What about old SLDF era Genetics?Well, I have been thinking about them using Perfected Mutagenic Virotherapy to internally replace traditional phenotypes, but I am not sure how to tune the RPG parts.
Something that all clans should have, like the Infantry and Space mods... they should be around.
TT
What about breaking the barrier on LAMs and weight saving equipment? QuadVees can use XL engines and endo.The ideas that come to mind is either a lateral XL engine (putting all the extra crits into the CT, but this would also require a compact gyro) and/or some kind of improved bi-modal transformation (not having one mode, for reducing the conversion equipment weight down to 5%).
An melee-based taser with significantly higher odds of causing a shutdown, but it can only be used after successfully grappling the target mech.I would say derive it from the Electric Discharge Armor, make a 'Mech-scale version. Have the shutdown rolls bonuses for the amount of turns between discharges and if the melee attack hits internal structure.
The ideas that come to mind is either a lateral XL engine (putting all the extra crits into the CT, but this would also require a compact gyro) and/or some kind of improved bi-modal transformation (not having one mode, for reducing the conversion equipment weight down to 5%).I swear I saw something in an older rule set saying LAMs could use TSM because all the crits would fit in one torso location. By that logic, Clan ES and FF should be permissible. So Composite, Endo-Composite and Light Ferro should work too. Hardened and Reflective armor would also both fit but hardened doesn't exactly save weight, and Reflective would make crash rolls....
I'd like to see something like BA Fire armor, but for protomechs. Same with BA Stealth armor.Definitely interesting options, I would love a Minotaur with fire-resistant armor.
For the fire resistant armor, could cost something like 60 kg per point of armor (which matches the relative increase in mass per point of armor in BA), maybe take up a torso slot.
Stealth armor could weigh 70 kg/point, while taking up one (maybe two) torso slots. This matches the relative mass of Stealth (Improved) BA armor versus standard armor.
That should open up some interesting possibilities.
I swear I saw something in an older rule set saying LAMs could use TSM because all the crits would fit in one torso location. By that logic, Clan ES and FF should be permissible. So Composite, Endo-Composite and Light Ferro should work too. Hardened and Reflective armor would also both fit but hardened doesn't exactly save weight, and Reflective would make crash rolls....Yes, the older rules did allow Endo and Ferro, but current rules disallow them because we 'can' put them in multiple locations.
LRM/SRM Torpedo AmmoWhat about something more like MMLs?
During the scientist rebellion the Society forces had multiple successful underwater engagements. However the requirement to mount torpedo launchers proved to be a severe downside in cases where the Society forces were forced to leave the water. To solve this, they invented the LRM-T and SRM-T Missiles. Based upon multi-purpose missiles, these torpedoes can be launched underwater from a LRM or SRM missile launcher and fully function like torpedoes. This removes the logistical requirement to carry separate torpedo launchers, while reducing the time needed to adapt a 'Mech for underwater combat.
What about something more like MMLs?Why not both?: MTL
A launcher that can use either LRT or LRM and another that can use either SRT or SRM ammo, but with odd tube sizes.
More of a balance concern; wouldn't want it to completely replace LRMs.I would imagine those launchers to be heavier and bigger then Clan LRMs and not reaching the 20 tube limit.
Advanced Smoke launchers: launching a more effective smoke cloud to blind enemy Mechs, this exploits that Clan Mechwarriors prefer to engage 1:1 duels, and allows the Society Mechs/vehs to get into close range without suffering massive damage from closing. On the turn fired it doubles smoke penalties for 1 hex at 1 level of height, but dissipates into normal smoke after 1 turn. Requires 2 smoke launchers on firing unit if a Mech, so the enemy Mechwarrior doesn't see them above or below the cloud. Vehicles only need 1, as they are only 1 level tall. (Basically the unit advances and drops the smoke in front of itself as it closes, hoping the Clan Mechwarrior doesn't dodge at the last moment.)What about combining these two?: Insulating Smoke
Thermal Insulating Goop: launching a thick insulating paste at the target, the objective is to jam up enemy heat sinks to reduce enemy firepower. Heat sinks in the affected body part function at 1/2 effectiveness (FRU) until the goop is cleared back at base, or washed off by immersing the affected component in water. Multi-body part engines treat as 1/4 the heat sink capacity per side torso, and half the heat sink capacity in the center torso. Clan Mchwarriors would frequently refit a single Gauss Rifle onto their Mechs just in case.
What about combining these two?: Insulating Smoke
Blocks LOS like smoke, but it partly covers up the surfaces of DHS of any units going through those smoke hexes (1/2 effectiveness). It has no effect on single heatsinks and can be washed off with any liquid during combat.
If you're going that way, give it a few modes - TAG-based homing, dumbfire, heat-seeking, or drone mode(where it'd work like a drone mech, and a remote pilot would make the attack roll). Maybe even something Wild Weasel-y, where it'll home after ECM systems. Let the shooter choose between them at launch time.
Dumbfire can be thought of as a null warbook - e.g., "I'm going to fire this at hex 0101, homing in on a McKenna". So it doesn't need to be an explicit mode per se. And AA work could easily be done with some of the other homing mechanisms - just say that your warbook can add fighters to the list as easily as Mechs, and heat/Wild Weasel/drone translate naturally as well.
There's one simple bio hack the Society could use that will improve their performance.
