2nd RSAB Technology: Difference between revisions

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[[Category:2nd Royal Special Assault Brigade]]
* 2nd RSAB Aerospace Fighters have a Structural Integrity is that is 50% greater than that of standard Aerospace Fighters and possess full VTOL capabilities (i.e. Harrier landing/takeoff) thus not requiring airstrips.
* All Battlemechs use an improved form of triple-strength myomer.  2nd RSAB 'Mechs receive all of the normal benefits (+1 to base walking MP, double damage for physical attacks, double lifting capability) with 0 critical slots required and no heat levels required.
* All Battlemechs use an improved form of triple-strength myomer.  2nd RSAB 'Mechs receive all of the normal benefits (+1 to base walking MP, double damage for physical attacks, double lifting capability) with 0 critical slots required and no heat levels required.
* Battlemechs (and LAM's) can always add enough jump-jets to equal their walking MP's when taking into account the benefits of triple-strength myomer.
* Battlemechs (and LAM's) can always add enough jump-jets to equal their walking MP's when taking into account the benefits of triple-strength myomer.
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* JumpShip and WarShip navigation computers are far more advanced than Star League, Inner Sphere, and Clan models and allow 2nd RSAB ships to target transient non-standard jump points (a.k.a. Rouge Pirate Points) with relative ease.
* JumpShip and WarShip navigation computers are far more advanced than Star League, Inner Sphere, and Clan models and allow 2nd RSAB ships to target transient non-standard jump points (a.k.a. Rouge Pirate Points) with relative ease.
** Any Rogue Pirate Point with a duration of stability greater than 5 minutes can be targeted. Navigational data on a large number of systems is very extensive and allows for the calculation of Rogue points.
** Any Rogue Pirate Point with a duration of stability greater than 5 minutes can be targeted. Navigational data on a large number of systems is very extensive and allows for the calculation of Rogue points.
* MASC and engine superchargers
** MASC has been developed but is not used because of the potential failures it can suffer, thus rendering a mech non-operational. 2nd RSAB MASC uses the Clan weights and criticals.
** Engine superchargers have been developed but are not used because of the likely failure that can render a mech or vehicle non-operational. 2nd RSAB superchargers use Clan rules
** MASC and superchargers are seen as more or less dead ends due to the improved triple-strength myomer in use by the 2nd RSAB. Still, some scientists are still pursuing the technology in hopes of making it more reliable.
* XXL Engines
** 1/3rd the weight of a standard engine
** 3 critical slots in each torso (for battlemechs)
** 8 heat generated automatically
** Double heat for movement
** Not used on Battlemechs due to the reduced survivability. The design is at or near the theoretical limits for current engine designs.
* Turret "pods" and aerospace weapon "pods" have been developed (based on the Mercury and Spad). Must use equivalent weight components. Not omni-fighters or omni-vehicles but allow for factory-designed plug and play as well as ease of modification in the field. Pods are not compatible between different designs (unlike Clan/IS omni pods).
* Improved Jump Jets are available
** Follow standard rules:
*** Twice the weight
*** Max JMP = running MP
*** Half the heat (minimum 3)
** Only difference is that the jump jets take up a single critical rather than 2 teach.
* Advanced Jump Jets
** Applies to both standard and improved jump jets
** 2/3rds the weight (rounded up to nearest 0.25 tons)
** Generates 1/3rd more heat per JMP (rounded up)
* Armoured Motive System - For wheeled, tracked, hover, WiGE, hydrofoil, displacement hulls, and submarines
** 8% of a vehicle's total tonnage


