Battletech BattleTech discussion thread: May the light of Hanse Davion guide us

Doomsought

Well-known member
Sarna just rolled in with a good article on gun ranges in Battlech.

How I'd extend this into the game is to the the extreme range increment rule, and all autocannons can be fired using artillery rules up to 10 x their extreme range at a +5 penalty on the to-hit roll.
For an AC/20, it would have an extreme range of 12 hexes, or 360 meters and a maximum range of just under 4 kilometers using artillery rules. This actually lines up pretty nicely with the Sturmtiger as an AC/20 comparable.
 

Bear Ribs

Well-known member
Sarna just rolled in with a good article on gun ranges in Battlech.

How I'd extend this into the game is to the the extreme range increment rule, and all autocannons can be fired using artillery rules up to 10 x their extreme range at a +5 penalty on the to-hit roll.
For an AC/20, it would have an extreme range of 12 hexes, or 360 meters and a maximum range of just under 4 kilometers using artillery rules. This actually lines up pretty nicely with the Sturmtiger as an AC/20 comparable.
Eh... that article's pretty conspicuously picking and choosing it's facts to get the result the author wants. His chart and result of "Larger vehicles have longer ranges" would not work at all if he picked one of the classic AC/2 'mechs like the Blackjack instead of shoehorning in a Kraken.

He's also glossing the fact that the IRL shorter range/bigger bore weapons are significantly lighter than the long range/small bore weapons which is where BT tends to fail, not mm bore measurements. Overall it's a valiant effort to make sense of BT ranges but doesn't work if you think about it a bit.

In my head I sometimes imagine the ACs are actually the particle cannons, and the shorter range/bigger gun effect is because you're cramming more similarly charged particles into a denser packet with the AC/20 so the particle packet tears itself apart sooner after leaving the magnetic confinement of the weapon itself. It makes as much sense as anything else.
 

Doomsought

Well-known member
He's also glossing the fact that the IRL shorter range/bigger bore weapons are significantly lighter than the long range/small bore weapons which is where BT tends to fail, not mm bore measurements. Overall it's a valiant effort to make sense of BT ranges but doesn't work if you think about it a bit.
I think a good part of an Autocannon's weight and space is actually its auto-loader. This is why the AC/20 can be split between the arm and torso. With Lighter Autocannon, the autoloader is a minority of the weapon's weight, and with each tier up you go, the autoloader takes up a larger fraction of the weapon's weight.
 

UltimatePaladin

Well-known member
I did some theory work once, trying to compromise between realistic range and movement speed. Upped each hex to be about 250m across, which makes the weapon ranges more palatable (a machinegun now hits out to 750m, an AC/2 hits out to 6km, and so on.) It's not perfect, but it's arguably better.

Though, that ended up making movement speeds nonsensical. BattleTech calculates move speeds as such: take the number of hexes, multiply by 30 meters (the length of a single hex,) and divide by 10 seconds (the length of a single round,) to get the m/s. Then multiply by that by 3600 (60 seconds times 60 minutes,) and divide by 1000 (meters to km conversion,) to get the km/h.

So if you have 1 MP, you'd move at 10.8 km/h.

If you change the hex length to 250 meters across, however, 1 MP is now equal to 90 km/h. If you want to get closer to reasonable speeds, you'd need to increase the round length to about 90 seconds (83.3 seconds if you want to get it down to the exact same increments as BattleTech.) That, of course, ends up making battles take a really long time lore-wise, with weapons taking a significantly time in-between "shots," unless you rationalize it further as, "it's really firing more, but it's so difficult to hit anything that only a small percentage actually make it through if at all."

The problem increases as you increase the scale of the hex: you need to also increase the round length as well if you want to keep movement speeds sane.
 

Aaron Fox

Well-known member
There is the old 'ballistics get a 9x range modifier' rule you could use... but that goes into 'you need shuffleboard sticks to so anything' territory at the end of the day.
 

Aaron Fox

Well-known member
180202921_1675899069277413_3302219713701283179_n.jpg

Ladies and gents, a portion of my Alpha Strike Late Civil War/Jihad era 'merc company. The Werewolf 005 is a Solaris Jock that got sick and tired of being a Solaris pilot and decided to make it as a merc, taking his Werewolf with him. I really only need to prime my infantry and wait for two Pumas to come in before I start on the Angolan Reach company (which costs 1k PV to field).

Most of them are primed with Flames of War Panther Yellow and pained with Heer Green, enamel type silver, Flames of War Black, and a light blue for the cockpits. The two Shilone are just primed with silver primer and only have the light blue for the cockpit.

I have to use a silver that isn't as flashy and metallic as the enamel for the rest of my 'mechs though, for I'm using those 3D printed models and if I remember right the enamel eats through them like chocolate cake (as well as paintbrushes, which reminds me that I need to get some tomorrow).
I think a good part of an Autocannon's weight and space is actually its auto-loader. This is why the AC/20 can be split between the arm and torso. With Lighter Autocannon, the autoloader is a minority of the weapon's weight, and with each tier up you go, the autoloader takes up a larger fraction of the weapon's weight.
Given that the original inspiration of the AC is AAI's ARES system, I wouldn't be surprised if that's the case.
 
Last edited:

Battlegrinder

Someday we will win, no matter what it takes.
Moderator
Staff Member
Founder
Obozny
I have to use a silver that isn't as flashy and metallic as the enamel for the rest of my 'mechs though, for I'm using those 3D printed models and if I remember right the enamel eats through them like chocolate cake (as well as paintbrushes, which reminds me that I need to get some tomorrow).

Are you sure? I've never heard of any sort of 3D printing material that melts if exposed to enamel paint.

But yeah, it's murder on brushes.
 