Surgically implanted cooling loops. I have to figure that part of the targeting mods as mechs start to overheat come from the pilot's physical distress, as much as the electronics glitching out.
Wrap a some tubing around the Aorta, with ports in the skin. Plug those tubes into the same port that would be used for the cooling vest. Be sure to use that non-toxic coolant, cause you know, leaks. This would modulate a person's core temperature very efficiently. If the pilot's core temp stays low, they won't be sweating and dehydrating. They won't be as distracted by the discomfort of cockpit heat. Consciousness rolls will be pushed a lot higher on the scale.
Fancy surgery, and makes the person reliant on the Society scientists to stay healthy? Sounds about right.It actually not all that fancy and doesn't require much upkeep. Broviac/Hickman (https://en.wikipedia.org/wiki/Hickman_linel) catheters have been a thing since the 70's. The paperwork for implanting one takes longer than the procedure itself. Bio-occlusive dressings like the Tegaderm in the wiki picture aren't even necessary after a few weeks. There is a fibrous cuff on the tube, just inside the skin. The skin grows into that fiber and makes for a very strong, and secure bond.
Or a Worker would suggest they go with a cheaper option from Cray (http://bg.battletech.com/forums/index.php?topic=48023.msg1110859#msg1110859):That is a far safer and smarter way to go about the situation, but less fun, crazy '80's cyberpunk.
Essentially an insulated suit and a series of water loops under the suit (i.e. what we can make today). The water loops attach to a backpack that has a kilo or more of ice in it. Assuming a person puts out 100W of heat, and we know each kilo of ice needs 334 kiloJoules to melt, that means it will take ~55 minutes for a person to melt 1 kilo of ice using just their body heat.
(I am assuming a person only puts out 100W, since all they are doing is thinking and reacting/twitching, not lifting, carrying, running, or similar energetic motions.)
Of course, the system will be inefficient (some cooling might escape through the links and absorb ambient heat from the Mech), but even if it is only 10% efficient, that is effectively 5 minutes where the Mechwarrior should not have to worry about passing out due to excess heat. To get the ice initially, it would either be chilled using the Mech's heat sinks (requiring a bit of work in the cockpit plus making sure to isolate the cooling loop when things get warm) or some Worker grabs a pair of ice tongs and the block of ice is loaded into the backpack at the base before the Mechwarrior is sent out (even lower-tech solution). The Mechwarrior could even accept the higher cockpit temperatures while in non-combat status, but arming weapons would switch the coolant suit to only draw from the ice pack instead of the Mech's coolant systems.
It actually not all that fancy and doesn't require much upkeep. Broviac/Hickman (https://en.wikipedia.org/wiki/Hickman_linel) catheters have been a thing since the 70's. The paperwork for implanting one takes longer than the procedure itself. Bio-occlusive dressings like the Tegaderm in the wiki picture aren't even necessary after a few weeks. There is a fibrous cuff on the tube, just inside the skin. The skin grows into that fiber and makes for a very strong, and secure bond.
The only "upkeep" is to flush the line with about 3 cc's of saline and another 2-3 cc's of heparine, every few days to prevent a blood clot from plugging up the end. That's assuming that you don't something spiffy like a self sealing valve that was invented in the '80's.
In our case, risk of infection is even lower because the catheter isn't going into the circulatory system.
But because game balance, the entry site should be susceptible to nasty infections, the rubber should decompose into a toxin that causes pathological fear of slow lorises, and there is always a risk that the thermo-regulation unit malfunctions and it cools you right into hypothermia!
That is a far safer and smarter way to go about the situation, but less fun, crazy '80's cyberpunk.
So, just realized there's no way to use either Null Sig or CLPS on aerospace. How about fixing that?
Aerospace Stealth System
Functions like either the NullSig or Chameleon. Generates 10 heat, requires a slot in each of the aerospace's locations. This system is incompatible with Vehicular Stealth Armor.
The system is incompatible with C3 systems (except the Nova CEWS), but is compatible with Targeting Computers.
BV is calculated the same as the Chameleon.
Don't worry Vehicular Stealth can be used in ASF (AF in table on TO 280).Yep, but this requires the use of ECM and uses up the Armor slot.
Yep, but this requires the use of ECM and uses up the Armor slot.It is modular or must it be used as fixed equipment.
With this system, you can still equip your aerospace fighter with FA or even FL armor.
Nova Stealth Suite
A stealth system that is as effective as the combination of Null Signature System & Chameleon Light Polarization Shield, from which it has been derived.
It is consists out of modular components (heat baffles, mimetic projectors and other components) and has to be linked to an mounted Nova CEWS.
The Nova Stealth Suite can be mounted on 'Mechs, Vehicles and Aerospace fighters. It takes up 6 crits/slots and requires additional weight.
Based upon WOR p.214. Concerning CLPS and Null-Sig:
"Improved versions using modern electronics seemed plausible, but unfeasible in the short term."
It is modular or must it be used as fixed equipment.Given that other stealth systems aren't modular, I don't imagine this would be either.
I had a similar idea, but it is modular and requires some weight.
