Author Topic: Strategic Battleforce: Generic Units  (Read 9680 times)

Liam's Ghost

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Strategic Battleforce: Generic Units
« on: 28 July 2015, 18:07:35 »
So I've been reading the Strategic Battleforce Rules in the Interstellar Operations Beta since picking it up yesterday, and I gotta say I dig it.

However, Strategic Battleforce suffers the same weakness as nearly all other incarnations of Battleforce over the years in that setup for a quick pickup game is pretty tedious, what with choosing all those mechs, then converting them and such.

But fear not! I'm here to help! What will follow are a set of pregenerated generic units to allow you to quickly put together a roughly era appropriate formation and get to playing. Each was compiled from actual designs based on their relative prevalence, and should be almost* entirely legal and compliant with the conversion rules as currently in print in Interstellar Operations (beta). In the name of keeping the "universal" feel of things, however, I have studiously avoided writing down the constituent element of each unit (you can probably figure out what a few units contain, though).

The actual units are coming soon, as it occurs to me that I still need to do some formatting and fact checking to make sure they're ready for prime time. Watch this space!

*there's one I cheated on a little, but it will be clearly marked as such
« Last Edit: 28 July 2015, 18:11:23 by Liam's Ghost »
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #1 on: 28 July 2015, 18:36:31 »
3025 Universal (or "Classic" if you must) units

These are assembled from the most ubiquitous units of the Inner Sphere, and thus are suitable for formations hailing from any of the great houses or mercenary organizations in the 3025 era. Availability to Periphery states and other Minor Powers will be covered when we get to the Periphery Faction section.

Assault Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 18
Damage Values: 4/5/4 (if 1)
PV: 50

Heavy Battle Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 16
Damage Values: 4/5/3
PV: 45

Heavy Fire Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 18
Damage Values: 3/5/5 (if 3)
PV: 52

Heavy Support Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 16
Damage Values: 4/4/3 (if 1)
PV: 42

Medium Support Lance (BM, size 2, 4 elements)
Movement: 5l 2j
TMM: +2
Armor: 14
Damage Values: 2/3/2 (if 1)
IF Damage: 1
PV: 39

Medium Battle Lance (BM, size 2, 4 elements)
Movement: 5l 1j
TMM: +2
Armor: 15
Damage Values: 3/3/2
PV: 41

Medium Scout Lance (BM, size 2, 4 elements)
Movement: 6l 3j
TMM: +2
Armor: 11
Damage Values: 2/2/0
PV: 31

Light Scout Lance (BM, size 1, 4 elements)
Movement: 6l 3j
TMM: +2
Armor: 7
Damage Values: 2/2/0
PV: 22

Bug Lance (BM, size 1, 4 elements)
Movement: 7l 2j
TMM: +3
Armor: 5
Damage Values: 1/1/0
PV: 19

Assault Tank Platoon (V, size 4, 4 elements)
Movement: 3t
TMM: +1
Armor: 12
Damage Values: 5/5/0
PV: 36

Anti-Air Tank Platoon (V, size 4, 4 elements)
*NOTE: I cheated on this one when creating it by generating it as though the vehicles were using flak autocannon rounds
Movement: 3t
TMM: +1
Armor: 9
Damage Values: 1/1/1 (flak -/3/3)
PV: 25

Heavy Tank Platoon (V, size 3, 4 elements)
Movement: 4t
TMM: +1
Armor: 12
Damage Values: 4/4/3 (if 1)
PV: 37

Heavy Tank Platoon (budget) (V, size 3, 4 elements)
Movement: 4t
TMM: +1
Armor: 8
Damage Values: 4/3/0
PV: 23

LRM Carrier Platoon (V, size 3, 4 elements)
Movement: 3t
TMM: +1
Armor: 7
Damage Values: 3/4/4
IF Damage: 4
PV: 29

SRM Carrier Platoon (V, size 3, 4 elements)
Movement: 3t
TMM: +1
Armor: 7
Damage Values: 8/8/0
PV: 35

Medium Tank Platoon (V, size 2, 4 elements)
Movement: 5t
TMM: +2
Armor: 8
Damage Values: 1/1/1
PV: 20

Light Tank Platoon (V, size 1, 4 elements)
Movement: 4t
TMM: +1
Armor: 5
Damage Values: 1/1/1
PV: 15

Light Support Tank Platoon (V, size 1, 4 elements)
Movement: 5w
TMM: +2
Armor: 7
Damage Values: 3/3/1
IF Damage: 1
PV: 24

Hover Tank Platoon (V, size 1, 4 elements)
Movement: 8h
TMM: +3
Armor: 7
Damage Values: 3/3/0
PV: 23

Gunship Flight (V, size 1, 4 elements)
Movement: 9v
TMM: +4
Armor: 3
Damage Values: 1/1/0
PV: 12

Long Tom Artillery Battery (V, size 2, 6 elements)
Movement: 1t
TMM: 0
Armor: 8
Damage Values: 0/0/0 ART-LT 4
PV: 25

Mobile Thumper Battery (V, size 3, 4 elements)
Movement: 4w
TMM: +1
Armor: 12
Damage Values: 0/0/0 ART-T 3
PV: 27
« Last Edit: 29 July 2015, 21:10:27 by Liam's Ghost »
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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nckestrel

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Re: Strategic Battleforce: Generic Units
« Reply #2 on: 28 July 2015, 18:41:12 »
How does the anti-air have flak -/3/3 and only 1/1/1 for standard damage?  (And the - for short range?)
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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #3 on: 28 July 2015, 18:55:29 »
Flak at strategic battleforce scale doesn't have a short range value.

The reduced standard damage is because I cheated by treating them as using exclusively flak autocannon rounds, which only do their full damage against airborne targets, and half damage against ground targets. That they ended up at 3 while the standard damage values are one is a product of the rounding rules from converting to strategic battleforce from alpha strike. four elements each with a damage value of 2 in alpha strike will end as a unit with a damage value of three due to rounding, while the same four units with a damage value of 1 each will still have a damage value of 1 due to rounding in strategic battleforce.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

nckestrel

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Re: Strategic Battleforce: Generic Units
« Reply #4 on: 28 July 2015, 19:01:12 »
Ah, you have them exclusively using flak rounds.  Got it, thanks for the explanation :).
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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #5 on: 28 July 2015, 19:06:25 »
No problem.  :)

Davion and Kurita 3025 units are next.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Alexander Knight

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Re: Strategic Battleforce: Generic Units
« Reply #6 on: 28 July 2015, 19:25:11 »
Actually, I'm in the process of converting the various lances from the 4th SW Atlas into SBF, including AS lance types (Pursuit, Direct Fire, etc) for people who want to use them.  :)

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #7 on: 28 July 2015, 19:25:47 »
House Davion

For a nation famous for their combined arms, House Davion doesn't really have many exclusively signature vehicles in this time period... This period is when the Davions and Steiners got pretty friendly, with Steiner hardware flowing into Davion space, so you might season your formations with some Steiner Medium Close Assault Lances, Heavy Hovertank Platoons, or Attack Hovercraft Platoons.

