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1
General BattleTech Discussion / Re: Chaos Campaign rules
« Last post by Brym on Today at 10:36:52 »
Thanks for the info. I bought the Alpha Strike book recently, but obviously need to take a closer look at it. Completely missed the campaign section in it.

You probably missed it because it isn’t there, at least if you are referring to the current, in print Alpha Strike: Commander’s Edition. The older, out of print, original Alpha Strike book had the chaos campaign material in it. The also out of print Alpha Strike companion has some addition rules for maintenance, repair, and salvage. Both those books can still be purchased as PDFs on DriveThruRPG.

Alpha Strike-compatible Chaos Campaign rules have most recently (I believe) been featured in the Battle of Tukkayid book.
2
BattleMechs / BlackHawk Stein
« Last post by wesharrisb on Today at 10:33:50 »
Steiner Omnification of an Kurita mech that was overtonnage despite justification.
Prime and A Filled In, I'm sure ya'll can sort out more for fun.

Code: [Select]
BlackHawk Stein BKSN-504

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-F-E
Production Year: 3132
Dry Cost: 9,835,719 C-Bills
Total Cost: 9,835,719 C-Bills
Battle Value: 864

Chassis: Unknown Endo-Composite
Power Plant: Unknown 275 Light Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
    17.5 tons of pod space.
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Composite                91 points                4.50
    Internal Locations: 1 HD, 1 CT, 1 LT, 1 RT, 2 LA, 1 RA
Engine:             Light Fusion Engine          275                      12.00
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LL, 2 RL                                   2.50
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 184                 11.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     18           27       
                                 Center Torso (rear)                  8         
                                           L/R Torso     13           20       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     9            18       
                                             L/R Leg     13           26       



================================================================================
Loadout Name: PRIME                                          Cost: 11,354,816
Tech Rating/Era Availability: E/X-X-F-E                       BV2: 1,759

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LL, 2 RL                                   0.00
Heat Sinks:         Double Heat Sink             17(34)                    6.00
    Heat Sink Locations: 3 LT, 2 RT, 1 RA
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
3 ER Small Lasers                            RT        6         3         1.50
3 ER Medium Lasers                           RA        15        3         3.00
Medium X-Pulse Laser                         RA        6         1         2.00
3 ER Medium Lasers                           LA        15        3         3.00
Medium X-Pulse Laser                         LA        6         1         2.00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 18
5j         4       4       0       0      2     2   Structure:  1
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: ALFA                                           Cost: 11,179,472
Tech Rating/Era Availability: E/X-X-X-E                       BV2: 1,689

Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
    Jumping MP: 5  (Standard)
    Jump Jet Locations: 1 CT, 2 LL, 2 RL                                   0.00
Heat Sinks:         Double Heat Sink             14(34)                    3.00
    Heat Sink Locations: 2 LT, 1 RT
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H

Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Radical Heat Sink                            RT        0         3         4.00
Small Laser                                  LT        1         1         0.50
5 Medium Lasers                              RA        15        5         5.00
5 Medium Lasers                              LA        15        5         5.00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 17
5j         6       5       0       0      2     0   Structure:  1
Special Abilities: OMNI, ENE, SRCH, ES, SEAL, SOA

3
BattleTech Miniatures / Re: CSR Beta Galaxy Kingfisher.
« Last post by Neo-Tanuki on Today at 09:30:33 »
Excellent!
4
Fan Fiction / Re: Opalescent Reflections
« Last post by The Wobbly Guy on Today at 09:20:56 »
In OTL, Hideyoshi was a member of the Black Dragons.

I wonder how long Minoru can last once Atsuko gives birth to a heir.
5
After Action Reports / Cull AARs
« Last post by Cull on Today at 08:36:14 »
Thread for AARs of games I run for friends who mostly play Kill Team.

