OFFICIAL Converting Battletech Units To Alpha Strike Rules

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  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    This is a summary of game mechanics that are better explained in this manual:
    [​IMG]

    If you plan to use this resource long term (especially if you are a GM), please consider supporting the franchise by purchasing the full digital copy here.
    Although they may not look it at a glance, all Alpha Strike stats are derived from their Classic Battletech counterparts. Theoretically, any unit from any Tech Readout or Sourcebook can be converted for Alpha Strike. While it is generally recommended and faster to use pre-generated unit cards provided here, anyone can create their own custom units. This guide will walk you through the process.

    I have made a custom spreadsheet CALCULATOR HERE! Please use it. It will make the majority of this far easier. You can still use this thread as a reference.

    You can create your own custom unit card here.

    We will review the conversion process for many types of units, but for the sake of brevity, we will focus predominantly on BattleMechs.

    Conversion Steps:
    1. Determine Unit Type
    2. Determine Weight/Size Class
    3. Convert Movement Points and Movement Modes
    4. Convert Armor
    5. Convert Structure
    6. Convert Weapons
    7. Convert Heat*
    8. Determine Heat-Adjusted Damage Values*
    9. Calculate Final Damage Totals & Overheat Value*
    10. Convert Special Equipment into Special Abilities
    11. Define Unit Role
    12. Point Value Calculations
      *Mechs and Aerospace only!
    Here is an example Unit Card:
    [​IMG]
    ^NOTE: The last grey box in the lower left corner is for Special Abilities that some units can perform such as Indirect Fire, ECM, TAG, etc.
     
    Last edited: Jan 11, 2023
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  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    1. DETERMINE UNIT TYPE

    'Mechs, ProtoMechs, combat or support vehicles, aerospace, and Mobile Structures can all be converted into Alpha Strike as individual units. Battle Armor is converted to AS as Points or Squads and vary in number depending on the faction. Conventional infantry are converted to platoons (or something roughly approximating one). Unit types are identified by a Type Code or "TP Code":

    Ground Units
    Aerospace Units
     
    Last edited: Jan 11, 2023
  3. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    2. DETERMINE WEIGHT/SIZE CLASS

    The Size class helps determine weight class in gameplay, which can affect line of sight, external cargo capacity, damage in physical combat, and many other weight/size related effects. Size is designated with the "SZ" tag. To determine size class, review the following:
    AS 001.jpg
     
    Last edited: Apr 2, 2019
  4. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    3. CONVERT MOVEMENT POINTS (MP) AND MOVEMENT MODES

    Except when noted otherwise, all ground units in Alpha Strike receive 2 inches (2") of Movement for every Walking or Cruising MP its BattleTech version possesses. For example, a Warhammer with 4 Walking MP would be converted to 8" Movement in Alpha Strike. Likewise, a Shadow Hawk with 5 Walking MP would be converted to 10" Movement.

    Aerospace units use Thrust Points instead of MPs. Like ground units, they convert to Alpha Strike using their cruising rate (known as their "Safe Thrust" value). Unlike ground units, this value is not multiplied by 2. This is because aerospace operate on a different board scale than ground units. For more details regarding aerospace movement, refer to here.

    Movement Modes

    Most units use a movement mode defined by their unit type. Any non-ground movement is further designated by a letter code next to their Movement number. For example, a Phoenix Hawk 1b in classic Battletech can move 6/9/6 (the last digit represents their jump distance). In Alpha Strike, this would simply be recorded as 12"j (2x standard walking MP and a 'j' to represent it can jump. If a unit does not have full jumping capability (such as the older Shadow Hawks), its jump distance will have a seperate designation. In the case of the Shadow Hawk 2H (5/8/3), it would be 10"/6"j.

    *most common highlighted in blue

    Mechs & Battle Armor
    j = Jumping*
    s = Submersible (underwater maneuvering thrust)
    qt = QuadVee (Tracked)
    qw = QuadVee (Wheeled)​
    Vehicles
    a = Airborne (Fixed-Wing)*
    g = WiGE (Wing-in-Ground Effect)
    h = Hover*
    i = Airship
    k = Satellite
    n = Naval (Aquatic Surface)
    r = Railway
    s = Naval (Aquatic Submersible)
    t = Tracked*
    v = VTOL*
    w = Wheeled*
    Conventional Infantry
    f = Foot Infantry*
    h = Mechanized (Hover jeeps/trucks)*
    j = Jumping*
    m = Motorized (atvs/motorcycles)*
    t = Mechanized (Tracked jeeps/trucks)*

    v = Mechanized (VTOL autogyros)
    w = Mechanized (Wheeled jeeps/trucks)*
    Aerospace
    a = Any Aerodyne Craft/Fighter*
    k = Jumpship/Warship
    p = Any Spheroid Craft*
     
    Last edited: Jan 11, 2023
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  5. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    4. CONVERT ARMOR

    Converting armor is one of the simplest steps!

