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

Battlegrinder

Someday we will win, no matter what it takes.
Moderator
Staff Member
Founder
Obozny
Mech of the week 2

Tenshi:



This is, as it happens, the first Kuratian mech I've bought, and one of only two on my roster, which makes it a rarity. It's also rare in being a dark age era kuritan mech that's not shaped like a giant samurai.

The kit itself is excellent, with lots of detail and no flaws that I can find. A particular design element I'd praise are the leg mounted rocket launchers, which are designed so that if you don't mount them, they don't leave any gaps or holes behind, unlike, say, the Viking's leg guns, which leave behind holes you'd have to fill in with green stuff.
 

Bear Ribs

Well-known member
Second Part up. Will have the actual battle in an interlude since the MC isn't a MechWarrior, in a couple days. It's already written but I want to edit it a bit.

Pants' attempt to duplicate her trick on the Hunchback failed so we defaulted back to my plan. The ambush against the Hunchback went well. Pretty much exactly as planned, the Sea Spider surfaced and started firing signal flares into the air a bit outside cannon range, while the Hunchback was still pacing the island. This got the pilot's attention and Friday led a charge across the beach to it while the Hunchback pilot was still looking at the surfaced sub. The space suits had a halfway decent stealth package, the best we could build, and within a few moments the Space Commandos were swarming up the legs. By the time he reacted Friday's lead demo team was already up to the head. A burning bar to the cockpit hatch to open up a hole, and he suffocated in the poisonous atmosphere within a minute or two. No casualties, perfect strike.

I felt kind of bad for him. his last few minutes must have been hell, knowing his comrades had abandoned him, he was trapped on a tiny island surrounded by bombs and enemies, and there was absolutely no way out at all. I couldn't imagine a more stressful situation. Then I remembered he was a pirate and slaver, and got over it.

Twenty minutes of waiting later a Sea Spider beached itself and disgorged the best we had available for a 'mech astech. I had to really thank our parent's sense of preservation and care for how much it was saving my hide today, normal practice was to make sure every vital job had several apprentices or understudies and make sure they were separated during operations so that we couldn't lose everybody in a vital job position in one incident.

Thus I had a backup mechwarrior, and backup astechs available in a situation nobody could have seen coming. I would not have brought them on my own initiative, something to remember next time.

Pharaoh was an Elf with. . . actually she looked absolutely nothing like anything I'd associate with a Pharaoh. She was a wood elf with green hair in a pixie cut, green slit eyes, and walnut brown skin along with ears that stuck out six inches from the sides of her head. I got no idea where she got her name but there was a notable Egyptophile clique among us so probably an in-joke.

“We can get it,” she finally finished, “But the effort's going to be a pain and the system is locked down. We've got the neurohelmet off the dead pilot, but I don't have a proper code-breaker with me so we won't be able to make it fight until we can get some replacements,” she explained matter of factly.

“Alright. . . at least we have the Thorn. Can you see about rigging up some winches to get it away from the landing pad? We don't need to taking more damage from the thruster exhaust on that DropShip.”

“Oh we can do better than that,” Pharaoh answered dismissively, “We can put it in maintenance mode and it'll walk, just not fire it's weapons. Take a day or two to crack the neurohelmet security so we can use it like a real 'mech, though.”

“Ah, well great then. That's all we need,” I said, suddenly much more cheerful. That would be a great help.

“Uh, you realize without weapons it won't do a thing to the clanners?”

“Doesn't matter, I can bid it away which makes us look good,” I told her smugly.

The next half hour passed swiftly, for people who weren't me. Pants kept communications running and I coordinated movements as Grizzly disabled and recovered the mines from around the landing pad. Meanwhile we got the terrified pilot out of the Thorn and Pharaoh reset it's security systems so that Fish could pilot it.

With that covered, Pants and I decided to eat a bit, grabbing a couple of bricks of freeze-dried yeast and some water. It wasn't tasty but food was always scarce for us and yeast was easy to grow in abundance.




Fish was a brave monster girl. She knew full well she was almost certainly going to die, that's just how clanners rolled. But she was going to die for the rest of us, to save her people and her sister, so that nobody else would die today.

I hoped I'd be as accepting and calm when my time came. She spent about twenty minutes putting the Thorn through it's paces, getting familiar with the systems, and then retreated to spend her last hour with her sisters.

Naturally, having things go right didn't sit well with the universe and that's when disaster struck.

“Signal from the mining base!” Pant's suddenly shouted, spraying yeast crumbs in my ear as she toggled the communications system. A scared gargoyle appeared.

“This is Treadmill, we're under attack, multiple torpedo impacts and we're taking on water! We've taken out the attacker but virtually every level is flooded and-”

“Signal lost,” Pants reported dully.

There'd been a second Manta, intact but sunk, we'd thought. Once we'd quit paying attention the attack sub had pulled away and headed for our mining base. And now the base was gone.

“Pants!” I snapped out immediately, “Dispatch the subs carrying Grizzly's Sappers at flank speed, there may still be survivors even if communications are down. Tell her the situation.”

Grizzly wasn't trained for SAR, at all, but she was what I had available and ready to go, and the mermaid sappers could hold their breath for thirty minutes straight, a valuable thing in a flooded base operation. But the hardware was probably all gone. . . along with 99% of our food and freshwater supplies, I suddenly realized. Suddenly feeling much hungrier since my biology can be quite spiteful to my brain, I carefully wrapped up what was left of my yeast bar and put it in the locker.

I didn't have a plan, couldn't really think of one now. I wasn't sure how to get out of this one. We needed food. We monstergirls needed more than baseline humans, a lot more. We couldn't survive the two weeks it would take the DropShips to get here (best time) on 1% rations. We'd starve in days.

In short we were in real trouble and there was just no way out.

“Bear Ribs, what are we going to do?” Pants asked me softly.

I steepled my fingers and concentrated a moment. “We're going to deal with the clanners first. Then I'll worry about food afterwards,” I told her. It's something I'm good at, ignoring distractions until the current emergency is dealt with.

“But. . .”

“No buts,” I told her firmly. “You can look into it, page the techs and see if we've got anybody who's got experience on the yeast vats, see if they have any ideas. And tell Grizzly to see what can be recovered, at least some of the rations should be in sealed containers that might have survived. And then leave me alone, I've got a more immediate problem right now.”

Pants looked taken aback by this, “Okay,” she said quietly.

It wasn't long after Pants got the word out that the various tech groups that the Nova Cat dropship landed, huge and impressive compared to the bandit Lion, which itself was several times larger than our own ancient ones. Within a few minutes of landing a group of suited technician caste had emerged and made things secure, and the clanners began to unload 'mechs.

They were impressive ones, too. Compared to the bandits these 'mechs were shiny, painted, cared for; lacking the ugly spot welds and obvious patch jobs holding the bandit 'mechs (and the assorted salvage we tended to use) together. Three rows of 15 'mechs stood in a parade formation, ranging from a light 20 ton Jenner IIC to a massive 60 ton Mad Dog. Each one was painted in Nova Cat colors with a snarling cat face on the shoulder and they stood in a perfect formation next to the boat ramp.

It was intimidating to say the least, and it was with some trepidation that I had Pants open a channel to Star Captain Ulrich again.

“Well met,” he told me politely, “I trust you are prepared to respond to my Batchall now?” Straight to the point. Well then.

“I am,” I answered with more force and determination than I felt, “I, Bear Ribs, accept your Batchall. The condition will be augmented, the field of battle underwater at the base of this island's loading ramp. I bid the following forces: 1 Hunchback, 1 Thorn, and two points of ultralight submarines.”

