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/btg/ Battletech General!

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Thread images: 50

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

“Wanna turn up the heat?” edition

The /btg/ is dead - long live the /btg/!

Old thread: >>51905024

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

BattleTech video-game pre-alpha gameplay
https://www.youtube.com/watch?v=FjEeDz51pHE

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

>BattleTech Introductory Info and PDFs
http://bg.battletech.com/?page_id=400

>Overview of the major factions?
http://bg.battletech.com/universe/great-houses/
http://bg.battletech.com/universe/the-clans/
http://bg.battletech.com/universe/other-powers/

>How do I find out which BattleMechs a faction has?
http://masterunitlist.info/

Unit Designing Softwares
>SSW Mech Designer
http://www.solarisskunkwerks.com/
>MegaMek Lab
http://megamek.info/
https://github.com/MegaMek

>/btg/ does a TRO:
http://builtforwar.blog(not spam)spot.com/

>How do I do this Against the Bot thing? (old)
http://pastebin.com/pE2f7TR5

2017-02-23 – UPDATED (Against the Bot)
http://www.mediafire.com/file/nfo2vihjla01hhy/Against_the_Bot_Instructions_v1-5.pdf

(new)
http://bg.battletech.com/forums/index.php?topic=56065.0
Current 3.21 rule set is included in the mekhq package

>Map of /btg/ players (WIP):
https://www.zeemaps.com/map?group=1116217&add=1

>Rookie guides
http://pastebin.com/HZvGKuGx

>Sarna.net - BattleTech Wiki
http://www.sarna.net/wiki/Main_Page

>Megamek - computer version of BattleTech. Play with AI or other players
http://megamek.info/

>BattleTech IRC
#battletech on irc.rizon.net

>PDF Folders
https://www.mediafire.com/folder/sdckg6j645z4j/Battletech
https://www.mediafire.com/folder/cj0tjpn9b3n1i/Battletech
https://www.mediafire.com/folder/tw2m414o1j9uj/Battletech_Archives

/btg/'s own image board: - (2017-02-13 - Still getting worked on & now has 11079 pics!)
http://bgb.booru.org/index.php

More goodies! (Rare manuals, hex packs, TROs, discord server, etc.) Last updated 2017-02-13!
http://pastebin.com/uFwvhVhE
>>
OP is a faggot
>>
>>51928733
At least I'm not a Capellan.
>>
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>>51928733
>say that to my mech face in real life etc.bmp
>>
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>>51928816
Don't joke about hunchbacks, nigga.
>>
>>51928647
That's a really cool and unique design, what are those things under the armpits? Are the feet variable in any way? They sort of look like they can fold up or change for different terrain, or something.
>>51928816
What a cutie!
>>51928822
What a boss!
>>
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>>51928822
No arguments from me.
>>
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>>51928842
>>
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>>51928956
Heh, nice to see my shitty edits are appreciated.
>>
Who would win?

>Entire Clan Wolf Touman, all upgraded to omnimechs, pre-invasion, dont have to follow zellbrigen, warships allowed

vs.

>some guy with a stick(had to wake up quickly, still a bit woozy, also had a bad day), the stick isnt sharpened
>>
>>51929022
stick OP. make it a twig instead.
>>
>>51929022
That depends. Are there any leaves still on this stick? Would be classified in the american south as a "switch" for swatting childrens' bottoms? Do the more advanced critical hit rules apply? Is it a Liao Xin Sheng switch? Did the guy holding the stick suddenly become elite status because "muh faction" writing?
There is so much to ponder.
>cyclops swinging a tree into a cockpit in megamek.jpg
>>
>>51929022
LOL so epic xD
>>
>>51929022
What quirks does the stick have? And is the sleepy guy favored by a patron author? Does any homo have a replica uniform of the sleepy guy's and make sure that extra forces are generated out of thin air for him despite having shit for industry?
>>
>>51929022
I'm gonna have to go with the guy with with the stick.
https://www.youtube.com/watch?v=QWwmqHGYHus&t=2m45s
>>
I have an infantry equipment question.
In the Clan Invasion era, the early50s, what's the best extreme-range sniper weapon that would be available to mercenaries? I want the maximim possible range in the hands of an Elite-quality shooter
I'm playing a campaign with missions at both mech and personal scale, and I've decided that hiring a sniper team is gonna be really useful
>>
>>51929336
Gonna take out enemy pilots outside their mechs with a sniper?
>>
There are a couple of pictures of mechs moving through trees and firing that I'm looking for. I think one of them might be a shadow cat? If you know what I'm talking about, please post them or point me in their direction.

>>51929022
>wolves break stick
>now guy have two stick
>stick win every time
>>
>>51929358
Yep. Also elementals. In armor, big problem. Out of armor, can be handily ventilated with a .50 to the head
I'm on a guerilla contract to cause endless trouble in the rear areas of the JFOZ, and tiny garrison forces are exceptionally vulnerable to this sort of thing
>>
>>51929022
Are we sure it's a "stick" and not some guy waving around a Vulcan in one hand? That makes a difference.
>>
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>>51929507
Okay for this, I gotta tell a small player story.
Had a guy and two buddies with a company of mechs go against a provisional government that had a battalion. I figured they would take out the battalion in small chunks. Well... one of our players pulled a fast one on me. With cooperation he had two lances dealing with enemies, and his medium weight scout lance tackled one of the government's light lances. The light lance was enough for three mechs to deal with, so he took a P-Hawk from the lance he was in charge of and went around the battle.
The trio of battles with the three lances continued, and through some decent maneuvering managed to sneak up to the enemy battalion's third company. This company was full of a combination of green pilots and regulars, and stocked with new heavies and mediums. The P-Hawk jumped right towards the pilot barracks, the pilots started filtering out and one machine gun spray and half the pilots were crow-chow. The other six surrendered as they would not have been able to get to their mechs to deal with this guy without being ventilated.
He let his P-Hawk pretty much hold the entire base hostage (the base's defenses were the ones dealing with the PC's other three lances and the local infantry was caught in transit between two battles) and waited for his friends to arrive.
His light lance made it, battered, and one Shadow Hawk from his buddy's medium lance join later minus a left arm and some armor.
he got, in total, 6 brand new Crusaders, a Warhammer, one Thunderbolt, two Shad 2Hs, one Shad 2D and a Griffin in pristine condition.
I just about shat a Cyclops leg onto the table.
There was discussions as this was just at the cusp of new technology distribution and his force had a lot of CASE, FF and DHSs ready to install so a session and a half dealt with deciding what upgrades I was going to allow them to have with what in-game time they had available. I only remember the Crud upgrades off the top of my head.
Fun times.
>>
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>>51929418
>>
>>51929745
Bingo, thanks anon.
>>
>>51929643
That is some smooth goddamn operating.
The plan I've been handed is some crazy tom clancy bullshit, but it's going to be very interesting, I'm sure
>>
Battlebump.
Question: By the Jihad, what would have been the most common Omnis in merc hands?
>>
>>51931648
First gen IS that sold on the merc market since the beginning and were made at multiple facilities like Firestarters and BJ's.
>>
>>51931648
Probably blackjack the most, then the firestarter, and after that honestly probably whatever clan omni the goons had the most of
>>
>>51929886
>crazy tom clancy bullshit
Okay, I gotta hear it.
>>
>>51929886

story time anon
>>
>>51931648
The Arctic Fox was built by the Kell Hounds, so that counts for something

The IS Black Hawk copy, Blackjack, Firestarter, and Sunder Omnis were built all over the Inner Sphere, so I would assume them to be pretty common
>>
>>51928839

It's a Salamander BA suit.

The things on the chest serve no purpose. BA nipples or some shit, I don't know.

>>51929336

Minolta 9000 or a Blazer Rifle.
>>
I've heard most of the IS omnis are trash, so which ones are worth taking?
>>
>>51934000
HAUPTMANN
A
U
P
T
M
A
N
N
>>
>>51934000
If a mech is Lyran-made, you want it.

Disregard Drac SHS beats, FWL LGR and no armor enthusiasts, and Capellan Ching Chong Bots.

Hell, even the Davions buy our mechs.

Shop Lyran. You know it's right.
>>
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>>51934000
>>
>>51934259
>Capellan Ching Chong Bots
Hey, the Ching Chong is a righteous machine

>6/9/8
>Clan ERPPC
>Cooling jacket

>variant is a gank gun
>>
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Who /burrock/ here?
>>
>>51934544
Cool animal. Shit mech. Shit clan.
>>
>>51934501
The variant is hot steaming garbage and we both know it.
>>
Out of curiosity, was it ever stated how much usable Clan salvage the ComGuards were able to pick up after the battle of Tukayyid?
>>
>>51934264
When my ant pilot needs his mini mech, I got a ride!
>>
>>51934948
Blakists took most of it. That's why the MD's have access to Invasion Omnis.

Now goodies they got from Bulldog and Serpent are a different story.
>>
>>51934948
A decent haul. Enough to build the 472nd Division (as four Clusters) almost entirely out of Clan gear.
>>
>>51934948
I know they had so many Battle Cobras that they started making their own, but I don't think any exact numbers were really thrown out.
>>
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This is just... so true.

