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> My currently unofficial ideas for improving BT rules. (lots of text), Most recent edit on p. 1 on Sep 24, 2016 (LAM safe thrust)
NatanyaSmith
post Jun 27 2015, 06:35 AM
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okay, i just added my rules for Uses Profanity negative trait on page 2

This post has been edited by NatanyaSmith: Jun 27 2015, 06:35 AM
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rogal_dorn
post Jul 2 2015, 10:07 PM
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Thanks mate, looks good!


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NatanyaSmith
post Jul 8 2015, 12:37 AM
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you're welcome mate

here's the webpage for you all to send Randall Bills your recommendations of the page 1 & page 2 rules I've posted
http://www.catalystgamelabs.com/contact/
and be sure to include these 2 links to page 1 & page 2 and also include ScrapYard Armory link
http://www.wargamerau.com/forum/index.php?...171830&st=0
http://www.wargamerau.com/forum/index.php?...71830&st=20
http://www.scrapyardarmory.com/downloads/

hey mates, you all can call me chip burcham (i had to register with my feminine soul's Lyran Alliance friend's name due to how i'm not very welcome on the official BT website); i didn't know how you all would respond if i registered my displayname as "chip burcham"; this is part of my Rim Collection Intelligence Collection Agency roleplaying; i hope that's not a problem, and that's okay with my friend of myself and my feminine soul (we gave our Lyran Alliance friend support against Clan Steel Viper) i hope these rules that i've posted give you many fun games

This post has been edited by NatanyaSmith: Nov 6 2015, 07:59 AM
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NatanyaSmith
post Sep 22 2015, 09:31 AM
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okay, on p. 1 i posted edited rules for evasiveness, LAMs, and vehicle trait points from dan jones; be sure to read them

on October 9, 2015, i posted edited rule for evasiveness on p. 1

This post has been edited by NatanyaSmith: Oct 9 2015, 11:43 PM
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NatanyaSmith
post Feb 21 2016, 03:05 AM
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on p. 2, i added Warlock's Concealment Like Trait and updated rules for Magical Character Positive Trait

This post has been edited by NatanyaSmith: Feb 21 2016, 03:06 AM
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rogal_dorn
post Feb 21 2016, 08:12 PM
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Great work mate, have you been accepted as an official play tester yet?


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Rice Array
post Feb 21 2016, 10:45 PM
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QUOTE(NatanyaSmith @ Sep 20 2014, 12:58 AM) *

TW (Total Warfare)
TO (Tactical Operations)
SO (Strategic Operations)
AToW (A Time of War)

Currently unofficial rule ideas:

Replace "capital weapon" with "huge weapon". Replace subcapital weapon with "big weapon". Replace ballistic "flamer" with "flameeezer" since flamers can shoot freezing shots. Replace "Weapon Attack Phase" with "extremely fast phase". Replace "Physical Attack Phase" with "physical phase". More than one weapon is sure to be fired during extremely fast phases; and non-physical attack physical actions such as dodging, dumping, and constructing are resolved in physical phases. Replace "MechWarrior" with "probotpilot" or "probotgunner" or "probotcommander" (note that MechWarrior may be used for Clan MechWarriors; Warrior may be used for any Clan Warrior). Replace " 'Mech " with "probot", LAM with "aeroprobot", AirMech with "airprobot", replace "aerospace fighter" with "aeroplane" and replace conventional fighter with "proplane". Replace "infantry" with "personnel" since infants (babies) aren't to be combatants. Replace "edge" with "luck". Note that "probot", "airprobot", "aeroprobot", "aeroplane", "proplane", and "tw" are hopefully going to be real life trademarks used in tw and no trademarks not owned by Topps/Catalyst Game Labs/FanPro/Microsoft/FASA Interactive/you such as Vlar/GM shall be used (basically, I don't want those real life trademarked manufacturing corporations suing you). This tw game will use heat sinks instead of heat pumps because if heat pumps were used, then there'd have to be oxygen containers for those heat pumps used by units/structures in space vaccum environments.

I've playexamined TW & TO & SO & AToW book rules improvements; they are as follows:

Real life dice shall be physically rolled by real life persons and inputted by real life persons instead of electronically rolled to prevent fraud. No betting of any real life property/properties will be done with any tw game.

Each tw game has: a minimum number of players number of players agreed to by all players before said game begins units, structures, mapsheets, etc.

Each player is allowed 3 minutes per unit per turn to move per unit and an additional 1 minute per each of its weapons per turn used to attack with per functional weapon (these minutes are real time minutes). These minutes may be playexamineed so if more time is necessary then maybe so be it. Having a time limit for players keeps them from wasting the time of themselves, other players, and observers.

TO: The star system's defending forces get to choose asteroids movements & quantity and plaentary defenders may choose weather conditions for said planet they're defending, but personnel that have internal belief systems may not choose weather conditions unless said personnel use scalar items to create weather conditions for said planet.

TW p. 20 A VTOL/WiGE, when grounded, is a ground unit (it doesn't make sense to call a VTOL/WiGE that's flying a ground unit).

TW p. 41 the ‘Mech’s cockpit control area internal structure should prevent MechWarrior from taking damage during an attack that does not penetrate the ‘Mech’s head armor (internal structure would act as a protective barrier), a MechWarrior using seat belts strapped onto a cushioned seat in a ‘Mech does not take damage from that ‘Mech when it falls as long as falling damage does not damage internal structure. A MechWarrior/aerofighter/small craft does not take electric shock damage from an ammunition explosion (damage interrupt circuit electronic fuses prevent this, having electric shock per ammo exploding is unbalancing). 21 points of heat equate to 210 degrees Celsius (remember hostile environments rule of 10oC causes a heat point change of a unit's heat scale), water evaporates at 100 degrees Celsius, and a human body is 70% water.

TW p. 49 A 'Mech, during a movement phase, may drop to the ground even if it jumped.

TO (somewhere) black ice rules should not allow unit to fall through pavement when using breaking through ice rules on p. 50 unless the pavement is a bridge that collapses due to excessive tonnage/damage.

TO (somewhere) blowing sand shall not destroy one or more VTOLs; piloting skill roll with a +1 modifier applied to piloting base to-hit number per winds force of blowing sand applied to VTOLs instead.

Clouds are atmospheric features and come in three types. Light Clouds, Heavy Clouds, and Ultra Clouds that follow the rules for Light Smoke, Heavy Smoke, and Ultra Smoke respectively for LOS. Clouds dissipate 1D6 * 1D6 hours after they're deployed. Clouds drift like smoke. Every cloud cannot be lower than elevation 300 (checkthis). A cloud can be any size and any shape.

TO The planet's defending forces get to choose the weather for all games played on that planet and in space the star system's defending players get to choose the asteroids in use and may only initiate their movements (the defending players may not change the vectors of asteroids once those asteroids start moving unless thrust drives are attached to asteroids).

TW p. 53 omit rule that requires jumping unit to use shortest jumping path (requiring shortest path is unbalanced due to usage of BV accounting for jumping and is unrealistic due to how a MechWarrior could choose a longer path and is also difficult to program “shortest paths” in TW), and have jump jets’ heat if you want be 1 heat point per standard jump jet used (this is easier to make sense & program).

