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Author Topic: Destroids Using Paladium Stats Mapped Onto a Record Sheet  (Read 457 times)

Daemion

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Destroids Using Paladium Stats Mapped Onto a Record Sheet
« on: 14 September 2021, 15:03:49 »
Prompted by the Sudden discussion of Rifts in the Nebula California Revisions and Supplements thread, I felt it would be fun to finish that little project.

I'm literally going to take the Paladium Stats from the more recent RoboTech Macross Saga Source Book supplement to their Shadow Chronicles RPG, and find where they probably should fit on a Mech sheet for BattleTech.

I will be doing MDC/25 for the hit points.  How you treat those hit-points will be up to you.  Is it armor?  Is it Internal Structure?

That's not the goal with this right off the bat.  The idea is just to have the stats out there in a format that's semi-usable in BT.

Any rules will be down in the Fan Rules general forum.

If you follow the link, you'll find a basic Zentradi Regult BattlePod.  I eventually will not only do the varients, but come up with pilot cards with the different personnel armor packages available to Zentradi pilots and soldiers.

I will eventually redo these with something a little more interesting.
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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #1 on: 14 September 2021, 15:07:37 »
First up: RDF Destroids
Defender

I'm starting with one of the easier ones, sorta.
It only has a pair of weapons, and not a lot of anything extra. 
It has one special piece of equipment - The SHORAD sensor suite.

Note: I was trying to come up with some way to get BT-esque ranges for the cannon munitions, but even using a R/10 (using the BAR 10 Rating as a Max Range divisor, I came to 53 hexes.  So, for the time being, I decided to take it to the Low-Altitude range bands, listing the range in maps, and giving which AT2 standard range band that would equate to.  It's primary roll is Air Defense, so, LoS on the ground will still be very important.)


« Last Edit: 15 September 2021, 02:02:03 by Daemion »
It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

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namar13766

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #2 on: 14 September 2021, 17:42:50 »
What’s MOS stand for?

Andras

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #3 on: 14 September 2021, 17:44:10 »
What’s MOS stand for?

Margin of Success

Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #4 on: 15 September 2021, 02:02:42 »
That's correct. 

Also: I had to modify the sheet a touch, so have a look again.


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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #5 on: 15 September 2021, 02:10:47 »
Next up:
The Phalanx
This missile boat uses large missiles.  It doesn't have a dedicated ammo tonnage because each missile is 450kg, more or less.  There is a variety of ordinance types to choose from out of the Shadow Chronicles RPG.  I took the time to make little cards out of them.  Sadly, I left the ranges in Kilometers because the Phalanx can coordinate with the Phalanx to boost the range, or an AWACS to get the maximum range.

Edit: The Phalanx has it's own RADAR system, which is identical to the other Destroids, beyond the Defender.  You'll see it listed in km on the ordinance cards.

The Area of Effect (AoE) listed on each card is a radius, so it's more of a Range of Effect.  Like the Air-Burst munitions for the Defender, it's easy to justify the damage getting applied to each item in each location for a Mech.

Attached are a couple of the more common types.

« Last Edit: 15 September 2021, 02:29:33 by Daemion »
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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #6 on: 15 September 2021, 02:18:50 »
More Ordinance for the Phalanx.

I don't know the significance behind the Light/Medium/Heavy designations, and whether that might limit what can go in the Derringer Launchers.  Considering the launchers have the MDS-H-22, I'm thinking it can accommodate the heavy missiles.

The idea behind the ordinance blocks is that you print out the ordinance cards, then build a deck with the shown number of cards (22) and place it there. When it comes time for the controller to choose to fire, they can pick out the desired munition card and use its range and damage stats.  Once fired, the card is discarded, and can't be used again for the rest of the game.

Note: I find it strange that the HEAP and High-Explosive missiles have identical stats.  I would have expected that the HEAP have a slightly smaller AoE, compared to the HE.

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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #7 on: 15 September 2021, 02:27:38 »
Proton Torpedoes baffle me.  They're in the Shadow Chronicles List, so I wonder if there is an intro date that isn't being accounted for.  Sadly, the Macross Saga supplement doesn't really go into that kind of detail.