I know I'm not the only one here who agrees.
>>
>>51935513
>hating fictional characters

how much of a loser can you be?
>>
>>51935513

It is one thing when a faction takes some territory and wins some battles. It is another when your faction no longer exists on the map.
>>
Maybe a silly question but what's the first TRO where the Marian Hegemony shows up?
>>
>>51934948
Enough to set up Invader Galaxy as a full clantech OpFor unit.
>>
>>51932754
>>51932938
The year is 3056.
Ok, so first my end of the operation, which I know in character
My unit, a mercenary outfit assembled especially for this job, so far (I haven't fully finished assembling it yet, hence the original sniper question) consists of eight mechs (sterile, purchased without markings from the TC and upgraded with old SLDF parts from a cache for total untraceability), four Saladin hovertanks upgraded with Arrow IV launchers, four helicopters of an as yet undecided model, and two platoons of operator infantry with fancy gear including infantry TAG
The operation will see them deployed to a series of worlds within the JFOZ, and on each the order is to wipe out the garrison units (or, if the facts on the ground suggest the possibility, to encourage them to defect), and then, contact by elaborate radio scheme an operative elsewhere on the planet with a Black Box, who will call for exfil, and then be reinserted on the next planet.
For each mission, the mechs, vehicles and even the infantry's unit patches are to be altered to the profile of an ancient boogyman to the SLDF and/or clans; for the first raid we're going in as the Taurian Freedom Army (I was actually considering seeing if Greenberg's Godzillas could build a replica Toro for the job, but decided against it), on a second the Amaris Dragoons and on the third no unit that we know of, just OD with wolverine logos, also to be painted on destroyed clan installations, and for the last of the four targets we've been given so far, the old Oberon Guards scheme.
Now there's also to be several other teams of similar composition, on the same mission also operating, though how many and where aren't in the briefing.
>>
Rate my Star:

>Executioner A
>Warhawk Prime
>Mad Dog B
>Viper A
>Fire Moth Prime
>>
>>51936002
3050/10
>>
>>51935903
>Falseflag as Oberon Guards
>Run into the New Belt Pirates from Star's End

I'm hard just thinking about it.
>>
>>51936002
Jagging Harder/10
>>
>>51935903
>on a second the Amaris Dragoons
>on the third no unit that we know of, just OD with wolverine logos

Remember to shoot the HPG first, because if they get the word out about about [AMARIS DETECTED]/[WOLVERINES DETECTED] you're gonna get swarmed by Green Burds.
>>
>>51935903
>The year is 3056.
>just OD with wolverine logos

how did you found about the Wolverines, let alone their logo? I thought Phelan didn't has this information
>>
>>51935903
Now stealth insertions are normally more or less impossible in battletech, but for this mission, fonchtstar (who are also in om it) have something special, a modified BugEye that they dug out of mothballs for this one, with it's very own special little L-F battery. Jumping in from a pirate point, dropping us and leaving the same way, it's just the thing for the job.
There's also one other little trick going; after we do each garrison, with the greatest of care we hide an odd little beacon, a heavily modified NARC rig with some SATCOM gear stuffed in, in each base so that when the new garrison comes, they won't find it.
This is for the second stage of the operation, which I don't know IC
This is where it gets sneaky.
Those beacons? They are homing becons for specially modified capital missiles, which are secretly seeded way out in space by the insertion/exfil boat. When the fax operator (who's still in place) sends the message, after the replacement garrison arrives, a JS popping fake engine flares with a Vincent profile and broadcasting pirate transponder codes pops in, hits the "go" signal and the missiles boot up, boost and drop right in on the new, larger, and completely unsuspecting garrison cluster

And meanwhile, MIIO is dropping the clans fake intel 'hints' that a group of pirates and disgruntled anti-clan mercs have reactivated a cache of old WarShips that they've found in the periphery.
Since the clan Watches are terrible, they're expected to buy this

Then, they're gonna do it to the bears, but with 'poorly disguised' jade falcon transponder codes showing through under the pirate stuff, with DEST doing the merc part of the job
>>
Are there any megamek map packs with interesting space maps like something with asteroids or wreckage?
>>
>>51936144
>Now stealth insertions are normally more or less impossible in battletech

Not really. You just got to come in at a pirate point and on an uninhabited side of the world since usually only one or two continents are inhabited. Satellite nets are pretty nonexistent on commonly raided worlds or poor worlds too because SOP in a full invasion is to sweep the sky of everything.
>>
>>51936079
The paint only goes on for the final assault right before exfil, before that it's straight mystery, likely not even using the mechs.
>>51936132
It's not actual clan wolverine logos, it's literally just wild-guesses based on the fact that references to wolverines are known to trigger clanners, though not *why* it does. It's more like Red Dawn with mechs in that regard
>>
>>51936144
>creating a fake warship-armed pirate-merc group to bully the falcons
YESYESYES

Only issue is that Bug-Eyes are fucking tiny, and can't carry droppers. Think U-2 rather than B-2.
>>
>>51936269
ohhh
"wolverine" logos, not capitalized
>>
>>51936270
GM's bending the rules a bit so bugeyes can land on planets, and thus is imagining the SLDF building a variant for extremely sneaky commando stuff, the last known example of which the WoB have a couple more, of course, and so do clan stockpiles
Fonchtstar is putting up for this mission
>>
I got a few questions about the Thuggees Warrior Houses.
First, just to make sure, weren't they organized like the regular Warrior Houses and had a battalion of mechs and a battalion of infantry with around a platoon or so of BA?
What would the typical Thuggee infantry platoon be armed with in terms of weapons and cybernetics?
Finally, out of the mechs how many should be Blakist designs, like a quarter of them, half, or just sprinkled liberally throughout?
>>
>>51936436
First, it's Focht. Second, with what tonnage? The Bug-Eye is less than 1200 tons. It has juuuuust enough cargo to turn into one bay with two tons of consumables left over.
>>
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I have a question. In BT and well, in general, are there any people you look up in regards to writing, making scenarios, teaching you how to make a good product or things? Is there anybody at FASA or the other companies that had a hand in BT that inspires you to bigger or better things?
>>
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>>51936613
anon, this question hits right in the feels
>>
>>51934000

The Hauptmann and Templar are said to be okay.
>>
>>51936524
>The Bug-Eye is less than 1200 tons
The ISP3 Bug-Eye is 6100
I'm assuming that the guy's variant rips out the NCSS which gets 500 additional tons, for a total of 602 tons of cargo, which could (barely) stuff in what anon is describing, depending on the mechs in question and using infantry bays
Or anon's GM is using a custom ship with the same name, which is equally likely
>>
>>51936524
>Focht
Fuck, I knew I was getting that wrong
As for the BugEye, I haven't been given a record sheet or anything, it's effectively a plot device, don't think it'll even appear on an actual tabletop. So I assume chalk it up as a custom.
>>
>>51933005
>The IS Black Hawk copy

Black Hawk Ku. As with most IS copies of Clan mechs, it's a piece of junk.
>>
>>51935903
>>51936144
So you're effectively just doing the entirety of Clear And Present Danger, except against clanners instead of cartels
Yep, that's pretty tom clancy
>>
bros, I have a little something for you
I commissioned Plog over the years but never did a thing with them. Sometimes I posted the designs here and nothing more. So, while we all wait for /btg/TRO, I've compiled some of the art along with their stats. Nothing pretty or complex, or I would postpone this for ever (as I've did before).

another day I may post the SSW and MegaMek files. enjoy!
>>
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>>51936685
Do tell. I like inspirational stories if there is one.
>>
>>51936831
Yeah I was looking at the BV for tonnage. Score one for idiocy I suppose. Still, ripping out the NCSS is just silly. I can't imagine that ComStar would do that to a literally irreplaceable ship, rather than just posing as merchants with Mules.

>>51936875
>As for the BugEye, I haven't been given a record sheet or anything, it's effectively a plot device, don't think it'll even appear on an actual tabletop. So I assume chalk it up as a custom.
Fair enough, but I tend to create the plot devices so I know it works
>>
>>51937178
most of the designs come from MekTek, but there are some MWDA and CCG redesigns, along the Paf-apult. The stats were made trying to replicate their video game equivalent or just making something very different (like the gotta-go-hellion Black Lanner and the mixed-tech Shadow Cat). At the end of the day I just wanted an excuse for using the art
>>
>>51937178
>dat fuchikoma
Hyper-Entropy Lite/10
>dat Cyclops
drac/10
>>
>>51937257
>Hyper-Entropy Lite/10
oh yeah, the inspiration is even worse

https://www.youtube.com/watch?v=8EdXz19kpuY

>drac/10
stats come right from MWDA mini dossier
>>
>>51937233
>Still, ripping out the NCSS is just silly. I can't imagine that ComStar would do that to a literally irreplaceable ship,
The idea is that the SLDF simply never fitted the spy gear to a few hulls, fitting cargo bays for commando use instead
>Fair enough, but I tend to create the plot devices so I know it works
This campaign is more of a RPG one than straight MercCountantTech, so I'm more fine with things like that. I'm just assuming no spy gear and possibly a fatter hull for explanation
>>
>>51937178
>Fuchikoma

I actually stat'ed up a Jigabachi a few years back. Don't have the files anymore, so I'd have to recreate it.
>>
>>51937178
>Heavy PPC
>Ultra big boy AC/20
>SHS
WRYYYYYYYYYYYYYYYY?!
>>
>>51937374
Because I FUCKED UP, sorry ;_;
>>
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>>51937572
Okay, but muh OCD!
With DHS is seems more reasonable. This is a PDF so you can fix it later, right?
>>
>>51937660
Yes, really easy to fix. Thanks for pointing out!
>>
>>51937374
It's a Cyclops, it can't actually be good.
>>
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>>51937809

Which has poorer performance?