********read this update of September 21, 2015 for evasive********
TO p. 18 (and SO p. 277?) 1, when a unit uses evasiveness, it is using the MP of one less movement mode then what it's declared to be; in other words if a unit is at sprinting/overdriving/overthrusting and uses evasive, then it's only allowed running/flanking/maxthrusting MP; or if it's at running/flanking/maxthrusting and uses evasive, then it's only allowed walking/cruising/safethrusting MP; or if it's at walking/cruising/safethrust MP, then it's only allowed stationary/stationary/coasting; and apply a +1 modifier, in addition to all other modifiers, on all attacks against unit while unit is using evasiveness, multiplied by skilled evasive to-hit modifier equal to 8 minus piloting/driving skill base number (8-8=0), and then multiplied by total number of thrust points (to a max of 20 thrust points due to how the motors used for evasive thrust vectoring would burn up if a higher max number of thrust points is used for evasive) used in game turn for evasiveness if thrust points were used for evasiveness in said game turn, that is;
2, any unit using evasiveness while attacking has its movement mode attacker movement modifier (not including immobile of course) of declared movement mode increased by 1D6 (average of 3.5) evasive action attacker modifier per movement mode level (+0 plus +1D6 if stationary, +1 plus +2D6 if walking/cruising/safe thrust, +2 plus +3D6 if running/flanking/max safe thrust, or +3 plus +4D6 if sprinting/overdrive and/or overpiloting/overthrusting) in addition to the evading unit's current attacker movement modifier applied to the evading unit's base to-hit number for each attack said unit makes while evading in addition to all other applicable modifiers unless that/those attack(s) is/are put into effect and are controlled by personnel not driving/piloting that unit which negates the need for evasive action 1D6 modifier and attacker movement modifier, and any person in a unit using evasive MP has a modifier equal to evasive 1D6 modifier in addition to all other modifiers the minimum desired roll number for non-combat actions (such as technical repairs/replacements);
3, when using thrusting for evasive MP, apply a modifier equal to the total number of thrust points spent for evasive MP to the minimum desired to be rolled number (not the actual roll number) to determine if each person in that unit, that is using thrust points to evade, goes unconscious;
4, at the end of said unit's movement while it's using evasiveness, it must make a piloting/driving skill roll with a modifier added to minimum desired number equal to its current attacker movement modifier and also that 1D6 roll mentioned above to avoid:
*falling if it was sprinting/running/walking during the movement phase said unit was using said evasiveness
*going into a skid or sideslip or capsizing if it was overdriving/flanking/cruising during the movement phase said unit was using said evasiveness (unit can't be using thrust);
*going out of control if it was safe thrusting/max safe thrusting/overthrusting during the movement phase said unit was using said evasiveness if pilot became unconscious during said movement phase with a positive modifier equal to MoF of consciousness roll; note that unit's computer can compensate for unconscious pilot if unit wasn't damaged during turn(s) said unit was using evasiveness.

TW p. 81, low and high altitude level heights are unbalanced. Altitude level length and height in meters shall be equal to 30 meters BTech ground hex multipied by the altitude level. Have 600 altitude levels with the 100th altitude level being an 18km space hex and altitude 1 being a 30 meter tall altitude level; these 600 altitude levels have from altitude level 1 to altitude level 600 have a height of over 5,409,000 meters (5,409Mm); The atmosphere of Earth including the exosphere extends from surface to about 10Mm in space. I chose 30 meters multiplied by altitude level for 18 km space hex so each space turn shall last 10 seconds, not 60 seconds; this way any unit in space can shoot target(s) every 10 seconds like surface unit(s) can. Movement shall be fractionalized if necessary during game turns like for airships, and the MP cost of moving through each 18km space hex is one thrust point during a total of six consecutive 10 second turns.

TW p. 91 VTOLs, aerodyne small craft, jump capable units, and aeroplanes shall be able to fly/jump out of a grounded/flying unit.

Ray movement is when a unit is in a hex and moves from one hex to one or more other hexes and doesn't have to make so many facing changes - the unit moves along the ray which starts from the center of the hex the unit is currently in and stops at the hex it will stop moving in. Ray movement costs 1/2 MP for each fractional hexside facing change (not a whole hexside facing change) regardless of how fractional the change is. A unit must pay 1 MP per full hexside change that leads up to a fractional hexside change.
For example: using the map that can be downloaded at classicbattletech.com from the downloads page that has the Maps and Counters link, let's say that in Turn 2 a probot in hex 0108 facing 0207 wants to fire machine guns at short range at a fighter that has landed on the ground in hex 1207. Using ray movement, the probot uses 1/2 MP to fractionally change facing so it now faces the hexside where hexes 0207 & 0208 are adjacent. Now the probot uses 1 MP to move along that hexside, uses another 1 MP to move through hex 0308, uses another 1 MP to move along the hexside that hexes 0407 & 0408 are adjacent to, uses 1 MP to move through hex 0508, uses another 1 MP to move along the hexside that hexes 0607 & 0608 are adjacent to, uses 1 MP to move through hex 0708, uses another 1 MP to move along the hexside that hexes 0807 & 0808 are adjacent to, uses 1 MP to move through hex 0908, uses another 1 MP to move along the hexside that hexes 1007 & 1008 are adjacent to, uses 1 MP to move into hex 1108, and finally uses another 1/2 MP to make a fractional facing change to face hex 1207 at a total of 11 MP used.
Using the same example but with the current rules the probot would in Turn 2 use 1 MP to go through hex 0207, then use 1 MP to go through hex 0307, then use 1 MP to go through hex 0406, then use 1 MP to go through hex 0506, then use 1 MP to go through hex 0605, then use 1 MP to make a full hexside facing change to face hex -0706, then use 1 MP to go through hex 0706, then use 1 MP to go through hex 0806, then use 1 MP to go through hex 0807, then use 1 MP to go through hex 1007, then use 1 MP to go through hex 1108, and finally use another 1 MP to make a full hexside facing change to face hex 1207 at a total of 12 MP used. As you can see in the previous example, ray movement enabled the probot from having to use a twelfth MP. Ray movement can in some instances lessen the amount of MP required to go somewhere.
Note that when a unit moves along a hexside, that unit pays an amount of movement points equal to one of the two hexes adjacent to that hexside equal to the total MP of either of those two hexes required MP which is of course decided by the player controlling said unit.

A prone probot may use its shoulder, arm, hand, hip, leg, and feet actuators to pull&push itself along the ground in a skidding way at a cost of 4MP per hex in addition to MP spent for the terrain/elevation change(s); and that probot takes skidding damage per each hex skidded during such pull&push movement. This is useful for a probot that's gyro has been destroyed and can't crawl per TO crawling rules.

If a unit has multiple jump systems, the player may use as many as he/she wants in a turn provided they function correctly and all benefits apply and no psr required for landing using mechanical jump boosters and jump jet(s)/jump pack(s).

A standing probot has LOSes for its arm, torso, and head mounted weapons (upper LOSes), and it has LOSes for its leg mounted weapons (lower LOSes).

If a unit using thrust wants to use exhaust heat from its thrusters to add heat to a target, then follow the rules for a ramming attack except neither the attacker nor target takes damage but apply an additional +3 modifier to the piloting base to-hit number, and the target takes a number of heat points equal to the attacker's engine rating multiplied by the total number of thrust points spent during the heat phase of the turn that attack takes place. (This is basically the Kylie Maneuver.)

A player may substitute one Walking MP for one standard Jumping MP and vice versa. The player may do this as many times as (s)he desires. A player may substitute one Running MP for one Improved Jumping MP and vice versa. The player may do this as many times as (s)he desires. If a unit walks & jumps or runs & jumps in the same turn, the unit's attacker movement modifier is +3.

Programming for tunnels and draw/drop bridges.

Allow vehicles to become put into park (immobile).

Programming for mercury used in jump jets/jump packs; ICE powered units using jump jets must have power amplfiers for said jump jets.

Enable each person piloting/driving a unit to increase said unit's target movement modifier bonus by +1 during a turn as long as he/she is not attacking during said turn (this is basically dual cockpit +1 target movement modifier bonus).

