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Re: Battletech
Post by MAD-4A   » Tue Jan 03, 2017 3:40 pm

MAD-4A
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Lord Skimper wrote:Rest of Lance is made up of Urban Mechs. 2 Support fire Urban Mechs, with one ER Large 10 Double Heat sinks and 3/5/3/4/6 TSM movement. Star slab armour ECM and C3 Slave, Heavy laser back up. Endo Steel Chassis, XL engine, AMS. And one full arm for close quarters triple strength.

1 Hunter Urban Mech, 6/9/6 Large Pulse, Double Heat sinks, ECM, BAP, C3 Slave, 2 AMS, 6 tons of Star slab or reflective armour, 2 Medium Pulse Lasers, it is the point Mech and the one that keeps hunts down hidden and light Mechs.
I checked these in HMP:
==========================================================

BattleMech Technical Readout

Type/Model: Urbanmech Lord Skimper Mod
Tech: Inner Sphere / 3062
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 30 tons
Chassis: Republic-R Standard
Power Plant: 90 Leenex Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 [64.8] km/h
Jump Jets: 3 Pitban 6000 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Durallex Medium Standard
Armament:
1 Medium Pulse Laser
1 Small Pulse Laser
1 ER Large Laser
1 Guardian ECM
1 C³ Slave Unit
1 Anti-Missile System
Manufacturer: Orguss Industries
Location: Marcus
Communications System: Dalban Interact
Targeting & Tracking System: Dalban Urban
--------------------------------------------------------
Type/Model: Urbanmech LordSkiper Mod
Mass: 30 tons

Equipment: Crits Mass
Int. Struct.: 51 pts Standard 0 3.00
Engine: 90 Fusion 6 3.00
Walking MP: 3 [4]
Running MP: 5 [6]
Jumping MP: 3
Heat Sinks: 10 Double [20] 21 .00
(Heat Sink Loc: 1 LA, 1 RA, 2 LT, 3 RT)
Gyro: 4 1.00
Cockpit, Life Supt., Sensors: 5 3.00
Triple Strength Myomer: 6 .00
Actuators: L: Sh+UA R: Sh+UA 12 .00
Armor Factor: 104 pts Standard 0 6.50

Internal Armor
Structure Value
Head: 3 9
Center Torso: 10 15
Center Torso (Rear): 4
L/R Side Torso: 7 10/10
L/R Side Torso (Rear): 4/4
L/R Arm: 5 10/10
L/R Leg: 7 14/14

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Pulse Laser RA 4 1 2.00
1 Small Pulse Laser LA 2 1 1.00
1 ER Large Laser RT 12 2 5.00
1 Guardian ECM LT 0 2 1.50
1 C³ Slave Unit CT 0 1 1.00
1 Anti-Missile System HD 1 12 2 1.50
(Ammo Locations: 1 LT)
3 Standard Jump Jets: 3 1.50
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 19 66 30.00
Crits & Tons Left: 12 .00

Calculated Factors:
Total Cost: 3,010,800 C-Bills
Battle Value: 785 (+78 for C³)
Cost per BV: 3,835.41
Weapon Value: 536 / 536 (Ratio = .68 / .68)
Damage Factors: SRDmg = 13; MRDmg = 6; LRDmg = 2
BattleForce2: MP: 3J, Armor/Structure: 3/3
Damage PB/M/L: 3/1/1, Overheat: 0
Class: ML; Point Value: 8
Specials: ecm, c3s
==========================================================
Actually you can't have ENDO or an XL, not enough Crit spaces, but you don't need them.
You also have plenty of room to add both hands.

==========================================================

1 Hunter Urban Mech, 6/9/6 Large Pulse, Double Heat sinks, ECM, BAP, C3 Slave, 2 AMS,
6 tons of Star slab or reflective armour, 2 Medium Pulse Lasers,
it is the point Mech and the one that keeps hunts down hidden and light Mechs.

