A question about ammo in BT
#1
Posted 02 November 2012 - 01:35 AM
I have a question: according to rules if your ammo explodes it inflicts damage to you as if all the bursts/shots/rockets you have left (in the part of your ammo which suffered ammo explosion) automatically hit you and if the part in which the ammo exploded is destroyed any leftover damage moves according to the damage diagram.
So, does that mean that if say my ac20 rounds explode in my arm in a hunchback I die ? Since it is 200 damage and that will just tear me in half according to the rules.
Another problem I have is with machine guns, I never EVER take them because they have TOOOOO much spare ammo. I mean 200 bursts ? When will I ever fire 200 bursts ? I might fire off 5 before somebody hits my ammo stores for it and do a whoopin 390 damage to me (insta-kill even on an atlas....2 times) :/
Am I doing something wrong ?
#2
Posted 02 November 2012 - 02:59 AM
#3
Posted 02 November 2012 - 03:59 AM
SnipGK, on 02 November 2012 - 02:59 AM, said:
Ok, but there is no CASE in my rulebooks. Anyway, can I take less ammo if I want ? Say 10 bursts for machine gun instead of 200 ?
#4
Posted 02 November 2012 - 04:07 AM
Chief 117, on 02 November 2012 - 03:59 AM, said:
Well, nothing says you _have_ to fill the ammobins all the way up. And in fact, the fluff for the Orion says its AC/10 tends to jam if the ammo bins are full, while if one leaves out the last round then it does not have this problem, so there's precedent for leaving out rounds in the TRO fluff at least.
There's also the fact that it's possible to dump ammo in mid-fight if you don't want it (weapon has been destroyed, for example). Of course, that's risky as a shot to the back torso (where the ammo spills out) during the round you spend dumping means ammo explosion. And of course, if you dump you dump all the ammo in that slot.
#5
Posted 02 November 2012 - 04:12 AM
Steinar Bergstol, on 02 November 2012 - 04:07 AM, said:
Well, nothing says you _have_ to fill the ammobins all the way up. And in fact, the fluff for the Orion says its AC/10 tends to jam if the ammo bins are full, while if one leaves out the last round then it does not have this problem, so there's precedent for leaving out rounds in the TRO fluff at least.
There's also the fact that it's possible to dump ammo in mid-fight if you don't want it (weapon has been destroyed, for example). Of course, that's risky as a shot to the back torso (where the ammo spills out) during the round you spend dumping means ammo explosion. And of course, if you dump you dump all the ammo in that slot.
Dumping ammo is also not in my rulebook, but if you say it is okay to take less ammo I think I might give mgs another chance
#6
Posted 02 November 2012 - 09:59 AM
And just to clarify the 100 round machine gun ammo thing. Your actually allowed to take half a ton of machine gun ammo, which is .5 tons and has 100 shots. Taking a full ton of machine gun ammo is a huge waste of weight IMO. But i should also mention that no rule book that ive read allows you to take a half of ton of ammo on any other weapon, just MG.
Edited by SteelWarrior, 02 November 2012 - 10:00 AM.
#7
Posted 02 November 2012 - 10:44 AM
machine gun ammo being the most explosive compound in all of battletech.
Especially weird in that a ton of MG ammo blows for a massive 400 damage, while a ton of AMS ammo, (which pretty much IS machine gun ammo) explodes for a much more tame but still serious 24 damage.
Don't make no sense yo. Especially since machine gun gun ammo would by weight be mostly casing and ball relative to propellant. Especially compared to missiles which would have a considerable proportion of their weight dedicated to fuel and explosives. No way should a stack of machine gun bullets out-boom a stack of missiles.
sorry sorry, thinking too much into it, i'll shut up now.
#8
Posted 02 November 2012 - 01:46 PM
Also, I think that mg ammo is indeed the most dangerous, I don't recall any other ammo stack having more than 400 damage.
Edited by Chief 117, 02 November 2012 - 01:46 PM.
#9
Posted 02 November 2012 - 04:49 PM
#10
Posted 02 November 2012 - 11:25 PM
Chief 117, on 02 November 2012 - 01:46 PM, said:
Also, I think that mg ammo is indeed the most dangerous, I don't recall any other ammo stack having more than 400 damage.
Well theres good news. For one thing ALL table top wargames are open to alterations via House Rules. You could easily purpose a rule of your own stating that every MG round that explodes is only .25 damage multiplied by the total rounds left, rounded down for an example. That way 100 rounds of MG ammo explode for 25 damage.
My only theory behind why theres so much ammo for MG would be in a campaign style scenario. For example you and your freinds decide to make a multi game campaign, with damage and ammo use carried forward to the next game with perhaps a stage to repair and re arm. Well logically one would think that a mechs MG would be something along the lines of current day heavy machine guns and the ammo would be easy to come by and thus by loading your mech up with so much of it you could go several missions without needing to rearm, where as missiles and ballistics are harder to come by. In this sense it also explains alot of the mech designs in Battletech. Not all mechs were designed to enter a slug fest until the last man standing. Game elements like LOS give purpose to mechs that would otherwise be useless. Same as a mech with a MG may be next to useless vs another mech, but its day and night difference when shooting infantry.
lol. regardless, house rule is your best course of action IMO.
Edited by SteelWarrior, 02 November 2012 - 11:27 PM.
#11
Posted 03 November 2012 - 12:40 AM
I looked again through the rules and I can't find the ammo dumping mechanic, I will give it another look but there is surely no CASE here.
Thx again for your reply Steel Warrior, I have to agree with you on the campaign idea, MGs seem to be ideal for it especially if you play combined operations.
Edited by Chief 117, 03 November 2012 - 12:51 AM.
#12
Posted 03 November 2012 - 03:42 AM
#13
Posted 03 November 2012 - 10:44 AM
#14
Posted 03 November 2012 - 12:16 PM
if i was running a group, i'd house rule em as such
effectively
range and accuracy wise treat them as an srm 2 where each ("missile" does 1 damage)
50 units of ammo per ton (only 1 unit is consumed per 2 potential impacts)
cannot rattle a pilot.
a full ton blows up for 25 damage
can get an extra impact, (3 clusters of 1) for 2 heat and 3 ammo
(edit) to avoid having them out lbx20 the lbx20 when stacked, give them 1 heat per use instead of zero)
as such you could conserve your ammo to 500 seconds (50 turns) worth of fire, or burn through in 160, (16 turns)
#17
Posted 04 November 2012 - 11:32 AM
Maybe the good thing in MW:O is that MGs don't really do any damage, so it might not matter if they all explode?
Or are they implemented differently? I don't think I've ever survived an ammo explosion without case, but I generally do not have many ammo explosions in the first place.
#18
Posted 04 November 2012 - 11:55 AM
http://www.scribd.co...r-Rules-Revised
#19
Posted 08 November 2012 - 01:38 AM
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