=Dropship Construction Rule Changes=
=Dropship Construction Rule Changes=
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| ER-PPC || 6 || 1 || 12 || 15 || - || - || 1-10 || 11-20 || 21-30
| ER-PPC || 6 || 1 || 12 || 15 || - || - || 1-10 || 11-20 || 21-30
|-
|-
| Snub-Nosed PPC || 3 || 1 || 16 || 10 || - || - || 1-4 || 5-8 || 9-12
| Snub-Nosed PPC || 3 || 1 || 16 || 12 || - || - || 1-4 || 5-8 || 9-12
|-
|-
| Flamer (Plasma) || 0.5 || 1 || 5* || 5 || - || - || 1 || 2 || 3
| Flamer (Plasma) || 0.5 || 1 || 5* || 5 || - || - || 1 || 2 || 3
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| 80mm Rotary Gauss 5 || 14 || 6 || 6/Projectile || 4 || 32 || 0 || 1-10 || 11-20 || 21-30
| 80mm Rotary Gauss 5 || 14 || 6 || 6/Projectile || 4 || 32 || 0 || 1-10 || 11-20 || 21-30
|-
|-
| AP Gauss || 0.25 || 1** || 3*/1* || 0 || 50 || -  || 1-3 || 4-6 || 7-9
| AP Gauss || 0.25 || 1** || 3*/1* || 0 || 100 || -  || 1-3 || 4-6 || 7-9
|-
|-
| colspan="10" | ''''Missiles'''''
| colspan="10" | ''''Missiles'''''