Reflex Missiles are Rare (in short supply), according to the Shadow Chronicles list.  They don't seem to specify what frequency they might be found in any formation.  It's possible they're a special requisition item that are only assigned to elite units or special missions that warrant their expenditure.

Suggestion: A trick I use to get things to line up when trying to print the ordinance cards is to insert them into word, change the word-wrap to close or front or behind, and then adjust the dimensions as needed on the page to tile them.

Now, while I made the attempt to use the exact blocks when designing the cards, that doesn't mean things might not be a little off.  So, once you've printed out a Phalanx sheet, see what the dimensions of the Ordinance blocks turn out to be, and adjust accordingly.

I will be working on these once I have a handle on how I want to approach such long ranges.  They're simple JPEG files, so if you have an idea, feel free to modify them for your own use.
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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #8 on: 15 September 2021, 02:45:20 »
Next up:
The Tomahawk

This one is a little more complicated.  It's a Swiss-Army Knife stocked to the gills with weaponry.  If you're wondering how I determined the BT ranges for the smaller weapons, I found the hex range from the weapon's listed range in the sourcebook, then divided by 10 for the base range.  (Why 10?  Because that's the BAR for BT Armored combat units.  Seemed like a cool idea.  The other option would be to convert BT weapon ranges to low-altitude ranges.  Or, both!  BT handles taking damage differently.  ^-^ )

So, if you're wondering why a 25mm AC has a shorter range than a light Machine Gun, blame Paladium.

This probably won't be the final version, because the RDS Boxes are capable of firing different munition types, and a list will be in order. 

The regular missile launchers will need ordinance cards, as well, since they, too, aren't limited when loaded out for a mission. 

If you want something to work with in the mean-time:
HEAP SRMS do 1 to 2 points of damage and have a range of 16 Maps (Low Altitude Hexes).
Missiles Fired by the MDS-M-6 also get the Anti-Air flak bonus against airborne targets.
These missiles don't gain any bonuses from the SHORAD if a Defender is present.

Other Ordinance options coming soon.
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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #9 on: 13 October 2021, 00:26:40 »
Updated the Tomahawk with changing the placement of the Leg RDS Boxes, and adding an ordinance box for them.
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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #10 on: 13 October 2021, 00:29:53 »
Next up, the Spartan.

According to Palladium, the Spartan is supposed to have a pair of search lights.  I have no idea where they're supposed to be, so I left them off.  It wouldn't surprise me, though, if they were under an armor plate like the TZ-IV cluster.

But, I still can't tell if they would be in the side torsos or on the arms.



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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #11 on: 13 October 2021, 00:32:36 »
Last of the Destroids, but not least:
The Monster

I really don't have much to say about this one. 
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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #12 on: 13 October 2021, 02:14:52 »
So, I went ahead and put together sheets that don't use the card mechanic I want to implement.

But, this means a list of the missile options are necessary.  A special note: All these missiles seem to function much like artillery with ranges in miles/kilometers.  I will list the max ranges, and it's up to you to decide how they need to be handled.  Eventually, I will make a proposition down in the rules section.  I will list the Palladium stats, including blast radius.  Conversion for damage is simply dividing the MD by 25.

Notes:
(c) - Smoke rounds have colors available to them.  If you want to shot a rainbow, you'd have to dedicate one missile to a section of the ROY G BIV, for a total of seven rounds.  xp  I didn't specify it on the Monster Card, but the arty smoke rounds have a limited list of Black, White, Red, Green and Yellow.  I will restate that when I post that alternate sheet.

(s) - These rounds have 'Smart Capable' versions.  They get a +5 to-hit bonus on a d20, which equates to roughly a -3 to-hit bonus in BT terms.  I believe that smart missiles that miss a target keep trying to find a target to hit until they succeed or are shot down.  I'll have to look to be sure.

(r) - These rounds are in short supply to most combat commands.  You'd better come up with a good excuse to be using them.

