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BattleMech Weaponry

Armas Nível 1

Nome Calor Dano Min Curto Médio Longo Tons Criticos Mun Tecnologia

Flamer 3 2 0 1 2 3 1 1 0 Inner Sphere


Small Laser 1 3 0 1 2 3 0.5 1 0 Inner Sphere
Medium Laser 3 5 0 1-3 4-6 7-9 1 1 0 Inner Sphere
Large Laser 8 8 0 1-5 6-10 11-15 5 2 0 Inner Sphere
PPC 10 10 3 1-6 7-12 13-18 7 3 0 Inner Sphere
Machine Gun 0 2 0 1 2 3 0.5 1 200 Inner Sphere
AC/2 1 2 4 1-8 9-16 17-24 6 1 45 Inner Sphere
AC/5 1 5 3 1-6 7-12 13-18 8 4 20 Inner Sphere
AC/10 3 10 0 1-5 6-10 11-15 12 7 10 Inner Sphere
AC/20 7 20 0 1-3 4-6 7-9 14 10 5 Inner Sphere
SRM-2 2 2/M 0 1-3 4-6 7-9 1 1 50 Inner Sphere
SRM-4 3 2/M 0 1-3 4-6 7-9 2 1 25 Inner Sphere
SRM-6 4 2/M 0 1-3 4-6 7-9 3 2 15 Inner Sphere
LRM-5 2 1/M 6 1-7 8-14 15-21 2 1 24 Inner Sphere
LRM-10 4 1/M 6 1-7 8-14 15-21 5 2 12 Inner Sphere
LRM-15 5 1/M 6 1-7 8-14 15-21 7 3 8 Inner Sphere
LRM-20 6 1/M 6 1-7 8-14 15-21 10 5 6 Inner Sphere

