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Author Topic: BattleMech Secondary Movement Systems a la Heavy Gear  (Read 905 times)

namar13766

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Considering the other bullshit BattleMechs have (LAMs, QuadVees, THE ****** URBANMECH), what would be the construction and gameplay rules if i wanted to install a Secondary Movement System like in Heavy Gear's mecha?

I'm trying to brainstorm how it'd be different with Treads, Wheels, and Hover systems.

Charistoph

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Re: BattleMech Secondary Movement Systems a la Heavy Gear
« Reply #1 on: 15 July 2021, 18:50:20 »
Well, Solaris SkunkWerks has an option for Tracks under its Industrial Equipment section, so making room for powered wheels would be the next step there.

The next option I can think of would be a WIGE pack that would be like some of those Gundam flight packs that offer movement similar to an Air Mech.
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namar13766

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Re: BattleMech Secondary Movement Systems a la Heavy Gear
« Reply #2 on: 15 July 2021, 19:50:12 »
I remembered a section from the fan made Smoke Jaguar Handbook about TankMechs.

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Construction Rules

To create a TankMech, follow the following rules:

1: Create a Mech as normal and assign it the TankMech Quirk.
2: Remove the Gyro and all Leg Actuators.
3: Add in a Tracked system. This requires 5% of the ‘Mechs total mass. The Tracks require 1 critical slot in each Leg location. The Tracks include one point of slot armor.
4: Replace the Walk and Run MP with Cruise and Flank. The Cruise MP is calculated as equal to the Walking MP plus 50%, rounding up. Flank MP is calculated normally.
5: The ‘Mech is treated as a tracked vehicle for movement purposes.
6: The Turret Ring takes up two crits in the Centre Torso.

Rules for Play
1>The legs count as one hit location. Treat all damage as normal, but it transfers to the other leg before transferring to the torso. When rolling for crits, the Right Leg is Group 1, Left Leg is Group 2.
2>The unit has a lower center of gravity and a wider base than a standard Mech, but is still top heavy compared with most conventional vehicles. The engine is also mounted lower down in the torso (it is still too big for the lower half of the TankMech. This provides a +3 bonus to piloting rolls to avoid falling/tipping over, and a +5 penalty to get back up.
3>All hits against the leg locations require a roll on the Motive System Damage Table (TW, p192). Destruction of any leg location renders the unit immobile. A critical hit against any track location renders the unit immobile.
4>A critical hit against the Turret Ring locks the torso into position. Torso twists become impossible.5>The unit has a turn radius, and every turn of 1 hexside must be followed by moving forward 1 hex if cruising, 2 hexes if flanking. Reducing this requirement requires a piloting roll with a +1 modifier for every hex reduction.

Wheeled
As above but the movement type is wheeled, the motive system is not armored, but the movement speed is doubled instead of increased by 50%, and is increased by a further 20%, rounded up, if all travel takes place on roads. The turn radius is reduced by one hex.

Hover
As above but the movement type is hover, the motive system is not armored, but the movement speed is increased by 150%, and is increased by a further 25%, rounded up, if all travel takes place on roads. The turn radius is increased by one hex.
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Now the question becomes, should I also mount conversion gear, like with LAMs and QuadVees, or would it not need it?

DevianID

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Re: BattleMech Secondary Movement Systems a la Heavy Gear
« Reply #3 on: 16 July 2021, 21:38:05 »
I have good new for you!  Mechs with tracks exist already, techmanual has the construction rules amd total warfare has the movement rules.  In a nutshell, they let you move like a mech or a tank, so leg and gyro damage doesnt matter; mounting a second motive system takes up 10% tonnage and some crits.  You also can only move at cruising speed when using the secondary tracks.

 

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