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Author Topic: Countdown to The New Clans: Volume 1  (Read 6505 times)

Red Pins

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Countdown to The New Clans: Volume 1
« on: 26 January 2011, 09:43:55 »
Well, here we are again.  Good to see the board back up, not so great to loose the past, dang it.  This thread is to mark the eventual release of the fluff for my Alternate Universe, where the Wolverine survivors got away (and none of that GeneCaste crap!) and started over.

Updates posted every monday, and here's an updated Table of Contents for you!  Oh, and remember the large Toumans are because of the larger than normal numbers of vehicles and infantry.

Code: [Select]
PG 1     Cover Image; Title across the top

PG 2     Intro; My letter of Intro

PG 3     Table of Contents; Legal Disclaimer; Contributors; Thank-yous; Copyrights

PG 4     Greetings from Loremaster Council;

PG 5     Clan Frost Ape, 33 pages;
Clan Frost Ape
  The Founding
    The Golden Decade
    The Colonial Decades
    The Scientific Decades
  The OpClan Debates
  The Present
  The Great Family
  The Touman
    Training
    Chain of Command
  Touman TO&E
    Designations
    ‘Mech Assets
    AeroSpace and the Naval Reserve
    Armor and Artillery
    Infantry
    Reserves and Militia
  Uniforms and Insignia
  Military Decorations
  Notable Personalities
  The Blood Heritages
Military Units; 8 Galaxies + 3 Reserve Galaxies

PG 44   Clan Carnoraptor, 39 pages;
Clan Carnoraptor
  Historical Record, 2862-2871
    Analyst’s Note
  Historical Record, 2871-2890
    Analyst’s Note
  Historical Record, 2890-2940
    Analyst’s Note
  Historical Record, 2945-3004
    Analyst’s Note
    Analyst’s Note
      Clan Carnoraptor Intelligence Report
      Clan Carnoraptor Threat Assessment
  The Touman
    Carnoraptor TO&E
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Military Decorations
    Notable Warriors
    The Blood Heritages
Military Units; 10 Galaxies +1 Reserve Galaxy

PG 77   Clan Devil Wasp, 33 pages;
Clan Devil Wasp
  Miscarriage of Justice
    The Truce
  Erinyes and Vendetta
    Blood and Death
    Vengence
  Building the Hive
    The New Path
  The Touman
    TO&E
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Military Decorations
    Notable Warriors
    The Blood Heritages
Military Units; 8 Galaxies + 8 Reserve Clusters

PG 100 Clan Surf Dragon, 27 pages;
Clan Surf Dragon
  Divine Ancestry
  The Beginning
    The Truce
  The Ronin Wars
    The Good Years
    End of the Beginning
  Renaissance
    Recent Events
  The Castes
  The Touman
    Organization
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Decorations
    Notable Warriors
    Blood Heritages
Military Units; 5 Galaxies + 3 Reserve Galaxies, 3 Clusters

PG 127 Clan Tundra Leopard, 37 pages;
Clan Tundra Leopard
  The Founder
  Birth of the Clan
    Rebirth of the Caste
    A New Beginning
  Rise of the Castes
    Segregation
  Fall From Grace
    Innovation
    The Good Years
  The DezClan Trials
    The Trueborn Resurgence
  Current Events
  The Castes
  The Touman
    TO&E
    Branches of the Touman
    Chain of Command
    Uniforms and Insignia
    Military Decorations
    Notable Warriors
  The Blood Heritages
Military Units; 9 Galaxies + 3 Reserve Clusters

PG 164 Sourcebook information Legacy Cluster Atlas, 17 pages; Occupation Chart, 1 page;

PG 182 Unique Technology (H-AC), 19 pages;
    Heavy- and Assault Components
    Permanent AirMechs
    FighterShips
    Extra-Light ‘Mechs
  New Construction Equipment
    Harpoints
    Stilts
    Armor Rescue Units
  New Weapons
    Portable Turrets
    Cassette Missile System
    Repeating Gauss Rifle
    Extended-Range TAG
    Heat-Seeking Missile
  New Equipment
    Point C3 System
  Alternate Rules
    WiGE Variable-Geometry Wings

PG 201 Allowable Technology Charts, from TW, TO, and SO, 4 pages;

PG 205 Sample Units, Primitive Mechs, ELMs, PAMs, FighterShips, WarShips, missile trailers, etc., 10-20 pages;

PG 225 Record Sheets for ELMs, ACs, H-ACs, Battle Sheet, 4-6 pages;

PG 231 Rear Cover; Advertising Blurb; Disclaimers
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #1 on: 01 February 2011, 14:44:20 »
...182 days.

The 'Unique Technology' segment is really starting to pall...  I've played with this stuff for years, but finding time to type it is another thing.  So if combing TW for all the possible interactions for it...  And yet, after the segment on Permanent Air'Mechs comes both FighterShips and Extra-Light Mechs. Let alone the Arrow V artillery missile, added to replace the heat-seeking missiles of Clan Devil Wasp.  Then there are still the Automatic Gauss rifle (a version of the AP-gauss with the extra capacitors, like the HAG system) and the WarShip-sized Repeating Naval Gauss...  I can hear the screams over that one from here, but it is logical to copy their smaller cousins...

One more thing I need; somebody with Heavy Metal Aero to enter the specs for a series of War Ships.  To this individual, I can offer the chance to name them, and I'll provide appropriate background for that person to write the fluff if they so choose.  Nothing is set in stone, so you have free reign.  Go nuts.  If there are problems, let me know.  These are the rough requirements for the New Clan naval forces;

Naval Roles

A navy is a major undertaking for anybody - let alone the survivors of the Wolverine Annihilation!  Nearly a hundred years after, a concerted effort is underway to create a credible navy to defend the Legacy Cluster (See my sig?  ) - this is where you come in.

There are certain guidelines to designing the fleet - movement, fighter complement, DropShip collars, ideal weapons ranges, and anti-fighter defenses.  By class, these are;

                  MOVE      ASF/SC         DS        PREF. RANGE      STRENGTH OF       TONNAGE
                                                                         BRACKET              AA FIRE            (in millions)
Corvette      6/9       6 ASF/2 SC    1 DS          S/M                      M/H               0 - .25   (250,000 tons)
Frigate        5/8      20 ASF/6 SC   4 DS          M/L                       M/H             .5 - .75
Destroyer    5/8     10 ASF/2 SC    3 DS           M/L                       M/H             1.0 - 1.2
Cruiser        4/6     10 ASF/4 SC    6 DS           L/E                      M/H             1.3 - 1.5
Battle Cr.     5/8     30 ASF/8 SC    4 DS             L/E                   M/H             1.3 - 1.5
Battle Ship  4/6     20 ASF/8 SC    8 DS          L/E                        L/M              1.6 - 1.9
DN              3/5     30 ASF/12 SC  10 DS        L/E                       L/M             2.35 - 2.5

There are a couple notes on appropriate roles; for instance, this is a Navy, not a collection of unrelated ships - uniformity in weapons is necessary as production and ammo is expensive.  Only the corvette and DDs are in production, with a single design each.  A single BC exists as the flagship.  The remainder are still in design phase; it is uncertain they will ever see production.  Fiction is already outlined for these ships as part of the AU; if you want to take a swing at it, PM me for the details.

Roles

COR - fast raider, scout, single Extreme range bay in the nose, probably N-Gauss (Light)
FF - JS escorts, troop carriers, large cargo capacity, long endurance
DD - Patroller, raider, escort for CA/BCs, long endurance
CA - fleet standard, escort for BB/DN, medium endurance
BC - Long endurance, fast raider, 'scout' element for a BB/DN fleet, missile launchers for nuclear missiles, HPG-equipped
BB - Escorts for DN, primary offensive capital ship, capable of 1 turn kills of ships smaller than CAs
DN - Massive planetary assault ship (No Mass Drivers), 1 turn kill or cripple of ships larger than CAs at Medium range, missile launchers to fire nuclear missiles


...Ok, now a carrot to go with it!

