by William H. Keith jr.
Rules Variant 01 02-A provides an optional set of rules for extending the ranges of various weapons in MechWarrior game simulations. Differences between various weapons-even weapons of the same class, such as submachine guns-can result in differences in both ranges and in damage from weapon to weapon. The following table lists the submachine guns described in this issue's Sidearms column. For each weapon, range limitations and damage points are given. Ranges are listed in meters. To convert to MechWarrior hexes, divide by 5. Damage points are given in numbers of 6-sided dice, with modifiers. For example, 2D + 3 means roll 2D6 and add 3 to the result. Bereiter M14 Without/with stock, full-auto:
Medium: 30/40 m. Long: 50/60 m. Extreme: 100/120 m. Maximum: 150/180 m. With stock, single shot or burst:
Medium: 50 m. Long: 80 m. Extreme: 160 m. Maximum: 240 m. Damage:
61 to 120 meters: 3D - 2 Over 120 meters: 2D Imperator SMG Without/with stock, full-auto:
Medium: 40/50 m. Long: 60/70 m. Extreme: 120/140 m. Maximum: 180/ 210 m. With stock, single shot or short burst:
Medium: 100 m. Long: 150 m. Extreme: 300 m. Maximum: 450 m. Damage:
Over 140 meters: 2D - 2 Rugan SMG Full auto/ Burst:
Medium: 40/50 m. Long: 60/100 m. Extreme: 120/200 m. Maximum: 180/300 m. Damage:
101 to 200 meters: 3D + 2 Over 200 meters: 2D Rorynex SMG Full-auto/burst:
Medium: 30/40 m. Long: 35/45 m. Extreme: 70/90 m. Maximum: 105/135 m. Damage:
* The explosive round causes severe damage at all ranges regardless of the round's velocity. KK-SPW Full auto/single shot or burst:
Medium: 40/50 m. Long: 60/80 m. Extreme: 120/160 m. Maximum: 180/240 m. Damage:
71 to 140 meters: 3D - 2 Over 140 meters: 2D TK MP Full auto/single shot or burst:
Medium: 40/50 m. Long: 60/80 m. Extreme: 120/160 m. Maximum: 180/240 m. Damage:
71 to 140 meters: 3D - 3 Over 140 meters: 2D Damage (special explosive bullets):
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