==========================================================
This would not be an "Urban Mech", it would be either a Falcon or Javelin JVN-10F variant
(depending on weapons placement)
It is also 6 tons over weight, the equipment you list, alone, is 18tns. Here are some possible corrections:

==========================================================

BattleMech Technical Readout

Type/Model: Javelin JVN-10F LS
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 30 tons
Chassis: Duralyte 246 Endo Steel
Power Plant: 180 GM XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 Rawlings 45 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: Duralyte 446 Standard
Armament:
2 Medium Pulse Lasers
2 Anti-Missile Systems
1 Beagle Active Probe
1 Guardian ECM
1 C³ Slave Unit
Manufacturer: Stormvanger Assemblies, Light Division
Location: (Unknown)
Communications System: Garret T-10B
Targeting & Tracking System: Dynatec 128C

----------------------------------------------------------

Type/Model: Javelin JVN-10F LS
Mass: 30 tons

Equipment: Crits Mass
Int. Struct.: 51 pts Endo Steel 14 1.50
(Endo Steel Loc: 5 LA, 5 RA, 2 LL, 2 RL)
Engine: 180 XL Fusion 12 3.50
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 10 Double [20] 9 .00
(Heat Sink Loc: 1 LA, 1 RA, 1 LT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 96 pts Standard 0 6.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 10 15
Center Torso (Rear): 4
L/R Side Torso: 7 10/10
L/R Side Torso (Rear): 4/4
L/R Arm: 5 10/10
L/R Leg: 7 10/10

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Medium Pulse Laser RT 4 1 2.00
1 Anti-Missile System RT 1 24 3 2.50
(Ammo Locations: 1 LT, 1 RT)
1 Beagle Active Probe RT 0 2 1.50
1 Guardian ECM RT 0 2 1.50
1 Medium Pulse Laser LT 4 1 2.00
1 Anti-Missile System LT 1 1 .50
1 C³ Slave Unit HD 0 1 1.00
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 2 LT, 2 RT, 2 CT)
--------------------------------------------------------
TOTALS: 10 77 30.00
Crits & Tons Left: 1 .00

Calculated Factors:
Total Cost: 4,943,640 C-Bills
Battle Value: 721 (+37 for C³)
Cost per BV: 6,856.64
Weapon Value: 233 / 233 (Ratio = .32 / .32)
Damage Factors: SRDmg = 10; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 6J, Armor/Structure: 2/1
Damage PB/M/L: 3/1/-, Overheat: 0
Class: ML; Point Value: 7
Specials: ecm, c3s, prb
==========================================================
This Javelin has everything listed but the LPL, and carries 2tn of AMS ammo.
==========================================================

BattleMech Technical Readout

Type/Model: Falcon FLC-4N LS
Tech: Inner Sphere / 3050
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 30 tons
Chassis: Duralyte 246 Endo Steel
Power Plant: 180 GM XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 PRS-60 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: StarGuard II Standard
Armament:
1 Large Pulse Laser
1 Beagle Active Probe
1 Guardian ECM
1 C³ Slave Unit
Manufacturer: Stormvanger Assemblies, Light Division
Location: Caph
Communications System: Garret T-20C
Targeting & Tracking System: Dynatec 150A

----------------------------------------------------------

Type/Model: Falcon FLC-4N LS
Mass: 30 tons

Equipment: Crits Mass
Int. Struct.: 51 pts Endo Steel 14 1.50
(Endo Steel Loc: 6 LA, 4 RA, 2 LL, 2 RL)
Engine: 180 XL Fusion 12 3.50
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 10 Double [20] 9 .00
(Heat Sink Loc: 2 LT, 1 RT)
Gyro: 4 2.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 96 pts Standard 0 6.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 10 15
Center Torso (Rear): 4
L/R Side Torso: 7 10/10
L/R Side Torso (Rear): 4/4
L/R Arm: 5 10/10
L/R Leg: 7 10/10

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser RA 10 2 7.00
1 Beagle Active Probe RT 0 2 1.50
1 Guardian ECM RT 0 2 1.50
1 C³ Slave Unit HD 0 1 1.00
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 2 LT, 2 RT, 2 CT)
--------------------------------------------------------
TOTALS: 10 73 30.00
Crits & Tons Left: 5 .00