The Crusader or Cyclopes?
>>
>>51937995
Crusader, I think. The 3025 drac and FS models aren't bad, and the 50s marik model and 60s cap model are all OK
>>
>>51937995
>>51938101
Durr, I mean the cyclops is worse, the crusader is OK
>>
>>51937995
The Crusader. We call it the Crud for a reason.
>>
>>51937692

btw the designation for the catapult is off - it's supposed to be CPLT-XX as opposed to CPT-XXX
>>
What makes a crusader *feel* like a crusader design-wise (besides being suboptimal)? I kinda want to try my hand at designing some better variants
>>
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>>51938812

I'm not sure.

I haven't really had any problems with the Crusader.

But then again, I usually pair it up with the Thunderbolt so I probably don't see all of the issues they have on their own.
>>
Been looking through the first few TROs.

Are these the quintessential mercenary mechs?

Merlin
Gallowglas
Bandersnatch
War Dog
Cerberus
Spector
Starslayer
Lineholder
Cestus
Pillager
Cronus
>>
>>51938812
Being armed with a fuckton of missiles for all ranges, really. Especially ones in the arms.
>>
>>51938812
A crusader should have leg missiles and arm missiles, and they should be different types. It should be designed to shoot at range and then close and brawl, and everything on it should come in pairs
It should also go 4/6, and shouldn't jump unless it's capellan.
>>
>>51939065
Not even close.
The quintessential merc mechs are Locusts, stingers, wasps, Phoenix Hawks, Shadow Hawks, Griffins, Thunderbolts, Archers, Crusaders, Warhammers and Marauders. Of that list only maybe the Merlin and later Lineholder could be called properly widespread. POSSIBLY also the cronus and maybe the starslayer later.
The rest are only really popular among wealthy big-name commands in the late 50s-60s
>>
>>51939086
The point about jumping is really only true for pre-FCCW versions of the Crusader. The Project Phoenix remakes had a lot of jumping variants, even those not made by the Liaos.
>>
Ok..crusader idea :So LRM 5s in the legs... ALL the SRMs in arms maybe a back up twin ML setup?

On a scale of 1-crud how absurd would this be?

On phone so can't build one atm.
>>
>>51939065
Pretty much. They're all established designs sold in heavy or at least significant numbers to mercs.
>>
>>51934074
>>51934259
>>51936738
I'm a Lyran myself, so assaults and heavies aren't a problem, I was more looking at meds. Thanks for the recs though.
>>
>>51939203
If you based it on a -3R and swapped the -15s for 4x6s and the 6s for 5s, and pulled the MGs you could get 16 SHS, which isn't bad, though it'll certainly still run hot
>>
>>51939314

>meds.

How about the Gauntlet then?

It's the only one I think the Lyrans create domestically.
>>
>>51939408
>51939408

Crusaders always run hot.
>>
>>51938812
>>51939203
>>51939408
What about a Crud with lots of MMLs in the arms and legs? You could still fit -3s in the legs and some -5s or -7s or -9s in the arms. With DHS and CASE it would be a brutal jihad refit of the -3R

Also, the lack of a Crusader IIC seems a bit odd to me due to it's ubiquity in the SLDF
>>
So I'm slowly moving out from Introductory/Advanced Tech Level rules and I'm trying to wrap my head around the plethora of munitions options. I mean, individually they're not that complex - bring someone to shoot NARCs if you want to use NARC-capable LRMs, but I'm trying to figure out ways that you'd actually use them practically within a particular context - what sort of lances/pilots/'mechs would get the most advantage out of specific ammo types and the like. Are there any writeups that go over the various missile and autocannon ammo options in tactical detail?
>>
>>51939568
lolwut

As of the DA they've got, among others, the Eisenfaust, Hatchetman, Hollander, Blitzkrieg, Nightsky, Uziel, and Thunder Fox.
>>
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I am become lurm, destroyer of knees.
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I was going through my /tg/ folder and found this.
>>
>>51939575
You could fit quad threes, quad fives, six tons of ammo, twin MLs and 12 DHS.
Yeah, that'd be pretty good, same ranged power as the original but a hell of a lot more SRM meanness
Plus loading Thunder LRMs and mining eight hexes a turn would be hilarious

I'd drive it
>>
>>51939739
Love it thank you!!
>>
>>51939619
A lot of it is contextual -- it depends upon your force composition. You're not going to put NARC-capable LRMs on a unit that's not supporting a unit or larger that has a NARC launcher.

Autocannon munitions have the most standalone options, but again, contextual. You're not going to load flechette rounds if you're not going to face infantry.

So many of the rounds are meant for a specific situation or to counter a specific technology or unit type, that you're going to need to know something about what you're facing ahead of time before loading them.
>>
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>>51939619
Narc for Narc (but just use the special pods when they become available and don't fool with it as a missile attracter)
Artemis for Artemis
Semi-Guided for TAG
Thunder/FASCAM for mines (you can use any kind of mine)
Swarm is only good in the early part of a match before things turn into a brawl
Follow the Leader is only worthwhile with a good pilot (just use regular or streak systems instead)
Heat Seekers are almost completely useless, especially in in later era play
Mine Clearance are a waste of space
Fragmentation rounds are almost as useless as mine clearance because you don't get them until Battle Armor is the infantry of choice on the field
Tandem Charge are god's slice of cheese that make even the oldest 3025 machine wonderfully effective on the modern battlefield. A commando or pegasus loaded with them just ruins all kind of people's day.
Infernos are infernos. Love them and treat them gently.

And Dead Fire missiles should still exist because MRM's are a terrible mistake.

For Autocannons, the only specialty stuff worth taking is Precision and Flak. Precision should be loaded in any old design with an AC/5 or AC/2. Judge the bigger boys by how deep the bins are for them. Well, Armor Piercing might be good for something that carries a 10 or a 20 with decent bins. Po's and Hetzers loaded with Armor Piercing are pretty mean.

There's also alternate artillery stuff but it's all pretty self-explanatory.
>>
>>51939905
Sure thing anon. Glad you like it.
>>
>>51939633
He's talking about Omnis.
>>
>>51940011

I accidentally loaded some battle armor (didn't know it was illegal and MM let me do it) with TC SRMs. They mooked a heavy mech after popping out of a hole in the ground in ambush; I felt kinda bad because how devastatingly 6 TC SRM2s worked.
>>
>>51940209
Ah my bad, didn't follow the chain back far enough.

Firestarter Omni is pretty Lyran.
>>
>>51940011
A couple of notes here:

NARC works great for indirect fire; semi-guided doesn't give bonuses for indirect fire but a NARC-tagged unit counts as being spotted and the effects still work.
Swarm works against bunched-up units, so if you have terrain bottlenecks they can be extremely deadly.
Frag rounds are still good, as while BA might be introduced around the same times, but PBI are still very common even with a healthy helping of BA present.
T-C are great but they're hell to use if you're playing a campaign game and have to keep track of ammo costs.

Armor Piercing munitions only become viable at larger cannons, like 10s or 20s, but at that point the reduction in the ammo bay makes them a bit of a liability. Precisions can be nasty on the bigger guns, though with the same drawback.
>>
>>51940395
If you're doing indirect you should definitely be taking TAG and SG instead of Narc

Narc is shit
>>
>>51940395
The real problem is most stuff that mounts the pods aren't geared for tagging something with a pod and running away.

What the hell am I supposed to do with a Narc Orion but load it with Explosive Pods or Bola pods or something. Because it's tactically garbage to count on it getting in close enough to Narc something, but still be at enough range to be covered by his buddies and still be at decent LRM range.

That does remind me though.

Hotloading is great. People should do it all the time unless they have very deep bins.
>>
>>51940614
>Hotloading is great

You want launcher explosions? Because that's how you get launcher explosions.
>>
>>51940493
>>51940614
Oh I'm not saying NARC is good. I'm not a fan. Personally I only use it for infantry operations. I'm just pointing out the tactical pluses of it. Whether that can make up for any shortcomings inherent in the system is up to how you play and take advantage of it.
>>
>>51940706
Doesn't matter if you empty your bins before you lose all the armor over them. Catapult is a good example. Doesn't matter on small launchers either.
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>>51939739
>>51939203
That is delightfully retarded. Crud/10, would play.
>>
>>51940290

>Firestarter Omni

I thought they got that from the Combine?
>>
>>51940011
>Well, Armor Piercing might be good for something that carries a 10 or a 20 with decent bins. Po's and Hetzers loaded with Armor Piercing are pretty mean.
Anon missed something here, since most people don't play with certain unit types regularly. There is one exception - AP ammo auto-crits vehicles, though it has trouble landing the nastiest results. If your opponent is a combined-arms guy, it's generally not a bad idea to throw some AP rounds into your low-caliber ACs. AP rounds are also fun against IndustrialMechs and Primitives, since they have negatives on the table that determines the number of critical hits. An AC/5 winds up only being at a -1 to the roll, instead of -3; an AC/10 will brutalize them but generally it's not worth wasting the ammo or the ammo space on AP/10 against Industrials.
>>
>>51941171
No. The way it worked was the Dracs gave their omni expertise to the Lyran Firestarter factory to help make Firestarter Omnis in return for the license to make them in Combine space.
>>
Is it just me or does the whole Nova Cat Rebellion make zero fucking sense?