* VEJA REGRAS ESPECIAIS PARA O EQUIPAMENTO


** MECH TONELAGEM/20
*** MECH TONELAGEM/15

Armas Nível 2

Nome Calor Dano Min Curto Medio Longo Tons Criticos Muni Tecnologia

ER Large Laser 12 8 0 1-7 8-14 15-19 5 2 0 Inner Sphere


ER PPC 15 10 0 1-7 8-14 15-23 7 3 0 Inner Sphere
Small Pulse Laser 2 3 0 1 2 3 1 1 0 Inner Sphere
Medium Pulse Laser 4 6 0 1-2 3-4 5-6 2 1 0 Inner Sphere
Large Pulse Laser 10 9 0 1-3 4-7 8-10 7 3 0 Inner Sphere
Anti-Missle System 1 * 0 - - - 0.5 1 12 Inner Sphere
Ultra AC/5 1 5 2 1-6 7-13 Inner Sphere
LB 10-X AC 2 10 0 1-6 7-12 13-18 11 6 10 Inner Sphere
Gauss Rifle 1 15 2 1-7 8-15 16-22 15 7 8 Inner Sphere
Streak SRM-2 2 * 0 1-3 4-6 7-9 1.5 1 50 Inner Sphere
Narc Missle Beacon 0 0 1-3 4-6 7-9 3 2 6 Inner Sphere
14
Thumper 6 * 0 - - Maps 15 15 20 Inner Sphere
Max
12
Sniper 10 * 0 - - Maps 20 20 10 Inner Sphere
Max
20
Long Tom 20 * 0 - - Maps 30 30 5 Inner Sphere
Max
Arrow IV System 10 * 0 - - 5 Maps 15 15 5 Inner Sphere
Max
Artemis IV FCS 0 0 0 - - - 1 1 0 Inner Sphere
Beagle Active Probe 0 0 0 - - 4 1.5 2 0 Inner Sphere
CASE 0 0 0 - - - 0.5 1 0 Inner Sphere
C3 Computer 0 0 0 - - - 5 5 0 Inner Sphere
C3 Slave 0 0 0 - - - 1 1 0 Inner Sphere
Double Heat Sink -2 0 0 - - - 1 3 0 Inner Sphere
Guardian ECM Suite 0 0 0 - - 6 1.5 2 0 Inner Sphere
Hatchet 0 *,*** 0 - - - 0 0 0 Inner Sphere
MASC 0 ** 0 - - - 0 0 0 Inner Sphere
TAG 0 0 0 1-5 6-9 10-15 1 1 0 Inner Sphere
Triple-Strngth Myomer 0 * 0 - - - 0 6 0 Inner Sphere
Flamer 3 2 0 1 2 3 0.5 1 0 Clan
ER Small Laser 2 5 0 1-2 3-4 5-6 0.5 1 0 Clan
ER Medium Laser 5 7 0 1-5 6-10 11-15 1 1 0 Clan
ER Large Laser 12 10 0 1-8 9-15 16-25 4 1 0 Clan
ER PPC 15 15 0 1-7 8-14 15-23 6 2 0 Clan
Small Pulse Laser 2 3 0 1-2 3-4 5-6 1 1 0 Clan
Medium Pulse Laser 4 7 0 1-4 5-8 9-12 2 1 0 Clan
Large Pulse Laser 10 10 0 1-6 7-14 15-20 6 2 0 Clan
Anti-Missle System 1 * 0 - - - 0.5 1 24 Clan
Machine Gun 0 2 0 1 2 3 0.25 1 200 Clan
Flamer (Vehicle) 3 2 0 1 2 3 0.5 1 20 Clan
LB 2-X AC 1 2 4 1-10 11-20 21-30 5 3 45 Clan
LB 5-X AC 1 5 3 1-8 9-15 16-24 7 4 20 Clan
LB 10-X AC 2 10 0 1-6 7-12 13-18 10 4 10 Clan
LB 20-X AC 6 20 0 1-4 5-8 9-12 12 9 5 Clan
Ultra AC/2 1 2 2 1-9 10-18 19-27 5 2 45 Clan
Ultra AC/5 1 5 0 1-7 8-14 15-21 7 3 20 Clan
Ultra AC/10 3 10 0 1-6 7-12 13-18 10 4 10 Clan
Ultra AC/20 7 20 0 1-4 5-8 9-12 12 8 5 Clan
Gauss Rifle 1 15 2 1-7 8-15 16-22 12 6 8 Clan
SRM-2 2 2/M 0 1-3 4-6 7-9 0.5 1 50 Clan
SRM-4 3 2/M 0 1-3 4-6 7-9 1 1 25 Clan
SRM-6 4 2/M 0 1-3 4-6 7-9 1.5 1 15 Clan
Streak SRM-2 2 * 0 1-4 5-8 9-12 1 1 50 Clan
Streak SRM-4 3 * 0 1-4 5-8 9-12 2 1 25 Clan
Streak SRM-6 4 * 0 1-4 5-8 9-12 3 2 15 Clan
Narc Missle Beacon 0 0 0 1-4 5-8 9-12 2 1 6 Clan
LRM-5 2 1/M 0 1-7 8-14 15-21 1 1 24 Clan
LRM-10 4 1/M 0 1-7 8-14 15-21 2.5 1 12 Clan
LRM-15 5 1/M 0 1-7 8-14 15-21 3.5 2 8 Clan
LRM-20 6 1/M 0 1-7 8-14 15-21 5 4 6 Clan
14
Thumper 6 * 0 - - Maps 15 15 20 Clan
Max
12
Sniper 10 * 0 - - Maps 20 20 10 Clan
Max
20
Long Tom 20 * 0 - - Maps 30 30 5 Clan
Max
6 Maps
Arrow IV System 10 * 0 - - 12 12 5 Clan
Max
Active Probe 0 0 0 - - 5 1 1 0 Clan
Anti-Personnel Pod 0 * 0 - - - 0.5 1 0 Clan
Artemis IV FCS 0 0 0 - - - 1 1 0 Clan
CASE 0 0 0 - - - 0 0 0 Clan
Double Heat Sink -2 0 0 - - - 1 2 0 Clan
ECM Suite 0 0 0 - - 6 1 1 0 Clan
MASC 0 ** 0 - - - 0 0 0 Clan
TAG 0 0 0 1-5 6-9 10-15 1 1 0 Clan
Targeting Computer 0 * 0 - - - 0 0 0 Clan
Sword - - - - - - ** ** -

*VEJA REGRAS ESPECIAIS PARA O EQUIPAMENTO


** MECH TONELAGEM/25

Armas Nível 3

Nome Calor Dano Min Curto Medio Longo Tone Criticos Muni Tecno

Caseless AC/2 1 2 3 1-8 9-16 17-24 6 1 67 Clan


Caseless AC/5 1 5 3 1-6 7-12 13-18 8 4 30 Clan
Caseless AC/10 3 10 0 1-5 6-10 11-15 12 6 15 Clan
Caseless AC/20 7 20 0 1-3 4-6 7-9 14 10 5 Clan

RE:Mech Mortars... Date: 10/7/99 3:45:07 PM (PST) Name: Rufus WebSite: Erro! A
referência de hyperlink não é válida.They suck, but here goes. Also Tac Handbook : ie
untrustworthy for game balance, but seems to be because they're too sucky.