This was too much for him and he actually giggled at me, “You captured those 'mechs less than an hour ago and already you are bidding them with green pilots. I salute your audacity, Bear Ribs. But. . . two points of submarines?” He asked, raising an eyebrow.

“Pants, send the specs please,” I requested, “I'm of the opinion that one submarine can be taken as a rough equivalent of one elemental.”

He glanced offscreen to one of his own officers and the nodded. “I accept your assessment,” he said cheerfully, “But you have bid 4 points, 5 is standard.”

“Can't bid what I don't have,” I admitted.

“Ah, well then, I will defeat your forces with only a Fire Moth and a Viper, and no vehicles,” he countered.

“Then I shall bid away the Hunchback, and take you on with only the Thorn and the submarines,” I countered as planned.

“I have the utmost confidence in my mechwarriors. I need no Viper and will defeat you with only the Fire Moth,” he gave me a cheerful smile.

I raised an eyebrow at him, “I too believe my pilot to be skilled, Fish will take your Fire Moth without the assistance of any Submarines.”

At this point negotiations changed slightly. Since it was now one on one, our pilots would bid for themselves so Fish was patched in, along with the Fire Moth's mechwarrior, a gothic looking woman with pale skin, hair the color of charcoal, and a twisted burn mark on one cheek.

“I am Fish, mechwarrior of the Thorn,” Fish said. Kind of unnecessary but protocol.

“I am Samantha, mechwarrior of the Fire Moth, and I say your skills are trash to mine,” the goth girl opened up, “I bid away my lasers and will defeat you with only my missile launchers.”

There was a really long pause and I pinched the bridge of my nose. Ulrich looked like he was barely containing hysterical laughter.

“I'm almost tempted to allow that because I want to win,” I finally interjected when I realized Fish was going to go for it, “But unless the clan's technology have changed dramatically, your missile launchers will not fire underwater. You're literally bidding away the only weapons you have. Unless you plan to punch the Thorn to death.”

Samantha managed to turn even paler, then blushed red. Striking in melee was considered gauche and a violation of normal clan behavior. On the other hand she was acting like an idiot. I couldn't afford to be too meek and unwarriorlike.

“Then. . .”

“Let it stand,” I suggested, “You're already bidding away all your missiles just by walking into the water.”

There was a pause as both Ulrich and Samantha considered.

“Agreed, Bargained-” Samantha finally answered, but Ulrich interrupted before she could finish.

“There is one other slight matter before we begin,” he began, “You see, you chose an underwater venue as is your right. However as I lack submarines, my warriors cannot join the circle of equals and observe the battle. Consequently you are obligated to allow my warriors onto your non-combatants in order that the circle may be maintained. . .” the devilish grin he had suggested that somehow this was a win for him though I had no idea why.

“Ah, just a moment please,” I muted, then froze the video and for a brief moment, emulated Grizzly's normal speech patterns before getting myself under control.

“Pants, we need all the inhumanoid monsters-”

“Like, on it already!” Pants countered me. And she was, literally using one set of vocal cords to talk to me while her second set were issuing orders over the radio.

“Right, okay, good,” this was so not good. I was past playing with fire and deep into playing with lava here. I put Ulrich back on.

“Most of the submarines are full, I'll need a short amount of time to move around my people so that your warriors can have a seat, but your terms are otherwise acceptable,” I finally said with a big fake smile on my face.

“Certainly. Bargained well and done,” he told me.

“Bargained well and done,” I agreed dully.

A flurry of activity followed as we moved our people around. We actually had plenty of room, the problem was, y'know, species. Elves and succubi could pretend to be humans with a hat to cover their ears and horns, and cyclops could pull it off with an eye-concealing helmet. Golems were more of a problem, they looked like a a suit of armor but the fact that they had human proportions would make any person with the slightest spatial recognition wonder how the heck a human being was fitted inside a suit that was. . . well, human sized. The armor would have to be paper thin and the current state of battlefield technology, Battletech Pants had identified the world we were in, didn't allow for that. Wyverns, gargoyles, and mermaids were right out, there was just plain no mistaking them for humans.

A whirlwind of docking and swapping people followed as the pilots ensured several Sea Spiders had adequate space and none of the more. . . monstrous looking monster girls on board.

Eventually it was done, and time to bite the bullet. Half a dozen Sea Spiders pulled themselves onto the beach, the clanner representatives climbed in through the airlocks, and we formed a rough circle around the two 'mechs. There was a burst of whiteness as the Sea Spiders turned dozens of floodlights onto the surface, and the circle of equals was complete.
 

Doomsought

Well-known member
Oxygen Torpedoes
The most ubiquitous weapon that most mech warriors have never heard of, the term "Oxygen torpedo" is used to refer to all types of ICE and fuel cell powered Long range torpedoes. Both the launchers and ammunition are extremely easy to manufacture, thus are almost universally manufactured on the same planet as they are used and almost never shipped off world.
Game Rules: Oxygen Torpedoes use the standard rules for direct fire and indirect fire Artillery, except there must be an unbroken line of water hexes between the weapon and the target hex, or unit if using homing torpedoes.
Construction Rules: Oxygen Torpedo Launchers may only be installed on aquatic combat vehicles, aquatic support vehicles, aquatic advanced support vehicles, mobile structures with aquatic movement and structures adjacent to or under a water hex.
Primitive variants: Primitive oxygen torpedo launchers have double the standard tonnage and space, and half as much ammunition.

Heat: 6
Damage: 40 / 20
Tons: 12
Critical Slots: 12
Ammo Per Ton: 2
Long Range: 8 Maps

Dumb fire Oxygen Torpedo
Lacking a sonar targeting system, dumb fire torpedoes travel in a strait line, only detonating when their timed fuse runs down. Dumb fire torpedoes use all standard artillery weapon rules.

Magnetic fused Oxygen Torpedo
This torpedo mounts a magnetic aberration sensor allowing it to detonate directly under enemy ships.
  • When a Magnetic Fused Oxygen Torpedo hits the target map, draw a line from the target hex to the edge of the map closest to the Torpedo's launch position. If there are any units on that line, the torpedo will attempt to target that unit rather than the target hex. If there are multiple units on that line, it will target the unit closest to the edge of the map. Magnetic Fused Oxygen Torpedoes ignore Submarines under a depth of 6 and all aircraft.
  • If the torpedo is targeting a unit, the torpedo's controller must make an attack roll against the unit. If the torpedo misses then it will detonate in the next hex on the line towards the target hex after the target unit, dealing AOE damage as normal. A magnetic fused Oxygen torpedo suffers a +3 penalty to attach rolls against all units, and an additional +2 penalty against units under 100 tons and all hydrofoils and hovercraft.
  • If a Magnetic Fused Oxygen Torpedo hits a unit, it also applies a +1 modifier to the subsequent Hull Breach roll.

Homing Oxygen Torpedoes
Equipped with a sonar targeting system, is capable to tracking a target after launched.
  • When a Homing Oxygen Torpedo is launched, it targets a specific unit rather than a hex.
  • When hitting a unit with a successful attack roll, the player controlling the torpedo rolls 2d6. On a roll of 5+ the torpedo hits the Target with its full rated damage, otherwise it hits the unit with its AOE damage. For units with a mass over 200 tons, the TN is reduced by 1, for units over 500 tons the TN is reduced by 2, and for units over 1000 tons the TN is reduced by 3. If the unit is a hydrofoil, the TN is increased by 2.
  • If a homing oxygen torpedo hits a unit and deals full damage, it also applies a +1 modifier to the subsequent Hull Breach roll.
Sea Launched Arrow Missiles
Rather than a large explosive warhead and engine, this torpedo contains a single shot Arrow IV missile launcher. The S.L.A.M. Torpedo does not include the cost of the Arrow IV munitions it is loaded with, and weighs a full ton for each torpedo.

