Battletech rapid fire rules Per p. Introduced in 2025, the standard Flamer taps into a BattleMech's reactor to produce heat in the form of a plasma release. but when the alleyway brawls at close range eventually break out, we may find ourselves wishing we had a lot fewer IS LRM launchers and a lot more close-in weapons. This penalty can be reduced by the Tactic stat, and can cause indirect fire to be more accurate than obstructed hi, looks very helpful indeed. Does it make any sense to you that a military would field weapons that have a 1/36 chance of bricking themselves as bread and butter for centuries? Most Battletech players tend toward very conservative playstyles, to the point that a lot of players assume that it is simply the only way to play. So what I was planning was the following Determine amount of attempted shots. It's like a number of other tech, such as MASC, where the benefits are balanced out with some risk factor. Download the quick-start rules for BattleTech, the game of armored combat. Rapid fire MGs must be specified as such at match start. I was also incorrect about the jam process. Is each shot its own attack roll or are all the grouping shot with one attack roll. And then it fails to address it. First introduced into the Inner Sphere by the Clans, Free Worlds League scientists were the first to reverse engineer the weapon and make it viable for mass-production, though the knowledge quickly spread to the other Successor States. Back to top #15 SkkyHigh. BattleTech is a game that pits ’Mech against ’Mech on the battlefields of the future. BattleTech Force Packs Record Sheets – Wave One . Here are my house rules. I love the new rules but I had a question about the machine gun rapid fire rules. Btech manual All things BattleTech, including the tabletop games, miniatures, fiction and video games. 8 km/h Maximum Speed: 97. Ignore the advanced artillery rules (where the +7 is). II fast play rules for games using models and miniatures. I actually like this solution a lot, as it makes sense that a heavier weapon wouldn't be able to fire as fast as a lighter one, some people might not like it. Overview []. If it is just for the second/rapid fire then taking a pair of A/C 5's on a rifleman will be very deadly since they could fire continuously, if the A/C 2/5 is just a +1 on rapid fire. I know how "rapid autocannon fire" rules work (two shots in a turn, jam on roll of 3-4, explode on 2) but what are the rules built into megamek for "kinder rapid autocannon fire" Also, If your playing with advanced rules CASE II reduces ammo explosions to 1 point of internal damage, although any remaining damage is to your rear armor (if no armor left it vents away from the mech), can be placed in the arms (which just strips arm armor after internal structure takes 1pt of damage), pilot still takes damage as normal but trivializes ammo explosions. (In other words, with two Medium Lasers, you could fire one three times, and the second once within that turn). This is a booklet of sample record sheets for the following products: A Game of Armored Combat box set, Beginner Box set, Clan Invasion box set. BattleTech - The Board Game of Armored Combat » Other BattleTech Games » MechWarrior AC Rules « on: 10 July 2023, 11:16:52 » Does anyone else use the Kinder Rapid Fire AC Rules, Ultras can Unjam, and AC2/5, LAC 2/5 do plus one damage? Ive found I love using them for my Dakka love. The weapon may be All things BattleTech, including the tabletop a question about TCs and aimed shots: Cluster weapons like HAGs, LB-Xs, and missiles can't do aimed shots, but can a rapid-fire weapon, like a Rotary or Ultra AC I should probably read the rules a bit closer. Vehicle flamers can also be used BattleTech - The Board Game of Armored Combat » Catalyst Game Labs » BattleTech Game Rules Questions » Total Warfare When you see R2 or R6, that means how many shots you can make with the gun. If playing with Maxtech rules for rapid fire mode treat the following as rapid fire mode. So the player after resolving if they hit, then rolls the d6. e. Damage: 1D6 -1/2(unit type modifier) Heat: Is equal to the damage dealt Ammo Usage: Is equal to the result of the 1D6 roll +3 These rules help to reduce the Specifically Targeting Computers say they do not provide a benefit to any weapon making a Cluster or Flak attack (pp114), and the definition of Rapid-Fire weapons specify that when firing multiple shots in a single attack, the attack is considered a Cluster weapon (pp97) as opposed to earlier language where rapid fire weapons were described as resolving like a cluster weapon. Seeing the Elementals using a downed Mauler for cover probably started my hatred for the clans before I even knew of either faction in the game. When a tank has an MG, can it fire it's MG rapid fire, as it doesn't track heat To add to others, if you’re playing mech only games, there’s an optional ‘rapid fire’ machine gun rule in tactical operations that make them more relevant while reducing the ammo liability: 1d6 damage (and the same amount of heat) and three times that roll in ammo use. For example, the clan AC 20 did 4 damage per rapid-fire projectile with a 5 round magazine, so it kinda sucked compared to the single shot 20 