Range as per LRMs


Name Heat Tons Crit Ammo
MM/1 1 12 1 24
MM/2 2 15 2 12
MM/3 5 17 3 6
MM/4 10 10 5 4
(says can refit into LRM houseing. Tonnage probably should be 2/5/7/10, but above is what
my TH says)

Because have long arcing trajectories, +3 to hit. Another +1 if indirect fire (as usual). If hit,
roll on Missile table for M2/4/8. For MM8, use 15 table / 2 (round up).

Payload :
There are 4 types of ammo ;
Anti-Personnel : 2/hit to unarmored infantry, otherwise 1/hit

Flare : Illuminates target hex + adjacent for #hits*2 turns

Shaped Charge : 1/hit to unarmored infantry, 2/hit to other units

Smoke : MM! and MM@ produce smoke in target hex for 1d6 turns. MM4 also affects 2
adjacent hexes, chosen by firing player. MM8 also all adjacent hexes. Smoke is L2 and
Blocks LOS (doesn't say heavy etc, probably given description, assume Ultra Heavy Smoke).
Available to all IS powers.

Reply To:
1) Level 3 tech isnt availible at ALL. I dont get where youre saying that level 3 tech is
availible to anyone in '55, cept mabye the Solaris 7 weapons, like the Thunderbolt launcher.

2) Same as what Shadow Warrior said, cept you have to add a +1 To-hit mod cause theyre
basically an ordinance package strapped to a solid-fuel rocket motor.

3)What he said

4) AAAAARGH!!!!! A NUMBER FOUR ON A LIST!!!!!! THE WORLD'S COMING TO AN


END!!!!!!!!!!
Anyway, Look for a book called Battletech: Master Rules for level one and two tech, and a
book called Maximum Tech for the level 3 stuff.

5)Actually you can. Read the repair rules in BMR carefully and youll find rules for modifying
non-omnimechs. You can swap parts for no penalty so long as they dont take up any
different amount of critical spaces and occupy the same section that the replaced pieces
were in (IE replace an ASN-21's SRM2 and ammo with a ML and a heat sink, both taking up
two tons and two crits, so long as theyre in the correct side)

6) Wouldnt it be easier to buy MaxTech?

1- Anyone can help me? In wich year this Tech are available?
Level 2 Tech for Inner Sphere -3050
Level 3 Tech for Inner Sphere -3060
Level 2 Tech for Clans -3050
Level 3 Tech for Clans -3060

2- How work MRM missiles? They are basically like LRMs but with less *fuel* making the
missiles smaller, but not able to go as far, because of their size, many more can be fitted
into the same space as LRMs. They do the same damage per missile as LRMs, at about 2/3's
the distance or so.
3- What is Inner Sphere (C) option on Drawing Board? - It should be an Inner sphere mech
that is using some clan equipment.
4- In wich source Books i have information about all Level
two and Level three equipaments? -Level 3, you should be able to find what you need in
Maximum Tech, for level 2, you can probably find what you need in the battletech
compendium: the rules of warfare, or in the battletech master rules (although i haven't read
BMR, i am assuming it has equipment and weapons descriptions the same as BC:ROW)
5- Can one standard Inner Sphere Battlemech (non ominimech)
install diferent weapons in your configuration if mantain
same Criticals space and Tonellage? -You can have different configurations for inner sphere
mechs, but they are not really interchangeable like an omnimech, with an omnimech you
can change a set of pods in a matter of hours or less for the new config, but to change the
configuration of a non-omnimech would take many days, as the weapons and equipment
are not mounted as easy to remove modules, but rather hard welded in.
6- Anybody know some Web Page with Max Tech information?
Can't help you there :)

1) I do not remember the years exactly but I do believe that around 3050 the IS got lvl 2
techand about 5 or so years later lvl 3 came about. The Clans started with lvl 2 and got
lvl 3 about the same time as the IS.