A probotpilot using mechanical jump boosters to jump his/her probot using its center of gravity gyroscope to change its facing like a ballerina, and a +1 modifier per facing change is applied to the landing piloting skill roll in addition to all other applicable modifiers.

A player that wants to have his/her probot make a vector change by two or more hexsides and only wants to spend 1 MP to do so must make a piloting skill roll; if that roll succeeds, then that probot may make said vector change(s) using said 1 MP; but if that roll fails, then that probot must spend 1 MP per hexside vector change.

When determining skilled evasive defensive to-hit modifier bonus, take the number 7 and subtract from it the piloting/driving base skill number. For example if your base piloting/driving skill is 0, take the number 7 and subtract from it the number 0 equalling +7 evasive to-hit modifier. If your base piloting/driving skill is 7, take the number 7 and subtract from it the number equalling +0 evasive to-hit modifier.

Vehicles may use jump jets/mechanical jump boosters without any damage to their motive systems.

If a unit has multiple jump systems, then the player may use as many as he/she wants in a turn provided they function correctly and all benefits apply and no psr required for landing using mechanical jump boosters and jump jet(s)/jump pack(s).

TO p. 24 speed rules & p. 25 turn modes & advanced maneuver rules must be in TW (they are realistic & balanced enough & make driving skill rolls more balanced & useful & more on a par with ‘Mech piloting skill rolls). Increase current turn mode of vehicle by +1 per elevation level it changes.

TO p. 79 LOS programming shall be the default LOS programming for TW (realistic & balanced & provides for better LOS Clan zelbridgen rules).

Machine gun, Gauss rifle, autocannon, grenade launcher and SRM shots may be vectored indirectly at immobile targets using the rules for indirect attacks but said shots arrive in the same weapon attack phase they're fired.

TO p. 85 should be noted that LOS range rules could perhaps be very unbalanced and/or difficult to program BVwise for each weapon each unit attacking at LOS range. If you don't want to program LOS range rules, then that's fine.

TO careful aim rules should allow a -10 to-hit modifier instead of a -1 to-hit modifier (I chose -10 because BVwise it's more balancing because a turn not attacking is a wasted turn and a -1 to-hit modifier is about 10% of a 2D6 roll. Staying stationary/immobile shall not be necessary to achieve careful aim and a unit may have careful aim for each weapon once per turn to a maximum of three (-20 to-hit modifier for two turns of careful aim, or -30 to-hit modifier for three turns of careful aim, and so on). A unit tracking a target using acoustic, scent, and/or seismic sensors need not have LOS to that target to have careful aim applied to said target.

A probot may push a unit, except for a personnel unit, that is exclusively 1 elevation level lower than the elevation the probot is; if that happens, then the player controlling that probot must make a psr to avoid falling. If the pushing attack fails, then add to that psr the mof of the failed push attack.

A unit using safe thrust to move has a +1 modifier applied to all of its attacks.

A critical hit for any immobile structure/mobile structure/vehicular unit target (including spacecraft, airships, aeroprobots, probots, conventional vehicles, satellites, rail units, watercraft ships, etc.) can't happen to said target's location unless the damage inflicted is equal to at least 10% of unit's armor and a 2 is rolled on the hit location table of said target.

TW p. 131 A unit mounting 1 or more C3 Master(s) and/or 1 or more C3 Slave(s) may use any number of them.

TW p. 140 armor piercing ammo shall be capable of inflicting armor piercing critical hits against aerospace targets massing 500 tons or less (is realistic & balanced); other ammo should be capable of affecting aerospace targets that mass 500 tons or less.

TW p. 142 let stealth armor have effect on aerospace units (this makes sense & is BV compatible).

During any phase a unit/structure is immobile, that unit/structure may use the -2 bracing modifier on all of said unit's/said structure's fast attacks.

from alayne leung, rules for standard normal guided SRMs and standard normal guided LRMs (not MRMs or DF-SRMs/DF-LRMs or guidance augmented LRMs/SRMs) may be vectored in a closer or more spreaded formation; when using this rule for closer missile formations, a +1 modifier is applied to base to-hit number (missiles closer together) and a +1 modifier is applied to Cluster Hits Table roll (more missiles could perhaps hit a target), and these modifiers can go as high as +10 for both modifiers simultaneously) and AMS/Laser AMS has its modifier +1 to +10 modifier added negatively to Cluster Hits Table roll (-1 to -10 respectively on Cluster Hits Table roll due to AMS/Laser AMS being able to explode more missiles near each other); so basically when this rule is used for closer missile formations, a -1 modifier is applied to the base to-hit number (missiles spreading) and a -1 modifier is applied to the roll on the Cluster Hits Table roll (some missiles that spread to far could perhaps miss a target), and these modifiers can go as low as -10 for both modifiers simultaneously) and AMS/Laser AMS has its modifier -1 to -10 modifier added negatively to Cluster Hits Table roll (+1 to +10 respectively added to Cluster Hits Table roll due to AMS/Laser AMS not as able to explode missiles since they're not near each other)

A partial load of missile ammo into a launcher can be for any type of missile that is rolled on the Cluster Hits Table and a partial load of AC/SCAC/CAC ammo is always half and always does half damage to only one target (round down).

A missile launcher can launch a maximum of 40 missiles per turn because 10 seconds only provides for a finite number of missiles to be loaded into a missile launcher.

A Thunderbolt missile can be targeting computer compatible and may attack a targeted location.

TO missed shots rules in which missed shots attack other targets can be very difficult to program; it doesn't matter to me if they're programmed in TW or not.

A (L)AMS mounted in a location that is doing a physical action has: a -1 modifier applied to the Cluster Hits Table when attempting to destroy several incoming missles; or if shooting at 1 missile such as an Arrow IV/Copperhead homing missile/Thunderbolt missile/subcapial missle/capital missile, then said missile is affected on a 1D6 roll of 6.

Dodge maneuver base piloting skill plus +1 modifier per physical attack during any turn.

A physical attack except for a charging/ramming/jump jet/jump pack/thruster/DFA attack may be performed so that its total damage is reduced but not below 0. A unit may make physical attack(s) even if it is sprinting/overdriving/overthrusting.

A unit doing a DFA can be subject to one or more physical attacks. A unit may use mechanical jump boosters to do DFAs but only against immobile targets (resolve the DFA as an accidental fall from above to determine hit location damage) unless it's using other jump systems such as probot Jump Pack and/or jump jets. A unit that fails a DFA may make a Piloting Skill Roll to avoid falling with a modifier equal to the MoF of the DFA skill roll. If the roll is successful, the unit does not fall.

Artemis IV & V missiles have triple terrain/terrain feature modifiers applied.

Allow infantry to use direct fire energy and/or direct fire ballistic weaponry to attack locations where missile launchers are. If to-hit roll is successful for such attack, then a number of missiles that have been launched in that phase of said infantry attack are destroyed - 1 missile for every six points of infantry weaponry damage.

TW let a unit drive over/land on personnel units to kill them.

TW p. 143 let a TAG attack designate a single person (this makes sense & is BV balanced); have programmed "Each ProtoMech of a ProtoMech point may declare a target for any TAG it has mounted"; that is easier to comprehend, also some ProtoMech points might be reduced to four, three, two, or one ProtoMech(s); don't let TAG be mounted in a vehicle's body (this makes sense since TAG can't shoot through front armor/internal structure); and let TAG be targeting computer compatible and have each TAG attack be subject to terrain modifiers/terrain feature to-hit modifiers quadrupled (this is realistic and balanced). TAG should be considered an energy weapon and each fast TAG attack is made during when each of these extremely fast phases starts.

