Author Topic: Jihad ISW  (Read 5817 times)

Ghost cub

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Jihad ISW
« on: 30 May 2016, 13:54:02 »
Hello there I am new to these forums, but I thought what I have been working on might be of interest. So my eventual goal is to run a dual level game taking place during the Jihad Era. On the low level each of the PCs would have a character at the level of AToW. On the high level the PCs could each be khans of Ghost Bear Dominion, or depending on things they could control separate factions. The goal would be for the low level to affect the higher level, and vice versa. This game would be on Roll20.net so it would be a VTT game. The first thing I decided I needed to do was get some ISW stats for factions. I am going to present what I have so far, and I would very much appreciate input or criticism. I am using the 3067 map found http://www.ourbattletech.com/blog/wp-content/uploads/2011/02/3067.pdf

What follows is some starting faction stats. I will add more as I go:

Notes for Ghost Bear Dominion Faction

Planets: 49
Capital: Alshain

List of Planets: Altenmarkt, Rubigen, Toffen, Mannedorf, Krenice, Eguilles, Ultercht, Nox, Setubal, Maule, Ardoz, Stemwerde, Halesowen, Skandia, Satalice, MArawl, Tinaca, Alshain, Gunzburg, Sheliak, Kaesong, Vorariberg, Stanzach, Kempten, Thessalonika, Soverzene, Radstadt, Engadin, Goito, Courchevel, Casere, Spittal, Preditz, Pomme De Terre, Vipaava, Jezersko, Polcenigo, Radije, Last Frontier, Rasalhague, Leoben, Jarett, Susquehanna, Holmsbu, Pinnacle, Thule, Damian, Satnader, Porthos

Major Industrial Centers: Alshain (80 for capital 40 for Major Industrial for a total of 120)
Regional Capitals: Rasalhague, Rubigen (each is worth 40 for a total of 80)
Minor Industrial Worlds: Rasalhague, Rubigen, Radstadt, Casere (Each is worth 24 for a total of 96)
Other Worlds: 44 (88 all together)

Number of Planets: 49
Starting RP/turn: 384

Standard Combat Command Compositions: 1 Mech Regiment, 2 Aerospace Wings, 3 Armor Regiments, 6 Infantry Regiments, 1 Artillery
Non-combat support is 11 RP per turn. Combat support is 44 RP per turn.

Sample Starting Forces: 12 Combat Commands, 0 Mercenary Combat Commands

Calculated Supply cost per turn assuming non-combat is 132 RP/turn

Notes for the Free Rasalhague Republic:

Planets 8 (Maybe 7?)
Capital: Orestes
List of Planets Orestes, Al hillah, Grumium, Dehgolan, Karbafa, Ueda, Tukayyid, Trondheim?

Major Industrial Centers: Orsetes
Regional Capitals: Tukayyid, Karbala
Minor Industrial Centers: Tukayyid
Other Worlds: 5
Starting RP/turn: 234

Standard Combat Command Compositions: 1 Mech Regiment, 2 Aerospace Wings, 3 Armor Regiments, 5 Infantry Regiments, 1 Artillery (Supply Cost is 11 RP per CC in non-combat, Supply cost is 42 RP in combat)

Sample Starting Forces: 4 Combat Commands, 2 Mercenary Combat Commands
(MCC costs 12 RP supply to support in non combat. MCC costs 44 RP to supply in combat.)
Calculated Supply cost per turn assuming non-combat is 44 RP plus 24 RP for the MCCs for a total of 68 RP per turn

Notes for the Irece Prefecture:

Planets: 13 (Maybe 14 with Itabalana?)
Capital: Irece
List of Planets: Labrea, Outer Volta, Tenlente, Juazeiro, Irece, Carlpare, Mualang, Yamarovka, Asgard, Port Arthur, Cyrenaica, Tarazed, Avon

Major Industrial Centers: Irece
Regional Capitals: Port Arthur, Labrea
Minor Industrial Centers: Port Arthur
Other Worlds: 10 (Unless you have Itabalana)

Starting RP/Turn: 244

Standard Combat Command Compositions: 1 Mech Regiment, 2 Aerospace Wings, 3 Armor Regiments, 5 Infantry Regiments, 1 Artillery (Supply Cost is 11 per CC in non-combat, Supply cost is 42 in combat)

