DFA Field Refits & Modifications v2.0

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 7

FIELD REFITS

& MODIFICATIONS
Optional Rules Expansion
death from above wargaming
refits & modifications

INTRODUCTION
We all know ‘Mech customization is an essential part of the BattleTech universe, whether
playing around in the Mechlab of the MechWarrior video games or tinkering with the armor and
heatsinks on a Classic BattleTech record sheet - BattleMech modifications allow us to
personalize the ‘Mechs we love, optimize a lance for a specific mission, or give some less-
fortunate factory designs a prayer of being competitive.

At Death from Above Wargaming, we have devised a set of house rules that simplify and
regulate the one-off customization rules found in Strategic Operations, while adhering to the
‘Mech construction guidelines presented in the TechManual.

The key difference in our construction framework is that it is limited to reflect customizations
more akin to field refits and modifications that are grounded to the in-universe technical
challenges of ‘mech design. Said differently, we have created a system that is both fluffy and
balanced.

We have organized this manual to cover how to perform field refits and modifications in four
sections:

• Note On Existing Tools


• Field Refits & Modifications Rules
• Weapon Tech Tiers & Types
• Example Customization Walkthrough

First, a message from our affiliates...

1
death from above wargaming
refits & modifications

EXISTING TOOLS FIELD REFIT & MODIFICATION BASICS


A few tools exist that allow you to customize These rules apply to any canon BattleMech
BattleTech units and we have used several variants. You cannot apply these rules to an
ourselves. MegaMek is a free download that already field modified variant. The rules are
you can find by searching in your favorite web explicit, meaning if it is not written, it is not a
legal modification.
browser.
Weapon modification is tied to a concept
We recommend MegaMek as that tends to be called “tier"; this is explained in the
kept up to date and has a massive catalog of subsequent section but is inspired by the
‘mechs, vehicles, aerospace fighters, and hardpoint systems from some of our favorite
more. All of the canon designs are pre-built, MechWarrior video games.
and ready to be loaded and customized.
General Guidelines
The screen capture below shows the interface • All customizations must be started from a
canon BattleMech variant
in MegaMek; we have an Assassin ASN-101
loaded. There are multiple tabs within • Customizations must adhere to available
MegaMek detailing armor, weapons, critical and maximum critical slots allowed*
allocations, and so forth. We will walk through • A ‘Mech’s total weight must be the same
an example modification of this Assassin before and after customization*
variant later in this manual. • A ‘Mech’s BV must be recalculated after
customization*

2
death from above wargaming
refits & modifications

WEAPON TYPES & TIERS Point Defense Weapons


A weapon’s type follows canon classification of Some weapons are so simple that they can
energy, ballistic, and missile. These types can be swapped across type. The following
be found in both the BattleMech Manual as weapons are considered point defense
well as Total Warfare. weapons: small laser, small pulse laser, small
x-pulse laser, er small laser, light machine
A weapon's tier is a house rule that we use to gun, machine gun, flamer, er flamer, and
categorize the relative size and complexity of SRM-2.
weapons systems. The lower the tier, the
simpler the weapon. This list includes both clan and IS
counterparts where applicable but does not
Regardless of era, weapon tiers remain allow for swapping one tech base for another.
consistent and are based on the critical For example, you could swap an IS machine
space required to fit the weapon. This varies gun for an IS er small laser, but you could not
by weapon type; see the table below to swap it for a clan er small laser.
determine weapon tier:
Mixed Tech
Type Energy Missile Ballistic Especially in the ilClan era, mixed-tech refits
are common. If the players agree to mixed-
Tier --------------- Critical Slots ---------------
tech refits, there is an extra price for
I 1 1 1-2 upgrading IS weaponry to clan equipment.
II 2 2 3-5
When replacing an IS weapon with a clan
III 3 3-4 6-9 weapon, note that clan weapons always count
IV 4+ 5-6 10 - 11 as being one tier higher. While they are less
bulky, they are more complex. To reiterate,
V - 7-9 12+ this will only matter for purposes of mixed
IV - 10+ - tech refits.

