With a few recent threads on B-tech weapons I thought it might be a good idea for me to put up my 2 cents on this subject.
Now I do not clam to be 100% correct on this, but I have done more than one debate on B-tech, and much of the info I have used on this comes from the rules and fluff. Now Battletech is a very hard universe to get any idea on what it can do, and at times contradictory. Nor is it a universe that showcases it's technology very much, focusing more on people than technology. As such it dose not have teloporters, nanotech, advanced AIs and the like.
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Turn length
1: A regular B-tech turn is 10 seconds long, but the firing phase only takes place during a fraction of that time, after all the range calculation is based on where the units end up and not where they start from. This also applys to Capital scale's minute long turns.
2: Rule sets such as the old dueling rules reduced each turn to 2.5 seconds, and allowed a weapon to be fired every turn if the player wanted to (with a resulting monumental heat spike), thus further indicating that B-tech weapons fire takes place in less than a full 10 second turn.
Armor composition
1: B-tech armor is a composite comprising two main layers, the first is a Super hard steel alloy, the second is Cubic boron nitride (CBN) reinforced by diamond mono-filament, a third layer made from honey combed titanium acts as a structural support.
2: Ferro-Fibrous reinforces the steel layer with diamond mono-filament (a real trick)
3: due to the known armor mass on B-tech units and the large surface area mechs have, the armor would be at best about an inch thick, more likely less.
Energy Resistance capability's
1: The Fluff commonly mentions that the armor is routinely melted by a laser or particle cannon hit, with a few references to vaporization.
2: Assuming the armor is a 50 / 50 mix of Steel and CBN with a single point (62.5kg) of armor having roughly 30kg of each, and assuming the armor is melted.
3: The Steel layer would take about 28 megajoules to melt, the CBN layer would take about 170 megajoules for a combined total of just under 200 megajoules to melt one point of armor.
4: If one wanted to vaporize a single point of armor then the energy required would be roughly 450 megajoules or so. Though not all of the armor has to be vaporized or even melted (i.e. falling off) which would reduced the energy required.
5: As such a small laser would range from 100 megajoules to 1.5 gigajoules in power or more, depending on the values you use, but a full melt number would result in a small laser having 600 megajoules. And a Clan Heavy Large Laser would range from 530 Megajoules to 7.2 gigajoules with the full melting numbers being 3.2 gigajoules.
Kinetic Energy Resistance
1: Autocannons are not typically used to get an idea of Ke Resistance due to largely unknown variables (how much mass is the propellant charge, how many rounds in a single shot, etc...), As such Gauss Rifles are preferred here.
2: Gauss Rifles are stated to fire hypersonic rounds (their are some quotes suggesting lower but I have found a lot more quotes supporting the higher speeds, never mind the rules...). Hypersonic is any velocity faster than Mach 5 (to about Mach 10ish) or 1,710m/s (~5,600fps). Though their not likely to be right at the hypersonic line but quite a bit faster than that. Particularly when using the ranges provided with capital scale a Gauss Rifle has a minimum MV of 6km/s (and a range of 360km -in space), though I'm not to fond of using these values, their a bit wacky, though they at the lest suggest that B-tech weapons have a very high MV.
3: Let's assume than a Gauss rifle has a MV of 2,200m/s (~mach 6.5, comfortably in the hypersonic range), as such a regular Gauss Rifle would have a Ke of 300 megajoules or roughly 20 megajoules per damage point. When scaled a heavy Gauss Rifle slug at 250kg (vs 125kg of the "regular Gauss") would have a MV of 2,000m/s and a Ke of some 500 megajoules.
4: 300 Megajoules (Mj) is roughly equivalent to a 16 inch battleships gun (like the ones on the North Carolina and South Dakota class's -which produced ~300 Mj at the muzzle) and 500 Mj is considerably more than the 18.1 inch guns on the Yamato (~440Mj).
5: Considering that B-tech armor is less than an inch thick and is perfectly capable of stopping multiple Gauss Impacts B-tech armor is quite impressive in this area (considering that current day tanks would be reduced to scrap when hit by a 16 inch naval shell). As such I find it unlikely that a real life Ke tank round is going to be all that effective on mech armor (also note than most real life tank rounds produce less than 9Mj of Ke).
6: While Autocannons are not typically used in such calculations they do fire hypervelocity shells (IIRC velocity's above 2km/s), though for the most part references to these speeds are uncommon, with the more generic term "high speed streams" being more often used. Also like wise capital scale ranges require very high velocity's to acheave.
7: As such even a weak weapon such a the AC-2 is quite powerful, being some five times more powerful (if not more) than most current tank guns.
Weakness
1: B-tech Armor seems to be weaker to burst fire weapons like Machineguns, hence why autocannons where created, as single shot weapons had to resort to firing really big rounds in order to start damaging the armor
2: B-tech Armor also is weaker to high mass and low velocity impacts than to high velocity and low mass impacts, such as melee attacks and falling damage.
Range
1: Total Warfare Mentions that the "relitvly low" ranges are due to game play purposes, and not truly indicative of the universe (even then they still like to use them in fluff...).
