Normally, beam weapons in BattleTech are subject to the same accuracy restrictions as other weapons, which doesn't make a whole lot of sense, honestly, because as we all know the laser always hits what you point it at (disregarding things like atmospheric refraction which are only an issue at VERY long ranges, greater than what combat occurs at). There are ways to rationalize this, but they all require considerable mental gymnastics to make it work.
So, what if we let beam weapons always hit?
Well obviously if you made that change and did nothing to balance it, they'd be grossly overpowered, but there may be a solution: variable damage. The beam might physically intersect the target but there are a lot of factors that can prevent it from doing its full damage (incidence angle, reflectivity of the target, intervening smoke/dust, target moving before the beam is fully discharged, bloom from the target's armor vaporizing interrupting the beam, etc.). So what I'm proposing is an alternate rule that has the player roll for the laser's damage instead of whether or not it hits.
It would work as follows:
If the attack is permissible (line of sight to target, weapon can be fired), then a laser or PPC automatically hits its intended target. Roll 2d6 and subtract the pilot's gunnery skill. Also subtract 2 for each range category beyond short (-2 for medium, -4 for long, and so on) and 1 for each hex inside minimum range. The result is the weapon's damage for that attack (damage cannot be reduced below 0). Roll location and criticals normally.
For small lasers, subtract 2 from the damage. For large lasers and standard PPCs, add 2. Heavy and Clan PPCs add 5 instead. Heavy lasers add 4 on top of the size modifiers (thus a net +2 for heavy small, +4 for heavy medium, +6 for heavy large). Snubnose PPCs and VSP lasers add 2 to damage, but have doubled range penalties.
For pulse lasers, roll 3 dice and use the 2 highest. Heavy lasers do the opposite, roll 3 dice and use the 2 lowest.
Thus, a large laser for a pilot with 4 gunnery does 2d6-2 damage at short range, 2d6-4 at medium and 2d6-6 at long range.
Any thoughts or suggestions?
EDIT: I just realized that packs of small lasers could be extremely overpowered with an elite pilot. Therefore the damage should be capped at some fixed amount (the weapon's normal maximum damage, most likely).
Edited by CaveMan, 15 June 2012 - 12:47 AM.