Sample Starting Forces: 4 Combat Commands, 2 Mercenary Combat Commands
(MCC costs 12 RP supply to support in non combat. MCC costs 44 RP to supply in combat.)
Calculated Supply cost per turn assuming non-combat is 44 RP plus 24 RP for the MCCs for a total of 68 RP

Thank you for your time.
« Last Edit: 31 May 2016, 10:15:01 by Ghost cub »

Ghost cub

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Re: Jihad ISW
« Reply #1 on: 30 May 2016, 18:38:38 »
Notes for Wolf OZ

(With 80 planets * .02 you get 1.6 major industrial planets which I rounded up to 2. 80 * .08 is 6 minor industrial planets)
Planets 80
Capital: Tamar (80 rp)
Reginal Capitals: Oberon VI, Kirchbach (40 RP each for a total of 80)
Major Industrial Planets: Tamar, Oberson VI (40 RP Each for a total of 80)
Minor Industrial Planets: Kirchbach, Liezen, Hyperion, New Olso, Galoozo, Verthandi (24 each for a total of 144)
Other Worlds: 72 (2 each for a total of 144 RP)

RP/Turn: 384 RP

Wolf Clan Standard Combat Command Compositions: 1 Mech, 3 Aerospace, 3 Armor, 5 Infantry, 1 Artillery.
Non-Combat support is 12 RP per turn. Combat support is 46 RP per turn. Merc is 12 RP to support

Sample Starting Forces: 11 Combat Commands, 2 MCC (I came up with 11 CC with adding the clan wolf in exile and the clan wolf units from Field Report: Clans. This might be wrong. If so please correct me.)

Non-combat Support is 156 RP/Turn
« Last Edit: 30 May 2016, 18:57:20 by Ghost cub »

Ghost cub

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Re: Jihad ISW
« Reply #2 on: 30 May 2016, 18:55:58 »
Notes for Draconis Combine

Faction
Planets: 286 (286 * .02 gives you 5.7 Major Industrial Centers which I rounded down to 5. 286 * .08 gives you 22 Minor Industrial Centers, however 20 is the maximum.)
Capital: Luthien (80 RP points)
Regional Capitals: Pesht, Galedon V, Benjamin, Dieron (40 each for a total of 160)
Major Industrial Worlds: Luthien, Pesht, Galedon V, Chatham, Dieron (40 each for a total of 200)
Minor Industrial Worlds: Al Nair, Altair, Avon, Algedi Dover, Irece, Jarett, New Oslo, Benjamin, New Samarkand, Proserpina, Satalice, Schuyler, Spittal, Buckminster, Vega, Kessel, Bjarred, Qandahar, Ningxia (I used all the factory worlds of the Draconis Combine mixed with some regional capitals off of the map. Each is 24 RP for a total of 480 RP)
Other Worlds: 261 (2 RP each for a total of 522 RP)

RP/Turn is 1442 (1802 after State Run)

Standard Combat Command: 1 Mech, 3 Aerospace, 3 Armor, 5 Infantry, 1 Artillery
(Support cost for CC is 12 RP per turn for non-combat. 46 RP for Combat)

Sample Starting Forces: 68 CC, and 15 MCC (This is from 3025 so their might be fewer forces at this point.)
Non-combat support is: 996 RP/Turn

Ghost cub

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Re: Jihad ISW
« Reply #3 on: 30 May 2016, 23:41:34 »
Jade Falcons OZ

Planets: 57
Capital: Sudeten ( 80 RP )
Regional Capitals: Sumerset, Devin (40 each for 80 RP )
Major Industrial Center: Sudeten (40 RP )
Minor Industrial Centers: Devin, Sumerset, Domain, Trell I, Pandora (24 each for 120 RP )
Other Worlds: 51 (2 each for 102 RP)

RP/turn is 422

Sample Starting Combat Commands: 11
Sample Combat Command Composition: 1 Mech, 3 Aerospace Wings, 3 Armor Regiments, 5 Infantry Regiments, 1 Artillery Battalion.
Supply for each CC in non-combat is 12 RP. Supply of each CC in combat is 46

I'll edit this post with more data later. I am hoping for feedback,  so please don't be shy. If this game interests you please message me.
« Last Edit: 31 May 2016, 10:11:59 by Ghost cub »

