Kannik
Legend
Class initiative was interesting but it broke down in some places, namely that it made many mechs just beyond the limit break decidedly worse than lighter mechs. This was especially noticeable with the classic 80 and 85 ton assaults. That Zeus or B-Master doesn't get enough extra armour or weaponry (due to the exponential engine weights that BT 'features') over a Warhammer or Marauder to make up for that the WH and MAD can both move and fire before the Zeus or BM can do anything. The AWS is OK because it's only 3/5... but any 4/6 assault is heavily penalized.Like weight class initiative and stability damage only from ballistics, etc...
What might work well though is having the inits break down by movement, rather than by weight class. This of course increases dramatically the number of init slots (and for at tabletop game could make record keeping somewhat insane), but it rewards more 'nimble' mechs (as indicated by their movement score). Suddenly the Charger might actually be slightly less terrible?
Of course, if simultaneous fire is kept rather than fully adopting the HBS integrated move/fire turn sequence then the detrimental effect would be less pronounced.
Stability wise, when I was toying of how I'd do that on table top I liked the idea of having energy weapons still do some stability damage (armour blasting or melting off could still cause the mech to suddenly unbalance), just at a lower rate than their damage done, while having ballistics and missiles do equal to or more than their damage value. Extra work/complexity, but also would give another way to balance weapon types.
