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1
I wouldn’t want to be delivering to one of the Big Kappas if it all came in one box :shocked:
2
The Ferreter, while definitely staying within the bounds of the Security 'Mech Treaty guidelines, is still considered quite extravagant through the inclusion of an Medium X-Pulse Laser slaved to a Targeting Computer. This is backed up by quad LMGs, two in each arm which benefit from the TarComp, and two lightweight One-Shot SRMs. A Beagle Active Probe helps it "Ferret" out any ne'er-do-wells lurking within company grounds.

[INSERT] industries constructs the base frame of the Ferreter while outsourcing the TarComp and MXPL. Everything else is typically acquired from another of their branches or locally sourced.

Code: [Select]
Ferreter

Mass: 35 tons
Chassis: Industrial Industrial Biped
Power Plant: 175 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
     2 SRM 2 (I-OS)
     4 Light Machine Gun
     1 Medium X-Pulse Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 2,062,534 C-bills

Type: Ferreter
Technology Base: Inner Sphere (Standard)
Tonnage: 35
Battle Value: 668

Equipment                                          Mass
Internal Structure            Industrial              7
Engine                        175 Fusion              7
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  2
Cockpit                                               3
Armor Factor (Heavy Industrial)119                   7.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            11        17   
     Center Torso (rear)               5     
     R/L Torso               8         12   
     R/L Torso (rear)                  4     
     R/L Arm                 6         12   
     R/L Leg                 8         16   


Right Arm Actuators: Shoulder, Upper Arm
Left Arm Actuators: Shoulder, Upper Arm

Weapons
and Ammo                       Location  Critical   Heat    Tonnage
Heat Sink                         LL        1        -       1.0   
Medium X-Pulse Laser              CT        1        6       2.0   
Targeting Computer                CT        1        -       1.0   
Heat Sink                         RT        1        -       1.0   
Light Machine Gun Ammo (100)      RT        1        -       0.5   
SRM 2                             LA        1        2       0.5   
2 Light Machine Gun               LA        2        0       1.0   
Active Probe                      LT        2        -       1.5   
Heat Sink                         RL        1        -       1.0   
Ejection Seat                     HD        1        -       0.5   
SRM 2                             RA        1        2       0.5   
2 Light Machine Gun               RA        2        0       1.0   


3
BattleMechs / Re: Design Challenge: The SecurityMech Treaty of 2613
« Last post by Izzy193 on Today at 21:54:58 »
Code: [Select]
Bobcat BC-351
Base Tech Level: Advanced (IS)
Level                Era               
----------------------------------------
Experimental         -                 
Advanced             3145+ (Dark Ages -)
Standard             -                 
Tech Rating: E/X-X-X-D

Weight: 35 tons
BV: 645
Cost: 1,856,045 C-bills
Source: (Unknown)
Role: Missile Boat

Movement: 5/8
Engine: 175 Fusion
Heat Sinks: 10
Cockpit: Industrial Cockpit (Adv. FCS)
Gyro: Standard Gyro

Internal: 58 Industrial
Armor: 80/119 Heavy Industrial
                     Internal  Armor   
----------------------------------------
Head                     3       9     
Center Torso            11       12     
Center Torso (rear)              3     
Right Torso              8       9     
Right Torso (rear)               2     
Left Torso               8       9     
Left Torso (rear)                2     
Right Arm                6       7     
Left Arm                 6       7     
Right Leg                8       10     
Left Leg                 8       10     

Weapons         Loc      Heat   
---------------------------------
LRM 5            RT        2     
LRM 5            LT        2     
Medium Laser     LA        3     
Medium Laser     RA        3     

Ammo              Loc  Shots 
------------------------------
LRM 5 Smoke Ammo   RT    24   

Equipment                     Loc 
-----------------------------------
CASE                           RT 
Environmental Sealing (Mech)   *   

An attempt at making a fast moving heavy security mech, inspired by the cougar omnimech of clan jade falcon. the Bobcat does not stack up at well by militiamech standards but it did find potential as a security mech for use against rought industrialmechs that tried to play mechwarrior against it. Though the lasers as good enough for subdueing hostiles industrialmechs. the smoke rounds are to obscure it's approach as it gets into range.
4
General BattleTech Discussion / Re: Mechacide?
« Last post by Hellraiser on Today at 21:43:42 »
I Know it's probably a bad idea to blow up the Mech and eject especially if you are playing a BT Rpg (all those C-Bills gone to waste), however I still think you could deal a fair amount of damage to the opposing players.