damage IS one. Until the 2006 release of Total Warfare, BattleTech Master Rules (and later in its revised edition) was the primary ruleset for the board game, restructured and streamlined from the BattleTech Compendium: Some weapons (rotary autocannons and ultra autocannons) have the ability to fire more than once per turn and rules for resolving those rapid fire attacks. Each weapon may be fired as many times as it's Rate of Fire. All Systems Nominal Question about rapid fire for firearms This is a rule we started to use after we came back to BT for a bit of fun: You can choose to fire the AC/2, 5 and 10 in rapid-fire mode. BUT. Your reading of the TW rules seems correct to me, as burst damage is its own entry on the 'non infantry weapon damage against infantry' table, and should not be combined with the other entries on the table (such as 'direct-fire ballistic' like the BattleTech - The Board Game of Armored Combat » BattleTech Player Boards » Fan Designs and Rules » Rapid-Recharge PPCs Type: Direct Fire, Rapid Fire Tech Base: IS Available: 3090 DCMS Heat: 6/Shot Damage: 5/Shot Range: x/5/10/15 Tons: Dirt simple, cheap, and may god help that munchkin if you're allowed to use the rapid-fire rules for MGs If you're not allowed rapid-fire, delete one ton of ammo for something more useful. In this case, this morning my mind went to what I would do if I was theorhetically going to overhaul BattleTech from scratch (at a level which would involve Changing The Record Sheets, the thing that CGL has sworn to never require) - something that has occasionally occurred to be before but this Spikey Bits » BattleTech » More Special Abilities You Need To Know For Alpha Strike. This is true. While it has the same bore, it is capable of firing up to six times as many rounds as its standard cousin, allowing it to deal up to three times the damage of even an Ultra AC/5. Answer is a rapid-fire weapon can only use a targeting computer in Description []. Standard rules artillery works almost exactly like regular attacks. indirect art. The cluster hit table roll is 5. With rapid fire rules I find the ac10 quite good. Like all Ultra autocannons, it was capable of twice the rate of fire of a standard autocannon, doubling its heat output and—potentially—its damage. attack with TAG-spotter for instance: you get a -1, but the +1 for indirect attack is still applied, effectively you get a +/-0 modifier. Logged Their is no problem Jump Jets and an Just wondering as my buddy and I tested out the rapid-fire mode optional rules for machine guns, All things BattleTech, including the tabletop games, miniatures, fiction and video games. Light machine guns There are optional rules to allow large bursts of machine gun fire, at an increased amount of ammo use and heat generation, as well, if you want, but in most circumstances you're going to If playing with Maxtech rules for rapid fire mode treat the following as rapid fire mode. Since rapid fire machine guns fire ammo in sets of 3, what part of the chart would I The downside is different firing rates and bullet drops. A more faithful tabletop representation has been implemented while keeping the good parts of a video game implementation. The rapid-fire rule for ACs that do, then, is what makes this scenario possible in the first place. Autocannons An autocannon is a rapid-firing, auto-loading weapon that fires high-speed streams of high explosive, armor-piercing shells. Tactical Operations: Advanced Rules expands the BattleTech core rules of Total Warfare or the BattleMech Manual with optional additional rules. Description []. ADMIN MOD Building a rapid response fire support lance . Greetings MechWarriors! We need your help! To mark the release of the BattleMech Manual, our new rulebook which makes the tabletop game more accessible than ever before, we’ve launched a survey seeking the opinions of MechWarriors of all types. Utilizing a different loading mechanism, the Ultra autocannons were capable of maintaining a substantially increased rate of fire over traditional or LB-X autocannons, at the cost of higher heat and the risk of jamming. Why do machine guns have some many shots per ton? Am I supposed to be rolling for how many rounds are used every time I fire it, like one shot use 2d6 rounds or something? Description []. Each shot uses up a round of ammo and runs up the usual heat for the weapon. . BattleTech Game Rules Questions » Tactical Operations (Moderators: Xotl, If BA can set MGs to rapid fire mode, do they rapid fire them when making a swarm attack, and if yes, do they roll 1d6 for the number of shots fired? "and the weapons must be rapid-fired for the entire game. Based on the modular replacement system of the Mercury BattleMech, OmniMech technology was developed by a team of Clan Coyote scientists led by Scientist Richard (Remer) with the assistance of Clan Sea Rapid fire rules breaks them and very few gaming groups will allow that rule. the Battletech Compendium:Rules of Warfare. Hi all. Alpha strike As is, you can do most of this with a normal autocannon. MG's aren't the worst option under default rules; they're better with rapid fire This question has bothered me since I started playing in 1990. The only thing this brings to the table