Yea but none of those were ever "official" or complete, and the idea that the MG is a 20mm is ridiculous, its more like a 50cal, or a mini gun
TR 3026, one of the lighter tanks IIRC(i always forget which one), specifically lists its MG as a 20mm rotary.
Oh wait, it´s in the TR 3039 as well, the Scorpion Light tank.
"20mm Gatling Gun Machine Gun"
Oh and there´s some fluff mention somewhere that described a MG as a "quad of .50s".
And the statement about the "AC1" was by one of the developers in response to a question, it´s not in any game material, but it was given as a canon reply.
It´s also hinted at in the fluff of several TRs.
In comparison, LRMs have also been stated to be like a 1980s ATGM except with warhead "many times more effective".
Basically, BT armour is total bullshit haxx.
On the other hand, ablative armour has been reasearched for real. A Russian company tried out some rather exotic materials that were effectively layered explosives, and while eventually dropped because it was impossible to make it reliable, the few times it worked in ballistic tests, it completely stopped all tank guns in use, and the 15cm prototype tank gun the company had access to.
Despite using somewhere between half and 2/3 of the thickness and maybe half that in weight of the armour of a M1.
Last i heard, there was a Brazilian company still doing research along the same lines(and so far with similar levels of success and failure).
There´s also that British "electric armour" thing, rejected due to needing far too much power to make it work, but capable of making the armour of a light tank capable of stopping anything that isn´t a tank maingun, and with some lucky geometry, even those.
And there´s the stuff Exote Oy already has in production, they haven´t figured out how to make it in large enough sizes(economically) to use as armour against big guns yet, but even tests with smaller pieces shows their impact to be drastic. A few mm of Exote armour on top of regular armour pretty much doubles the total protection. And this is in commercial production since several years back. Just far too expensive to use everywhere you would want it yet. This is also especially effective against modern "arrow"/Sabot ammo(APFSDS), because the Exote layer prevents(/resists) penetration by fluid mechanics and is very effective at making projectiles go "splat" instead of penetrating.
And there´s several other "superfacehardened" new materials coming along.
So basically, once someone scores a success with one of the new materials techs being tested, we are at least moving towards the kind of insanely strong armour of the BT-verse.
And that will require the offense side of things to improve again. I actually have no problem at all accepting the fictional extremes of the BT-verse, because we may not be that far away from those levels for real.
There are also some non-standard rules for certain Mechs in some of the books, like the Javelin receives a -1PSR due to its awkward design. but these are not official.
Yeah, but those were nothing you could use in a design of your own without messing things up.
My list takes realistic(as far as possible at least) or already ingame claimed effects(but without any ingame mechanics) and models them into a reasonably useful set of choices.
That list actually works surprisingly well and allows you to add advantages/disadvantages mimicing some of the ingame fluff.
Well the CS/WoB Level II is 6 Mechs, though what it's called & the rest would be up to the command. A Merc unit could arrange its TO&E however it wants but would likely be required to report or correct non-standard TO&Es with the Mech commission.
Meh, never bothered with rules that isn´t useful.
I made them State Specific.
I can certainly see the temptation for that, but with all the back and forth salvaging for centuries, everyone is going to have all/most ammo types more or less available.
Anyway, instead of adding complexity like that, i´ve added some more "standardised" weapon systems and made them "normal"/common.
So, SRMs have Rg 12, with CRMs having the same stats but Rg 8 and damage 3/missile.
ERMs, LRM launchers+50% size/weight, 36 direct fire Rg(60 max indirect) and halved ammo.
Rocket Launcher 10/20/30/40, weight 2/3/5/7t, pretty useless at long range bracket(13-18 ), but crushing close up thanks to minimal weight to damage potential.
While MRMs are doubleweight SRMs, Rg 18.
(LRMs direct fire Rg 27, indirect Rg 36, min 6)