Aaron Fox

Well-known member
Are you sure? I've never heard of any sort of 3D printing material that melts if exposed to enamel paint.

But yeah, it's murder on brushes.
It is for the cheaper plastics, I believe, and I need paint thinner too because that is the only way to not have my brushes outright murdered.
 

Bear Ribs

Well-known member
I don't use democracy here because (pedantic, I know) it's a term in Political science meaning *direct* input of the majority of citizens into the government and governing/lawmaking of the state. What *MOST* (I haven't kept current, there may be ones I don't know) governments that practice elections for elected officials is called a *republic* Ie, Republican form of government.


In order of how "republican" (and as well as how much they honor basic 'rights', to an American/Anglo view) a major or even medium level player (as of 3025) in the BT universe is: (From worst to least)

These three tied:
DC: Flat out absolute Monarchy in theory, in reality, snake pit.

CC: Legally, Republican (it is legal to elect an Non Liao), in practice very limited republican Monarchy, with the Monarch having nearly unlimited power.

Marians: Outright Republican near asboutle Monarchy with enshrined slavery et al.

(The next three can all roughly be considered *generally* equal overall in the twin ratings)

MoC: Republican de jure (it is *technically* legal to elect an non Centrella) Republican Monarchy in effect Tied in some ways with the FS vis a vis rights, but the whole noble woman can make a man a sex toy is a *bit* worse.)

Taruians: No mention of elections for the Protector, or other positions, no mention of actual legal body to make laws), it appears that the Taruians are a feudal Monarchy.

FS: Legally, Republican Monarchy, de facto limited monarchy, by custom and law.

Legally, the FS Republican Monarchy, as well. De facto, they're monarchies, one limited (the FS), one de facto unlimited (the CC)

(Next two are effectively tied, though the FWL is a dog's biscuit of conflicting sub realms)

LC: Republican Monarchy de jure and generally de facto.

FWL: Republican... de jure, Republican Monarchy de facto

And the WINNER of the most Republican and most respecting of 'basic' rights:
OWA: Actually, in this case, they *are* an republic, de jure, de facto, like the rest, de facto Republican Monarchy (yes, that's the official title of the OWA boss) (Though, like the FWL, the OWA 'assembly' has a *lot* of power)

Note: this is the *state* of their government/right respecting as of 3025.
I don't think it's ever been stated in the sourcebooks that the Concordat is a democracy.
Moving my responses here so we don't keep derailing the thread we were on.

For sourcebooks there's a good many:

Handbook Major Periphery States pg. 105:
Taurian politics has always been a freewheeling combination of chest-thumping theater and verbal bar brawl. Political parties abound at local and planetary levels, and though the Concordat is unique among democracies in having no nationally elected assembly of representatives, its people nonetheless find various ways of making their opinions felt in the halls of government on Taurus.

Handbook Major Periphery States pg. 107:
In keeping with the democratic spirit of the Concordat, a patent of nobility may be granted to any citizen who renders special service to the nation—not to the government per se, but to the people.

Handbook Major Periphery States pg. 123:
Taurians have always taken seriously the adage that an educated citizenry is necessary to a functioning democracy, and educating oneself to the best of one’s ability is seen as a deeply patriotic act.

Handbook Major Periphery States pg. 78
Democracy is alive and well in the Magistracy of Canopus, with every branch of the national government—including the executive, in the person of the Magestrix—being ultimately subject to the electoral process.

Handbook Major Periphery States pg. 79
Because they often pursue diff erent priorities for the realm, the Magestrix and the Committee are frequently at odds...
which serves Canopian democracy well by ensuring that neither side can get its way without at least some compromise.

Canopian Electors have one job: to choose a new Magestrix after the incumbent dies or is incapacitated. (The latter is a reform enacted by Emma Centrella, in the wake of her mother’s near-disastrous reign.) Each Canopian planet selects two Electors, chosen by popular vote and serving for life.


Handbook Major Periphery States pg. 85
MAF uniforms are simple and straightforward, reflecting the spirit of a democratic nation that has historically relied more on the arts of peace than the arts of war to maintain its freedom.

I was surprised to see MageOhki was right (I really shouldn't given it's MageOhki), I hadn't realized the Magistracy was democratic before but apparently they even have an electoral college... which decides to elect the previous Magestrix's (?) daughter every single time much as the democracy of the Taurians elects the previous protector's groinspawn for hundreds of years. Bizarre, but that's BT for you.
 

Culsu

Agent of the Central Plasma
Founder
I'd like to stress again, nothing of what you've just posted states anything about the Protector being an elected position, Bear! All it does is make clear that democratic processes exist in the TC on a wide ranging level.
 

Bear Ribs

Well-known member
I'd like to stress again, nothing of what you've just posted states anything about the Protector being an elected position, Bear! All it does is make clear that democratic processes exist in the TC on a wide ranging level.
Fair Enough.

Handbook: Major Periphery States pg. 105
The present incumbent, Protector Grover Shraplen, was chosen by the Privy Council in consultation with planetary authorities—an unusual circumstance, forced by crisis. In the judgment of the Concordat’s elected leaders, Shraplen demonstrated the qualifications necessary to hold the Protectorship:

Going off of Grover Shraplen being elected by elected representatives, the Protector is selected by the Privy Council which in turn consists of the elected heads of each each government department who consult with elected planetary governors. It would appear to be an Electoral College-like system except rather than select electors, the people vote for the ministers of education, defense, supreme court justices, and so forth and those ministers then vote for the Protector whenever the last one passes. It's not a direct democracy in the most literal sense of the term but I think it'd be called a democracy by most people, much as the US is, if it existed today.
 

Culsu

Agent of the Central Plasma
Founder
Fair Enough.