Quote
Mini Missiles
Type: High Explosive  -  MD:  5-30   -  Blast Radius: 1.5m  -  Max Range: 1.6km
Type: HEAP                -  MD: 10-40  -  Blast Radius: 0.9m  -  Max Range: 1.6km
Type: Fragmentation   -  MD:  5-30   -  Blast Radius: 6.1m  -  Max Range: 0.8km
Type: Plasma/Napalm - MD:  10-60  -  Blast Radius: 4.6m  -  Max Range: 1.6km
Type: Smoke (c)         -  MD:   0         -  Blast Radius: 6.1m  -  Max Range: 0.8km

Quote
Short Range Missiles
Type: High-Explosive (Light)           -  MD: 20 - 80      -  Blast Radius: 3.0m  -  Max Range: 8.0km
Type: High-Explosive (Medium)      -  MD: 20-120      -  Blast Radius: 4.6m  -  Max Range: 8.0km
Type: HEAP (Medium)(s)                -  MD: 20-120      -  Blast Radius: 1.5m  -  Max Range: 8.0km
Type: Fragmentation (Light)            -  MD: 20 - 80      -  Blast Radius: 6.1m  -  Max Range: 4.8km
Type: Plasma/Napalm (Medium)(s) -  MD: 20-120      -  Blast Radius: 4.6m  -  Max Range: 4.8km
Type: Tear Gas                                -  MD: 0 (Effect)  -  Blast Radius: 3.0m  -  Max Range: 0.8km
Type: Knock-out Gas                       -  MD: 0 (Effect)  -  Blast Radius: 3.0m  -  Max Range: 0.8km
Type: Fire Suppressant                   -  MD: 0 (Effect)  -  Blast Radius: 6.1m  -  Max Range: 0.8km
Type: Smoke(c)                               -  MD: 0 (Effect)  -  Blast Radius: 6.1m  -  Max Range: 1.6km 

Quote
Medium Range Missiles
Type: High Explosive (Light)            -  MD: 20 - 80   -  Blast Radius:   6.1m  -  Max Range:   80km
Type: High Explosive (Medium)       -  MD: 20-120   -  Blast Radius:   6.1m  -  Max Range:   64km
Type: High Explosive (Heavy)          -  MD: 30-180   -  Blast Radius:   9.1m  -  Max Range:   64km
Type: HEAP (Medium)(s)                 -  MD: 30-180   -  Blast Radius:   6.1m  -  Max Range:   64km
Type: Fragmentation (Light)             -  MD: 20-120   -  Blast Radius: 12.2m  -  Max Range:   64km
Type: Plasma/Napalm (Medium)(s) -  MD: 40-240   -  Blast Radius:  12.2m  -  Max Range:   64km
Type: Multi-Warhead (s)                  -  MD: 50-300   -  Blast Radius:    6.1m  -  Max Range: 128km
Type: Smoke (c)                              -  MD: 0(Effect) -  Blast Radius:  12.2m  -  Max Range:   64km
 

Quote
Long Range Missiles
Type: High Explosive (Medium)     -  MD:  30-180  -  Blast Radius:   9.1m  -  Max Range:   800km
Type: High Explosive (Heavy)        -  MD:  40-240  -  Blast Radius: 12.2m  -  Max Range:   800km
Type: HEAP (Medium)                   -  MD:  30-180  -  Blast Radius:   9.1m  -  Max Range:   800km
Type: Fragmentation (Light)           -  MD:  20-120  -  Blast Radius: 24.4m  -  Max Range:   640km
Type: Plasma (Medium)                 -  MD:  40-240  -  Blast Radius: 12.2m  -  Max Range:   800km
Type: Plasma (Heavy)(s)               -  MD:  50-300   -  Blast Radius: 15.2m  -  Max Range:   800km
Type: Proton Torpedo (Heavy)(s)   -  MD:  60-360  -  Blast Radius: 15.2m  -  Max Range: 1920km
Type: Reflex (Medium)(s)(r)           -  MD: 100-400  -  Blast Radius: 12.2m  -  Max Range: 1600km
Type: Reflex (Heavy)(s)(r)              -  MD: 100-600  -  Blast Radius: 18.3m  -  Max Range: 1600km
Type: Reflex (Multi-Warhead)(s)(r) - MD: 260-860  -  Blast Radius:  30.5m  -  Max Range: 2880km


Final Note: I still have no clue what the 'Light', 'Medium' and 'Heavy' traits mean, including whether that cuts into the payload count for any launchers.

