actually, the guys in the book are regular class when you dont add in ratings...
they had a few factors...
Specialized Knowledge of mech damage, a mech engineer with a heavy rifle was a Bad thing to go against... codified as a + to damage modifier...
etc...
actually, i messed up in my statement earlier...
Mechwarrior 1st Page 78
for standard weapons... Rifles, Pistols, Shotguns, etc (Not Tranqs or Bows) Roll to hit, at ranges from 1 hex to 6 hexes (not forthcoming, as to wether or not the hexes are BT scale or MW scale... with modifiers from 0 to 10, and only some weapons have range... from this I would say the chart is BT scale...
then there is the roll for damage... all capable weapons damage on a roll of SnakeEyes, but some damage on boxcars, still others are capable of damaging on numbers as low as 9
the SRM, the most powerful infantry weapon (not classed as a infantry support weapon yet) is for to hit
0 +1, 1 +2, 2 +2, 3 +4, 4 +4, 5 +5, and 6 +6
and damages on rolls of 2, 9, 10, 11, 12
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BattleTroops P30
no to hit roll, a Mech is too easy a target
the to damage roll is always 11 (for personal weapons (rifle, pistol, shotgun), may elect to use either punch or kick table, no charge
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Area Affect weapons get base to hit of 4, mod by wound and partial cover, if you want to place high or low its a to hit mod of +2, making it harder to hit.
Damage is resolved as for personal weapons
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Support Weapons function as Area Affect Weapons, only they do their stated APV
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Note Automatic weapons (of any class) attacks a mech in every dot of its fireing arc that the mech enters (smart money is on kill the PBI before moving to the next dot)
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Mechwarrior 2nd
regulated mech combat to suppliments? umm? possibly using the same rules as referenced in TR3026 and MW 1st
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Mechwarrior Companion (a MW 2nd book) p47
roll to hit as normal (p54 MW 2nd), only use the B-Tech target (BTC:TROW p37) modifiers with an additional -3 modifier
for each 6 rolled on the damage dice (in the weapons stats, each weapon has a specific number of dice to roll to determine damage, some weapons having as many as 10 dice) you do 1/2 point of mech damage, round down. roll on hit location for entire shot at once.
(P48) when you are on the mech (swarm attack) you locate a vulnerable spot (succesful perception check), then you roll the damage dice - the first 6 means you scored 1 point of damage, each additional 6 mean you roll for a crit, if you roll 8+ on the crit roll (2d6) you score 1 crit
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Mw 3rd Edition p128
base Target number is (5 + BT modifier for turn*2) apply the target size modifier (-4 for mechs and elephants) and the MW3rd range modifier,
Resolve the attack normally using an armour level of 10 (weapons with Armour Pen level of below 5 have functionally no chance...) hardest thing to factor in is its a table, and not a direct progression (such as 1 BT damage for every 10 pts of MW damage rolled)
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well, wifey calling, off to lunch...
in summation, I think that the "easiest" to work with would be working from the MW vs Mech rules that were in use when Infantry was first brought into the game... and then modifying the new infantry weapons into the MW 1st and/or B-Troops stats... the modifications would only need to be done once, then the damage would be known with a simple percentage chance... the rolling 6's version is hard to codify, expecially when you have to factor in multiple chances of success... (Wayyy too random... does not lend itsself to tables)
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