So we've got the whole ruling family wiped out in a series of mysterious assassinations. Then Toranaga steps in with his gutter bitch and props her up, while pretty much everyone else looks suspicious, but since all the true line is dead they kinda go with it. And then, when Emi and her son turn up alive, instead of going "Sweet, got a legitimate ruler who's not a puppet of a shady-ass Warlord" the Combine goes "haha fuck that let's kill off our pet clan, our Dieron Warlord, and swallow the Yori-aid"

You'd think that all these samurai eager to commit seppuku for minor fuck-ups would be a little more interested in following the right Imperial family, but instead of uprisings throughout the Combine and/or a proper civil war they just curb stomp the rebels and go merrily along to invade the Feddies.
>>
How does AtB work when not playing as a mercenary force? Is it just pretty much exactly the same?
>>
>>51941384
If you read the DA novels involved with that plotline, you'd see the Black Dragons (Being literally everyone who wasn't the ruling family, that tub of lard Sakamoto, or Katana Turbodyke) are the ones who got their secret club together and assassinated everyone because they felt the line was weak and dying off. This was the ISF Director and 2/3 of the real Warlords.

One of the reasons they chose to do that was because Vincent's son had no heir because his wife was barren and he wasn't doing anything about it. So by the time Emi popped up again, they'd already made their play and it was too late to go back.

It was very much a coupe by majority. The Nova Cats made the mistake of siding with the true line with that dumbass Katana instead of falling in with the new order.
>>
>>51941509
>are the ones who got their secret club together and assassinated everyone because they felt the line was weak and dying off.

Gee, maybe they're dying off because someone fucking murdered them all.
>>
>>51941544
>Current ruler was an ineffective peacock who wouldn't invade the RotS and was missing out on the opportunity of a lifetime
>His one and only son showed some promise but married a woman who couldn't give him children and refused to do anything about it AND even worse refused to go against his father's policies

Nah, they had it pretty right. Vincent actually was playing a pretty decent long game secretly, but he counted too much on the respect of his position. The muh honor samurai couldn't stand it.
>>
>>51941441
You play until it gives you a Chase mission then you die to triple your BV in enemy unit because if forces you to deploy in the midst of them. So basically the same.
>>
>>51942158
You're supposed to apply the formula for reinforcements for Defenders. They show up 12 - Walk MP - 1 for Jump turns later. Getting jumped by the bot shouldn't be an all the time thing.
>>
>>51942213
I guess I can't read instructions very well because I didn't see that anywhere in your PDF.
>>
>>51942259
Currently it's not in there, and hilariously, it's not in the Rules doc either. IIRC, it comes from the forums. I've been working on a 1.6 version, but haven't finished it because I've been playing Dragonball Xenoverse
>>
>>51942311
Alright is it a setting in MegaMek or something? The issue was never reinforcements though; it was the initial 13k BV against my 5k that all deployed at the beginning of the match, and forced me to deploy with them. The reinforcement lance the mission called for came 10 turns later or so, so I guess that worked as intended?
>>
>>51942384
No, you edit their deployment the same way you edit your own. Right click on the unit and click Configure, then go to the deployment tab, then change the turn they arrive to the formula.
>>
>>51942406
Wouldn't that make the initial force deploy late then? Or do you split them up manually into "fair" BV chunks yourself? I'm not that familiar with MegaMek or AtB.
>>
>>51942464
Yes, the enemy deploys late. The thing is, if your own units are slow, or they're moving through built up terrain, that turn advantage can be nullified. And since I fight the Clans more often than not, a pair of Dashers can ruin someone's day if they get lucky.
>>
>>51942490
I think you think I'm BEING chased. I was the one doing the chasing. What does that change?
>>
>>51942526
Nothing. The Defender always has that penalty. Though personally, I'm of the opinion that Chases aren't fun, so I remove them. Though that's more because the bot can't handle 90k BV worth of mechs very well.
>>
>>51942541
Well that makes sense. Is that what that reroll thing is for? Or do I further tweak the rules to completely omit them on one of the tabs? I just think the whole premise is stupid. Who would ever chase 12k worth of enemy forces with 5k BV? Or even follow an order to do so or even order it thinking it was possible?
>>
>>51942591
Reroll just lets you change the conditions on the Map. I can go over that in more detail as well in the instructions.
>>
In ATB, post battle, what's the difference between a unit being Inoperable, and a unit being Salvage?
>>
>>51942651
Inoperable means that it has taken critical damage (like losing the Head or 3 engine crits), while a unit marked as Salvage means that (in the case of mechs), the Center Torso has been destroyed.
>>
>>51942648
Yeah letting us know how to remove the shitty mission modes and stuff would be nice.
>>
>>51942684

Thanks. I don't have access to the book that details all of the nuances of salvage/repair so I've been kind of muddling my way through it.

Also holy shit I have only just discovered how much more effective it seems to be when I micromanage my tech's repair efforts, rather than using the mass repair options.

I've only been manually picking and choosing which repairs are being done by each tech for one in-game day and it already seems like my tech crew has gotten more done than they usually do in a week.

Is the mass repair system just borked or am I just psyching myself out?
>>
>>51942809
Mass Repair is shit. Micromanaging it actually works, rather than just handing someone a hammer and wishing them the best of luck.
>>
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Hey, as long as everyone's talking about ATB, what the *fuck* do I do with all of these prisoners I've picked up over my campaign? I've got like 75 of them just taking up space in my brig.
>>
>>51942855
Take them as bondsmen and form an infantry platoon to winnow them down?
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>>51942855
Convince them to join you.
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>>51942855
There is an entire section in the AtB rules doc pertaining to prisoners. Ransom them for money or roll for defection.
>>
That new Touring the Stars up in any of the archives?
>>
>>51942879
Only if they are at least B ranked though. Don't fill Outer Heaven with trash.
>>
Updated the AtB instructions with ancillary stuff, and ALL NEW! A Table of Contents.

http://www.mediafire.com/file/x2u1dc8b855mqba/AtB_Instructions_v2-0.pdf
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Feed your rancor.
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>>51943080
The bottom pastebin should be updated and the next thread if I am around should have the updated info. Thanks for the hard work.
>>
>>51942908

But it says nothing about how to actually ransom them. Unless it's not a game option and I simply have to delete the prisoners and manually figure out and add the appropriate funds?

Is that how it works, or am I a blind asshole who's missing something obvious?
>>
>>51943572
Yeah, you GM mode and remove them, then go to the finance tab and add funds equivalent to their worth.
>>
>>51943572

I've always been a fan of spacing the ones I don't care to recruit.

>you lost? sucks to be you
>out the airlock you go
>>
>>51943688
Lemme guess, you're a Ghost Burr fan
>>
>>51943080
Thanks. Seems there are a lot more people trying AtB at the moment and having a more comprehensive, simplistic guide to skim through makes it much more accessible.
>>
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>>51943737

WoB actually
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does a mech that doesn't have a tech 'assigned' suffer any ill effects? how many mechs can a single tech handle, assuming a full staff of astechs?

similar, how many patients can each doctor take care of?
>>
>>51943878
Only for maintenance. The longer the mech goes unmaintained, the more parts degrade. As for mechs covered by one tech, that varies based on chassis, so if Lights take around 45 minutes, and the average tech has 480 minutes a day to work, do the math. At any rate, this can all be answered by reading the relevant portions of Strategic Operations.
>>
>>51941635
Sending your own son in attempt to invade the falling Republic with one of the last few battleship left, despite being warned not to do so. Too bad, both the son and battleship came back as space dust.
>>
>>51942384
>>51942406
Mekhq should automatically configure the deployment times for all units, not sure why it's just dumping everything onto the map at the start.

>>51942591
Chase missions are a salvage bonanza if you play your cards right. Even though you are outnumbered heavily the enemy units are desperate to get away, so they will stop for nothing, not even to fight you. A single hip, gyro or leg crit is enough for enemies to abandon their mechs and vehicles and attempt to flee on foot. I agree that the default settings are really stupid though. If you want to make chase missions more interesting/realistic you could try what I do. Bring more units to the fight so that it's closer in terms of BV, set all of your units to deploy immediately, then change your deployment zone to the north edge of the map (where the enemy is fleeing to). This turns the scenario into less of a chase and more of an interception, the enemy is already in full rout out of a falaise pocket scenario and you are the encircling force trying to trap and possibly eliminate them.

>>51943878
Each Doctor can handle up to 25 patients. There doesn't seem to be a penalty for overworking your doctors but I could be wrong.
>>
>>51943918

Your point was taken, and I cracked open a copy of the book to look this shit up myself. One thing I can't seem to find, is the maintenance time per unit a daily thing, or only spent once when the maintenance cycle rolls over?
>>
>>51944189
MHQ has your techs assigned to their mech every day by default, in case you want to have them perform repairs on it or if you have maintenance checks daily.

Also, as an aside, while the new quirks aren't in yet, and the fact there aren't rules for it, I do have homebrew rules for purchasing quirk upgrades for your Mechs. Would people like those added to the instruction sheet? I'd mark them as a clear option.
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>>51944276
Question: - If one of your techs finishes their work and has some extra hours left, can they help other techs work on more severely damaged mechs so time is not wasted in MHQ?
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Finally got around to doing another wallpaper. Clan Wolf this time. I had to do a lot of fabrication for this so it's not perfect; if you spot any glaring errors that ruin the look for you besides the undercut; neurohelmets and shit son let me know so I can tweak it. I'm not a professional so I can only do so much.
>>
>>51944326
Yes. At no point are your techs locked into working on just one design, unless you get a message saying that the repair will be completed tomorrow.
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>>51944386
Outstanding. I love it when that level of forethought is done in something like this.
I wonder, can the techs do overtime if there is an emergency situation? I am reminded of the many techs in the anime Patlabor that would work extra to repair the machines or ready them for various emergencies.
>>
>>51944352

Noice. Saved.
>>
>>51944456
You can turn on Overtime, though that incurs a penalty.
>>
>>51943572
At the moment you actually do get paid already - you get a bonus of 50,000 credits flat for every prisoner capture (the money in this case probably comes from your employer).

