Hello everyone, first let me apologize in advance because this is going to be a LONG post. I am a big B-Tech junkie, but never cared for the rules, preferring the simplicity of Mech Attack. Since my fiancee has gifted me 30 MWDA Clix Mechs I wanted to try to convert the BTech fluff goodness into a format usable with Mech Attack, while staying true to the Mech Attack style of fast and simple. I believe I've worked it out, and so far the few games I've played have worked rather well. If you care to read, let me know what you think and hopefully this helps someone as crazy as I am! I will include a sample sheet at the end so you can plug it together in your head.
Step 1: Armor
Simply multiply the mechs tons by 1.5 and round any odds up by 5s. Divide by 10.
Example: Average Light Mech = 25 tons. 25 x 1.5 = 37.5, rounded to 40. So 4 armor blocks.
This lets you encompass any mech since the games max armor blocks is 15, and a 100 ton mech (heaviest BT designs) would come to 15 armor.
Step 2: Speed
Take the Mechs max kmph, rounded to the nearest 10, then divide by 10 and use that as "rush Movement". Make the standard move 1/2 of this. Then add a modifier based on weight class. Light = +3, Medium = +2, Heavy = +1, Assault = +0
Example: Mjolnir 97 kmh, rounded to 100 kmh. Divided by 10 equals 10". Standard move 5".
After modifiers, 8" normal and 13" rush.
Max Speed listed for BT mechs is exactly that, their max speed when being pushed to their limits. For my purposes, Cruising speed is 1/2 that, because in my mind that would be the optimal speed for maximum handling and firing without hindrance. The modifier ensures Lighter mechs retain their maneuverability bonus over heavier mechs while keeping the
game moving at a faster pace than a few inches per turn.
Step 3: Target Profile.
I simply add 1 to the TPs listed in the original rules, but add an Assault Class. Light = 6 Medium = 5 Heavy = 4 Assault = 3
For Rear Arc Shots, simply -1 from that number. So an Assault caught from behind would have a TP of 2
I find this reflects the difficulty of targeting based on size in the BT universe based on my experiences reading many of the books. Pilot Skill can alter this, though.
Step 4: (Optional) Pilot Skill
After doing all this converting the BP square was always sitting empty on my Sheets so I erased it and changed it to Pilot Skill. Ranging from Green (+/-0) Regular (+/-1) Experienced (+/-2) and Elite (+/-3)
The number is a modifier that can be used on any effect associated with that particular Mech Pilot. So an Elite Pilot would receive a +3 on his to hit rolls, a +3 to his TP, and a +3 to Heat Control. This is OPTIONAL and should be used with restrictions. I usually only employ this during Scenario play to represent notable characters or different force values. Inner Sphere Units generally fall in around Regular while Clanners usually come in at Experienced. Elite is only for Heroes and Green is usually used for Militias and Pirates/Raiders/Unconventional Forces.
Step 5: Heat Control
As with Target Profiles, I use the values in the book, letting the Pilot Skill modify this. A skilled pilot in a Mech will be much better at mitigating his heat gains than an unskilled one. If a Mech is known for particularly effective Heat Control, I add a +1.
Step 6: Armament
After much testing and frustration, I believe I've come up with a good conversion table for BT weapons, to be used in Mech Attack. I tried to cover all the weapons, with a smaller table for variants of weapons (Streak, Artemis, Clan, Pulse) If your mech has more than 4 weapons (the max slots in Mech Attack's standard sheet) simply add more slots to your sheet with Paint or Photoshop or whatever edit with. I use the HV section for showing the Damage Profile of the weapon, and let players keep track of their Heat on a scrap paper. Each section of the Armament Table covers a different Weapon type.
Lasers:
Small. Range = 5"/10" Damage = 2 blocks down. Heat = 1
Medium. Range = 10"/15" Damage = 3 blocks down. Heat = 2
Large. Range = 15"/20" Damage = 4 blocks down. Heat = 3
PPC:
Standard. Range = 20"/25" Damage = 4 blocks down. Heat = 4
Missiles:
Short 5. Range = 6"/12" Damage = 3 blocks wide, 1 block down in center of profile.