Ghost cub

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Re: Jihad ISW
« Reply #4 on: 31 May 2016, 10:36:24 »
Notes for the Lyran Commonwealth

Planets: 348 (348 * .02 gets you 6.96 major industrial. The examples say that 6 is the max rather than 9. 348 * .02 gets you 27.8, but 20 is the max.)
Capital: Tharkad (80 Points)
Regional Capitals: Alarion, Skye, Donegal, Coventry, Bolan (40 RP each for 160 RP total)
Major Industrial Centers: Tharkad, Skye, Hesperus, Alarion, Coventry, Donegal (40 RP for 240 RP)
Minor Industrial Centers: Arc Royal, Carlisle, Bolan, Furillo, Gibbs, Gienah, Loburg, New Earth, Twycross, Plus 11 others (24 RP Each a total of 480 RP)
Other Worlds: 322 (2 RP each for a total of 644 RP)

RP/turn: 1604 RP After Merchant King it is 1924 RP/turn

Sample CC Composition: 1 Mech, 2 Aerospace, 5 Armor, 7 Infantry, 1 Artillery
Non-combat support is: 14 RP/turn
Combat support is 54 RP/turn

Sample Starting Forces: 53 Combat Commands, and 22 Merc Combat Comands.
Merc is 12 RP to support in non-combat and 44 to support in combat.

Per turn non-combat support is: 1006 RP/turn

Ghost cub

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Re: Jihad ISW
« Reply #5 on: 31 May 2016, 11:04:15 »
Notes of Outworlds Alliance

Planets: 37
Capital: Alpheratz (80 RP)
Regional Capitals: Cerberus, Ramora, Ballggora (40 RP each for 120 RP)
Major Industrial Centers: Alpheratz (40 RP)
Minor Industrial Centers: Cerberus, Ramora, Ballggora (24 each for 72 RP)
Other Planets: 33 (2 each for 66 RP)

RP/turn: 378

Standard CC Composition: 1 Mech, 10 Aerospace, 4 Armor, 7 Infantry, 1 Artillery
Non-combat supply for CC: 21 Combat supply for CC: 82

Sample Starting Forces: 1 CC

Ghost cub

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Re: Jihad ISW
« Reply #6 on: 31 May 2016, 12:41:03 »
I am working on some ACS units. Hopefully I am doing this right. I used the Quick Strike cards since they are supposed to have the Battleforce stats, except for movement which I divided by two and rounded down. I'll work on some more units, assuming this is correct. If it isn't could someone please correct me.

A Ghost Bear Medium Star made up of two Ursus, one Blackhawk prime, one Ryoken Prime, and One Phantom Prime.

Move: 2 Armor: 42 Short range damage: 22 Medium: 22 Long: 10 Point Value: 32

Edit: Looks like it is Move: 6 Armor: 8 Short: 7 Medium: 7 Long: 3 Points 96 rather than the one up there.
« Last Edit: 31 May 2016, 13:00:08 by Ghost cub »

Alexander Knight

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Re: Jihad ISW
« Reply #7 on: 31 May 2016, 12:50:03 »
Quick Strike cards are more than likely not fully accurate due to some changes in the conversion rules.  Your best bet would be to use the MUL ( http://masterunitlist.info/ ) to get the correct values.

Ghost cub

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Re: Jihad ISW
« Reply #8 on: 31 May 2016, 13:01:02 »
I haven't found any differences yet in the quick-strike cards and the master list yet, and the quick-strike cards are easier to use. I'll keep checking my work though. Thank you for responding Alexander.
« Last Edit: 31 May 2016, 13:02:34 by Ghost cub »

Ghost cub

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Re: Jihad ISW
« Reply #9 on: 31 May 2016, 13:18:36 »
Ok so using the Master List and the conversion rules on page 326 of IO. I get:

Size: 2 Move: 5 Armor: 15 (total of 46/3 +2 for structure of 3+, +1.5 for 3 mechs with case, +2 for 2 mechs with ene) Short Range: 8 (Total of 25/3 4 mechs with s of 5, one with s of 2, half of Oh is 3) Medium: 8 Long: 3 TMM: +2 Skill: 4 Point Value: 61 (182/3)