When replacing weapons from a canon Omni Mechs


variant/configuration, you may replace the Follow the same rules when refitting
weapon with either: OmniMech. Although some of these refits
may go against standard OmniMech
• a single weapon of the same type that is
configuration construction rules, these rules
up to one tier higher (or any number of
are meant to reflect field refits and one-off
tiers lower) in the same location
customizations.
or
• two weapons of the same type that are
both of a lower tier in the same location
3
death from above wargaming
refits & modifications

OPTIONS & RESTRICTIONS SUMMARY


• Armor can be added to, or removed from, • Armor type may be changed (e.g.,
any location in half-ton increments standard to hardened).
• The maximum armor allowed, by location, • Engines, gyros, and cockpits may not be
follows the rules in the TechManual changed.
• Heat sinks (except those integrated with • Any weapon can be removed
the engine) can be added removed from • Any weapon can be replaced in the same
any location location* with one weapon of the same
• All heat sinks must be of the same type type that is no more than one tier higher
(single or double) as the original variant (e.g., a Medium Laser could be replaced
• Ammo bins can be added or removed to with a Large Laser, but not a PPC)
any location, but must feed a weapon in • Any weapon can be replaced in the same
the same, or adjacent, location; no location* with two weapons of the same
appendage is adjacent to another type that are of a lower tier (e.g., a Large
appendage, but the entire torso (left, Laser could be replaced with two Medium
center and right) is considered one Lasers)
location for purposes of adjacency (e.g., • Any point defense weapon can be
the left arm is adjacent to the right torso, replaced, in the same location, with one
but the left arm is not adjacent to the left other tier 0 weapon of any type (e.g., a
leg) Flamer could be replaced with a Machine
• Machine gun ammo can be added or Gun or Small Laser)
removed in half-ton increments; all other • Any weapon above tier 0 can be replaced,
ammo must be added in full-ton in the same location, with up to two tier 0
increments unless otherwise stated in the weapons of any type (e.g., a Medium
rules Laser could be replaced with a Machine
• Actuators cannot be added or removed Gun and a Flamer)
• Jump jets can be removed but not added • Any rear-facing weapon may be flipped to
• All electronics (probes, ecm suites, c3 front-facing, and vice-versa
computers, fire control systems, etc.) can • Physical weapons do not have a tier and
be added or removed can be added or removed. In this regard,
• CASE and CASE II can be added or physical weapons cannot be replaced with
removed weapons that have a tier.
*replacement weapons must be in the same location
• Targeting Computers can be removed but as the original weapon; weapons spanning two
not added locations may be replaced with weapons in either or
• Internal Structure type may not be both locations
changed 4
death from above wargaming
refits & modifications

EXAMPLE REFIT: ASN-105 ASSASSIN


THE PLAN REMOVING WEAPONS & AMMO
The Assassin is a difficult ‘Mech to use The first step is to remove the SRM-2 and its
effectively, featuring a mishmash of short- and ammunition, freeing up 2 tons.
long-range missiles, high speed, and paper-thin
armor. This chassis will be used as an example The ASN-101 also has three small lasers, and
to demonstrate the field refit & modification we only plan on upgrading two of them, so the
rules. next step is to remove a small laser; we decide
to remove the one mounted in the right leg.
To accomplish our goal, we've selected the We now have 2.5 tons to work with.
ASN-101 - a canon variant - as our starting
point for this customization. REPLACE WEAPONS
The next step is to upgrade each remaining
We want an Assassin with more striking power small laser to a medium laser. This is legal
and less combustibility. We want to remove because they are both energy weapons, the
the SRM-2 and upgrade two of the small lasers medium laser is only one tier higher than the
to medium lasers. If we have tonnage left small laser, and the weapons are not changing
over, we’ll add armor. location.

Each upgrade will cost a net 0.5 tons, or 1.0


tons in total. This leaves us with 1.5 tons
remaining.

ADD ARMOR
Lastly, we are going to allocate the remaining
1.5 tons entirely to armor, giving the Assassin
a more survivability.

We can allocate this armor any way we choose,


so long as the head does not exceed 9 points
and each other location does not exceed twice
their respective internal structure points. This
Assassin now has 88 pips of armor.

We have spent all remaining tonnage, and thus


the refit is complete.

NAME IT
We decided to name this the ASN-105. 5
death from above wargaming
refits & modifications
… And that’s it! If you were following along in A Note on BattleTech Game Systems
MegaMek, you might have noticed that it Classic BattleTech is the bedrock of all
automatically validated your overall build, and BattleTech games - Alpha Strike as well as
even given the ‘Mech a revised BV of 950 BattleTech: Destiny stats are all derived from
(which is substantially higher than our ASN- Classic. In that regard, this Field Refits &
101 base variant). Modification manual can be applied to any
BattleTech system with conversion.
Our new ASN-105 Assassin is ready for
Below, you’ll find example BattleTech: Destiny
action!
record cards for the ASN-101 and -105.

You might also like