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Fan Designs and Rules / Re: Updating 4 legged record sheets.
« Last post by Red Pins on Today at 23:36:24 »
Works for me!
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Fan Designs and Rules / Re: Unpopular rules ideas
« Last post by garhkal on Today at 23:30:01 »
To save on Initiative rerolls:  If you get a tie, check to see who has the highest individual d6 result.  That breaks ties.  If you're still matched, THEN you reroll.
Edit: As an example, you have two sides roll Init, and both roll a 7 on 2d6 as per standard.  But, in this case, one roll is a combination of 3 and 4 while the other is a combination of 2 and 5.  The result with the 5 wins.

Hows about Tied initiative then, if they roll the same init..
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General BattleTech Discussion / Re: Most Iconic Mech
« Last post by Charistoph on Today at 23:28:34 »
The original arm that is blown off was clearly the AC/5. A Victor would have the Autocannon in the second arm, leading me to the theory that they had merged the two mechs for effect. It is now clear to me that it was an LRM launcher the whole time and not the video's take on an AC/20.

Yet the Foley matched an Autocannon, not a missile launcher.

Could have been a custom job, but they would have had to pull a lot out to make it work.
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A lot will depend on which system you're tracking this with, I think.  The good news is that for what you're asking, it seems to all fit quite tightly in to place in a 1:3 replacement in the Side Torsos.  This will allow you to effectively either increase your rocket firepower by 50% or your dwell time.

If we go by Campaign Operations, this will be a Class B Refit, maybe?  Since you're removing stuff from both Side Torsos and replacing them, this seems to fit.  That means it can be done in the field, (though, you may still want to get your best facility if you can), and doesn't automatically reduce the Quality of the unit (though, the Roll itself might do that).

This is my first time running these numbers, so bear with me.

It will be a Technician Skill Check.

A Class B Refit provides for a +3 modifier (pg 211).  It also triples the time it would take for this refit.  It's not from a refit kit, so no other modifier from that.

It will also include modifiers from the Maintenance, Repair, and Salvage Check Modifiers Table (pg 192-194).  Rocket Launchers are Tech Rating B, so apply a -2 Modifier.

There's a Unit Quality Rating Modifier.  In this case, the more "New from the factory" fresh it is, the better the modifier.  This can range from -2 for a pristine Rating of F, to a +3 Rating for A ("it's been salvaged how many times now?").

There's also modifiers for when you are, and which faction you are.  In most cases, outside the Jihad, you're looking at a +1 Modifier, except for the Late Succession Wars (3rd and 4th) which are +2.

You can put up to 3 teams on a unit for a -1 for each additional Team (using teh best team's experience).

If the main tech team has personnel issues (casualties or hits), this can in crease the modifier as well, up to a maximum of +4.

Location will matter.  An Improvised field station will be a +2, but if you're in your Dropship bay, that is a null modifier of zero.

Then there's planetary conditions, but most of that is crazy weather, times, atmosphere, or even in the middle of nowhere (i.e. zero-G).  You didn't mention them, and being in a Dropship helps ignore most of that.

Depending on when you are doing it, if Rocket Launchers are just back in vogue, then you might need to add a +2 modifier for "Extinct Component".  Since you're using a 'Mech that can already use them and isn't a prototype model for that, I think we can ignore that modifier.

From there it will be based on how much time you give your tech crews to complete the job.  Doing overtime, jury-rigging, rushing the job, or even just taking extra time to do it will affect the results (hint, taking your time is better).

So, assuming a Merc unit in the Jihad, with a Quality D unit, doing a normal job, we have:
Tech Skill Base
Class B: +3
Tech Rating B: -2
Quality D: +0
Era Modifier: +0
Full Team: +0
2 more Teams: -2
Basic Facility: +0

For a total Roll of Tech Skill - 1.  Not too bad.  However, there were a lot of assumptions being made there, both in system and certain qualities being involved.
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Like Charistoph said, it's about the context of its usage. Can we get a fourth option for that? Because that would seem to be the most logical answer to the question.
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Fan Designs and Rules / Re: Updating 4 legged record sheets.
« Last post by Lycanphoenix on Today at 23:17:36 »
In that case, I'm gonna use this for my in-house Quad IndustrialMechs, and just say that it's partly due to bulkier construction or something >:3
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Fan Designs and Rules / Re: Unpopular rules ideas
« Last post by Lycanphoenix on Today at 23:11:44 »
D20 BattleTech.

Variable weapon damage.

BattleTech a Square Grid.
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Superheavies are going to love those Three-X engines.

XL Fuel Cells, meanwhile, sound like they'd be pretty good for IndustrialMechs. Just a step below Fusion engines, maybe better in some ways due to not needing shielding! (And maybe also making them *more* efficient than ICEs, like real fuel cells... I'll explain over discord.)
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Fan Designs and Rules / Re: Enhanced Cockpit variants
« Last post by Lycanphoenix on Today at 23:02:13 »
Not bad, not bad at all.

How about a "Bug-Out Cockpit", where the cockpit can entirely detach from the mech and turn into the world's tiniest hovercraft? Like a sort of side-grade to Full-Head Ejection because it's just the cockpit and not the rest of the head, but it can rapidly zoom away over most terrain?
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General BattleTech Discussion / Re: Most Iconic Mech
« Last post by Minemech on Today at 22:52:04 »
The Zeus Zeus-6S uses a A/C 5 which I believe the arm that was blown off (and yes, it is still one of the best intro)

The fan remake was the artist take. The original description, the artist mentioned they liked the id that the Atlas was taken out by a AC/20.

Just thought that both videos get circulated on fan sites enough, it's enough to overlap the two subconsciously. The fan remakes is very faithful to the original in terms of animation and camera angle, almost shot per shot.
The original arm that is blown off was clearly the AC/5. A Victor would have the Autocannon in the second arm, leading me to the theory that they had merged the two mechs for effect. It is now clear to me that it was an LRM launcher the whole time and not the video's take on an AC/20.
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