Handbook: Major Periphery States pg. 105
The present incumbent, Protector Grover Shraplen, was chosen by the Privy Council in consultation with planetary authorities—an unusual circumstance, forced by crisis. In the judgment of the Concordat’s elected leaders, Shraplen demonstrated the qualifications necessary to hold the Protectorship:

Going off of Grover Shraplen being elected by elected representatives, the Protector is selected by the Privy Council which in turn consists of the elected heads of each each government department who consult with elected planetary governors. It would appear to be an Electoral College-like system except rather than select electors, the people vote for the ministers of education, defense, supreme court justices, and so forth and those ministers then vote for the Protector whenever the last one passes. It's not a direct democracy in the most literal sense of the term but I think it'd be called a democracy by most people, much as the US is, if it existed today.
I suppose we can agree that much is left to interpretation, though personally this passage here makes it sound to me as if this was a one time occurence:
...was chosen by the Privy Council in consultation with planetary authorities—an unusual circumstance, forced by crisis...
This, apparently a result of the untimely death of Jeffrey Calderon (and there being no legitimate first-decendent heirs), makes it very much appear as if this was a measure taken in absence of a clear line of succession.

The part about the elected leaders I would interpretate as being coined for the planetary authorities part of the paragraph rather than the department heads. Even for a bullheaded state like the Taurians it makes no bloody sense to elect department heads.
 

Doomsought

Well-known member
Ultraheavy rules revised:

Mass: 210 tons and higher
Structure: 1/10 the unit’s total tonnage
Internal Structure
  • Head: .02 x unit mass
  • Center Torso: 0.3 X unit mass
  • L/R Torso: 0.21 X unit mass
  • L/R Arm: 0.165 X unit mass
  • L/R Leg: 0.21 X unit mass
Additional Rules:
  • Mandatory exotic technology: Ultraheavy mechs require some form of exotic technology, such as anti-gravity, in order to support their weight.
  • Engine mass: 210-100,000 tons: use dropship engines. 100,001 tons+: use warship engines
  • Engine space: The fusion enigne occupies the first three slots in the center torso regardless of mass.
  • Heat Sinks: Ultraheavy Mechs have a number of weight free heat sinks equal to 10 + Engine Mass / 50
  • Gyroscope: An Ultra-heavy Gyro weighs Engine Rating/50, and occupies 1 critical slot in the center torso.
  • Cockpit: Ultraheavy mechs require customized cockpits constructed from modular components. Because of this modular nature, standard sensors and life support do not occupy their own critical spaces but rather are integrated into the same space as their control systems.
  • Ultra-Heavy Critical Space: Do to their great size, Ultraheavy mechs have a can fit more much more equipment into their critical space than standard mechs. Following the same pattern as super-heavy mechs, the critical space required by weapons and equipment other than actuators and internal structure must be recalculated. To calculate the new critical space requirement of equipment, divide the equipment’s original critical slot requirement by the unit’s size factor, if the size is more than one, then round up, otherwise do not round the results. The units size factor is equal to its total mass divided by 100 rounded up. Equipment cannot occupy less than one critical slot, however if the equipment occupies less than half a critical slot then multiple copies of the exact same type of equipment can be fit in the same critical slot as long as their total space does not exceed one critical slot. Like artillery weapons, sub-capital and capital weapons have a space requriement equal to their weight in tons.
  • Critical hits: Do to their immense size, weapons that do not deal area of effect damage can only deal a critical hit to a single hit location. If a weapon without area of effect damage would damage multiple locations, it only effects a single critical hit location instead. On a roll of 12 on the critical hits table, it always rolls for 3 hit locations is the weapon deals AOE damage, or rolls for one hit location if it does not, regardless of the location hit.

The cockpit of an ultra-heavy mech is a complicated affair designed by combining multiple ultra-heavy control consoles, listed bellow. All ultra-heavy mech cockpits must include the Primary Pilot console. Once all contorl consoles have been chosen, take the sum of the mass and critical slots required by each control console to determine the cockpit’s mass and space. Because ultra-heavy mechs are so immense, the cockpit may be placed in either the head or the center torso of the mech for no additional cost.

The Ultra-heavy mech cockpit is larger and sturdier than standard mech cockpits. The crew of an ultra heavy mech do not automatically take damage when the cockpit’s location takes damage, and only take damage from an ammo explosion if the ammo was stored in the same location as the cockpit. The first time it suffers a critical hit, it becomes damage rather than destroyed and the mech suffers a +2 penalty to all piloting and gunnery rolls until repaired. On the second critical hit, the cockpit is rendered nonfunctional, and each crew member in the cockpit must roll 2d6 and consult the table bellow to determine whether they survive.

Ulra-heavy Cockpit destruction survival rolls
RollResult
2Miraculously survived with no injury
3The crewmember takes 1 damage
4-5The crewmember takes 2 damage
6-8The Crewmember takes 3 damage
9-10The crewmember takes 4 damage
11+The crewmember is killed outright

Primary Pilot console

This includes a the seat, console and neurohelment for the mech’s primary pilot as well as the computer systems and control runs needed to run the mech. The primary command console weighs 4 tons. The primary command console takes up a space of 6 standard critical slots.

UH Command Console

A command console is used by an officer to control a battlefield. The UH Command console has the same properties as the standard command console, except when overwritten by the Ultraheavy mech cockpit rules as described above.

Gunnery Console

The gunnery console is used to provide additional crew to control the mech’s weapons, but lacks a neurohelmet thus cannot be used to control the unit’s movement. For each gunnery console in an ultraheavy mech’s cockpit, it may attack one additional target each turn without taking any penalty.

Each gunnery console weighs 2 tons and increases the cockpit’s space by 1 standard critical slot.