A player that fails a piloting skill roll to avoid falling may make an immediate piloting skill roll to land on certain location(s) with a modifier applied to the base to-hit number equal to the MoF of said failed piloting skill roll. If the desired rolled number is actually rolled, then piloting skill roll succeeds and said unit lands on said location(s) but not on opposite locations, i.e. CT(f) & CT®. Make a third piloting skill roll with a modifier equal to the MoF of this first piloting skill roll to determine facing or don't make third piloting skill roll if you don't want to change facing.

Vertically positioned missile launchers can launch missiles upwards directly or indirectly upwards and/or downwards towards a target in a spherical targeting "bubble".

TO p. 103 missiles rule for 3D6 must clarify what player must do when all three die rolls are same number, and also when there are two highest rolls and a lower roll.

TO p. 107 use TO left and right side vehicle firing arc rules instead of TW left and right side vehicle firing arc rules; use TW front three hexes for front vehicle firing arc; use rear three hexes for rear vehicle firing arc.

TW p. 220 any flying unit may be the target of a personnel grappling attack (like a swarm attack). A personnel grappling attack may be the target of one or more attacks.

TW p. 235 use ‘Mech/vehicle ranges instead of aerospace ranges (more balanced & realistic), and let units in 18 km space hex attack every 10 seconds like ground units (so that attack times are more on a par with each other). Use SO p. 115 Capital Weapons Detailed Ranges Table also, but multiply each capital and each subcapital range by six. Each tw turn shall last 10 seconds including a tw turn in space - this way a unit in space doesn't have to wait 60 seconds to attack.

TW somewhere? and check this Any unit/structure on the same elevation/altitude with another unit/structure may have a -2 to-hit modifier bonus applied to all of its attacks against said unit/structure; and any unit/structure on the same movement vector of another unit/structure may have a -2 to-hit modifier bonus applied to all of its attacks against said unit/structure. (this might be difficult to program)

TW p. 242 & 243 & 245 it doesn’t make sense for one aerospace unit at same altitude as another to have 16 times the range when that other aerospace unit is attacking ground target(s), attack path should not have to be a straight line. I’ve played Star Fox on SNES and I’ve never had to fly a straight line when attacking ground target(s), and I also made air to air and nape of the earth attacks to targets at nape of the earth and ground and targets high in the air too; let weapons in aft locactions mounted on aerodyne units attack if target is in aft firing arc and let spheroid DropShips use fore, fore left, and fore right firing arcs (a spheroid DropShip might be going fore towards one or more targets); rapid fire weapons should not have to fire at max rates (this is realistic & balanced); and strafing rules shouldn't be in TW or not published at all (it’s unrealistic that an aerospace unit can use each of its energy weapon multiple times against multiple targets without heat increasing for each of those energy weapons for each time they’re used per strafing attack). Any aerospace unit may attack any target that's in range including non-aerospace target(s). Any aerospace unit may make any number of air to ground attack(s) in the same turn and may also make air to air and/or air to space attacks in that turn.

Any aerospace unit may spot for any indirect attack provided it can detect target(s) to be spotted.

Have each conventional airplane/each aeroplane to have these armor and SI locations (nose or left nose/right nose, cockpit, left wing top, left wing underneath, fuselage top, fuselage underneath, right wing top, right wing underneath, aft or left aft/right aft). Allow aeroplanes/proplanes (conventional airplanes) to mount sponson turrets on/in their wings and 360 degree turrets on top of their fuselages. Allow aeroplanes/proplanes to mount mechanical jump boosters only underneath their fuselages, noses, wings, and afts.

TO p. 198 fatigue rules should be improved for vehicular unit personnel – (my mom drove for hours & dozens of miles throughout the U.S. without getting fatigued).

TO allow a unit using opportunity fire attacking to resolve such attacking while moving. If you don't want to program opportunity fire rules, then that's fine with me.

TO p. 219, armor scanning colors I recommend these colors: gold for 100% armor mounted intact, silver 99% to 95% (accounts for missed shots, see TO p. 81), white 94% to 90%, purple 89% to 80%, blueish purple 79% to 70%, blue 69% to 60%, blueish green 59% to 50%, green 49% to 40%, greenish yellow 39% to 30%, yellow 29% to 20%, yellowish orange 19% to 10%, reddish orange 9% to 1%, red 0%; and TO doesn’t say whether 90% should be green or yellow or both, whether 50% should be yellow or red; use same colors for same percentages for internal structure. For heat, I recommend purple for -4 and below, blue for -3 to 0, 1-2 for green, 3 for yellow, 4-5 (50 degrees Celsius & 122 degrees Farenheit) for orange, and 6-9 red (at 60 degrees Celsius or higher, unarmored persons can’t be deployed outside), dark red for 10-19, pink for 20+.

TO p. 221 & 222, visual range for ground vehicle & ‘Mech & aerospace units should be equal (this is more balanced & easier to program); sensor ranges for ‘Mechs, vehicles, aerospace units, mobile structures, etc. should be equal (this is more balanced & easier to program). Acoustic and scent sensors in TW - some VTOLs I've played against can hide and make indirect LRM/artillery attacks. All sensors may be used simultaneously to try to track any units they're capable of tracking. I'd like ranges of various types of sensors to be improved.

TO p. 293 ‘Mech partial wing rules should clarify how far a ‘Mech may jump using partial wing to jump with like say thrice standard jump MP like LAMs?

TO p. 327, clarify if Narc, iNarc, and Artemis are the only upgrades that can't be used with ELRMs and I recommend subtracting minimum range flown to from cluster hits roll rather than rolling on a lesser column (this is realistic & more balanced).

TO p. 376 fractional accounting shall be in effect for all objects including gyroes and targeting computers, but each targeting computer and gyro shall have a minimum mass of at least 1kg.

TO p. 282 armored motive systems tonnages seem too high (a 100 ton tracked tank could have 10 tons devoted to armor for 160 points of armor instead of armored motive system); I recommend dropping Clan armored motive system to 1% and Inner Sphere armored motive system to 1.5%.

TO p. 342, allow all units except infantry to be made out of composite structure (this is realistic & balanced).

Disregard heat phase in favor of resolving heat phase rules in end phase first before all other end phase resolvements.

For piloting to avoid shutdown, take the avoid roll and subtract from it the number 7 and add to it the base piloting skill number. For example if your avoid roll number is 14 and your base piloting number is 5, then subtract from 14 the number 7 and add to it the number 5 equalling 12 to roll. checkthis

A unit can have more than 15 points of heat applied to it per turn from attack(s).

Let SRMs (not DF-SRMs) be vectored indirectly like LRMs (this is realistic & balanced & SRMs contain less missiles per ton than LRMs do so that indicates that SRMs most likely have indirect guidance controls and in MechCommander Gold it's programmed that SRMs can be vectored indirectly).

Hardened armor results in hull breach attacks on a roll of 11+.

Artillery weapon attack against a hex may be adjusted by having scatter distance MoF of previous attack against hex with same artillery weapon subtracted from 6, next multiplied by -1, and then added to base to-hit number.

TO/AToW fumble roll of 2 & autohit roll of 12 can be affected by luck points.

Against a large craft in space, each attack rolled on a Cluster Hits Table automatically hit, with all missiles/pellets, that craft unless said attack is a missle attack affected by point defense firing.

Standard scale missile launchers, that's missiles are rolled on Cluster Hits Table, to be less than fully loaded for players that want to save ammo; and having less than fully loaded to fully loaded missiles would be done in End Phases of turns.

Allow multiple missiles launched from the same launcher in a turn to simultaneously attack different targets; this wouldn't apply to nonguided missiles such as MRMs and DFMs; and apply a +1 modifier per additional target.