Ransoming prisoners back is manual, however. Also, in the latest MekHQ ATB release you don't need to manually roll for defections - MekHQ does this behind the scenes automatically, although the chances are not high. Any prisoner ready to defect will have an asterisk (*) next to their name in the Personnel tab; simply right-click on the Prisoner and the "Recruit" option should be visible.
>>
>>51944276

Not the guy who asked, but curious about this same thing. So the maintenance time for chassis weight is a daily 'cost'? i.e. a tech assigned two light mechs would spend 90 minutes every single day maintaining them?

>>51944546

I did notice that when I found the table in the ATB rules and was manually rolling defections. Made me wonder why I could hire some of these guys, but not others... didn't take long to figure out what was going on.

Good to know all the same, however.
>>
>>51944518
Excellent. I figure that would be something to use in an emergency or some such.
>>
>>51944581
>So the maintenance time for chassis weight is a daily 'cost'? i.e. a tech assigned two light mechs would spend 90 minutes every single day maintaining them?
Correct. This is why I suggested one tech per Mech, unless you start getting a lot of salvage. Otherwise your techs won't have enough time in the day after a certain point to do more than minimal repairs.
>>
>>51944602

Or have your techs take a lance at a time, leaving some with their full 480 a day for big jobs and some of your techs with less for other tasks.
>>
>>51944352
>another

mind posting the other ones?
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Did the Capellan Confederation survive due to its cunning and willingness to do anything, or in spite of it?

All OOC faction politics aside.
>>
>>51943080
>http://www.mediafire.com/file/x2u1dc8b855mqba/AtB_Instructions_v2-0.pdf

Request: Can you mark with red color what's added/updated each time?

Thanks!
>>
>>51943628
I think you get the money bonus twice this way because you get it once when you first capture them (check your finances screen after a battle)
>>
>>51946238
No idea, but *damn* is that one hell of a no-shitter from Epic Beard Guy to Gongtai. Source, if you'd be so kind?
>>
>>51946300
I'm gonna take a shot in the dark and guess it's a live action ROTK and that's Cao Cao.
>>
>>51943080
Step 3.1 (Adding Additional Forces):

According to Atb there are rules for reinforcements. Are these implemented by mekhq? Or did you forget to mention them?

Only scout or fight lance can reinforce. Scout reinforces on a 6 or 5 on a d6 and fight lance on a 6 only.
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>>51946321
Ah, so something that will probably never be shown on TV out here. [pic related]
Nonetheless, thank you.
>>
>>51946395
I do believe that series can be found on Youtube if you are interested on seeing it. there is alot of episodes though.
>>
>>51946659
*are a lot
>>
For those here who know about such things, would allowing XLFEs on LAMs be imbalancing IF IJJs were disallowed at the same time? I'm asking in regards to the current rules set
>>
>>51946775
Yes
>>
Thoughts on the Cataphract -2X?

Thinking of using it as a legacy ride for a player character.
>>
>>51946828
It's not my favorite but a good jack of all trades version.
>>
>>51946828
If it's upgraded by someone who isn't a complete moron, it's a pretty solid trooper
The base model is a decent all-rounder, though it could stand to be a bit more armored
>>
>>51946828
I like it a bit more than the 1X just because two tons of AC/10 ammo. The extra armor on the side torsos is very nice too, but the LT is kind of a bomb having all the ammo there and only one ML to pad it.
>>
>>51946395
It's on the tube with subs and all. I watched a shitton of eps of it for a while.
>>
>>51943781

Restarting the call for more of these. Last time it was made, we got WOB, CapCon, and I think Nova Cat wallpapers. And we looked upon it, and It Was Good.

Now, we need more, to help take back our planet.
>>
>>51944352

Biggest thing for me is asking if you can brighten it a bit.
>>
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>>51946775

Yes-ish.

Allowing XLs on LAMs in 3025 era is insane and should not happen.

Allowing XLs on LAMs in 3050-58 is unbalancing, because the technology that makes TMMs a no longer good method of defense haven't really propagated around to all factions yet.

Allowing XLs on LAMs in the mid 3060s or later is generally fine, because if your WiGE LAM is getting a +5 or +6 TMM, the technology to reduce your ACTUAL TMM to a +2 or +3 is out there (flak, pulse, Tcomp, precision ammo, etc) and - more importantly - widely available to everybody. If it's OK for a Mech to be able to generate a +2 or +3, then it's OK for a LAM to be able to end up with only a +2 or +3 after getting shot at with movement-denying weapons. An XL engine on a unit that's only getting a +3 modifier is a common occurrence, and of course there's always the tradeoff of "more firepower"/"dies quicker". The trick to make this work is that your opponent must be aware that LAMs in play are a possibility so they don't get blindsided and lose the chance to build their force in such a way that they can deal with it. Since it sounds like you're running a GM'd campaign, that *shouldn't* be an issue.

Using units or equipment which force the opponent to change the way they build forces is fine. This is the point, however, where others are most likely to disagree. I view allowing LAMs as no different than allowing artillery or aerospace. They fundamentally change the way the game is played, and completely unfettered access to them will absolutely make the game fall apart. When used under the supervision of a GM who has a feel for the game AND who is unafraid to tell a player "no, fuck off with your custom 100-ton XXL IJJ TComp'd Clan LPL-spam LAM", then LAMs - like all that other stuff - can work just fine.
>>
>>51947373
>CapCon
Repost please?
>>
>>51947555
>Allowing XLs on LAMs in 3025 era is insane and should not happen.
Well, obviously
>>51947555
>Allowing XLs on LAMs in 3050-58 is unbalancing, because the technology that makes TMMs a no longer good method of defense haven't really propagated around to all factions yet.
That makes sense. This is for alternate-universe home game stuff, so just making the recovery date for the tech to build new LAMs '58-59 works well for me. Put the specs on the same notional memory core as the Royal machines
>>51947555
>The trick to make this work is that your opponent must be aware that LAMs in play are a possibility so they don't get blindsided and lose the chance to build their force in such a way that they can deal with it. Since it sounds like you're running a GM'd campaign, that *shouldn't* be an issue.
>Using units or equipment which force the opponent to change the way they build forces is fine. This is the point, however, where others are most likely to disagree. I view allowing LAMs as no different than allowing artillery or aerospace. They fundamentally change the way the game is played, and completely unfettered access to them will absolutely make the game fall apart. When used under the supervision of a GM who has a feel for the game AND who is unafraid to tell a player "no, fuck off with your custom 100-ton XXL IJJ TComp'd Clan LPL-spam LAM", then LAMs - like all that other stuff - can work just fine.
This is purely for campaign use where that sort of forwarning is certainly happening. And besides which, the player unit is going to be the one with the LAMs most of the time anyhow.
Thanks a ton for the detailed write-up, NEA
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>>51947649

This one, I believe.

>>51947652

No worries. And yeah, when the players have it, it'll force you to do different stuff. The most obvious is to build the OPFOR differently (so they have those things). The second is to change the way you build scenarios so that the high movement of the LAM doesn't obviate the need to actually play the scenario; recon raids, seek-and-destroy, etc. Basically, anything which can be accomplished simply by letting the LAM zoom around has to be reworked.

>that bit me pretty badly, even fairly recently (~2011). By virtue of being stupid, I concocted a scenario where the PCs had to fight their way into a base, take down the orbital defense grid control building, and get out. The PCs just let the defenders sally out, zoomed the LAM past everybody and into the base, landed in such a way that was out of LOS (using the building for cover) of the base defense turrets, blew up the building, and zoomed back out. The OPFOR never got within firing range, and we were done in 45 minutes. Good tactics, but a badly-done scenario.
>>
>>51948183
>The second is to change the way you build scenarios so that the high movement of the LAM doesn't obviate the need to actually play the scenario; recon raids, seek-and-destroy, etc. Basically, anything which can be accomplished simply by letting the LAM zoom around has to be reworked.
I'm aiming to create some scenarios that make use of the LAM gimmick, like say one where they've got to take out some enemy fighters flying BARCAP, transform into mech mode to take out some flak guns that would shred them in the air, and then hit the enemy airbase and escape. But I also want to give them scenerios where they want to leave the things at home

I've actually recruited these lads from Palladium's robotech RPG, so I do want to give them some fun stuff with their knockoff Valks before bringing them into full battletech mode
>>
>>51948408
>I've actually recruited these lads from Palladium's robotech RPG, so I do want to give them some fun stuff with their knockoff Valks before bringing them into full battletech mode


Ooooh, yeah, that definitely changes the tenor of things. You sound like you've got a solid plan. Good luck!
>>
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>>51946775
>>
Battletech players in toronto, battletech sourcebooks, including IntOps, TW and CampOps on sale at eight dollars a pound at the near-death hairy tarantula downtown until eight.
Thought I'd let you lot know
>>
>>51948183
I like it.

NEA, can I get your opinion on aerospace assets/options for Capellan forces? I believe theirs are the Trush, Transit and Transgressor for most early eras, and then they get the Defiance and Troika later on. Not sure about others.
How do their aerospace fighters rate. Do you have much experience with any of them?
>>
>>51949161

Thrush - Best speed, good firepower, terrible armor - like, an actual joke. 15 damage (x3 MLs) is the bar a light fighter should generally be able to hit. 5-ton fuel fraction is quite good for a light unit. Meme aside, it's a great NPC unit, because it can hit for a meaningful amount of damage, but it still lets the PCs feel good about shooting them down in droves.