Assault Lance (BM, size 4, 4 elements)
Movement: 4l
TMM: +1
Armor: 20
Damage Values: 6/5/1
PV: 55

Heavy Battle Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 15
Damage Values: 5/5/3
PV: 42

Heavy Support Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 13
Damage Values: 4/4/3 (if 1)
PV: 39

Medium Battle Lance (BM, size 2, 4 elements)
Movement: 4l 2j
TMM: +1
Armor: 13
Damage Values: 3/3/1 (if 1)
PV: 37

Medium Fire Lance (BM, size 2, 4 elements)
Movement: 5l 2j
TMM: +2
Armor: 12
Damage Values: 3/3/3 (if 1)
PV: 38

Medium Support Lance (BM, size 2, 4 elements)
Movement: 4l
TMM: +1
Armor: 11
Damage Values: 3/4/2 (if 1)
PV: 34

Light Fire Lance (BM, size 1, 4 elements)
Movement: 5l  3j
TMM: +2
Armor: 9
Damage Values: 2/3/2 (if 1)
PV: 30

Light Attack Lance (BM, size 1, 4 elements)
Movement: 6l 3j
TMM: +2
Armor: 8
Damage Values: 2/3/0
PV: 27

Infantry Tank Platoon (MX, size 2, 5 elements)
Movement: 4t
TMM: +1
Armor: 10
Damage Values: 2/2/0
PV: 22

Assault Tank Platoon (V, size 4, 4 elements)
Movement: 2t
TMM: 0
Armor: 17
Damage Values: 8/8/3 (if 1)
PV: 52
« Last Edit: 28 July 2015, 21:08:23 by Liam's Ghost »
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #8 on: 28 July 2015, 19:26:35 »
Actually, I'm in the process of converting the various lances from the 4th SW Atlas into SBF, including AS lance types (Pursuit, Direct Fire, etc) for people who want to use them.  :)

More options are always useful! If you like you could post them here.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #9 on: 28 July 2015, 21:21:25 »
House Kurita

House Kurita is supposed to hold their medium mechs in low regard, so your more prestigious units should probably stay away from the medium mech lances (except, notably, the kurita medium scout lance. Fun fact, it was created without a single medium mech). Heavy Cavalry Lances are symbolically a pretty big deal, so don't ignore them. And light battle lances. GALLONS of light battle lances. The Combine throws bunches of those at practically every problem. Whole companies of them aren't even the least bit unreasonable.

Every faction would probably be able to get their hands on at least some of the Kurita Hovertank platoons, but I wouldn't call them common enough to really fit the "universal" category. On the subject of universals though, try putting together a Combine Formation composed entirely of bug lances and outdo Mercer Ravannion!

Assault Lance (BM, size 4, 4 elements)
Movement: 4l
TMM: +1
Armor: 19
Damage Values: 5/6/4 (if 1)
PV: 53

Heavy Battle Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 15
Damage Values: 4/4/4 (if 1)
PV: 43

Heavy Cavalry Lance (BM, size 3, 4 elements)
Movement: 5l
TMM: +2
Armor: 14
Damage Values: 3/3/3 (if 1)
PV: 40

Medium Battle Lance (BM, size 2, 4 elements)
Movement: 5l 2j
TMM: +2
Armor: 13
Damage Values: 3/4/2
PV: 39

Medium Scout Lance (BM, size 2, 4 elements)
Movement: 7l 2j
TMM: +3
Armor: 9
Damage Values: 2/2/0
PV: 23

Light Battle Lance (BM, size 1, 4 elements)
Movement: 4l 2j
TMM: +1
Armor: 8
Damage Values: 3/3/1
PV: 27

Light Attack Lance (BM, size 1, 4 elements)
Movement: 7l 2j
TMM: +3
Armor: 8
Damage Values: 3/3/0
PV: 28

Scout Tank Platoon (V, size 1, 4 elements)
Movement: 7w
TMM: +3
Armor: 4
Damage Values: 1/1/0
PV: 13

Attack Hovertank Platoon (V, size 1, 4 elements)
Movement: 8h
TMM: +3
Armor: 4
Damage Values: 3/3/0
PV: 17

Support Hovertank Platoon (V, size 1, 4 elements)
Movement: 8h
TMM: +3
Armor: 8
Damage Values: 1/2/1 (if 1)
PV: 24

Assault Tank Platoon (V, size 4, 4 elements)
Movement: 2t
TMM: 0
Armor: 17
Damage Values: 8/8/3 (if 1)
PV: 52
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #10 on: 28 July 2015, 21:28:13 »
House Steiner

A test of your reading comprehension (some units may be heavier than their names suggest). House Steiner likes them big for the most part, but the Medium Close Assault Lance is the hot new thing (note: there's no mention of the mel special ability in strategic battleforce. We apologize for the inconvenience). You'll see a surprising number of these units again when we get to the periphery.

Assault Lance (BM, size 4, 4 elements)
Movement: 4l
TMM: +1
Armor: 22
Damage Values: 5/6/3 (if 1)
PV: 58

Heavy Battle Lance (BM, size 4, 4 elements)
Movement: 4l
TMM: +1
Armor: 16
Damage Values: 4/4/3 (if 1)
PV: 46

Heavy Fire Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 17
Damage Values: 3/3/3 (if 2)
PV: 45

Medium Battle Lance (BM, size 3, 4 elements)
Movement: 5l 1j
TMM: +2
Armor: 15
Damage Values: 4/4/1
PV: 43

Medium Close Assault Lance (BM, size 2, 4 elements)
Movement: 4l 2j
TMM: +1
Armor: 10
Damage Values: 3/3/0
PV: 28

Light Close Assault Lance (BM, size 2, 4 elements)
Movement: 6l 2j
TMM: +2
Armor: 8
Damage Values: 3/2/0
PV: 28

Light Attack Lance (BM, size 1, 4 elements)
Movement: 6l
TMM: +2
Armor: 5
Damage Values: 3/3/0
PV: 20

Assault Support Tank Platoon (V, size 4, 4 elements)
Movement: 3t
TMM: +1
Armor: 21
Damage Values: 3/3/3 (if 3)
PV: 48

Heavy Tank Platoon (firepower) (V, size 3, 4 elements)
Movement: 4t
TMM: +1
Armor: 14
Damage Values: 4/4/0
PV: 36

Heavy Tank Platoon (armor) (V, size 3, 4 elements)
Movement: 4t
TMM: +1
Armor: 16
Damage Values: 3/3/0
PV: 37

Heavy Hovertank Platoon (V, size 2, 4 elements)
Movement: 8h
TMM: +3
Armor: 8
Damage Values: 3/3/1
PV: 27

Light Support Tank Platoon (V, size 1, 4 elements)
Movement: 5t
TMM: +2
Armor: 7
Damage Values: 1/3/3 (if 1)
PV: 24

Light Hovertank Platoon (V, size 1, 4 elements)
Movement: 11h
TMM: +4
Armor: 7
Damage Values: 1/1/0
PV: 21

Attack Hovercraft Platoon  (V, size 1, 4 elements)
Movement: 13h
TMM: +4
Armor: 3
Damage Values: 1/1/0
PV: 13
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #11 on: 28 July 2015, 22:28:23 »
Marik

The Free Worlds have low end mediums like a Lyran's got Assaults. Let's face it, you don't play them for raw firepower. Except for two cases I guess. In addition to these units, the Free Worlds League is a huge importer of Kurita hovertanks, so Kurita hovertank platoons are always an option if you want something that'll last slightly longer than your own light units.