Resolve damage in each fast phase in order including capital & subcapital attacks of these four damage types: 1st, energy weapons (including TAG/Light TAG); 2nd, ballistic; 3rd, missile; 4th, artillery. Note that regardless of the type(s) of weapon(s) used in an extremely fast phase, all damage in an extremely fast phase still occurs after all weapon attacks are made. Total the damage of each damage resolvement type and apply that damage to target before proceeding with the next damage resolvement type.

TO (somewhere) a capital/subcapital weapon can destroy a number of heat sinks equal to its total capital scale value when said critical hit(s) take effect.

TW p. 249 grounded DropShips shall be capable of having a -2 to-hit modifier against aerospace units in range since grounded DropShips have -2 to-hit modifier against non-aerospace units. A vehicle in park may use any or all of its weapons each with a -2 to-hit modifier applied to each of said weapon(s)' base to-hit number attacks like bracing & grounded DropShips.

TW p. 258 have more flexibility for each player in regards to forced withdrawls, imminent danger of being destroyed should be more clarified (as in non-drone unit in imminent danger could be subject to overkill attacks), some units can't move backwards using TW rules, recommennd omitting rule that says "All players should agree to the use forced withdrawl ...", if a unit's weapons are destroyed it could make physical attacks and/or be used like a decoy, unit equipped with weapons that's ranges are less than 6 hexes & can do 5 or less points of damage in a turn could still be used to attack with, "component ProtoMechs" should be replaced with "companion ProtoMechs" (a component is a piece of unit/building construction), a vehicle that has armor lost "in a single location" I recommend changing to "one or more locations" & also that vehicle could still attack with intact weapons or if all it's weapons are destroyed it might be able to make charging attacks presuming it has sufficient armor to withstand damage.

TW p. 259 Have hidden units rules merged into movement & extremely fast phase & physical phase rules for better clarity.

TW pp. 273 to 275 Clan dueling rules & restrictions applying to only enemy probots (what about other types of units?), if Clan players don't have to abide by Clan rules of engagement because of "foolhardiness" then Inner Sphere/Periphery/mercenary/pirate players shouldn't have to either, non-Clan units that can't find alternative targets can lead to unbalanced and/or biased and/or erroneously battles, what happens when a dueling unit moves out of opponent's LOS due to physical actions (physical attacks, falling, etc.?), why not let dueling unit not fire at opposing unit so he/she can save ammo, not create heat, wait for opposing unit to move into perhaps a different range, etc.?, how about letting dueling unit move out of firing range of all of its weapons to perhaps lure opposing unit into moving less so it can be targeted easier?, what happens if units/structures only have area-effect weapons?, how do Clanners know if opposing unit(s) is/are using C3 network(s)?

Capital and subcapital weapons are to be targeting computer compatible.

An energy weapon may shoot in overused mode. If it shoots in overused mode, then quadruple the heat generated for every doubling of its range (or fraction thereof), double the heat generated for every doubling of its damage (or fraction thereof), and it's destroyed the first time it shoots in overused mode for its damage doubling (not range doubling). The BV of said energy weapon is calculated for the most extreme range (to a max of 132 hexes) and also for its most damage doubling in a game. If said energy weapon uses power amplifiers, then their tonnages must be increased in the same manner as heat generation for said energy weapon shooting the most extreme range and most damage doubling in overused mode. An energy weapon can't do more damage than the engine rating of the unit/structure it's mounted on multiplied by 10. Ranges for: Inner Sphere small laser, Clan Micro Laser, and Clan Micro Pulse Laser using overused range mode are: S 1 to 33, M 34 to 66, L 67 to 99, E 100 to 132. If an energy weapon shoots in abused mode, then it can't be used for point defense purposes against artillery/missile shots except against tele-operated missiles; and it must have a 1 ton range targeting equipment mounted on a unit/structure's structure location or 'Mech's hands if said weapon is handheld and takes up one critical slot or no slots if it's handheld, and this extra ton is considered part of the energy weapon's tonnage for fire control computers.

Any standard, subcapital, or capital laser may have an additional 0.01 tons of a circuit devoted to it to make it pulseable. If it's pulseable, then double its heat before squaring it for overused range (if desired), and consider this additional circuit as part of that laser for fire control computer tonnage. This circuit consumes 1 additional slot or no slots if it's handheld, and if it's destroyed, then that laser may fire normally or in overused mode after the next consecutive game turn has been completed.
A hit to a fusion engine doesn't result in additional heat being generated but a loss of 5 heat sinks in that engine instead (only if a majority of playexamineers want this rule programmed).

Fusion engine explosion rules shall be updated so that on a roll of 4 or less, a fusion engine explodes, not 10 or more; this is in accordance with rolling a TO 2 fumble rule; and shall damage a unit/structure in the same hex equal to said fusion engine's rating divided by 5, adjacent by 10, two hexes away by 20, three hexes away by 40 (round all fractions to nearest decimal point).

A probot/ProtoMech/Battle Armor may throw an object at a minefield to destroy landmines/watermines. See TO rules for probots throwing objects.

Null Signature System and Chameleon Light Polarization Shield each mass 0.05% of a unit's or structure's total tonnage, have their heat increased per size of unit/structure (this heat rule I'm willing to allow playexamineing of), and have no effect on scent/seismic/acoustic sensors. Same goes for Void System. Mimic system may be used on any unit/structure and has no effect on scent/seismic/acoustic sensors.

SO disregard radar map rules, and all atmospheric battles shall take place using altitude level rules described above.

A JumpShip with a standard K-F drive shall be allowed to travel 60 light years per jump or two 30 light year jumps per full charge whereas a spacecraft with a half (compact) K-F drive may travel 30 light years per jump. Fractional accounting applies to K-F drives & their maximum hyperspace jump distances.

SO p. 21 disregard "Group all fighters" paragraph and disregard "Make all control rolls" paragraph.

SO p. 23 disregard "may not make attacks in the turn it landed".

SO p. 29, disregard use of gunnnery & piloting skills based on the average of them.

SO p. 32, when a bomb takes a critical hit, it explodes and damages said aeroplane.

SO p. 33 each engine hit to a fusion engine of an aerospace unit results in its heat level increasing by five or five of its heat sinks in that engine being destroyed just like a probot as mentioned above in this topic.

SO p. 63 disregard advanced initiative for movement. During the movement phase of a turn, the player that had the least highest initiative result in a turn shall move all of his/her units under his/her command first in that turn. Next, the player that had the next to least highest initiative result in a turn shall move all of his/her units under his/her command second in that turn's movement phase. Movement continues this way until all units' movements or lack of movements if one or more players don't want to move unit(s) are resolved in said turn. I am willing to allow seizing the initiative movement rules from presumably AToW. Merge movement phases of ground and aerospace into one movement phase (in reality, ground units can move after aerospace units; I've used a Gundam to do a DFA against a DOPP aeroplanes in Gundam Journey to Jaburo).

SO p. 71 switch Failed Preflight Check List Table dice roll numbers around like this:
12
10-11
8-9
6-7
2-5 (this is in accordance with TO fumble roll of 2 rule)

SO p. 88 target is non-standard jump point without computer: (2D6-MoS) * hours *5. A JumpShip may mount and use any numbern of lithium fusion batteries provide tonnage is available and it may get power from lithium fusion batteries contained in space station(s) and/or any spacecraft it's docked with.