Transit - Transits are weird. Most Houses have their heavy fighters as their attack aircraft (Reivers, Thunderbirds, etc), whereas the CapCon uses a medium fighter to go kill DropShips and hit people in the face at point-blank range. On the bright side, they can get there quicker than other House attack craft. On the down side, they're much easier to kill than any other 3025-era attack fighter not called "Chippewa."

Transgressor - The primary air-superiority craft for the CapCon, and they're actually really good. Definitely one of my favorite ASFs overall. They'll whomp on the Davion air-superiority fighters (Corsairs) all day, and they don't pair *badly* against Stingrays (the latter's PPC hurts, but the Stingray has a much worse heat curve and the Transgressor puts out more firepower overall AND has more armor).

>cont
>>
>>51949765
>cont


Defiance - Intended to mostly replace the Transit in the CapCon ground-attack role, and isn't terrible at it. It loses some punch, but picks up much better logistic flexibility and the ability to actually combat at long range against other ASFs. Not a standout design, but it fills its role competently.

Troika - Solid general-purpose bird. It can be thrown into almost any role but interceptor and do well. Since I designed it, of particular note is the -6T variant, which when designed was the only ASF to be able to deploy BA *while in flight* (BA carried as cargo couldn't be air-dropped). It's also supposed to have 4 individual 1-ton infantry compartments, not a single 4-ton, but Catalyst cannot into competence. It's also pretty decent in the wild weasel role.

Yun - Takes the role started by the -6T Troika and expounds on it. While the Troika -6T designed to fight its way into hostile airspace, drop its squad, and then make some attack runs to support them, the Yun is designed to infiltrate airspace, drop its infantry, and leave. A medium lasers and a couple 6-packs of SRMs are not sufficient to deal with anything bigger than a Sparrowhawk. Stealth armor on ASFs is nice for getting to an objective, since it forces the OPFOR to put their ASFs into their short range, and that narrows their movement options; your own supporting fighters can use that info to better position themselves. However, Stealth Armor is not especially helpful in the ground attack role.
>>
>>51949765
Nothing better than slapping some fuel pods to Thrushes and using them as recon birds. Nothing can touch them, and you can hit soft targets and set fires with decent guns.
>>
>>51949783

>Troika - Solid general-purpose bird. It can be thrown into almost any role but interceptor and do well. Since I designed it, of particular note is the -6T variant, which when designed was the only ASF to be able to deploy BA *while in flight* (BA carried as cargo couldn't be air-dropped).

Kirghiz C was in the first version of TR 3055 though...
>>
>>51949765
Ah, thank you.
They seem like they're mostly effective. I'm going to be joining in a Capellan-equipped mercenary aerospace force so their basic options aren't disappointing. Even the Thrush. I mean, I don't think I've seen any light IS fighter with decent armor.

>>51949783
You designed the Troika? I did not know that. Why'd they screw the infantry compartment part up?
And since I've never used ASF for transporting infantry, how would that work with the difference between one 4-ton and four 1-ton compartments?
>>
>>51949997
The big difference is in terms of critical hits. With a 4-ton bay, if that bay is hit in a critical hit, everyone's dead. With 4 different bays, only one occupant is dead.
>>
>>51950061
Makes sense.
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>>51949944
>Kirghiz C was in the first version of TR 3055 though...

Are you dumb? You even quoted the exact reason why the Kirghiz isn't a valid comparison.

>BA carried as cargo couldn't be air-dropped

The Kirghiz's elementals were carried as cargo. Therefore they couldn't be air dropped. The Troika was the first ASF to have infantry compartments. Infantry can only be airdropped from compartments and bays. Therefore the Troika was the first ASF to be able to airdrop infantry.
>>
>>51950061
It's kinda weird because if it carries BA, it's required to be four 1 ton compartments. A single 4 ton compartment would be for a jump infantry platoon right?
>>
>>51950249

And when the Kirghiz was written, that was a valid method for carrying and deploying infantry. Granted there was no specific rule for deployment but the obvious intent is that you put the Elementals in there and then use the air drop rules.

I would be wholly unsurprised to discover that the TW/TM-era stuff from CGL specifically stated it was impossible, but back in the day that's how it worked and is even right there in the fluff as the whole point of the config.
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>>51949997
>Why'd they screw the infantry compartment part up?

I wish I knew. It's not like it's unclear in what I sent in. Which is attached.

Technically, it makes a difference if there's a critical hit. However, the REAL difference was fluff. I didn't want there to be a big open space i the middle of the ASF like the infantry compartment on an M113. I envisioned the compartments as more or less 4 tubes (2 on each side of the fighter) with the BA stuffed inside them until they deployed.

Also, a 4-ton compartment can technically be used to transport a full platoon of conventional infantry. Fitting 28 guys into an ASF is fucking stupid. You can't do that with what I originally wrote: "4, 1-ton BATTLE ARMOR compartments."
>>51949944
>but mah Kirghiz C

What >>51950249 said, though in a less hostile way.
>>
>>51950291
A 4 ton compartment can carry up to 4 tons of infantry. Which can be any combo.
>>
>>51950772
>Enough for a mechanized squad
>You can dump six men and a mini tank out of it.
Hehehehe
>>
>>51950925
IIRC you can't airdrop non-jump infantry without a house/old rule in place.
>>
>>51950945
Paradrops are still a thing IIRC
>>
>>51950968
They're an old, legacy rule and aren't around anymore. The only way to air-drop regular infantry is with ziplines, from a VTOL that's hovering.

Otherwise, yes, paradropping. With parachutes for infantry and VDCs for vehicles.
>>
>>51951009
>Parachutes are lostech

What's the game justification?
>>
>>51951009
>parachutes
>against mechs with AMS

Wouldn't that be kind of cruel...?

I'm sure it doesn't take much programming for an AMS system to track the slower falling objects and just blast them full of holes.
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>>51951217
ComStar killed everyone who knew how to fold them correctly
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>>51951259
You would need more clever electronics than was available in the 80s, or else it will waste ammo shooting at birds.
>>
>>51951217
I didn't say lostech, I said a legacy rule.

And no fucking idea. I guess to limit the number of units that can be assault dropped? Now it's only 'mechs, protos, BA, and jump infantry.
>>
>>51951259
Most mechs don't have AMS though.
>>
>>51946238

Indeed.

For survival, there is no sacrifice too great.

Take Sun-Tzu for instance.

He practically sold his soul to rebuild the Confederation and, quite possibly, gave his life for it.

Fanaticism is also another of the Confederation's greatest strengths. In many cases, a Capellan will destroy himself if it means his enemies destruction as well. This is the case in many battles with the Federated Suns (as it should be).
>>
Does anyone here know when StarCorps began production of the Emperor on St Ives and Menke? Or when HildCo started making the Pillager?
>>
>>51951602
>Does anyone here know when StarCorps began production of the Emperor on St Ives and Menke?
57 and 58 respectively
>Pillager
Also 57, I belive
>>
>>51951602
Fall 3057 for the Emperor

Pillager is sometime "recently" prior to 3058 with 4 runs already completed by January 3058. Since runs referenced in the material around that time usually refer to quarterly, then earlyish 3057 seems a good bet. 3058U puts it in the year 3058 proper though.
>>
>>51951854
>>51951875
Alright thanks. I wondered if the 3057 dates with the Emperor only applied to StarCorps in the Lyran Alliance.
>>
>>51951985
No, St.Ives seems to have started at just about the same time. A lot of introdate stuff is quite bad about that sort of thing

Now if it were up to me, I'd scatter that 3058 SL stuff across the years 51-59 (and yo more states, for that matter), but by canon almost all of it was introduced at all manufacturers simultaneously in 57 or 58
>>
>>51951875

Is the Anvil Pillager any good?
>>
>>51952136
It's pretty neat. Artillery mechs are all pretty interesting and it is one of the best, along with the Victor St. James.
>>
>>51952136
Artillery is never good on a mech unless you're playing onboard artillery and mechs only.

A couple offboard infantry goobers will do a better job for much cheaper.
>>
>>51952191
This, unless it's artillery cannons. No need for offboard firing. Or many maps at once.
>>
>>51946253
Or I can just create a changelog, since I save every document version separately.

>>51946263
Correct, but you don't get the amount described in the AtB rules. Additionally, I would think capturing a Clan pilot wouldn't result in the pay bonus, or at least if it's set to Bondsman anyway. And as Kaff Tagon taught us, the best part of being a mercenary is getting paid twice (or more).

>>51946364
Those rules are currently not implemented in MHQ, no. They're also pretty stifling, since you can have an Urbanmech lance assigned to scout reinforce you, while a fight lance with 4 Falconers can't.

Also! Another new version! http://www.mediafire.com/file/vua1w68mo7rf7n4/Against_the_Bot_Instructions_v2-1.pdf

Tell me any errors you see, along with any further material you'd like to include.
>>
Are Celestials used much?

I'm asking because I guy I know is offering to sell all his (one of each type, already painted in SD and WoBM colors) at a rock bottom price.
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>>51947555
In one scenario we used a custom rule that allows everything in LAMs as long as it fits in the same location, basicly allowing EC/LFF, CES/CFF. The boost in tonnage allows for max armor and more fuel and thats it.
Allways wonder why TSM and MASC is canon in LAMs. And why not superchargers?
>>
>>51952541
They're used only by the Word of Blake. Still if you can get painted ones for decent, they're not bad.
>>
>>51952541
They're only used by the most elite WoB units and only in the mid-late Jihad. Most of their configurations are also pretty suboptimal.

They look real fuckin' neato though.
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>>51952562
>Allways wonder why TSM and MASC is canon in LAMs.

