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BattleTech Player Boards => Fan Designs and Rules => BattleMechs => Topic started by: Giovanni Blasini on 23 February 2022, 21:54:13

Title: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 23 February 2022, 21:54:13
So, in a California Nebula based fanfic I'm working on, Herb made the following comment:

Honestly, I would see a classic Griffin body as an ideal place to start if one wanted to make a Bluestreak/Prowl/Jazz/Smokescreen type of wheeled AutoMech. But judging by the dialog, Groundwave is likely on track for a plain ol' non-convertible form.

- Herb

So, in the next post, I explored the idea a little bit, and I decided to go ahead and try to slot in a medium wheeled AutoMech that fits between the smaller 35-ton Beetle/Ender class and the larger 60-ton Sounder/VeeMech class wheeled AutoMechs.

I'm starting with trying on a 50-ton version for size.  That has the benefit of being the same mass as the Seeker class, and using the same fusion plant though, in the end, I'm not sure how important that really is.  I decided on standard heat sinks, with the idea that these might be older than the Seekers.

My baseline is obviously the Griffin, hence the name, which is the best my brain can come up with right now.  The "Mirage" would be based on the Shadow Hawk, swap the PPC for a large laser, add a medium laser in the arm, leaving one ton that could go towards a 12th heat sink.  On the other hand, with double heat sinks, you gain another ton back for either, which would let you use an ERLL on the Mirage variant, and give you the options to either throw on a smattering of jump jets like their progenitors, or increase the armor.

Speaking of armor, yes, it's notably thin at 7.5 tons, but that's still half a ton more than the Seeker, and also puts it mid-way between a Beetle and a Sounder for armor protection.  On a DHS version, I'm hesitant to put more than another ton of armor on, for that specific reason: the 60-ton Sounder still only has 9 tons of armor, and this is supposed to be a lighter unit.

Code: [Select]
Gryphon Wheeled AutoMech 50-ton concept

Mass: 50 tons
Chassis: Standard LAM
Power Plant: 250 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Standard
Armament:
     1 PPC
     1 LRM 5
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-X
Cost: N/A

Type: Gryphon Wheeled AutoMech
Technology Base: Inner Sphere (Experimental)
Tonnage: 50
Battle Value: N/A

Equipment                                          Mass
Internal Structure                                    5
LAM Conversion Equipment                            7.5
Engine                        250 Fusion           12.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Wheeled Cruise: 6
Wheeled Flank: 9
Heat Sink                     11                      1
Gyro                                                  3
Cockpit                                               3
Armor Factor                  120                   7.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            16        14   
     Center Torso (rear)               7     
     R/L Torso               12        14   
     R/L Torso (rear)                  5     
     R/L Arm                 8         12   
     R/L Leg                 12        14   


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Heat Sink                CT        1        -       1.0   
LRM 5 Ammo (24)          RT        1        -       1.0   
LRM 5                    RT        1        2       2.0   
CASE                     RT        1        -       0.5   
PPC                      RA        3        10      7.0   

Note: No Turret in Wheeled Mode



Meanwhile, bumping up to 55 tons nets you an extra half-ton, which I put into armor - protection is better, but still below that of the Sounders.  Again, with double heat sinks, you can get an extra ton back to use as you wish, and on the Mirage variant switch to an ER Large Laser, ML, and LRM-5 rack.

Code: [Select]
Gryphon Wheeled AutoMech 55-ton concept

Mass: 55 tons
Chassis: Standard LAM
Power Plant: 275 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 90 meters
Armor: Standard
Armament:
     1 PPC
     1 LRM 5
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-X
Cost: N/A

Type: Gryphon Wheeled AutoMech
Technology Base: Inner Sphere (Experimental)
Tonnage: 55
Battle Value: N/A

Equipment                                          Mass
Internal Structure                                  5.5
LAM Conversion Equipment                           8.25
Engine                        275 Fusion           15.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Wheeled Cruise: 6
Wheeled Flank: 9
Heat Sink                     11                      1
Gyro                                                  3
Cockpit                                               3
Armor Factor                  128                     8

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        16   
     Center Torso (rear)               7     
     R/L Torso               13        16   
     R/L Torso (rear)                  5     
     R/L Arm                 9         12   
     R/L Leg                 13        15   


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
LRM 5 Ammo (24)          RT        1        -       1.0   
LRM 5                    RT        1        2       2.0   
CASE                     RT        1        -       0.5   
PPC                      RA        3        10      7.0   

Note: No Turret in Wheeled Mode


So, the difficulty:  I'm not sure which fits in better with the published Syberian units, and whether to go with single heat sinks or doubles.  This is representative of an AutoMech type that didn't stand out as being common enough to get included in the report from Interstellar Expeditions and, for that matter, a medium wheeled AutoMech was literally cut from the publication.  I kind of feel like a 50-ton AutoMech with single heat sinks might work better, then, with the idea being that they eventually got completely eclipsed by the Seekers in that tonnage range, while the Beetle and the Sounder were flexible enough to take its other roles.  I'm also not at all set on these names for the AutoMech classes.  They're just working names that popped into my head.

