Recent Posts

Pages: [1] 2 3 ... 10
1
BattleTech Miniatures / Re: LCT-1E Locust
« Last post by Giovanni Blasini on Today at 19:33:11 »
Never have I seen a Locust look that wicked.
2
BattleTech Miniatures / Re: New April minis
« Last post by Giovanni Blasini on Today at 19:32:20 »
It can be done, just no backup weapons

And with double heat sinks, it can even handle the heat load.  I suspect you'd get more mileage though out of Thumper pieces.

Not sure how I feel about the yellow and back paint scheme - it's well-executed, but it's...different.  That Buffalo is awesome, though - funny enough, my wife and I are working our way back through the series right now.
3
MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by rebs on Today at 19:30:05 »
Prefabricate
4
Off Topic / Re: NHL 2023-2024 Vegas Edition: Mojave, Mo' Problems
« Last post by rebs on Today at 19:21:02 »
Definitely not got the exposure to the guy as a player here.  His reputation reminds me a little of Claude Lemieux.  So that's good but also not so good, lol...

Clearly, he's no Claude, though
5
Combat Vehicles / Re: Omni Warrior Helicopter Challenge
« Last post by Hazard Pay on Today at 19:17:40 »
I'll say no to that.
6
MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by Wrangler on Today at 19:15:22 »
Prefecture
7
MechWarrior Hall / Re: Word Association 36: SAY WHAT AGAIN!!!
« Last post by rebs on Today at 19:14:59 »
State
8
BattleTech Game Rules Questions / Re: (Answered) Self-destruct?
« Last post by Hammer on Today at 19:14:27 »
For future reference, rules question should be referencing a specific rule rather than I can you do....

Please review the following. In future of this nature will be moved.

Welcome!  This is a forum for questions about how the rules found in the various rule books.

  • This is not a "look up the rules for me" forum.  If you don't have one of the above rulebooks but want to know about something that you think is in it, ask in the Ground Combat forum instead.
  • If your question is "why is it that way?" or "why can't we do it this way?", it's a philosophy question rather than a rules question, and you should be posting in Ask The Writers instead.

In order to give your question the best chance of being answered, please note the following:

1) Make sure it hasn't already been answered.  Do a quick search of this subforum, and follow this link to the errata thread for the most recent rulings.

2) Pick a good thread title, one that makes clear what you're asking, so that others might easily search out your thread in the future.  "Water Balloons vs. ProtoMechs" is a clear subject and good thread title — "So I've got some questions" is not.  Thread titles may be edited to clarify things.

3) Please write clearly and to the point, and provide page number references to any relevant section.  If you don't, your question may be moved to the bottom of the queue or deleted altogether.  Help us help you.

4) Keep your thread to one question, or a series of extremely closely-related questions.  If you have to ask multiple questions in a single post, make sure they're clearly separated so that each can be easily followed.  Even so, a post with multiple questions will likely be answered more slowly than several individual questions, as we'll have more research to do.

5) Asking in that same thread for an answer to be clarified is fine, as are slight expansions to your original question.  However, do not add entirely unrelated new questions to the bottom of an answered thread — start a new thread instead.  For example, if you receive an answer telling you that something applies to BattleMechs, "does that include IndustrialMechs?" is a perfectly acceptable follow-up question for in that thread — "oh by the way, how do airships work in space?" is not.

Questions we're wrangling over will be labelled "(Research)".  Feel free to edit your post until it is marked (Research).  Don't do any edits after that.  Questions we consider answered will be marked "(Answered)".  Feel free to bump your thread if your question hasn't been answered after a month (don't bump it sooner than this).  Answers provided are official, but of course still subject to future revision or errata.

Thanks for your time!
9
A dumb question; chin turret is not allowed, is it?
10
I like the Gendarme.  Hadn't thought of using VGLs for tear gas.  Good call.

OK, I figured out a couple of my own, based on the Jackrabbit:

Code: [Select]
Jackrabbit JKR-S1 SecurityMech "Oswald"

Mass: 25 tons
Chassis: Industrial Industrial Biped
Power Plant: 100 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Commercial
Armament:
     1 Small Laser
     1 SRM 2
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3030
Tech Rating/Availability: D/X-F-E-E
Cost: 1,012,607 C-bills

Type: Jackrabbit
Technology Base: Inner Sphere (Advanced)
Tonnage: 25
Battle Value: 191

Equipment                                          Mass
Internal Structure            Industrial              5
Engine                        100 Fusion              3
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  1
Cockpit                                               3
Armor Factor (Commercial)     60                    2.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            8         10   
     Center Torso (rear)               3     
     R/L Torso               6         5     
     R/L Torso (rear)                  3     
     R/L Arm                 4         5     
     R/L Leg                 6         6     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm

Weapons
and Ammo                 Location  Critical   Heat    Tonnage
Searchlight                 CT        1        -       0.5   
2 Heat Sink                 RT        2        -       2.0   
Liquid Storage (1 ton)      RT        1        -       1.0   
Salvage Arm                 LA        2        -       3.0   
SRM 2                       LA        1        2       1.0   
Sprayer                     LA        1        -       0.5   
3 Heat Sink                 LT        3        -       3.0   
Small Laser                 LT        1        1       0.5   
SRM 2 Smoke Ammo (50)       LT        1        -       1.0   
Heat Sink                   RL        1        -       1.0   
Environmental Sealing  HD/CT/RT/LT/RA/LA/RL/LL1/1/1/1/1/1/1/1    -       2.5   
Industrial                  HD        0        -       5.0   
Sprayer                     RA        1        -       0.5   



Code: [Select]
Jackrabbit JKR-S2 SecurityMech "Usagi"

Mass: 25 tons
Chassis: Industrial Industrial Biped
Power Plant: 100 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
     1 Medium Laser
     1 BattleMech Taser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3066
Tech Rating/Availability: E/X-X-F-E
Cost: 1,237,990 C-bills

Type: Jackrabbit
Technology Base: Inner Sphere (Experimental)
Tonnage: 25
Battle Value: 347

Equipment                                          Mass
Internal Structure            Industrial              5
Engine                        100 Fusion              3
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  1
Cockpit                                               3
Armor Factor (Heavy Industrial)64                      4

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            8         12   
     Center Torso (rear)               3     
     R/L Torso               6         5     
     R/L Torso (rear)                  3     
     R/L Arm                 4         5     
     R/L Leg                 6         7     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm, Hand
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm

Weapons
and Ammo              Location  Critical   Heat    Tonnage
3 Heat Sink              RT        3        -       3.0   
Medium Laser             RT        1        3       1.0   
BattleMech Taser         LA        3        6       4.0   
Taser Ammo (5)           LA        1        -       1.0   
3 Heat Sink              LT        3        -       3.0   
Taser Ammo (5)           LT        1        -       1.0   
Retractable Blade        RA        3        -       2.0   

Pages: [1] 2 3 ... 10