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General BattleTech Discussion / Re: Mechacide?
« Last post by BrianDavion on Today at 04:40:23 »
Also in universe fusion engines are expensive and rare. not something you throw away with a sucide attack
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So I was perusing Sarna recently and saw a reference to the SecurityMech Treaty of 2613, which I'd forgotten all about.  I went and broke out my copy of Tech Readout Vehicle Annex and looked it up (it's on page 227).

To summarize, the SecurityMech Treaty of 2613 (amended in 3059, 3065 and 3082) spells out the differences between a SecurityMech, a Corporate SecurityMech and, to a degree, a MilitiaMech.

Under the treaty, SecurityMechs must meet the following requirements:
  • SecurityMechs must be constructed on an IndustrialMech frame.
  • Must be between 10-50 tons, broken down as follows:
  • Light SecurityMechs: 10-15 tons
  • Medium SecurityMechs: 20-25 tons
  • Heavy SecurityMechs: 30-35 tons
  • Corporate SecurityMechs: as above, plus 40-50 ton "assault" SecurityMechs
  • SecurityMechs may not use ranged weapons larger than 2 tons in mass, with the exception of 'Mech Tasers
  • SecurityMechs may not use A-Pods, M-Pods, B-Pods, Rocket Launchers or Variable-Pulse Lasers
  • SecurityMechs are discouraged from, but not formally banned from, using energy-based flamers.  Vehicle flamers, fluid guns and sprayers, with their multiple options for payload, including foam or water for a secondary firefighting role, are preferred.
  • SecurityMechs commonly load their ranged weapons with less-lethal ammunition such as rubber bullets, tear gas or smoke rounds, etc.
  • Physical weapons, which are designed to penetrate armor, are prohibited, with the exception of dual-purpose SecurityMechs, which may mount a retractable blade for agricultural or brush clearing usage
  • Corporate SecurityMechs are permitted to carry ranged weapons up to 9 tons in mass.  Other restrictions continue to apply.

Obviously, there is some question as to where a Corporate SecurityMech ends and a MilitiaMech begins.  Sometimes, that's easy to determine, such as when the MilitiaMech is armed with a weapon system not permitted to SecurityMechs, or exceeds the tonnage restrictions.  There are some, though, such as the MN2-A Sarissa or the Arbiter, that walk the line of both, and have been marketed both as MilitiaMechs and Corporate SecurityMechs.

My challenge, then, is to build SecurityMechs to these restrictions, to see what you can come up with.
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The Inner Sphere / Re: What tech actually becomes obselete
« Last post by BrianDavion on Today at 04:26:35 »


Among Clan technologies, I'd say the ATM is pretty obsolete. It's a direct fire weapon, which puts it in a crowded field of excellent direct fire Clan weapons, like the Clan lasers, HAGs, Gauss rifle, and PPC. Most other Clan direct fire weapons aren't vulnerable to AMS like the ATM. Competing Clan missile systems - like the Clan LRM - aren't forced to use 3 different types of ammo to achieve their basic functionality. Clan LRMs also offer indirect fire and a variety of useful alternate ammos, from mines to smoke. Clan SRMs and Streak SRMs are better at crit-finding than ATMs.


I'm going to disagree with you on this, with an asterix. namely that, hear me out, the clans have never really utilized ATMs very well. of the two mechs that came out in FM: Warden clans utlizing the ATM, the most important one was NOT the Savage Coyote... but the RABID COYOTE.

The ATM allows a conventional battlemech to gain a bit of flexability on the battle field, however we never really saw the clans lean into this in quite the right way. If I was a clan Khan I would have ordered ATM varients of every missile boat second liner we produced.
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Aerospace / Re: "Lily Pad" Space Station
« Last post by Daryk on Today at 03:20:42 »
If I remember right, that's the vein Cray was thinking in...
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That's great news! :)
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Fan Fiction / Re: Iron Father
« Last post by PsihoKekec on Today at 01:21:10 »
Looks interesting, a Manei Domini stranded on a death world with cut off technologically regressed population.

One nitpick though, Blakists didn't call their struggle jihad, their enemies did.
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Strategic Combat / Re: Spheroid dropships landing damage in SBF
« Last post by Mostro Joe on Today at 01:18:47 »
The text you are looking for is found in the basic rules introduction of Battleforce, prior to those seen in the Advanced or Strategic forms.  They outline and say just as much very clearly about the runways required for Aerodyne's and the versatility of Spheroid dropships and where they can land.  Landing Damage is on page 182 for Spheroid, but it is pretty much their size, same as Battleforce regular.

Found: "For all other spheroids, clear, paved, woods, and building hexes are approved. Any Unit attempting to land in non-approved terrain damages each Element as described in Landing Damage, below".
Thanks! But this way is clear that in the SBF chapter there is an editing problem that should get an errata. If a dropship lands in an inappropiate landing area, as we see in the table at pag. 182, there is a +2 penalty. As the text is written a spheroid dropshid should have the penaly pratically anywhere, while the intention, as I supposed, is clearly the contrary.
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Strategic Combat / Re: SBF Aerospace combat phase puzzlement
« Last post by Mostro Joe on Today at 01:11:52 »
The wording in the parentheses is  (such as an air-to-ground attack if the engagement occurs in the Central Zone) is what clears this up, as any unit caught up in an Engagement anywhere else other than the CZ must stop its movement until the unit is free of engagements.  YET, if it is in the Central Zone, it can decide to continue movement to the ground map and continue with its intended air-to-ground action, OR it can decide to forgo return fire to save its attack for another hostile unit within the same zone it is now restricted to remain within.  The Central Zone seems to be the only exception I have found pertaining to movement restrictions by Engagements.

I disagree. The parentheses are a different case.
I think instead that the combat phase chapter ha some phrases that are a leftover for a precedent, non-edited version of the rules. For an exemple, the combat phase chapter opens with a phrase that should be in the movement phase chapter ("If a Squadron tries to move through or out of a region on the Atmospheric Radar Map that contains an enemy Squadron, they may engage in combat" etc etc).
The nonsense concept of a "defense squadron" is another clue.

I think SBF is a very good system but CGL has not given it the proper attention. And infact as we know, the whole strategic game will not be developed in the next years.
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A Time of War / Re: Stacking 'Encumbering' items
« Last post by DevianID on Today at 01:02:40 »
Thanks for the answer!  It does make heavy armor SRM troopers really slow haha.
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Aerospace / Re: "Lily Pad" Space Station
« Last post by DevianID on Today at 00:59:35 »
Spinning the station indeed would technically work, but then you would still need a 'grav deck' anti-spin to dock with and mount your engines on, the way station keeping is described.  The grav deck being the thing that has rules for spin gravity makes me hesitant to use anything else for spin gravity in battletech, including using the already included and 'G accurate' roll maneuver to spin warships and such to avoid needing grav decks.
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