Artillery Console

A combination of the gunnery console and and command console optimized for plotting artillery strikes. An ultraheavy mech with an artillery console can fire its artillery weapons at an number of different targets as long as the artillery weapons are using artillery rules rather than direct fire rules.

The artillery console weighs 5 tons and increases the cockpit’s space by 1 standard critical slot.

Communications Console
Each ultraheavy communications console provides the superheavy mech with the equivalent of 5 tons of communications equipment. An ulraheavy cockpit may have a maximum of 3 communications consoles.
The Communications Console weights 5 tons and increases the cockpit’s space by 2 standard critical slots.

C3 Command Console
The C3 command console combines the benifits of a cockpit command console and a C3 master computer, except it does not provide a free TAG.
The C3 Command Console weighs 5 tonsand increases the cockpit’s space by 2 standard critical slots.

Improved Cockpit Cooling

This system improves the cockpits temperature control systems and insulation, providing the mech with the improved life support quirk. This cockpit modification increases the cockpits mass by 2 tons, but does not increase its space.

Avionics

Sensors, computers and auxillary thusters may be mounted on ultraheavy mechs with sufficient jump jets and fuel to fly. This equipment weighs half as much as the unit's gyro and doubles the space occupied by cockpit commanc consoles.

Ultraheavy Jump Jets
Rather than using plasma generators like standard mechs, ultraheavy mechs use the same type of fusion torch as dropships for jump jets.
Construction rules: In order to install Ultraheavy Jump jets, an ultraheavy mech must be equipped with at least 1 full ton of fuel for its fusion engine. An ultraheavy jump jet weighs 2% of the unit's weight and occupies 1 ultraheavy critical slot regardless of size factor. Ultraheavy jump jets are considered improved jump jets.
Game rules: An ultraheavy mech with at least 3 jump mp and sufficient fuel may take off from and land on a planet using the using the rules for a spheroid dropship. Ultraheavy Mechs with a +1 penalty to all piloting checks and +3 penalty to all to-hit rolls while flying, unless equipped with avionics. Ultraheavy mechs over 500 tons produce engine backwash as per a spheroid dropship taking off in a single hex; ultraheavy mech over 2500 tons produce engine backwash as per a spheroid jumpship when using jump MP.

Fuel: Fuel tanks in ultraheavy mechs follow the same space rules as cargo with two exceptions. Fuel tanks cannot be mixed with other types of cargo. An Ultraheavy mech may also mount space free fuel tanks in its engine. Each ton of fuel stored in the engine reduces the number of space free heat sinks that may be stored in the engine by 2.

Cargo Equipment: Because they do not need as much access to the surface of an Ultraheavy mech as other equipment, cargo holds have a special rule for space usage in ultraheavy mechs. Each ultraheavy critical slot may contain a number of tons of cargo equal to the size factor of the ultraheavy mech cubed. Different types of cargo may be mounted in the same critical slot, but the critical slot holding each cargo item must be listed on the ultraheavy mech's record sheet. Quarters, transport bays, Communication equipment, Mobile HPGs, and docking collars are all considered cargo equipment.

Grav Decks: An Ultraheavy mech may mount a single Gravy deg into its gyro. Ultraheavy mechs over 100,000 tons may also mount two additional grav decks as cargo. No gravity deck on an Ultraheavy mech may weigh more than 10% of the mass of the gyro.

Jump field extenders: An ultraheavy mech under 100,001 tons may be quiped with a docking collar and jump field extender in order to by carreid by a jump ship as if it were a dropship. This equipment weighs 0.015 x the unit's weight rounded down to the nearest half ton and occupies no space.

Compact Drive Core: an ultraheavy mechover 100,000 tons may be equipped with a compact K-F drive following the same rules as a warship except as follows: the compact core occupies 4 ultraheavy critical slots in the cetner torso regaurdless of the units size factor, and the ultraheavy mech may not mount a jump sail. It can only charge its drives from its engines or a recharing satelite. If the unit moutns a lithium fusion battery, it occupies the same space as its compact core.

Electronics Warfare equipment: Active probes, ECM equipment, communication equipment, and Naval coms scanner suites may be mounted together and combined with the cockpit for the purposes of critical space. When doign so, calculate the space occupied by the additional equipment is equal to its total tonnage roudned down, which is then added to the total space of the Ultraheavy cockpit.

Firing Bays: Ultaheavy mechs may combine all weapons that occupy the same critical slots into a firing bay that uses that same rules for attacks as firing bays on dropships and warships.

Turret Equipment: Battlemech Turrets installed in ultraheavy mechs do not require critical space allocated to the turret equipment. Instead, whenever a weapon mounted in the turret receives a critical hit, roll 1d6, on a 5+ the turret becomes jammed.
 
Last edited:

Aaron Fox

Well-known member
Code:
Bull Shark 2 BK-02

Mass: 95 tons
Tech Base: Mixed
Chassis Config: Biped Omnimech
Rules Level: Experimental Tech
Era: Clan Invasion
Tech Rating/Era Availability: F/X-X-E-D
Production Year: 3070
Dry Cost: 22,577,344 C-Bills
Total Cost: 22,577,344 C-Bills
Battle Value: 1,227

Chassis: Unknown Endo-Steel
Power Plant: Unknown 285 Fusion XL Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
    52.0 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   145 points                5.00
    Internal Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL
Engine:             XL Engine                    285                       8.50
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sinks:         (CL) Double Heat Sink        15(30)                    5.00
    Heat Sink Locations: 2 LT, 2 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 293                 18.50

                                                      Internal       Armor    
                                                      Structure      Factor    
                                                Head     3            9        
                                        Center Torso     30           45      
                                 Center Torso (rear)                  15      
                                           L/R Torso     20           30      
                                    L/R Torso (rear)                  10      
                                             L/R Arm     16           32      
                                             L/R Leg     20           40      