Weapon/Item | Type | Heat | Damage | Range | Ammo | Intro | Cost | Battle Value | Weight (tons) | Space | Notes |
Endo Steel, Vehicular | Structure | NA | NA | NA | NA | 3086 | 3,200xTT | NA | TT : 20 | P1 | |
Endo Steel, ProtoMech | Structure | NA | NA | NA | NA | 3095 | 3,200xTT | NA | TT : 20 | CV1 | |
Modular Stealth System | E | 8 | NA | NA | NA | 3132 | 1,800,000 | ** | 1.5 | M6*, AF2, CV1 | Requires CEWS |
Weapon/Item | Type | Damage | Range | Modifier | Intro | Cost | Battle Value | WT (kg) | Slots | Notes |
BA Fusillade | M | * | * | 0 | 3090 | 100,000 | 11 | 180 | 2 | Fires 6 ATM / iATM missiles |
BA Chassis, HRS | Structure | NA | NA | NA | 3140 | x1.2 | x1.2* | x1 | x1 |
Weapon/Item | Used By | Dmg Type | Damage | Ammo | To-Hit Mod | Intro | Cost | Ref | Notes |
Arrow IV (Torpedo) | AIV | AE, M | ** | x1 | NA | 3095 | x1 | TM 230 | |
HAG (Dart) | HAG | C10, DB | ** | x1 | NA | 3100 | x1.5 | ||
HAG (MC) | HAG | AE, DB | ** | x1 | NA | 3100 | x4 | TO 370 | Mine-Clearance |
IATM-ER (Fusion) | IATM, BAF | * | 10/msl* | x1 | NA | 3090 | x10 | IO 170 | Shame on you |
RAC (Laser) | RAC | DE, R/C | ** | x2 | NA | 3105 | x5 | ||
RAC (Flak) | RAC | DB, F, R/C | ** | x1 | * | 3105 | x1.5 | TO 352 | |
RAC (Precision) | RAC | DB, R/C | ** | x0.5 | * | 3105 | x6 | TM 208 |
My current state of equipment for my Society AU:Given how much stronger this makes vehicles, and how much of a boost it is over vehicles anyone else can field, I would suggest increasing the number of slots it takes up. Vehicles naturally have many slots, so increasing the slots vehicular endo steel makes it less of a no-brainer the way ferro fibrous is (especially for Clan FF).
Endo-Steel, ProtoMech
Introduced: 3086?
Thanks to advancements in Endo-Steel processing and improvements to structure design, it became possible to implement Endo-Steel structure technology with ProtoMechs and Combat Vehicles.
Construction rules: ProtoMech Endo-Steel takes up one torso slot in a ProtoMech, in both regular ProtoMechs and Ultraheavy ProtoMechs.
Endo-Steel, Vehicular
Introduced: 3095?
The development of Vehicular Endo-Steel is part of a program to enhance Society vehicle forces. This became only practical after the Society's advancements in Endo-Steel processing and innovations in structure design. However the complications of Vehicular Endo-Steel does make this relatively more expensive then regular Endo-Steel.
Construction rules: Takes up one equipment slot, in both for Combat Vehicles and Super-Heavy Combat Vehicles.
Modular Stealth SystemThe problem with making stealth modular is that it removes design space for stealth mechs and units. If it can be slapped on any omni unit, that removes the special place a dedicated stealth unit would have. On a more biased note, I like the idea of stealth needing to be something that has to be integrated into a design, as this matches up with historical examples of stealth.
Introduced: 3132
During the development of the Cephalus OmniMech the Society wanted to develop new stealth technologies. However nothing was ready for deployment when the Reavings began and the Society was forced to fall back on Null Signature System and Chameleon Light Polarization Shield technology. Further development, based upon various stealth and camouflage systems, was delayed until the 3120s. In comparison to most, the Modular Stealth System can be pod-mounted, it produces less heat and uses less internal space. But these advantages come at the cost of increased weight. Currently this experimental equipment isn't used in any standard variants or configurations, but is only incidentally used in customized units that are designed for special missions.
Game rules: The system provides all the benefits of the Null Signature System and the Chameleon Light Polarization Shield. When active it produces 8 points of heat. Any damage to it or the required CEWS will cause the system to turn off.
Construction rules: The Modular Stealth System can only be used by 'Mechs, Fighters and Combat Vehicles. The system weights 1.5 tons and it requires the use of a CEWS (Nova or Watchdog) to function. The system take up 6 criticals in 'Mechs (1 per arm, leg and side torso). With Fighters it takes up 1 slot in each wing. Vehicles must dedicate 1 slot in the front and rear locations to mount the system.
When calculating the BV of a unit equipped with a Modular Stealth System, double and add the long-range to-hit modifier, when calculating the unit’s Defensive Factor. But do not include the 8 points of heat generated by this system in all heat efficiency calculations.
Omni-ProtoMechI definitely like this idea. Granted, I can see it reducing the overall number of possible protomech configurations by a wide margine, since there aren't a lot in the first place.
Introduced: 3086?
One of the longest running Society projects had been about improving and expanding omni-
technology. After a leap in omni-connector design and structure design, they were able to apply omni-technology to ProtoMechs.
Construction rules: Omni-pods for Omni-ProtoMechs can contain weapons, equipment, heat sinks and jump jets. Constructing Omni-ProtoMechs follows the same relative rules as with OmniMechs for creating a base configuration and primary or alternate configurations.
Battle Armor FusilladeGiven its rather light weight and low slots for such a powerful weapon (though one-shot) compared to contemporary one-shot weapons (Advanced SRM-6 or LRM-5), I would suggest increasing the slot and weight requirement and partially restoring the Artemis functionality (making it similar to the Advanced SRM). I mean, it's got only one shot, so best make it count.