PERMANENT AIRMECHS

   The lineage of the PAMs in the Legacy Cluster can be treaced back to the original Star League LAM brought to the Cluster with the survivors of the Wolverine Annihilation.  Refurbished and used during the 3rd Exodus for its superb reconnaissance abilities, repair and maintenance problems eventually left it permanently in AirMech mode.
   Rather than a problem, the damage to its conversion gear actually extended its working lifetime, while other machines were scrapped to maintain its remaining systems during the Exodus.  Finally retired after the settlement of the Totem system, it was stored with the remainder of the 331st’s surplus equipment in the Haven Castle Brian.
   Eventually, the discarded LAM technology became the subject of an intense scrutiny by the Frost Apes looking for technology and equipment to adapt for use in their Touman.  Supplied with the abandoned chassis, Frost Ape technicians quickly realized the technology of its conversion gear was too advanced for the New Clans to duplicate.  A technician noted, however, the LAM was repairable with commonly available tools if parts could be found or made.
   As the list of repairs and upgrades were categorized, engineers found most of the advanced technology needed for the conversion process could be ignored if the team was willing to settle for returning the AirMech to service.  With that in mind, Scientists prepared detailed blueprints for the first New Clan PAM design, it was discovered the materials strength of the design exceeded what was necessary for a 55-ton unit.
   Today, PAMs are still primarily scouts and harassers, but Heavy PAMs have emerged as the preferred raiding unit.  Despite their relative scarcity, PAMs seem likely to experience yet another boost in popularity as blueprints and samples of the Inner Sphere’s Improved Jump Jets make their way through Guide Teams to the Cluster’s Scientist and Technician Castes.

Construction Rules
To simplify construction, the points below assume you have copies of the Battletech TechManual and Tactical Operations by Catalyst.

Step 1:
In this Step, the only options available are the choice to build a standard PAM or Heavy PAM.  Because they are exclusive to the New Clans, a ‘Mixed’ tech base must be chosen, but the flight characteristics of PAMs require both torsos of the ‘Mech to remain balanced and Omni technology is not allowed.  All types of Clan and Inner Sphere Internal Structure from TM and TO may be chosen, and is calculated normally.

Notes:
·   PAMs do not have arms, so no arm critical slots can be used.
·   PAMs may use any type of Clan or Inner Sphere internal structure.
·   Standard PAMs are 55 tons and under, while Heavy PAMs are 60-75 tons.

Step 2:
In this Step, install the engine, gyro, jump jets, cockpit, and special physical enhancements.  PAMs have a variety of options available, and several requirements.
·   Because of space concerns, PAMs 55 tons and under are required to use standard fusion engines.  Heavy PAMs from 60-75 tons may use XL engines.
·   PAMs may use both Clan (standard) or Inner Sphere gyro technology.
·   PAMs may use both standard or Improved-Jump Jets (subject to their introduction date).
·   Due to the nature of PAMs, neither TSM, MASC, Superchargers, physical weapons, or Stilts may be used.

Notes:
·   Engines, gyro, and the maximum number of jump jets are calculated normally.
·   Because of their structural requirements, PAMs obey the 1/3 Walk movement for LAMs from the Tactical Handbook.  Multiply the Walk speed by.33 and round down, then multiply by 1.5 for its Run speed.  This is the unit’s new Walk/Run speed; it does not affect its Jump ability in any way.
·   Due to the need for added space to accommodate the added avionics an controls, only standard cockpits may be used.
 
Step 3:
   In this Step, choose the number of heatsinks.  The engine has the standard 10 free heatsinks, using the standard (Engine Rating / 25) formula to determine the number of heatsinks will fit in the engine

Notes:
·   Remember, PAMs do not have arms.

Step 4:
   In this Step, assign armor to each location. 
·   Only Standard armor may be used due to the bulk required for Ferro-Fibrous and other special armors.

Notes:
·   Remember, PAMs do not have arms.

Step 5:
   In this Step, add weapons and equipment.  Due to the nature of PAMs, Light and Medium units must assign 5% of their total weight and 2 critical slots to “PAM Equipment”, specialized equipment and fuel, to operate.  Heavy PAMs must assign 10% of their total weight and 4 critical slots to “PAM Equipment”, specialized equipment and fuel, to operate.
   PAMs may not carry several weapon systems.  Heavy lasers, large Autocannons, and HAGs are not allowed on PAMs.

Notes:
·   Remember, PAMs do not have arms.
·   Because of their design, PAMs may not carry turrets.

...But, I'm still working on the game rules.  They should be done by tomorrow morning.

Bye!
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #2 on: 02 February 2011, 03:19:20 »
Taa-Daaa!  Done.  And this was easy compared to the FighterShip rules - I haven't played AeroSpace since TW came out!

PERMANENT AIRMECHS

   The lineage of the PAMs in the Legacy Cluster can be traced back to the original Star League LAM brought to the Cluster with the survivors of the Wolverine Annihilation.  Refurbished and used during the 3rd Exodus for its superb reconnaissance abilities, repair and maintenance problems eventually left it permanently in AirMech mode.
   Rather than a problem, the damage to its conversion gear actually extended its working lifetime, while other machines were scrapped to maintain its remaining systems during the Exodus.  Finally retired after the settlement of the Totem system, it was stored with the remainder of the 331st’s surplus equipment in the Haven Castle Brian.
   Eventually, the discarded LAM technology became the subject of an intense scrutiny by the Frost Apes looking for technology and equipment to adapt for use in their Touman.  Supplied with the abandoned chassis, Frost Ape technicians quickly realized the technology of its conversion gear was too advanced for the New Clans to duplicate.  A technician noted, however, the LAM was repairable with commonly available tools if parts could be found or made.
   As the list of repairs and upgrades were categorized, engineers found most of the advanced technology needed for the conversion process could be ignored if the team was willing to settle for returning the AirMech to service.  With that in mind, Scientists prepared detailed blueprints for the first New Clan PAM design, it was discovered the materials strength of the design exceeded what was necessary for a 55-ton unit.
   Today, PAMs are still primarily scouts and harassers, but Heavy PAMs have emerged as the preferred raiding unit.  Despite their relative scarcity, PAMs seem likely to experience yet another boost in popularity as blueprints and samples of the Inner Sphere’s Improved Jump Jets make their way through Guide Teams to the Cluster’s Scientist and Technician Castes.

Construction Rules
To simplify construction, the points below assume you have copies of the Battletech TechManual and Tactical Operations by Catalyst.

Step 1:
In this Step, the only options available are the choice to build a standard or Heavy PAM.  Because they are exclusive to the New Clans, a ‘Mixed’ tech base must be chosen, but the flight characteristics of PAMs require both torsos of the ‘Mech to remain balanced and Omni technology is not allowed.  All types of Clan and Inner Sphere Internal Structure from TM and TO may be chosen, and is calculated normally.

Notes:
·   PAMs do not have arms, so no arm critical slots can be used.
·   PAMs may use any type of Clan or Inner Sphere internal structure.
·   Standard PAMs are 55 tons and under, while Heavy PAMs are 60-75 tons.

Step 2:
In this Step, install the engine, gyro, jump jets, cockpit, and special physical enhancements.  PAMs have a variety of options available, and several requirements.
·   PAMs may use both Clan and IS engine technology.
·   PAMs may use both Clan and Inner Sphere gyro technology.
·   Heavy PAMs may use both standard or Improved-Jump Jets (subject to their introduction date).  Standard PAMs may only use standard Jump Jets.
·   Due to the nature of PAMs, no special physical enhancements may be used.

Notes:
·   Engines, gyro, and the maximum number of jump jets are calculated normally.
·   Because of their structural requirements, PAMs obey the 1/3 Walk movement for LAMs from the Tactical Handbook.  Multiply the Walk speed by.33 and round down, then multiply by 1.5 for its Run speed.  This is the unit’s new Walk/Run speed; it does not affect its Jump ability in any way.
·   Due to the need for added space to accommodate the added avionics an controls, only standard cockpits may be used.
 
Step 3:
   In this Step, choose the number of heatsinks.  The engine has the standard 10 free heatsinks, using the standard (Engine Rating / 25) formula to determine the number of heatsinks will fit in the engine

Notes:
·   Remember, PAMs do not have arms.