2: Tactical ops introduces the Line of sight rules which allows many weapons to have ranges out to the units line of sight (which on a flat plain would be roughly out to the horizon or some 15km distant)
3: Tactical ops also introduces "Rifle" cannons, primitive weapons introduced and developed in the centuries before the autocannon was introduced in 2250, and is smiler to weapons we would use today (the "light rifle cannon" even has a smiler weight to current tank guns). One can use these weapons in-game range to get an idea of how much the ranges have been reduced for game play (basically, by roughly a factor of six to 14, depending on which B-tech weapon you use and the what real life range you use (i.e. three to five kilometers is typical for real life tanks)).
4: Strategic ops allows mechs and other units to be used in space, though they can only fire at units in their own hex, giving them a range of 9 to 18km (depending on the POV of where the mech is in the hex).
Infantry Weapons.
Well B-tech weapons are powerful and the armor equally as tough but how dose this apply to infantry weapons?
Their is some evidence for Infantry weapons being quite powerful in their own right. For example the fluff describes the Zeus Heavy Rifle as a 12.7mm weapon firing a 45 gram slug at hypersonic velocity's, thats at lest 65 kilojoules (more than three times the power of a 50 cal BMG round). Other Examples include a Laser pistol that has a yield of 100 kilojoules per shot (or 20g of TNT), Laser Rifles exploding heads, Tsunami Gauss Rifles with 1.5Mj of Ke, the well known Magshot delivering over 500 kilojoules of Ke and so on. Oh and their is some mention of "Nuclear" hand grenades...
And for thoughs who wounder what calibers B-tech autocannons are, well here's a list of Calibers that I have found.
In short from the fluff your typical Autocannon seems to be...
AC-2s = 30mm, with notable exceptions
AC-5s = 40 to 80mm guns, with notable exceptions
AC-10s = 80 to 100mm guns, with notable exceptions
AC-20s = 100 to 120mm guns, with notable exceptions
And Here's the "full" list of what I have been able to find, though it's not complete and it's some times contradictory.
SarLon AC-2 =30mm (TRO 3026) -Warrior VTOL
Mydron Model D AC-2 =30mm (Threads of ambition) -Jagermech
Whirlwind-L AC-2 =30mm (Threads of ambition) -Blackjack
Mydron Model D-rf Ultra AC-2 =20mm (Imminent Crisis) -Jagermech III
Armstrong J-11 AC-5 =80mm (Decision at thunder rift) Shadow Hawk
GM Whirlwind AC-5 =120mm (Decision at thunder rift) Marauder (in killing fields it's a 50mm...)
Armstrong Autocannon/5 AC-5 = 50mm (Double blind) Clint
General Motors Nova-5 Ultra AC-5 =50mm (Binding Force) Cataphract (note in Illusions of victory the same type of mech is said to have a 40mm UAC-5)
Imperator Ultra AC-5 = 80mm (Storms of fate) Vulcan 5S & Daikyu (same guns)
RAC-5 (type unknown -either a Mydron RC or Tornado) = 80mm (end game) Jagermech 7F
Pontiac "Light" AC-5 =40mm (Illusions of victory) Striker (mech)
Mydron Snakekiller LAC-5 =60mm (Battlecorps fluff on the Shadow hawk)
Mydron Model RC RAC-5 =50mm (several DA books) -Legionnaire (Note a number of other DA era RACs-5s are also listed as being 50mm)
Armstrong AC-5 = 105mm (TRo3075) -Merkava tank (NO RELATION TO THE REAL LIFE TANK OF THIS NAME!)
Unknown AC-5 = 110mm (Birth of a King scenario) -Mackie 5S
Luxor D-Series AC-10 =80mm (Ghost of Winter) Centurion 9A (though I have seen other references to 30mm or 70mm...)
Federated Autocannon/10 AC-10 =100mm (Double blind) Enforcer
Merdron Excell UAC-10 =80mm (Patriots and tyrants) Enforcer III, Dragon fire (both have the same type of gun) & Cataphract (Illusions of victory)
Imperator Code Red LBX-10 =100mm (Flashpoint) Challenger X MBTs (the same gun on the Emperor is listed as a 80mm in Illusions of victory)
KaliYama AC-10 =80mm (Illusions of victory) Orion
Armstrong Autocannon/20 AC-20 =120mm (binding force) Von Luckner
Pontiac 100 AC-20 = 100mm (Heir to the dragon) Victor
Deathgiver AC-20 = 100mm (Heir to the dragon) Atlas
Chemjet AC-20 =185mm (TRO 3026) Demolisher
Crusher SH AC-20 =150mm (TRO 3026) Hetzer
Defiance Thunder Ultra AC-20 =120mm (Patriots and Tyrants) Blitzkrieg
Defiance Disintegrator LBX-20 =120mm (Patriots and Tyrants) Barghest
Clan tanks TRO 3060
LBX-5 AC type COVR-X: 40mm (Zorya)
LBX-10 AC Type KOV: 75mm or 150mm (same gun on Mars & Ishtar but different caliber...)
Ultra AC-2 type 25: 50mm (Mithras)
Ultra AC-5 type 31: 40mm (Heuy)
Ultra AC-10 type 9: 75mm (Istar & Ku)
Invading Clans Sorcebook
Caldron born Alt A: UAC-20 = 203m
Caldron born Alt C: UAC-2 = 25mm
Caldron born Primary: LBX-5 = 75mm
Unknown Ultra AC-2 =30mm (Patriots and tyrants) Daishi
Type-20 Ultra AC-20: = 200mm (Battlecorps) Fire Scorpion 3