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Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

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Liam's Ghost

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #13 on: 13 October 2021, 02:26:38 »
Light, medium, and heavy didn't impact magazine capacity in the palladium system. It just indicated missiles that hit harder than others in the same type and range category.

Also:
Proton Torpedoes baffle me.  They're in the Shadow Chronicles List, so I wonder if there is an intro date that isn't being accounted for. 

Proton Torpedoes are also a palladium thing rather than a robotech/macross thing. Came with the system they jammed the robotech liscense into back in eighty-three eighty six essentially.

*note for the edit: my printing of the original edition claims that the very first print was in 1983. Notably, the Rift's rulebook says the same thing. So I'm wondering if this was when the Palladium system was first written.
« Last Edit: 13 October 2021, 02:30:31 by Liam's Ghost »
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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #14 on: 13 October 2021, 02:37:19 »
So, here we go again. The Defender Doesn't need a re-upload because its alternate Ammo Types are already accounted for on the sheet.

Phalanx
A reminder that it pulls from the Long Range Missile list.  Fill in each slot in each ordinance block with a missile from that list.  You will also have to designate if the round is Artillery.  Artillery Missiles can only be fired at ground targets and only get the range boost from an artillery specialist or AWACS.  Non-Artillery Missiles are Air-to-Air, and only gain range boosts from AWACS or Defender coordination.

When firing each Derringer, you specify which round or rounds you're using, and mark them off.  According to the Palladium supplement, each Derringer may fire 1, 2, 4, 8, 12, 16, or all 22.

I think the sheet already specifies that these are smart missiles that grant a +4 attack bonus on d20, which equates roughly to a -2 To-hit modifier in BT. 

Additionally, when receiving telemetry from a Defender or AWACS, the Phalanx gets an additional +3 attack bonus on d20, which equates to either a -1 or -2 To-hit bonus in BattleTech, depending on how you round.

Ranges:
Unsupported - Air (80km); Ground (24km)
Defender - Air Only(240km)
Artillery Specialist - Ground Only (160km)
AWACS - Air (800km); Ground (160km)
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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #15 on: 13 October 2021, 02:38:47 »
Light, medium, and heavy didn't impact magazine capacity in the palladium system. It just indicated missiles that hit harder than others in the same type and range category.

Also:
Proton Torpedoes are also a palladium thing rather than a robotech/macross thing. Came with the system they jammed the robotech liscense into back in eighty-three eighty six essentially.

*note for the edit: my printing of the original edition claims that the very first print was in 1983. Notably, the Rift's rulebook says the same thing. So I'm wondering if this was when the Palladium system was first written.

Must be an easy way to short-hand and understand what missile is in the bin, then.

Thanks.
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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #16 on: 13 October 2021, 03:05:56 »
Tomahawk

The 'My Little Tommy' Mech pulls from the Short Range Missile Lists for both MDS-L-12 and the MDS-M-6 launchers.  It also pulls from the Mini Missile list for the RDS-2 Rocket Boxes on the Legs.

Fill in each slot in each ordinance block with a missile from that list. 

When a missile or mini-missile is used, mark off the slot.

When any of the Launchers takes damage, roll on the appropriate ordinance box to see which missile(s) will be lost.
If the slot was spent, the crit has no further effect.

The MDS-M-6 is a dedicated Anti-Air system.  The missiles are 'smart', receiving a +3 attack bonus on d20, which equates to either a -1 or -2 To-hit bonus in BattleTech against airborne targets, depending on how you round. 
(Note: It doesn't specify, but I imagine the missiles can get a target boost of an additional +3 d20 (-1 to -2 BT) if coordinating with a Defender or AWACS.) 


The MDS-M-6 can fire 1, 2, 4 or 6 missiles in one attack.