Thunder (FASCAM) Oxygen Torpedoes.
Oxygen Torpedo FASCAM rounds can only be used to deploy sea mines, and due to the increased drifting caused by water currents created a 20 point density minefield in the target hex and a 5 point density minefield in the surrounding hexes. Otherwise they follow the standard rules for FASCAM artillery munitions.
 

Battlegrinder

Someday we will win, no matter what it takes.
Moderator
Staff Member
Founder
Obozny
Mech of the week 3:



This weeks model isn't official, instead it's from an etsy store called Hespusus II minatures. It would be official, but for some reason Catalyst let hairbrained schemes design their very own, brand new mech and make it the centerpiece of a campaign event, and then just.....did nothing with it, for some reason. I guess they though no one would want a really cool clan assault mech, or something?

Anyway, as for the model here, the detail and printing are excellent, with the only issue being the ultra ac 5s are positioned above the LBX 10s, while official art has the 10s on top....like 60% of the time, the other 40% the 5s go on top (nice one, HBS). But that's not hespusus's fault, they're just licensing the design from the orginal designer (which is one of the reasons I like them, few etsy sellers are actually honest enough to do that).

I actually can't speak highly enough of Hespusus as a seller, their customer service is amazing. This was one of two mechs I ordered from them, but I accidentally destroyed the other one trying to adjust the pose (word of warning: 3D printed resin doesn't bend in cold water like caster models do, it just cracks and breaks). I mentioned what happened when I was ordering some custom printed mechs from them, and they replaced it free of charge, even though I very specifically said it was my fault it happened. They're my go to source for 3D printed mechs and custom printing, because of service like that.

As for the mech itself, or at least my version of it since every bullshark is a homebrew design, it really feels the extra tonnage the C3i system eats up, because it runs a tad hot for my taste. Not unreasonable so by BTech standards, but I prefer to customize designs to be heat neutral on an alpha, since I dislike paying the tonnage and space for weapons that don't get fired. This one can't do that, it'll have to drop one of the lasers or two of the guns to avoid heat (not counting the thumper, which I don't plan on firing often). Though since it's only got two tons of LBX ammo and therefore requires using them somewhat sparingly, I guess that's a self solving issue.
 

Bear Ribs

Well-known member
Third part, an interlude covering the 'mech fight underwater.

Interlude: Unhappy as Clam

Clam wasn't happy. This wasn't usual at all, she was normally so cheerful and saw the good side in everything that her sisters had named her, (Happy as a) Clam.

The source of her unhappiness was the Nova Cat elemental squeezed into the seat next to her, who was entirely too talkative and kept eating some sort of crunchy snacks in the cockpit, spreading crumbs on her clean instrument panel and raising Clam's stress level.
“So,” munch munch, “You are an actual combat pilot quiaff?”

“Uh. . .” Clam struggled to remember the clan protocol. Never use a contraction unless you were a warrior caste and then only their approved contractions. Quiaff was. . . query-affirmative? Yeah that was it. “I am,” she answered. The approved response was 'Aff' but she wasn't sure if that was allowed for any warrior or only clan warrior caste.

“Excellent, so much better to be with a real warrior. I pity the others who are stuck with some technician or laborer to talk to instead. It must be torture for my sibko.” munch munch.

“Yeah. . .” Clam said weakly, wishing the elemental would shut up, or at least only talk or eat at any given moment. “It looks like they're ready.”

“Indeed, this will be an interesting battle,” crumbs sprayed against the side of Clam's hat. She wiped at it but it was futile without taking it off and she wasn't doing that.

Clam resolved to grow her horns out. Some succubi liked being a coat rack and let their horns grow long and pointed. Others felt it was good to be able to disguise yourself as a human, and filed their horns skin-close to be a hat rack instead. Clam had been of the latter opinion and look where it got her, the coat rack succubi all got to be away from the clanners and she had to put up with this.

Battle Music: Dead Man Walking


The Thorn and the Fire Moth began to close in. . . at the speed of a woman pushing a stroller and window shopping. Clam was mildly amused at how they flailed in the water compared to a dedicated sub. Queen of the battlefield her rather magnificent ass.

“Oh come on!” the clanner complained, “Is this a fight or a funeral? I have seen surats move faster than this-in their sleep!”
“Battlemechs that aren't made for underwater combat are no good at moving there,” Clam explained. The clanner gave her a dirty look and she realized belatedly she'd used a contraction. She wished she could just not have to talk to the elemental.
Clam decided to ignore the clanner and watch the fight. In the light of the many searchlights, Fish managed to clumsily get a foot stuck in the thick mud, then fell flat on her face. A big cloud of disturbed mud obscured the Thorn from view. It took nearly a minute for her to stand up again.

“But what is the point then? This is more boring than listen to a technician lecture about data transfer protocols,” the clanner complained, “It is going to take them an hour just to get into firing range.”

“No,” Clam disagreed, “The Thorn has a torpedo launcher. She'll be able to fire in just a few more moments.”
True to her words, a moment later there was a burst of bubbles as forced air shot a cluster of five torpedoes out of the Thorn's launcher that sped across the waters towards the Fire Moth. . . then passed by and exploded a larger cloud of mud.

“Yeah, I can feel the excitement,” the elemental grumped, “Well, that is some nice ink you have. The mark of your point perhaps?” munch munch.

“Huh?” Clam asked, confused by the sudden change of conversation.

“Your tattoo, I'd love to know how you get it to glow like that. Is it like a UV ink?” the elemental clarified, and reached over and ran his fingers over the geometric design on Clam's arm.

The succubus was slightly startled and pulled away from the touch, hoping the tattoo didn't move. Her control over her chromatophores wasn't as impressive as some succubi so she settled for a simple glowing geometric design instead of trying for something stupidly complex. And if she was surprised, such as by suddenly being grabbed by her worst enemy she was trying to ignore, the ink might move.

“Maybe you wish to see mine?” the clanner asked with a broad grin before opening his shirt. Across his broad, muscular chest was a dog or wolf jumping out of a tornado of fire. Underneath was a row of numbers. “Part of the Blazeyot Star,” he said proudly. “These numbers show which Nova, Cluster and Galaxy I am part of. Yours does not have that, is it because your group is too small to need it?”

“Ah. . . yeah.”

“You have got some muscles on your girl, I like that,” the clanner continued, rubbing her arm and feeling where her ink covered her biceps. Clam tried hard not to flinch away, “You must train a lot. You know, you could actually make good warrior material. You could be more than a surat in a tiny float on the edge of nowhere.”

Clam had thought she was uncomfortable before. She was wrong, she now realized. Getting crumbs sprayed all over her face was heaven compared to having a sloppy clan elemental courting her.

“Our Star Captain is very good,” he continued, “He respects all his warriors, freeborn and trueborn alike. All he asks is your best. You could really be somebody, at least not be a starving peasant cowering-”

“Ah, looks like there's some action again,” she said hastily, hoping to distract her would-be suitor.

