BattleTech - The Board Game of Armored Combat
BattleTech Game Systems => Ground Combat => Topic started by: Colt Ward on 25 September 2018, 09:49:53
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So . . . if I get this right . . .
It can only be used on mechs, unlike the BA Mag Clamps?
It reduces the speed, but how much?
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http://www.sarna.net/wiki/Magnetic_Clamp_System_(ProtoMech)
So external cargo rules. TW p.261.
So let's take a 40 ton mech. It can carry up to 1/4 its weight (10 tons), which with the protomech adjustment of -3 tons each, carrying two of them, so it could carry 2 8-ton protomechs, and it would reduce walking MP by 3 or half the walking MP, whichever is less.
So a Battle Cobra, at 40t, moving 6/9, would become 3/5 when carrying 2 protomechs with mag-clamps.
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Okay, so is the -3t just for Omnis? a regular battlemech has the proto at full weight? Does the weight amount allow it to vary? I have not used these rules though I know the discussion came up at times over the years I just never had a reason to look at external cargo.
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Okay, so is the -3t just for Omnis? a regular battlemech has the proto at full weight? Does the weight amount allow it to vary? I have not used these rules though I know the discussion came up at times over the years I just never had a reason to look at external cargo.
Correct. Omnimechs are (fluff) designed that their computers can take different weight distributions of the different loadouts, so can adjust as needed.
The cargo rule is -3MP (or half MP if less) if you are carrying up to 1/4 weight, up to 1/2 weight carried it is half MP. And you can only carry 2 (up to 9t), or 1 (10t+) per mech.
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Here is an in-depth fan article about the system:
https://bg.battletech.com/forums/index.php/topic,45757.0.html
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okay . . . so a proto that is less than a 1/10th of the mech's weight, but not a Omni?
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something like an Gargoyle/Man-o-war would be useful for proto-delivery.. at 80 tons it could carry up to an 11 ton proto without hinderence, and the 5/8 speed would be useful. the Executioner, with its 4/6[8] movement profile at 95 tons, would also be pretty good, able to carry nearly any MCS equipped proto without losing speed.
and i just realized that with the Omni discount, a Fire Moth could carry a Roc Z... >:D
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I was scanning that linked . . . does it take a MP to unload them?
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It acts like loading/unloading mechanized BA, so yeah.
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I was scanning that linked . . . does it take a MP to unload them?
It acts like loading/unloading mechanized BA, so yeah.
no. dismounting does not cost the carrier any MP. not anymore.
see errata for TW:
Dismounting (p. 225)
1) Delete the second paragraph (first full para on the page: “Vehicles, including VTOLs, must spend 1 MP to dismount each infantry unit ...”)
Infantry Dismounting [example text] (pp. 225-226)
Remove all references to units expending MP to allow their infantry to dismount.
and in case someone wants to argue a vehicle is not a 'mech, TW (3rd printing, p. 227) says:
A battle armor unit mounts and dismounts an Omni just like a conventional infantry unit mounting or dismounting a vehicle (see p. 223).
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Wait, so does that mean a unit can disgorge its entire infantry compliment in one turn?
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pg 224 states only one unit can disembark per turn. 'also, no more than one infantry unit can dismount into a target hex in a turn.' Stacking rules still necessarily apply.
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Except, IIRC the superheavy VTOLs? I seem to remember something about them putting INF/BA into neighboring hexes.
And JJ-equipped BA exiting a flying VTOL may count differently.
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The wording in the most recent TW does not distinguish a difference between it and other vehicles deploying BA or infantry. The only distinction it makes is that a unit jumping out out of the VTOL can legally do so. If the jump value is effected by a restriction such as a DWP has to be ejected and it hasn't then the unit can't jump out of the VTOL. As for the super heavy, I didn't look into it. I don't tend to play with them so haven't looked over their rules.