    1) Calculate total armor value.
    • For 'Mechs, aerospace and vehicles, first calculate a unit's total armor points (do not include internal structure points!)
    • For Battle Armor, calculate the total armor values of all troopers in the squad.
    • For conventional infantry, the base armor is dependent entirely on the unit's movement type and size of the unit (for brevity, we will be skipping this)
    2) Divide the armor total by 30 and round to the nearest whole number to convert armor total for Alpha Strike.
    • HOUSE RULE - Combat units that round down their armor total may take the REINFORCED (RNF) ability: when unit takes damage for the first time during this mission, unit may roll 1d6. On the result of a 4 or higher, 1 point of damage is prevented. This ability is then disabled after use until end of game.
    Exampe: A heavy mech with 230 armor points and divided by 30 would factor to 7.66. This would be rounded to 8 points of armor in Alpha Strike.
     
    Last edited: Apr 12, 2022
  6. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    5. CONVERT STRUCTURE

    Converting Structure points is a little less straightforward in terms of calculations. For BattleMechs, it is based on tonnage as well as crit slots occupied by the engine. Luckily, we have a chart!
    AS 003.jpg

    ProtoMechs & Infantry:
    Simply stated, both types always only have ONE point of structure regardless of other factors.

    Conventional Vehicles & <300t Naval Units:
    AS value is equal to the total sum of internal hit points, divided by 10, and rounded to the nearest whole number.

    Aerospace:
    AS value is equal to half of its "Structural Integrity" (SI), rounding up if necessary.

    Jumpships, Satellites, & Space Stations:
    Always have only ONE point of structure.

    Warships:
    Structure points are equal to a warship's Structural Integrity value.

    Again, for brevity, we are leaving out super-large naval and ground units.
     
    Last edited: Jan 11, 2023
  7. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    6. CONVERT WEAPONS

    This stage is not as difficult as it may appear. Simply put, you just need to convert and add up the total sums of damage a unit can produce depending on their range bracket. However, because Alpha Strike does try to account for various weapon effects used in standard BattleTech, the damage conversion process can get a little complicated. For this reason, it is recommended players focus on converting existing designs from standard BattleTech rather than trying to create a design from scratch.

    At the most basic level, Alpha Strike breaks weapon damage down into three range brackets (+1 unlisted optional extended bracket):
    • Short Range = Up to 6" (or 3 hexes)
    • Medium Range = >6" to 24" (or 4-12 hexes)
    • Long Range = >24" to 42" (or 13-21 hexes)
    • OPTIONAL - Extreme Range (not listed on AS unit cards; typically used for artillery) = >42" (22+ hexes)
    Factor the sum of all damage of weapons according to their range bracket values. I have provided the necessary charts to factor all this in attachments below.

    IMPORTANT - There is a House Rule available regarding special consideration for calculating certain mid-range weapons found here.

    We will need this information later, but for our next step we need to calculate heat values.
     

    Attached Files:

    Last edited: Jan 11, 2023
  8. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    7. CONVERT HEAT
    ('Mechs and Aerospace ONLY!)​

    REMINDER: If this is becoming too complicated, don't worry! The easiest way to create a custom unit is to take a pre-existing unit and simply add Special Abilities. If you want a custom unit without all the hassle of doing math, skip to section 10.

    Depending on the unit, converting the heat scale from standard Battletech to Alpha Strike is either very easy or one of the most difficult steps. First the easy part: if the unit in question does not traditionally track heat as per standard rules, congratulations, you can effectively skip this step! All battle armor, infantry and conventional vehicles and aircraft fall under this category.

    As for 'Mechs & Aerospace, I will try to break this down as simple as possible.

    1) First, find the unit's maximum heat output according to standard Battletech rules. This includes all weapons firing at max heat as well as running (+2 heat) *OR* max jump distance (+1 heat per jump MP); whichever is hotter (usually jump MP if they have it).