SO p. 63 disregard advanced initiative for combat. During the extremely fast phase of a turn, the player that had the lowest initiative result in a turn shall declare the attack(s), if attack(s) are desired that is, of any or all of his/her unit(s) and/or structure(s) under his/her command first in that turn. Next, the player that had the next to lowest initiative result in a turn shall declare the attack(s), if attack(s) are desired that is, of any or all of his/her units and/or structure(s) under his/her command second in that turn's extremely fast phase. Declarations of attacks of continues this way until all units' movements or lack of movements if one or more players don't want to move unit(s) are resolved in said turn. I am willing to allow seizing the initiative combat rules from presumably AToW for declaration of attack(s). All extremely fast attacks are resolved simultaneously.

SO p. 99 & 100 the to-hit modifier for using capital and subcapital lasers used in AAA targeting mode may also use bracketing fire. Capital and subcapital lasers may also obtain a -3 to-hit modifier and roll on Cluster Hits Table like LB-X cluster flak. Bracketing fire: may be used against targets at short range, with capital weapons against targets in atmosphere, may have a bracketing to-hit modifier max of -50, and may only be accomplished by linked weapons group(s).

SO p. 103 orbit to surface attacks, surface to orbit attacks, and airborne to orbit attacks may be done every 10 seconds; and orbit to surface attacks may be pre-plotted; direct fire ballistic attacks and capital missile weapon attacks arrive during the Fast Phase.
And here are some new types of orbit to surface attack rules. I believe they're balanced and realistic. To-hit modifier for firing at a hex using oribt to surface/airborne to surface rules is -4 the same immobile target modifier. Use the altitude levels posted in this thread earlier to determine range but every two altitude levels counts as one hex.
Formation this rule is similar to the Tactical Handbook's rule for artillery weapons firing at hexes using one artillery to lead other artillery units. Units using capital/subcapital weapons may have their capital weapons bays fire in formation with one capital weapons bay leading the attack. Make only one to-hit roll for all capital weapons bays being fired (luck can be used to modify/reroll this roll using the MechWarrior/Maximum Tech rules for luck but the luck must be spent by the leading weapons bay) but use the hardest final modified to-hit number of all capital bays being fired for the roll to be rolled against.
A string attack has the weapons of a weapons bay divide up their shots so they each do a certain amount of damage to a string of hexes (they can be adjacent or not but they all must be in the range of the weapons). Thus a NAC/40 could damage 40 hexes (each doing 1 capital point of damage) but the total of all the damage inflicted cannot be greater than the damage fired. Make only one to-hit roll for each weapons bay fired against the hardest to-hit number. A string attack can also be a formation attack.
A capital weapon attack against a surface destroys all minefields in blast radius of that attack and damages all woods/jungle and attempts to craterize hex(es).

SO p. 108-109 disregard sentence that says "Apply a +1 to-hit modifier", omit "Indirect Artillery Phase" in favor of resolving those attacks in Fast Phase.

SO p. 110 disregard sentence "Only large craft".

SO p. 191-192 A FrankenMech: head masses 2 to 7 tons, uses fractional accounting, may have more than one cockpit, may have a mixture of MASC & TSM, and may have a mixture of different heat sinks but not per each engine it mounts (a FrankenMech may mount more than one engine of any type provided tonnage and critical slots are available).

SO pp. 193 to 199
Which quirks apply/don't apply to other units?
Positive Quirks:
Allow conventional airplanes/aeroplanes/small craft/DropShips to use the Battle Computer.
A battle armor may use Improved Sensors/Improved Targeting.
Other units may use Mult-Trac. The Partisan Heavy Tank has a multiple targets targeting & tracking system that enables it to track up to 200 targets.
Battle armor and aeroplanes may use Narrow/Low Profile. The Sloth Battle Armor is made specifically with a low profile and aeroplanes only have one elevation.
Other units may use searchlights. An aeroplane pilot for example that's taking off from a ground area at night would use them to make sure a runway is clear of objects that can damage its takeoff wheels.
Allow other units to use trailer hitches.
Other units may use variable range targeting.
Negative quirks:
Ammunition Feed Problem - replace "result of 10+" with "result of 4 or less" and "on a roll of 12" with "on a roll of 2".
Exposed Weapon Leakage replace "on a roll of 10+" with "on a roll of 4 or less".
Fragile Fuel Tank replace "result of 8 or more" with "result of 6 or less".
(these rule replacements allow these negative quirks to be in accordance with TO fumble roll of 2 rule)



QUOTE(NatanyaSmith @ Sep 20 2014, 04:16 AM) *

More currently unofficial rule ideas:

Hot air balloons with timers that can have timebombs in their baskets.

Electromagnetic pulse energy cannons - these weapons can do critical hits to any object that requires the use of electronics, i.e., weapons, sensors, equipment (but not physical weapons), actuators, engines, life support, takeoff & landing wheel electronics, etc. However, these critical hits can't happen unless there's zero points of armor mounted in the location of units/immobile structures targeted by EMP energy cannons (metallic armor works like a Faraday Cage that stomps EMP blasts).

Allow the damage of any Gauss Rifle (including any capital/subcapital Gauss Rifle) to be reduced to any amount during any turn to a minimum of 0. I was thinking that there could be a damage dial near the fire control joystick that can be set by a character to reduce a Gauss Rifle's capacitor discharge in case he/she wants to salvage more of a unit/structure.

Engine air box - masses 10% of an ICE engine's total tonnage, occupies one critical slot (or one item slot), and costs 5 C-bills per kilogram; it enables an ICE powered unit to function in a vaccum. Think of it as an oxygen supply can.

Each probot leg shall have 12 critical slots (legs are bigger than arms and some probots according to the fiction are 16 meters tall), and probot arm that is capable of flipping over can be used to attack target(s) above or below said probot.

An autocannon or machine gun shooting in rapid fire mode has a -2 to-hit modifier like a pulse laser. See TO rules for autocannons that can rapid fire.

Each probot's head/arm/leg can't be affected by a Determining Critical Hits Table roll of "limb blown off" unless its neck actuator/shoulder actuator/hip actuator has taken a critical hit.

Whenever any of a probot's torso internal structure locations has/have taken damage, roll 2D6 and add to that dice roll a -1 modifier for every full 10% of torso internal structure damage taken, and if the modified result is 6 or less, then the probot can't torso twist; otherwise disregard said 2D6 roll. For every 10% internal structure/structural integrity location that's lost due to damage, apply a +1 modifier to any Determining Critical Hits Table roll for said location.

A unit/structure can't take critical damage unless the total damage inflicted is at least equal to 10% of its armor and the targeted unit/structure has a 2 rolled on its hit location table.

All dice rolls of a game shall be inputted by all players via keyswitchboard of that game (this is to prevent programmable dice roll cheating).

Muzzles of personal weapon(s) may exit through hole(s) any vehicle not operating in a vaccum or if they do exit through hole(s) of a vehicular unit operating in a vaccum, then they shall use a fixed hull seal. A personal weapon takes up a number of item slots equal to mass in tons divided by 10.

Reactive armor's effects are the same for bombs as they are for artillery.

A probot may have a max of three head locations (1 head location on top and per torso internal structure torso location); each probot head may be turreted. When a ‘Mech's head is destroyed, excess damage transfers to adjacent torso location. If you don't want to provide the option of having 2 or 3 additional probot heads, then that's fine with me. I thought it might add more fun. Ninjas in Japan sometimes placed a fake head on each of their shoulders.

Turret armor for 360 degrees turrets has that turret's tonnage increased by: turret armor's total tonnage multiplied by 10%. All shots per turn for all weapons of a turret increases that turret's tonnage by: all those shots' total mass multiplied by 10%.