Scenario: Final Exam (modified)
Rules: Classic, Standard
Map: AGoAC Desert
Year: 3025
Restrictions: 80 tons/side

Nagelring Cadets
> Attrite OPFOR to 33%
> COM-2D Commando, Gunnery 3, Piloting 4
> SHD-2H Shadow Hawk, Gunnery 3, Piloting 4

OPFOR
> Do not allow cadets to attrite OPFOR to 33%
> UM-R60 UrbanMech, Gunnery 3, Piloting 4
> 2x Scorpion light tank, Gunnery 3, Piloting 4

Comments
I set this game up to start getting reps in with combined arms. Two of my friends played the cadets and ran one 'Mech each, while I played the OPFOR. Neither side knew what the other was bringing. I chose tonnage instead of BV for simplicity and because I wanted the OPFOR to be defeated easily without telegraphing that outcome. I picked up the hobby last year and have only had time for a handful of small, low-intensity games, so if anyone has suggestions or reads something in the summary below that indicates a bad rules adjudication, please comment.

Summary
OPFOR began the game in the northwest corner of the map where terrain was more level and provided some forested cover. The cadets decided to attack from the south (Commando) and east (Shadow Hawk). The Commando and UrbanMech were the first to trade fire, as the UrbanMech was the southmost unit. The Shadow Hawk initially attempted to engage the UrbanMech with LRMs from its long range band, but later chose to move in closer when this tactic proved ineffective. The Scorpions moved south to screen the Shadow Hawk's advance while supporting the UrbanMech with AC/5 fire. The Commando destroyed the UrbanMech's left torso as it closed, but it suffered a foot actuator crit from the UrbanMech's AC/10 followed by a gyro hit on a rear arc TAC from one of the Scorpions. Excess damage from the TAC resulted in a second crit on the gyro, rendering the Commando combat ineffective for the remainder of the game. The Shadow Hawk, now having closed to a more effective range, hit the UrbanMech with an alpha strike as the latter prepared to stomp on the fallen Commando, stripping what was left of its armor and coring it in a very cinematic sequence of events. The ensuing gunfight between the Shadow Hawk and the Scorpions left the Shadow Hawk mostly stripped of armor on its left side and both tanks struggling with motive damage. As we were preparing to cut it for the evening, the Shadow Hawk scored a crew killed crit on the same Scorpion that brought down the Commando, achieving the cadets' objective with no actual losses on their side.
6
tbh i still go and re watch old toons...they took more risks and they were just starting out with those...so there was a lot of innovation...like disneys rotoscoping on large scale with snow white for example wb with short back ground music and mgm getting the right frame rate hanna barbera for pioneering short cartoon series format and backgrounds
and best culumination of all 4 can be found in 1981 heavy metal...i know today they are not popular but i still enjoy them...for example mou and gijoe or transformers would not be around if those 4 studios did not create techniques to make production faster
oth japaniese animation took a slightly different route and took the best of distilled techniques and used them...late 60s and mid 70s was unique and thanks to miyazaki and kawamori exploded into the world stage in late 1977
7
Ground Combat / Re: Holographic decoys and field guns
« Last post by Weirdo on Today at 08:24:18 »
Don't forget to use something you can reasonably replicate with whatever infantry or vehicle is parked inside the holo. A Supernova or Mad IIC makes a great sniper, but no infantry can replicate their shots, and not many vehicles.
8
MegaMekLab, not surprisingly, doesn’t permit you to add infantry bays to ‘Mechs.  In this case, I’m using the cargo bays to stand in for infantry bays, with the paramedic equipment being the gear they use to treat patients.
9
Ask the Writers / Shrapnel #16 - Yay, WarShips! But questions!
« Last post by Weirdo on Today at 08:21:14 »
Finally got ahold of Shrapnel Issue #16, and thank you so much for the attention paid to WarShips in this!  Definitely appreciate the deep cut that was Fred. :cool: That said, I have some questions.

Who exactly rechristened SLS Jupiter to Genghis Khan? Did the SLDF have an SLS Genghis Khan for a short time before her capture, or was that name bestowed by the Republic captors?

EDIT: Similarly, does the discussion on page 25 identify that the lost SLS Enigma is a Congress-class, or does her class remain unconfirmed?
10
And only the sniper mechs(or at least missile boat or anything similar with those) would be the acceptable image to project, for the device requires to making such decoys are not likely to be works while on move and are expected to be within the trench at least, and fortified sites at best. I don't think that bugmechs are the good candidates for this - such as a locust that shoots long tom shells, huh?
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