Assault Lance (BM, size 4, 4 elements)
Movement: 4l
TMM: +1
Armor: 19
Damage Values: 4/5/4 (if 1)
PV: 53

Siege Lance (BM, size 4, 4 elements)
Movement: 3l
TMM: +1
Armor: 19
Damage Values: 4/4/4
PV: 52

Heavy Battle Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 18
Damage Values: 5/5/2 (if 1)
PV: 49

Heavy Fire Lance (BM, size 3, 4 elements)
Movement: 5l
TMM: +2
Armor: 13
Damage Values: 3/4/4 (if 2)
PV: 44

Medium Fire Lance (BM, size 2, 4 elements)
Movement: 5l
TMM: +2
Armor: 12
Damage Values: 3/3/3 (if 1)
PV: 36

Medium Battle Lance (BM, size 2, 4 elements)
Movement: 5l
TMM: +2
Armor: 12
Damage Values: 4/4/2 (if 1)
PV: 37

Medium Close Assault Lance (BM, size 2, 4 elements)
Movement: 4l
TMM: +1
Armor: 13
Damage Values: 5/5/0
PV: 36

Medium Striker Lance (BM, size 2, 4 elements)
Movement: 6l, 2j
TMM: +2
Armor: 9
Damage Values: 3/2/1
PV: 29

Medium Scout Lance (BM, size 2, 4 elements)
Movement: 8l
TMM: +3
Armor: 7
Damage Values: 2/1/0
PV: 22

Light Scout Lance (BM, size 1, 4 elements)
Movement: 8l, 2j
TMM: +3
Armor: 6
Damage Values: 2/1/0
PV: 21

Assault Tank Platoon (V, size 4, 4 elements)
Movement: 3t
TMM: +1
Armor: 13
Damage Values: 7/7/1 (if 1)
PV: 41

Light Tank Platoon (V, size 1, 4 elements)
Movement: 6t
TMM: +4
Armor: 5
Damage Values: 3/1/0
PV: 16

Light Hovertank Platoon (V, size 1, 4 elements)
Movement: 10h
TMM: +4
Armor: 4
Damage Values: 3/3/0
PV: 19
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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worktroll

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Re: Strategic Battleforce: Generic Units
« Reply #12 on: 28 July 2015, 22:29:53 »
Can we have a selection of Field Gun infantry platoons, thanks?  O0
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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #13 on: 28 July 2015, 23:44:44 »
House Liao

Get used to doing without! This list contains a few unique units that are worth noting. The Cochrain's Goliaths Lance is obviously something employed exclusively by the Confederation regiment of the same name, and will cease to exist during the first battles of the Fourth War. The Elite lances represent some of the newest toys in the Confederation arsenal, so you should probably avoid over-using them in most cases. Assault Gun Platoons can appear anywhere in the inner sphere, but the Capellans are the biggest users.

Assault Lance (BM, size 4, 4 elements)
Movement: 4l 2j
TMM: +1
Armor: 16
Damage Values: 5/5/3 (if 1)
PV: 49

Cochrain's Goliaths Lance (BM, size 4, 4 elements)
Movement: 4l
TMM: +1
Armor: 19
Damage Values: 3/4/4
PV: 52

Heavy Battle Lance (BM, size 3, 4 elements)
Movement: 4l 1j
TMM: +1
Armor: 16
Damage Values: 4/5/3
PV: 46

Heavy Support Lance (BM, size 3, 4 elements)
Movement: 4l 2j
TMM: +1
Armor: 15
Damage Values: 3/5/3 (if 1)
PV: 46

Elite Heavy Battle Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 16
Damage Values: 5/4/3
PV: 44

Medium Battle Lance (BM, size 2, 4 elements)
Movement: 4l 2j
TMM: +1
Armor: 13
Damage Values: 3/3/3
PV: 37

Elite Medium Battle Lance (BM, size 2, 4 elements)
Movement: 4l 1j
TMM: +1
Armor: 12
Damage Values: 3/3/2
Special Abilities: ecm, lprb
PV: 37

Light Urban Defense Lance (BM, size 1, 4 elements)
Movement: 2l 1j
TMM: 0
Armor: 8
Damage Values: 3/1/0
PV: 16

Assault Gun Platoon (V, size 2, 4 elements)
Movement: 4w
TMM: +1
Armor: 7
Damage Values: 3/3/0
PV: 20

Scout Car Platoon (V, size 1, 4 elements)
Movement: 10w
TMM: +4
Armor: 3
Damage Values: 0/0/0
Special Abilities: mhq 2
PV: 12
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #14 on: 28 July 2015, 23:45:21 »
Can we have a selection of Field Gun infantry platoons, thanks?  O0

I can do that.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

worktroll

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Re: Strategic Battleforce: Generic Units
« Reply #15 on: 29 July 2015, 00:32:41 »
Spasebo, Tovarisch!
* No, FASA wasn't big on errata - ColBosch
* The Housebook series is from the 80's and is the foundation of Btech, the 80's heart wrapped in heavy metal that beats to this day - Sigma
* To sum it up: FASAnomics: By Cthulhu, for Cthulhu - Moonsword
* Because Battletech is a conspiracy by Habsburg & Bourbon pretenders - MadCapellan
* The Hellbringer is cool, either way. It's not cool because it's bad, it's cool because it's bad with balls - Nightsky
* It was a glorious time for people who felt that we didn't have enough Marauder variants - HABeas2, re "Empires Aflame"

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #16 on: 29 July 2015, 01:20:28 »
[REDACTED]
« Last Edit: 29 July 2015, 21:11:55 by Liam's Ghost »
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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worktroll

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Re: Strategic Battleforce: Generic Units
« Reply #17 on: 29 July 2015, 01:21:44 »
And I thank you!
* No, FASA wasn't big on errata - ColBosch
* The Housebook series is from the 80's and is the foundation of Btech, the 80's heart wrapped in heavy metal that beats to this day - Sigma
* To sum it up: FASAnomics: By Cthulhu, for Cthulhu - Moonsword
* Because Battletech is a conspiracy by Habsburg & Bourbon pretenders - MadCapellan
* The Hellbringer is cool, either way. It's not cool because it's bad, it's cool because it's bad with balls - Nightsky
* It was a glorious time for people who felt that we didn't have enough Marauder variants - HABeas2, re "Empires Aflame"

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #18 on: 29 July 2015, 01:39:27 »
[ALSO REDACTED]
« Last Edit: 29 July 2015, 21:12:20 by Liam's Ghost »
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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SCC

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Re: Strategic Battleforce: Generic Units
« Reply #19 on: 29 July 2015, 04:40:57 »
How would anti-BA field gun infantry (Infantry using Rifle(Cannon) field guns) work out?

