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Idea for a house rule: lasers


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#21 Nebfer

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Posted 10 July 2012 - 12:06 PM

Their is some evidence for B-tech having significant ECM going on in the back ground, and the fact that mechs have been described as highly mobile making it harder for units to get a hit in at range (not to mention the armor requires "good hits" in order to damage it).
Thoughs and some others have also been used to explain why the ranges in game are short as they are...

#22 aRottenKomquat

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Posted 10 July 2012 - 12:36 PM

That's for MWO. This topic is about tabletop.

#23 Erwiin

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Posted 10 July 2012 - 12:45 PM

View PostaRottenKomquat, on 10 July 2012 - 12:36 PM, said:

That's for MWO. This topic is about tabletop.


Hah! I knew that.

I should have read the "Tabletop Chat" heading.

*hides in a dark corner, hoping nobody will notice* :blink:

#24 Nebfer

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Posted 10 July 2012 - 10:37 PM

View PostaRottenKomquat, on 10 July 2012 - 12:36 PM, said:

That's for MWO. This topic is about tabletop.


Edit: humm it seems your refuring to some one else...
I do not know what MWO is using to explain it, but their are some fluff refrences to ECM being used to explain the ranges.

Tech manual mentions that ECM is why basic firecontrol has a +1 to hit
the Entry on missiles mention having to fight through ECM
The entrys on Active probes and ECM, as well as communication equipment...
Tactical ops even mentions that ECM has gaind a lot of power due to the masive amounts of power Fusion engines put out, as such Communication ranges have been highly reduced by ECM.

The Old B-tech mag actualy mentions the ECM angle as part of why the ranges are so short, along with mechs being highly mobile and that the it's easier to damage the armor up close than from further away...

And that ECM is commonly used in the novels, at lest for communications...

Edited by Nebfer, 10 July 2012 - 10:39 PM.


#25 CaveMan

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Posted 12 July 2012 - 01:31 AM

After thinking about it for some time, I decided that the rule I first presented isn't very well balanced, and is perhaps too complicated.

So as an attempt to correct those flaws, I present an alternative optional laser rule that will hopefully have fewer problems. This rule is designed to allow players to calculate modifiers the same way as for regular attacks, hopefully making things simpler. It still allows beam weapons to inflict bonus damage with a high roll, and low rolls can result in the attack being ineffective, but it should hopefully have less of a problem with elite gunners and small lasers being overpowered.

Alternate Beam Weapons Rule

Resolve attacks for all lasers, ER lasers, pulse lasers, heavy lasers, and all types of PPC as you would all other weapons, rolling 2d6 against the pilot's Gunnery skill and all other modifiers, with the following exceptions:

1) Do not apply modifiers for the target's movement. Modifiers for an immobile target similarly do not apply.
2) Double all range penalties, including penalties for minimum range (if any).

Regardless of the roll, the attack hits.

The Base Damage is equal to half the weapon's standard-rules damage, round down. For weapons with variable damage, use the damage value at the appropriate range.

Modify this value by the attack's Margin of Success or Failure (the amount by which the roll beat the target number). The maximum damage a weapon can inflict is 3 times its Base Damage, regardless of its margin of success.

Example: a Large Laser and an AC/10 are fired by a pilot with a Gunnery skill of 4 at a range of 9 hexes, against a Locust that moved 8 hexes. The attacker walked and there is one hex of light woods between the attacker and target.

The to-hit roll for the laser is therefore a 10 (4 gunnery + 4 medium range x2 + 1 attacker movement + 1 light woods).
The to-hit for the AC/10 is 11 (4 gunnery + 2 medium range + 3 target movement + 1 attacker movement + 1 light woods).

If the attacker rolls an 11 or 12 the AC/10 hits for 10 damage. Otherwise the attack misses.

For the laser, if the attacker rolls a 12, the attack hits and damaged is increased by 2 (12, the roll, minus 10, the to-hit, equals 2). Since the large laser has a Base Damage of 4, the damage of the attack is 4 + 2, or 6. If the attacker rolled a 7 instead, the attack would hit but the damage would be reduced by 3 (7 - 10 = -3) to just 1 point. If the attacker rolled a 2, damage would be reduced by 8, entirely negating the attack (2 - 10 = -8).

If the to-hit were 3, then rolling a 12 for the laser would increase damage by 9, to 13. Since damage cannot exceed 3 times the Base Damage, the attack's damage is capped at 12. If the weapon were a medium laser instead, its Base Damage would be 2 (5 / 2 = 2.5, round down), and the maximum possible damage would be 6.





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