In the window, the Thorn was back up and continued to close slowly with the Fire Moth. It let loose another barrage of torpedoes and a couple hit at the closer range, denting the Fire Moth's armor across one of it's heavily upraised arms, but inflicted no serious damage.

The Fire Moth for it's part continued to try to close in, hampered by the water. A sudden line of bubbles appeared as the Thorn tried a shot with it's lasers, instantly boiling the water out of it's path. Ten seconds later Fish tried the torpedoes again and got three peppering hits across the Fire Moth's torso.

“Fish's doing really well,” Clam volunteered, hoping to change the uncomfortable subject.

“Neg,” the mechwarrior disagreed, “Samantha will take her down. Your pilot is actually barely passable considering her handicaps, but she has been in her 'mech for all of ten minutes and it shows in how clumsy she is and how badly she is moving. I would bet whatever trainer you used didn't use foot pedals in it's control scheme-” oh, thought Clam, if you only knew the real problem, “-because she is clearly no good at using them. She has a huge range advantage with those torpedoes but she can barely control her movements and she wasted her advantage getting close. Samantha is going to take her apart as soon as she gets in range and considering she is using half her tonnage, it is a deeply impressive victory. Samantha will garner much honor from this”

As the clanner predicted, Fish managed to land a hit with her laser before the other 'mech could get close then slipped in the mud again. The Fire Moth closed in and raked. . . a patch of mud next to her rather than hitting the downed 'mech with her lasers, making the water boil. Plumes of hot water rose off it's heat sinks and the mud swirled, making it almost impossible to see what was going on. But then the Fire Moth backed off out of the cloud.

“What. . . why didn't she finish Fish off?” Clam asked, quite confused.

“Showoff,” the elemental snorted, “She is drawing out the fight to show how superior she is, and not taking any easy shots when your pilot is down. Making sport out of it.”

Fish managed to right the Thorn and clamber out of the mud cloud but the Fire Moth was waiting, and tore her again and again with it's lasers. The water boiled, bits of metal melted off only to freeze again as a rain of metal fragments, and suddenly the Thorn's arm burst and released a cloud of steam as systems failed and water flooded the internal compartments. Fish landed a couple hits of her own but the Fire Moth was faster and far more agile, and within a moment her other arm was cut off. A few more surgical strikes to the leg and Fish was down in the mud and struggling to rise with no arms and one leg. A second hit to the cockpit released a stream of bubbles from the flooding canopy.
“Enough!” Bear Ribs authoritative voice came over the comm system, startling both of them. Clam was intensely grateful because it took the clanner's hand off her arm where his thumb was doing circles on her ink, “We concede the match, well fought, Mechwarriors.”

The face of Star Captain Ulrich appeared on the comms as well, where he was also eating some kind of ration bar, “Well met and well fought,” he agreed, “I will have my scientist caste contact your comms for a transmission channel. I believe that concludes our business here, so we will depart once we get our warriors back. . . unless you have anything to add?” he asked suddenly and intensely. Clam felt the hair on the back of her neck raise.

“Did you happen to see what happened to our JumpShips?” Bear Ribs asked, her face suggesting she was plotting something.

“As it happens, we were already in-system when those bandits jumped in. They damaged one of your DropShips, an Aquaduct, but it and the others docked with your JumpShips and fled. Not very brave of them.”

“Would you consider trading with us?” Bear Ribs asked hopefully.

Ulrich just smiled lightly and shook his head, “You keep mistaking me for a Diamond Shark,” he answered with some amusement, “I'm a warrior, not a merchant.”

“Well then. . . I propose a second batchall?” Bear Ribs suddenly asked, and Clam had a horrible feeling as the world dropped out from under her. They'd won everything, survived a nightmare situation, everything was fine and now Bear Ribs was ruining it like an idiot running a risk of getting caught out again for no reason.

“It is not protocol to simply challenge over and over again but it has been a long trip and a little more battle will not go amiss. Name your wager.”

“I wager 100 kilograms of germanium against 100 tons of your combat rations,” Bear Ribs told him firmly.

The Star Captain smirked at her and it felt to Clam like, somehow, he'd just won a major concession but she didn't know why. This entire situation made no sense, what was she missing? The mechwarrior next to her was tense.

“Very well. The contest shall be unaugmented, a test of strength alone! Arm wrestling,” he told her, “I bid myself alone, and I do hope you will do me the honor of bidding yourself as well, it would make me very happy to make it a test of one commander against another.”

“Well, this shall be interesting. I need to use your refresher,” the clanner said to Clam's horrified, paralyzed dropped jaw, before stepping into the head squeezed behind the seats. Clam took a moment to get control of herself now that the unwanted presence was temporarily gone.

It was a horrible day with one nightmare after another. Even after dropping her guest off on the beach and getting a small chance to relax, Clam was still stressed knowing that, for whatever stupid reason, Bear Ribs had decided to think with her stomach and risk all their lives for snacks.

Adding insult to injury, when Clam went to brush her hair in hopes of relaxing herself, her idiot sister had taken the hairbrush, and Clam was left to do nothing but stew in her own annoyance.
Clam was not happy.
 

Doomsought

Well-known member
Time for some more Brew.

Laser Designation Receiver
Unit Restrictions: LDRs can only be installed on units capable of making strafing run attacks.
Construction Rules: A laser designation receiver can only be combined with direct fire weapons that do not use clustered hit rules. One LDR must be installed for each weapon chosen to receive its benefits, which is chosen when each LDR is installed. If the unit is tracking critical slots (such as a LAM), then the LDR must be installed in the same location as the weapon it is being combined with.
Game Rules: When a unit making a strafing run attack mounts Laser Designation Receivers, the controlling player may choose to have the Laser Designation Receivers take control of the Unit's weapons. If control is transferred, all weapons with attached LDRs use the following rules, while all other weapons on the unit, such as LRMs, follow the normal rules for strafing run attacks.
  • Weapons with an attached LDR do not make their own to-hit rolls. Instead the weapons may only make attacks against units successfully designated by a friendly TAG unit on the turn of the Strafing Run. These weapons are still restricted to only attaching units that are also in hexes that would make them legal to attack during a strafing run.
  • If multiple units are both designated and in legal hexes, then the player must assign weapons to attack on or the other.
  • Weapons that can make multiple attacks can only use a single attack under these rules.
  • When attacking a successfully designated target, roll 2d6 for each attacking weapon. On a 4+, the weapon hits its target dealing full damage. On a 3 or less, the attack is a glancing blow (Tactical operations pp 80).
Edit: changed to use the official glancing blow rule
 
Last edited:

Battlegrinder

Someday we will win, no matter what it takes.
Moderator
Staff Member
Founder
Obozny
So, in case you haven't heard, CGL issued a bunch of takedown notices to thingverse, targetting battletech related items. They had the usual issues caused by automated takedowns, IE, they just spammed takedowns to anything tagged "Battletech", which hit not only copyrighted mech designs, but also hex bases, terrain, and, most ironically a much of mechs that are inspired by battletech but changed enough to be orginal creations CGL does not have the rights to [insert "die a hero or live long enough to become Harmony Gold" joke of your choice here]. A lot of the discussion of this I've seen has been framing in terms of CGL acting to defend thier IP (and bottom line) from infringing 3D printing, as part of a long running issue of traditional manufacturers trying to keep 3D printing from gutting them. What do you think?


Personally, I think this was, at least morally, past the line. CGL is fine with people playing battletech with cardboard cutouts, I'm not sure how you can that's ok but a 3D printed mech isn't. At the very least, they had an obligation to have a human involved and actually check that they correctly issuing takedowns instead of a robot.