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #20 on: 29 July 2015, 04:47:06 »
At this scale, they'd lose their ability to do more damage to battle armor (the result of being an abstraction of an abstraction of an abstraction). And I suspect they would suffer further because of how few shells a field gun unit could carry. I can crunch some numbers tomorrow though to give you a more definite answer.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #21 on: 29 July 2015, 15:38:47 »
So I was incorrect before. At alpha strike scale rifle/cannons actually lose the reduction of damage against modern armor and thus do more damage against most targets. This carries over into the Strategic Battleforce system.

However, the lack of ammo really hurts the medium and heavy rifles when used as field guns, meaning there's no advantage at this scale to using them over autocannons. Amusingly, heavy rifles, because of their size and low ammo capacity, produce a field gun unit with identical stats to my light field gun company. Medium Rifles are a straight match to the medium field gun company, and light rifles, because you can fit so many in a field gun unit, match up with the heavy field gun company.

Since rifle/cannons are so rare in the 3025 era, and since they don't provide any advantage or disadvantage over the standard companies, I won't be adding them to my list of generic units. Though if you're inclined to use them in your game you can achieve the same effect by calling the heavy field gun company the light field gun company, and the light field gun company the heavy.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #22 on: 29 July 2015, 16:36:04 »
First, an addendum for the Free Worlds League section: Free Worlds League Infantry actually use four platoon companies rather than three platoons. To quickly modify the infantry units, take an existing three element infantry unit and increase damage, armor, and point value by a third, rounding normally. For the most part this will add a couple/few points to the cost for a single point increase in armor.

I'll endeavor to generate more precise Marik infantry once I've finished up the rest of the 3025 generics, so maybe today or tomorrow.

Anyway, onward and upward.

Mercenaries

For the most part you'd expect mercenaries to mostly use univeral equipment, seasoned with a smattering of factional gear from their various employers. Which, I figure, is pretty reasonable. However certain mercenary companies have managed to develop units with their own unique flavor, which I shall attempt to catalogue here.

Wolf's Dragoons

The mercenaries who have enough stuff to warrant their own sub-entry. Most of these units are pretty exclusive to the dragoons for most of this era. It's only after the fourth war that they start selling their mechs to other groups they trust. The Heavy Tank Platoon can also be found among Liaos, Mariks, and mercs though, and the Gunship Flight by this point is actually more common among house armies than the Dragoons, for... reasons.

Wolf's Dragoons Zeta Batallion Lance (BM, size 4, 4 elements)
Movement: 3l 1j
TMM: +1
Armor: 23
Damage Values: 6/6/3 (if 1)
PV: 60

Wolf's Dragoons Heavy Fire Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 15
Damage Values: 3/5/5 (if 3)
PV: 47

Wolf's Dragoons Light Striker Lance (BM, size 1, 4 elements)
Movement: 6l 2j
TMM: +2
Armor: 6
Damage Values: 2/2/0
PV: 21

Wolf's Dragoons Light Close Assault Lance (BM, size 1, 4 elements)
Movement: 6l 2j
TMM: +2
Armor: 7
Damage Values: 3/1/0
PV: 22

Wolf's Dragoons Heavy Tank Platoon (V, size 3, 4 elements)
Movement: 3t
TMM: +1
Armor: 14
Damage Values: 4/4/0
PV: 35

Wolf's Dragoons Gunship Flight (V, size 1, 4 elements)
Movement: 12v
TMM: +5
Armor: 3
Damage Values: 3/3/0
PV: 16

Wolf's Dragoons Tracked Mounted Infantry Company (MX, size 1, 6 elements)
Movement: 6t
TMM: +2
Armor: 9
Damage Values: 3/3/0
PV: 26

Wolf's Dragoons Hover Mounted Infantry Company (MX, size 2, 6 elements)
Movement: 9h
TMM: +3
Armor: 12
Damage Values: 4/3/0
PV: 33

Miscelaneous Units

Miller's Marauders Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 17
Damage Values: 3/4/4
PV: 47

Eridani Light Horse Heavy Mixed Lance (MX, size 3, 4 elements)
Movement: 4t 1j
TMM: +1
Armor: 14
Damage Values: 4/4/3 (if 1)
PV: 43

Eridani Light Horse Medium Mixed Lance (MX, size 2, 4 elements)
Movement: 7h 1j
TMM: +3
Armor: 11
Damage Values: 3/3/1
PV: 33

Eridani Light Horse Light Mixed Lance (MX, size 1, 4 elements)
Movement: 7h 1j
TMM: +3
Armor: 6
Damage Values: 2/2/0
PV: 20


NOTE: I actually expected I'd think of more units than this. If anybody has a suggestion, let me know.
« Last Edit: 29 July 2015, 16:42:03 by Liam's Ghost »
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #23 on: 29 July 2015, 16:48:21 »
And here's another Universal unit I forgot about:

Hover Tank Platoon (firepower) (V, size 2, 4 elements)
Movement: 7h
TMM: +3
Armor: 8
Damage Values: 3/3/1
PV: 25
« Last Edit: 29 July 2015, 17:20:47 by Liam's Ghost »
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #24 on: 29 July 2015, 21:09:57 »
Some revisions to infantry: Added the CAR ability to each relevant entry, and grouped all the generics into one master list (also threw in anti-mech troops). I'll edit the prior posts to clear out the infantry so you can just come to this post to find the generics.