Either MDS-L-12 can fire 1, 2, 4, 8, or 12 in one attack.  Both Launchers can be linked together for the same numbers or spam all 24 in one shot.

All weapons with a duplicate can be fired as part of a linked attack.
(Example: Both HPCs can be fired in a single attack.  Both machine guns.  Both Lasers on a TZ-IV cluster, etc.)

The TZ-IV is limited to one of it's guns at a time.  (This is per Palladium Melee attack.  Most pilots will be capable of many melee attacks in a round, which is 14 seconds.  So, if a player wishes to fire with each of the guns in a Cluster, or a linked attack with each pair, those will have to be rolled separately.  So, an AC shot is one attack roll declaration.  So is a laser burst, a mortar shot, and flamer blast.)

(Optional) The Mortar can actually fire ordinance from the Mini-Missile list.  The range is limited to the Mortar's stats, but the damage and effects come from the ammo type in the Mini-Missile.  You will have to list how much of any one type is in each Mortar's Hopper. 

(Discretionary) I know that Mortars can fire Tear Gas and Knock-out Gas grenades in small arms.  If you feel you want that kind of ordinance for the Mortar for a Peace-Keeping scenario, I don't see why you couldn't.  Consult your group.

edit:  All Destroids have sensors that reach out to 80km for aerial targets, but only out to 24km for ground targets (barring line of sight).  The HPCs have a range of 32km.  Against aerial targets, this is unmodified.  Against ground targets, this range is limited to the Tommy's sensors.
« Last Edit: 13 October 2021, 03:59:49 by Daemion »
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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #17 on: 13 October 2021, 03:22:23 »
The Spartan

It follows a lot of the set-up and general rules as you find with the Tomahawk.

Additionally, it may wield one or more hand-held weapons.  Mark which hand is carrying what.  The Mech is designed for this so it receives no movement penalty.  There are no special rules for hitting the weapon.  It already has a slot designated in either arm table. 
(Note: In a future update, I'm thinking of throwing on a Tomahawk HPC as a two-handed weapon.)

It does not have a second TZ-IV cluster, so it can't do linked attacks with that system, otherwise it follows the limitations of that weapon.

The sheet should specify, but to be thorough: The TZ-IV on the Spartan has a protective door.  On a turn the Cluster is used to fire, any attacks directed at the Spartan which hit the cluster bypass the Door and damage the Cluster proper.  At any other time, attacks will damage the door first before any transfer's to the Cluster.

The AA-Lasers are on a turret that gives them a full 360-degree range of fire.  If, for some reason, you fire each laser separately, they must be at targets inside the same arc.  They may be used in a linked attack.

Any hand-held can be held in both hands for an added effect:
- GU-11: Double the MoS of the attack, not to exceed the max value.
- Stun Baton: Double the damage of the Baton's attack.
Drawback: The weapon is considered to be in both hands, so if either hand takes damage and the Hand-held slot is rolled, the damage goes to the weapon.




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Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #18 on: 13 October 2021, 03:56:26 »
The Monster

The Monster uses missiles from the Medium Range Missile list for its MMDS-12 launchers.
The M-400 Artillery Cannons have their own Ammo Types listed on the sheet.  All four pull from one bin of 32 rounds. 
Where Missiles are assigned to individual slots in an ordinance box, the 32 rounds must be designated to at least one of the 5 ammunition types in the list.

When attacking with each cannon, simply designate which type is being fired, subtract a round from the total.  Once a type of ammo is out, it cannot be used until reloaded outside of the game. 

The M-400 has a slow rate of fire.  Normally, in the Palladium RPG, this is once per Melee round, of 14 seconds. (Actually, the supplement specifies 15 seconds.)  For use in BattleTech, it's simply easier to have a reload turn for a cannon.

The M-400 Cannons may fire at the same time as a single linked attack.  However, they also can be stagger-fired individually, or in pairs. 

The drift on the M-400 is negligible (9.1m)

The M-400 is highly accurate with it's rounds and gets a +4 attack bonus on a d20 against 'ground based targets'.  That's a -2 to-hit bonus in BattleTech.  (Note: I'm not sure if that's against immobile targets, or against any ground target.  I leave that to your discretion.)