Introduced: 3090
The original fusillade was a prototype weapon system used by the Hobgoblin ProtoMech. The poor performance of this system led it to to be regarded as a failure and it was quickly abandoned. The Fusillade missile system main problem was the severe lack of sufficient missile reloads for its considerable weight.
After more then a decade, the underlying technology was reused to develop an one-shot launcher for Battle Armor suits. This one-shot launcher can fire six ATM or iATM missiles of its choice, but without Artemis or Streak level of missile guidance assistance. The expectation is that the increased range or increased salvo damage will help make the sparse Society BA formations more effective and survivable.
Battle Armor Chassis with HarJel Repair SystemLike the idea, but recovering four points in the end phase seems quite excessive given that Harjel III only recovers two points. Consider toning it down.
Introduced: 3140
The wide spread adaption of the Surat BA suit in the Clans sent a clear signal to the Society that the Clan BA chassis was becoming outdated. Seeking to regain a significant advantage the Society began to research ways to improve the basic technology. Eventually improved Endo Steel processing and innovations with HarJel systems, allowed for the replacement of the old integrated HarJel sealing system for a HarJel Repair System. To allow for easy adaptation of this technology the chassis are designed to be at an equal weight to the old chassis.
Although the down-scaled version can match the repair rate of the larger HarJel III system, it can't match its endurance. In an optimal situation it is limited to patching an amount of armor, that is equal, to the maximum amount that the chassis can mount.
Game rules: This chassis provides the same protections against armor breaches and bleeding as a normal Clan BA chassis. In addition to this, each turn a BA with this technology suffers armor damage, the unit will recover 4 points of armor protection during the following End Phase. A unit equipped with this technology automatically receives the Difficult to Maintain Design Quirk (see p. 198, SO).
Construction rules: The repair system of improved Clan BA chassis is only compatible with Battle Armor that employ standard armor.
Arrow IV TorpedoI only suggest changing the name to "Arrow IV SCT" (for Supercavitating Torpedo). Supercavitation would allow the system to travel the necessary distance underwater.
Underwater combat can be extremely hazardous, victory can easily be gained by firing first, which motivated the development of the Arrow IV Torpedo. Most of the new torpedo is identical to normal Clan Arrow artillery missiles and it can use the same launcher while underwater. The special feature is that it is equipped with an advanced supercavitation propulsion system, so that it can move at the same speed as normal artillery missiles.
Game Rules: Arrow IV Torpedoes may only be fired from or into a water hex of Depth 1 or greater, and the attacker must trace LOS through water hexes (or maps) of Depth 1 or greater.
HAG (Dart)The only problem is that loading up a bigger round in the HAG would require a bigger barrel, which means a totally different weapon.
The large number of small projectiles that a HAG fires allow them to be effective Flak weapons, but many users complain about the lack of stopping power. To address this the Society invented HAG Dart ammunition, these fire fewer but larger projectiles to focus damage, but at the expense of losing their flak advantage. Depending upon the size class of the Hyper Assault Gauss they will fire, two, three or four, large darts at hyper sonic speeds.
Game Rules: With Dart ammunition a HAG will divide its possible damage in 10 point damage projectiles. This means that a HAG-40 will have to roll on the weapon size 4 column of the cluster hit table.
iATM ER-Fusion missilesI'd suggest giving this round a penalty for hitting targets smaller than a certain size (e.g. less than 200 tonnes) to emphasis the idea that its use against ships. It can be fluffed as the need to sacrifice some of the guidance system to fit in the warhead. Otherwise you're making this weapon a flat upgrade of the regular ER round for all purposes, and there'd never be a reason to take any other round type except HE.
The loss of many of their Combat WarShips has forced the Society to invest in nuclear weaponry. Their solution is to resort to nuclear fusion tipped iATM ER ammunition, this combines an extra range propulsion section with an advanced 0.05 Kiloton yield fusion warhead. These were specifically designed to be used in anti-ship strikes and for preventing capture of Society assets. These missiles are usually stored in high security vaults and are regarded as means of last resort. Each missile has an integrated security system, that will wreck the warhead if tampering or unauthorized use is detected.
Game Rules: Each hit of an iATM ER-Fusion missile is resolved as an 0.05 Kiloton nuclear detonation (IO, p.169).
ROTARY LASER AMMOThis... makes no sense. Even for the Society. Lasers require fundamentally different systems for use, even chemical lasers.
Rotary Laser ammunition consists out of delicate laser components and improved chemical laser fuel. Pioneered as a way to increase combat endurance for rotary autocannons, it is lighter and smaller then regular rounds. This allows a doubling of the number of rounds in an ammo bin, while also allowing for flawless rapid loading. However this moved the source of possible jamming to the exhaust, which consist out of the vaporized laser components and other toxic compounds, which take longer to leave the barrel.
Game Rules: The jamming modifier for rapid fire (TW, 114) is used in the turn after the weapon has been fired. The player has to choice between not using the weapon for a turn, or to fire the weapon with a risk of jamming. If the player decides to use other type of rotary ammunition in the subsequent turn, then the player must use the sum of both jamming modifiers.