Infantry Company (CI, size 1, 3 elements)
Movement: Foot: 1f, Jump: 2j, or Motorized: 3w depending on type.
TMM: 0 to +1 depending on movement
Armor: 3
Damage Values: 1/1/0
Special: car9 (foot), car12 (motorized), car18 (jump)
PV: 7 (foot), 10 (motorized), or 11 (jump)

Militia Infantry Company (CI, size 1, 3 elements)
Movement: 1f
TMM: 0 to +1 depending on movement
Armor: 3
Damage Values: 1/0/0
Special: car9
PV: 4

Mounted Infantry Company (MX, size 1, 6 elements)
Movement: 5t, 6w, or 8h depending on type
TMM: +2 to +3 depending on Type
Armor: 6 
Damage Values: 1/1/0
PV: 12 (tracked), 15 (wheeled), or 15 (hover)

Light Field Gun Company (CI, size 1, 3 element)
Movement: 3w
TMM: +1
Armor: 3
Damage Values: 1/2/2
PV: 14

Medium Field Gun Company (CI, size 1, 3 element)
Movement: 3w
TMM: +1
Armor: 3
Damage Values: 2/2/0
PV: 13

Heavy Field Gun Company (CI, size 1, 3 element)
Movement: 3w
TMM: +1
Armor: 3
Damage Values: 3/3/0
PV: 15

Longtom Field Artillery Battery (CI, size 1, 4 element)
Movement: 1w
TMM: 0
Armor: 3
Damage Values: 1/0/0 (art-lt 6)
PV: 36

Sniper Field Artillery Battery (CI, size 1, 4 element)
Movement: 1w
TMM: 0
Armor: 3
Damage Values: 1/0/0 (art-s 4)
PV: 25

Thumper Field Artillery Battery (CI, size 1, 4 element)
Movement: 1w
TMM: 0
Armor: 3
Damage Values: 1/0/0 (art-t 3)
PV: 20

Heavy Infantry Company (CI, size 1, 3 element)
Movement: 1f
TMM: 0
Armor: 5
Damage Values: 1/1/0
Special: car3
PV: 15

Anti-Mech Infantry Company (CI, size 1, 3 elements)
Movement: Foot: 1f, Jump: 2j, or Motorized: 3w depending on type.
TMM: 0 to +1 depending on movement
Armor: 3
Damage Values: 3/1/0
Special: car9 (foot), car12 (motorized), car18 (jump)
PV: 7 (foot), 10 (motorized), or 11 (jump)

Anti-Mech Light Infantry Company (CI, size 1, 3 elements)
Movement: 1f
TMM: 0 to +1 depending on movement
Armor: 3
Damage Values: 3/0/0
Special: car9
PV: 4

Mounted Heavy Infantry Company (MX, size 1, 6 element)
Movement: 5t
TMM: 0
Armor: 8
Damage Values: 2/2/0
PV: 25

Mechanized Infantry Company (CI, size 1, 3 elements)
Movement: 3t, 4w, or 5h depending on type
TMM: +1 to +2 depending on type
Armor: 2
Damage Values: 1/1/0
Special: car84(tracked), car72(wheeled) or car60(hover)
PV: 8 tracked, 9 wheeled or hover

Mechanized Light Infantry Company (CI, size 1, 3 elements)
Movement: 3t, 4w, or 5h depending on type
TMM: +1 to +2 depending on type
Armor: 2
Damage Values: 1/0/0
PV: 5 for all types
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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SCC

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Re: Strategic Battleforce: Generic Units
« Reply #25 on: 29 July 2015, 21:57:28 »
Eridani Light Horse Heavy Mixed Lance (MX, size 3, 4 elements)
Movement: 4t 1j
TMM: +1
Armor: 14
Damage Values: 4/4/3 (if 1)
PV: 43

Eridani Light Horse Medium Mixed Lance (MX, size 2, 4 elements)
Movement: 7h 1j
TMM: +3
Armor: 11
Damage Values: 3/3/1
PV: 33

Eridani Light Horse Light Mixed Lance (MX, size 1, 4 elements)
Movement: 7h 1j
TMM: +3
Armor: 6
Damage Values: 2/2/0
PV: 20
How do these units have jumping movement?

And what makes up the Dragoons Gunship Flight?

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Re: Strategic Battleforce: Generic Units
« Reply #26 on: 29 July 2015, 22:14:59 »
The jump attribute is based on the average jumping movement of the entire unit and doesn't require every element to possess it (the example for calculating it actually has two non-jumping and two jumping units in the same lance). It's also less an actual movement mode and more of an abstracted bonus reflecting the unit's general maneuverability.

As for the dragoon gunships, Peregrines.
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #27 on: 30 July 2015, 04:56:33 »
Periphery

Not as rich, populous, or well developed as the great houses, the nations of the Periphery simply don't have the same wide variety of military equipment to choose from, and for the most part their heavier equipment has to come from the outside. As such, you should really choose from the normal universal list only sparingly (the universal infantry list is an exception to this. Most of those can be found everywhere, though artillery is more scarce in the periphery). The bulk of your forces should come from the faction specific lists detailed later, and this modest list of units widely available in the periphery.

Light Scout Lance (BM, size 1, 4 elements)
Movement: 6l 3j
TMM: +2
Armor: 7
Damage Values: 2/2/0
PV: 22

Bug Lance (BM, size 1, 4 elements)
Movement: 7l 2j
TMM: +3
Armor: 5
Damage Values: 1/1/0
PV: 19

LRM Carrier Platoon (V, size 3, 4 elements)
Movement: 3t
TMM: +1
Armor: 7
Damage Values: 3/4/4
IF Damage: 4
PV: 29

SRM Carrier Platoon (V, size 3, 4 elements)
Movement: 3t
TMM: +1
Armor: 7
Damage Values: 8/8/0
PV: 35

Medium Tank Platoon (V, size 2, 4 elements)
Movement: 5t
TMM: +2
Armor: 8
Damage Values: 1/1/1
PV: 20

Hover Tank Platoon (V, size 2, 4 elements)
Movement: 7h
TMM: +3
Armor: 8
Damage Values: 3/3/1
PV: 25

Attack Hovertank Platoon (V, size 1, 4 elements)
Movement: 8h
TMM: +3
Armor: 4
Damage Values: 3/3/0
PV: 17

Support Hovertank Platoon (V, size 1, 4 elements)
Movement: 8h
TMM: +3
Armor: 8
Damage Values: 1/2/1 (if 1)
PV: 24

Light Tank Platoon (V, size 1, 4 elements)
Movement: 4t
TMM: +1
Armor: 5
Damage Values: 1/1/1
PV: 15


Taurian Concordat

When I said for the most part the periphery's heavy equipment comes from elsewhere, the Taurian Concordat is the exception (heck, it might even be the elsewhere in some cases). Though described as a generally mediumweight mech force, the Concordat actually produces primarily heavy and light mechs, so... if you want to go for the mediumweight feel either you'll be using a lot of Griffins or you'll have to balance the two extremes.

The Taurian Concordat also operates six vehicles to a vehicle platoon. I've provided stats for these enlarged platoons in all the flavors you'd expect in Taurian space.

Finally, due to a case of unrequited love on the other side of space, you might find occasion to add a Steiner Medium Close Assault Lance or Steiner Heavy Armor Lance (Firepower) to your forces. I wouldn't use more than one of each in any given engagement. Just enough to confuse an eager young Comstar adept, but not enough to raise suspicion of some sort of secret construction program.   