    Please take note there are some exceptions for purposes of converting to Alpha Strike:
    • Anti-Missile Systems add set amounts of heat per system:
      • Standard AMS = +1 heat per system
      • Laser AMS = +5 heat per Clan system or +7 heat per IS system
    • Heat from Rear-Firing Weapons is ignored unless unit has most of its weapons mounted to the rear or has multiple firing arcs (ex. DropShips).
    • Heat from "single use" weapons is ignored.
    • Stealth Armor adds a flat +10 heat to total heat output.
    • For XXL Engines, double heat penalty for movement.
    • Improved Jump Jets reduce heat penalty per jump MP by half with a minimum total of +3 heat.
    2) If a unit can deal damage in the long range bracket, calculate a separate max heat output for only long range weapons. Like before, be sure to include max heat from movement.
    3) Next, determine total heat disipation rate by adding up all Heat Dissipation Modifiers:
    • -1 for each Standard Heat Sink
    • -2 for each Double Heat Sink
    • -1 for each Coolant Pod
    • -3 for Partial Wing
    • NOTE - there are other more obscure heat sink systems, but we will ignore these for this tutorial. And to be clear, always include ALL heatsinks, not just ones mounted to internal criticals (some come as part of the engine).
    4) Determine "Overheat"
    A unit will overheat if its maximum heat output in a given range bracket exceeds its total heat dissipation by 4 points or more. If this occurs, the unit's damage output will be reduced proportionate to the degree the unit would overheat if firing all weapons in a given range bracket.

    Or to put it more simply, here's a formula:
    IMPORTANT! - Any value of '1' or over is considered 100% heat efficient. If this is the case, you can ignore the next step (8) and treat your previous damage calculations for each bracket as final Damage Totals for each bracket.

    Treat any Heat-Modifier value over 1 as only '1' (you don't get damage bonuses for being extra heat efficient).
     
    Last edited: Jan 11, 2023
  9. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    8. Determine Heat-Adjusted Damage Values

    If your Heat-Modifier was less than 1, this is when you apply that modifier.

    NOTE - The Panther we have been using as an example is 100% heat efficient... in which case you would skip this step (read the end of previous step again to review if needed). However, let us see what happens if it was below 1:

    Let us assume we have a modified Panther that has swapped out its SRM launcher for 3 Medium Lasers:
    • Short Range Damage = 2.25
    • Medium Range Damage = 2.5
    • Long Range Damage = 1
    • Max Heat Dissipation = 13
    • Max Heat Output = 23 (PPC + 3 Medium Lasers + 4 jumpjets)
    • Max Heat Output (Long Range) = 14 (PPC + 4 jumpjets)
    • Heat-Modifier penalty = 0.739...
    1) Determine Short and Medium Range Damage Totals:
    If the unit's Heat-Modifier Damage Penalty is less than 1, you must then adjust heat totals for Overheat. First, take your Heat-Modifier Damage Penalty you just found and multiply this to your short and medium range max damage brackets separately. This will provide the final damage totals for short and medium range.

    Let's review our damage stats again:
    • Short Range Damage = 2.25
    • Medium Range Damage = 2.5

    Short or Medium Range formula:
    Example:
    Our final damage totals become:
    • Short Range = 1.66
    • Medium Range = 1.84
    2) Determine Long Range Damage Total:
    Damage totals for long range are a little different since you usually aren't firing most/all your weapons. Like before, take your Max Heat Dissipation and add 4. However, this time you will divide it only by heat produced in your long range bracket. Then apply this new modifier to your long range damage output.

    We will combine everything we've learned up until now into one formula for Long Range Damage:
    Example:
    Again, any result that exceeds the max damage of that range bracket is ignored in which case, simply use the max range value instead. Remember, this is because being more than 100% heat efficient does not increase damage output at ANY range.

    Therefore, our final damage total becomes:
    • Long Range = 1
     
    Last edited: Apr 13, 2022
  10. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    9. Calculate Final Damage Totals & Overheat Value

    Let us review our original Panther's stats we calculated during Step 6:
    • Short = 0.75 (PPC) + 0.6 (SRM4) = 1.35
    • Medium = 1 (PPC) + 0.6 (SRM4) = 1.6
    • Long = 1 (PPC) + 0 (SRM4) = 1

    1) After damage values have been adjusted by heat output in Step 8 (if any), round damage for each range bracket to the nearest whole number. Values that are rounded down are marked with an asterisk (*) to signify they follow the "Minimal Damage" rule: when dealing damage that is marked with the "Minimal Damage" trait, roll 1d6. On the result of 4 or higher, +1 damage is added to an attack at the specified range this turn.
    2) Overheat Value (OV) represents additional damage you can deal at the cost of overheating your unit. Naturally, this only applies to units with a heat scale such as 'Mechs and Aerospace units.