You can also deal a fair amount of damage to your own forces.

I had a scenario, many years ago, where the Stackpole rules as well as the Ammo Explosion = AE damage were in place, I forget what the specifics of all those rules were, but its been in fiction that when an ammo bin goes up, it can take out things next to it IIRC.

As happens on the tabletop there started to be a conga line/gang up as units moved into melee range.

I want to say it was a Valkyrie that went up first which managed to cause the mech next to it, then the mech next to that, etc etc.
In a single turn that Light, 2 Enemy Heavies, and the CO's Assault mech all atomized as they were hit w/ AE damage to already ripped open armor as 1 mech after the other went up down the line.

Taking out 2 enemy heavies was nice & all but losing the CO's Assault was painful as well.

5
Is it the total mass of weapons up to 9-tons or 9-tons for any weapon for Corporate 'Mechs?

Also, are Shields (Small, Medium, Large) allowed?

Nine tons maxium for each individual weapon.  So a Blazer plus two medium lasers would be fine, but a heavy PPC would be right out.
6
Ground Combat / Re: Clan Large Pulse Lasers
« Last post by Hellraiser on Today at 21:33:50 »
--the pulse lasers WILL close into range in any normal map circumstance.

The only issue I have with this is that while you are balancing by tonnage here, at 6 tons for 1 LPL or 6 tons for ER large, DHS, and Tcomp, the tcomp is not exclusive to the ER large, and tonnage isnt a good balancing metric.

So while you show the ER Large winning at hexes 7,8,15, that is only because of the tcomp, which the LPL could also have for just a couple of tons.  And, if the ER large laser does get the tcomp and the LPL doesnt, the ER large now costs 310 BV compared to the LPL at 265.  So you pay 45 BV more with the ER large plus Tcomp, for a weapon combination that is worse-- 17 hexes versus 8

I feel like your not seeing my previous posts.

1.  Way up above I pointed out that the LPL isn't nearly as nasty IMHO as the MPL it was responded that this discussion is about long range sniping so your point about closing the distance which I happen to agree with, to the point of saying that neither the ERLL or LPL are the scary guns here, is moot according to others.

2.  I was responding to someone pointing out that the ERLL is only 4 tons so it doesn't really matter if you can stick a TC onto an LPL at that point your now dealing w/ 8 tons in a tonnage scenario & while tonnage isn't how most games are balanced it has to come into play if your discussing "best whatever" since part of that is how many of them your getting or what it costs you to get said uber-gun.

3.  I'm aware the BV isn't going to match, I'm also aware that BV is broken when it comes to "To-Hit" Mods in general.
If the BV was fixed then maybe the LPL wouldn't be so attractive.
But really, I'd still go back to #1 above & use close range weapons for less BV.
Heck, for 6 tons if I already have 10 DHS & can vent 20, I think I'd like to spend my 6 tons on 6 OG Medium Lasers & spam 30 damage a turn.

The point of this is that the Clan LPL is a solid generalist ranged gun.  But its not a boogey man "I win" button of a weapon.
It's "Heavy" for its damage & short ranged compared to most other sniper weapons, but it is accurate so that counts for a lot.
But in the typical BT game your likely to be operating at ranges where MLs of all types will get you better results.
And if you happen to be on a particularly large map there are other guns that out range it or don't need LOS.

The LPL excels in the 9-20 hex bracket where it manages to be quite a bit more accurate than the LRM/ERLL/ERPPC/Gauss but isn't outside of its own range while being at the limits of ML fire.
If you can keep your entire force in that 12 hex range band then it shines.   Closer or Farther & its not so ideal.
7
Is it the total mass of weapons up to 9-tons or 9-tons for any weapon for Corporate 'Mechs?

Also, are Shields (Small, Medium, Large) allowed?
8
Maybe stupid question, but for any of you that participate in prior kickstarters, does everything come at once (baring issues like things that were delayed in production, etc), or does it come piecemeal? I was expecting one giant box of everything, and am just curious.

One (or more depending on how much stuff) box with everything.
9
Netflix: Dahmer - Monster the Jeffrey Dahmer story. Creepy good.
10
I almost want a negative to that Quirk to go along with it, as part of my experience with electronics and wiring.

Or maybe a negative Quirk to go against it?  Like "Poor Wiring", any time there is an Ammo explosion, roll for each Energy Weapon to see if it faults/cycles it's power setting.
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