A while back I came here seeking help to determine if SW could handle a Mechwarrior game setting and received a lot of helpful feedback. Heres what Ive come up with since then and was hoping for further input from the more experienced SW followers.

To keep the various mech designs more unique Ive given them each limits on how many Mods they can take in a specific weapon group (

Ive also given some mechs unique abilities/quirks. For example the Atlas is capable of melee and grappling as it has functional hands.

An option is present for use of an advanced rules set that breaks the mechs down into compartments. Which compartment takes damage is determined by rolling a d8. 1- head, 2- center torso, 3- right torso, 4- left torso, 5- right arm, 6- left arm, 7- left leg and 8- right leg. If a compartment containing a weapon is destroyed than that weapon is destroyed as well. Also, any damage/wound modifiers to that compartment effect any attack rolls for weapons in the effected compartment.

Regarding the various weapons, here is my current list

Clan weapons use same values, but cost 1 less Mod and can not reduce the mod cost to less than 1.

Small Laser: Dmg: 3d10, AP: 5, Mods: 1

Medium Laser: 4d10, AP: 10, Mods: 2

Large Laser: Dmg: 5d10, AP: 15, Mods: 3

PPC: Dmg: 6d10, AP: 20, Mods: 4

AC 5: Dmg: 2d10, AP: 10, Shots: 16, Mods: 3

AC 10: Dmg: 3d12, AP: 15, Shots: 12, Mods: 4

AC 20: Dmg: 6d12, AP: 30, Shots: 8, Mods: 5

Ultra AC 5: Dmg: 2d10, AP: 10, Shots: 16, ROF: 4, Mods: 4

Ultra AC 10: Dmg: 3d12, AP: 15, Shots: 12, ROF: 3, Mods: 5

Ultra AC 20: AC 20: Dmg: 6d12, AP: 30, Shots: 8, ROF: 2, Mods: 6

Gauss Rifle: Dmg: 6d10+6, AP: 25, Mods: 5

Heavy Gauss Rifle: Dmg: 6d12+2, AP: 30, Mods: 6

-LRM, AP: 10, Range: 200/400/600

LRM 5: Dmg: 6d6, Shots: 12, Mods: 1

LRM 10: Dmg: 6d6+2, Shots: 10, Mods: 2

LRM 15: Dmg: 6d6+4, Shots: 8, Mods: 3

LRM 20: Dmg: 6d6+6, Shots: 6, Mods: 4

-MRM, AP: 20, Range: 75/150/300

MRM 10: Dmg: 6d8, Shots: 10, Mods: 1

MRM 20: Dmg: 6d8+1, Shots: 8, Mods: 2

MRM 30: Dmg: 6d8+2, Shots: 6, Mods: 3

MRM 40: Dmg: 6d8+3, Shots: 4, Mods: 4

-SRM, AP: 30, Range: 25/50/100

SRM 2: Dmg: 5d10, Shots: 10, Mods: 1

SRM 4: Dmg: 5d10+2, Shots: 8, Mods: 2

SRM 6: Dmg: 5d10+3, Shots: 6, Mods: 3

NARC Beacon

Range: 100/200/300

A beacon that when fired at an enemy draws all guided allied missiles until the start of your next turn. Provides a +1 to allies attack rolls with missiles on your chosen target.

Requires line of sight, this weapon does not have a guidance system and travels in a straight line.

To keep the various mech designs more unique Ive given them each limits on how many Mods they can take in a specific weapon group (

**ballistic, missile, energy**) . EXAMPLE:**Atlas**- Ballistic: 8, Missile: 12, Energy: 10.**Warhammer**- Energy: 15, Missile: 10. Some mechs also have additional limits on how much armor they can take. For example the Atlas can take on an additional 12 mods of armor where as the Direwolf is limited to 11 mods of additional armor, but can carry more weapons or other mods than the Atlas.Ive also given some mechs unique abilities/quirks. For example the Atlas is capable of melee and grappling as it has functional hands.

An option is present for use of an advanced rules set that breaks the mechs down into compartments. Which compartment takes damage is determined by rolling a d8. 1- head, 2- center torso, 3- right torso, 4- left torso, 5- right arm, 6- left arm, 7- left leg and 8- right leg. If a compartment containing a weapon is destroyed than that weapon is destroyed as well. Also, any damage/wound modifiers to that compartment effect any attack rolls for weapons in the effected compartment.

Regarding the various weapons, here is my current list

**Mechwarrior Weapons**Clan weapons use same values, but cost 1 less Mod and can not reduce the mod cost to less than 1.

**Energy Weapons**Small Laser: Dmg: 3d10, AP: 5, Mods: 1

Medium Laser: 4d10, AP: 10, Mods: 2

Large Laser: Dmg: 5d10, AP: 15, Mods: 3

PPC: Dmg: 6d10, AP: 20, Mods: 4

**Ballistic Weapons****-Auto Cannons**AC 5: Dmg: 2d10, AP: 10, Shots: 16, Mods: 3

AC 10: Dmg: 3d12, AP: 15, Shots: 12, Mods: 4

AC 20: Dmg: 6d12, AP: 30, Shots: 8, Mods: 5

**-Ultra Auto Cannons**Ultra AC 5: Dmg: 2d10, AP: 10, Shots: 16, ROF: 4, Mods: 4

Ultra AC 10: Dmg: 3d12, AP: 15, Shots: 12, ROF: 3, Mods: 5

Ultra AC 20: AC 20: Dmg: 6d12, AP: 30, Shots: 8, ROF: 2, Mods: 6

Gauss Rifle: Dmg: 6d10+6, AP: 25, Mods: 5

Heavy Gauss Rifle: Dmg: 6d12+2, AP: 30, Mods: 6

**Missiles***Additional ammunition is equal to the launchers capacity per mod. EXAMPLE: SRM6 ammo is 6 shots per 1 mod.*-LRM, AP: 10, Range: 200/400/600

LRM 5: Dmg: 6d6, Shots: 12, Mods: 1

LRM 10: Dmg: 6d6+2, Shots: 10, Mods: 2

LRM 15: Dmg: 6d6+4, Shots: 8, Mods: 3

LRM 20: Dmg: 6d6+6, Shots: 6, Mods: 4

-MRM, AP: 20, Range: 75/150/300

MRM 10: Dmg: 6d8, Shots: 10, Mods: 1

MRM 20: Dmg: 6d8+1, Shots: 8, Mods: 2

MRM 30: Dmg: 6d8+2, Shots: 6, Mods: 3

MRM 40: Dmg: 6d8+3, Shots: 4, Mods: 4

-SRM, AP: 30, Range: 25/50/100

SRM 2: Dmg: 5d10, Shots: 10, Mods: 1

SRM 4: Dmg: 5d10+2, Shots: 8, Mods: 2

SRM 6: Dmg: 5d10+3, Shots: 6, Mods: 3

NARC Beacon

Range: 100/200/300

A beacon that when fired at an enemy draws all guided allied missiles until the start of your next turn. Provides a +1 to allies attack rolls with missiles on your chosen target.

Requires line of sight, this weapon does not have a guidance system and travels in a straight line.

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