    To find your Overheat Value (OV), simply take your Alpha Strike-converted maximum damage at Medium range and subtract it by the same value, but with the Heat-Modifier penalty applied (you are trying to find the difference between the two values, if any at all). If the unit doesn't deal any damage at Medium range, use its Short range damage instead. The difference between the two is that unit's OV (round to the nearest whole number). This value can be incrementally added to your Short and Medium range damage, but it will also raise your heat scale by the same amount. Your OV can never exceed 4.

    OV and Long Range Combat: You can apply OV to your Long range bracket as well, but ONLY if there is a difference between your max damage at Long Range and Heat-Modified damage at Long Range (if any, most units don't). If this applies, add OVL# to its Special Abilities box. The # should specify the OV value to be used only at long range.
     
    Last edited: Apr 13, 2022
  11. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    10. Special Abilities

    There are many types of equipment and design quirks in standard BattleTech that help to further distinguish some units from others. Alpha Strike lumps all of these into a category called "Special Abilities", "SAs", or simply "Abilities". These are the most important feature in helping to distinguish one unit from another. Some of these cover countermeasures such as anti-missile systems (AMS) and electronic warfare (ECM). Others cover more offensive abilities such as indirect fire (LRMs), melee weapons (Hatchet), and special ammunition (Flak). There is far too much information here to go over in detail, but I will post details on the most common ones as well as a full list of all abilities available.

    To start with, there are two basic types of Special Abilities (SA): Unit and Pilot.

    Unit Abilities are focused on special equipment mounted to that unit. These can be defensive or offensive in their use, but they are always tied to that unit. Some Unit Abilities can even be a handicap based on a design flaw of some kind. All vehicle quirks fall under Unit Abilities.

    Pilot Abilities are specific to the pilot or crew that is controlling the unit. These represent the special skills that are usually only acquired by experienced soldiers. Some Pilot Abilities are even transferable to other units if the pilot/crew changes vehicles (and the GM allows it).

    Active Probe (PRB)
    Any unit equipped with a Beagle Active Probe or Clan Active Probe; can fully reveal any operating unit within 18" and any shutdown unit within 10". Unit also gains the Recon (RCN) ability (which is important for tactical command advantages).

    Artillery (ARTX-#)
    Unit can make artillery attacks. 'X' represents the type of artillery. '#' represents the number of that type it carries.

    Angel ECM (AECM)
    Works the same as standard ECM, but can perform two of the following functions at once and has increased range of 26". It is also the only ECM that can defeat Bloodhound Active Probes.

    Anti-Mech (AM)
    Can perform special boarding attacks against ground units in melee range.

    Anti-Missile System (AMS)
    Reduces damage from attacks by units with IF, SRM, or LRM abilities.

    Autocannon (AC#/#/#/#)
    This unit mounts enough autocannons that it may fire them all as an alternative weapon attack. Each '#' represents a different range bracket (s/m/l/e). This ability allows for firing specialized ammunition.

    BattleMech HarJel (BHJ#)
    'Mech is protected by HarJel which ignores critical hit damage caused by exposed internals while underwater or in a vacuum. The '#' represents which version of HarJel is equipped.

    Bloodhound Active Probe (BH)
    And enhanced version of the standard active probe (PRB). Offers same features, but has a range of 26" for detecting fully revealing operating units and 16" for unpowered units. Unlike light and standard probes, it can only be defeated by Angel ECM.

    Critical-Resistant (CR)
    Features special armor and redundant hardware that reduces the chance and severity of critical hits. Any time this unit rolls on the Critical Hits Table, apply a -2 modifier bonus to the Critical Hit roll. Roll results of 1 or less count as no critical hit.

    Drone (DRO)
    Unit is unmanned and capable of remote movement and (sometimes) combat. For purposes of Alpha Strike scenarios, drone control units have effectively unlimited range. Drones affected by hostile ECM become immobile and remain so until ECM effect is removed. Drones may restart during the End Phase. If a drone control unit is caught by ECM, all connected drones are instantly disabled until effect is removed. A drone unit's skill level is always 1 level higher than it would be if it was piloted directly by a pilot.