Heavy Battle Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 16
Damage Values: 4/5/3
PV: 45

Heavy Fire Lance (BM, size 3, 4 elements)
Movement: 4l
TMM: +1
Armor: 18
Damage Values: 3/5/5 (if 3)
PV: 52

Medium Support Lance (BM, size 2, 4 elements)
Movement: 5l 3j
TMM: +2
Armor: 14
Damage Values: 1/3/3 (if 1)
PV: 40

Light Attack Lance (BM, size 1, 4 elements)
Movement: 6l
TMM: +2
Armor: 5
Damage Values: 3/3/0
PV: 20

LRM Carrier Platoon (V, size 3, 6 elements)
Movement: 3t
TMM: +1
Armor: 10
Damage Values: 4/6/6 (if 6)
PV: 44

SRM Carrier Platoon (V, size 3, 6 elements)
Movement: 3t
TMM: +1
Armor: 10
Damage Values: 12/12/0
PV: 52

Medium Tank Platoon (V, size 2, 6 elements)
Movement: 5t
TMM: +2
Armor: 12
Damage Values: 2/2/2
PV: 30

Hover Tank Platoon (V, size 2, 6 elements)
Movement: 7h
TMM: +3
Armor: 12
Damage Values: 4/4/2
PV: 39

Light Support Tank Platoon (V, size 1, 6 elements)
Movement: 5t
TMM: +2
Armor: 10
Damage Values: 2/4/4 (if 2)
PV: 36

Light Hovertank Platoon (V, size 1, 6 elements)
Movement: 11h
TMM: +4
Armor: 10
Damage Values: 2/2/0
PV: 32


Magistracy of Canopus

Canopus is a lover, not a fighter. Most of their mech production is light stuff, with only a trickle of mediums supporting it, plus whatever they can import (and their economy isn't great right now). So realistically you're mostly limited to what's on the general periphery list. But they are the only producers of heavy armor in the periphery, and they do import weapons from the Concordat...

Medium Battle Lance (BM, size 2, 4 elements)
Movement: 5l 2j
TMM: +2
Armor: 13
Damage Values: 3/3/2 (if 1)
PV: 37

Heavy Tank Platoon (V, size 3, 4 elements)
Movement: 4t
TMM: +1
Armor: 12
Damage Values: 4/4/3 (if 1)
PV: 37


Outworlds Alliance

It'll look better when I get to the aerospace forces. I swear!

Medium Striker Lance (BM, size 2, 4 elements)
Movement: 6l 2j
TMM: +2
Armor: 8
Damage Values: 2/2/1
PV: 25

Light Support Tank Platoon (V, size 1, 4 elements)
Movement: 5t
TMM: +2
Armor: 7
Damage Values: 1/3/3 (if 1)
PV: 24


Niops Association

A hidden gem, or a chicken bone to choke on. The Niops Militia is never something you run into outside of Niops. Which is probably for the best.

Heavy Lance (BM, size 3, 4 elements)
Movement: 4l 1j
TMM: +1
Armor: 17
Damage Values: 5/5/1
Special: prb
PV: 48

Light Lance (BM, size 1, 4 elements)
Movement: 8l 1j
TMM: +3
Armor: 9
Damage Values: 3/3/0
Special: prb, ecm
PV: 23

Heavy Tank Platoon (V, size 3, 4 elements)
Movement: 3w
TMM: +1
Armor: 10
Damage Values: 5/5/4 
PV: 36
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #28 on: 30 July 2015, 19:13:42 »
Comstar

Though the Comguard wouldn't make their public introduction until the end of the Fourth Succession War, they were very much a real entity, and certainly up to no good in the shadows. Keep in mind, however, if you're outfitting a Comstar unit for shady shenanigens, you're better off selecting most if not all of your units from the universal lists, or those of whichever faction you've chosen as the fallguy. Comstar's got the gear to spare.

I "cheated" a little on the comstar infantry. Because a comstar foot or motorized platoon has 36 men in it, and because battletech requires you to break it into two platoons for gameplay, and because alpha strike and through it strategic battleforce draw on the gameplay stats for their conversions, it's actually impossible to fit an entire level II of completely accurate foot or motorized infantry into a single unit. So to get around this and save space in your formation, the foot and mechanized infantry units were generated using 30 man platoons. My maths tell me that this small loss of troops doesn't actually impact their capabilities a bit. Any bonus damage they might have had is fractional, and would be lost in the subdivision of the unit and subsequent rounding.

Infantry Level II (CI, size 1, 6 elements)
Movement: Foot: 1f, Jump: 1j, or Motorized: 2w depending on type.
TMM: 0
Armor: 10
Damage Values: 6/4/0
Special: car18 (foot), car24 (motorized), car36 (jump)
PV: 24 (foot or motorized), 26 (jump)

Mechanized Infantry Level II (CI, size 1, 6 elements)
Movement: 3t, 4w, or 5h depending on type
TMM: +1 to +2 depending on type
Armor: 6
Damage Values: 2/2/0
Special: car168(tracked), car144(wheeled) or car120(hover)
PV: 18 (tracked), 20 (wheeled or hover)

Assault Mech Level II (BM, size 4, 6 elements)
Movement: 4l 1j
TMM: +1
Armor: 31
Damage Values: 8/8/4 (if 1)
Special: prb
PV: 84

Heavy Mech Level II (BM, size 3, 6 elements)
Movement: 4l
TMM: +1
Armor: 25
Damage Values: 7/8/3 (if 1)
Special: prb
PV: 76

Medium Mech Level II (BM, size 2, 6 elements)
Movement: 7l 1j
TMM: +3
Armor: 18
Damage Values: 5/5/1 (if 1)
Special: prb
PV: 56

Light Mech Level II (BM, size 1, 6 elements)
Movement: 9l
TMM: +3
Armor: 14
Damage Values: 5/4/0
Special: prb
PV: 44

Assault Vehicle Level II (V, size 4, 6 elements)
Movement: 3t
TMM: +1
Armor: 22
Damage Values: 5/7/6 (if 2)
PV: 63

Heavy Vehicle Level II (V, size 3, 6 elements)
Movement: 4w
TMM: +1
Armor: 18
Damage Values: 8/8/4
PV: 57

Hovertank Level II (V, size 1, 6 elements)
Movement: 11h
TMM: +4
Armor: 10
Damage Values: 4/4/0
Special: prb
PV: 37

Scout Level II (V, size 1, 6 elements)
Movement: 12h
TMM: +4
Armor: 7
Damage Values: 3/3/0
Special: prb
PV: 28

Gunship Level II (V, size 1, 6 elements)
Movement: 12v
TMM: +5
Armor: 6
Damage Values: 2/2/0
Special: prb, ecm
PV: 29