Step 4:
   In this Step, assign armor to each location. 
·   Only Standard armor may be used due to the bulk required for Ferro-Fibrous and other special armors.

Notes:
·   Remember, PAMs do not have arms.

Step 5:
   In this Step, add weapons and equipment.  Due to the nature of PAMs, Light and Medium must assign 5% of their total weight and 2 critical slots to “PAM Equipment”, specialized equipment and fuel, to operate.  Heavy PAMs must assign 10% of their total weight and 4 critical slots to “PAM Equipment”, specialized equipment and fuel, to operate.
   PAMs may not carry several weapon systems.  Heavy lasers, large Autocannons, and HAGs are not allowed on PAMs.

Notes:
·   Remember, PAMs do not have arms.
·   Because of their design, PAMs may not carry turrets.

Game Rules
   PAMs operate in a manner similar to VTOLs, using MP to take off, land, and gain or loose elevation.  PAMs also have the added risk of PSRs to land and complete turns at high speed.

Movement
   Because of the confusion over LAM movement, there is also the detailed construction and movement examples at the end of this section.
·   Light and Medium PAMs have only 1/3rd the Walk speed of a normal ‘Mech and x3 the Jump capability.  Heavy PAMs have 1/3rd the Walk speed of a normal ‘Mech and x2 the Jump capability. 
·   PAMs Jump at no cost in heat.
·   A PAM may not mix movement modes; It may Walk/Run (according to the rules for ‘Mechs) or Jump, but may not attempt to Stand and Launch.
·   At the beginning of each Movement Phase, a PAM must Launch itself into the air at a cost of 2 MP.  If a PAM chooses to Land, it must make a PSR at –4 and pay 2 MP.  If a PAM has suffered actuator damage to its legs, it adds the normal modifiers and loses its –4 modifier.
·   PAMs are unable to remain in the air at the end of the Movement Phase as LAMs do.  They are incapable of true flight.
·   While airborne, Light and Medium PAMs moving over x2 their Jump are considered at Flank speed for the purpose of the sideslipping rules on page 67 of TW.
·   PAMs have a unique movement option; Nape of the Earth flight.  Light and Medium PAMs may use x2 their Jump MP to travel at ground level.  Note they must still pay the MP cost for Launching and Landing.
o   Because of the risks involved, PAMs are required to make a PSR at every turn.  The target modifier for a successful turn increases by +3 every time it changes hex facings.

Ex.  A Light PAM chooses to attempt NotE flight.  After Launching and moving 5 hexes, it must turn a single hex face to the left.  Its base Pilot skill is a 4, so for its first PSR must roll 4+ on 2d6.  After continuing onward for 2 hexes, it must turn right two hex facings.  Its second PSR is now a 7 (base 4 + 3 for its first turn) and its third turn is a 10 (base 4 + 3 (for its first turn) + 3 (for its second turn)).  Afraid of crashing, the pilot decides not to attempt a fourth turn.

o   A failed PSR during NotE movement causes a crash, in which the PAM takes 1 pt. of damage for every 5 tons, multiplied by the number of hexes moved in the last straight line before its turn.  Because the Pilot is trying to turn, he assigns damage to the opposite-Side (left turn, right side arc) arc.  Note the Pilot follows all rules for falling, including a PSR to avoid injury.

Ex.  A 35-ton PAM with Walk 2/ Run 3/ Jump 18 chooses to use NotE to cross the open ground in front of it, Launching and moving 9 hexes in a straight line.  Choosing to turn two hex faces left at the end of his movement, the Pilot misses his second PSR (base 4 + 3 (first turn)), and looses control.  Because his last straight-line movement was the nine hexes, he must assign 63 points of damage (35 tons / 5 = 7 pts x 9 hexes) in 5-point groups to the Right side arc.

Combat Sample
Jane and her 35-ton Gryphon PAM is racing across the battlefield; Launching for 2 MP, she climbs 2 elevations to avoid crashing into the trees in her path, moves 13 hexes (one hex over her x2 Jump of 16), then turns to the left 1 hex facing (her 18th MP), and must roll a PSR to prevent sideslipping.  Successful, she moves 2 more hexes before dropping 2 levels and Landing, using her maximum Jump movement of 24.  Rolling a PSR at –4, she finds she has Landed safely.
Entering the map, Jane chooses to use NotE movement.  Launching for 2 MP, she moves along the open hexes along the side of the map.  Turning left after 3 hexes, she fails her PSR (base 4 + 0 (first turn)) by rolling 2 and crashes for 21 damage (35 tons / 5 = 7 pts of damage x3 hexes traveled = 21 damage), assigned in 5-pt groups to her Right side on the Hit Location Table.  Rolling a second PSR, she finds she has avoided injury.  Determining facing after the fall, she finds she has come to a stop facing hex side #4.
   Seeing the opportunity to cripple the elusive PAM, her opponents rush to gain line-of-sight on her machine.  Since she has fallen, she must attempt to Stand.  Her PAM, with a 280 XL engine, has only a 2/3 movement (35 tons x 8 movement = 280 Engine Rating.  Since she is a PAM, she must calculate her 1/3rd ground movement penalty; 8 x .33 = 2.64, rounded down to 2.  With a 2 Walk MP, her Run becomes 2 x 1.5 = 3 MP.) and she decides to Run.  Standing on her first attempt, she moves further from her attackers and remains out of line-of-sight.
   Breathing a sigh of relief, she Launches in the next Turn, climbs 2 elevations to avoid the Light Woods in her path, and travels 9 hexes before dropping 2 levels and Landing behind an enemy Thor (for 17 MP).  Rolling a PSR at -4, she finds she has Landed safely.  In order to hit with her Medium Lasers, she needs an 8 (base 3 + 0 (short range) + 3 (attacker Jumped) + 2 (target movement)).  Unfortunately, Jane is struck by another ‘Mech with a Targeting Computer and a Large Pulse laser; her attacker needs a 6 (base 3 + 0 (short range) + 1 (attacker Walked) + 1 (target Jumped) + 3 (target movement) +1 (Light Woods) – 2 (Pulse weapon) – 1 (targeting computer)), and rolls a 9, piercing the armor on her right leg and destroying her Upper Leg actuator.
Jane has lost the-4 modifier to Landing in her PAM, and now has to roll a 5 (base 4 + 1Upper Leg Actuator destroyed) to remain standing. Landing successfully and avoiding doing further damage to her ‘Mech will now require a PSR of 5, rather than her previous target number of 0 (base 4 – 4 (no leg damage bonus)).
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #3 on: 05 February 2011, 17:25:28 »
Another little snippet of a new unit.

FIGHTERSHIPS

   Developed in the years during the 3rd Exodus from the Kerensky Cluster from commonly available small craft, they were used as stand-ins for more potent AeroSpace fighters.  Further development by the IlKhan’s Joint Development Program has resulted in the creation of a “Super-Heavy” fighter/bomber, termed a FighterShip.  Weighing 110- to 200 tons, Aerodyne FighterShips are the preferred type.

Construction Rules

   To simplify construction, the points below assume you have copies of the Battletech TechManual and Tactical Operations by Catalyst.

Step 1:
   Step one determines the unit type and internal space of an AeroSpace unit, as well as its Tech Base and total mass.  The unit type is ‘FighterShip’.
·   Its space is as a small craft, 12 weapons per arc.
·   Because FighterShips are exclusive to the new Clans, a ‘Mixed’ tech base must be chosen.
·   Fighters are built in 10-ton increments between 110- and 200-Tons.
·   FighterShips must be Aerodynes

Notes:

Step 2:
   In Step two, we find the mass of its engines, control systems, fuel supply, and armor.  Special Physical Enhancements are not used when constructing FighterShips.
·   A FighterShip’s engines are divided into two equally-rated engines, supported by the wings. FighterShips may use any type of Clan or IS engine technology.  Because of their size, it is recommended to carry 4 tons of fuel.
·   FighterShips use the rules for AeroSpace fighters when determining SI.
·   FighterShips require a larger cockpit than AeroSpace fighters; unlike small craft, however, their mission duration doesn’t require crew quarters.