Hopefully this is actually correct for a Unit.
« Last Edit: 31 May 2016, 15:05:44 by Ghost cub »

Ghost cub

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Re: Jihad ISW
« Reply #10 on: 31 May 2016, 13:36:34 »
So assuming the above SBF Unit is correct a ACS Trinary Combat Team using three of those SBF units would be.
Size: 2 Move: 5 Armor: 15 Short: 8 Medium 8 Long: 3 TMM: +2 Skill: 4 Point Value: 182 ACS Point Value: 61
This would be a total of 15 mechs forming one trinary.
« Last Edit: 31 May 2016, 15:05:34 by Ghost cub »

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Re: Jihad ISW
« Reply #11 on: 31 May 2016, 14:36:35 »
A Light Scout Star made up of a Koshi (prime), a Hankyu (prime), a Peregrine 4, and two Pack Hunters should have the following stats:

Size: 1 Move: 7  Jump: 3 TMM: +3 Armor: 9 S: 4 M: 4 L:2 PV: 39 It has the special ability tag
« Last Edit: 31 May 2016, 15:04:45 by Ghost cub »

Ghost cub

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Re: Jihad ISW
« Reply #12 on: 31 May 2016, 15:12:43 »
Ghost Bear Heavy Attack Star with a Thor Prime, Vulture Prime, Arcas, Cauldron-Born Prime, and a Grizzly.

Size: 3 Move: 5 Jump: 1 TMM: 2 Armor: 19 S: 7 M: 8 L: 6 Skill: 4 PV: 78 Special: IF1

I'll continue with Faction ISW stats here a little later.

Ghost cub

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Re: Jihad ISW
« Reply #13 on: 01 June 2016, 13:18:28 »
So this is a breakdown of what I figured a Clan CC should looks like. I converted Inner Sphere units to the Clan equivalent as best I could. I think that one dropship trinary is not enough though. Please note that for ACS you would likely be using clusters or trinaries. Comments are welcome.
Sample Clan CC:

   Mech Galaxy:
      Cluster 1:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Star 1:
            Star 2:
            Star 3:
      Cluster 2:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Star 1:
            Star 2:
            Star 3:
      Cluster 3:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Star 1:
            Star 2:
            Star 3:
      Command Cluster:
         Galaxy Command Trinary:
            Command Star:
            Star 2:
            Star 3:
         Secondary Command Trinary:
            Star 1:
            Star 2:
            Star 3:

   Aerospace Wings:
      Trinary 1:
         Trinary Command Star 1:
         Star 2:   
         Star 3:
      Dropship Trinary:
         Star 1:
         Star 2:   
         Star 3:

   Armor Clusters:
      Cluster 1:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Star 1:
            Star 2:
            Star 3:
         Trinary 4:
            Cluster Command Star:
            Star 2:
            Star 3:
      Cluster 2:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Star 1:
            Star 2:
            Star 3:
         Trinary 4:
            Cluster Command Star:
            Star 2:
            Star 3:
      Cluster 3:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Star 1:
            Star 2:
            Star 3:
         Trinary 4:
            Cluster Command Star:
            Star 2:
            Star 3:

   Infantry Clusters:
      Cluster 1:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Cluster Command Star:
            Star 2:
            Star 3:
      Cluster 2:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Cluster Command Star:
            Star 2:
            Star 3:
      Cluster 3:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Cluster Command Star:
            Star 2:
            Star 3:
      Cluster 4:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Cluster Command Star:
            Star 2:
            Star 3:
      Cluster 5:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Cluster Command Star:
            Star 2:
            Star 3:
      Cluster 6:
         Trinary 1:
            Star 1:
            Star 2:
            Star 3:
         Trinary 2:
            Star 1:
            Star 2:
            Star 3:
         Trinary 3:
            Cluster Command Star:
            Star 2:
            Star 3:

   Artillery Trinary:
      Trinary Command Star:
      Star 2:
      Star 3:
« Last Edit: 01 June 2016, 13:25:07 by Ghost cub »

Ghost cub

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Re: Jihad ISW
« Reply #14 on: 04 June 2016, 01:27:57 »
Are people interested in me continuing working on this? I have not gotten much in the way of responses.