From a business standpoint, it seems even shakier. Looking at the cost of a high quality 3D printed mech from Hespusus II minis, they're about $10 each. That's a issue for Iron Wind Metals where most mechs are a few bucks more, but that's iron wind's problem. CGL, on the other hand, is doing much better. Those new plastic lance/star packs are like $25 each, that's $5 a model.

Now, that equation is different if you're buying a printer and making mechs yourself, but I don't think it's that different. A good printer is still going to set you back several hundred dollars at minimum. You could buy a dozen lance packs for that. And in fact based on the kickstarter, thousands of people are willing to do just that. I don't see any evidence that CGL is losing any significant volume of sales to 3D printers.

Speaking for myself, I own 5 3D printed mechs, soon to be ten. Or like 6, I dunno. Five protomechs are equal to one battlemech in clan tactics, right? Anyway, I own 5 mechs. One of them has no official model, 2 more have models but I don't like them and would not have bought them, 1 of them has an offical model I don't like and a unrevealed plastic model that I probably will also dislike from a pack I'm not going to buy. Only one of them has an official model that I like, it's just that I like the 3D version more. And it's an offical model from ironwind, who I buy tons of stuff from already. I think they can withstand losing $15 in sales.
 

Doomsought

Well-known member
Heavy Laser Anti-Missile System
While effective weapons, standard LAMS need to be used in large numbers to be used agianst capital scale missiles. To solver this problem a the Heavy Anti-missile laser system was designed using a pair of medium pulse lasers mounted on a tracking and targetting system simular to a standard LAMS, however the increased mass has rendered the system vulnerable to vibration and cannot be mounted on smaller units.
Construction Rules: H-LAMS because of their mass H-LAMS require a stable firing platform. H-LAMS can only be installed structures, units over 500 tons.
Game Rules: The H-LAMS is a type of anti-missile system and works like a standard LAMS except where specificed otherwise. For the purposes of advanced point defense rules, each H-LAMS deals 10 standard damage.
Damage 10*
10 Heat
6 Tons
Critical slots 6

Anti-Missile Missile Systems
The anti-missile missile system is a LRM-15 modified with a special trakcing system designed to lock onto incoming capital missiles at long range.
Game Rules: AMMS are point defense weapons that follow a modified version of advanced point defense rules. Unlike other point defense weapons, they may target missiles at a range of 3 aerospace hexes (or 3 maps if used on a ground unit), but can only target Arrow IV and capital missiles. Each AMMS deals 10 points of standard damage to a missile.
Damage: 10*
Heat: 6
Mass: 9 tons
Space: 4 Critical slots
Ammo Per Ton: 8
 

Doomsought

Well-known member
@Bear Ribs This is something I've had on the back burned since I got my battletech mermaid planet idea, but haven't bothered to finish until you also started posting aquatic BMs

Land Sea Mech
The land-sea mech is a contemporary to the Land-Air mech, developed during a period where it was a fad for mech manufacturers to attempt to combine mechs whit other vehicle types. Several factors have led to the land-sea mech being far more successful than land air mechs, firstly is that land-sea mech technology has found the most utility in deep sea industrial mechs. This means that not only were land-sea mech factories a lower priority during the Ameris Civil war and succession wars, but many of the factories where in deep sea dome colonies that where immune to most forms of orbital bombardment. Secondly, industrial mechs care much less about the mass penalty of Land-sea mech components. Finally, Land-sea mech technology is much simpler and cheaper than land-air mech technology.

Several land-sea mechs were in the combat engineering battalions of General Kerensky's exodus fleet, and likely served as inspiration of the Clan's much more advanced Underwater Maneuvering Unit. However a mech equipped with UMU is not a true land-sea mech, rather land sea-mechs are and industrial or battlemech constructed with mech ballast tanks and Mech impellers.


Mech Ballast Tanks
The core component of a land-sea mech is the ballast tanks that allow the land-sea mech to float like a submarine. Mech ballast tanks are also packaged with a set of structural modifications and reinforcements that make a mech much more survivable in a deep sea environment. When implemented in industrial mechs, mech ballast tanks can take advantage of the industrial mech's much more specious frame. Battlemechs however require much more extensive modifications and land-sea battlemechs have seen much less engineering development.
Construction Rules: Mech ballast tanks weigh 5% of an industrial mech's mass, or 10% of a battlmech's mass. In either case, the ballast tanks occupy 3 critical slots in each side torso. An industrial mech with mech ballast tanks gains an environmental seal at no additional costs.
Game Rules:
As long as a land-sea mech's Ballast tanks are undamaged, it may float and move up and down underwater at a rate of 1 mp per level as per standard submarine movement. The ballast tanks of a land-sea mech are cleverly engineered to protect it's internal systems from flooding As long as a land-sea mech's ballast tanks have not been destroyed, whenever a Land sea mech would suffer a hull breach on a torso section, its ballast tanks will suffer one point of critical damage instead. It takes 3 points of critical damage to destroy Mech ballast tanks, causing progressive degrading functionality as follows:
  • If the ballast tanks have taken 1 point of critical damage, the land sea mech will instead need to spend 2 mp to move up one level, but can still sink at full speed.
  • If the ballast tanks have taken 2 points of critical damage, then the land sea mech cannot move upwards in a combat times scale, but can still float and sink.
If installed in a super-heavy mech, the amount of critical damage that mech ballast tanks can take is doubled, as are the thresholds for degrading functionality.

Mech Impellers
While the mech ballast tanks provide for flotation and vertical movement, a set of deducted impellers provide horizontal movement maneuvering.
Construction Rules: Mech Impellers have the same mass and space as standard jump-jets, and follow the same rules for placement as jump jets. Mech impellers cannot be mixed with jump-jets or UMUs. A Land sea mech may mount as many Mech Impellers as it has walking MP.
Game rules: Each intact mech impeller gives the land sea mech 1 underwater MP.
Bathyspheric Cockpit
The bathyspheric cockpit is a heavy cockpit completely redesigned for underwater use.
Game Rules:
  • Bathyspheric cockpits have a full head ejection system that functions in the same manner as a maritime escape pod when underwater.
  • The heavy reinforcement to withstand deep sea pressure causes the bathyspheric cockpit to be treated as an armored cockpit. Unless a safety interlock is activated, when the mech receives a critical hit to the cockpit the ejection system will automatically engage.
  • The sensor-systems are specialized for underwater use, its sonar has been improved at the cost of removing its radar and its floodlights and cameras have been calibrated to best see through water at the cost of color range. Thus a mech with a bathespheric cockpit has a -1 bonus to piloting checks while underwater and a +1 penalty to piloting and gunnery checks while on land.
  • Because the bathyspheric cockpit was developed after Land-sea mech development had been completely dedicated to industrial mechs, like an industrial mech cockpit it lacks afire control system. A standard fire control system can be added to a bathysphere cockpit at the cost of simply making it more expensive, or an improved fire control system can be added which is more expensive and fills the last critical slot in the land-sea mech's head with sensors, but also removes the penalty to surface activity.
4 tons
Mech Ballast Tanks: 350 x Unit tonnage
Mech impellers: 50 x (number of impellers) x Unit tonnage
Bathyspheric Cockpit: 250,000
Bathyspheric Cockpit+standard fire control: +350,000
Bathyspheric Cockpit+improved fire control: +400,000
 

Senor Hortler

Permanently Banned
Permanently Banned
I wonder what the smallest force needed to let the Blackwatch actually manage to throw Amaris out on his arse is.
 