Thoughts, ideas, comments, suggestions?
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: Wrangler on 24 February 2022, 07:41:49
I always though Mirage would end up using an Assassin body, since it's F1 racer type or fast mover. I realize 40 toner not ideal, but it could be bumped up for tonnage purposes.
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: Luciora on 24 February 2022, 10:38:47
From what it sounds like, you'll need at least 3 chassis to represent the middle Automechs. 

A 6/9/6+ scout type that carries ECM/Beagle (Mirage, Hound), 6/9 - 5/8/5 type with punch (Sunstreaker, Sideswipe. Blue Streak, Prowl, Wheeljack, Jazz, ) then the 4/6 armor and guns (Trailbreaker, Ironhide, Ratchet) possibly.
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: HABeas2 on 24 February 2022, 14:54:03
So, the difficulty:  I'm not sure which fits in better with the published Syberian units, and whether to go with single heat sinks or doubles.  This is representative of an AutoMech type that didn't stand out as being common enough to get included in the report from Interstellar Expeditions and, for that matter, a medium wheeled AutoMech was literally cut from the publication.  I kind of feel like a 50-ton AutoMech with single heat sinks might work better, then, with the idea being that they eventually got completely eclipsed by the Seekers in that tonnage range, while the Beetle and the Sounder were flexible enough to take its other roles.  I'm also not at all set on these names for the AutoMech classes.  They're just working names that popped into my head.

Thoughts, ideas, comments, suggestions?

I wouldn't let the limited number of chassis types in the Syberia write-up be too restrictive for your consideration; that was basically an arbitrary cross-section devised by the IE team who encountered them (doing ALL of the various types I could think of could have filled a full-sized TRO, which I don't think they'd let me get away with), with some simplification tossed in during the process (such as how the AeroMechs and Seekers were implied to be one class when they could potentially be two distinct classes, with the AeroMechs based more on the Aerialbots and the Seekers based on the F-15-type Seekers).

From what it sounds like, you'll need at least 3 chassis to represent the middle Automechs. 

A 6/9/6+ scout type that carries ECM/Beagle (Mirage, Hound), 6/9 - 5/8/5 type with punch (Sunstreaker, Sideswipe. Blue Streak, Prowl, Wheeljack, Jazz, ) then the 4/6 armor and guns (Trailbreaker, Ironhide, Ratchet) possibly.

Nearly certainly. Although I think I implied that the Syberian Ironhide and Ratchet could be variants of the Sounder class (mainly because I was seeing all of them transform into a similar "armored SUV" type of vehicle), there's no real reason they couldn't be different actual chassis types, as I just implied the AeroMechs and Seekers might be. The truly fun part, for me, would be picking out which extant BattleTech units best fit the look of the Transformers you want to have. Mirage and Hound may have similar equipment, but they'd almost HAVE to have different chassis types; I see the Griffin fitting our Bluestreak, Prowl, Smokescreen, and Jazz types mainly because the class Griffin's prominent chest shape and broad lower legs almost perfectly fits the way those G1 figures looked in robot mode. For Sunstreaker, Wheeljack, and Tracks, who have flatter chests and whose legs split from their front wheels (instead of the back, as Bluestreak, Prowl, etc. so), I'd imagine a different-but-almost similar body type...possibly the Shadowhawk or Wolverine. (Sideswipe is funny, because he transforms much like the "griffins," but ends up with a body that looks closer to other "flat-chest" types in robot mode.)

...Yeah, I've probably put way more thought into these guys than is entirely necessary.