(Optional) Artillery Specialist: If you notice, the range of the Cannons reaches out to 160km, which is what a Phalanx's Artillery Rocket can reach when coordinating with an 'Artillery Specialist'.  It's safe to assume that the commander in the crew is such a specialist. 

The Monster has a crew of three.  Even though I left both skills open, the role is noted next to the appropriate pilot box.  When dealing with weapon attacks, use the Gunner.  When dealing with piloting rolls, use the Driver.  The Commander can fill in for either role if the Gunner or Driver are incapacitated.  Otherwise, he imparts some sort of bonus, like coordinating with other units.  (While I have some ideas, I'll leave what those bonuses may be up to you.)  It's safe to say that if the commander is incapacitated, those bonuses are lost.

(Optional) Being Jammed:  There is no specification that the Monster's Sensors are any different from the other Destroids.  So, if the Commander is incapacitated, it could be safe to assume that it simply loses the capacity to coordinate with other Mecha for Artillery attacks, but may still make its own at the listed range.

However!  The M-400 is said to use GPS tracking among other things to get that range and accuracy.  If the Monster should ever be jammed by ECM, it can very well lose that range and attack bonus.  However, it still has its basic sensors to work from, which match the Phalanx's Unassisted ground and air ranges:  Unsupported - Air (80km); Ground (24km)
(Note: All Destroids have these ranges to work with, but only the Phalanx and Monster have weapons that go well beyond those values.)

Special Note: Review the Tomahawk.  I'll have appended a note about the HPC's ranges.


Edit:  Some of the Cannon Rounds have area of effects and special effects that need further clarification:
Plasma - sets everything in the AoE on fire.  It's specified to have a duration of 2d6 melee rounds.  That's 30 to 180 seconds if we go by 15-second increments.  3 - 18 BT turns.  The damage listed for the attack is to a central target, assuming there's anything there to take the damage from the explosion.  The fire, itself, is supposed to inflict 10-60 MD each melee round to whatever happens to be burning.  That's 0-2 BT damage.  Against units which track heat, it's up to you whether it's either heat, damage, or both.

MPAT - This munition can be used against low and slow aerial targets like VToLs.  It can be set to burst at elevation.  Simply not the hex and what level you want the round to go off.  Pay attention to the vertical radius, because it's a 'Radius' which goes up and down.  This means it will effect 5 levels above the desired target level, and five levels below.  The adjacent hexes will only effect 3 levels above and below.  (Primary Hex value cut in half, round up.)

Smoke - This doesn't just leave a 2-level tall cloud in a central hex and 5 in each direction.  The burst is a radius, so the smoke cloud will shoot up 25 levels from point of impact on the ground.  For each hex out from the central hex, subtract 5 from that 25 value.  So, each adjacent hex will have smoke going up 20 levels from the same level as the impact point, and filling in any down-hill gaps to the same level as well.  The next ring of hexes will be covered with 15 levels, the next ring 10, the next ring 5, and finally the last ring 3.  (Note: I will work on a template to throw down for this one.  God forbid you be using wind rules, as well.)

HEAT and APSFDS are straight-forward solid attacks.  If you want to muck around with rolling with impact to randomize the damage, that is part of the Palladium combat system.  Otherwise, they're solid shots dedicated to damaging a ground target, so I don't see why the don't do full damage.



« Last Edit: 13 October 2021, 04:22:24 by Daemion »
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Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

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Daemion

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Re: Destroids Using Paladium Stats Mapped Onto a Record Sheet
« Reply #19 on: 13 October 2021, 04:24:55 »
That's the end for this thread.  Mostly.

I will come back in the next day or two, and work out some suggestions for how to handle the crits.  Probably will be done in the rules section, to which I will link.

Otherwise, enjoy.

It's your world. You can do anything you want in it. - Bob Ross

Every thought and device conceived by Satan and man must be explored and found wanting. - Donald Grey Barnhouse on the purpose of history and time.

I helped make a game! ^_^  - Forge Of War: Tactics

 

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