Senor Hortler

Permanently Banned
Permanently Banned
Additional jump infantry company would have probably made throne room counterattack successful.
Star League would probably still have bit the dust though wouldn't it? Even if the Camerons were kept alive, the whole thing was teetering like a house of cards.
 

Doomsought

Well-known member
I wonder what the smallest force needed to let the Blackwatch actually manage to throw Amaris out on his arse is.
Honestly, it's not a matter of numbers so much as timing.

Also I got some more low tech home-brew for periphery nonsense.

Tomahawk Cruise Missile
Several successive generations of Tomahawk cruise missiles saw use in combat during early space exploration. The inner sphere abandoned these for more flexable and survivable missile artillery such as Arrow-IV and its predecessors, however many periphery states maintained use of Tomahawk variants up to the reunification wars. Even during this era the extreme range of the weapons made a few Tomahawk launch stations a deterrent against pirate attacks on much of the planet.
Tomahawk cruise missiles follow the same rules as Arrow-IV missiles except as follows:
  • Like capital missiles, Tomahawk cruise missiles can be intercepted and destroyed by fighters.
  • Tomahawk missiles are much more fragile than advanced missiles and can be destroyed by only 3 points of standard damage.
  • Large, slow and fragile, it is much easier for an AMS to destroy a tomahawk missile. On a roll of 1d6, a Tomahawk will be destroyed by an AMS on a 1-5.
  • If the target hex falls is in the range of an active, hostile, ECM suite when the missile arrives, the missile suffers a +4 penalty on its to-hit roll.
  • Tomahawks missiles can only operate in breathable atmosphere.
  • When fired at extreme range, subtract 10 km from the distance then divide that distance by 500kph to calculate the travel time. Once the travel time has elapsed, the missile enters play at a distance of 20 maps and follows normal artillery rules.
Alternate Ammunition: Tomahawk cruise missiles have all the same ammunition types as ARROW-IV missiles except anti-air, but cost 30% less.

Heat: 5
Damage: 30A
Long Range: 20 maps
Extreme range: 1000 km
Tons: 10
Critical Slots: 20
Ammo Per Ton: 5/6
 
Last edited:

Bear Ribs

Well-known member
I wonder what the smallest force needed to let the Blackwatch actually manage to throw Amaris out on his arse is.
If we're talking hypotheticals, one soldier with a pistol in the throne room at the right second.

More reasonably though I agree with @PsihoKekec. They had the 'mechs and the ASF, losing the cult of the MechWarrior and having a hundred or two extra soldiers patrolling the palace and it's grounds would have made the initial attack by Amaris vastly more dangerous and harder for him to succeed. He may still have killed the First Lord but he wouldn't have managed to kill every Cameron before one of those infantry companies got some of them out.

@Bear Ribs This is something I've had on the back burned since I got my battletech mermaid planet idea, but haven't bothered to finish until you also started posting aquatic BMs

Land Sea Mech
The land-sea mech is a contemporary to the Land-Air mech, developed during a period where it was a fad for mech manufacturers to attempt to combine mechs whit other vehicle types. Several factors have led to the land-sea mech being far more successful than land air mechs, firstly is that land-sea mech technology has found the most utility in deep sea industrial mechs. This means that not only were land-sea mech factories a lower priority during the Ameris Civil war and succession wars, but many of the factories where in deep sea dome colonies that where immune to most forms of orbital bombardment. Secondly, industrial mechs care much less about the mass penalty of Land-sea mech components. Finally, Land-sea mech technology is much simpler and cheaper than land-air mech technology.

Several land-sea mechs were in the combat engineering battalions of General Kerensky's exodus fleet, and likely served as inspiration of the Clan's much more advanced Underwater Maneuvering Unit. However a mech equipped with UMU is not a true land-sea mech, rather land sea-mechs are and industrial or battlemech constructed with mech ballast tanks and Mech impellers.


Mech Ballast Tanks
The core component of a land-sea mech is the ballast tanks that allow the land-sea mech to float like a submarine. Mech ballast tanks are also packaged with a set of structural modifications and reinforcements that make a mech much more survivable in a deep sea environment. When implemented in industrial mechs, mech ballast tanks can take advantage of the industrial mech's much more specious frame. Battlemechs however require much more extensive modifications and land-sea battlemechs have seen much less engineering development.
Construction Rules: Mech ballast tanks weigh 5% of an industrial mech's mass, or 10% of a battlmech's mass. In either case, the ballast tanks occupy 3 critical slots in each side torso. An industrial mech with mech ballast tanks gains an environmental seal at no additional costs.
Game Rules:
As long as a land-sea mech's Ballast tanks are undamaged, it may float and move up and down underwater at a rate of 1 mp per level as per standard submarine movement. The ballast tanks of a land-sea mech are cleverly engineered to protect it's internal systems from flooding As long as a land-sea mech's ballast tanks have not been destroyed, whenever a Land sea mech would suffer a hull breach on a torso section, its ballast tanks will suffer one point of critical damage instead. It takes 3 points of critical damage to destroy Mech ballast tanks, causing progressive degrading functionality as follows:
  • If the ballast tanks have taken 1 point of critical damage, the land sea mech will instead need to spend 2 mp to move up one level, but can still sink at full speed.
  • If the ballast tanks have taken 2 points of critical damage, then the land sea mech cannot move upwards in a combat times scale, but can still float and sink.
If installed in a super-heavy mech, the amount of critical damage that mech ballast tanks can take is doubled, as are the thresholds for degrading functionality.

Mech Impellers
While the mech ballast tanks provide for flotation and vertical movement, a set of deducted impellers provide horizontal movement maneuvering.
Construction Rules: Mech Impellers have the same mass and space as standard jump-jets, and follow the same rules for placement as jump jets. Mech impellers cannot be mixed with jump-jets or UMUs. A Land sea mech may mount as many Mech Impellers as it has walking MP.
Game rules: Each intact mech impeller gives the land sea mech 1 underwater MP.
Bathyspheric Cockpit
The bathyspheric cockpit is a heavy cockpit completely redesigned for underwater use.
Game Rules:
  • Bathyspheric cockpits have a full head ejection system that functions in the same manner as a maritime escape pod when underwater.
  • The heavy reinforcement to withstand deep sea pressure causes the bathyspheric cockpit to be treated as an armored cockpit. Unless a safety interlock is activated, when the mech receives a critical hit to the cockpit the ejection system will automatically engage.
  • The sensor-systems are specialized for underwater use, its sonar has been improved at the cost of removing its radar and its floodlights and cameras have been calibrated to best see through water at the cost of color range. Thus a mech with a bathespheric cockpit has a -1 bonus to piloting checks while underwater and a +1 penalty to piloting and gunnery checks while on land.
  • Because the bathyspheric cockpit was developed after Land-sea mech development had been completely dedicated to industrial mechs, like an industrial mech cockpit it lacks afire control system. A standard fire control system can be added to a bathysphere cockpit at the cost of simply making it more expensive, or an improved fire control system can be added which is more expensive and fills the last critical slot in the land-sea mech's head with sensors, but also removes the penalty to surface activity.
4 tons
Mech Ballast Tanks: 350 x Unit tonnage
Mech impellers: 50 x (number of impellers) x Unit tonnage
Bathyspheric Cockpit: 250,000
Bathyspheric Cockpit+standard fire control: +350,000
Bathyspheric Cockpit+improved fire control: +400,000
I actually had the thought of doing that as well, though I was going to simplify it and use the rules for making Autobot Automech Submarine/Surface ship transformers from Nebula California. It looks like you put a lot more thought into it though and those are some pretty nice mods.
 