Calculated Factors:
Total Cost: 4,749,940 C-Bills
Battle Value: 714 (+45 for C³)
Cost per BV: 6,652.58
Weapon Value: 265 / 265 (Ratio = .37 / .37)
Damage Factors: SRDmg = 9; MRDmg = 3; LRDmg = 0
BattleForce2: MP: 6J, Armor/Structure: 2/1
Damage PB/M/L: 2/1/-, Overheat: 0
Class: ML; Point Value: 7
Specials: ecm, c3s, prb
==========================================================
This Falcon has the LPL but looses the MPLs and AMSs.
If you want all of that stuff, you would have to bump up to a 45tn mech with XLs,
such as a Phoenix Hawk, like this;

==========================================================


BattleMech Technical Readout

Type/Model: Phoenix Hawk PXH-1 LS
Tech: Inner Sphere / 3060
Config: Biped BattleMech
Rules: Level 2, Custom design

Mass: 45 tons
Chassis: Orguss Stinger Endo Steel
Power Plant: 270 GM XL Fusion
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: 6 Pitban 9000 Standard Jump Jets
Jump Capacity: 180 meters
Armor Type: Durallex Light Standard
Armament:
1 Large Pulse Laser
2 Medium Pulse Lasers
2 Anti-Missile Systems
1 Beagle Active Probe
1 Guardian ECM
1 C³ Slave Unit
Manufacturer: Orguss Industries
Location: (Unknown)
Communications System: Tek BattleCom
Targeting & Tracking System: Tek Tru-Trak
-------------------------------------------------------
Type/Model: Phoenix Hawk PXH-1 LS
Mass: 45 tons

Equipment: Crits Mass
Int. Struct.: 75 pts Endo Steel 14 2.50
(Endo Steel Loc: 4 LA, 4 RA, 2 LT, 2 LL, 2 RL)
Engine: 270 XL Fusion 12 7.50
Walking MP: 6
Running MP: 9
Jumping MP: 6
Heat Sinks: 12 Double [24] 6 2.00
(Heat Sink Loc: 1 LT, 1 RT)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 96 pts Standard 0 6.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 12
Center Torso (Rear): 5
L/R Side Torso: 11 10/10
L/R Side Torso (Rear): 5/5
L/R Arm: 7 10/10
L/R Leg: 11 10/10

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Pulse Laser RA 10 2 7.00
1 Medium Pulse Laser RA 4 1 2.00
1 Anti-Missile System RA 1 24 3 2.50
(Ammo Locations: 1 LT, 1 RT)
1 Medium Pulse Laser LA 4 1 2.00
1 Anti-Missile System LA 1 1 .50
1 Beagle Active Probe RT 0 2 1.50
1 Guardian ECM CT 0 2 1.50
1 C³ Slave Unit HD 0 1 1.00
6 Standard Jump Jets: 6 3.00
(Jump Jet Loc: 3 LT, 3 RT)
--------------------------------------------------------
TOTALS: 20 76 45.00
Crits & Tons Left: 2 .00

Calculated Factors:
Total Cost: 9,133,840 C-Bills
Battle Value: 1,005 (+79 for C³)
Cost per BV: 9,088.4
Weapon Value: 547 / 547 (Ratio = .54 / .54)
Damage Factors: SRDmg = 18; MRDmg = 3; LRDmg = 0
BattleForce2: MP: 6J, Armor/Structure: 2/2
Damage PB/M/L: 4/2/-, Overheat: 0
Class: MM; Point Value: 10
Specials: ecm, c3s, prb
Last edited by MAD-4A on Sat Jan 07, 2017 3:25 pm, edited 1 time in total.
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Almost only counts in Horseshoes and Nuclear Weapons. I almost got the Hand-Grenade out the window does not count.
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Re: Battletech
Post by MAD-4A   » Tue Jan 03, 2017 3:42 pm

MAD-4A
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Posts: 719
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Location: Texas

I got some replies with BT but no-body responded to Renegade Legion. Did nobody try any of it? I played only a little but loved it.
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Almost only counts in Horseshoes and Nuclear Weapons. I almost got the Hand-Grenade out the window does not count.
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Re: Battletech
Post by Lord Skimper   » Fri Jan 06, 2017 11:08 pm

Lord Skimper
Vice Admiral

Posts: 1736
Joined: Wed Aug 07, 2013 12:49 am
Location: Calgary, Nova, Gryphon.

