BattleTech - The Board Game of Armored Combat
BattleTech Game Systems => A Time of War => Topic started by: Moustacherie on 17 April 2023, 23:42:09
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I am in the process of constructing a character who uses a CattleMaster for farm work. According to Tech Manual, page 63:
...a lot of IndustrialMechs -- unlike BattleMechs -- make little to no significant use of neurohelmet-assisted balance support. The driver of an IndustrialMech relies entirely on manual control instead...
However! In ATOW, page 295, it says in a footnote:
**Neurohelmets are required to safely operate BattleMechs, IndustrialMechs and aerospace fighters. Without a neurohelmet, a pilot suffers a -6 Piloting Skill roll modifier, and must make Piloting Skill rolls even when turning at walk/Safe Thrust.
My question is... IMechs, does the pilot need a NH or not?
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I am in the process of constructing a character who uses a CattleMaster for farm work. According to Tech Manual, page 63:However! In ATOW, page 295, it says in a footnote:
My question is... IMechs, does the pilot need a NH or not?
Best we can answer is "sometimes", I think. I'm not aware of any Tech Readout or sourcebook that expressly spells out which IndustrialMechs require neurohelmets and which ones do not, at least not directly.
I searched Tech Readout: Vehicle Annex, and couldn't find any mention of the word "neuro", so no help there.
Tech Readout: Irregulars on page 36, under the Inquisitor's entry, mentions that Corporal Elishin Luwin repainted an Inquisitor named the "Blue Boy", and then suffered near-fatal neurohelmet feedback that ended his career. So, we can presume that the Inquisitor needs a neurohelmet, which kind of makes sense, since it's a SecurityMech. That's the only mention of the word in the book. With that said, I don't think the helmet the Exo pilot is wearing on page 17 looks like a neurohelmet or, if it is, it's a fancy one, but YMMV.
Personally, I'd probably argue that any IndustrialMech with Advanced Fire Control requires a neurohelmet, and that it's probably optional on all the others, but that's just me.
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I'd call that accurate, Giovanni. IndustrialMechs meant for combat duty likely require a neurohelmet interface, while those built for industrial work likely make them optional-to-unnecessary.
- Herb
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In the specific case of the Cattle Master, would lean toward needing a neurohelmet to allow more careful handling of the livestock.
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In the specific case of the Cattle Master, would lean toward needing a neurohelmet to allow more careful handling of the livestock.
So the Mechwarrior doesn't steer them wrong?
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Heh... more so the driver doesn't kill any accidentally.
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So to avoid a Lennie Small situation...makes sense.
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Exactly! :thumbsup:
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I am in the process of constructing a character who uses a CattleMaster for farm work. According to Tech Manual, page 63:
...
However! In ATOW, page 295, it says in a footnote:
...
My question is... IMechs, does the pilot need a NH or not?
Rules rule. What I nudged into p. 63 to emphasize the robotic, fairly smart nature of 'Mechs (to cooperate with p. 42-43's description of how BattleMechs were controlled) is fluff only. The rules say 'Mechs of any form suffer badly without neurohelmets. The rules stand until errata'd.
But speaking of errata...
"Neurohelmets are required to safely operate BattleMechs, IndustrialMechs and aerospace fighters. Without a neurohelmet, a pilot suffers a -6 Piloting Skill roll modifier, and must make Piloting Skill rolls even when turning at walk/Safe Thrust."
I thought they were optional in aerospace fighters, and the impact on industrial 'Mechs for poorly-trained civilian pilots should be less. I guess an errata would be...
"Neurohelmets are required to safely operate BattleMechs, and to better operate IndustrialMechs and aerospace fighters. Without a neurohelmet, a Battlemech pilot suffers a -6 Piloting Skill roll modifier, and must make Piloting Skill rolls even when turning at walk/Safe Thrust. Industrial 'Mechs suffer a -2 on Pilot Skill rolls, while aerospace fighters suffer a -2 on initiative."
How's that sound?
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Glad to be on the right side of right! :)
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In our games any 'Mech can be set into Maintenance Mode:
1. No Neurohelm required
2. All weapon systems (or tools) locked
3. 1 MP (total)
For IndustrialMechs we do the same as already suggested for combat: -2 to all piloting rolls.
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I'd have to look it up (and I'm probably going to write a Sarna Essay about the issue one day) but I think you don’t need a neurohelmet for regular driving. Any tech can walk a 'Mech into a hangar or secure it into a 'Mech bay using manual controls and the DI computer.
Requiring piloting skill rolls at -6 for turning at walking speed seems excessive.
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Agreed... -6 on a 2d6 roll is extremely punitive.