Given how much stronger this makes vehicles, and how much of a boost it is over vehicles anyone else can field, I would suggest increasing the number of slots it takes up. Vehicles naturally have many slots, so increasing the slots vehicular endo steel makes it less of a no-brainer the way ferro fibrous is (especially for Clan FF).I would have to redesign some units, but it is no problem.
Given its rather light weight and low slots for such a powerful weapon (though one-shot) compared to contemporary one-shot weapons (Advanced SRM-6 or LRM-5), I would suggest increasing the slot and weight requirement and partially restoring the Artemis functionality (making it similar to the Advanced SRM). I mean, it's got only one shot, so best make it count.I will check on how much weight/slot leeway I have and increase it.
Like the idea, but recovering four points in the end phase seems quite excessive given that Harjel III only recovers two points. Consider toning it down.HRS II recovers 2 points and HRS III recovers 4. But I did do some playtesting based upon the II and in practice that didn't actually extend the longevity of BA under fire. I am open on alternative ways of functioning, as long as its allows for an extra turn of survival.
I only suggest changing the name to "Arrow IV SCT" (for Supercavitating Torpedo). Supercavitation would allow the system to travel the necessary distance underwater.That is a better abbreviation.
The only problem is that loading up a bigger round in the HAG would require a bigger barrel, which means a totally different weapon.Same diameter, but a dart instead of a sphere shaped projectile. This assumes that the Society had prepared some hidden leeway in the loader mechanism of HAG technology.
I'd suggest giving this round a penalty for hitting targets smaller than a certain size (e.g. less than 200 tonnes) to emphasis the idea that its use against ships. It can be fluffed as the need to sacrifice some of the guidance system to fit in the warhead. Otherwise you're making this weapon a flat upgrade of the regular ER round for all purposes, and there'd never be a reason to take any other round type except HE.Good idea, definitely something that I should use.
This... makes no sense. Even for the Society. Lasers require fundamentally different systems for use, even chemical lasers.I have looked into making different weapon systems, but in practice it is a massive headache. So I came up with the idea of having then entire lasering system be in the round (the RAC takes care of aiming, loading, venting and cooling). The required weight and space saving achieved through the use of, membrane thick, single use laser components.
I've a few ideas to suggest of my own.That should work well in combination with magnetic clamp protos, such as a Minotaur.
Fire Resistant Armor, Protomech
Prototype: 3110
Introduced: 3124
Protomechs are notoriously endangered by inferno rounds on the battlefield, something the Society learned during Uprising when facing less scrupulous Clans. To provide a potential solution, the Society's scientists looked to the systems already developed for their Salamander battle armor. The goal was to scale up the system used on Clan battle armor, and after years of research they succeeded.
Game Rules: Protomech Fire Resistant Armor functions like its BA equivalent, ignoring the damage of heat-causing weapons.
Construction Rules: Protomech Fire Resistant Armor weighs 65kg per point of armor and takes up a single slot in the protomech's Torso location.
Stealth Armor, ProtomechThat quite a lot of slot space, this would restrict its usage to quads and maingun using designs.
Introduced: 3131
Running originally in parallel to Fire Resistant Armor development, Protomech Stealth Armor was also based on a standard already found on Battle Armor. Scaling up the systems proved to be far more difficult than originally anticipated, and required a great deal of the protomech's internal systems to be used for the necessary cooling and countermeasure systems. However, the larger size of protomechs compared to battle armor meant that masking their signature completely from active probes proved impossible.
Game Rules: Protomech Stealth Armor functions equivalent to Battle Armor Stealth (Improved) armor (Range modifiers +1/+2/+3) with the caveat that it only cuts Active Probe detection range in half (round up).
Construction Rules: Stealth Armor weighs 70kg per point of armor and requires the use of one slot in each arm and the Torso.
3 slots?Yeah, I was thinking something like three slots would be good.
HRS II recovers 2 points and HRS III recovers 4. But I did do some playtesting based upon the II and in practice that didn't actually extend the longevity of BA under fire. I am open on alternative ways of functioning, as long as its allows for an extra turn of survival.Hmm, according to Int Ops, page 201, BHJ2 repairs 1 per turn and BHJ3 recovers 2.
Same diameter, but a dart instead of a sphere shaped projectile. This assumes that the Society had prepared some hidden leeway in the loader mechanism of HAG technology.The slugs for Gauss Rifles and HAG are already bullet shaped, not spherical. Dart shapes would make them thinner and longer, which make for good armor penetrators in today's military but not so much against BattleMech armor.
I have looked into making different weapon systems, but in practice it is a massive headache. So I came up with the idea of having then entire lasering system be in the round (the RAC takes care of aiming, loading, venting and cooling). The required weight and space saving achieved through the use of, membrane thick, single use laser components.The entirety of the necessary components for a laser beam, including the chemical reaction and focusing unit, won't be contained in something the size of a ballistic round.
That quite a lot of slot space, this would restrict its usage to quads and maingun using designs.Yeah, that's the idea. A protomech using the stealth armor needs to make some real sacrifices in terms of armament. The note about quads brings up a point I hadn't properly considered; what would be the slot restrictions on a quad protomech, since they don't have arms? I'd probably go with two Torso slots.
Hmm, according to Int Ops, page 201, BHJ2 repairs 1 per turn and BHJ3 recovers 2.That is the Battleforce section. On page 88, you see: "each turn a location protected by a HarJel repair system suffers armor damage, the unit will recover 2 points of armor protection in that location (4 for HarJel III) during the following End Phase."