Hunter Mech I changed to:

30 Ton Urbanmech
1.5 tons Endosteel chassis 14
5 tons Cockpit & Gryos
4 tons GM 120 engine
2 tons 4x Jump Jets 4
4/6/4 Movement
Double Heatsinks 10/20
6 tons Star Slab Armour
96 Armour (or)
6 tons Reflective Armour 14
96 vs projectile / missile
144 vs Energy

2 tons Medium Pulse Laser RA 1
2 tons Medium Pulse Laser LA 1
1 ton Medium Laser CT 1
1 ton C3 Computer Slave CT 1
1.5 tons Beagle Active Probe LT 2
1.5 tons Guardian ECM Suite RT 2
0.5 tons Anti Missile System RT 1
1 ton AMS ammo (12) RT 1
0.5 tons CASE RT 1
0.5 tons CASE LT 1

You spelled my name wrong. :(
Last edited by Lord Skimper on Fri Jan 06, 2017 11:13 pm, edited 2 times in total.
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Re: Battletech
Post by Lord Skimper   » Fri Jan 06, 2017 11:09 pm

Lord Skimper
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Posts: 1736
Joined: Wed Aug 07, 2013 12:49 am
Location: Calgary, Nova, Gryphon.

XL Engine instead of Endo Steel chassis might work better.

Lose the LT CASE and move Slave Computer to Head. Add a second rear mounted Medium Laser CT(R)
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Re: Battletech
Post by Lord Skimper   » Fri Jan 06, 2017 11:22 pm

Lord Skimper
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Posts: 1736
Joined: Wed Aug 07, 2013 12:49 am
Location: Calgary, Nova, Gryphon.

Any thoughts on adding a second cockpit or two seat cockpit? One for main operations one for rear mounted weapons / sensor operations. Perhaps with a bonus to sensors or 'to hit' functionality.
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Re: Battletech
Post by MAD-4A   » Sat Jan 07, 2017 3:23 pm

MAD-4A
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Posts: 719
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Lord Skimper wrote:Any thoughts on adding a second cockpit or two seat cockpit? One for main operations one for rear mounted weapons / sensor operations. Perhaps with a bonus to sensors or 'to hit' functionality.
Rear weapon? Not in a light Mech, they're barly any use in an assault. when you torso twist, the arm arc covers that half of the rear arc, including strait down the rear, so just mount them in the arms and you can TT left or right to fire backwards when needed (the only real argument for mounting close range weapons in the arms). Dual cockpits are really best suited for command and spotter, Heavy or Assault Mechs. A second cockpit on the previous LBX Cyclops would allow the Mach to engage normally while the 2nd 'gunner' spots for IDF.
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Almost only counts in Horseshoes and Nuclear Weapons. I almost got the Hand-Grenade out the window does not count.
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Re: Battletech
Post by MAD-4A   » Sat Jan 07, 2017 3:24 pm

MAD-4A
Captain of the List

Posts: 719
Joined: Thu Mar 13, 2014 4:48 pm
Location: Texas

Lord Skimper wrote:You spelled my name wrong. :(
Oh, I did a copy/past, guess it screwed up somehow.
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Almost only counts in Horseshoes and Nuclear Weapons. I almost got the Hand-Grenade out the window does not count.
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Re: Battletech
Post by Lord Skimper   » Wed Jan 11, 2017 4:31 pm

Lord Skimper
Vice Admiral

Posts: 1736
Joined: Wed Aug 07, 2013 12:49 am
Location: Calgary, Nova, Gryphon.

How about drones? I've always thought of the Beagle Active Probe as a pair of Drones that fly about looking for stuff. After reading up I'm not sure. Do you think Drones should be used or introduced or interpreted as part of the systems used.

As for range, it seems Battletech uses WWI or WWII ranges. Modern Russian tanks have a long range with their songster missiles of 12km. Fired through their 125mm and 100mm guns. M1A2 Abrams have 4km Gun ranges with 120mm guns. Russians are now mounting milimetre radar active reactive armours, in Battletech this would likely work on guns and missiles maybe even energy weapons.