Doomsought

Well-known member
I actually had the thought of doing that as well, though I was going to simplify it and use the rules for making Autobot Automech Submarine/Surface ship transformers from Nebula California. It looks like you put a lot more thought into it though and those are some pretty nice mods.
It took me a bit to calibrate the precise amount of nerf-bat to use on it, but once I came up with the industrial mech angle it flowed pretty well from there on out.
 

Doomsought

Well-known member
I've come up with some miscellaneous equipment costs for things like furnishing a command ship with office space, or adding computers to a sig-int ship for decryption.

Miscellaneous Equipment Costs
Office Cubical 0.5 tons, 4000 C-Bills
Office Equipment 8,000 C-Bills per ton
Industrial Equipment 3,500 C-Bills per ton
Computer Equipment 42,000 C-Bills per ton
Laboratory Equipment 32,000 C-Bills per ton

For comparison
Crew Quarters runs 1000-3000 C-Bills per ton
MASH 10,000 C-Bills per ton
Paramedic Equipment 30,000 C-Bills per ton
Communications Equip 10,000 C-Bills per ton

Based on this article, an office cubical workstation costs about 4000 dollars per cubical on the high end. Some guesstimates of the furniture weight for me up to 280 kg, so I doubled it to 0.5 tons for floors ceiling and electronics infrastructure. For industrial equipment I looked up a large industrial injection mold, which was ~$60,000 for a 17 ton press. This comes out to just above $3500 per ton, which is a nice round number to use. For computing Equipment, a 42U rack is around 1 ton full, and a mid range 2U server looks like $2000. The rack and various equipment is a bit more weight, and that stuff costs a little bit more, but 42000 is a round number so I will keep it. Laboratory Equipment is based on a fume hood with cabinets that weighs 745 lbs and costs $12,140, desks and structure will will cost less by weight, specific sensors will cost more per weight, but this gives us a nice number.
 

UltimatePaladin

Well-known member
I've come up with some miscellaneous equipment costs for things like furnishing a command ship with office space, or adding computers to a sig-int ship for decryption.

Miscellaneous Equipment Costs
Office Cubical 0.5 tons, 4000 C-Bills
Office Equipment 8,000 C-Bills per ton
Industrial Equipment 3,500 C-Bills per ton
Computer Equipment 42,000 C-Bills per ton
Laboratory Equipment 32,000 C-Bills per ton

For comparison
Crew Quarters runs 1000-3000 C-Bills per ton
MASH 10,000 C-Bills per ton
Paramedic Equipment 30,000 C-Bills per ton
Communications Equip 10,000 C-Bills per ton

Based on this article, an office cubical workstation costs about 4000 dollars per cubical on the high end. Some guesstimates of the furniture weight for me up to 280 kg, so I doubled it to 0.5 tons for floors ceiling and electronics infrastructure. For industrial equipment I looked up a large industrial injection mold, which was ~$60,000 for a 17 ton press. This comes out to just above $3500 per ton, which is a nice round number to use. For computing Equipment, a 42U rack is around 1 ton full, and a mid range 2U server looks like $2000. The rack and various equipment is a bit more weight, and that stuff costs a little bit more, but 42000 is a round number so I will keep it. Laboratory Equipment is based on a fume hood with cabinets that weighs 745 lbs and costs $12,140, desks and structure will will cost less by weight, specific sensors will cost more per weight, but this gives us a nice number.
This is really helpful. Thanks, definitely helps to put things into perspective and give a rough estimate.
 

Doomsought

Well-known member
Following the collapse of the Wagon Wheel project due to multiple redesigns, one of the major contractors submitted a new design that would revolutionize naval architecture. In order to both make production times faster and make it easier to modify into different roles, the ships broadsides would be constructed separately in drop-ship yards, then attached to the main hull during the last few steps of construction. This would allow every politician who wanted their way with the Wagon Wheel to get what they wanted, and the proposal was accepted.

The contractors responsible for the design faced numerous problems with the step of mating the broadsides of the ship to the primary hull. For each problem they fell back to their experience in manufacturing and refurbishing drop-collars and naval tug adapters. As the final problems with the mating process were dealt with, the connection point between the broadsides and the primary hull was essentially an enlarged and heavily reinforced drop-ship collar. At this point they decided to drop the step of welding the broadsides on and installed K-F booms so that they could make the K-F Jump Drive smaller. Thus, the Taurian Concordat light cruiser Arizona was the first Warship to ever mount Modular Mission Pods. Because the broadsides were mounted on K-F booms, the Arizona could have broad side weapons bays to match any ship of that era. The design was not without its problems, because of its novel superstructure no weapons could be affixed between its Nose or Aft firing bays and its broadsides, however this problem was solved during the design of its successors the Houston class battle-cruiser and the Colt class Destroyer.

The Arizona changed the Concordat's destiny. Because of the Modular Mission Pods, the Arizona class cruisers were able to be quickly upgraded to match even Terran Hegemony warships in naval brawling matches, and the ships could be quickly repaired by swapping out the Pods. The modular design also played merry hell with Star League intelligence as different configurations often were identified as completely different ship classes by sensors systems in that era.
This advanced warship technology serves the same purpose for warships as omni-pods do for mechs. A modular mission pod can be described as dropships with a heavily modified docking collars and no engines, though this undersells the amount of engineering differences between modular mission pods and dropships.

To allow a warship to mount modular mission pods, MMP docking collars need to be installed on the ship and the engine needs to be enlarged for the extra weight of the Modular mission pods it will mount. There are four types of modular mission pods which each are only compatable with the matching modular mission pod docking collar: Compact, Light, Medium and Heavy. Although they are derived from dropship docking collars, MMP docking collars are completely different in structure, being much larger and inset into the ship's hull. Each MMP docking collar has a minimum tonnage requirement for a warship to be able to mount it, listed in the table bellow.

When MMP docking collars are installed on a ship, pick a firing arc. Only one MMP may be installed in any firing arc. Do to their size and the limitations on warship fire control computers, the MMP will prevent any weapons from being installed in that firing arc. Instead, all weapons mounted on any MMP installed there will use that firing arc. If the firing are is required to be mirrored, then MMP docking collars of the same type must be installed in both firing arcs.

When installing engines on a warship ship with MMP docking collars, you must add the maximum MMP size for each docking collar to the warships mass before calculating the size of the warship's maneuvering drive. This only applies to maneuvering drives: Like dropships, MMPs mount K-F Booms, and each MMP carries additional control systems and crew accommodation to take care of its own systems.

Modular Mission Pod Size

MMP Model

Minum Ship Size

MMP Collar Mass

Docking Collar

Slots

MMP Max Size

MMP min SI

MMP max SI

Compact

100,000 tons

1,200 tons

1 Slot

20,000 Tons

3

30

Light

250,000 tons

1,500 tons

1 Slot

50,000 Tons

4

40

Medium

500,000 tons

2,000 tons

2 Slot

100,000 Tons

6

60

Heavy

1,000,000 tons

3,000 tons

3 Slot

150,000 Tons

8

80

Taking Damage
A Modular Mission Pod might take damage if the ship carrying it recieves an attack. First determine what facing is recieving the attack, if there is an MMP that can recieve damage from that facing then roll 1d6 and review the table bellow. If an MMP is on the rolled firing arc, then the damage is split between the MMP and the warship evenly. If a direct hit is rolled, then all damage is applied ot the warhsip. Critical hits from the same attack are applied to the MMP then to the warship, alternating for additional critical hits.