================================================================================
Loadout Name: Prime                                          Cost: 27,636,531
Tech Rating/Era Availability: F/X-X-E-D                       BV2: 2,439

Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass
--------------------------------------------------------------------------------
(CL) Laser Anti-Missile System               HD        5         1         1.00
(CL) LRM-10                                  RT        4         1         2.50
(CL) LRM-10                                  LT        4         1         2.50
(CL) LB 10-X AC                              RA        2         5        10.00
(CL) Ultra AC/5                              RA        1         3         7.00
(CL) ER Medium Laser                         RA        5         1         1.00
(CL) LB 10-X AC                              LA        2         5        10.00
(CL) Ultra AC/5                              LA        1         3         7.00
(CL) ER Medium Laser                         LA        5         1         1.00
(CL) SRM-4                                   RL        3         1         1.00
(CL) SRM-4                                   LL        3         1         1.00
@LB 10-X (Cluster) (10)                      RT        -         1         1.00
@Ultra AC/5 (20)                             RT        -         1         1.00
@LRM-10 (12)                                 RT        -         1         1.00
@SRM-4 (25)                                  RT        -         1         1.00
@LB 10-X (Cluster) (10)                      LT        -         1         1.00
@Ultra AC/5 (20)                             LT        -         1         1.00
@LRM-10 (12)                                 LT        -         1         1.00
@SRM-4 (25)                                  LT        -         1         1.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 24
3          7       7       4       0      4     0   Structure:  5
Special Abilities: OMNI, AMS, CASE, SRCH, ES, SEAL, SOA, SRM 1/1/0, LRM 1/1/1, IF 1, FLK 1/1/1


================================================================================
Loadout Name: Alpha                                          Cost: 26,200,594
Tech Rating/Era Availability: F/X-X-X-X                       BV2: 2,569

Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
Heat Sinks:         (CL) Double Heat Sink        17(34)                    2.00
    Heat Sink Locations: 3 LT, 3 RT
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass
--------------------------------------------------------------------------------
(CL) ER PPC                                  RA        15        2         6.00
(CL) Ultra AC/5                              RA        1         3         7.00
(IS) Autocannon/5                            RA        1         4         8.00
(CL) ER PPC                                  LA        15        2         6.00
(CL) Ultra AC/5                              LA        1         3         7.00
(IS) Autocannon/5                            LA        1         4         8.00
(CL) LRM-5                                   RL        2         1         1.00
(CL) SRM-4                                   LL        3         1         1.00
@Ultra AC/5 (20)                             RT        -         1         1.00
@AC/5 (20)                                   RT        -         1         1.00
@LRM-5 (24)                                  RT        -         1         1.00
@Ultra AC/5 (20)                             LT        -         1         1.00
@AC/5 (20)                                   LT        -         1         1.00
@SRM-4 (25)                                  LT        -         1         1.00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 26
3          6       6       6       0      4     1   Structure:  5
Special Abilities: OMNI, CASE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Beta                                           Cost: 28,400,156
Tech Rating/Era Availability: X/X-X-X-X                       BV2: 2,636

Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
    Jumping MP: 2  (Standard)
    Jump Jet Locations: 1 LL, 1 RL                                         4.00
Heat Sinks:         (CL) Double Heat Sink        17(34)                    2.00
    Heat Sink Locations: 3 LT, 3 RT
    CASE Locations: CT, LT, RT, LA, RA                                     0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass
--------------------------------------------------------------------------------
(CL) Laser Anti-Missile System               HD        5         1         1.00
(IS) Light AC/2                              RT        1         1         4.00
(IS) Light AC/2                              LT        1         1         4.00
(CL) Hyper Assault Gauss 20                  RA        4         6        10.00
(CL) ER Large Pulse Laser                    RA        13        3         6.00
(CL) Hyper Assault Gauss 20                  LA        4         6        10.00
(CL) ER Large Pulse Laser                    LA        13        3         6.00
@Light AC/2 (45)                             CT        -         1         1.00
@HAG-20 (6)                                  RT        -         1         1.00
@Light AC/2 (45)                             RT        -         1         1.00
@HAG-20 (6)                                  LT        -         1         1.00
@Light AC/2 (45)                             LT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 26
3/1j       5       5       5       0      4     0   Structure:  5
Special Abilities: OMNI, AMS, CASE, SRCH, ES, SEAL, SOA, FLK 2/2/2


================================================================================
Loadout Name: Charlie                                        Cost: 27,986,438
Tech Rating/Era Availability: X/X-X-X-X                       BV2: 2,604

Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
    Jumping MP: 3  (Standard)
    Jump Jet Locations: 1 CT, 1 LL, 1 RL                                   6.00
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass
--------------------------------------------------------------------------------
(CL) Laser Anti-Missile System               HD        5         1         1.00
(CL) LRM-5                                   RT        2         1         1.00
(CL) ER Small Laser                          RT        2         1         0.50
(CL) LRM-5                                   LT        2         1         1.00
(CL) ER Small Laser                          LT        2         1         0.50
(IS) Light AC/5                              RA        1         2         5.00
(CL) LB 5-X AC                               RA        1         4         7.00
(CL) ER Large Pulse Laser                    RA        13        3         6.00
(IS) Light AC/5                              LA        1         2         5.00
(CL) LB 5-X AC                               LA        1         4         7.00
(CL) ER Large Pulse Laser                    LA        13        3         6.00
@LB 5-X (Cluster) (20)                       RT        -         1         1.00
@Light AC/5 (20)                             RT        -         1         1.00
@LRM-5 (24)                                  RT        -         1         1.00
@LB 5-X (Cluster) (20)                       LT        -         1         1.00
@Light AC/5 (20)                             LT        -         1         1.00
@LRM-5 (24)                                  LT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 26
3j         5       5       3       0      4     1   Structure:  5
Special Abilities: OMNI, AMS, CASE, SRCH, ES, SEAL, SOA, IF 1, FLK 0/1/1