2)
MRMs work like this: you hit with them and then roll on the missile hit chart like normal
except for the 30 and 40 racks which you roll on the LRM15(for the 30) and LRM20(fo
rthe 40) columns and then double the number of missiles that hit. If I forgot anything,
or misstated anything, the others here will say something. I hope.

3)
Inner Sphere(C) stands for an IS mech with Clan tech on it, Inner Sphere (Clan).

4)
The BMR (BattleTech Master Rules) list all of the levle 2 weapons, ammo, and equipment
in it, anythig else is considered to be level 3 tech.

5)
That is hte basic defination of what an onmimech is, a mech that weighs a given amount
and has some many crits but mounts varring groups of weapons for different mission or
even MechWarriors.

6)
Can not help you there.

Shadow Warrior

a.k.a
War Helm
MechWarrior
Clan Kell/Wolf-in-Exile

Here's more points to note :

1) All L2 stuff is available by 3060, with the possible exception of Comstars i-systems and
Clam ATMs. Some are available before 3050 (I've been told Tales of the Balck Widow in
3025 has Davion deploying DHS, they're definately deployed by the St Ives Commonality in
3028)
All L2 are available in 3050 except MRMs (3058), Heavy Lasers (3060), Micro Lasers (3060),
Swords (3058), Semi-guided LRMs (3058), Light Gauss (3058).[years are guesses, any L2
Max Tech is about 3058, Master Rules is 3060). IS versions of the Ultra 2,5,20 and LB-X
2,5,10 aren't available till 3058.
Noone ever 'gets' L#. I guess 3058 would be round about Max Tech, but you will never find
it on FASA 'Mechs, in tournaments, etc. If you're playing a game testing special units and
munitions, or a 'cutting edge' development team (Battle Magic, NAIs Cadres etc), you might
justify some of this, but it's up to you as to what you want to include)

2) MRMs : From Master Rules (excerps) : Resolve as per LRMS with following exceptions :
add +1 to the to hit number. For MRM30/40, roll twice on the LRM 15/20 tables. Cannot fire
indirectly, cannot have special munitions (Artemis, swarm, NARC, Inferno, thunder, torpedo
etc.)

3) As a further clarification, it's an Inner Sphere Chassis that mounts some Clan weaponry
or equipment. Eg the Engine is IS (if XL, 3 crits per side torso), all Heat Sinks are IS
(doubles are 3 crits), but you can have some Clan weaponry. Eg the Dragon Roars module
has some IS OmniMechs with Clan weapon pods).

4) L2 : most in Master Rules. New stuff in FM:Comstar and FM:Warden Clans.

5) Apart from what's already been said, you can modify 'Mechs more than this, but it is
expensive, time consuming and not always successfull. Eg (for those who disagree with this)
Justin Allard modified his centurion to the Yen-Lo-Wang configuration for 3025. Much of the
early BattleTech was salvage-based, and many 'Mechs were 'frankenstein' combos of
several 'Mechs. Ie do what you like, but the 'easiest' is swapping tons and crit equivalnet
items. Note that Omnis can always be refitted with anything quickly which is what makes
them better.

6) With what you said in a later post, I can sympathise with you. Games Workshop open
where I am (Wellington, New Zealand) and put all the gaming stores within 100kms out of
business. I buy from Titan Games in Canada (www.titan-games.com), which is 30% off US
retail, cheap shipping (free is you buy enough) and has always been good to me. Overall it's
50% cheaper than the Major Bookchain over here that has just started selling Battletech.
[note to Flamers : this is not an add, I'm just trying to help. I haven't met anyone at TG,
and the only contact I have with them is when I buy stuff and their weekly new arrivals
email]

1- Anyone can help me? In wich year this Tech are available?
Level 2 Tech for Inner Sphere
Level 3 Tech for Inner Sphere
Level 2 Tech for Clans
Level 3 Tech for Clans

2- How work MRM missiles?


3- What is Inner Sphere (C) option on Drawing Board?
4- In wich source Books i have information about all Level
two and Level three equipaments?
5- Can one standard Inner Sphere Battlemech (non ominimech)
install diferent weapons in your configuration if mantain
same Criticals space and Tonellage?
6- Anybody know some Web Page with Max Tech information?

Thanks

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