Tactics, most Mechs have a stand and get hit mentality. Napoleonic tactics. What is your view of defilade and kneeling laying down etc...?
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Re: Battletech
Post by MAD-4A   » Wed Jan 11, 2017 9:05 pm

MAD-4A
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Lord Skimper wrote:How about drones? I've always thought of the Beagle Active Probe as a pair of Drones that fly about looking for stuff. After reading up I'm not sure.
No it’s an active electronic probe, not drones, but they were very vague on how it actually works.
Lord Skimper wrote: Do you think Drones should be used or introduced or interpreted as part of the systems used...
They already were, they even have a ‘drone’ vehicle http://www.sarna.net/wiki/Hi-Scout :)

Lord Skimper wrote:As for range, it seems Battletech uses WWI or WWII ranges...
Not really (old hash really) the “long” range missile only has a range of 2100 ft ( < half a mile or 2/3km.) The range on the T-55s used by Iraq was twice this and they were out-ranged double that by US Tanks. You really can’t equate BT in terms of range. Adjusting to realistic ranges would involve LRMs and ER-PPCs shooting at targets in your neighbor’s kitchen next door – or at-least your kitchen from the bedroom)
Lord Skimper wrote:... active reactive armours, in Battletech this would likely work on guns and missiles maybe even energy weapons.
Already available (LvL3) http://www.sarna.net/wiki/Reactive_Armor
intended as an 'integrated' reactive armor and
http://www.sarna.net/wiki/Laser_Reflective_Armor

Lord Skimper wrote:Tactics, most Mechs have a stand and get hit mentality. Napoleonic tactics. What is your view of defilade and kneeling laying down etc...?
Not really, that is beginners Assault/Heavy tactics, I’ve had plenty of mobile games. Generally speaking most lances (according to BT standards) are mixed units with some Mechs of various sizes (so they have ‘versatility’) this means most units are centered around 1-2 slow heavy/assault Mechs and the others maneuver around to protect them (as they are too slow for running battles – remember the Atlas & Stalker are only capable of 54kph – that’s 33.5 mph, can’t even speed outside a school zone, and most can only manage 64.8kph or a whapping 40.26 mph - some dogs can out run them) Think of Mechs as giant armored infantry, not cavalry (that's the hover craft).




I remember one double blind game, I was in a GRF-3M Griffin. I was suppose to be fire support but because I was one of the fastest Mechs I was on recon.
At one point I came around a corner and got lit up by an entire lance (I remember an Annihilator an Archer and a Wolfhound, there were 2-3 others I can't remember, I think a Stalker) someone got a crit through to my gyro, but I managed to keep my feet despite the damage. I decided a future fall was less of a threat then what I was facing - alone - so I jumped back, and kept my feet under me! The Wolfhound kept chasing me (the only one with the speed to keep up) but I kept jumping and managed to jump all the way back off my edge of the board without ever falling!

Another double-Blind was light Mechs in a cave system, that was real fun. I had a Spider SDR-7M. I teamed up with a teammate using a Mongoose (actually I drew the Mongoose in the random Mech draw but he swapped with me because I wanted the pulse lasers) the game was a running battle with blind encounters. The GM had 2 huge maps (3d versions of the Solaris 7 tunnel maps) and a blind hung between the two so the players couldn't see the other board. At one point I ran down a passage and came across a Mercury blocking the exit. I ran back around the corner just as a Commando stepped in the way, trapping me. I fired my 2 pulse lasers and (somehow) killed the Commando (guess he had already taken some heavy damage before.) I linked up with the Mongoose and we ran around the back way. when we came around, several turns later, to where the Mercury was, he was still there, with his back to us! I immediately concluded that he had blown his MASC, so we stood there and pounded him in the back, sorry, but he'd done it to us. anyway, mobile fights are not unheard of.


Defilade is an optional rule for tanks and is used in some of the books, as is kneeling, though a Mech can take 'partial cover' (same thing) against any terrain 1LvL taller than the terrain it's in. I usually allow kneeling in my games.
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Almost only counts in Horseshoes and Nuclear Weapons. I almost got the Hand-Grenade out the window does not count.
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Re: Battletech
Post by Lord Skimper   » Sat Jan 14, 2017 1:13 pm

Lord Skimper
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Posts: 1736
Joined: Wed Aug 07, 2013 12:49 am
Location: Calgary, Nova, Gryphon.

I was thinking of Arena Reactive Armour.

https://youtu.be/YpmcmKwWzYo



Ranges are still too short. Mechs are also too tall for their weight.
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