User:PerkinsC/IPCRWorksheet
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This Infantry Platoon Creation Rules worksheet is intended to assist Editors in verifying the BV and other BattleTech Stats of an Inner Sphere Infantry Platoon (7*3 = 21), (7*4 = 28) or of an Clan Infantry Point. Please feel free to print off this sheet and compare the values given with your own numbers.
Computed values from this worksheet are NOT canon even though they are based on canon information. If the data given here conflicts with a canon publication, the canon publication should be considered the correct source.
Cautionary Note
Note that there are serious issues with the canon infantry platoons published in BattleTroops, if there is only a penalty of only being able to move or fire in a BattleTech Turn, then the penalty stands. However if the penalty is not being able to constuct the platoon with the published loadout, it will be necessary to disregard that rule to build the BattleTroops Platoons. If you are creating your own Infantry Platoons, the Crew Requirements and mobility type requirement stipulations should be followed.
The various platoons published in the newer books should work without having to disregard any rules, and should follow the crew requirement statisticsThe Table Values from Combat Operations and Tech Manual already incorporate the Insufficient Ammo Pentalty where light weapons that have less than 10 turns worth of fire (three turns for medium weapons) are penalized by having their damage value multiplied by the number of turns that they can fire divided by 10 (light) or 3 (Medium).
These rules are not intended to include towed artillery pieces that are better covered by the Field Guns rules.
- Need to provide Weapons Sheet for the conversion of MechWarrior Third Edition weapons into BattleTech Stats for use in this worksheet. Reminder, need to have a subtotal for the BattleTech Stats for Individual Character Attacks against BattleMechs and then the final total for use in the Infantry Platoon Creation Rules
Warning: Cribed from BV Sheet Have not edited below this point
Calculating BV 2.0
Assumes a MechWarrior with standard Gunnery Skill 4 and Piloting Skill of 5.
Defensive BV
Structural
Armor
Total Armor Points: 100 * 2.5 Commercial Armor: Yes * 0.5 No * 1 ---------------------------------------------- ArmorBV Subtotal A
Chassis & Powerplant
Total Internal Structure Points: 100 * 1.5 Industrial Internal Structure: Yes * 0.5 No * 1.0 Engine Type Modifier: (Select only one engine type) Standard * 1.0 Compact * 1.0 Clan XL/IS Light Engine * 0.75 IS XL * 0.5 ---------------------------------------------- Chassis&PowerplantBV Subtotal B
Gyro
Mech Tonnage: 100 Gyro Type modifier: Heavy Duty: * 1.0 Standard/Compact/XL Gyro: * 0.5 ---------------------------------------------- Gyro BV Subtotal C
Defensive Equipment
AMS: + 32 AMS Ammo: + (11 * ammunition tonnage) AMS Ammo (Clan): + (22 * ammunition tonnage) A-Pod: + (1 * # of pods) B-Pod: + (2 * # of pods) Beagle Active Probe: + 10 Guardian ECM Suite: + 61 Clan Active Probe: + 12 Clan Light Active Probe: + 7 ---------------------------------------------- Defensive Equipment BV Subtotal D
Ammunition/Gauss Weapon Explosion Potential
Only one of these can apply.
Clan 'Mechs
Each critical slot of explosive ammo in CT, H, Legs: -15 Each critical slot of Gauss Weapon in CT, H, Legs: -1 ------------------------------------------------------------------ Ammunition/Gauss Explosion BV Subtotal E
IS 'Mech w/Standard/Light Engine
Each critical slot of explosive ammo in: CT, H, Legs, or Torso not protected by CASE: -15 Arm whose corresponding torso lacks CASE: -15 Each critical slot of Gauss Weapons in: CT, H, Legs, or Torso not protected by CASE: -1 Arm whose corresponding torso lacks CASE: -1 ------------------------------------------------------------------ Ammunition/Gauss Explosion BV Subtotal E
IS 'Mech w/XL Engine
Each critical slot of explosive ammo in any location: -15 Each critical slot of Gauss Weapon in any location: -1 ------------------------------------------------------------------ Ammunition/Gauss Explosion BV Subtotal E
Defensive Factor
Find the 'Mech's highest possible targeting modifier from movement, stealth armor, etc. Compare to Defensive Factor Modifier Table TechManual, page 315. BattleMaster with TSM can move a maximum of 8 hexes when running. If equipped with Stealth Armor, it has a +2 to hit modifier. This gives it a maximum To-Hit modifier of X.