that a hypothetical Clan "standard" autocannon doesn't is the ability to fire LBX cluster shells, which. “Thank you, ma’am. type. BattleTech - The Board Game of Armored Combat » Catalyst Game Labs » BattleTech Game Rules Questions » Tactical Operations (Moderators: Xotl, Hammer) » (Answered) Rapid-Fire Mode and Autocannon Specialty ammunition Rules standardization for Battletech - Total War ruleset games run by Charles "IronSphinx" Wilson Since we have been using Advanced rules on-and-off for the past few years, Rapid Fire Machine Guns [higher rate of fire] (p. 100 shots is still a lot. Please refer to rules before posting. (see table below) Quick help Let's say I have an AC/5 with one ton of ammo (20 shots). Even this would be fine . A jam is unlikely before you empty a bin of ammo, and 20 damage if you land both shots is fantastic on something like an urbanmech If you could change one rule of BattleTech, what would it be? However, due to the way ASFs treat Ultra ACs, I'm not sure if they should be able to use Rapid-Fire rules at all. BattleMech weapons are more rapid-fire affairs than you think. How does the reddit feel about the advanced weapon rules specifically such as advanced laser damage rule, rapid fire auto cannons, hot load LRM's, etc. If you think you will be dead in 5 turns, let er rip with rapid fire. Developed in 3062 by the Federated Commonwealth, the rotary autocannon/5 (also rotary AC/5 or RAC/5) is based only loosely on the Autocannon/5. She’d been awake since the Dragoons had attacked—as he would have Rapid fire rules could be reflected using the Ultra autocannon rules, but these were unsatisfactory, in the end is simpler and more realistic to simply allow them to fire twice, in a round and three times for Light Machine guns , making a to hit roll for every Guns. As most non-'Mech combat units lack expensive fusion reactors, vehicle flamers instead draw from a pool of combusting "ammunition" and use that to generate the stream of hot gas. The mission statement of any of our current/future house rules is to add extra flavor to MRC but never to change/remove Game Rules: Any AC equipped with the Autocannon Recoil Compensator removes the +1 to-hit penalty that is inflicted when used in rapid-fire mode. . Last Modified: 2024-11-14 — Getting Started — Intro. Here is the way I look at the AC/2. A little harsh, but now you can potentially put out up to 40 points of damage with that AC/20. The AC/2 then gives off 5 shots, the AC/5 fires 3 shots, and the AC/10 fires 2 shots. " BattleTech - The Board Game of Armored Combat » Catalyst Game Labs » BattleTech Game Rules Questions » Tactical Operations (Moderators: Xotl, Hammer) » (Answered) Aerospace units and machine guns in rapid fire mode Da Rules During the Weapon Attack Phase, you may fire up to four times (the rapid-fire rules count as one trigger pull here). Has anyone heard of it and if so, what is it and where is it located? Thank you! comments BattleTech - The Board Game of Armored Combat » Maniac Actual. There is an optional rule to rapid fire the machine gun : roll 1D6 and use that value to determine the damage and heat generated by So from what I understand the you roll 1d6 and that is how many shots you make and how much heat you take per machine gun using rapid fire. For rapid-fire weapons, 6-8 shots at full auto should be sufficient, since few players opt for high-RoF salvos on chancy to-hit numbers so your ammo will likely The Battletech Forums: The best friends you'll ever fire high-powered weaponry at. Our on-line shop features our books and PDFs together with Valiant Miniatures and To start off 2025 with a bargain we’ve reduced the price of our A4 Rapid Fire books by 30% from 2nd to 23rd January. It would seem odd to me that they can switch between standard and rapid-fire on a standard AC but not from standard and ultra on an UAC. Must say I wondered what they could streamline from Rapid Fire 2 as already a pretty bare-bones set of rules (designed that way and work as intended). The rapid-fire rule didn't make sense to me as written. Reply reply Ultra autocannon jams, standard autocannons using rapid-fire mode rules, and ammunition-related mishaps in caseless and hyper velocity autocannons can be un-jammed per rotary autocannon rules. So do you think rapid fire is too strong? Description []. 7% chance of 2 hits. 8% chance on F/R table and 41. There is a +1 target number modifier for area effect attacks, but you can target the ground which has LoS a +0 TMM. The rapid fire rules of Maximum tech are something completely different. Support machine guns achieve superior accuracy at these ranges thanks to their stable, static mounts and built-in recoil compensation. Maximum Tech introduced rapid-fire machine gun rules. I was thinking of modifying that rule a bit further. i have a couple of remarks though: - attacker modifiers: jumped is +2 (see AS:CE, 2nd printing, p. The Vehicle Flamer performs the same as a 'Mech-mounted Flamer, venting superheated gases at a target to cause it to overheat/burn up. Alternately, you can turn on the "kinder rapidfire autocannons" optional rule. In 3025, I will replace MG's for flamers; using the heat + damage optional rule if possible. It's inconsistent but rapid-fire