Flamers can decrease the performance of opponents by raising their heat levels.Small lasers deal good raw damage relative to their heat generation. Machine guns are excellent at dealing critical hits to exposed structure.If you’re close enough, they can also be fired as normal ranged weaponry. Have a special feature: unlike larger weapons, they can be fired when you melee attack anĮnemy. They have extremely short range and low damage, but they also Flechs Sheets alpha ( is a game aid that allows damage tracking and attack resolution for (most) (biped) mechs from 3025 and printable (biped) mechs up through 3130s. The final category of weapons comprises support weapons. Skunkwerks is a designer for Mechs and armor that can output Record Sheets for TableTop play. This makes large salvos of lower count missile racks better at inflicting pilot injuries than fewer large count racks. The odds of getting a head hit is rolled once for each missile rack, only allowing one hit per rack.Hit location is also rolled for each missile separately, so missile damage tends to be spread over the entire target, rather than concentrated on a single location.Each missile rolls a separate to-hit chance, so you're more likely to hit with some of the missiles, but not all of them. Hitting weapons, leg actuators, or heat sinks auto adjusts their respective areas - for example weapons will no longer be selectable in the equipment list, speed shown will decrease, etc.- Easily swap between loaded units- Saves your progress.- Tested on a tablet and phone.The larger the size number of a launcher, the faster it chews through ammo.Missiles deal more Stability Damage than the other weapon types do.LRMs also can fire at targets that you don’t have a direct line-of-sight (LOS) to, which you’ll recognize by the curved arc shape of the red line of fire.LRMs do less damage per-missile, but come in bigger launchers and It’s best to think of SRMs as shotguns: a lot ofĭamage delivered up close. SRM-2 fires just two short-range missiles. The LRM-10 weapon fires ten long-range missiles the Missile batteries have a number next to them this tells you how many missiles Missile weapons come in two flavors, long-range missiles (LRM) and short-range The PPC is able to deal a moderate amount of stability damage upon impact.Ī double rack of LRM5 and LRM15 on a Griffin.Medium and large lasers get a bonus to accuracy over other weapons.Large lasers, but the real king of this type is the Particle Projector Cannon (PPC): huge damage The basic energy weapons are the medium lasers and Energy weapons don’t require anyĪmmunition, but generate a lot of heat and (with the exception of PPCs) inflict very little stability damage. The simplest weapons are the energy weapons. The sole exception is Long Range Missiles (LRMs) which can also shoot targets indirectly allowing the attacking mech to hide behind cover.Ī bank of three medium lasers on an Enforcer. Be aware that all mechs have a 300 Meter visual range by default, however weapons with longer range can be fired at any target with has a direct path to its target that is seen by ANY allied mech or sensor lock. No color means the weapon cannot be fired at these ranges. Gray shows sub-optimal range, while white refers to optimal ranges. From simple, easy to install field upgrade kits, to from-the-ground-up new variants requiring the retooling of entire production lines, to a middle ground upgrade which can be accomplished by “remote refit facilities ” a new kind of advanced repair/refit facility appearing throughout the Inner Sphere as the ravages of the Jihad continue to destroy production facilities.The following table shows the effective and max ranges of each of the weapon types (Measured in 30 meter tile increments). These new variants represent a large swath of in-universe production capabilities. Bills that explained why the Unseen became the Unseen, the first time an official broke the silence about the decision.Ĭlassic BattleTech Record Sheet: Phoenix Upgrade provides more than 200 filled-out record sheets for the standard ’Mech designs detailed in Classic BattleTech Technical Readout: Project Phoenix, spanning from the classic versions common during the Succession Wars to variants utilizing the newest weapons and equipment as presented in Total Warfare. Included in this update was a foreword by then-line developer Randall N. In addition, following the release of Total Warfare, new variants were added to this release that incorporated weapons and equipment that were first introduced in that book, as well as some that were made tournament-legal by their inclusion in it. The companion to Technical Readout: Project Phoenix, RS:PU contains the record sheets for all the units and variants described in that book. Record Sheets: Phoenix Upgrades is a record sheet compilation available in.
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