8 355000 13000 284 36
Ultra AC/15 2 6 15 0 5 10 14 14 8 7 405000 16000 302 38
Ultra AC/18 2 7 18 0 4 8 12 14.5 9 6 450000 18000 302 49

Tactical Handbook

Type Level Heat Damage Min Range Short Range Med Range Long Range Mass (Tons) Critical Ammo/Ton Weapon Cost Ammo Cost Weapon BV Ammo BV
Ultra AC/8 (THB) 3 3 8 0 7 14 21 11 6 12 330000 12500 196 24
Ultra AC/12 (THB) 3 5 12 0 7 13 20 12.5 8 8 450000 17500 335 42
Ultra AC/15 (THB) 3 7 15 0 6 12 17 13.5 9 7 510000 22000 365 46
Ultra AC/18 (THB) 3 9 18 0 5 9 14 14.5 10 6 565000 27000 351 44

References


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