bursts seems to be "more cannon". If all 4 machine guns rapid fire I would have 4-24 bullets being fired all hitting the same location due to the array for 4-24 heat. We want to know all the ways you enjoy BattleTech in all its forms, to help make the I figure the rhino is used in a fire support role for a cav strike meant to bring some heavy fire to assit in breaking up the enemies line for the cav to break thru to the objective and able to defend from forward elements of the enemy until cav either finishes objective or the enemy retreats ro deal with the cav units tearing up the the battle line or reinforcemeants come. There's no hidden information in Battletech so you can ask him what his heat level is and how many heat sinks he has left. Powell was struck by the evident exhaustion in her face, the weariness in her eyes. Double-tapping ACs is, I believe, tied to a combination of hit chance and aggression, so you can drop the aggression to reduce the autocannon jams - however, that'll result in a highly cowardly bot in general so I think that is just a formatting thing on Sarna (listing basic weapon damage "plus" any specials like burst damage). No explosions, tho. Rapid Fire . Special ammo in general helps a little. There's a rule for Battletech designers, if a new ability is similar in concept to an existing rule, you can't use it but instead need to write an entirely new rule that does the same thing but differently. Otherwise, FYI, the Battletech PC game addresses this problem by giving the head the equivalent of 12. c. 102) Rapid Fire wargames rules are the longest established set of W. The weapon itself was capable of BattleMech Manual - Free download as PDF File (. Amongst others, the book offers more extensive rules for The rules for rapid fire weapons even says they are fired. 2 km/h Jump Jets: Firestone Radial 6s Jump Capacity: 180 meters All things BattleTech, including the tabletop games, miniatures, fiction and video games. So, the Hyper Assault Gauss Rifle's description in the wiki talks about damage per slug and cluster munitions, but the flavor text also mentions a high rate of fire, 'akin almost to Rotary Autocannons'. BattleTech - The Board Game of Armored Combat » Catalyst Game Labs » BattleTech Game Rules Questions » Tactical Operations (Moderators: Xotl, Hammer) » (Answered) Autocannon Rapid Fire and Infantry field guns I still use the cluster hit table because the rapid fire gurps rules don't scale to battletech so instead I have a players margin of success on there roll added to the cluster hit table roll. Still other ‘Mechs mount rapid-fire autocannons or machine-guns for use against infantry, aircraft and other BattleMechs. Additionally, most alternative ammunition types (Precision, AP ammo chief among them) are not designed for use with the AC Recoil Compensator device, and so a safety mechanism prevents Rapid Firing these types of BattleTech - The Board Game of Armored Combat » Alternative Ultra AC rules Using the 2 column on the cluster hit for twin-shot Ultra fire produces a 41. isn't really worth the persistent chance of exploding regardless of rate of fire. are cumulative. Looking at the standard AC, and allowing rapid-fire, then the optimal damage per turn is achieved by firing your ammunition in single fire until expect to only get one more turn of Under “Rapid-Fire Mode”, third paragraph, second and third sentences Conventional infantry may not use Rapid Fire mode. It also cannot be used safely if your mech also has high heat whereas the small laser's 1 heat means they can integrate into weapons packages with fewer issues Finally, there is the optional and situational rapid fire rules. The Maximum Tech version of this rule went on to specify that when engaging conventional infantry, MGs in rapid-fire mode basically used standard fire in this one case ("For attacks against infantry made in rapid-fire mode, use the standard rules for resolving shots against unarmored infantry found on p. The piercing rule you have can be simplified to just using AP ammo which already exists and does a good job while being balanced. not recommended for mechs because it also deals that 1d6 as heat. Small lasers are almost as good as machine guns for crit-seeking, and equal if you aren't using rapid fire rules. Using the most up-to-date rules text, the BattleMech Manual has been designed from the ground up to cater to the BattleTech player wanting to engage in an all-’Mech battle. 102) Hot-Load Missiles [no minimum on LRM/ATM] (p. Using this method produces a 39. If in fact you did follow the correct rules and you knew he would only fire twice but tried to heat him up anyway, then- you just need to be more familiar with his mech. Each player controls several BattleMechs, deciding how each ’Mech moves, when to fire its Note: This is a living document and will be update frequently. Reply reply That being said, MWO did decide to actually represent clan ACs as rapid-fire guns. LRM can fire without direct line of fire. All machine guns can rapid fire 1 - 6 rapid fire shots. 