================================================================================
Loadout Name: Delta                                          Cost: 31,071,344
Tech Rating/Era Availability: X/X-X-X-X                       BV2: 2,329

Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass
--------------------------------------------------------------------------------
(CL) Streak SRM-4                            HD        3         1         2.00
Improved C3 Computer                         RT        0         2         2.50
Nova CEWS                                    LT        2         1         1.50
(IS) Light AC/2                              LT        1         1         4.00
(CL) Ultra AC/10                             RA        3         4        10.00
(CL) LB 5-X AC                               RA        1         4         7.00
(CL) ER Medium Laser                         RA        5         1         1.00
(CL) Ultra AC/10                             LA        3         4        10.00
(CL) LB 5-X AC                               LA        1         4         7.00
(CL) ER Medium Laser                         LA        5         1         1.00
@Streak SRM-4 (25)                           RT        -         1         1.00
@LB 5-X (Cluster) (20)                       RT        -         1         1.00
@Ultra AC/10 (10)                            RT        -         1         1.00
@Light AC/2 (45)                             LT        -         1         1.00
@LB 5-X (Cluster) (20)                       LT        -         1         1.00
@Ultra AC/10 (10)                            LT        -         1         1.00
                                            Free Critical Slots: 3

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 23
3          6       6       4       0      4     0   Structure:  5
Special Abilities: OMNI, C3I, NOVA, PRB, RCN, ECM, CASE, MHQ2, SRCH, ES, SEAL, SOA, FLK 0/1/1


================================================================================
Loadout Name: Echo                                           Cost: 29,293,594
Tech Rating/Era Availability: X/X-X-X-X                       BV2: 2,698

Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
Heat Sinks:         (CL) Double Heat Sink        17(34)                    2.00
    Heat Sink Locations: 2 LT, 2 RT, 1 LA, 1 RA
    CASE Locations: LT, RT                                                 0.00
    Actuators:      L: SH+UA    R: SH+UA

Equipment                                 Location    Heat    Critical    Mass
--------------------------------------------------------------------------------
(CL) Anti-Missile System                     HD        1         1         0.50
Improved C3 Computer                         RT        0         2         2.50
(IS) Light AC/5                              LT        1         2         5.00
(CL) LB 10-X AC                              RA        2         5        10.00
(CL) ER PPC                                  RA        15        2         6.00
(CL) LB 10-X AC                              LA        2         5        10.00
(CL) ER PPC                                  LA        15        2         6.00
(CL) Streak SRM-4                            RL        3         1         2.00
(CL) Streak SRM-4                            LL        3         1         2.00
@LB 10-X (Cluster) (10)                      RT        -         1         1.00
@Streak SRM-4 (25)                           RT        -         1         1.00
@Anti-Missile System (24)                    RT        -         1         1.00
@Light AC/5 (20)                             LT        -         1         1.00
@LB 10-X (Cluster) (10)                      LT        -         1         1.00
@Streak SRM-4 (25)                           LT        -         1         1.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:     10    Points: 27
3          6       6       4       0      4     1   Structure:  5
Special Abilities: OMNI, C3I, AMS, CASE, MHQ2, SRCH, ES, SEAL, SOA, FLK 1/1/1
So, using Solaris Skunk Works for crazy stuff. Crazy stuff like a Battletech if made in an alternate timeline, an AU where the Hegemony managed to stay alive, among other things.

This is something of an odd duck based on HBS's Bull Shark Assault 'mech. This time with omni-tech. In this case, it has various dakka variants with plenty of missiles and energy weapons to fall back on in case of problems. Too bad SSW doesn't have Improved Autocannons...
 

LTR

Don't Look Back In Anger
Administrator
Staff Member
Founder
In case any of you BTechers didn't know yet...

Tex has deemed our humble forum worthy of recognition in his almost ninety minute long Marauder video!

Any Battletech Fans Watch That Guy Tex of the Black Pants Legion

He just released a new video on Comstar Home Video.

Tex Talks Battletech
Episode 13: The Marauder The SLDF War Machine




One of the finest war machines Humankind has ever known, after the Catapult, that's right, the mighty Marauder.

Also of interest...

🧐

ihBnVzi.jpg


Should check these places out.

Battletech for Big Four!

And be sure to thank Tex for giving us (multiple) shoutouts on his channel! Despite my best efforts to compensate him with Earthly treasures and pleasures he refused and apparently just wanted to help the community and do some good by mentioning our humble little growing forum.

However... if you want to send him unsolicited pictures of your Hollander (with or without the Black Pants) I'm sure he'll be more then grateful.
 

Bear Ribs

Well-known member
Not sure if these exist but I'm hunting for some RATs, specifically Clans around 3025-3050, in the leadup to the invasion when they were fighting their trials to see who got to go and who had to stay home. Has anything like this been published or will I need to make my own? The closest I've found is the FM: Crusader/Warden Clans books but those are laden with 'mechs from too late in the timeline like Cauldron Born, and also have nothing for vehicles or ASF.
 