Latest revision as of 12:43, 17 June 2019

  • 2nd RSAB Aerospace Fighters have a Structural Integrity is that is 50% greater than that of standard Aerospace Fighters and possess full VTOL capabilities (i.e. Harrier landing/takeoff) thus not requiring airstrips.
  • All Battlemechs use an improved form of triple-strength myomer. 2nd RSAB 'Mechs receive all of the normal benefits (+1 to base walking MP, double damage for physical attacks, double lifting capability) with 0 critical slots required and no heat levels required.
  • Battlemechs (and LAM's) can always add enough jump-jets to equal their walking MP's when taking into account the benefits of triple-strength myomer.
  • XL Engines are half-weight but take up only the critical slots required for a standard engine
  • Ferro-Fibrous and Ferro-Aluminum armour require 0 critical slots. Armour multiplier is 1.25
  • Endo Steel internal structure requires 0 critical slots
  • All units have a built-in C3i network at the battallion level. Can link with aerospace fighters as well (Usually 36 'Mechs and 6 fighters - maximum capacity)
  • Helical Ferro-Fibrous Armour - 10 Critical slots - doubles protection in any area - ignore the limits due to internal structure. Not usable on LAM's.
  • LAM's may use XL Engines, Endo Steel, and Ferro-Aluminum armour. Also come equipped with triple-strength myomer.
  • All units have sensor capabilities equivalent to the Bloodhound Active Probe but with a range of 15 hexes and the ability to see through any/all Clan/Inner Sphere ECM suites and Stealth technology. Can also detect disrupted terrain (from the burial of mines/etc...).
  • All units have ECM capabilities equivalent to the Angel ECM suite but with a range of 15 hexes. The ECM capabilities cannot be countered by Clan/Inner Sphere units (ECCM rules).
  • All units have built-in TAG capabilities for Guided Munitions with a maximum range of 30 hexes
  • All weapon guidance and targeting systems are immune to Clan/Inner Sphere ECM technology.
  • Double Heat Sinks require only 1 critical slot
  • All units automatically have CASE II at no cost
  • Null/Void signature systems, stealth-armour, and the Chameleon Light Polarization Shield and other such technologies are not used because of the bulkiness, heat generated, and general ease with which such systems are penetrated. It was felt that the Inner Sphere and Clans would develop technologies that would cut through them too easily so as to make them less than useful. That being said, 'Mechs, Fighters, LAM's, and Vehicles use a form of sensor distorting armour which gives all attacking units a +1 to-hit penalty at medium and long ranges.
  • 2nd RSAB units don't use MASC or Superchargers as the risk of permanent damage in the short term is not worth losing a unit for the long term campaign. This is somewhat mitigated through the use of the triple-strength myomer
  • Due to advanced control systems and improved gyros, all Units benefit from a -1 bonus when making piloting skill checks.
  • 'Mech, LAM, and Fighter cockpits weigh 4 tons.
  • Advanced targeting system is built in: only +1 to-hit penalty for firing through any number of Light Woods hexes. +1 to-hit penalty per hex when firing through Heavy Woods or Smoke hexes. Night combat modifiers do not apply.
  • Advanced Anti-Missile System - orders of magnitude more effective. Can also be used as an anti-infantry and anti-battle armour weapon with lethal results. Energy version is available but is less effective against infantry and battle-armour. Far more effective at ammunition management than Clan/Inner Sphere versions due to mixed ammunition types, targeting system, and predictive capabilities. Also able to defend other units.
  • Uses Gauss/Electro-Magnetic Artillery instead of chemically-propelled versions. Shells can be guided (G-EMA) or un-guided(EMA). G-EMA rounds respond to TAG signals.
  • Arrow V type artillery/missiles are used rarely due to the effectiveness of the anti-missile systems but use Clan weights.
  • The use of LRM & SRM launchers is very uncommon (due to the effectiveness of the anti-missile systems) but use the Clan weights but with the added bonus of a built-in Artemis IV FCS into each launcher. Streak SRM's also use Clan weights.
  • Battlemech Partial Wing - 5% of weight - 2 criticals in each torso - +2JMP and allows dissipation of 3 heat points per round.
  • Main HPG's have a range of 100 Light Years while mobile ones have a range of 75 Light Years while towable ones have a range of 60 Light Years
  • "Super" HPG's have been developed that have a range of 1200 Light Years, but they are very large and require tremendous power and stability. Only 8 have been produced to be used within the core systems.
  • Jumpships have a range of 60 Light Years per jump. Combined with a Lithium-Fusion battery, this gives a fully-charged jumpship a range of 180 light years before needing to recharge.
  • JumpShip and WarShip navigation computers are far more advanced than Star League, Inner Sphere, and Clan models and allow 2nd RSAB ships to target transient non-standard jump points (a.k.a. Rouge Pirate Points) with relative ease.
    • Any Rogue Pirate Point with a duration of stability greater than 5 minutes can be targeted. Navigational data on a large number of systems is very extensive and allows for the calculation of Rogue points.
  • MASC and engine superchargers
    • MASC has been developed but is not used because of the potential failures it can suffer, thus rendering a mech non-operational. 2nd RSAB MASC uses the Clan weights and criticals.
    • Engine superchargers have been developed but are not used because of the likely failure that can render a mech or vehicle non-operational. 2nd RSAB superchargers use Clan rules
    • MASC and superchargers are seen as more or less dead ends due to the improved triple-strength myomer in use by the 2nd RSAB. Still, some scientists are still pursuing the technology in hopes of making it more reliable.
  • XXL Engines
    • 1/3rd the weight of a standard engine
    • 3 critical slots in each torso (for battlemechs)
    • 8 heat generated automatically
    • Double heat for movement
    • Not used on Battlemechs due to the reduced survivability. The design is at or near the theoretical limits for current engine designs.
  • Turret "pods" and aerospace weapon "pods" have been developed (based on the Mercury and Spad). Must use equivalent weight components. Not omni-fighters or omni-vehicles but allow for factory-designed plug and play as well as ease of modification in the field. Pods are not compatible between different designs (unlike Clan/IS omni pods).
  • Improved Jump Jets are available
    • Follow standard rules:
      • Twice the weight
      • Max JMP = running MP
      • Half the heat (minimum 3)
    • Only difference is that the jump jets take up a single critical rather than 2 teach.
  • Advanced Jump Jets
    • Applies to both standard and improved jump jets
    • 2/3rds the weight (rounded up to nearest 0.25 tons)
    • Generates 1/3rd more heat per JMP (rounded up)
  • Armoured Motive System - For wheeled, tracked, hover, WiGE, hydrofoil, displacement hulls, and submarines
    • 8% of a vehicle's total tonnage