1 armor in vanilla and the AC/10 does 12 damage Rules Level: Introductory Era: Age of War/Star League Tech Rating/Era Availability: D/C-E-D Production Year: 2718 Cost: 3,106,350 C-Bills Battle Value: 771 Chassis: Argile H/09 Standard Power Plant: GM 210 Fusion Engine Walking Speed: 64. New Imperial Knights Warhammer 40k Stratagems The pursuit of glory can make a man do outrageous things, and pushing their iron steeds just a little bit further than is safe is par for the course for hard-pressed pilots. As a long range sniper weapon, for harassing, but not actually for killing or AAA. Infantry board. ” Goldstone eyed him again. There is a table in my guide and you can math it out from there but as a rough estimate, I'd expect a 2-shot weapon (UAC) to be worth 50% more than a 1-shot weapon with the same damage and a 5-shot weapon (SPPC) to be worth 100% more. Mounting a swath of powerful weapons from charged particle beams to lasers, missiles to rapid-fire autocannons; Multishot weapons get multiple chances to hit the head but shots after the first one have a lower chance than the first. But crazier things have been known to happen in Battletech rules. 140, for the exception); the shots are still fired, however. They only ever get 1 crit roll. All Systems Nominal Check the rapid fire rules for MGs if you want to get the potential dmg in a turn up on the locust. Mechanized Assault Field Gun Infantry Notable Unit: Tech Base (Rating): Inner Sphere (C/X-E-D) Transport Weight: 56 tons Equipment:. BattleTech BattleMech Manual - Free download as PDF File (. All things BattleTech, including the tabletop games, miniatures, fiction and video games. ” Powell braced to attention, ignoring the twinges of pain beating their way through his meds. Pulse and rapid-fire weapons may not use a targeting computer to make an aimed shot, unless a rapid-fire weapon is firing a single shot, in which case it can make an aimed shot as described above). In order to improve upon the standard autocannon's already-prodigious rate of fire, the engineers chose a magnetic loading system Description []. Keep in mind that there are advanced rules for taking pot shots from much further away. You do have the option to take a 1/2 ton of machine gun ammo, which is the only ammo type that allows less than a full ton. I just picked up the Battlemech Manual and found the machine gun rapid fire optional rules. Thanks for your help. Bills Table of Contents 3. To me, it's just Your BattleTech May Vary. 44) - you could/should note that attack & target mod. txt) or read online for free. This is declared on attack. In TT rules you roll to hit, and if you miss all missiles are spent and all will miss. 5 for psr checks, we ended up pausing several times figuring out what damage was from what at the end of the turn. BattleTech Master Rules is entirely restructured and streamlined; it is conflicts are won and lost by BattleMechs, 30-foot-tall, humanoid titans of metal bristling with high-intensity lasers, rapid-fire autocannon and dozens Scenario : Trial by Fire 43 Scenario 3: Divide and Conquer 44 PLAYING BATTLETECH 45 BattleTech Tactics 45 Initiative 45 Movement 46 Weapon Attacks 49 Material from BattleTech Master Rules, by Bryan Nystul Project Editing Michelle Lyons BattleTech Line Developer Randall N. Missiles/Rapid Fire - As part of the weapon changes Missiles are reworked in functionality. I don't play many games at all where the objective is to not kill the opposing team, which means the AC/2 is more of a specialized weapon. On Page 29 when describing Battletech integration, it states “(a) Mech’s Machine Guns are its primary anti-personnel weapons. Drawing on years of experience, this book combines the best of the BattleTech board game into a unified whole. There would be three types of MGs. Since then, with specialty ammo being around in 3025 in the newer books along with rapid fire rules that I really like, I dont use my old houserule anymore. The Ultra AC/2 (also UAC/2) was the smallest bore autocannon of the Ultra series. From there you could probably determine cooldown for weapons but I imagine it wouldn't scale back to the values we see in normal CBT Sort of, the more extreme stats like machine guns tend to break e. An autocannon is a type of rapid-firing, autoloading direct-fire ballistic weapon, firing high-explosive, armor-defeating rounds at targets in bursts. :P Yes, it is. Other Combat Weapons and Equipment – Rapid Fire! Started by Andross Deverow, That is why the macro isn't breaking the rules. Would Rapid Fire Machine guns do the same? I am fine with the ruling either way but if they do I have a follow up question. When rapid firing, guns have a chance to jam which offsets the extra damage you Description []. Can I start the game with less rounds (seven, for example)? Can I drop part of my ammo rounds but not all during the game? 11 votes, 13 comments. Hey Game Fans, we’re back with another rundown of the Special Abilities in Alpha Strike. they have a delay of zero (reload rather than cooldown) so they could fire four times per BT turn without issue, so it's not even like the rapid-fire rules in TacOps. " BattleTech Game Rules Questions » Tactical Operations (Moderators: Xotl, Hammer) » (Answered) Rapid fire and alternative munitions What I'd like to know is what happens if you rapid fire and there's only 1 round left in the bin? Normally the next round would come from the next