- Herb
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: Luciora on 24 February 2022, 17:01:31
Says the guy who inspired me to kitbash them as accurately as possible  8)
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: glitterboy2098 on 24 February 2022, 17:17:08
the one flaw i can see is the fact that by being wheeled and a comms unit, it is pretty much overlapping with the existing types. so i doubt you'd see more than a handful.

though the weight range is good one, and perhaps the type could be adapted to another role?. perhaps instead you could base a bimodal tracked type off Warpath (https://tfwiki.net/wiki/Warpath_(G1)) from G1.? a 55 ton chassis would make for a good trooper unit, and it could mount a variety of heavier weapons meant to bolster those of the lighter Beetles.
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: HABeas2 on 24 February 2022, 17:33:25
Says the guy who inspired me to kitbash them as accurately as possible  8)

I'm challenging you now. ;)

- Herb
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: Red Pins on 24 February 2022, 17:35:04
...I designed wheeled battlearmor, if you get desperate.
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: Giovanni Blasini on 24 February 2022, 18:47:09
the one flaw i can see is the fact that by being wheeled and a comms unit, it is pretty much overlapping with the existing types. so i doubt you'd see more than a handful.

Groundwave himself is a comms type, and even in the chassis he's currently in, he represents an earlier take on the VeeMech/Sounder design: unlike the more common Sounder/VeeMech, he lacks double heat sinks, and has a standard large laser for main armament.  The Sounders and VeeMechs may well be more refined versions of the design lineage, whereas Groundwave's in an earlier version they just happened to have accessible in storage when he needed a new chassis.

Quote
though the weight range is good one, and perhaps the type could be adapted to another role?. perhaps instead you could base a bimodal tracked type off Warpath (https://tfwiki.net/wiki/Warpath_(G1)) from G1.? a 55 ton chassis would make for a good trooper unit, and it could mount a variety of heavier weapons meant to bolster those of the lighter Beetles.

At the rate I'm going, I'm gonna end up creating a bunch more designs, and beat my head against the desk trying to shove them into MegaMekLab.
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: Giovanni Blasini on 24 February 2022, 20:09:47
From what it sounds like, you'll need at least 3 chassis to represent the middle Automechs. 

A 6/9/6+ scout type that carries ECM/Beagle (Mirage, Hound), 6/9 - 5/8/5 type with punch (Sunstreaker, Sideswipe. Blue Streak, Prowl, Wheeljack, Jazz, ) then the 4/6 armor and guns (Trailbreaker, Ironhide, Ratchet) possibly.

There is so much madness available.

I wouldn't let the limited number of chassis types in the Syberia write-up be too restrictive for your consideration; that was basically an arbitrary cross-section devised by the IE team who encountered them (doing ALL of the various types I could think of could have filled a full-sized TRO, which I don't think they'd let me get away with), with some simplification tossed in during the process (such as how the AeroMechs and Seekers were implied to be one class when they could potentially be two distinct classes, with the AeroMechs based more on the Aerialbots and the Seekers based on the F-15-type Seekers).

The Seekers could be the ones that use improved jump jets for better flying speed.  AerialBots could be the same mass, use standard jump jets to go a bit slower, but gain back another 3.5 tons for payload and armor in comparison.  Which reminds me...

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Nearly certainly. Although I think I implied that the Syberian Ironhide and Ratchet could be variants of the Sounder class (mainly because I was seeing all of them transform into a similar "armored SUV" type of vehicle), there's no real reason they couldn't be different actual chassis types, as I just implied the AeroMechs and Seekers might be.

You could run it either way, since there's a lot of variety you can accomplish in both chassis using the same engine, gyro, structure and armor.  I mean, the Seeker carries six tons of cargo and 3 tons of electronics, but is 3.5 tons shy of maximum armor.  I took a page from your description, and had Spanner drop the ECM/BAP of the Sounder, and made his "VeeMech" special equipment be a salvage arm: he still carries two 3-ton cargo bays.  A "FerroSkin" VeeMech could instead swap that for more armor, drop one of the cargo bays, and pack on, say, 3 medium lasers in place of one of the cargo bays, thus improving his firepower and protection.

Quote
The truly fun part, for me, would be picking out which extant BattleTech units best fit the look of the Transformers you want to have. Mirage and Hound may have similar equipment, but they'd almost HAVE to have different chassis types; I see the Griffin fitting our Bluestreak, Prowl, Smokescreen, and Jazz types mainly because the class Griffin's prominent chest shape and broad lower legs almost perfectly fits the way those G1 figures looked in robot mode. For Sunstreaker, Wheeljack, and Tracks, who have flatter chests and whose legs split from their front wheels (instead of the back, as Bluestreak, Prowl, etc. so), I'd imagine a different-but-almost similar body type...possibly the Shadowhawk or Wolverine. (Sideswipe is funny, because he transforms much like the "griffins," but ends up with a body that looks closer to other "flat-chest" types in robot mode.)