Dropship Construction Rule Changes

  • Dropship Engines: 5.5% of total mass per thrust point
  • Spheroid Free Heatsinks = Square Root of Engine Mass x 7.1
  • Aerodyne Free Heatsinks = Engine Mass x 3/55
  • Dropship Structural Mass:
    • Spheroid: (SI x Mass) / 600
    • Aerodyne: (SI x Mass) / 250
  • Dropship Max Armour (tons):
    • Spheroid: SI x 4.65
    • Aerodyne: SI x 3.7
  • Dropship Armour Point Table:
Ship Mass (tons) Armour Points (per ton)
Spheroid Aerodyne
100-12,499 100-5,999 25.2
12,500-19,999 6,000-9,499 21.4
20,000-34,999 9,500-12,499 17.6
35,000-49,999 12,500-17,4999 15.1
50,000-64,499 17,500-24,999 12.6
65,500+ 25,000-35,000 8.8

Jumpship Construction Rule Changes

  • Note: Oracles do not follow standard construction rules
  • All Jumpships and Warships use compact K-F drives
  • Jumpships have a range of 60 light years per jump
  • Lithium-Fusion Batteries weight 1.5% of the unit's total mass but can provide energy for 2 jumps instead of the regular one.
  • Compact K-F Drives take up 42.5% of a Jumpship's/Warship's mass
  • Jumpship/Warship propulsion engines mass: 0.055 x Thrust x Ship Mass
  • Free Heatsinks equals: 45 + square root of Engine Tonnage x 2.2
  • Jumpship/Warship structural mass: Desired SI x Mass / 1250
  • Max Armour: SI Mass / 40
  • Armour Points:
Unit Mass Armour Points Per Ton
2,000-149,999 1.7
150,000-249,999 1.4
250,000+ 1.2
  • Mobile HPG's only require 1 additional crew to operate

2nd RSAB Hover Tanks

  • Also called "T-Tanks"
  • Combine WiGE, hover, and aerospace fighter constructions principles along with Armoured Motive System elements
    • Similar movement restrictions to WiGE/Hovercraft
  • Max weight 100 tons
  • Very fast and maneuverable
    • Use maneuvering thrusters as well as control surfaces (reduces slippage)
  • Can mount turrets
    • Uses standard
  • Must operate in atmosphere
  • More robust than standard vehicles - fewer "lucky" or damaging hits
  • Built-in jump jets
  • Frequently piloted by aerospace pilot washouts
  • Require some kind of "ground effect" to remain stable or will overload thrusters
    • Can "fly" at level 2 or 3 for limited turns (piloting skill check with a +1 penalty for each turn past 2 at that level)
  • Must use fusion engines but no power converters are required
  • Uses a "cool" exhaust to avoid causing fires or damaging underlying terrain
    • Doesn't apply to jump jets
  • Note: Actual construction rules to be determined

