Since SSW is an open source application, we have developed a version of this application that incorporates new features such as ammo pips, quirks, and extreme range; another post will detail this out as well as provide a link to download the DFA build. However, any version of SSW will suit the purpose of managing mech customization.
Field Refit & Modification Rules
This section catalogs all of the rules and limitations around field refits & modifications - called "customizations" to match the verbiage in Strategic Operations. As a reminder, these rules apply to any canon BattleMech variants. You cannot apply these rules to an already field modified variant. The rules are explicit, meaning if it is not written, it is not a legal modification. Also, weapon modification is tied to a concept we call "Tech Tier"; this is explained in the subsequent section.
*using SSW will automatically ensure these guidelines are followed, making your life a little easier!
Customization Options & Restrictions
Weapon Tech Tiers & Types
Weapons follow canon classification types of energy, ballistic, and missile; these types can be found both in the Battlemech Manual as well as Total Warfare.
Example: ASN-105 Assassin
The Assassin is a difficult mech to use effectively, featuring a mishmash of short- and long-range missiles, high speed, and paper-thin armor. We will use this chassis to demonstrate the field refit & modification rules.
We want an Assassin with more striking power and less combustibility, ideally scrapping the SRM-2 and packing on a couple more medium lasers. If we're luckily, we'll also be able to bolster the armor. To accomplish our goal, we've selected the ASN-101 - a canon variant - as our starting point for the customization.
Remove Weapons & Ammo
The first step is to remove that useless SRM-2 and its ammunition, freeing up 2 tons. The ASN-101 has three small lasers, and we only plan on upgrading two of them, so we are also going to drop the head-mounted SLas. Now we have 2.5 tons to work with.
The next step is to upgrade each leg-mounted SLas to a MLas. This is legal because they are both energy weapons, and the MLas is only 1 tech tier higher than the SLas. Each upgrade will cost a net 0.5 tons, or 1.0 tons in total. This leaves us with 1.5 tons remaining.
We are going to lastly allocate the remaining 1.5 tons entirely to armor, giving the Assassin a little more survivability. We're able to allocate this armor any way we choose, as long as the head does not exceed 9 points, and each other location does not exceed twice the internal structure.