...Yeah, I've probably put way more thought into these guys than is entirely necessary.

- Herb

Maybe?  But they make for interesting ideas.  And I'm trying to decide on which is funnier: three Wheeled AutoMechs all at 55 tons but totally different loadouts like the "Classic" trio, or dropping their weights to be the same as their "IIC" counterparts at 40, 45 and 50 tons, or making them the same mass as their Primitive counterparts at 50, 55 and 60 tons.  Or, maybe more accurately, which AutoMech to make which mass.  I'm not as well-versed in Transformers as I'd like, enough to be able to do all of them, consisting mainly of half-forgotten G1 stuff and a smattering of the more recent Robots in Disguise and RescueBots cartoons.

Breaking down the categories, though:

40-ton 6/9/7/11 Wheeled AutoMech, 6.5 tons armor, 6 tons weaponry (enough for a BAP/ECM and 3 MLs)
40-ton 7/11/8/12 Wheeled AutoMech, 6 tons armor, 3 tons weaponry (RiD Sideswipe, armed with just a sword/light vibroblade)
45-ton 6/9/7/11 Wheeled AutoMech, 6.5 tons armor, 6.5 tons weaponry
50-ton 5/8/6/9 Wheeled AutoMech, 8 tons armor, 11 tons weaponry (StrongArm could fit here)
50-ton 6/9/7/11 Wheeled AutoMech, 7 tons armor, 5 tons weaponry (this could be a RiD Sideswipe that picks up a laser or two in addition to the sword)
55-ton 5/8/6/9 Wheeled AutoMech, 8.5 tons armor, 11 tons weaponry (Another StrongArm alternative, but maybe better for someone like Drift)
AeroMech, 50-ton Flying AutoMech, 8 tons armor, 8.5 tons weaponry

That'd certainly fill out the medium categories pretty well.  I'm holding off on VTOL AutoMechs because the construction rules drive me crazy, thanks to rotor weight.  For example, trying to build Windblade ends up extremely difficult
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: HABeas2 on 24 February 2022, 21:31:13
The Seekers could be the ones that use improved jump jets for better flying speed.  AerialBots could be the same mass, use standard jump jets to go a bit slower, but gain back another 3.5 tons for payload and armor in comparison.  Which reminds me...

That's certainly one way to handle the AeroMechs. Or at least for Silverbolt's analog, as he was bigger than the others and uncomfortable being a flyer (this would explain his slower speed, despite G1 Silverbolt being based on one of the fastest jets of the day). Then again, another option would be to build G1 Silverbolt as a WiGEMech, and have him spend most of his time skimming the ground, while being BIG.

Quote
You could run it either way, since there's a lot of variety you can accomplish in both chassis using the same engine, gyro, structure and armor.  I mean, the Seeker carries six tons of cargo and 3 tons of electronics, but is 3.5 tons shy of maximum armor.  I took a page from your description, and had Spanner drop the ECM/BAP of the Sounder, and made his "VeeMech" special equipment be a salvage arm: he still carries two 3-ton cargo bays.  A "FerroSkin" VeeMech could instead swap that for more armor, drop one of the cargo bays, and pack on, say, 3 medium lasers in place of one of the cargo bays, thus improving his firepower and protection.

Well, if you're using the original Nebula California rules, using any armor or structure types that take critical slots isn't allowed for convertible AutoMechs. They're fine for non-convertibles, though. XL engines are even more restrictive, as the AutoMechs can only use standard/large standard fusion, or standard/large standard fuel cell engines, regardless of transforming capability.

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Maybe?  But they make for interesting ideas.  And I'm trying to decide on which is funnier: three Wheeled AutoMechs all at 55 tons but totally different loadouts like the "Classic" trio, or dropping their weights to be the same as their "IIC" counterparts at 40, 45 and 50 tons, or making them the same mass as their Primitive counterparts at 50, 55 and 60 tons.  Or, maybe more accurately, which AutoMech to make which mass.  I'm not as well-versed in Transformers as I'd like, enough to be able to do all of them, consisting mainly of half-forgotten G1 stuff and a smattering of the more recent Robots in Disguise and RescueBots cartoons.

Well, the Syberian AutoMechs are derived from Star League tech at its zenith (with some notable absences, such as the aforementioned XLs), so I would suggest maybe using the Primitive or classic forms of the Wolverweenie/Shad/Griffin trinity there. The Primitive chassis types does make for more variety, of course.