Short 10. Range = 6"/12" Damage = 4 blocks wide, 2 blocks spread in second line of profile.
Short 15. Range = 6"/12" Damage = 5 blocks wide, 3 blocks spread in second line of profile.
Short 20. Range = 6"/12" Damage = 6 blocks wide, 4 blocks spread in second line of profile.
Medium 5. Range = 12"/18" Damage = 3 blocks wide, 1 block spread in second line of profile.
Medium 10. Range = 12"/18" Damage = 4 blocks wide, 2 blocks blocks spread in second line of profile.
Medium 15. Range = 12"/18" Damage = 5 blocks wide, 3 blocks blocks spread in second line of profile.
Medium 20. Range = 12"/18" Damage = 6 blocks wide, 4 blocks blocks spread in second line of profile.
Long 5. Range = 18"/24" Damage = 3 blocks wide, 1 block down in center of profile.
Long 10. Range = 18"/24" Damage = 4 blocks wide, 2 blocks spread in second line of profile.
Long 15. Range = 18"/24" Damage = 5 blocks wide, 3 blocks spread in second line of profile.
Long 20. Range = 18"/24" Damage = 6 blocks wide, 4 blocks spread in second line of profile.
Machine Guns:
Small. Range = 4"/8" Damage = 4 single blocks with rolled hit locations.
Medium. Range = 6"/10" Damage = 5 single blocks with rolled hit locations.
Large. Range = 8"/12" Damage = 6 single blocks with rolled hit locations.
Auto Cannons:
AC5. Range = 10"/15" Damage = 4 double blocks with rolled hit locations.
AC10. Range = 10"/15" Damage = 5 double blocks with rolled hit locations.
AC15. Range = 10"/15" Damage = 6 double blocks with rolled hit locations.
AC20. Range = 10"/15" Damage = 7 double blocks with rolled hit locations.
Gauss Rifles:
Light. Range = 10"/15"
Standard. Range = 20"/ 25"
Heavy. Range = 25"/30"
Long – Tom(Rare, limit 3 shots):
Standard. Range = 40" Damage = 5 blocks wide, centered of hit location, 4 rows deep.
Melee Weapons:
Melee weapons simply up your Mech's class by one for use with the Standard Ram Table.
Example: a light mech with a melee weapon would roll as a Medium using the Ram Table. For Assault Mechs, simply treat them as Heavy Mechs and give a +2 to any effect on the Ram Table.
Infantry Weapons: All Infantry fire with a rating of a Small machine gun, or use a towed gun of any kind, restricted to Light Weapons.
Example: Short Range Missile, Small Laser, AC5, Light Gauss
Vehicle Weapons: Use the conversion chart!
Battle Armor: Use the chart, and treat every battle armor as Jump Infantry. Also treat every Battle Armor squad as a Light Mech for Ram purposes.
Weapon Variants!
Missle Variants:
Streak. Re-roll misses at -2 (No lock on Capability)
Artemis. Re-roll misses -1 (Lock on Accepted)
Clan (ER). Add 25% to range
Laser Variants:
Clan (ER). Add 25% to range
Pulse. Re-roll misses at -2. Add 1 Heat
PPC Variants:
Clan (ER). Add 25% to range
Capacitor. Penetrates an extra block. Add 1 Heat
Auto Cannons:
Clan (ER). Add 25% to range
LBX. Re-roll misses at -2. Add 1 Heat
SAMPLE MECH SHEET.
[URL=http://s1077.photobucket.com/user/ethankakashi/media/MadCatMKIV.png.html]
[/URL]
So thanks for looking and let me know what you think if you bothered to read it all! Happy Gaming! I used Sarna.net for all Official Mech Stats.
EDIT: After reviewing my post I see that I stupidly left out the Heat Value of each weapon, I can add those in assuming people want them!