bin. 2: Rapid Fire standard AC’s jam on a roll of 2-4 as normal, but 3-4 can be unjammed per Rotary AC rules, a 2 is bricked until repaired. Against mechs it is basically a liablity to even bring them. Looking for In any era but 3025 or Introtech rules, I will try to do anything I can to avoid fighting infantry using machine guns or flamers. " BattleTech Game Rules Questions » Total Warfare (Moderators: Xotl, Hammer) » (Answered) Rapid-fire Weapon jamming 1/ On page 114 of Total Warfare, it states that when a Rapid-Fire Weapon jams it generates heat and uses ammunition Re: Rapid-Fire Autocannons and Large Vehicle Crews « Reply #1 on: 28 June 2011, 11:27:24 » You can house rule it but by the fluff the method of jam is different for a UAC than a RAC which is why the rules say you can unjam one but not the other. Battle Armor may use this rule, and roll Rapid fire weapons can fire more than one each turn. -JadeHellbringer. Welcome to the most table-usage-friendly BattleTech rulebook ever published! With both Blast and an insane Rapid Fire number, as long as you’re within 36″, this will get all the shots (an average of 13 before Blast). In my playtesting, despite the math being simple x2 or x. Rapid-fire weapons use the following rules: Rapid-fire weapons may fire more than one shot in a single Weapon Attack Phase. Total Warfare Somewhere within those ranges, going from what A Time of War gives us on infantry weapons. 7% on Side table. weapons fire 1 second bursts from a cassette, with a throw weight based on a. Since it was the smallest, the BattleTech - The Board Game of Armored Combat » BattleTech Player Boards » Fan Designs and Rules » New AC Type - High Rate of Fire Cannon (Aside: the rapid fire nature of autocannons when looking at the template damage system of Renegade Tech always made me look askance at the templates people assigned for the ACs. BATTLETECH SURVEY. 114 Total Warfare under "Rapid Fire Weapons," when a weapon jams, it happens AFTER the turn it jams. These rules commonly reflected abilities or Force Specific abilities that each military force may possess to reflect their uniqueness in their training and tactics. Lieutenant; Posts: 895; Tac Ops rapids fire MG rules « on: 27 December 2013, 00:35:08 » My players like the rapid fire MG rules from tac ops - this question pertains to them. Definitely wouldn't bring this one to a wide-open map, but it'll absolutely make this guy rethink "death by a thousand cuts". Welcome to the most I know this doesn't really go here, but there isn't an Fan Conv. All Systems Nominal Members Online • ZincLloyd. 60, BMR, including those for ammunition expenditure and heat. So an ac5 will fire either a 3 shot cassette of 120mm, like in the gdl books, and that adds up to 50kg of shells which is about what 3 Rapid-fire weapons may fi re more than one shot in a single Weapon Attack Phase. As listed in Maxtech rapid fire mode must be set before battle and can't be changed during. A cluster weapon attack roll is succeeded by a margin of 3. Adding indirect fire modifiers on top of that makes it seem like we would be spending an awful lot of ammunition for only an occasional hit or two as the enemy approaches. From Total Warfare: "Each time a rapid-fire weapon fires more than a single shot in a single turn, the weapon may jam, making it useless for the rest of the game (see Rotary Autocannon, p. 3: Direct Blow rules apply only to Ballistics and Missiles, with both the added damage based on MoS AND the bonus on the cluster hits table applicable to rapid-firing AC’s. So the house rule isn't balanced if that was what you were wondering. Ultra autocannon were capable of firing twice in a turn, doubling heat and—potentially—damage. Member. Having similar firing rates and ranges is very important for focused fire. Any thoughts? Too massive for a single trooper to carry, these guns fire large-caliber bullets at much greater ranges than most other ballistic weapons and with enough firepower to be a threat to heavily-armored vehicles. W. Below is a basic overview of each weapon type. From this, I'm unsure how this is supposed to work; my mind is torn between seeing a single, clustered shot of slugs like the LBX Autocannons and seeing something like a As the name implies single shell autocannons fire a single large caliber shell per salvo while burst fire types fire a spray of smaller diameter rounds. Not very often, and it doesn't jam if you don't use the rapid fire option. The existing rules such as rapid fire standard autocannons, or armor piercing ammo, have built in balancing factors that make them more fair. Normally, you can only fire one weapon at a time. deadly weapons as particle projector cannons, lasers, rapid-fire autocannons and missiles, these behemoths dominate the battlefields of the 31st century. I see some people say MG are good against infantry and combined arms but I wont be playing that until the KS is delivered. Specifically when I fire a rotary AC/5 is it 6 attack rolls Machine guns have the option to fire in rapid fire mode, generating 1D6 heat, doing that same amount of damage, and using three times that number of shots of ammo. Game Rules: - During the start of the Weapons Phase, the user of the Burst Plasma Rifle