Artillery Level II (V, size 2, 6 elements)
Movement: 4w
TMM: +1
Armor: 15
Damage Values: 3/3/0
Special: art-ais 2(1), art-s 2, art-t 1
PV: 45

Assault Mixed Level II (MX, size 3, 6 elements)
Movement: 3t 1j
TMM: +1
Armor: 23
Damage Values: 7/8/4 (if 2)
PV: 65

Heavy Mixed Level II (MX, size 2, 6 elements)
Movement: 3w 1j
TMM: +1
Armor: 16
Damage Values: 7/7/2
Special: prb
PV: 52

Medium Mixed Level II (MX, size 1, 6 elements)
Movement: 7h
TMM: +3
Armor: 10
Damage Values: 4/4/1
Special: tag, ecm
PV: 37

Light Mixed Level II (MX, size 1, 6 elements)
Movement: 8h
TMM: +3
Armor: 8
Damage Values: 3/3/0
Special: prb
PV: 30
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #29 on: 30 July 2015, 19:15:06 »
So I'll be taking a break from this to work on a different project for a bit.

Still to come in the near future: Aerospace, Free Worlds Infantry, 3039 era update
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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Alexander Knight

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Re: Strategic Battleforce: Generic Units
« Reply #30 on: 31 July 2015, 23:58:35 »
So, I hear you like generic forces to play with.

Well okay then.

In the attached file are 18 lances for each of the five Houses circa 3014-3025.  Each of these lances qualifies for an Alpha Strike special Lance type.  Want a Direct Fire Lance for House Steiner?  Sure thing!  How about a Heavy Recon lance for House Kurita?  Absolutely!  All of them are also ready for SBF play.

Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #31 on: 01 August 2015, 00:08:14 »
Sweet! *yoink!*
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

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truetanker

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Re: Strategic Battleforce: Generic Units
« Reply #32 on: 01 August 2015, 00:09:53 »
Marian Hegemony please...

 O:-)

TT
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Liam's Ghost

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Re: Strategic Battleforce: Generic Units
« Reply #33 on: 01 August 2015, 00:14:10 »
My version of the Marians might be a bit. In the 3025 era they're not really different from any other minor periphery state (though they might have greater access to equipment due to all that germanium). Their unique org scheme doesn't turn up until the reign of Sean Oreilly.

Given current obligations, maybe three weeks before I get to them?
Good news is the lab boys say the symptoms of asbestos poisoning show an immediate latency of 44.6 years. So if you're thirty or over you're laughing. Worst case scenario you miss out on a few rounds of canasta, plus you've forwarded the cause of science by three centuries. I punch those numbers into my calculator, it makes a happy face.

(indirect accessory to the) Slayer of Monitors!

Alexander Knight

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Re: Strategic Battleforce: Generic Units
« Reply #34 on: 28 August 2015, 23:32:13 »
So.

Updated with Aerospace, Tank, and Infantry units as well!

victor_shaw

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Re: Strategic Battleforce: Generic Units
« Reply #35 on: 29 August 2015, 13:06:27 »
So.

Updated with Aerospace, Tank, and Infantry units as well!

So these seem to be the breakdowns used in the the 4th Successor War 1 and 2 books with some updates, Cool.

idea weenie

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Re: Strategic Battleforce: Generic Units
« Reply #36 on: 31 August 2015, 19:28:50 »
Very useful list there, thank you for creating it.

I'll eventually add other details to it for pirate/merc forces that are used for a raiding op.

VictorMorson

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Re: Strategic Battleforce: Generic Units
« Reply #37 on: 16 October 2015, 17:23:01 »
I think I'm overlooking something in the PDF.  How are you coming up with those numbers?

Recently our BattleTech campaign did some crazy things (CBT) and we have 10 regiments worth of troops.  I'd like to convert those battalions to Strategic Battleforce; I can only seem to find vague references to Alpha Strike and not much else.  Is there a good way to do this?

Alexander Knight

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Re: Strategic Battleforce: Generic Units
« Reply #38 on: 16 October 2015, 19:07:11 »
Okay, let's walk through an example.  We'll do the 4th Drakons battalion assigned to Task Force Serpent (Twilight of the Clans) and take this in stages.  The first stage is to work up the lances.  We'll use the Battalion Command Lance as an example.  First thing to do is to determine the Lance Type.  Easy enough, they're all BattleMechs.

Second Step is to determine the Lance size.  We do that by averaging the components together.  In this case 4+3+2+4 = 13 / 4 = 3.25, or a Size 3 Lance.

Next is Movement.  First we average all their ground movements together (in hexes, not inches).  That's a total of 17 / 4 = 4.25 for a Move of 4.  Nobody's got jump jetss so we can skip that part.  Movement Mode is type "L" for being BattleMechs.

Next we determine the lance's TMM.  Well, a move of 4 is a +1 mod so there we have it.

Next step is Lance Armor.  Total the Armor and Structure values of everyone in the Lance.  In this case it's 45.  Now add 0.5 for every unit with a Structure of 3+ (all four of them), 0.5 for each unit with CASE (The Grim Reaper), and 0.5 for each AMS in the Lance (three more).  That's a total of 49.  Divide that by 3 and you get 16.33, rounding to 16 Armor.  Not bad.

Now damage.  For each range bracket add up the damage values and HALF the overheat values before dividing by three.  For this lance we get 17/17/11 divided by 3 for damage values of 6/6/4.

Next is Lance PV.  Add up the PVs of all units in the Lance.  In this case we get 158 / 3 = 52.66 rounding to 53.  But that's only for average Skill 4 pilots.  The Command Lance is Skill 2.  So we multiply 53 by 1.4 to get 74.2 rounding down to 74.

Almost done!  Now we just have to check for Specials.
Looking at our 4 'mechs, we can ignore the REAR and LRM specials.  They don't translate up.  The Grim Reaper's CASE special has been accounted for so we ignore it.  Adding together the IF values we get IF3.  Dividing by 3 gives our lance the IF1 special.  Since one unit in the lance has ECM (the War Dog), the lance has the ECM special.  And since at least half the units in the Lance have AMS, the Lance has the AMS special.  So all told, the battalion command lance looks like this:

Type:        BM
Size:          3
Move:         4
Jump:         0
TMM:         +1
Move Type:  L
Armor:       16
Short:         6
Medium:      6
Long:          4
Skill:           2
PV:             74
Specials:
AMS,ECM,IF1

tune in later for Company and Battalion construction.

Alexander Knight

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Re: Strategic Battleforce: Generic Units
« Reply #39 on: 19 October 2015, 21:45:45 »
Okay, so I showed people how to make a Lance in the SBF construction system last time.

"But Alex!"  I hear people cry, "SBF has formations, and ACS has combat units.  How do we figure those out?"