Specific Weapons

Weapons Table

Energy Weapons
Type Tonnage Critical Damage Heat Ammo Minimum Short Medium Long
ER Large Laser 4 1 9 6 - - 1-9 10-18 19-27
ER Medium Laser 1 1 6 2 - - 1-6 7-12 13-18
ER Small Laser 0.5 1 4 1 - - 1-3 4-6 7-9
ER Micro Laser 0.25 1** 2 1 - - 1-2 3-4 5-6
Large Pulse Laser 5 1 10 8 - - 1-8 9-16 17-24
Medium Pulse Laser 1 1 6 3 - - 1-5 6-10 11-15
Small Pulse Laser 0.5 1 4 1 - - 1-2 3-4 5-6
Micro Pulse Laser 0.25 1** 2 1 - - 1 2 3
Light ER-PPC 3 1 5 8 - - 1-10 11-20 21-30
ER-PPC 6 1 12 15 - - 1-10 11-20 21-30
Snub-Nosed PPC 3 1 16 12 - - 1-4 5-8 9-12
Flamer (Plasma) 0.5 1 5* 5 - - 1 2 3
Ballistic Weapons
Type Tonnage Critical Damage Heat Ammo Minimum Short Medium Long
80mm Gauss Rifle 4 2 8 0 32 - 1-13 14-26 27-39
100mm Gauss Rifle 6 2 10 1 20 - 1-12 13-24 25-36
125mm Gauss Rifle 8 3 13 1 12 - 1-12 13-24 25-36
150mm Gauss Rifle 10 4 16 1 8 - 1-11 12-22 23-33
200mm Gauss Rifle 14 6 20 2 5 - 1-10 11-20 21-30
80mm Rotary Gauss 2 6 2 6/Projectile 4 32 0 1-10 11-20 21-30
80mm Rotary Gauss 3 9 3 6/Projectile 4 32 0 1-10 11-20 21-30
80mm Rotary Gauss 4 12 4 6/Projectile 4 32 0 1-10 11-20 21-30
80mm Rotary Gauss 5 14 6 6/Projectile 4 32 0 1-10 11-20 21-30
AP Gauss 0.25 1** 3*/1* 0 100 - 1-3 4-6 7-9
'Missiles
Type Tonnage Critical Damage Heat Ammo Minimum Short Medium Long
SRM-2 0.5 1 2/Missile 1 50 - 1-4 5-8 7-12
SRM-4 1 1 2/Missile 2 25 - 1-4 5-8 7-12
SRM-6 1.5 1 2/Missile 3 16 - 1-4 5-8 7-12
Streak SRM-2 1 1 2/Missile 1 50 - 1-4 5-8 7-12
Streak SRM-4 2 1 2/Missile 2 25 - 1-4 5-8 7-12
Streak SRM-6 3 2 2/Missile 3 16 - 1-4 5-8 7-12
LRM-5 1 1 1/Missile 1 24 - 1-7 8-14 15-21
LRM-10 2.5 1 1/Missile 2 12 - 1-7 8-14 15-21
LRM-15 3.5 2 1/Missile 3 8 - 1-7 8-14 15-21
LRM-20 5 3 1/Missile 4 6 - 1-7 8-14 15-21
Streak LRM-5 2 1 1/Missile 1 24 - 1-7 8-14 15-21
Streak LRM-10 5 1 1/Missile 2 12 - 1-7 8-14 15-21
Streak LRM-15 7 2 1/Missile 3 8 - 1-7 8-14 15-21
Streak LRM-20 10 3 1/Missile 4 6 - 1-7 8-14 15-21
HeadHunter 1 1 12* 2 1* 5 1-6 7-12 13-18
Stiletto 0.5 1 25 1 4 8 1-14 15-28 29-42
Hellfire 0.5 1 10 1 10 10 1-10 11-20 21-30
Rapier AA 2 1 40 1 2 * * * *
Artillery
Type Tonnage Critical Damage Heat Ammo Minimum Short Medium Long
150mm x 500 mm Gauss Artillery 16 16 16/6 2 16 - 30 Map Boards
Unguided 16/6
Guided 20/4
180mm x 700 mm Gauss Artillery 22 22 24/12 3 8 - 36 Map Boards
Unguided 24/12
Guided 36/8
215mm x 900 mm Gauss Artillery 32 32 32/24/12 4 4 - 48 Map Boards
Unguided 32/24/12
Guided 50/20
Arrow System 12 12 20/10 8 5 - 10 Map Boards
Equipment
Type Tonnage Critical Damage Heat Ammo Minimum Short Medium Long
Laser Anti-Missile System 4 2 * 6 - - 1-2 3-4 5-6
Ballistic Anti-Missile System 3 2 * 3 50 - 1 2 3
Countermeasures 1 1 * 0 10* - - - -
Flamer (Vehicle) 0.5 1 2* 2 20 - 1 2 3
Active Probe 0 0 0 0 - - - - 15
ECM Suite 0 0 0 0 - - - - 18
Tag 0 0 0 0 - - 1-10 11-20 21-30
Artemis FCS 0 0 0 0 - - - - -
Heat Sink 1 1 - -2 - - - - -
Targeting Computer ** 1 per ton - - - - - - -
CASE II 0 0 - - - - - - -