Aaron Fox

Well-known member
Alternate Battletech Union class Company Dropship:
Union Company Dropship
Type: Military Spheriod
Mass: 14,000 tons
Technology Base: Mixed (Experimental)
Introduced: 3145
Mass: 14,000
Battle Value: 17,104
Tech Rating/Availability: F/X-X-X-F
Cost: 29,408,859,200 C-bills

Fuel: 100 tons (3,000)
Safe Thrust: 4
Maximum Thrust: 6
Heat Sinks: 157 (314)
Structural Integrity: 20

Armor
    Nose: 440
    Sides: 400/400
    Aft: 308

Cargo
    Bay 1:  Mech (12)               2 Doors   
    Bay 2:  Heavy Vehicle (12)      1 Door   
    Bay 3:  Light Vehicle (12)      1 Door   
    Bay 4:  Fighter (6)             2 Doors   
    Bay 5:  BattleArmor (CS) (12)   1 Door   
    Bay 6:  Cargo (631.5 tons)      1 Door   

Ammunition:
    1,920 rounds of Streak LRM 20 ammunition (320 tons),
    4,000 rounds of LB 10-X Cluster ammunition (400 tons),
    1,440 rounds of Hyper-Assault Gauss Rifle/20 ammunition (240 tons)

Escape Pods: 0
Life Boats: 56
Crew:  12 officers, 35 enlisted/non-rated, 10 gunners, 264 bay personnel, 264 passengers       

Notes: Mounts 72 tons of ferro-aluminum armor.

Weapons:                                           Capital Attack Values (Standard)
Arc (Heat)                                     Heat  SRV     MRV     LRV     ERV   Class       
Nose (80 Heat)
4 Laser AMS                                    20   1(12)    0(0)    0(0)    0(0)  AMS         
4 ER Large Pulse Laser                         52   4(40)   4(40)   4(40)    0(0)  Pulse Laser
4 LB 10-X AC                                    8   4(40)   4(40)    0(0)    0(0)  LBX AC     
    LB 10-X Cluster Ammo (800 shots)
RS/LS Fwd (108 Heat)
4 Laser AMS                                    20   1(12)    0(0)    0(0)    0(0)  AMS         
4 ER Large Pulse Laser                         52   4(40)   4(40)   4(40)    0(0)  Pulse Laser
4 LB 10-X AC                                    8   4(40)   4(40)    0(0)    0(0)  LBX AC     
    LB 10-X Cluster Ammo (800 shots)
4 HAG/20                                       16   6(64)   5(48)   5(48)    0(0)  AC         
    Hyper-Assault Gauss Rifle/20 Ammo (480 shots)
2 Streak LRM 20                                12   4(40)   4(40)   4(40)    0(0)  LRM         
    Streak LRM 20 Ammo (480 shots)
RS/LS Aft (100 Heat)
4 Laser AMS                                    20   1(12)    0(0)    0(0)    0(0)  AMS         
4 ER Large Pulse Laser                         52   4(40)   4(40)   4(40)    0(0)  Pulse Laser
4 LB 10-X AC                                    8   4(40)   4(40)    0(0)    0(0)  LBX AC     
    LB 10-X Cluster Ammo (800 shots)
2 HAG/20                                        8   3(32)   2(24)   2(24)    0(0)  AC         
    Hyper-Assault Gauss Rifle/20 Ammo (240 shots)
2 Streak LRM 20                                12   4(40)   4(40)   4(40)    0(0)  LRM         
    Streak LRM 20 Ammo (480 shots)
Aft (20 Heat)
4 Laser AMS                                    20   1(12)    0(0)    0(0)    0(0)  AMS
A Union class Dropship for an alternate Battletech. In this case a 14kTon vehicle capable of defending itself and haul a full Battlemech company with support. ;)
Trench class Light System Defense Gunboat:
Trench Light System Defense Gunboat
Type: Military Spheriod
Mass: 5,000 tons
Use: Light System Patrol and Minor Fleet Escort
Technology Base: Mixed (Experimental)
Introduced: 3145
Mass: 5,000
Battle Value: 23,052
Tech Rating/Availability: F/X-X-X-E
Cost: 908,684,000 C-bills

Fuel: 500 tons (15,000)
Safe Thrust: 8
Maximum Thrust: 12
Heat Sinks: 206 (412)
Structural Integrity: 25

Armor
    Nose: 625
    Sides: 555/555
    Aft: 525

Cargo
    Bay 1:  Cargo (29.5 tons)       1 Door   

Ammunition:
    3,000 rounds of Streak SRM 6 ammunition (200 tons),
    960 rounds of LRM 20 ammunition (160 tons)

Escape Pods: 0
Life Boats: 13
Crew:  4 officers, 1 enlisted/non-rated, 11 gunners, 40 marines, 18 BA marines       

Notes: Mounts 90 tons of ferro-aluminum armor.

Weapons:                           Capital Attack Values (Standard)
Arc (Heat)                     Heat  SRV     MRV     LRV     ERV   Class       
Nose (120 Heat)
1 Sub-Capital Laser (SCL/1)    24   1(10)   1(10)   1(10)    0(0)  Sub-Capital Laser
4 ER PPC                       60   6(60)   6(60)   6(60)    0(0)  PPC         
4 Laser AMS                    20   1(12)    0(0)    0(0)    0(0)  AMS         
4 Streak SRM 6                 16   5(48)   5(48)    0(0)    0(0)  SRM         
    Streak SRM 6 Ammo (600 shots)
RS/LS Fwd (140 Heat)
4 ER Large Pulse Laser         52   4(40)   4(40)   4(40)    0(0)  Pulse Laser
2 ER PPC                       30   3(30)   3(30)   3(30)    0(0)  PPC         
6 Laser AMS                    30   2(18)    0(0)    0(0)    0(0)  AMS         
2 LRM 20                       12   2(24)   2(24)   2(24)    0(0)  LRM         
    LRM 20 Ammo (240 shots)
4 Streak SRM 6                 16   5(48)   5(48)    0(0)    0(0)  SRM         
    Streak SRM 6 Ammo (600 shots)
RS/LS Aft (132 Heat)
4 ER Large Pulse Laser         52   4(40)   4(40)   4(40)    0(0)  Pulse Laser
2 ER PPC                       30   3(30)   3(30)   3(30)    0(0)  PPC         
6 Laser AMS                    30   2(18)    0(0)    0(0)    0(0)  AMS         
2 LRM 20                       12   2(24)   2(24)   2(24)    0(0)  LRM         
    LRM 20 Ammo (240 shots)
2 Streak SRM 6                  8   2(24)   2(24)    0(0)    0(0)  SRM         
    Streak SRM 6 Ammo (600 shots)
Aft (20 Heat)
4 Laser AMS                    20   1(12)    0(0)    0(0)    0(0)  AMS
Also, a little something to scare the shit out of people coming into a system. ;) 5kTons of 'have fun getting into this system' combat dropship fun. It also has bigger brothers. The biggest of which is a 100kTon monster...
 