    Drone Carrier Control System (DCC#)
    The control unit for drones. If it is destroyed, all drones under its control are disabled for the rest of the game. The '#' represents how many drones it can control at once.

    ECM (ECM)
    Any unit equipped with an ECM suite; can perform any one of the following each turn:
    • ECM cloak - an AOE "sensor cloak" (18" radius from unit) that hides it and all allies within from passive hostile sensors
    • jam active probes/NARC - disable hostile active probes/NARC within 12" of unit
    • jam targeting - add a +1 to-hit modifier for all attacks on this unit
    • jam comms - disable hostile radio and C3 communications within 12" of unit
    Engineering (ENG)
    Unit is equipped with combat engineer equipment that can clear woods or rubble. It takes 4 units 1 turn to clear a 2" zone of debris (1 hex). Or 3 units in 2 turns. Or 2 units in 3 turns. Or 1 unit in 4 turns. This action does not actually clear the hex, it just creates a narrow pathway that any unit may use as though it is clear
    • HOUSE RULE 1: fuck all that about a "narrow pathway"; too much to keep track of. Bulldozers just turn that shit into a clear 2" zone/hex.
    • HOUSE RULE 2: Can bulldoze a improved position into the ground that offers immediate partial cover. Takes 2 units 1 turn. Or 1 unit 2 turns.
    Improved NARC Missile Beacon (iNARC#)
    May make an extra attack using its iNARC beacon device. Range is 24" (12 hexes). If the attack is successful, target will suffer +1 damage from any following IF, LRM, or SRM attacks for the rest of game unless affected by ECM. iNARC may also fire specialty ammo. (AS p.76). The '#' determines how many iNARC attacks can be done in one turn.

    Large (LG)
    Occupies 6" wide of space (3 hexes) and blocks LoS.

    Light Active Probe (LPRB)
    Same as standard probe, but only 12" normal detection range and 6" detection range for unpowered units.

    Light Targeting Acquisition Gear (LTAG)
    Same as normal TAG, but can only reach targets in short range (6" or 3 hexes).

    Long Range Missiles (LRM#/#/#/#

    Mine Dispenser MDS#)

    Minesweeper (MSW)

    Missile (MSL #/#/#/#

    Mobile Headquarters (MHQ#)

    Mountain Troops (MTN)

    NARC Missile Beacon (CNARC# or SNARC#)

    Paratroopers (PAR)

    Recon (RCN)

    Remote Sensor Dispenser (RSD#)

    Searchlight (SRCH)

    Short Range Missiles (SRM#/#)

    Targeting Acquisition Gear (TAG)

    Trenchworks/Fieldworks Engineers (TRN)

    Variable-Range Targeting (VRT)

    [will add more abilities and descriptions later]
     

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    Last edited: Apr 4, 2019
  12. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    10. Special Abilities (cont.)

    See Attachments​
     

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    Last edited: Apr 15, 2019
  13. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    11. Define Unit Role Classification
    In Alpha Strike, all units fall under some kind of standardized classification. These are intended as not "just for fluff", but also to help players identify at a glance the intended purpose of the unit in question. They can also gain additional Special Abilities based on their intended role if operating as part of a larger force (these are part of advanced AS rules and will not be covered here). There are a variety of roles available and I will go over them briefly here:

    Ground Units
    • Ambusher - lighter, slower units meant to lie in wait and deal a lot of damage at once (ex. UrbanMech, Foot Infantry)
    • Brawler - middle-of-the-road line units with decent speed and firepower (ex. Hunchback, Patton Heavy Tank)
    • Juggernaut - slow but very powerful, these are the backbone of any assault force (ex. Atlas, Behemoth Assault Tank)
    • Missile Boat - roughly as slow as Juggernauts, but less armored and more focused towards missile weaponry (ex. Catapult, LRM Carrier)
    • Scout - cheap, fast, lightly armed and armored, they focus more on recon gathering and spotting for indirect fire (ex. Locust, Swiftwind Scout Car)
    • Skirmisher - best balance of speed, armor, and firepower. Ideal for raiding behind enemy lines. (ex. Wolverine, Maxim Hover Tank)
    • Sniper - direct fire cousin of Missile Boats; slow with lots o' guns. Vulnerable at short range, but deadly at long. (ex. Awesome, Shrek PPC Carrier)
    • Striker - similar to Skirmishers, but favor more mobility over armor (ex. Phoenix Hawk, Pegasus Hover Tank)
    Aerospace Roles
    • Attacker - usually slower medium or heavy fighter/bombers focused on attacking ground targets or large Aerospace craft
    • Dogfighter - medium or heavy air/space superiority fighters focused on engaging and destroying other air targets
    • Fast Dogfighter - aka "Heavy Interceptors"; intended to bridge the gap between the dogfighters and interceptors
    • Fire Support - similar to attackers, but equipped with many long range weapons designed to engage outside the range of point defense guns
    • Interceptor - light and fast, intended to engage threats early and keep them away from important assets until heavier backup arrives
    • Transport - cargolifters designed to carry or airdrop supplies and troops
     