Notes:
·   Engine Ratings for FighterShips are calculated by taking FighterShip tonnage x , similar to the calculation for small craft.  This Engine Rating is divided by 2, giving the size of the FighterShip’s twin engines.
·   Since the FighterShip uses ASF-type fuel systems, it does not use the 2% cost of small craft for tanks and pumps.
·   FighterShips use the rules of ASF to determine SI; normally, 10% of their total tonnage rather than their Safe Thrust value.
·   FighterShips require dual cockpits; use the ASF rules to assign 6 tons of total mass to the FighterShip.

Step 3:
   In this Step, armor is added normally to the FighterShip to a maximum of (FS total tonnage) x 8.
·   FighterShips may use all dezClan and Inner Sphere armor technologies.

Notes:
·   Equipment slots taken up by the use of armor on FighterShips follow the table below.

      FighterShip Armor Critical Slots Table
Armor         Slots       Slots
Type          (IS)                 (Clan)
Light F-A         0                     0
F-A (IS)        2 (1/Wing)                N/A
F-A (C)              N/A                3 (1/Aft, 1/Wing)
Heavy F-A  6 (2 Aft, 2/Wing)           N/A

Step 4:
   Similar to small craft, FighterShips operate on a ‘zero heat’ principle forcing them to carry enough heat sinks to dissipate their accumulated heat in the Heat Phase of every Turn.
·   FighterShips may use all Clan and Inner Sphere heatsink technologies.

Notes:
·   Each engine is capable of carrying 10 heatsinks.  However, under certain circumstances (such as damage to both engines) a FighterShip may find itself without enough heat sinks to dissipate its accumulated heat.  Under those circumstances, the FighterShip is considered destroyed for game purposes.  Heat sinks in other locations may keep it in action.

Step 5:
   In this Step, add the FighterShip’s weapons and/or bomb load using the Heavy Weapons Chart.
·   FighterShips use the rules for small craft requiring ammo-fed weapons carry a minimum of 10 Turns of ammunition, including multiple ammunition types.

Notes:
·   FighterShips make use of a single Cargo Bay Door for a variety of uses; most notably bombs (which can’t be carried externally), fuel, and a variety of ELM and Light Armor bays.
·   FighterShps have several unique rules to handle possible roles.  Among these are Assault Superiority Fighter (standard), DropFighter (ELM and Light Armor transport), Bomber (with internal bomb-bay), Tanker (with internal fuel tanks), and Torpedo Bomber (with single Cap-missile in the internal bay).
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #4 on: 07 February 2011, 16:38:46 »
175 days.

What a freakin' nightmare!

I have a list of stuff to do as long as my arm - if I didn't have a 20-minute lunch break and two 15-minute coffee breaks, I'd be shit out of luck for time to work on this.  And with the crash of the board, I don't know if anybody from the previous board is watching for new fan projects.  I guess I'll have to just keep going.

Good news!  Found a volunteer to make a map on Gimp of the Legacy Cluster.  Wow, the first volunteer contributor!  Ok.  No updates this time - I'm just finishing the FighterShip game rules.  Next up, Extra-Light Mechs, the last of the new units.  After this, its back to fluff.  Probably a good thing, its taken way longer than expected to finalize the construction and game rules.

Thanks for looking in.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

wolfcannon

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Re: Countdown to The New Clans: Volume 1
« Reply #5 on: 07 February 2011, 18:44:47 »
cant wait till you wrap this all up.  it would make a great PDF
Daniels Avenger                Clan Coyote
General Jennifer Daniels    Galaxy Commander Jim Skyes
                                        Omicron Galaxy
Clan Wolf in Exile
328th Assault Cluster(the Lion Hearted)
Star Captain James Sword

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #6 on: 08 February 2011, 01:36:00 »
Thanks - but at this rate, its going to be nothing more than one hell of a big .doc file.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

kingdragon

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Re: Countdown to The New Clans: Volume 1
« Reply #7 on: 08 February 2011, 10:58:28 »
Thanks - but at this rate, its going to be nothing more than one hell of a big .doc file.

We're not picky.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #8 on: 11 February 2011, 10:08:51 »
Its official; I prefer to do fluff rather than puzzle out and write rules for the "Unique Technologies" section.  I'm putting it aside for a while to get back to what I enjoy.  Still lots of fact-based work to do, though.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #9 on: 13 February 2011, 10:37:20 »
...Something that made me grin.  God, I love these guys. :D

    From our Founding as a 2nd Clan, the Frost Ape path has been one of unexpected greatness, thrust upon the Khans and leaders of our Castes.  Our Founder, Stuart Jones, submitted his original Bid for the command of Clan Frost Ape with disbelief that such an important position would be open to the lower-ranked officers of Clan Piranha; despite the accuracy and completeness of his Bid, it might have been dismissed as one among hundreds had it not been for the Founder’s insistence on making the resulting document ‘Good Reading’.  Viewing the requests for interviews and travel orders as the response of another practical joker and kindred spirit, however, resulted in our Clan being one the last 2nd Clans to reach a minimum staffing level and receive acknowledgement by the IlKhan, as Khan Jones first served a 7-day disciplinary sentence for ignoring the lawful orders of a superior officer.  As a result, our Clan was forever identified in the eyes of outsiders as a source of humor and derision for our lack of martial focus.
   With the sentence and understanding of his circumstances, however, Jones set his new subordinate, saKhan Tony of the Merchant Caste, the goal of establishing the Clan.  Nothing prepared them for the behavior of their fellow Clansmen and Clan Frost Ape immediately found itself the butt of every joke, rumor, and ‘accident’ possible, enraging our Khans.  Our Clan was on the verge of collapse, until their failure attracted the notice of IlKhan McEvedy, who was then able to present our Khans options to deal with their personnel issues.  It also cemented our reputation for unorthodox action, as members of our Clan began to perpetuate ‘the big lie’.  Openly boasting to their fellow Khans of their successes forced the reevaluation of the Frost Ape organizational strategy, and curiosity and the enticement of entertainment gave our Khans opportunities to speak with huge groups of undecided members of Clan Piranha.
   Formally established Feb 5, 2862, our Clan has long ago ceased to be a joke to anyone but ourselves, as even today our abilities and successes are hidden by ‘the big lie’.  With the Clan embracing many mysterious and bizarre ceremonies that trace back to the Founding, such as the Dunk-the-Khans booth opened every February 5th as part of Founding Day celebrations, we are in no danger of being seen otherwise.  But, at least we get the joke.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #10 on: 09 April 2011, 21:35:27 »
...Both the entire Clan Frost Ape and the partial Clan Tundra Leopard entries have been posted! Here's a snippet of a particularily stubborn bit of the TLs; I wanted to get across they were copies of WWII german SS uniforms, but it just wasn't working and not getting done, so the idea got axed.

UNIFORMS AND INSIGNIA

   Redesigned in the wake of the Maroon Bombing, the uniforms of the Leopard Touman do not reflect the expected influence of Clan Kraken, removed by order of the Khan after the lack of support from our parent Clan forced us to appeal to the IlKhan for aid in _____.  Besides the specialized uniforms issued to each Branch, the Clan issues the standard Field and Dress uniforms, as well as the unique panzer wrap and resurrected Ceremonial headdress.
   The standard uniform of the Touman, the Field uniform is a reinforced jumpsuit, constructed from ballistic- and fire-resistant material printed with appropriate camouflage patterns.  Optional ablative- and ballistic-resistant reinforcements offer additional protection from shoulder to mid-thigh, with a heavy equipment belt and tactical vest supporting paired SMGs, assorted pouches, and tools.
The optional, unadorned black ‘coal scuttle’ helmet comes standard with radio, supporting modular binocular light-intensifying or infra-red attachments.  A simple piece of waterproof hip-length material with a reseal-able edge prevents the panzer wrap from snagging and is acceptable outside ‘Mechs and vehicles in the field.
   The Dress uniform consists of white shirt or blouse and half-tie, with black uniform jacket and trousers or skirt, and tall patent leather boots or dress shoes and 1” heels.  New Clan-standard ranks are displayed on the collar of the dress shirt, and a colored armband worn on the left arm, displaying the Tundra Leopard logo with Caste and Branch insignia.  A black-visored, grey peaked cap adorned with the Tundra Leopard insignia centered on the front completes the Dress uniform.
   The Ceremonial headdress is the sole remaining portion of the original uniform; worn in secrecy by Trueborn members of the Touman until the Trueborn resurgence, the simplicity of the Ceremonial uniform serves as a reminder of the patience and strength of previous generations of Trueborn Warriors.  Once manufactured and purchased from Silver Condor Merchants in secret, the Clan has begun producing a more detailed and lifelike version for the Warrior Caste.  Only Trueborn Warriors are allowed to don the Ceremonial headdress.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #11 on: 03 June 2011, 02:44:01 »
...Wow.  Have I ever been lazy.  Work has proceeded, but at a slower pace due to RL and a fascination with Facebook's Backyard monsters.  Still I have a new snippet for you - part of the expanded 'Unique Technology' segment.

