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Author Topic: Alternate Omni Rules  (Read 567 times)

Hptm. Streiger

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Alternate Omni Rules
« on: 18 April 2019, 08:00:07 »
Omni Mech - Alternative

I thought that the current OmniMech rules never felt like a “pod” system should look like.

Fair warning, some extremes might result in combinations that are illegal, by offering more critical space in some or less in others.
Unfortunately I don't have a builder or record sheet for this. Consider those changes to be physical persistant. So a LRM20 pod on a Adder look as a LRM20 pod on a Nova or Executioner. Same weapon on either TimberWolf or MadCat will be interesting but not impossible.

When you imagine this pod system it's easier to believe that "my" system really grant's interchangeability.

So I started to convert stuff a little bit (more).
Lot of text.... so here the Google Docs:

Pdf attachment added

The Base Build:
Build your Mech as you always did. Add engine, structure, and armor as you always did.
Add fixed equipment if you like to do it.

For example:
Karl wanted to create a fast medium skirmisher. He chooses 45tons. A 270XL powers the Mech, to save weight ES is used and 7t FE armor added.
For increased mobility six jump jets and a MASC are installed as well. (Do not yet allocate that stuff)

Now you look into these tables:
The upper number is the weight the lower the available pod space
Code: [Select]
20 25 30 35 40 45 50 55
15 18 22 25 28 31 34 37

60 65 70 75 80 85 90 95 100
40 43 45 48 51 53 56 58 60
    The 45t Mech has available pod space of 31.

    Now all the extra equipment comes for the price of smaller pods. Add all the unplaced criticals together (don’t forget about the 4 Slots for the XL)

    The available pod space need shrinking by the equivalent of 26 critical slots. (7 ES + 7 FE + 2 MASC + 6 JJ + 4 XL)

    Multiply the number with factor 2 and you have the percentage of the reduction, use average rounding rules to the next whole number.

    The available pod space of this Mech need a shrinking of 52%.
    31 * 0.48 = 14.88 ~ 15

    The next step is the allocation of the available pod space.
    You can do this by good judgment or by the distribution of the max pod space and then the shrinking.
    You have 5 allocation areas for the pods. The arms the side torso (including legs) and the center (including head).

    Karl decides to look at first on the maximally available pod space for a 45t Mech.
    The CT is usually the smallest, the sides should be a little bit bigger compared to the arms (if possible) so we calculate 31 modulo 7 = 28 remaining 3.
    3 seems to be a solid number for CT with 7 for arms and sides alike.
    Now he has to reduce the size of the pods towards 15.
    A large weapon pod should be kept in the right arm - Class 7, the other arm should support a bigger weapon when possible Class 4. The right torso gets a Class 3 and the Left a Class 1.
    The CT Pods is removed. 

    When you have your final pod layout the most of your work is done. You have now the Omni-slots and you have the remaining weight:

    The final Podspace can weight up to 17tons and have to fit into a ClassVII, Class IV, Class III, and Class I pod.
    He calls this OmniMech Shadow Cat and Karl envision that this Mech becomes the Gold-Standard for the combination of speed, armor, and firepower.

    Take a break, drink a coffee eat something, this was the simple part

    Pod sizes

    Each Omni-Pod has a number. This multiplied with factor 2 is the total weight of equipment the whole Omni-Pod can hold.

    A Class 2 can hold a maximum of 4tons (including utility and ammunition)

    Each pod consists of three parts: equipment, utility, and ammunition.
    Bigger pods have more room for utility (heatsinks, electronic) and ammunition.

    Weight for utility or ammunition

    Class 1-2  =  0.5t
    Class 3-4  =  1t
    Class 5-6  =  2t
    Class 7-8  =  3t

    There are special pods (class 1) that are either Heatsink or Extra-Ammunition.
    Electronic equipment counts as equipment and can be installed either into pods of their own, or as part of a bigger weapon pod.
    In this context, it is possible to split a targeting-computer so it may control only the weapons of the pod it is installed with.
    2 ERPPC of the Warhawk in a Class 7 Pod can have their own 3t TC

    It is also possible to have less ammunition then 1t for all weapons

    Typical Pods:
    • Class 1
      • 2 ER Medium Laser
      • 1 Medium Pulse Laser
      • Light MachineGun Array with 0.5t ammunition
      • 1 SRM 6 with 0.5t ammunition
      • 2 Heatsinks
      • 2tons of extra ammo
    • Class 2  = 1 ER Large Laser
    • Class 6 = Ultra AC 10 with up to 2t of ammunition
    • Class 7 = Ultra AC 10 with 3t of ammunition
    • Class 7 = GaussRifle with 2tons of ammunition
    • Class 8 = GaussRifle with 3ton of ammunition
    • Class 9 = 3 Large Pulse Laser

    Arm and Actuator Magic

    Now we need to take a closer look at rules that might change. The first you need to consider, the arm-actuator.
    The base Omni comes with installed shoulder and upper arm actuator. When you want to add a lower arm or hand actuator you need to reduce the Pod size at this arm.
    Now it would be strange to reduce a Class 1 Pod by 2 points to add hands, doesn’t it?
    So the minimum available pod space is always a class 1 unless you designed the mech this way (no pod in an arm. The example is the Warwolf, that does seem to have pod space in the left arm, so it gains automatically lower-arm and hand actuator.)

