Elyam, on 29 July 2014 - 12:52 PM, said:
Hats off to you for all the quotes. I'm a huge fan of the fiction and all resource book commentary (though of earlier books). Of course, the color commentary of the stories has always included such descriptions, but in actual TT gameplay did not exist (no rule of any kind for recoil) because it was assumed to stabilize between the 10-second rounds. Now, the heavy gauss came later than my time - I've never worked in any period later than 3058, so please forgive me that construction rule oversight. For all I know more might have been added in even later years.
As I said above though, It would be interesting to have some effects, especially visual, but taking into consideration the idea that it has never been a part of BT play, and as such, should not be added as powerful, immense, or with heavy implications for the gunner. MWO can stretch a bit in this area if it wants to.
Recall, though, that the basic TT gameplay rules are intentionally designed as an abstraction of the lore, purposefully simplified so as to ensure that a TT round can be played out in reasonable time & space constraints, as well as to enhance TT gameplay aesthetics.
- "However, players should note that such 'real world' terms are abstractions when applied to the board game. Classic BattleTech is a game, not a detailed simulation. Therefore, the real world must take a back seat to game play - for simplicity, length of play, space required and simple enjoyment." - Total Warfare, pg. 36
- "Finally, the abstractions of real-world factors such as firing distance often can enhance the aesthetic of the game universe. Classic BattleTech has always been about 'in-your-face' combat, which works best with closer ranges. Players are encouraged to remember such abstractions and not get bogged down in real world mechanics and physics. Just enjoy the game!" - Total Warfare, pg. 36
In this case, a MechWarrior's ability to deal with the recoil produced by his/her 'Mech's weapons would be abstracted into the Gunnery skill ("Gunnery Skill helps determine how easy or difficult it is for the warrior to make a successful shot using his unit’s weapons." -
Total Warfare, pg. 39), where a "better" Gunnery score represents, among other things, a greater ability to account for & mitigate the effects of the weapons' recoil.
Thus, why Kai Allard-Liao or Natasha Kerensky (both of whom are Gunnery 0 (
and Piloting 0) MechWarriors -
source) can sit in a given 'Mech and hit virtually anything that crosses their path, while an "average" Mechwarrior (Gunnery 4 for an average IS MechWarrior, Gunnery 3 for an average Clan MechWarrior -
Total Warfare, pg. 40) can sit in exactly the same 'Mech in exactly the same scenario and be shooting at exactly the same target & be far less likely to hit the target in question.
As for the Heavy Gauss Rifle, the specific rule regarding the PSR needed to keep the 'Mech upright is found on page 136 of
Total Warfare.
Quote
A ’Mech expending any MP and firing a heavy Gauss rifle in the same turn requires the attacker to make a Piloting Skill Roll at the end of the Weapon Attack Phase, with the following modifiers based on the unit’s weight class: Assault –1, Heavy 0, Medium +1 and Light +2. Unlike other Piloting Skill Roll effects, this is not cumulative; if the same unit fires two heavy gauss rifles in the same turn, two rolls would be required, but only the single modifier would apply to each roll. Other standard modifiers (such as 20+ points of damage inflicted in the Weapon Attack Phase, damage to actuators and gyros and so on) apply to the Piloting Skill Roll as usual.
For example, if an undamaged
FNR-5 Fafnir with an average IS MechWarrior (Piloting 5, Gunnery 4) at its helm were to fire both of its HGRs in the same turn in which it had moved (expended MP) adross level & uncluttered terrain (e.g. no modifiers), the player would roll twice (once for each HGR) with a target number of 4 (Piloting 5, plus the -1 modifier for the
Fafnir's being an Assault 'Mech). By contrast, an undamaged
BZK-F7 Hollander in exactly the same scenario would have a target number of 7 (Piloting 5, plus the +1 modifier for the BZK-F7's being a Medium 'Mech) - the lighter 'Mechs cannot handle the extreme recoil as well as the heaver 'Mechs (attributable to conservation of momentum, strength of actuators, and so on).
Edited by Strum Wealh, 29 July 2014 - 03:47 PM.