Portable turrets grew out a need for defensive positions that didn't need to move.  At one point I just took a turret from a homebrew MBT, but eventually expanded them to their current incarnation to take advantage of the trailer concept from TM.  Along with Missile trailers (to replace SRM/LRM carriers), mine-laying trailers, and portable turrets, Infantry units from the New Clans are able to resist or destroy all but heavy attacks and raids into the rear of front line units at a reasonable cost.  So, here are the roughed-in rules for portable turrets.

PORTABLE TURRETS

Looking for new concepts to use with their successful missile trailers, Piranha Scientists and Technicians began research into a direct-fire system.  Unfortunately, repeated attempts to use the trailer itself as an armored vehicle failed, as the immobile trailer was quickly destroyed in tests.  Engineers eventually realized that what was    needed was a small, self-contained, heavily-armed and armored strong point able to tie into a tractor vehicle’s electronics and power systems or fight independently.
With these observations, Technicians placed turrets from several New Clan Armored Personnel Carriers on the testing range.  Mounting them over pits to protect ammunition, power plants, and the gunner, the original turrets took commands from operators in the tractor vehicle.  Eventually growing up to 20 tons and armed with a variety of weapons, the portable turret was welcomed into the Piranha Touman.  Losses and Trials of Possession have seen the technology come into widespread use across the New Clans since its introduction.

Construction Rules

   Portable turrets have inherent limitations and benefits, chief among them their lack of movement.  Dependent on other vehicles for transport, ammunition, and placment, turrets mount heavy armor and weapons to defend themselves, and are used only in prepared defensive positions.  Note that turrets not placed on the map and still on a vehicle are considered cargo.

Step 1:
   In Step one, decide on the tonnage and role of your turret.
·   5- and 10-ton turrets are considered anti-Infantry turrets, mounting weapons designed to deter enemy Infantry and Light vehicles.
·   15- and 20-ton turrets are considered anti-Armor turrets, mounting heavy armor and weapons designed to destroy Armored vehicles.

Notes:

Step 2:
   Determine power plant, control systems, and internal structure.
·   Only 15- and 20-ton turrets require their own power source with a minimum rating of 10, whether fusion, ICE, or power cell.  Note fusion engines require extra weight for shielding, as a vehicle.
·   Only 15- and 20-ton turrets require control systems, as lighter Infantry turrets take direction from the tow vehicle.  Turrets require 5% of the total mass to operate the system.
·   Internal structure HELP!!!!!!

Step 3:

   In Step 3, choose armor type and allocate it.  Portable turrets may use any Clan or IS armor technology available to the New Clans.  Because of their small size, space requirements for FF and similar armors are considered to be placed underground.
·   Armor is allocated in the standard .5- or full ton lots.  Maximum armor is calculated as a vehicle, using the formula (3.5x(tonnage)+40).
·   5- and 10-ton turrets use a single location, while 15- and 20-ton turrets use 4 locations.

Notes:

Step 4:

   Portable turrets may use any type of weapon except missile launchers, but may use tele-operated Thunderbolts because of the system’s requirement for a stable launch platform.  Turrets must also abide by the following rules;
·   Turrets must be heat neutral.
·   Because there is no room for a complicated feed mechanism, dual-ammo weapons like LB-X Autocannons may only be fed from a single ton of ammo at one time.  Turrets may be given any amount of ammunition.
·   Turrets may mount more than one type of weapon.

Notes:
·   Ammunition is not placed on the turret; it is placed beneath them, in the pit the turret rests in.  Ammo explosions are not possible, given its location.

Game Rules

   Portable turrets generally abide by the normal rules for armored vehicles, with several exceptions.

Stacking
·   Each turret counts as a single vehicle for stacking purposes.  Each turret requires its own individual hex to mount.

Combat
·   Infantry turrets are designed to traverse quickly and may change 2 hex facings per turn.  Vehicle turrets may only change the standard single hex facing.
·   Turrets use the Hit Location and Critical Hit charts at the end of the bottom of this entry.
·   Inferno bombs and missiles affect portable turrets normally, using the rules for vehicles.  Turrets that use fusion engines and heatsinks may use them to counteract their effects, firing a reduced number of weapons.
·   Electronics such as Beagle Active Probes and Guardian ECM suites are not allowed on turrets.  Targeting computers may be used on turrets.
·   Stabilizer hits on the Critical Hit Location Table are only used once.  After a single hit to that location, sevens are considered to provide “No critical Hit” rolls.

            Portable Turret
         Hit Location Table
Infantry Turret   Vehicle Turret
1 – Cable Check*   Armor
2 – Armor       Armor
3 – Armor      Armor
4 – Armor      Armor
5 – Armor      Armor
6 – Armor (Critical) Armor (Critical)
        Portable Turret Critical
            Hit Location Table*
2-6   No Critical Hit
7   Stabilizer Damage; +1 T/H
8   Turret Jam
9   Weapon Malfunction
10   Turret Lock
11   Weapon Destroyed
12   Turret Destroyed
* - Cable checks force a roll of 2d6 to determine if the cables      * - These terms are explained on pg. 195, TW.
supplying power or control have been severed.  Make two
rolls, one for the power cable and one for computer cable.
On a roll of 12, a cable has been severed and the turret
Is considered non-operational until repaired.

* needs info on IS and more info on Infernoes


...Keep in mind they need a final polish.  Any comments or opinions?
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #12 on: 21 August 2011, 00:08:44 »
Finally, progress!  I finished the Touman entries for the Tundra Leopards and updated their thread.  Onward to finish the 'Unique Technology' segment!
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #13 on: 24 August 2011, 23:10:16 »
...Gah...

Who would have thought stilts would be so tough!  It took days, and I had to try over and over again.

Limb Extensions
   Developed from the stilts worn by Laborers in construction sites, New Clan engineers at the JDP pioneered the use of structural extensions between the joints of ‘Mechs as a purely mechanical means of increasing their ground speed.  Further development has created three categories of limb extensions;
·   Upper-Leg Extensions – The first and only leg extensions for ELMs, PAMs, and bipedal ‘Mechs, U-L extensions are placed between the upper-leg actuator and the lower-leg actuator.  Quad BattleMechs and H-ACs must have U-L extensions before L-L extensions can be added.
·   Lower-Leg Extensions – The second type of leg extension, L-L extensions may only be used on Quad BattleMechs and H-ACs, taking advantage of their greater stability.
·   Forearm Extensions – Usable only by bipedal BattleMechs, Forearm extensions increase the range and damage of physical attacks.