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Breaking down the categories, though:

40-ton 6/9/7/11 Wheeled AutoMech, 6.5 tons armor, 6 tons weaponry (enough for a BAP/ECM and 3 MLs)
40-ton 7/11/8/12 Wheeled AutoMech, 6 tons armor, 3 tons weaponry (RiD Sideswipe, armed with just a sword/light vibroblade)
45-ton 6/9/7/11 Wheeled AutoMech, 6.5 tons armor, 6.5 tons weaponry
50-ton 5/8/6/9 Wheeled AutoMech, 8 tons armor, 11 tons weaponry (StrongArm could fit here)
50-ton 6/9/7/11 Wheeled AutoMech, 7 tons armor, 5 tons weaponry (this could be a RiD Sideswipe that picks up a laser or two in addition to the sword)
55-ton 5/8/6/9 Wheeled AutoMech, 8.5 tons armor, 11 tons weaponry (Another StrongArm alternative, but maybe better for someone like Drift)
AeroMech, 50-ton Flying AutoMech, 8 tons armor, 8.5 tons weaponry

That'd certainly fill out the medium categories pretty well.  I'm holding off on VTOL AutoMechs because the construction rules drive me crazy, thanks to rotor weight.  For example, trying to build Windblade ends up extremely difficult

I would build Wingblade as a Seeker variant, to be honest. She's a jet, despite the fan blades, just like G1 Thrust. In about every way that matters, she'd not need to change too far from a Seeker (she even transforms a lot like them).

But, of course, that's just me. ;)

- Herb
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: RifleMech on 24 February 2022, 23:45:11
That's certainly one way to handle the AeroMechs. Or at least for Silverbolt's analog, as he was bigger than the others and uncomfortable being a flyer (this would explain his slower speed, despite G1 Silverbolt being based on one of the fastest jets of the day). Then again, another option would be to build G1 Silverbolt as a WiGEMech, and have him spend most of his time skimming the ground, while being BIG.

Are WiGEMechs built like AutoMechs with a requirement for Jump Jets for movement or are they built more like AeroMechs with flight limited by elevation instead of altitude? I ask because they do have a different crit requirements.


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Well, if you're using the original Nebula California rules, using any armor or structure types that take critical slots isn't allowed for convertible AutoMechs. They're fine for non-convertibles, though. XL engines are even more restrictive, as the AutoMechs can only use standard/large standard fusion, or standard/large standard fuel cell engines, regardless of transforming capability.

Well, the Syberian AutoMechs are derived from Star League tech at its zenith (with some notable absences, such as the aforementioned XLs), so I would suggest maybe using the Primitive or classic forms of the Wolverweenie/Shad/Griffin trinity there. The Primitive chassis types does make for more variety, of course.

Aren't there also Industrial Chassis types for even more variety?


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I would build Wingblade as a Seeker variant, to be honest. She's a jet, despite the fan blades, just like G1 Thrust. In about every way that matters, she'd not need to change too far from a Seeker (she even transforms a lot like them).

But, of course, that's just me. ;)

- Herb

Definitely a Seeker like Thrust. Rotors could be used as VTOL equipment that other Seekers lack or as part of a more primitive Seeker variant.
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: HABeas2 on 25 February 2022, 01:44:43
Are WiGEMechs built like AutoMechs with a requirement for Jump Jets for movement or are they built more like AeroMechs with flight limited by elevation instead of altitude? I ask because they do have a different crit requirements.

I'm not seeing a different crit requirement in my tables here (where the conversion equipment slots are spelled out, AeroMechs and WiGEMechs have the same required slots) And they do require jets, as per the following:

"WiGE AutoMechs: Wing-in-Ground Effect AutoMechs are a rare hybrid of vehicle and fighter AutoMech types. Though built like fighter AutoMechs, their alternate mode behaves in accordance with WiGE vehicle rules. Requiring thrusters to achieve their speed and lift, WiGE AutoMechs function as typical jump-capable units in ’Mech mode. But when converted to vehicle mode, each Jump MP translates to 1 WiGE MP (Cruising), with Flank MP calculated as normal. "

Quote
Aren't there also Industrial Chassis types for even more variety?

Yup.

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Definitely a Seeker like Thrust. Rotors could be used as VTOL equipment that other Seekers lack or as part of a more primitive Seeker variant.