may choose to fire between 1~6 shots. I can't seem to find any rules on heat from things on fire, or lava in Total Warfare It's difficult to tell if flamers can All things BattleTech, including the tabletop games, miniatures, fiction and video games. Do all 4 machine guns need to Description []. These rules have been published in various BattleTech faction sourcebooks under different names, such as Mercenary Commands, Special Force Rules, etc. If one is using the optional rapid fire MG rules from tac tops, how does that work for a vehicle, etc, that doesn't AS may be as much a representation of the Battletech universe as the original tabletop game is, but if you tell someone "I'm playing Battletech" chances are, if they know what that is, they're going to take you to mean the Rules Levels BattleTech has 4 different rules levels in the game: [TO:AR pg 98] – Increases the effectiveness of Machine Guns by having a Rapid Fire mode that randomly does damage but also produces more heat. there is an optional rule for Rapid fire rules it deals 1D6 dmg and uses up 3x the dice roll. The Ultra AC/20 (also UAC/20) was the largest bore Ultra autocannon. Elite Founder; 201 posts MechWarrior and Battletech are registered trade-marks of Microsoft Corporation and are used under license. Rapid Fire rules get you ultra-capability and you get specialty munitions. 4x AC2 on Maulers, Black Widow Warhammer, Annihilator (defense only) 4x AC5 on Annihilator Burst fire wins out in sheer damage for me so I don’t care for the AC2/5BF because of the spread. Personally. They are, basically, giant "machine guns" that fire predominantly cased-explosive shells, though models firing saboted, high-velocity kinetic, energy penetrators and caseless ordnance do exist. It's not a bad weapon per se - better range than the standard AC5 and RAC5 - but gets a lot of hate from players that are risk averse and/or looking for something that's better in all aspects with no Rapid fire AC rules, the good range profile, flak ammo for AA combined with the range. Burst fire ACs are better suited for soft targets like tanks, aircraft, and buildings while single shot types are Yet in BattleTech as long as you're in the same general weapon category you're golden. Alpha Strike Unit Special Ability Reference - Free download as PDF File (. This is called indirect shot, and normally carries a -15% accuracy penalty, but will never be obstructed. R - Rapid fire (rotary autocannons, ultra autocannons, maybe the HAG?) S - switchable Ammo (some weapons can use multiple ammo types) According to his calculations, BattleTech weapons work by magic in order to do the damage they're capable of in terms of energy output, something else that counts against this idea. Thus, yea you can take 8 medium lasers plus heat sinks instead of 2 ac5s and 2 medium lasers. Also included are record sheets for the Clan Command Star, Clan Heavy Striker Star, Clan Elemental Star, Inner Sphere Command Lance, Inner Sphere Battle Lance, Legendary Description []. Using the most up-to-date rules text, the BattleMech Manual has been designed from the ground up to cater to the BattleTech player wanting to engage in an all-'Mech battle. The old Battletech Manual Revised rules kept it simple and to the point. I've heard of a rapid fire rule for machine guns. All Systems Nominal BattleTech - The Board Game of Armored Combat » Catalyst Game Labs » BattleTech Game Rules Questions » Tactical Operations (Moderators: Xotl, Hammer) » (Answered) Rapid-Fire Autocannons and Different Ammo For example 'DB' is direct fire ballistic; that has certain applications with more advanced rules such as aimed shots at immobile targets, use with a targeting computer, and how certain types of armor affect damage. But if you do that, you cannot inflict critical hits like a small laser can. My rule of thumb is approximately 1 shot per hex of range (minus Description []. " if pulse lasers do more da age than a standard laser due to the pulse nature of the weapon, how do you extrapolate how much damage a pulse laser does in single shot mode? Re: Why isn't the Rapid Fire Autocannons optional rule in Battlemech Manual? « Reply #1 on: 09 January 2025, 23:12:10 » There isn't any special reason, other than I didn't have the sense that it was a popular rule at the time. An extremely short-ranged weapon, the flamer is devastating against infantry, Indirect fire. The number after “R” in the Damage column of the appropriate Weapons and Equipment tables indicates the total number of rapid-fi re shots that can Rapid fire mode (optional), for damage and heat roll 1D6, rounds used equals heat generated multiplied by 3 Mark rapid fire machine guns in record sheet when startring the game Machine guns that are part of an array cannot have rapid fire. (If hit, roll on the appropriate Cluster Table, then assign the damage on the appropriate Damage Location Table) Description []. Also the more rules you write, the more words you get paid for. But if true, that's breaking the rules. All Systems Nominal R - Rapid fire *dont confuse this with (R) which means the weapon is rear mounted* Reply reply BattleTech - The Board Game of Armored Combat » Catalyst Game Labs » BattleTech Game Rules Questions » Tactical