Defensive factor Value from TM p. 315.
Total Defensive Battle Value
Subtotal A + Subtotal B + Subtotal C + Subtotal D - Subtotal E -------------- Subtotal F Subtotal F * Defensive Factor Value = TOTAL DEFENSIVE BV
Offensive BV
Heat Sink Rating
Total heat dissipated per turn: 14 + 6 Maximum heat from movement: + 2 (running) (Running or Jumping) ----------------------------------------------------- Heat Dissipation Subtotal
Heat from Weapons
Total heat generated if all weapons fired at maximum rate in one turn:
* Rotary AC Heat = Listed heat * 6 * Ultra AC Heat = Listed heat * 2 * One Shot weapons = Listed heat * 0.25 * Streak SRMs = Listed heat * 0.5 ----------------------------------------------------- Weapons Heat Subtotal
Mech Heat Efficiency
Weapons Heat Subtotal - Heat Dissipation Subtotal -------------------------------- Heat total
Heat Dissipation dissipates all weapon heat
Add BV for all weapons and ammunition.
Heat Dissipation dissipates some of weapon heat
If a 'Mech runs hot (like the Rifleman), weapon BV has to be modified to account for careful firing. Use a running heat total to see what weapons can be fired without overwhelming the 'Mech's cooling system. The running heat total starts at zero.
For each heat-producing weapon, apply appropriate modifiers from Targeting Computers, Artemis, or Rear facing. Weapons linked to a [[Targeting Computer]]: Multiply weapon BV by 1.25. Rear firing weapons (torso, leg, head-mounted) have their BV multiplied by 0.5. (Defensive weapons '''never''' halve their BV even when firing to the rear.) Use these modified BV's. Find the weapon with highest modified BV. In case of modified BV "tied value" use lowest heat weapon. If multiple weapons of type (2x Large Lasers, etc.) only use one of them. Add the weapon's heat to the running heat score and the modified BV to the Base Weapon Battle Rating. If the running heat score is less than the Heat Dissipation Subtotal, add the next heat producing weapon per the previous three lines. Once the running heat score has met or exceeded the Heat Dissipation Subtotal, any remaining heat producing weapons' BV should be added to the running weapon BV at one half their listed value. (A PPC for example would add 88 BV instead of the standard 176 BV.) Weapons that generate no heat (machine guns and some missile launchers) are always computed at full Battle Value. Add Ammunition BV (Ammunition BV may not exceed the weapon's unmodified BV.) IndustrialMech: Standard IM targeting system: BV * 0.9 Advanced IM targeting system (BM targeting): BV * 1.0 ------------------------------------------- Weapon BV
Add Mech Tonnage
Mech Equipped with TSM: Tonnage * 1.5 = Tonnage BV Mech Equipped with Industrial TSM: Tonnage * 1.15 = Tonnage BV Mech lacks TSM: Tonnage * 1 = Tonnage BV -------------------------------------------------------------------------------------------- Weapon BV + Tonnage BV
Speed Factor
Speed factor calculation = (Jumping MP * 0.5) + Maximum Running MP (Include MASC and TSM bonuses.) Consult '''Speed Factor Table''' on [[TechManual]], p. 315 to get Speed factor.
Multiply Weapon BV by Speed Factor
Weapon BV * Speed Factor = Offensive Battle Rating
Final BV
Defensive Battle Rating + Offensive Battle Rating ------------------------- Total BV (Round normally)