Buildings

Last updated: 24th October, 1999

 

One of the most common questions I get asked, is when are buildings being developed and what's going to change.
The most common answer I give is, good question.

Buildings in Renegade Tech have fallen victim to the way that Battletech does its damage. Its very easy to assign a points value and then you can do anything you like to that points value. Using a template system gives a whole new meaning because you have to figure out a way of halving and quartering damage and somehow applying only part of template. Okay, I could design multiple templates which would only come in when the situation arises, but then if new weapons get invented and more ammunition types appear this could start to get messy real quick.

As a result I deliberately haven't done anything about buildings yet until I get something that'll work. The original system in Centurion didn't work (in my view) but the way that game system works anyway meant that you never needed to reduce damage for weapons due to building penetration.

When I think of something you'll be the first to know, and if you have any ideas I'm all ears, but until then you'll have to stick to the standard Battletech system or use the following guidelines that I should have come up with ages ago!


Damage to Buildings: This will have to kept as normal. Each building has its own CF, and takes normal Battletech damage from the usual situations.

Damage to vehicles via movement: A vehicle or 'Mech moving through a building takes damage (in rows) equalling:

    ( CF / 10 ) / 4

which is applied exactly like ramming damage, with each row having its own hit location. Round to the nearest row of damage.

Damage to vehicles via building collapse: This is effectively as above. The vehicle takes damage in rows, with each row having its own hit location. The damage is equal to:

    ( ( CF / 10 ) * levels fallen ) / 4.

Round to the nearest row of damage.

Damage to Units inside buildings: This is where it gets out of hand slightly. Firstly, to determine the damage reduction that a vehicle takes due to the building absorbing damage, we must go back to an early version of the Battletech rules and update it slightly.
A building absorbs a certain amount of damage equalling its current CF as detailed on the following chart.

Current CFDamage Absorbed
0-15No damage absorbed
16-40Quarter damage absorbed
41-90Half damage absorbed
91-150Three quartered damage absorbed

[Yes, I know this isn't perfect and it makes hardened buildings easier to shoot into, but it makes things easier!]

Now we know how much to reduce the damage by, we need to make the following changes to the current weapons.

Missiles:Missiles are easy. Simply work out the total amount of missiles that would hit the target (using the Battletech missile hit table) and the reduce the amount accordingly (rounding fractions down). Then apply in five point clusters as normal.

Other weapons consult the following chart:

WeaponQuarter DamageHalf Damage3/4 Damage
Inner Sphere
Small Laser11-
Medium Laser321
Large Laser431
PPC321
MG/Flamer---
AC/2MG--
AC/5AC/2MG-
AC/10AC/10*AC/5AC/2
AC/20AC/20*AC/10AC/5
Gauss RifleGauss Rifle*Light GaussAC/5*
Light Gauss RifleLight Gauss*AC/5*AC/2
ThunderboltLight Gauss*AC/5*AC/2
Clan
Small Laser21-
Medium Laser321
Large Laser531
PPC531

If a number is listed, then that is the amount of laser damage inflicted.
If a template is listed, then use that instead.
If a template with an asterix is listed, use the following modifications:

AC/5*: Use a reversed AC/5 template
AC/10*: Lose the 2 most penetrative rows of damage
AC/20*: Lose the 3 most penetrative rows of damage
Light Gauss*: Lose the first two rows of damage
Gauss Rifle*: Lose the first two rows of damage, and also lose the two side most points of damage so that the template more resembles a Light Gauss template.

PPC's and Heavy Lasers have both of their columns reduced accordingly.


Maximum Tech

Maximum Tech gives some extra rules for buildings and structures, but for the most part, all the rules above can be used 'as is' for the structures (which includes buildings, hangars, walls and bridges) although they will probably have differing CF values.

Fortresses can also be treated as normal, but with the addition of extra features (such as weapons and turrets).
Armour: As (at the moment) buildings do not use a template system for their damage resolution, it's probably next that any armour they carry also not use a template, and thus should be treated as standard points.
Once I finally get a system that I like for buildings (if that's possible!), then I shall change the armour system as well.

 

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