Because that's just swapping out the myomer and some small additional circuitry. You're not messing with any core systems.

>why not superchargers?
Anything that affects the engine is not allowed. No bolting a big overclock module to it, no swapping out the shielding with bulkier but lighter crystalline shielding, etc.
>>
>>51952624
Any good configurations? If I remember right, the first few had new toy syndrome.
>>
>>51950925
Now I'm just imagining an inflatable one
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>>51952821
Yes, there are decent Celestial configs, and some are pretty good. Plus, y'know, omnis, so just put whatever you want on there.
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>>51952852
>airdropping a whole squad of Hunky Hanse's.
>>
>>51952948
>squad

They're inflatable, you can probably fit at least a platoon.

Belissima Melissa on the second pass - they'll be demoralized AND distracted
>>
>>Big Free For All mission
>>North and South sides have 12 mech's each
>>I can only deploy 8

My only saving grace is that the two enemy teams aren't allied with each other. I'm thinking my best chance to survive is to break through and try to avoid getting shot up while they duke it out, then mop up.

What a way to end a contract!
>>
>>51953103
And hopefully your GM won't throw in a twist at the last minute. Like throwing a new challenger into the mix. There's a fun story about that in my group.
>>
>>51953398

I can hope. The battle's not actually happening until tomorrow. I don't know much about either of the opposing forces, except that...

A: they both out-mass and out-BV my force (though not by a huge margin individually)
B: It's going to be four map sheets of clear/hilly terrain, so I can't do too much planning ahead beyond "break through and avoid getting shot".
C: the two guys playing the OpFor's, thus far in the campaign, have been at each others' throats something fierce. I've bloodied both of their noses, but they've really been beating on each other and have quite a grudge built up (in-game only, thank god, they're great buds IRL)

It's a real interesting game thus far, just for the complexity. Three different players each controlling a force... one guy is playing a Lyran, the other is FWL, and I'm a band of Mercs. We're all following a lead on a reportedly massive SLDF stockpile on a periphery world, and just to make things even MORE interesting there's GM controlled pirates on-planet (but they've been all but wiped out at this point... or so we think). The GM has been somehow balancing all three of us and keeping this crazy three-way campaign going for almost a year now (but only getting to play much of anything once a month most of the time).

Here's hoping there's no surprises he has in store. This battle's going to be hectic enough as-is.

Tell us your story of new challengers, this ought to be good.
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Anyone else heard of this? Wondering if the minis might be worth nicking for BT
>>
>>51953742
Yeah, Tested did a video interview with WETA workshop on that.

The primary robot models seem to be bigger than all battletech minis, while the drones are really lacking in detail.
>>
>>51953742
>>51953782
>WETA
>Adam Savage doing publicity videos

Why must BT be stuck like this ;_;
>>
>>51953836
Greedy jews.

Whenever something with potential is horribly squandered, that's generally the reason.
>>
>>51953711
The pirates are fully going to show up buddy, so be ready
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How about a design challenge?

Fluff: According some sources the WoB got the Martinson Armaments factory on Caph rebuilt. For the sake of this challenge, we assume it was the Spartan line.

Design a new Spartan variant for Word of Blake in late 3067 or 3068.

Alternatively, design a mid to late Jihad variant of the Spartan.
>>
>>51953836
Because none of you have thought to contact Adam on TheRPF or one of his other low key nerd hangouts and properly hook him on Battletech.
>>
>>51953959
The n3 is a wobbie Spartan already.
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>>51954055
This. 3064 even.
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>>51953959
Already had one anon.
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>>51953996

I nominate NEA (sorry Muninn, but you're in the wrong continent).
>>
>>51953996
Why would I want to? The man buys classic Mauser C-96s to deactivate them to turn into DL-44 props from Star Wars.
>>
>>51954055
>>51954083
I suppose I meant a new variant to go with the factory opening.

>>51954121
>targeting computer
I like it already.
>>
For campaign/fluff purposes, circa 3025-3050, how outrageous would it be for a merc company (about battalion strength) to own a small scale mech factory? I'm wanting to run a campaign for some friends, and I had a random thought of their merc group maybe having a factory that puts out a couple of unique designs (light and medium only).

I know the closest house would pretty much come in and curb stomp them to take possession of a working mech factory if they knew about it, but would it be remotely possible for the mercs to be based off a planet where the factory's location is unknown except for local records?
>>
>>51954428
>I meant a new variant to go with the factory opening.

The N3 is probably what they were making at the factory when it reopened the line. It would fit the pattern of what they did with Crab 45's at Cosara on Northwind.
>>
>>51954425
You don't even want to get into the autism of 100% accurate reproductions, but that's pretty typical. I've seen people buying up unbuilt takara battleship kits from the 1970's just to have the original stuff to make a fully accurate studio scale Star Destroyer.
>>
>>51954434
>For campaign/fluff purposes, circa 3025-3050, how outrageous would it be for a merc company (about battalion strength) to own a small scale mech factory
Unless the factory is "we know these guys with a garage who could assemble a shad in about two months from parts if we bring them to em", the answer is no fucking way/10
>but would it be remotely possible for the mercs to be based off a planet where the factory's location is unknown except for local records?
No, it really wouldn't, unless the circumstances are the above ones. Plus, mercs being based on a planet generally makes very little sense anyhow
>>
>>51954434
sue/10

Like, insanely so. Not to diss on your idea, it's a cool one and one I've had too, but it isn't happening in the realm of "this fits into BT fluff", sorry. I think the Goons have a private factory, if that gives you perspective on the company you'd be keeping.
>>
>>51954434
In that era, exactly ONE merc group had anything like that, and they were THE biggest, cheesiest, most magical group of mercenaries in battletech history
>>
>>51954434
As others have said, beyond the pale for Sueness. Mercs wouldn't have their own factory... ever. Even the Dragoons didn't technically have their own factory until they turned GM/Blackwell into their home base.
>>
>>51953711
Well, it's a long tale. Our current game is in the 3080 era, alternative timeline using FASA's original Jihad idea (so no lolnukes and loldumb fleets of warships), followed by a modified War of Reaving which was more of a Clan civil war. But, I digress. This was a decade or so ago, near the end of the FCCW.

We're on a planet near the Snot Turkey OZ and the LA:DC border. We've been fairly hands-off with the FCCW, mostly taking a neutral side. We're mercs, not an allied army, so we've mostly been working for corps and planetary militas, doing lots of training and garrison contracts. Not the best way to make money during the CW, but eh, at least we're not being thrown into the meat grinder. The biggest money makers have been anti-Clan operations, both defensive and offensive, due to our experience in fighting against the Clans (a lot of our unit are survivors of the Clan Invasion).

We landed on the planet to find a minor skirmish going on between a FS and LA unit. Mostly a slap fight. Given how late it is in the war, they've been beating on each other for a while, so they're clearly exhausted, both physically and materielly. Our job is to defend, help test, and train a corp there producing equipment. We land on the corp site outside of the city and let the FS and LA forces know why we're there and our intentions. If any of them make moves towards the facility or us, we burn them down; otherwise, they'll be left alone. Fairly standard, with no real issues except a few incidents where their skirmishing rolled too close to the plant and we had to fire upon them. After a quick discussion with their commanders they understood why and we had an understanding with no signficant events afterwards.
>>
>>51954613
Well, aside from the big mac and storm's metal thunder, but those were effectively state factories with merc group names on them
>>
>>51954434
Others have said that it isnt really possible, however, I would say that something that might make sense is a crack engineering team that has taken, say, the Shad chassis and improved and made an essentially entirely different mech with a new appearance and can take a Shad, strip it out, and make the new mech every few months given the right facilities.
>>
>>51954633
A few months in, we get word from the local HPG system on local news that the war is over, about Victor's success at Tharkad, and all of that. We're a bit happy, since that means we can actually accept House contracts without worrying about getting suckered into a bunch of politics. The Steiner troops there are extremely demoralized, and seem to be debating on whether to keep fighting or surrender as they should. And enter the MacGuffin. A Kuritan JumpShip enters at a pirate point and burns in, them having received the news quicker due to priority HPG stations and command circuits. It seems that the local warlord had a hate boner for the LA, we're not sure why, but they were taking advantage of the situation to get some revenge and foru honoru.

At first we thought 'meh', but after seeing how the Kuritan troops were advancing up we said 'hey what the fuck'. They were turning over everything in their path. Civvies, military assets, whatever -- they were on a beeline for the Steiners. This hate boner had Garrison's "fuck 'em all to death" written all over it. There wasn't a lot of love to lose with the Kuritans: partially due to their standing history with mercenaries, despite it softening under Theodore's rule, but of them trying to screw us out of salvage in a previous contract. But we saw what they were intending to do to the Steiner troops. That shit don't fly. We quickly coordinated with both the Davion and Steiner troops, they saw what was steamrolling towards them and neither of them could blunt the offensive due to their extremely battered state. We gave them a safe passage to surrender across our defensive line, and under the rules of warfare we'd protect them as it was the right thing to do. Our employer wasn't happy that we were doing it and gave us the stink eye but agreed.
>>
>>51954657
So just outside the city is a low river that separates the mountain pass leading to the facility and the city. We're standing guard over it, helping the surrendering Steiners over, keeping a watchful eye but they're obeying the rules of surrender. The Kuritan commander is still making his way to us, and we're helping to get civilians and more out of the city since they're not too keen on preserving life and we can tell what kind of treatment they'll get from the Dracs. A few of his fast scouts manage to make their way up the lines and we dispatch them. We're taking care to not try and kill anyone outright, just immobilize or render them combat non-effective, even after letting the Kuritan commander know both our own objective and task, and that we're performing detainee duty under the articles of warfare for surrendering forces.