All units except infantry, may use one or more: XXL fusion engines, light fusion engines, compact fusion engines, fission engines, light compact engines, single heat sinks and/or double heat sinks and/or triple heat sinks and/or compact heat sinks (but not in the same engine), component armor, etc.
{C}http://www.sarna.net/forums/showflat.ph ... Main/75998{C}

Players controlling drones to declare target(s) during preceding fast phase(s) and multiple personnel controlling drones so 1 person controlling its driving/piloting; other person(s) per each of the drone's weapon(s). A drone may be controlled via another drone via a controlling person of another unit/structure. A drone may be any unit provided mass is available.

1 standard point of damage can destroy a mine; and I'd like programming for torpedo minefields.

Conplane/aeroplane wings that are perpendicular/diagonal to length of conplane/aeroplane.

A conventional vehicle doesn't have to mount enough heat sinks to dissipate all the heat it creates; each heat point it doesn't dissipate reduces its cruising MP by 1. One or more hand held weapons held by probot hands don't have to mount enough heat sinks to dissipate all the heat it creates; each heat point not dissipated by hand held weaponry applies a hand held heat scale heat point that can cause said hand held weaponry to fail to function. Whenever one or more hand held weapon(s) takes damage, roll 2D6 and apply critical hits to them as if they were weapons in a location. A hand held weapon may be held by one probot hand actuator if desired as long as the probot is strong enough to hold it. A hand held weapon may be a physical weapon.

Hull breaching and ammo explosion rules to replace spacecraft ship destroyed critical hit rules.

C3/C3i can negate +2 off map to-hit modifier for artillery attacks even if said artillery attacks are indirect; C3/C3i is compatible with LRM & SRM indirect attacks.

MechForce Quarterly weapons & equipment. The netbomb follows the rules for bombs (each netbomb masses 1 ton and that incudes the tonnage for the launcher). For inflato missiles, see below.

An immobile structure's CF doesn't limit any armor mounted around it.

Probot armor dome
A probot may carry and be inside dome shaped armor. While inside, that armor dome takes damage (except from minefields, shot from belows, etc.) before that probot does, and that probot can't make any attacks through that armor dome nor may that probot use sensors for detection/identification purposes through that armor dome. An armor dome may have a door that probot opens using it hand actuator(s). If that door opens, then that probot is only partially inside and therefore can be attacked through the hexside that doorway faces and may make attacks through that doorway.

Probottrap
A probottrap is made out of metal, masses any tonnage to a maximum of 500, has a CF equal to its tonnage multiplied by 10, costs 250 C-bills per ton, may be armored, is considered rough terrain for purposes of units moving on it, and is placed on a 30 meter ground or water hex. Whenever a probot or vehicular unit enters a hex with a probottrap on it, the player controlling that probot must make a piloting/driving skill roll with a +1 modifier if said probottrap isn't hidden; otherwise that probot/vehicular unit automatically becomes trapped. If the roll is successful, then that probot/vehicular unit avoids being trapped; but if that roll has a MoF of 1, then only one of that probot's legs becomes trapped, but if that roll has a MoF of 2 or greater, then both of that probot's legs become trapped; if a vehicular unit becomes trapped, then roll on the motive system damage table and add the MoF to that roll. A trapped unit can't move until it becomes untrapped. That probot can be freed by using any arm mounted weaponry that probot has to destroy that probottrap and/or weaponry used by another unit/structure. Make a gunnery skill roll applying the -4 immobile target modifier.

Shadowcamo Paint
The bonuses of a ROYGBIV shield generator or a dark matter cloaking effect can't be done simultaneously with Shadowcamo Paint's bonuses. Shadowcamo Paint provides the unit/immobile structure it's mounted on with: advanced stealth defensive bonus modifiers of +1 at short range, +2 at medium range, +3 at long and extreme range attacks; and an additional defensive bonus +3 modifier if said Shadowcamo Paint mounted on said unit/said immobile structure matches the color of terrain/terrain featur(s)/ daytime/dawn/dusk/nighttime. Shadowcamo Paint is destroyed if it's hit by one or more damage points, sand, and/or inferno attack. Shadowcamo Paint is mounted on the exterior of a unit/immobile structure and has a mass equal to 0.1% of the total tonnage of said unit/immobile structure, and raises the defensive movement modifier BV multiplier of said unit/immobile structure by 0.4. Shadowcamo Paint's effects can't be combined with the effects of stealh armor, Null Signature System, Chamleon Light Polarization Shield, Void System, and/or mimic armor.

Dark Matter Structure
The dark matter structure works by having dark matter structure panels cover (cloak) the armor and structure of a unit or structure. That object (while cloaked in outer space) cannot be tracked by radar, infrared, magscan, and cannot be visually seen. During the End Phase of a turn, the player controlling said object equipped with a dark matter cloaking device decides whether or not to have unit/structure cloaked or uncloaked. If uncloaking or cloaking in the End Phase all of that unit's/structure's attacks have a +6 to-hit modifier in addition to all other modifiers in the following turn (this doesn't apply to acoustic, scent, or seismic sensors). While cloaked, that unit/structure may not make any attacks. Probe(s)' effect radius/radii can't penetrate dark matter. The cost in C-Bills of a dark matter cloaking device equals its mass multiplied by 6,500 C-Bills.
Dark matter structure on any unit has a minimal tonnage equal to said unit's minimal internal structure tonnage; calculate the SI for dark matter structure as if it was normal internal structure SI. Dark matter is always mounted on the exterior of a unit/immobile structure. A unit/structure that is cloaked using dark matter can't be detected in space and/or in a nighttime environment using telescopes, magscan, visual sighting, radar, and/or thermal sensors and it may not jump through hyperspace. Dark matter structure has no effect on seismic sensors. A person that has prolonged exposure to dark matter can suffer from dark matter disease but that can be significantly reduced by the use of full visible light spectrum therapy. No member of any Clan shall use dark matter because all Clan personnel consider using dark matter to cloak dishonorable and also find dark matter disruptive side effects incompatible with the Clans' desire to establish an orderly society. A dark matter cloaked unit/structure can't simultaneously use a ROYGBIV energy shields generator nor send and/or receive photonic and/or electromagnetic wave(s) communication(s).

Check this. ROYGBIV Energy Shields (Hagelin shields)
Named after world-renowned quantum physicist Dr. John Hagelin, ROYGBIV shields provide tremendous protection for units/structures at the expense of weapon accuracy and heat. ROYGBIV shields use all seven colors of the visible light spectrum (red, orange, yellow, green, blue, indigo, and violet). For each ROYGBIV shield color a unit/structure uses during a turn, that unit/structure: has all damage that unit/structure takes reduced by one-seventh, has each roll on a Determining Critical Hits table it takes reduced by 1, and has an additional +3 to-hit modifer to each weapon used when attacking in the same turn the ROYGBIV shield is activated, but a unit/structure can't use TAG that's mounted in any location that has one or more ROYGBIV shield(s) nor may any weapon(s) mounted in a location that has all 7 colors of a ROYGBIV energy shield active be used for attacking. ROYGBIV shields illuminate the unit/structure they're mounted on and so the nighttime modifier does not apply to attacks made against an object using ROYGBIV shields. A ROYGBIV shield masses 10% of the unit/structure it's mounted on, has a number of heat points per turn its activated equal to its tonnage (round all fractions up), and has a cost equal to its tonnage multiplied by 210 C-bills. Clan Warriors may use ROYGBIV energy shields; a K-F Drive may function as a ROYGBIV energy shields generator to protect the unit it's mounted on from all forms of damage except for any external cargo it carries and/or any photons collecting jump sail(s) it has deployed; and if it does, then the unit using that K-F Drive as a ROYGBIV energy shields generator may not travel through hyperspace. A ROYGBIV shields generator that is in a probot occupies 2 critical slot per internal structure location except the head; in the head it occupies 1 critical slot location. A ROYGBIV shields generator that is in a conventional vehicle occupies 1 item slot per internal structure location and requires that vehicle to have life support if living personnel are to be in it. A ROYGBIV shields generator must not generate an energy shield for at least one of its locations so heat can escape.