    Last edited: Jan 11, 2023
  14. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    12. POINT VALUE CALCULATIONS
    Was easier just to scan the necessary pages...

    NOTE: For easier viewing, you can expand them to fullscreen by clicking on the images and then clicking the arrow icon in the top-right corner.

    Ground forces:
    AS 000.jpg AS 001.jpg AS 002.jpg AS 002a.jpg

    Aerospace:
    AS 002b.jpg AS 003.jpg AS 003b.jpg

    Adjusting Value For Skill:
    AS 004.jpg

    === PV CONVERSION EXAMPLE ===

    I will show you how this Hunchback's PV got to be 28.

    [​IMG]

    Important Stats For Calculating PV:

    Size (SZ) = 2 (Medium Mech)
    Movement Speed (MV) = 8"
    Damage Brackets (Short / Medium / Long) = 4 / 3 / 0
    Overheat Value (OV) = 0 (none)
    Armor (A) = 5
    Structure (S) = 4
    Special Abilities = AC/2/2/-

    ======================

    1) Attack Damage Factor [Short + Medium + Long + Medium] = 4 + 3 + 0 + 3 = 10 (Total Damage)
    (note: this is not a typo; Medium Range damage really is applied twice.)
    2) Unit Size (SZ) Factor [Divide size of unit by 2] = 2 (Hunchback's Size) / 2 = 1 (SZ modifier)
    3) Overheat Value = 0 (OV)
    4) Offensive Special Ability Factor (see chart; Hunchback has none) = 0 (OSA)
    5) Apply "Blanket Offensive Modifiers" [see chart; most 'Mechs are usually '1'] = 1 (Blanket Offensive Modifier)

    6) Adding these together and then
    multiply them by the Blanket Offensive Modifier:
    10 (Total Dmg) + 1 (SZ modifier) +0 (OV) + 0 (OSA) * 1 = (round to the nearest half point) = 11 Offensive Total

    7) Movement Factor is .25 for every 2" a unit moves. Then add .5 if it is jump capable.
    8" (Hunchback's MV) * .25 / 2 = 1 (Movement Factor)
    8) Defensive Special Abilities Factor (see chart; most 'Mechs will not have any of these) = 0 (DSA)
    9) Determine factors of Defensive Interaction Rating (DIR):
    I. Armor Factor [multiply armor points by 2] = 5 * 2 = 10
    II. Structure Factor [apply Structure Points] = 4
    III. Defensive Factor [add up all modifier from "Defense Factor Modifiers" Table] = +1 (Hunchback only gets +1 for 8" movement)
    Then divide the sum of Defense Factor Modifiers by 10. Then add 1 to the result:
    (+1 / 10) + 1 = 1.1 = Defensive Factor
    10) Calculate Defensive Interaction Rating (DIR):
    Add together the Armor + Structure Factors and then multiply them by the Defensive Factor:
    10 (Armor Factor) + 4 (Structure Factor) * 1.1 (Defensive Factor) = 15.4 [then round to the nearest half point] = 15.5 (DIR)
    11) Now add together your Movement Factor, Defensive Special Abilities, and DIR:
    1 (Movement Factor) + 0 (DSA) + 15.5 (DIR) = 16.5 Defensive Total
    12) Now add the Offensive + Defensive Totals, then round to the nearest whole number:
    11 (Offensive Total) + 16.5 (Defensive Total) = 27.5 (then round to the nearest whole number) = 28

    PV TOTAL = 28
    If you got this far... CONGRATULATIONS!

    YOU ARE A MATH WIZARD!

    [​IMG]

    BONUS! - I have created a Point Value Calculator to make this all immensely easier!
    (copy it to your Google Drive to edit values)
     
    Last edited: Jan 11, 2023
    Trevnor likes this.
  15. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    And don't worry if this is all too much. To be perfectly honest, this is pretty insane conversions... even for me.
     
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  16. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Last edited: Feb 28, 2021
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