Aaron Fox

Well-known member
So how’s it different from the Castrum?
It has a lot of fighters and small craft backed by several batteries of sub-capital lasers and AR-10 missile racks?
Rebout class System Defense Monitor:
Rebout System Defense Monitor
Type: Military Spheriod
Mass: 100,000 tons
Use: System Defense and Fleet Escort
Technology Base: Mixed (Experimental)
Introduced: 3145
Mass: 100,000
Battle Value: 141,546
Tech Rating/Availability: F/X-X-X-F
Cost: 8,639,904,000 C-bills

Fuel: 750 tons (7,500)
Safe Thrust: 5
Maximum Thrust: 8
Heat Sinks: 952 (1904)
Structural Integrity: 150

Armor
    Nose: 1500
    Sides: 1300/1300
    Aft: 1036

Cargo
    Bay 1:  Fighter (48)            4 Doors   
    Bay 2:  Small Craft (16)        4 Doors   
    Bay 3:  Cargo (166.5 tons)      1 Door   

Ammunition:
    120 rounds of AR10 Barracuda ammunition (3,600 tons),
    2,880 rounds of Hyper-Assault Gauss Rifle/40 ammunition (960 tons),
    16 rounds of AR10 Santa Anna ammunition (640 tons),
    3,840 rounds of Gauss Rifle [Clan] ammunition (480 tons)

Escape Pods: 0
Life Boats: 115
Crew:  19 officers, 5 enlisted/non-rated, 70 gunners, 176 bay personnel, 176 passengers, 300 marines, 100 BA marines       

Notes: Mounts 540 tons of ferro-aluminum armor.

Weapons:                                           Capital Attack Values (Standard)
Arc (Heat)                                     Heat  SRV     MRV     LRV     ERV   Class       
Nose (760 Heat)
8 Laser AMS                                    40   2(24)    0(0)    0(0)    0(0)  AMS         
16 ER Large Pulse Laser                        208  16(160) 16(160) 16(160)  0(0)  Pulse Laser
16 ER PPC                                      240  24(240) 24(240) 24(240)  0(0)  PPC         
16 HAG/40                                      128  51(512) 38(384) 38(384)  0(0)  AC         
    Hyper-Assault Gauss Rifle/40 Ammo (960 shots)
16 Gauss Rifle                                 16   24(240) 24(240) 24(240)  0(0)  AC         
    Gauss Rifle Ammo [Clan] (1280 shots)
2 Sub-Capital Laser (SCL/1)                    48   2(20)   2(20)   2(20)    0(0)  Sub-Capital Laser
4 Capital Missile Launcher (AR10 Launcher)     80   8(80)   8(80)   8(80)   8(80)  AR10       
    AR10 Barracuda Ammo (40 shots)
    AR10 Santa Anna Ammo (16 shots)
RS/LS Fwd (656 Heat)
8 Laser AMS                                    40   2(24)    0(0)    0(0)    0(0)  AMS         
16 ER Large Pulse Laser                        208  16(160) 16(160) 16(160)  0(0)  Pulse Laser
16 ER PPC                                      240  24(240) 24(240) 24(240)  0(0)  PPC         
8 Gauss Rifle                                  72   38(376) 31(312) 31(312)  0(0)  AC         
    8 HAG/40
    Hyper-Assault Gauss Rifle/40 Ammo (480 shots)
    Gauss Rifle Ammo [Clan] (640 shots)
2 Capital Missile Launcher (AR10 Launcher)     40   4(40)   4(40)   4(40)   4(40)  AR10       
    AR10 Barracuda Ammo (20 shots)
2 Sub-Capital Laser (SCL/2)                    56   4(40)   4(40)    0(0)    0(0)  Sub-Capital Laser
RS/LS Aft (656 Heat)
8 Laser AMS                                    40   2(24)    0(0)    0(0)    0(0)  AMS         
16 ER Large Pulse Laser                        208  16(160) 16(160) 16(160)  0(0)  Pulse Laser
16 ER PPC                                      240  24(240) 24(240) 24(240)  0(0)  PPC         
8 Gauss Rifle                                  72   38(376) 31(312) 31(312)  0(0)  AC         
    8 HAG/40
    Hyper-Assault Gauss Rifle/40 Ammo (480 shots)
    Gauss Rifle Ammo [Clan] (640 shots)
2 Sub-Capital Laser (SCL/2)                    56   4(40)   4(40)    0(0)    0(0)  Sub-Capital Laser
2 Capital Missile Launcher (AR10 Launcher)     40   4(40)   4(40)   4(40)   4(40)  AR10       
    AR10 Barracuda Ammo (20 shots)
Aft (488 Heat)
8 Laser AMS                                    40   2(24)    0(0)    0(0)    0(0)  AMS         
16 ER Large Pulse Laser                        208  16(160) 16(160) 16(160)  0(0)  Pulse Laser
16 ER PPC                                      240  24(240) 24(240) 24(240)  0(0)  PPC
 

Users who are viewing this thread

Top