Making it a one-time use could still be workable, though. Even from an in-universe aspect this would greatly improve the lifespan of BA.Yep, making it a single use equipment, it will present an actual player dilemma of possible too soon or too late. :)
The slugs for Gauss Rifles and HAG are already bullet shaped, not spherical. Dart shapes would make them thinner and longer, which make for good armor penetrators in today's military but not so much against BattleMech armor.The HAG fires multiple projectiles of far lighter caliber from a canister see picture (TM, p223).
The entirety of the necessary components for a laser beam, including the chemical reaction and focusing unit, won't be contained in something the size of a ballistic round.I am relying on having some functions being done by the RAC (cooling/aiming/loading/venting), size/mass reductions through expensive single use components and having the pressurized fuel section also function as optical cavity, this will of course explode after the laser beam exits the round.
I mean, why not have laser UAC ammo, for that matter?Because the jamming of the UAC system doesn't originate from from its loading system, like with the RAC. I have thought about porting it to other AC systems but they don't need it was much as the RAC.
Yeah, that's the idea. A protomech using the stealth armor needs to make some real sacrifices in terms of armament. The note about quads brings up a point I hadn't properly considered; what would be the slot restrictions on a quad protomech, since they don't have arms? I'd probably go with two Torso slots.I would keep the number of slots used the same between quads and bipeds.
Here's something that might be right up the Society's alley given their huge supply of Complete Newb Pilots. Ripped from Poptarts Ninja's SA thread (https://www.patreon.com/posts/targeting-17420567) rebalance of the rules of the game in general, let's have someIs it some kind of podable drone-brain?Targeting ComputersAdvanced Diagnostic Interpretation Computers!Basic Targeting ComputersAdvanced Diagnostic Interpretation Computers set the user's gunnery to 3 unless it's better (and lets you shoot and make a melee attack without penalty, auto-pass running on concrete if you're not under fire, etc). They weigh 1 ton per weight class (1 ton for light 'Mechs, 4 tons for Assaults) which most weight classes can manage. Clanners tend to eschew them.Advanced Targeting ComputersPerfected Diagnostic Interpretation Computers do everything the basic computers do but also cap the enemy's max move mod at 2 (jumping still adds +1 to this). They weigh one ton more than the basic variety which is actually surprisingly difficult for a lot of weight classes to spring for when medium lasers weigh 2.5 tons and heat sinks are all singles.
Mediums have the easiest time picking up an advanced TarComp and get good benefit out of them since they can typically spare 3 tons and can probably expect to be light hunting at least some of the time, where an assault might not be willing to give up 5 tons when they can spend 3 on a Command Console/Dual Cockpit instead.
That's a no on 'podable', you need to build this into the Mech from the start-it's just too deeply integrated into too many systems to pop it in and out, like MASC or a Small Cockpit.I was thinking more about robotic drone brain then a remote drone.
'Drone brain' is more debateable-it's an expert system, yes, but it's also one that needs a pilot, not a pure remote control system. You can probably tell it to walk across the base, but not to unsafe the weapons and target whoever it detects when it gets there. It's not a pilot replacement system, it's a pilot augmentation system, but once you hit the skill ceiling you don't need it anymore (unless you're hunting hovercraft or something)
Here's something that might be right up the Society's alley given their huge supply of Complete Newb Pilots. Ripped from Poptarts Ninja's SA thread (https://www.patreon.com/posts/targeting-17420567) rebalance of the rules of the game in general, let's have someTargeting ComputersAdvanced Diagnostic Interpretation Computers!Basic Targeting ComputersAdvanced Diagnostic Interpretation Computers set the user's gunnery to 3 unless it's better (and lets you shoot and make a melee attack without penalty, auto-pass running on concrete if you're not under fire, etc). They weigh 1 ton per weight class (1 ton for light 'Mechs, 4 tons for Assaults) which most weight classes can manage. Clanners tend to eschew them.Advanced Targeting ComputersPerfected Diagnostic Interpretation Computers do everything the basic computers do but also cap the enemy's max move mod at 2 (jumping still adds +1 to this). They weigh one ton more than the basic variety which is actually surprisingly difficult for a lot of weight classes to spring for when medium lasers weigh 2.5 tons and heat sinks are all singles.
Mediums have the easiest time picking up an advanced TarComp and get good benefit out of them since they can typically spare 3 tons and can probably expect to be light hunting at least some of the time, where an assault might not be willing to give up 5 tons when they can spend 3 on a Command Console/Dual Cockpit instead.
I will check on how much weight/slot leeway I have and increase it.For the BA fusillade, I managed to find enough room in my designs for 200 kg and 3 slots.
That is the Battleforce section. On page 88, you see: "each turn a location protected by a HarJel repair system suffers armor damage, the unit will recover 2 points of armor protection in that location (4 for HarJel III) during the following End Phase."Woops, I was looking at the wrong spot.
Yep, making it a single use equipment, it will present an actual player dilemma of possible too soon or too late. :)
The HAG fires multiple projectiles of far lighter caliber from a canister see picture (TM, p223).Yeah, but notice that all gauss rounds are small than the barrel; such projectiles don't want to touch anything because that reduces round velocity and wears out the housing. Making the round much bigger means you're putting the gun at greater risk of the round itself impacting the walls of the barrel.