MMP Hit table

Die Roll

Front

Aft

Side

Above/Bellow

1

Front Left

Aft Left

Front Side

Nose

2

Direct Hit

Direct Hit

Direct Hit

Direct Hit

3

Nose

Aft

Broadside

Direct Hit

4

Nose

Aft

Broadside

Direct Hit

5

Driect Hit

Direct Hit

Direct hit

Direct Hit

6

Front Right

Aft Right

Aft Side

Aft

MMPs use the Dropship side facing table for all critical hits. Thruster critical hits are negated. Critical hits to the engine instead damage the MMP link. The first hit to the MMP link increase heat generated be the MMPs weapon bays by 5%. The third hit disables the MMPs equipment as if powered down.
Step 1: Type and Size

The first step in designing an MMP is deciding which type of MMP collar it will be compatable with and the weight of the MMP. An MMP may weigh any where between 5000 tons and the maximum weight allowed by its MMP Collar listed in the Modular Mission Pod Size table, in 1,000 ton incraments.

Step 2: Control System and Structure

An MMP's contorl system is composed of two parts, the first part is the MMP link which contains the power adapters, coolant line hook ups, and computer network ports that link its systems to those of the Warhips it is attached to through the MMP collar. The MMP link weighs half the mass of the MMP collar. The MMP link also contains batteries and back up generators capable of keepingg life support active while the MMP is being transported.

The other half of the MMP's control system are the duty stations for its crew and gunners.
The crew stations weigh the MMP's weight x 0.0020
An MMP uses the same rules as a Dropship to determin its minimum crew and gunners.

Determine Structural Integrity
An MMP does not have an engine, but it does have a minimum and maximum amount of Structural integrity based on the size of the MMP collar it is designed to be installed in, listed in the Modular Mission Pod Size chart. The weight of an MMP's structural integrity is (SI x Tonnage / 500)

Step 3: Armor

An MMP can mount (10+SI tonnage / 50) tons of armor, but only has one armor facing. Because the size of an MMP is primarily determined by the MMP collar it is affixed to, ammo per ton for an MMP is determined by its MMP colalr rather than tonnage.


MMP Capital Armor per ton (Inner Sphere/Clan)

MMP Type

Standard Armor

Ferro-Aluminum

Ferro Carbide

Lamellar Ferro Carbide

Compact

1.2/1.5

1.5/1.6

1.7/1.9

2.0/2.5

Light

1.0/1.2

1.2/1.5

1.4/1.7

1.7/2.0

Medium

0.8/1.0

1.0/1.2

1.2/1.4

1.4/1.6

Heavy

0.6/0.7

0.8/0.9

1.0/1.1

1.2/1.3

Step 4: Heat sinks

All the equipment carried on an MMP will be considered part of the unit it is installed on for the purposes of heat. MMPs do not get any weight free heat sinks because they lack an engine. While MMPs are not required ot install any heat sinks, it is suggested that they do so in case the unit they are installed on does not have enough space heat sinks to fire all of the MMPs weapons.

Step 5: Weapons and Equipment

Crew Quarters: Units that can mount MMPs rarely have passanger space for their MMP crews, thus an MMP must mount crew quarters for their officers, enlisted crew and gunners.

Legal Equipment: MMPs can mount any weapons and equipment that can be installed on dropships. A compact MMP can install any capital weapons that weighs less than 1000 tons, and other MMPs can mount any capital weapons other than mass drivers.

Weapons and Fire control Systems: a MMP has a single firing arc which follows the smae rules for space and fire cotnrol systems as a warship.

Transport Bays and Doors: MMPs follow the same rules for traqnsport bays and doors as a dropship, except they have only (3+ MMP tonnage / 50000) bay door rounded up.
Edit: balance allowed armor tonnage
 
Last edited:

PsihoKekec

Swashbuckling Accountant
Playing with SSW

Code:
Choppy

Mass: 45 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Dark Ages
Tech Rating/Era Availability: F/X-X-X-E
Production Year: 3132
Dry Cost: 8.608.215 C-Bills
Total Cost: 8.608.215 C-Bills
Battle Value: 1.534

Chassis: Unknown Standard
Power Plant: Unknown 180 Light Fusion Engine
Walking Speed: 43,2 km/h (54,0 km/h)
Maximum Speed: 64,8 km/h (86,4 km/h)
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Light Ferro-Fibrous
Armament:
    1  Heavy PPC
    1  Light PPC
    1  Medium R-e Laser
    1  Hatchet
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Affectionately nicknamed Choppy, this Hatchetman based testbed mech was used by
NAIS for component testing since 3060's, but with Kuritan forces nearing the
capital it was hastily refurbished and assigned to New Avalon CMM, where it was
issued to 2nd mech battalion, consisting mostly of reactivated reservists and
staff officers volunteering for frontline duty.


Notable 'Mechs & MechWarriors:
Leftenant Grover Stevanos: Former Heavy Guardsman and twenty year veteran of
Investigation Department of New Avalon City Metropolitan Police, Stevanos
answered the call for volunteers and took over Choppy, as it's switched control
scheme was better suited for his left-handedness. During brutal urban combat of
the Kuritan assault, he led his lance in series ruthless ambushes, especially
singling out enemy melee mechs, earning himself a nickname Head Taker.


He met his end in a duel against Sho-sa from 2nd Sword of Light, buying his
comrades time to escape. This time his oponent expected his use left side
hatchet attacks and cut the haft of his hatchet with Shiro's sword, however
Stevanos still managed to destroy its cockpit with combination of laser fire
and TSM backed punches. His mech was then promptly obliterated by combined fire
of dozen Kuritan mechs, ejected head given thorough attention.


================================================================================
Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
Internal Structure: Standard                      75 points                4,50
Engine:             Light Fusion Engine          180                       5,50
    Walking MP: 4 (5)
    Running MP: 6 (8)
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LT, 2 RT                                         2,00
Heat Sinks:         Double Heat Sink             10(20)                    0,00
    Heat Sink Locations: 2 LT, 1 LA
Gyro:               Standard                                               2,00
Cockpit:            Standard w/ Full Head Ejection System                  3,00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
    TSM Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 RL
Armor:              Light Ferro-Fibrous          AV - 153                  9,50
    Armor Locations: 1 CT, 1 LT, 1 RT, 1 LA, 1 RA, 1 LL, 1 RL

                                                      Internal       Armor    
                                                      Structure      Factor    
                                                Head     3            9        
                                        Center Torso     14           21      
                                 Center Torso (rear)                  7        
                                           L/R Torso     11           17      
                                    L/R Torso (rear)                  5        
                                             L/R Arm     7            14      
                                             L/R Leg     11           22      

================================================================================
Equipment                                 Location    Heat    Critical    Mass
--------------------------------------------------------------------------------
Heavy PPC                                    RT        15        4        10,00
Light PPC                                    RA        5         2         3,00
Medium R-e Laser                             RA        6         2         2,50
Hatchet                                      LA        -         3         3,00
                                            Free Critical Slots: 6

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 15
4j         2       3       2       0      2     0   Structure:  2
Special Abilities: TSM, MEL, ENE, SRCH, ES, SEAL, SOA
 
Last edited:

Users who are viewing this thread

Top