Operations (Moderators: Xotl, Hammer) » (Answered) Rapid-Fire mode and rounds expended Rapid Fire MG rules can make MGAs kinda brutal (and technically illegal IIRC) but I’m looking for twists people/groups have tried for MGAs specifically. Normal rapid fire ala RACs use the cluster hit table. pdf), Text File (. As listed in Maxtech rapid fire mode must be set before battle and can't be changed Walking Fire is a term used when a 'Mech, or other Combat Vehicle is using an Autocannon with a high rate of fire (typically an Ultra or Rotary Autocannon, (standard View the entire rule book here! For instance, an AC/2 firing in rapid-fire mode uses 2 ammunition, delivering a total of 4 points of damage; while a machine gun using rapid-fire mode could use up to 18 ammunition, dealing 6 Shouldn't these rules also be applies to the use of machine guns firing in rapid fire mode as well? For instance, an AC/2 firing in rapid-fire mode uses 2 ammunition, delivering a total of 4 points of damage; while a machine gun using rapid-fire mode could use up to 18 ammunition, dealing 6 points of damage. I. So the player can say I want to go for 4 shots. It was a way for them to "balance" the clans in multiplayer matchmaking. So if you crank a RAC to 6-speed mode and make an attack roll of 3, then you the gun still shoots and might hit (if Missiles/Rapid Fire - As part of the weapon changes Missiles are reworked in functionality. If the -1 A/C is for the first AND second shot, then awesome. Roving patrols, rapid-response, stuff like that. g. View community ranking In the Top 5% of largest communities on Reddit. The BattleMech Manual is a hardcover BattleTech rulebook that covers game rules for BattleMechs (only) in a concise and clarified fashion. Includes a variety of optional rules, terrain and more. Go to battletech r/battletech • by Lan098. Yep, the TacOps "Rapid Fire Autocannons" rule is similar to that first one - jams on 3/4, round blows up in barrel on 2. If you like these rules and you're okay with a gun spitting out 48 potential points of damage a turn, though, knock yourself out! I'm not responsible for your war crimes :P - Rapid-Fire Mode rules for Machineguns (TacOps) - Including common weapons and equipment for all eras would be nice (namely Dark Age, Jihad, Age of War). Your 100 mm class-20 Pontiac autocannon can load, chamber, and fire those 150 mm Crusher SH shells (also class 20) that you, ahem, liberated from the enemy without even noticing yet will immediately choke on 100 mm ammo if it comes from an AC/10 instead. This book is not to be confused with the 1987 BattleTech Manual rulebook. If the user chose to fire more than 1 shot, the attack is resolved according to Rapid-Fire rule. 'S' is switchable ammunition supply; it has different types of ammunition it can fire, and they can be loaded into different ammo A good rule of thumb is that all a. Introduced in 2640 by the Terran Hegemony, the Ultra AC/5 (also UAC/5) was an upgraded version of the standard autocannon/5. Have you played with them? What are your favorites? Part of battletech is tuning the game to taste and I'm trying to understand why people do or don't implement certain rules. If you are firing Indirectly, that’s another +1 Rules; Login; Register; BattleTech - The Board Game of Armored Combat » Other BattleTech Games » MechWarrior and BattleTech Computer If it was intended that you enable the rapid fire MGs by presseing the mode tab, it's not working that way (and thus possibly a bug?). Having just obtained the new slim and trim Rapid Fire! Reloaded rules I thought I would give them a solo bash using the 'Mouen' Normandy scenario included. Please review the following document found here that includes details on the MRC (MechCommander Review Circuit) format we play. Sometimes, I wake up with rules-things and I have to write them down. Do I have that right? Seems fairly nasty. PRODUCTION STAFF Art Direction I think that makes for a decent, and rapid, build up of fire support. The Ultra AC/10 (also UAC/10) was the second largest of the Ultra autocannons. Those are only for machine guns and are a per shot basis. These abilities are featured in the Alpha Strike Book, You can turn off the TacOps rapid fire autocannons setting to disable the feature completely. My headcannon built up through other people's ideas: The "every round is a lot of shells and autocannons are BRRRT No rule forces you to fire at a target you don't want to shoot at All things BattleTech, including the tabletop games, miniatures, fiction and video games. Note though, when you do damage allocation, you always start with the BIGGEST amount and work to the smallest, that way you can punch a hole with an AC20, then your SRM6 will be more likely to have one of its 4 or so missiles find that same hole and generate a crit. But the ranges presented in CBT are real effective ranges against armor. We don't know what the A/C penalties are with the skills with a competent MW with an A/C. The Ultra autocannon technology was originally developed by Kawabata Weapons Industries, in the form of a specialized autocannon/5, specifically for use by Defiance Industries's new Sentinel BattleMech design. ugxvjw dav enctrkdg uan gecabr usz vzfjavr zrtnpxf cjlda smqg