Compared to the other gauss weapons it has a very big inner diameter, this should allow it to load that canister at the base of the barrel and then allow the magnetic fields to pull the sub-munitions out into a wide hyper-sonic spray. The core concept of the dart was to have less but larger sub-munitions, I am willing to adjust the fluffed shapes.
http://www.sarna.net/wiki/File:Hyper-assault_Gauss_Rifle.jpg
I am relying on having some functions being done by the RAC (cooling/aiming/loading/venting), size/mass reductions through expensive single use components and having the pressurized fuel section also function as optical cavity, this will of course explode after the laser beam exits the round.You're still talking about compressing all the components of a chemical laser into something that weighs less than 50 kg. Compared to a small chem laser, you're trying to compress 516 kg of stuff into 50kg of space, and none of the components of the RAC itself can be of much assistance in this because the fundamental system for firing is different. The firing mechanism, the barrel, the ejection system, none of that helps a chemical laser; everything the laser needs to fire needs to fit into a component 50kg big. At the very least, you're not getting range greater than that of a small chemical laser because there's not enough energy or focal length to support better range.
Because the jamming of the UAC system doesn't originate from from its loading system, like with the RAC. I have thought about porting it to other AC systems but they don't need it was much as the RAC.
I would keep the number of slots used the same between quads and bipeds.Good point.
Cargo train with hidden VTOL platformsSo basically, Bond villain bases?
Oil-tanker with internal yard
Permanently air-borne fixed-wing base
I'd like to see vehicle ES becoming a more general construction option than a Society exclusive, but that's just a personal preference.I can see that eventually happening. I mean, Society remnants fleeing the Homeworlds are likely willing to make some powerful trades for protection, land and resources.
Arrow IV Torpedo: I like it. I've done something similar to this too, albeit with slower torpedos. The other guy's super-cavitating torpedo idea is interesting too, I might consider implementing that in some form in one of my own equipment packs.I'm more than just "other guy". :(
Fire-resistant and stealth armor for Protomechs: Interesting ideas, space for the stealth armor seems excessive though, the builder will probably just compact their weapons into 1 "big" weapon and 1 small secondary like an ER Medium or big LRM launchers, instead of multiple small weapons to get around the crit space issue.Yeah, it's a heavy penalty, but the bonus provided by BA Stealth Armor (Improved) is better than Chameleon LPS or NullSig (+1/+2/+3 rather than +0/+1/+2), plus I tend to err a bit more on the conservative side for custom rules. I imagine that if someone used the proto-ES as well, they could still make little murder machines. Imagine Boggart 2s with more jump jets and stealth.
Yeah, but notice that all gauss rounds are small than the barrel; such projectiles don't want to touch anything because that reduces round velocity and wears out the housing. Making the round much bigger means you're putting the gun at greater risk of the round itself impacting the walls of the barrel.Anything that fits in that HAG loading canister isn't going to exceed the diameter ratio (projectile vs inner barrel) of the other gauss rifles. Also the magnetic fields should have a correcting influence.
Increasing size would definitely have some notable drawbacks, probably similar to HVAC rules or vanilla UAC rules.
You're still talking about compressing all the components of a chemical laser into something that weighs less than 50 kg. Compared to a small chem laser, you're trying to compress 516 kg of stuff into 50kg of space, and none of the components of the RAC itself can be of much assistance in this because the fundamental system for firing is different. The firing mechanism, the barrel, the ejection system, none of that helps a chemical laser; everything the laser needs to fire needs to fit into a component 50kg big. At the very least, you're not getting range greater than that of a small chemical laser because there's not enough energy or focal length to support better range.But I don't need all the components.
So basically, Bond villain bases?What about a volcano factory? A mobile factory that makes volcano's, through producing & sending fusion powered drills into the planet's molten core.
Shouldn't there be a factory in a volcano? ;D
Anything that fits in that HAG loading canister isn't going to exceed the diameter ratio (projectile vs inner barrel) of the other gauss rifles. Also the magnetic fields should have a correcting influence.A gauss cannon uses a series of solenoids that alternately pull and push the projectile along. If the projectile veers to one side, the coil in front of it would be inclined to pull it further off center.
A gauss cannon uses a series of solenoids that alternately pull and push the projectile along. If the projectile veers to one side, the coil in front of it would be inclined to pull it further off center.Good point, I should assume that the HAGs just fire the entire canister, which then opens later with submunitions.
As to canister shot, a the field of the solenoids is greatest closer to the coils, ie, the edges of the barrel. Small, free to move projectiles could pick up a radial velocity component and crash into the walls or later coils. At the risk of retreading, the SB Gauss's cluster that separates near the target is a better bet at anything beyond 30-60 meters.
I say that because I've always figured that LB-x "Cluster" ammo behaves more like flak. A burst of projectiles that release their submunitions just before impact. That explains the same spread at 30 meters as at 300.
I feel like that whole "Laser ammo" for the RAC is a pretty stupid idea, frankly. A rotary Chemical Laser would be far better.It is quite clear that it has no traction, so I am going to throw the Laser Ammo idea in the dustbin.
Good point, I should assume that the HAGs just fire the entire canister, which then opens later with submunitions.My thought was that the HAG fires individual small rounds rather than a single one (thus each "shot" includes a whole hell of a lot of iron going downrange), which is why the clusters are more favorable at close range than at far. It's basically a gauss rifle minigun.