Ufuel transit drive
This type of transit drive works by having two combustion chambers that are positioned parallel to the spacecraft's width and perpendicular to its length. Each of the two exhaust nozzles are also positioned parallel to the spacecraft's width and perpendicular to its length. Fuel is pumped into the combustion chambers and goes through the two exhaust nozzles and each fuel exhuast half travels along a half of the U shaped pipe until they both collide against the ship's midship bulkhead pushing the spacecraft forwards. The fuel exhausts don't exit the spacecraft and their heat emissions can be cloaked as stated above using dark matter cloaking device. Note that this drive uses dark matter as part of its tonnage to contain the fuel. To figure the mass of a Ufuel transit drive take the percentage multiplier for the ship's drive and add to it 4% before multiplying by total number of cruising thrust points in can do in a turn (the 4% includes dark matter tonnage). For example a standard WarShip transit drive has a multiplier of 6%, and 6% plus 4% (U parts added to standard transit drive) equals 10% multiplied by 3 for 3 thrust points equals 30%. A thrusting unit switches from Ufuel thrusting to normal fuel thrusting and vice versa during the movement phase of any turn desired; a unit using Ufuel thrusting can't change its facing unless each combustion chamber rotates 90 degrees towards the spacecraft's aft to align with their respective two other exhaust nozzles to provide thrust normally. So there are thus four Ufuel transit drive exhaust nozzles per spaceunit unless said spaceunit has multiple Ufuel transit drives. Clan personnel won't use this drive because of dark matter's disruptive side effects because Clan personnel want to establish an orderly society.

CODE

______________________[u]midship bulkhead[/u]________________________________
left pipe                                                                                 right pipe
\left exhaust nozzle left combustion chamber right combustion chamber right exhaust nozzle/
                               aft exhaust nozzle aft exhaust nozzle


Ubop transit drive
This type of transit drive works


--------------------
i wonder if we can get the word 'cuck' swearfiltered
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Rice Array
post Feb 21 2016, 10:57 PM
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not sure what happened to the rest of this, must be a weird forum bug? anyway, just wanted to say good work mate solid rules


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i wonder if we can get the word 'cuck' swearfiltered
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NatanyaSmith
post Feb 22 2016, 05:23 AM
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Mates renal dorn and Dice Array, thanks for the compliments!

i haven't been officially playtesting BT rules yet, and that's why one of you Australians has got to copy and paste that petition at this following link, that i mentioned on that topic, as a topic on official BT Fan Designs and Rules forum for all persons to hopefully sign so i can playtest rules and add my many 2 cents to BT
http://www.wargamerau.com/forum/index.php?showtopic=182110

today i did do some editing of Warlock's Concealment Like Trait and Magical Character Positive Trait

This post has been edited by NatanyaSmith: Feb 22 2016, 08:31 AM
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sir-ronsalot
post Feb 22 2016, 10:49 AM
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Mate, I really like these rules. These should be published.


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rogal_dorn
post Feb 22 2016, 02:11 PM
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QUOTE(NatanyaSmith @ Feb 22 2016, 05:23 AM) *
Mates renal dorn and Dice Array, thanks for the compliments!

i haven't been officially playtesting BT rules yet, and that's why one of you Australians has got to copy and paste that petition at this following link, that i mentioned on that topic, as a topic on official BT Fan Designs and Rules forum for all persons to hopefully sign so i can playtest rules and add my many 2 cents to BT
http://www.wargamerau.com/forum/index.php?showtopic=182110

today i did do some editing of Warlock's Concealment Like Trait and Magical Character Positive Trait


Mate we tried to register but it wouldn't let us, seems like they're racist towards Australians?


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NatanyaSmith
post Feb 23 2016, 07:16 AM
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um, renal_dorn mate, i honestly don't know why Australians are having trouble registering, maybe because you reside outside of the U.S. and BT official website blocks foreign internet service providers from registering?

another option is for all persons to simultaneously email the Managing Developer Randall Bills and be sure to put [BT] on the leftmost part of subject line to indicate it's BT related so he'll be more willing to read those emails

randall@catalystgamelabs.com

to tell him to have me (chip burcham) playtest and design rules for BattleTech products and include with your email to Randall links to each of those pages of rules i've posted (include your name when you email him and that you're from Australia and inform him of where in Australia you reside), because if he gets several emails simultaneously that way, then he'll think there's multiple people emailing him instead of a computer emailing him and have Randall email me at ConantAino@mail.com

and sir-ronsalot mate, thanks for the compliment

This post has been edited by NatanyaSmith: Feb 26 2016, 12:43 AM
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Rice Array
post Feb 24 2016, 12:03 AM
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Hey mate, sent him an email recommending you. got my mum to send an email too, every little bit helps! good luck mate


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HairyDave
post Feb 24 2016, 01:26 AM
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I didn't think of that! I'll have to get my mum right on that tomorrow too.

Maybe even from her business account...


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NatanyaSmith
post Feb 24 2016, 06:01 AM
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i edited my more recent previous reply

and thanks Dice Array mate and thanks HairyDave mate

This post has been edited by NatanyaSmith: Feb 24 2016, 06:11 AM
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RandomAbuse
post Feb 24 2016, 07:29 PM
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Wait, what has Randall said to your suggestions previously?

Also, any thoughts on perpetual motion drives in Battletech?



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QUOTE(rogal_dorn @ Dec 3 2013, 10:02 PM) *
You may think this will fix it Dent, but I'll put my faith in Batforik.


QUOTE(Krefey @ Jun 12 2014, 01:41 PM) *

Pick up RandomAbuse.

(man, I should use a different phrase for that)
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NatanyaSmith
post Feb 25 2016, 12:02 AM
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RandomAbuse mate, Randall hasn't responded and that's why we must have many people emailing him simultaneously

as for perpetual motion drives in BT, i think i did post my rules for the Ufuel drive and the Ubop drive and the Umagnets drive on either p. 1 or p. 2 of this topic

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Rice Array
post Feb 25 2016, 04:59 PM
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How many games of BT do you play mate? You must game an awful lot to be so good at making rules mate.

Has your gaming group emailed the guy also? They must be excited to get you on as a playtester mate.


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NatanyaSmith
post Feb 26 2016, 12:42 AM
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Dice Array mate, actually i've only played 2 BT games and that was about 2 decades ago (nowadays i can't locate any nearby people that want to play BT games); i'm totally sure that a future version of myself has put a magic spell on me about the knowledge of various BT rules i've posted and the voices of spirits have taught me some BT rules i've posted

renal_dorn mate and sir-ronsalot mate, i welcome you both to my email Randall Bills recovery alliance

i recommend that petition be placed on General BattleTech Discussion forum
http://www.mordel.net/barandgrill.php?redi...ewforum&f=1

and on http://www.sarna.net/forums BattleTech General forum
http://www.sarna.net/forums/postlist.php/Cat/0/Board/btmain

General BattleTech Discussion forum
http://www.heavymetalpro.com/forums/index.php

This post has been edited by NatanyaSmith: Feb 26 2016, 01:00 AM
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Rice Array
post Feb 26 2016, 07:53 AM
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Do you reckon you'd get more games once you're a playtester mate? Might get to play with the other game designers.

You mean future you is a BT rules designer and is sending you future rules back in time!?!!? So we're playing with real future BT rules when we play with these!


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