That's what I'm here to show you today.  Continuing the saga of the 4th Drakons on Huntress, we'll take the 1st company.  Using the same process I outlined with the battalion command lance, the three lances of the company look like so:

Code: [Select]
Lances Size MP Jump TMM Armor S M L Skill PV Specials
Alpha 4 4 0 1 17 5 5 3 3 60
Bravo 3 6 0 2 13 4 5 1 3 49
Charlie 1 8 2 3 8 3 3 0 3 30 PRB,RCN

Now, a Formation has the following values:  Size, MP, TMM, Skill, Tactics, Morale, and PV.  The astute will notice the lack of Armor, attack values, and Specials in that list.  That's because in SBF the formation is sort of a "holding box" for lances, and not an actual unit.

Size is the average size of the lances in the Formation.  In this case (4+3+1)=8/3=2.66 rounds to Size 3.
MP is likewise the average of the lances so it's (4+6+8)=18/3=6
Importantly, TMM is detached from MP at this stage.  A Formation's TMM is equal to the average TMM of the lances in it PLUS 1/3 of the total jump movement.  In this case it's (1+2+3) = 6 / 3 = 2 + (2/3) = 2.66 rounds to a TMM of +3
Skill is the Average skill for the lances.  Simple enough here, with all three Lances having a 3, the Formation does as well.
Tactics....Tactics is 10, minus the Formation's MP, and then plus/minus whatever the Skill value is off from 4.  So a Skill of 5 is +1, while a Skill of 3 is -1.  In this case it's 10-6-1 = 3.
Morale is simply 3 + skill value, so a 6 in this case.
And PV is the total PV of the lances, or 139 here.

To turn this into a Combat Team for ACS, we total the Armor and attack values and divide them by 3, along with the PV.  In this case, the ACS value for this company looks like so:

Code: [Select]
      Size MP TMM Armor S M L Skill Tactics Morale PV Specials
1st Company 3 6 3 13 4 4 1 3 3 6 46

To make a battalion, you would combine this with two other companies.  Average the Size, MP, and TMM, but add up the other values.  Any questions?

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Re: Strategic Battleforce: Generic Units
« Reply #40 on: 10 March 2024, 03:44:38 »
Great work!

IronmanV2

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Re: Strategic Battleforce: Generic Units
« Reply #41 on: 21 March 2024, 12:35:00 »
I have a spreadsheet that I found somewhere on this forum that did some of the calculations for you to go from AS/BF elements to SBF elements/formations. I have modified the spreadsheet to do more of the calculations for you so you just have to put in the individual elements in the BF lances to have it calculate your SBF values. It will recognize specials so things like CASE, AMS and ENE that modify armor is done automagically for you. I need to go back in there and clean up some of the notes around the calculations but if you see any errors, just let me know and I will get them fixed.

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Re: Strategic Battleforce: Generic Units
« Reply #42 on: 23 March 2024, 08:11:27 »
I have a spreadsheet that I found somewhere on this forum that did some of the calculations for you to go from AS/BF elements to SBF elements/formations. I have modified the spreadsheet to do more of the calculations for you so you just have to put in the individual elements in the BF lances to have it calculate your SBF values. It will recognize specials so things like CASE, AMS and ENE that modify armor is done automagically for you. I need to go back in there and clean up some of the notes around the calculations but if you see any errors, just let me know and I will get them fixed.

Thank you so much!

IronmanV2

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Re: Strategic Battleforce: Generic Units
« Reply #43 on: 23 March 2024, 10:40:34 »
I should add that this spreadsheet goes through the exact process that Alexander Knight describes above.

There is a sheet with AS elements that ties into a dropdown box on the Unit sheet. Those elements were all pulled from the Wolf's Dragoons sourcebook and the Clan-era lances described in Combat Manual Kurita. That is a tedious process but makes building forces so much easier.

Mostro Joe

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Re: Strategic Battleforce: Generic Units
« Reply #44 on: 16 April 2024, 03:16:08 »
When I read the three bottom lines dedicated to Infantry, I cannot catch what are the units considered to obtain those statistics.

I, for an exemple, tried to begin with the AS stats about the Foot Platoon (Rifle, Ballistic), found at this link http://www.masterunitlist.info/Unit/Details/1147/foot-platoon-rifle-ballistic. The most common unit type, I suppose.

The statistics say it has Armor 2, Structure 1, and a damage rating of 1/0/0 and the Special AM ability..

Now, every platoon is the single element of every unit of a formation, because squads are not taken in considerations. So 3 platoons are the building blocks of a formation. How to translate the single AS platoon in a SBF unit?

I’ll leave aside the other obvious statistics (like movement and TMM for an exemple) and go for what I find the odd ones. If my math is not wrong,  the AS datas translate in SBF like an armor 1 unit (1+2 then /3) with a damage rating of 1 (the 1 short range damage has the +1 bonus due the AM special: 1+1 then /3 is 0.66, rounded to 1).

A Foot Infantry Company is listed as having Armor 3 and a damage rating of 2/1/0. Why?

I even tried to compose the foot rifle ballistic company with two rifle ballistic platoons and one MG platoon (to give a somewhat support weapon platoon to the formation) but my results do not change, having the MG Platoon I found at this link the same statistics http://www.masterunitlist.info/Unit/Details/1146/foot-platoon-mg.

So, where I am wrong?

Zematus737

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Re: Strategic Battleforce: Generic Units
« Reply #45 on: 26 April 2024, 12:42:51 »

A Foot Infantry Company is listed as having Armor 3 and a damage rating of 2/1/0. Why?

I even tried to compose the foot rifle ballistic company with two rifle ballistic platoons and one MG platoon (to give a somewhat support weapon platoon to the formation) but my results do not change, having the MG Platoon I found at this link the same statistics http://www.masterunitlist.info/Unit/Details/1146/foot-platoon-mg.

So, where I am wrong?

You're taking the AS values rather than the Battleforce values.  AS cards are single units, while a Unit, capitalized, in Battleforce is an entire Company for Infantry.  The Mech Unit would be a Lance or equivalent Lvl II/Star.  The damage is divided by 10, usually, in conversions to the Unit in BF.  You divide by 3 at the Formation level conversion.

So, let's say it is a Rifle platoon with support weaponry at 8 dmg.  Divided by 10 would be .8 with the AM ability added if it had this.  2.4 (standard organization) divided by 3 would bring it back down the the original .8 + 1 for the AM special ability that is no longer rolled for in SBF= 1.8.  Rounds to 2 for Short Range.  The numbers below may include SRM or other longer range support weaponry included or whatever it is that was used as the root Platoon for C.O. Combat Command conversions tables.  With Infantry, it may be best to begin with the creation of the Platoon itself from TW and begin the conversions going up from there.
« Last Edit: 26 April 2024, 12:51:28 by Zematus737 »

 

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