Yeah, but mostly this is a cosmetic thing in BT; aerospace fighters wound up gaining VTOL capabilities in Total Warfare, last I recalled, so our Thrust/Wingblade would simply be showing off more obvious VTOL equipment than most, since their flight modes use aerospace fighter rules.

- Herb
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: Wrangler on 25 February 2022, 07:07:35
I'm curious is superheavies could be used.  Such as Fortress Maximus style mech/bots.
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: HABeas2 on 25 February 2022, 09:46:29
I'm curious is superheavies could be used.  Such as Fortress Maximus style mech/bots.

That would be an "Emplacement AutoMech," and they are allowed up to 200 tons in the NebCal rules.

- Herb
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: RifleMech on 25 February 2022, 18:08:43
I'm not seeing a different crit requirement in my tables here (where the conversion equipment slots are spelled out, AeroMechs and WiGEMechs have the same required slots) And they do require jets, as per the following:

"WiGE AutoMechs: Wing-in-Ground Effect AutoMechs are a rare hybrid of vehicle and fighter AutoMech types. Though built like fighter AutoMechs, their alternate mode behaves in accordance with WiGE vehicle rules. Requiring thrusters to achieve their speed and lift, WiGE AutoMechs function as typical jump-capable units in ’Mech mode. But when converted to vehicle mode, each Jump MP translates to 1 WiGE MP (Cruising), with Flank MP calculated as normal. "

I didn't remember a WiGEAutoMech, so I wasn't sure if it required 3 Avionics crits and 3 Landing Gear crits for FighterMechs or 4 Conversion crits for AutoMechs. Does the WiGEMech have the same weight limitations as the FighterMech (55 tons) or can it weigh more?


Quote
Yup.

Yeah, but mostly this is a cosmetic thing in BT; aerospace fighters wound up gaining VTOL capabilities in Total Warfare, last I recalled, so our Thrust/Wingblade would simply be showing off more obvious VTOL equipment than most, since their flight modes use aerospace fighter rules.

- Herb

Cool

VTOL being a cosmetic thing for Aerospace FighterMechs is cool too. I can fluff it as being an older type. Would a FighterMech made with an Industrial Chassis be an aerospace fighter or a conventional fighter? If the latter, would VTOL equipment still be included?
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: idea weenie on 25 February 2022, 20:02:02
I'm curious is superheavies could be used.  Such as Fortress Maximus style mech/bots.

Superheavies might be better suited for Sky Lynx (https://tfwiki.net/wiki/Sky_Lynx_(G1))


Now I wonder how you would design the combiners (https://tfwiki.net/wiki/Combiner), such as Devastator (https://tfwiki.net/wiki/Devastator_(G1))?  Would this be a similar tonnage cost as the LAM conversion equipment where you pay 15% for the VeeMech capability, but you would then pay another 15% for the ability to combine?  Much less dangerous individually, but becoming the larger Mech would be a nasty surprise.

Triple changers might have a higher percentage of mass needed for the LAM conversion equipment, since they need more flexibility (i.e. Blitzwing).

Perhaps the combiner% should vary based on the number of units needed to work together, as some units are merely Multi-component (https://tfwiki.net/wiki/Multi-component_Transformer) transformers where each is part of the whole rather than full combiners (where each individual can be separate).


For the thrill of it, try to imagines rules for a Mobile Structure (https://www.sarna.net/wiki/Mobile_Structure) AutoBoP or Democon:
Fortress Maximus (https://tfwiki.net/wiki/Fortress_Maximus_(G1))
Metroplex (https://tfwiki.net/wiki/Metroplex_(G1)) (though this might feature the Building rules instead of Mobile Structures)
Omega Supreme (https://tfwiki.net/wiki/Omega_Supreme_(G1))
Scorponok (https://tfwiki.net/wiki/Scorponok_(G1))
Trypticon (https://tfwiki.net/wiki/Trypticon_(G1))


Still, with the additional communications systems, perhaps Groundwave can become a Cityspeaker (https://tfwiki.net/wiki/Cityspeaker).  Who knows, if Groundwave ever transforms, he could become a Headmaster (https://tfwiki.net/wiki/Headmaster_(technology)).
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: RifleMech on 25 February 2022, 22:40:50
Superheavies might be better suited for Sky Lynx (https://tfwiki.net/wiki/Sky_Lynx_(G1))

I think it'd be cool to build a QuadLAM. A superheavy QuadLAM would be even cooler. Building Sky Lynx as two separate Mechs that combine would be more of a problem. (see below)


Quote
Now I wonder how you would design the combiners (https://tfwiki.net/wiki/Combiner), such as Devastator (https://tfwiki.net/wiki/Devastator_(G1))?  Would this be a similar tonnage cost as the LAM conversion equipment where you pay 15% for the VeeMech capability, but you would then pay another 15% for the ability to combine?  Much less dangerous individually, but becoming the larger Mech would be a nasty surprise.