My thought was that the HAG fires individual small rounds rather than a single one (thus each "shot" includes a whole hell of a lot of iron going downrange), which is why the clusters are more favorable at close range than at far. It's basically a gauss rifle minigun.The same result can likely be achieved if the canister opens after it leaves the barrel, while being much more mechanically simpler then the alternative.
This would be in contrast to the LBX or SB Gauss weapons, which fire a "flak" shell that explodes in a hemisphere right before striking the target (there are artillery rounds that do this today using a radio fuse to detect when they are close to the ground). This accounts for those weapon's cluster tables being completely unaffected by distance.
My thought was that the HAG fires individual small rounds rather than a single one (thus each "shot" includes a whole hell of a lot of iron going downrange), which is why the clusters are more favorable at close range than at far. It's basically a gauss rifle minigun.
This would be in contrast to the LBX or SB Gauss weapons, which fire a "flak" shell that explodes in a hemisphere right before striking the target (there are artillery rounds that do this today using a radio fuse to detect when they are close to the ground). This accounts for those weapon's cluster tables being completely unaffected by distance.
So, my opinion on that alternate HAG round has moved to be rather desicively against it on balance grounds. 10 point clusters on a Flak weapon absolutely murders all but the heaviest aerospace fighters to such a degree it's not even funny. You're looking at a weapon that shoots flyinh targets ar -3 (-4 if a TC is involed) that will Threshold just about anything shy of an 80 tonner. As an alternate ammo.Flak? No, it lost that aspect.
So, my opinion on that alternate HAG round has moved to be rather desicively against it on balance grounds. 10 point clusters on a Flak weapon absolutely murders all but the heaviest aerospace fighters to such a degree it's not even funny. You're looking at a weapon that shoots flyinh targets ar -3 (-4 if a TC is involed) that will Threshold just about anything shy of an 80 tonner. As an alternate ammo.
What about a cousin to precision ammo?
HAG-20 becomes HAG-15, but long and medium ranges get a 1 point buff to the cluster roll?
Are rules for the Society's genetic tinkering covered anywhere but WoR?Pretty sure virotherapies are in IO, maybe some stuff (or at least some similar stuff) is in the AtoW Supplement.
Pretty sure virotherapies are in IO, maybe some stuff (or at least some similar stuff) is in the AtoW Supplement.No mention of mutation or virotherapy in IO. AToW Companion has a quick bit about gene manipulation, and a separate, more detailed section on mutations, but nothing specific to the Society.
No mention of mutation or virotherapy in IO. AToW Companion has a quick bit about gene manipulation, and a separate, more detailed section on mutations, but nothing specific to the Society.
Looks like I need to buy WoR...
I had an idea hit me while building a society toy today.What part of the engine would be in the legs.
What if the Society decided to try building their own version of a 'light' engine, but decided to radically change how it works...or rather, where it went.
Now, normally a larger than standard fusion engine pushes into the side torso. So the Society instead splits the engine into three parts and still manage to somehow make it work. It weighs 75% of a normal fusion engine, but the extra four crits are instead placed in the legs, rather than the side torsos.
This is a Clan take on the "Light" Engine, but more focused on survivability.
Thoughts?
One thing to remember about the Society is that they don't take input from their end users. I keep thinking back to the "experts" in the 50's and 60's saying the "age of the dogfight is over. From now on it's all missiles, all the time." Then F-4 drivers got to meet the MiG-21 and they really missed having a gun. On the other hand, these are some of the same experts who looked at the statistics from WWII and noticed that 90% of infantry combat was at less than 300 yards, and 95% or more was under 200. So does every soldier need a rifle that is effective out to 600 yards? And through a long, twisted tale, this became the M-16.Probably not the best example. The USN and USAF quickly moved to fix the issue, first with training (Red Flag and Top Gun), and then with internal guns on later aircraft (USAF got the F-4E in 1972, the USN got the F-14A in 1974).
My point is that new Society toys should be a mix of actually good and "sounds good on paper, so long as you've never carried a rifle."
Probably not the best example. The USN and USAF quickly moved to fix the issue, first with training (Red Flag and Top Gun), and then with internal guns on later aircraft (USAF got the F-4E in 1972, the USN got the F-14A in 1974).Those are cases where the end user's feedback was received and acted upon. In the Society, there would be an awful lot of "You just aren't using the system properly," to overcome before the scientists listened.
Further, the MiG-21S family of aircraft (some of the first upgrades after the MiG-21F) also lacked guns, as did some of the late 50's MiG-19 variants. The idea of "missiles will replace the need for guns" was hardly a U.S. thing. The original Lightening had internal cannons, but were often faired over to reduce drag, and were completely removed in the F.3 variant.
And the M16 was actually a good rifle, it suffered in Vietnam due to a combination of no chrome coating in the receiver, a recent switch to a different (more corrosive) powder for the 5.56 ammunition, and a lack of proper gun maintenance on behalf of the troops.I'm not sure if it was specifically that the WC ball powder was more corrosive or more prone to fouling than the IMR stick powder. The change was made because the Army wanted better terminal ballistics, which meant higher muzzle velocity, which meant a different powder. They could have gotten even better terminal ballistics if they stayed with the same powder and made some subtle changes to the actual bullet, but they didn't because reasons. At least according to the book I'm reading.
Those are cases where the end user's feedback was received and actedWhich is why I don't think it's the best comparison.