Of course they don't care. After we get the last of them across, we make our way back through the winding mountain pass. We have sufficient AAA coverage along the mountains to prevent ASF flyovers, so we're not worried about bombing runs by hostile ASFs. The Kuritans follow us through the pass, not seeming to consider the fact that we could've mined the pass (we didn't), set up ambushes (we didn't), or have artillery/airstrikes staged at key chokepoints (we didn't). Their assault was instantly and completely halted when their commander, desperate for FIRST BLOOD AND HONORU, cleared the pass and stepped into the clearing. Where he instantly came into firing range of two of our Overlords and our Fortress DropShip, plus the dozen or so gun emplacements we had set up + those the company set up. After a combined four dozen ERLL and ERPPC shots, I don't think there was anything left of his captured Masakari.
>>
>>51954434
A battalion-sized unit having it's own custom variant of something isn't unreasonable, but a factory is.
>>
>>51954434
The way to do this is to take a page out of the Marian book. Find some forgotten shithole in maybe old RWR space with a bug factory or something. Come in with your superior mechs and conquer the place. Then start your own Oberon-tier pirate state and start enslaving some colonists and labor.

If you want a factory in civilized Inner Sphere space then Wolf's Sues/10
>>
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I'm not sure why I thought princess could handle the factory
>>
>>51954633
What was FASA's original concept for the Jihad? I haven't heard of it before, is there any solid information on it anywhere?
>>
>>51954730
Here's a brief explanation about it from Herb over IRC:
http://www.redbrick.dcu.ie/~tuelean/Battletech/Jihad.txt
>>
>>51954595
>>51954559
>>51954613
Yeah, the Goons don't even count as mercs for this purpose. They're a massive fucking effort provided with top-tier resources by a state.
>>
>>51954434

>>51954559
>>51954595
>>51954613
>>51954679

OK, hold up a second. We aren't seeing a definition of "factory" here.

Merc-Anon, everybody is in agreement that a factory as exemplified by something like Hesperus or Luthien Armor Works or Blackwell on Outreach is absolutely beyond the pale for anyone who isn't at the level of Wolf's Dragoons. They're correct. That sort of production facility is completely bullshit, and a merc unit shouldn't have access to it.

But you know what's a "factory" and is frankly completely reasonable for mercs to have access to? Bander MechWorks. Ie, a dude basically buying parts and custom-making Mechs (Bandersnatches, in this case) in his garage. It's canonical that there's several stable-level organizations on Solaris which operate much the same way. IIRC it's also how VEST originally started out. And those DO count as "factories".

Are you getting 4-6 production lines and a half-dozen "free" Mechs for your merc unit per month? No. And you shouldn't, because it's completely against the spirit of the rest of the BattleTech universe (and the Houses would invade and take it; the only reason the Goons got away with Blackwell is the theoretical presence of Goon WarShips, which is a whole different issue).

Can a merc unit reasonably get access to a single production or major refit line and get one hand-built Mech and some spare parts every 10-12 months? Yeah, that's not unreasonable.

It's all about how you're defining a factory in the first place.
>>
>>51954805
The other side of that coin is the Cronus, which according to TRO:3067 had two dozen units built per year as hand builds in the early 3030s. A mech built by a Solaris VII scale team (a dozen guys or so, but with high end facilities), you'd see a half dozen a year. The main reason we can't define a factory is because the fluff itself is inconsistent on what constitutes a factory.
>>
>>51954805

Never thought you'd be a munchkin, NEA. In a reasonable game universe, mercs shouldn't even be able to get mechs in the first place, and you're OK with powergaming merc players having a mech production factory now? You used to be cool man.
>>
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>>51946238
Am I the only one that feels the Capellan Confederation is sort of "off" as a not-China analogue? Thematically the CC seems to take way more cues from Qing/Manchu or Khitan-Liao aesthetics rather than classical Han aesthetics.

I mean sure whether one is more "Chinese" than the other is up for debate, but the Capellans feel really off as a not-China analogue compared to the Draconis Combine.
>>
>>51954805
Garage shops and Solaris chop shops are technically factories, but if people mean that they almost always say it. "Factory" just thrown out by itself almost always has the intent of "a big building with production lines that makes quite a few machines"
>>
>>51954879
They're all yellow, anon.
>>
>>51954879
>compared to the Draconis Combine.
That is, compared to the Draconis Combine as a not-Japan analogue. I understand the factions are supposed to be sort of "ultra-weeb" in the sense that they're intentionally not authentic cultural mimicry, but the Combine feels like it gets a lot of the ideals and themes associated with "feudal Japan" more than the Capellan Confederation gets with "ancient China".
>>
>>51954911
Yeah, but it still bugs my autism. The CC always felt more like Space Korea (or well, Space Goryeo/Joseon) rather than Space China.
>>
>>51954879
The Capellans were supposed to be the Commie Block originally. That's why it had all the Russians in there too.
>>
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>>51954859

That's largely the point. Merc-Anon there is just asking if a merc unit, "can own a small-scale Mech factory."

Well, yes, they can. If you define a factory as a Bander-level garage where Mechs are assembled by hand.

If you're defining a factory as LAW, then the answer is a definite "no". Even if you're defining as factory as one of the black box single-line factories like the one that produces Valkyries (raw materials go in, Valks come out), then the answer is "no".

But we haven't heard what merc-anon means by a small-scale Mech factory yet, and that has a huge impact on the answer. His answer is literally the difference between, "yes, it's at least feasible", and "no, kill yourself" (in /btg/'s particular unique idiom). My only point is that it CAN be feasible. I'd personally point out that this should really be the focus point of an entire campaign, and not something any unit should start with but should acquire over time, but that's a GMing style question.

>>51954866
> mercs shouldn't even be able to get mechs
>you're OK with powergaming merc players

>Pic related
>>
>>51954893

Anon did say 'small scale' up in >>51954434, tho. Who the fuck knows what that actually means, but NEA does have a valid point. What exactly is a small scale factory supposed to mean?
>>
>>51954977

Asteroids come in.

McKennas come out.
>>
Welp, in my ATB game my merc commander just ate shit. Had his mech's hea dkicked in by an Ostroc.

How bad is it I'm considering tweaking the post-battle results so that he survives with 5 hits to represent him surviving by some miracle? He's not even my best mechwarrior, I just don't like the idea of him biting it like that. Call me a pussy or whatever.
>>
>>51954805
I was actually about to suggest that something on the scale of bander or a solaris shop would be feasible
Maybe the connection is that the unit's retired CO and chief tech run the company, and they provide the design at cost their old unit
>>
>>51955034

this is why edge exists anon
>>
>>51955034

I wouldn't blame you. I lost my shit when my 1/3 Thunderbolt pilot ejected into a hill.
>>
>>51954944
Go back to >>51952583, Autismo
>>
>>51955034

Don't blame you. Sometimes AtB is just full of bullshit, and Edge is only a partial defense. My record that I can remember was blowing all 6 points of Edge from my CO's bodyguard against a *single attack*. 8 pellets hit from an LB-10X, and 6 of the fucking things caused TACs (all of them into ammo-bearing torsos); all 6 were rerolled. The very next attack was a single SRM that TAC'd into the cockpit.

GM mode to ensure the pilot survived, albeit with 5 pilot hits and a -1/-1 skill reduction (went from 2/2 to 3/3) to account for the "miraculous" survival.
>>
Actually, now that I think about it, I remember this merc unit from the old Battletechnology magazine that had it's own unique assault mech built on charger chassis. So there is reasonable precident Does anyone know what I'm on about?
>>
>>51955223
>Battletechnology magazine

into the trash it goes
>>
>>51955223
Hat-in-the-ring battalion
The variant is the Challenger, which is canon, though they aren't quite
>>
>>51954758
Yuck, I'm glad we got what we did instead.
>>
>>51955229
Not him but Battletechnology was great. It had all sorts of neat stuff that put into the regular game later, like rules for fighting in space and low gravity with mechs, biographies of important personas before the house books, battledroid entries that never got a proper technical readout and some that later did, all sorts of stuff. Plus the whole moving in time with the universe thing and the Jihad style news articles.
>>
Xotl, your presence is requested, nay desired, that we might have discussions on the nature of questions such as "Why is the Free Worlds League a big bag of boring?" and "Why didn't ROM make hyperspace operatives with gravity lasers?"
>>
>>51955034
One option in the AtB rules that isn't automated are various "special ops" for infantry (I believe it's meant to incentivize mercenary companies to hire at least a platoon or two of infantry which they probably would have).

One of these is to assign infantry to Search & Rescue; this allows you to save one Mechwarrior that would've died during the week by having him survive at 5 hits instead. It's meant to give you some insurance against freak incidents like that, so if you're looking for a "legit" justification you could always retain an infantry platoon for that purpose.

Personally I also think it's worth sticking with the results anyway and appointing a new commander. It feels very grim and true to the mercenary life that you sometimes meet an inglorious end (like death by ejection into the ground).
>>
>>51955266
>"Why didn't ROM make hyperspace operatives with gravity lasers?"

Holy fuck what
>>
>>51955378
That's an ISP2 joke about Blakists living in a hyperspace dimension and building bases on the surface of stars.
>>
>>51955266

Because the FWL is a faction for NPCs, not players. What did you think the answer was going to be?
>>
>>51955434
I didn't have a real need to summon you, but Muninn does. Though I do want to know if the quirk revisions made it in.
>>
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>>51955819
New thread.
Thread posts: 315
Thread images: 50


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