ScrapYardArmory

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Re: Jihad ISW
« Reply #15 on: 04 June 2016, 13:40:31 »
Are people interested in me continuing working on this? I have not gotten much in the way of responses.

Hi there, I've been lurking for some time and I applaud your efforts so far.  My only concern is that you have bitten off too much.

Perhaps a less aggressive first attempt at the ISW system would help to ease into such a complicated rules set?

Ghost cub

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Re: Jihad ISW
« Reply #16 on: 04 June 2016, 14:36:50 »
Least I can do is finish posting Faction stats.

Notes for Free Worlds League:
Planets 334 (With a max of 6 Major Industrial Centers and a max of 20 Minor industrial Centers)
Capital: Atreus (80 RP)
Regional Capitals: Regulus, Oriente, Lesnovo, Andurien, Marik (Worth 40 RP each for a total of 200 RP)
Major Industrial Worlds: Andurien, Atreus, Irian, Keystone, Loyalty, Gibson (Worth 40 RP each for a total of 240 RP)
Minor Industrial Worlds: Regulus, Oriente, Lesnovo, Marik, Ascuncion, Bernardo, Calloway, Clipperton, Dalton, Emris IV, Kalidasa, Kendall, Savannah, Shiro III, Stewart, Tematagi,Thermopolis, Wallis, Westover, Tamarrind (24 RP each for a total of 480 RP)
Other Worlds: 308 (2 RP each for a total of 616 RP)

RP/turn is 1616 Decentralized State and Merchant Kings cancel each other out here.

Standard Combat Command Composition is: 1 mech, 2 aero, 3 armor, 8 infantry, 1 artillery

Non-combat supply of CC per turn: 12
Combat supply of CC: 48

Sample Starting forces: 55 CCs and 4 MCCs
MCC non combat supply: 12

Total Non-Combat Supply cost of CCs: 708/turn

Ghost cub

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Re: Jihad ISW
« Reply #17 on: 04 June 2016, 15:16:03 »
A hex map I have made for Jihad ISW I hope it is the proper resolution. Comments on hex size are appreciated. https://drive.google.com/file/d/0BwFE6YstNLT9Y3R3T0x6cXFYSVE/view?usp=sharing

Edit: I was unhappy with the resolution so I replaced it with a higher res map. This one should work.
« Last Edit: 04 June 2016, 16:21:48 by Ghost cub »

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Re: Jihad ISW
« Reply #18 on: 05 June 2016, 02:07:28 »
Faction abilities:

Warden clan: You have moved your clan's production into the Inner Sphere, choose one of your worlds and it becomes a major industrial center.

Crusader clan: You may have up to two CCs in combat and they cost non combat supply costs per turn.

Thoughts? Warden clan possibly should get a free major and a minor.
« Last Edit: 05 June 2016, 02:10:59 by Ghost cub »

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Re: Jihad ISW
« Reply #19 on: 09 June 2016, 14:53:20 »
I have limited funds and I am curious what book would be more helpful.  First Succession war or combat manual merc?

Alexander Knight

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Re: Jihad ISW
« Reply #20 on: 09 June 2016, 15:29:04 »
For ISW?  Definitely the first Succession War.  There honestly isn't that much support for ISW in combat manual: mercs.

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Re: Jihad ISW
« Reply #21 on: 09 June 2016, 15:35:24 »
For ISW?  Definitely the first Succession War.  There honestly isn't that much support for ISW in combat manual: mercs.

Thank you. Is there  isw stuff in the 1st succession war that could be used in the Jihad era?

Alexander Knight

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Re: Jihad ISW
« Reply #22 on: 09 June 2016, 15:39:39 »
Thank you. Is there  isw stuff in the 1st succession war that could be used in the Jihad era?

The infantry and artillery components are pretty consistent throughout the eras.  (Although of course these are conventional infantry with no Battle Armor support).  The various BattleMech formations could represent lower-quality House formations or maybe bottom-barrel Solhama.  (Although that runs into the different Clan TO&E so maybe not if you want full accuracy).  As it stands, the House formations in 1st SW represent roughly 1/3 to 1/4th upgraded technology.

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Re: Jihad ISW
« Reply #23 on: 09 June 2016, 18:56:06 »
About what portion of infantry is battle armor in the jihad era?