    Another exception is the mounting of a large weapon into pods that are not big enough.

    Here the primary example is the Kit-Fox.
    Base 30ton has 22pods space put into a 5,5,2,5,5 pattern. Because of its light equipment, the Kitfox only has 15 pods available. So the final layout might be 5,3,0,2,5.
    So it is necessary to merge the torso and the arm pod space. Fortunately, the Clan engineers have done almost anything modular even shoulder and upper arm actuator.
    By linking the right side with the right arm, the Kit Fox gain an extra pod space. The final pod is 9 (5+3+1) - this is even enough to mount a HUGE HAG40 (unfortunately without ammunition).

    However, this comes for a price. The arm firing arc is void and standing up becomes difficult.
    Other Mechs were you need to use this approach might be the Savage Wolf, Cougar and Hel.

    Divide and Control
    During the “base” creation of your Omni its possible to split available pod space into smaller pods.
    However, when merging (see above) you need to decide which of them you will need you can not merge pods in the same area again. A good example is the TimberWolf. When you split the torso pod into a larger “ear” and a smaller “nose” pod.

    Nothing in life is free.
    Not even so much pod space. To have 100% modular equipment the target interlocking circuits are highly limited. Every Omni can only fire 6 individual weapon/groups
    This is not the same as in S7 rules where you need to put several weapons into a group.
    Each OmniPod also only supports two weapon/groups at the maximum.

    The DireWolf Prime (example) sports a huge class 11 pod in his arm. For better control is divided into a Class 9 and a Class 3.   
    The Class 9 mounts the UAC5 and a smaller Class 4 Pod for bot ER-Large Laser.
    The Class 9 offers 4t of utility and equipment. So what about 3 heatsinks and 20rounds of ammunition.
    The Class 3 uses both pulse laser and a third heatsink.

    Fire Control for this arm would look so:
     both Large Laser (because they are in a sub-pod you can only activate those together)
    • UAC
    • Medium Pulse Laser 1
    • Medium Pulse Laser 2
    • Both ER Large Laser

    However, with another similar arm and the LRM you end with 9 TICs. So the solution is the linking of the Pulse Laser and the UACs together. The ER Large Laser already fire as double.
    • 2 ER Large Laser RA
    • 2 ER Large Laser LA
    • 4 Medium Pulse Laser
    • 2 UAC5
    • 1 LRM10

    Some other examples TimberWolf:
    • 2 ER Large Laser RA/LA
    • 2 ER Medium Laser RA/LA
    • 1 LRM 20 RT
    • 1 LRM 20 LT
    • 2 ER Medium Laser Torso
    • 2 Machine Guns Torso

    Arm mounted weapons will not fire as pairs (when you shoot them at a target in the firing arc that is exclusive for this arm)

    Omni Mechs and Damage

    With the exception in arm movement, the Omni behave as usual.
    Unless you get a critical hit.
    For example the right torso of a TimberWolf prime.
    Here we have 3 Pods. Engine Pod, Nose-Pod, and Ear-Pod - flip a coin or roll the dice with equal chances.
     If it is the engine do as usual. When it is an Omni-Pod. It's important to stipulate the possible outcome with equipment.

    Look if you have utility or ammunition installed (including all the stuff from sub-pods)

    If so, equal chances 1-2 might be equipment, 3-4 utility, 5-6 ammunition.

    When its the Omni-Pod with 2 types of equipment or sub-pods - flip a coin, and disable the weapon or sub-pod.
    Another example the DireWolf prime from above:
    2 Weapon pods and the arm-control pod.
    1-2 small weapon pod
    3-4 large weapon pod
    5-6 arm control
    Dice Roll = 4-5, unfortunately, the main weapon pod.
    Another roll 1-2 equipment.
    Coin-Toss Head would be the Large Laser Tails is…. Its tails the UAC is damaged.

    Alternative Pod Space
    While the first is linear calculated we end with extreme much space for larger units.
    This table offers more limited pod sizes, that were used for the DireWolf example (43)

    Code: [Select]
    20 25 30 35 40 45 50 55
    15 17 19 21 23 25 27 29

    60 65 70 75 80 85 90 95 100
    31 33 35 37 39 41 43 45 47

    So thats it for now, hope you have fun and give it a look
    « Last Edit: 18 April 2019, 14:54:27 by Hptm. Streiger »