Construction Rules
   Limb extensions require 5% of the unit’s mass and a single critical space from either arms or legs.  Only bipedal BattleMechs, Quad BattleMechs, and H-ACs are allowed to use two sets of extensions in exchange for 10% of their mass and 4 critical spaces in either arms, legs, or both, depending on the type of extension.
Ex.  I)  A 50 ton BattleMech wants a set of Upper-Leg Extensions for (50 tons x 5%=) 2.5 tons, and one critical slot (between ‘Upper-Leg Actuator’ and ‘Lower-Leg Actuator’.) in each leg.
II)  A 50 ton bipedal BattleMech wants both Forearm and Leg Extensions.  The Upper-Leg Extensions weigh 2.5 tons and require one critical slot (between ‘Upper-Leg Actuator’ and ‘Lower-Leg Actuator’) in each leg.  The Forearm Extensions weigh (50 tons x 5%=) 2.5 tons and one critical slot (between ‘Lower-Arm Actuator’ and ‘Hand’).
       III)  A 200 ton H-AC takes advantage of its stability to use two sets of Leg Extensions.  Each Extension weighs (200 tons x 5%=) 10 tons, so the total is 20 tons and two critical slots per leg (Upper-Leg Extension on the critical chart as above; ‘Lower-Leg Extension’ between ‘Lower-Leg Actuator’ and ‘Foot’).

Game Rules
   The addition of Limb Extensions places a greater strain on man and machine.  Besides being inherently unstable, Limb Extensions suffer several penalties during play;
·   All units with Leg Extensions require 3 MP to stand after a fall or going Prone.
·   ELMs, PAMs, bipedal BattleMechs, and Quad BattleMechs with two Leg Extensions suffer a +1 to all Piloting Skill Rolls.
·   Quad BattleMechs and H-ACs with two sets of Leg Extensions are considered Level 3 when determining LOS.

Units with Leg Extensions receive the following benefits;
·   A set of Upper-Leg Extensions provide a +1 MP increase, while Quad BattleMechs and H-ACs with both Upper- and Lower-Leg Extensions receive a +2 MP increase.
·   Bipedal BattleMechs with Forearm Extensions negate the +1 Piloting Skill Roll of having Leg Extensions.
·   Leg or Forearm Extensions provide greater damage due to longer limbs;
o   Upper-Leg and Forearm Extensions increase damage from Punching or Kicking by 25%.
Ex.  A 50 ton bipedal BattleMech does 5 Punch or 10 Kick damage.  With both Forearm and Leg Extensions, the ‘Mech does 6 Punch (5 damage x 1.25, rounded down) and 12 Kick damage (10 x 1.25, rounded down).
o   Units with Upper- and Lower-Leg Extensions increase damage from Kicking by 50%.
Ex.  A 200 ton H-AC Kicks for 20 damage.  With Upper-Leg Extensions, it does 25 in Kick damage (200 x 1.25).  With both Upper- and Lower-Leg Extensions, it does 30 Kick damage (200 x 1.5).
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #14 on: 31 August 2011, 14:17:14 »
Ok, with the completion of the Tundra Leopard fluff, I've been working on the 'Unique Technology' segment.

And its giving me HIVES!  Two more entries on new weapons, and I'm having to rewrite every article more complicated than an ER-TAG.  Stilts turned in 'Limb Extensions', and hardpoints...  Even the math is hard to explain, I'm trying to break it down into single lines but I think I might just try several examples

For example - a 100 ton mech has two hardpoints in the arms, for .5 tons and a crit.  Each arm lifts 5%, or 5 tons.  From there, for every ton of weight, the 'Pod' needs .25 tons of internal structure.  And its a nightmare.  Look here;
150 ton unit -> maximum 7.5 ton hardpoint.
5 ML/Turret (10%) = .5 tons  --> 5.5 rounded to 6 tons, 1.5 tons of IS.
.5 ton armor =.5 tons  --> .5 ton, rounded to 1 ton, .25 tons of IS
Total, (5.5 + 1.5) + (.5+.25)  --> 7.75 tons, over by .25

And I want people to be able to build their own?  That means not taking the easy way out and giving examples using heatsinks, active probes, or ecm.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #15 on: 04 September 2011, 01:31:36 »
...Finally.  Finally!  After an ungodly number of rewrites, another entry is done.  Thank god for doodling, I realized a table could explain everything better than I could.  Presenting, the module hardpoint system.

Hardpoints
   Participating in development teams to develop innovative new Battletechnology, Laborers from Clan Frost Ape were inspired by the use of netting to allow BattleMechs to carry cargo.  Investigation into modular, hand-held weapons proved impractical, but further investigation eventually concluded external clamps to take advantage of their lifting capacity were technically feasible.
   Field tests eventually concluded heatsinks and coolant pods, canisters of highly pressurized coolant, to be the most efficient use of the new hardpoint concept, allowing higher rates of fire and movement with minimal expense and risk.

Construction Rules
   Composed of a mechanical clamp system and interchangeable ‘Pods’, hardpoints allow a Mech to use the lifting capacity of its arms to carry additional weapons and equipment into battle.  Hardpoints have several rules regarding their use and construction of the individual Pods.
·   Hardpoints require a single critical slot in each Arm (or Leg) for the necessary Internal Structure and hookups, which requires .5 tons.
·   Because of the difficulty creating Pods, designers are not required to use the entire mass allowed them.
·   Some or all of the weapons and equipment in a H-ACs hardpoints may be mounted in a turret.  Such a Pod must follow the rules for turrets, as well pay the IS cost of the Pod.
·   Because they are unenclosed, hardpoints supply a number of critical slots based on the formula (Payload/.5)+1.  Pods are similar to vehicles in their use of a single item per critical slot, allowing larger pieces of equipment to be carried.
·   Individually designed and mounted, Pods have a single point of Internal Structure regardless of size and require .25 tons of mass for every ton of weapons and equipment allowed on the Pod, according to the chart below;

Tonnage                    20    25      30       35    40     45     50     55    60     65     70     75    80     85     90     95    100   150    200
Lift Capacity            1.00   1.25   1.50   1.75  2.00  2.25  2.50  2.75  3.00  3.25  3.50  3.75  4.00  4.25  4.50  4.75  5.00   7.50   10.0
Max IS Tonnage      0.25   0.25   0.25  0.25  0.50   0.50 0.50  0.50   0.75  0.75  0.75  0.75  1.00  1.00  1.00  1.00  1.25  1.75    2.50
Max Payload            0.75   1.00   1.25  1.25  1.50  1.75  2.00  2.25   2.25  2.50  2.75  3.00  3.00  3.25  3.50  3.75  3.75  5.75   7.50

·   Weapons mounted on the hardpoint connect to the ‘Mech’s electronics and cooling systems.  Ammunition-fed weapons must carry their ammunition in the Pod, but Pods may supply ammunition to a single arm-mounted weapon as well.
·   Pod-mounted equipment operates normally, but not all equipment may be used Check the Allowable Equipment Chart for more information.
·   Armor is allocated normally and is limited to the type found on the Arm.  Ferro-Fibrous and other specialty armors require a single critical space on the Pod, while standard armor does not.

Game Rules
   Hardpoints offer standard BattleMechs some of the versatility of Omnis, but offer unique problems and benefits in game play.
·   Designers may add single hardpoints to a unit, or use Pods of a different weight, but if the difference in mass between hardpoints is equal to or greater than 1 ton, a ‘Mech becomes unbalanced and suffers a +1 to all Piloting Skill Rolls.
·   Damage to a Pod from weapons, physical attacks, and falls is a potential result of an Arm or Leg hit on the limb carrying the hardpoint.  To determine if the Pod is hit, roll a d6 every time the limb is hit, on a result of ‘6’ the Pod is hit and takes damage normally.
·   The loss of a Pod or hardpoint can be accomplished in several ways; destruction of the Arm critical which clamps the Pod to the limb, destruction of the Pod’s Internal Structure, and jettisoning the Pod.  To Jettison, the player must announce its loss at the end of the Heat Phase before beginning a new Turn.
·   Ammunition stored in Pods will explode if the Pod is destroyed for any reason.  Damage caused by ammo explosions are reduced by half, and applied against the armor of the limb carrying it.
·   Ammunition in Pods does not roll to explode if a ‘Mech has high heat; it is surrounded by open air, which is a poor conductor.  Instead Pods suffer an increased chance of explosions from attacks by inferno missiles and Plasma Rifles.  Plasma Rifles must hit the Pod itself and causes an ammo explosion, but Inferno missiles force a player to roll a separate ammo explosion check taking into account only the heat generated by the number of missiles.
·   In order to supply ammunition from a Pod to an arm-mounted weapon, the arm must have a critical slot dedicated to ammunition for the same weapon and the limb’s hardpoint critical slot must be placed next to it.  (Note that after the first ton of ammunition is used, the ‘Mech will become unbalanced, unless it uses ammunition from both Pods equally.)
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

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Re: Countdown to The New Clans: Volume 1
« Reply #16 on: 26 September 2011, 10:00:48 »
...The final draft of the 150- and 200 ton Mech construction and game rules is finally done!  And my wife is PISSED.  Its going to be days before I touch the computer again.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

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Re: Countdown to The New Clans: Volume 1
« Reply #17 on: 28 September 2011, 17:06:04 »
Next up; Permanent AirMechs!  Normally, I print it off and prefer to work on paper, but I'm out of ink and money.