I've wondered about that. I couldn't figure out how to get them to combine outside a massive mech bay. I ended up making them as non converting superheavy mechs that look like they were made up of multiple smaller units.



Quote
Triple changers might have a higher percentage of mass needed for the LAM conversion equipment, since they need more flexibility (i.e. Blitzwing).

I don't know about that. Trimodal LAM's conversion equipment is lighter. I do think Triple, and more, changers would have more crit space taken for conversion equipment and motive systems as well as avionics and landing gear.


Quote
Perhaps the combiner% should vary based on the number of units needed to work together, as some units are merely Multi-component (https://tfwiki.net/wiki/Multi-component_Transformer) transformers where each is part of the whole rather than full combiners (where each individual can be separate).

Hard to say. I'm still not sure how they'd actually combine.   



Quote
For the thrill of it, try to imagines rules for a Mobile Structure (https://www.sarna.net/wiki/Mobile_Structure) AutoBoP or Democon:
Fortress Maximus (https://tfwiki.net/wiki/Fortress_Maximus_(G1))
Metroplex (https://tfwiki.net/wiki/Metroplex_(G1)) (though this might feature the Building rules instead of Mobile Structures)
Omega Supreme (https://tfwiki.net/wiki/Omega_Supreme_(G1))
Scorponok (https://tfwiki.net/wiki/Scorponok_(G1))
Trypticon (https://tfwiki.net/wiki/Trypticon_(G1))


Still, with the additional communications systems, perhaps Groundwave can become a Cityspeaker (https://tfwiki.net/wiki/Cityspeaker).  Who knows, if Groundwave ever transforms, he could become a Headmaster (https://tfwiki.net/wiki/Headmaster_(technology)).

Imagine rules to make the SDF-1. >:D
Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: HABeas2 on 26 February 2022, 05:03:41
In order to stay relatively close to the BattleTech we know and love, I put some limits on how big the various transforming types could get.

The weight tables went like this:

From the (Transforming) AutoMech Construction Basics Table--

Fighter/WiGE AutoMechs - Max Tons: 55 (Fighter), 80 (WiGE) - Other Restrictions: Only biped ’Mechs
Vehicle AutoMechs - Max Tons: 100 (Tracked), 85 (Wheeled), 55 (Hover) - Other Restrictions: Biped and Quad ’Mechs only
VTOL AutoMechs - Max Tons: 40   - Other Restrictions: Only biped ’Mechs
Bestial AutoMechs - Max Tons: 100 - Other Restrictions: Not available to tripod ’Mechs
Emplacement AutoMechs - Max Tons: 200 - Other Restrictions: Available to all ’Mech forms

Beyond those, an AutoMech could be made into any unit type that was non-transforming in nature, so you could do Mobile Structures and DropShips as AutoMechs, but they'd never have a robot mode. Likewise, I didn't write up rules for combiner types, planet-sized transformers, and other oddities of the TF universe, because I wanted the results to stay closer to BT than TF in the end.

....

And thanks to this conversation, I have spent a portion of today going over the cartoon cast of the first season of Transformers, identifying which Autobots would convert to which AutoMech Chassis types, what new classes I would need to fill them out, and what minis would be needed to match them closest as far as aesthetics.

Hope you're all happy!  :D

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 26 February 2022, 05:14:49
Thread title updated.  I did come up with 50/55/60 ton wheeled SHD/WVR/GRF equivalents, as well as a 55-ton wheeled AutoMech with 9 tons of armor that shuffled weapons around to represent all three, but I’m on my phone, and they aren’t.

Leaning towards making Groundwave’s old body a modified 55-ton GRF type, but that’ll be more for my next story post.