After this, the knuckledusters come out for the topic I understand the least; FighterShips.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

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Re: Countdown to The New Clans: Volume 1
« Reply #18 on: 30 September 2011, 19:34:45 »
Permanent AirMechs has been an easy one!

Now, its time to break out the big guns for FighterShips!  I haven't played Aerotech for a long time now, so this is going to be tough.  I may have to play a couple solitare games to get enough of a handle on their rules to come up with something realistic.

On a side note, according to my Table of Contents, I'm almost done the section!  FighterShips, ELMs, an improved JumpShip battery (that may require me buying a .PDF of StratOps), and a final read-through of the section for spelling, grammar, and meaning and its DONE!  The end is in sight!  As a reward, I'm going to begin writing the introduction, done from the viewpoint of the NC Loremaster Council.  Ah, fluff.  I've missed you so!
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #19 on: 06 October 2011, 10:50:43 »
Well, the FighterShip construction rules are done, with one hangup; the Kirghiz-C.  The 'DropFighter' variant carries Elementals and ELMs as cargo, similar to the -C.  I envision this big, hollow space, like a C-130, and a single door that drops for them to jump out.  But I want to make sure, so I left a question in the 'rules questions' thread.  We'll see how fast they can answer.

In the mean time, work on their game rules is continuing.

And a piece of good news!  Hikage Maru is looking over the needs for dedicated RS for the Heavy- and Assault Components!  This is far out of my league; if he can do to the same standard as his own, its going to be beautiful!
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

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Re: Countdown to The New Clans: Volume 1
« Reply #20 on: 17 October 2011, 21:25:06 »
...I've been waiting for a volunteer familiar with the Aerospace rules to look over the Fightership rules - its been too long, and I've decided there's no point waiting further.  I've also decided the rules as written are completely worthless; as a unit type, they attempt to straddle AS Fighters and Small Craft, and they just don't work.  Its like a square peg in a tesseract-shaped hole, and they just aren't getting any better after trying to edit them into coherency.

I'm pitching the entire rule-set to try over, and this time, I'm considering them pure AS Fighters from a construction POV with expanded tables instead of trying to jumble their construction rules.  I was trying to account for them being slightly more clumsy in the air by using some of the game rules for Small Craft - it may still happen, but it will be something like having them move in the Small Craft subphase.

I won't finish before the end of my disability, but this one will get done this week.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #21 on: 18 October 2011, 03:43:54 »
...Ah...

I will be exhausted tomorrow, but it not only READS well, its actually understandable so far.  Much superior to the old rules.  Ironically, my volunteer dropped me a line minutes before I started the revisions.   :P
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #22 on: 19 October 2011, 03:15:01 »
So, the revised construction rules are complete.  I like them - they seem much improved from the earlier version.

FIGHTERSHIPS

   Developed in the years following the 3rd Exodus, the term ‘FighterShip’ was adapted for the aerodyne Small Craft used as stand-ins for more potent AeroSpace fighters.  Further development of these primitive FighterShips by the IlKhan’s Joint Development Program eventually resulted in the creation of a dual-engine “Super-Heavy” AeroSpace Fighter.

Construction Rules
   FighterShips use the construction rules for AeroSpace Fighters, with several significant differences in their construction.

Step 1:  Design the Chassis
   The most basic concern of FighterShip design is determining the choice of tonnage.  Because of the basic assumptions behind their construction, they are restricted from other choices found in Step 1 of AeroSpace unit construction.
·   FighterShips must be Aerodynes, but have 9 Weapon or Equipment Spaces per arc.
·   Because FighterShips have no civilian application and are exclusive to the New Clans, a ‘Mixed’ Tech base must be chosen. 

Choose Weight
   FighterShips are built in 10-ton increments, starting at 110 tons to a maximum of 200 tons.

Notes:

Step 2:  Install Engines and Control Systems
   Step two determines the FighterShip’s performance and endurance, calculating engine and fuel tonnage, armor rating, and crew requirements.

Choose Engines and Fuel Capacity
FighterShips determine their total Engine Rating as Aerospace Fighters, following the formula (Engine Ratings = FighterShip tonnage x (Desired Safe Thrust - 2) / 2) to determine the Engine Ratings of the FighterShip’s twin engines.  FighterShips may use any type of Clan or IS Engine technology, including Large-, XXL, and Large-XXL Engines, subject to the Available Technology Chart.
Designers must provide a minimum of 4 tons of fuel, which is tracked only in campaign settings.  FighterShips receive 80 Thrust Points per ton of fuel.  FighterShips are unable to use the fuel expansion system of Small Craft and DropShips.
 
Determine Structural Integrity
Designers may use either the unit’s Safe Thrust value or the formula, (Tonnage / 10), to calculate its Structural Integrity.  This value has no impact on the mass of the unit and may not be changed.

Add Control/Crew Systems
FighterShips require larger crews depending on their chosen role and the number and type of weapons per arc.  For each member of the crew, Designers must assign 3 tons to account for the mass of their controls and life support.  Because of their size and complexity, FighterShips require a minimum crew of two, Pilot and Co-Pilot.  Additional crew such as Gunners also reside in the cockpit.

Notes:
·   Because the final number of crew required is determined later, Designers simply allocate the minimum of 6 tons for the Pilot and Co-Pilot to complete Step 2.
·   Mounting Large, XXL, and Large-XXL engines on FighterShips requires the Designer to sacrifice a number of Spaces to accommodate them according to number required for Fighters in the Advanced Engine Master Table in TacOps.  Spaces are first sacrificed from the Rear arc until eight have been filled, and any remaining Slots are assigned Spaces evenly between the unit’s Wings.
·   FighterShips generate heat from both Engines.  XXL Engines run hotter than Standard or Large Engines, generating 4 heat per Engine from Safe Thrust, and 6 heat per Engine from Max Thrust.
·   Because Large-XXL Engines would leave an odd number remaining after dedicating all Spaces in the Rear arc to Engine Slots, only 8 are carried in the Rear arc and 1 is placed in each Wing.  Large-XXL Engines generate the same heat as XXL Engines.
Ex.  Because FighterShips carry twin Engines, a design with Standard Large Engines requires a total of two Spaces in the Rear arc.  A design with XXL Engines requires 4 additional Slots for both Engines, for a total of 8 Spaces in the Rear arc.  A design with Large-XXL Engines requires 5 additional Slots for both Engines, for a total of 8 Spaces in the Rear arc, and 1 Space from each Wing.

Step 3:  Determine Armor
FighterShips determine their total maximum Armor points with the formula, (Tonnage x 8).  FighterShips may use any Clan or Inner Sphere Armor type subject to the Available Technology Chart, but sacrifice Spaces for the use of any type except Standard Armor, as seen on the chart below.

                         AP/Ton                    Equipment Slots                       (IS/Clan)      Under 150 tons     Over 150 tons
Standard            16/16
Light F-A       16.96/ -            2 (1/Wing)            4 (1/Location)
F-A                17.92/19.20     2 (1/Wing)            4 (1/Location)
Heavy F-A     19.84/ -            4 (1/Location)      8 (2/Location)
F-L                       - / 14          2 (1/Wing)           4 (1/Location)
L-R (IS)              16/ -             2 (1/Wing)           4 (1/Location)
L-R (C)                 - / 16          1 (1 Rear)            2 (1/Wing)
Reactive (IS)      16/ -             3 (1/Wing, 1 R)    6 (2/Wing, 1 Nose, 1 Rear)         
Reactive (C)         - / 16          1 (1 Rear)            2 (1/Wing)
Stealth*              16/16           2 (1/Wing)            4 (1/Location)
                                    *-Stealth Armor requires the use of a Guardian ECM system and generates
                                 10 heat per Turn when active.

   After choosing Armor type and determining the FighterShip’s maximum total Armor points, determine the maximum number of tons the design may carry, using the formula, (Maximum tonnage = (maximum AP) / (AP/ton)).
   Armor is assigned between four locations; Nose, Left Wing, Right Wing, and Rear. 

Notes:
·   FighterShips are not required to carry the maximum amount of Armor; the Designer has the final choice of what type and how much of it is used for his design.
 
Step 4:  Add Heat Sinks
   FighterShips keep track of the heat generated each Turn by expending Thrust and firing weapons with the Heat Scale on the FighterShip Record Sheet.  FighterShips may generate more heat than they are able to dissipate, but suffer progressively more severe effects until it is reduced.  FighterShips may use all Clan and Inner Sphere Heat Sink technologies subject to the ATC, but all Heat Sinks must be identical.
   Each engine comes with 10 free Heat Sinks, but designers may add more.

Notes:

Step 5:  Choose Role, Weapons, and Equipment
   The weapons, equipment, and crew requirements of FighterShips are influenced by the role they play on the battlefield.  FighterShips may not use Omni technology and require dedicated facilities outside the game to change between types.
·   Assault – Assault FighterShips are general-purpose units, characterized by heavy weapon loads, commonly serving as escorts to other variants.  They may or may not retain an internal cargo bay.
·   Cargo – Cargo FighterShips are most often adapted to carry a significant amount of cargo (normally ammunition) into combat.  The Cargo-variant is one of the most common variants, able to adapt the internal cargo bay for several roles.
·   Torpedo/Bomber – Torpedo/Bombers carry either a single Capital missile for anti-WarShip attacks, or conventional bombs dropped from the internal cargo bay. 
·   Tanker – Similar to the Missile/Bomber, Tankers use their internal cargo space to store fuel to refuel other units.  Tankers may use fuel stored as internal cargo to extend their range.
·   DropFighter – DropFighters act as Infantry carriers, conveying jump-capable Infantry, Battlearmor, and ELMs into combat.  Due to their size and weight, ELMs are normally para-dropped from low altitude.

Notes:
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

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Re: Countdown to The New Clans: Volume 1
« Reply #23 on: 20 October 2011, 15:00:19 »
Well the game rules are done - what there are of them.  After reading and proofreading, these are the only major changes to the standard AeroSpace fighter;

Game Rules
   FighterShips represent the technology of AeroSpace fighters carried to the ultimate extreme.

Movement
   FighterShips move on several maps and at different times due to the complexity of their rules, which are divided into Space, High-Altitude, and Low-Altitude.  Because of their interaction with ground units, their Low-Altitude rules are the most complex.
·   Space Movement
   FighterShips move in the Small Craft movement subphase and use their Evasive Action modifier.
·   High-Altitude Movement
   After entering the High Altitude map, FighterShips operate normally as AeroSpace fighters.

     Low-Altitude Movement
   After entering the Low Altitude map, FighterShips operate normally as AeroSpace fighters.
·   Terrain and Altitude
   Not as maneuverable as conventional or AeroSpace fighters, FighterShips suffer additional Control Rolls at low altitude.  For each Turn the player remains at Level 1, a Control Roll at +1 is required before ending the Movement Phase.
·   Crashes
   FighterShips crash as Small Craft, damaging units and buildings in the crash hex only.
·   Facing Changes
   FighterShips use the AeroSpace fighter column for the Straight Movement on Ground Maps Table to determine the distance they must travel on the low altitude map before being allowed to make a facing change.
·   Special Maneuvers
   FighterShips are capable of special maneuvers, sometimes at a greater cost in thrust or difficulty.
 
   Special Maneuvers Table*
     Min/Max   Thrust       Control
Maneuver        Velocity    Cost       Modifier
Loop             Min 4       5           +2
Immelmann          Min 4       5           +2
Split-S              Any       2           +2
Hammerhead        Any      Velocity        +2
Half-Roll           Any       1            -1
Barrel Roll          Min 2       1            0
Sideslip           Any       1            0
VIFF              Any     Velocity+3    +3
* - Bold represents modifications to the original table.

Combat
   FighterShips attack and are damaged as standard AeroSpace Fighters with a few exceptions.
·   FighterShips may not use the Striking attack of AeroSpace Fighters.
·   FighterShip Torpedo/Bombers may use Tele-operated missiles.
·   Tanker FighterShips may use fuel from their cargo to extend their range.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

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Re: Countdown to The New Clans: Volume 1
« Reply #24 on: 20 October 2011, 23:02:16 »
Hmph.  One more.

Engine Damage
FighterShips suffer greater effects from engine damage than normal AeroSpace Fighters due to their close proximity to each other.  For each Engine hit, FighterShips suffer +4 Heat.

FighterShip Cubicles
   Designed as self-contained facilities to fuel, arm, and repair FighterShips, their Cubicles weigh 250 tons and require a single Equipment Slot per cubicle.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

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Re: Countdown to The New Clans: Volume 1
« Reply #25 on: 24 October 2011, 02:31:26 »
Ahhh - just missed finishing the 'unique technology' segment by a couple days!  The Cassette Missile System just would not work the way it was written; I plinked at it for a day and a half, then just gave up and re-wrote it.  Just a glance at the limb extensions, and then the final entry; Extra-Light Mechs!
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

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Re: Countdown to The New Clans: Volume 1
« Reply #26 on: 27 November 2011, 13:49:02 »
Welcome back!

After the work I put in for the 6 weeks of medical leave, my enforced absence from working on the project has left me eager to get back to work.  My wife relented, and I am completely out of the doghouse for the first time in what seems like forever.

Fortunately, after the struggle to get back in the groove at work and get caught up on the stuff the temps let slide (lazy bastards!) I've got the remainder of the 'Unique Tech' entries to type in, and a final check for facts, punctuation and grammar, and math and then it should be DONE.  Not so incoincidentally, a rough draft of changes to the Atlas has also been completed, so that should go together fairly quickly.  I've tried to ask for suggestions to the system entries on the forum, but response has been weak, so off we go.

There should be a final draft of the 'Unique Tech' entry on the forum soon - I'm looking forward to getting feedback from all of the interested readers.
« Last Edit: 27 November 2011, 13:54:21 by Red Pins »
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

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Re: Countdown to The New Clans: Volume 1
« Reply #27 on: 15 December 2011, 15:45:08 »
Done!  Now, the Legacy Cluster Atlas needs its loving.  ...Its been hard, putting the Unique Tech section down.  I'm having to force myself to move on, but its a real effort.  A possibility of including a series of RPG tracks has me considering adding to the Table of Contents, something I promised myself I'd avoid.  We'll see.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.

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Re: Countdown to The New Clans: Volume 1
« Reply #28 on: 20 September 2018, 17:10:32 »
Any luck on the WIGE variable-geometry wings?

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Re: Countdown to The New Clans: Volume 1
« Reply #29 on: 22 September 2018, 00:37:22 »
Ah - no.  Enthusiasm sputtered out, new projects beckoned, and I started playing MWO when the laptop died.  I got a bit more done, but that was it.  From what I remember, I decided to rule them as fluff, like the wings on the WoB Aerospace fighters - no new tech, stuff like that.  Fluff for the first book is pretty much done - the ones in my sig - but Ive moved on, mostly.  If I win the lottery, I might be bored enough to finish it, but otherwise its done.
...Visit the Legacy Cluster...
The New Clans:Volume One
Clan Devil Wasp * Clan Carnoraptor * Clan Frost Ape * Clan Surf Dragon * Clan Tundra Leopard
Now with MORE GROGNARD!  ...I think I'm done.  I've played long enough to earn a pension, fer cryin' out loud!  IlClan and out in <REDACTED>!
Glitter - the herpes of the craft supply world.