But, yeah, feel free everyone, especially Herb, to post your ideas for AutoMechs and their Transformer equivalents here.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 26 February 2022, 10:26:37
I most certainly did not place a minis order for a Shadow Hawk and Wolverine this weekend for....experiments.   :-X
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 February 2022, 12:57:59
Okay, so, using the info from the original Nebula California text... Going through the characters featured in Season 1 of the original G1 Transformers cartoon... Cross-referencing with specs given and/or implied.... And combing through Iron Wind Metals' BattleTech minis (both standard and online exclusives), I've come up with this:

Code: [Select]
[b]Syberian Faction Chassis Class/Type BattleMech Vehicle[/b]
Primus Optimal AutoBoP Leader (Wheeled/100) Grand Titan HQ Vehicle
Beetle Bee AutoBoP Beetle (Wheeled/35) Commando Rotunda
Wheeler Jack AutoBoP Jack (Wheeled/50?) Shadow Hawk? Rotunda
Jazzy (Streaker) AutoBoP Streaker (Wheeled/55?) Griffin Rotunda
Blue Streaker AutoBoP Streaker (Wheeled/55?) Griffin Rotunda
(Vee-)Brawny AutoBoP VeeMech (Wheeled/60) Wolverine Striker
Beetle Jumper AutoBoP Beetle (Wheeled/35) Commando Rotunda
Beetle Gear AutoBoP Beetle (Wheeled/35) Commando Light SRM
(Vee-)Hounder AutoBoP VeeMech (Wheeled/60) Wolverine Ibex Armored
Huffa Minor AutoBoP Leader (Wheeled/100) Grand Titan Thor SPHA
Ferro-Vee AutoBoP VeeMech (Wheeled/60) Wolverine MASH Vehicle
Sensor Ghost AutoBoP Ghost (Wheeled/40?) Assassin? Zephyros
Prowler (Streaker) AutoBoP Streaker (Wheeled/55?) Griffin Rotunda
(Vee-)Wrenchit AutoBoP VeeMech (Wheeled/60) Wolverine MASH Vehicle
Swiper Jack AutoBoP Jack (Wheeled/50?) Shadow Hawk? Rotunda
Sunny Streak(er) AutoBoP Streaker (Wheeled/55?) Griffin Rotunda
(Vee-)Trailer AutoBoP VeeMech (Wheeled/60) Wolverine Striker
Beetle Charger AutoBoP Beetle (Wheeled/35) Commando Light SRM
Hauler Crane AutoBoP Crane (Wheeled/75?) Grasshopper JI-100
Aero Fire AutoBoP* Seeker II (Aero/55?) Crusader Rusalka
Grimdark DynaBoG Grimdark (Bestial/100) Shiro White Flame
Grim-Slagger DynaBoG Grimdark (Bestial/100) Shiro Trebaruna
Grim-Slugger DynaBoG Grimdark (Bestial/100) Shiro Balius
Grim-Snarler DynaBoG Grimdark (Bestial/100) Shiro Trebaruna
Swooper DynaBoG Swooper (Aero/50?) Stinger LAM (Mk I) Stinger LAM (Mk I)

MechaTankus DemoCon Tankus (Tracked/100) Shootist Ajax
Shocker Tankus DemoCon Tankus (Tracked/100) Highlander Rommel
Star Seeker DemoCon Seeker (Aero/50) Phoenix Hawk MechBuster
Wave Sounder DemoCon Sounder (Wheeled/60) Prim. Thunderbolt Packrat LRPV
-Red Frenzy Drone DemoCon Grunt Drone (BA/2) Golem BA --
-Laserwing Drone DemoCon Flight Drone (Aero/1.5?) Aeshna (Micro) --
-Ravager Drone DemoCon Quad Drone (BA/1) Rottweiler BA --
-Blue Rumbler Drone DemoCon Grunt Drone (BA/2) Golem BA --
Sky Seeker DemoCon Seeker (Aero/50) Phoenix Hawk MechBuster
Thunder Seeker DemoCon Seeker (Aero/50) Phoenix Hawk MechBuster
Acid Seeker DemoCon Seeker (Aero/50) Phoenix Hawk MechBuster
Ion Seeker DemoCon Seeker (Aero/50) Phoenix Hawk MechBuster
Nova Seeker DemoCon Seeker (Aero/50) Phoenix Hawk MechBuster
Bit Seeker DemoCon Seeker (Aero/50) Phoenix Hawk MechBuster
Heat Seeker DemoCon Seeker (Aero/50) Phoenix Hawk MechBuster
Cell Seeker DemoCon Seeker (Aero/50) Phoenix Hawk MechBuster
Sun Seeker DemoCon Seeker (Aero/50) Phoenix Hawk MechBuster
Deflector (Triad) DemoCon Triad (Emplacement/20) Hankyu Oro Turret
Scrapper-D DemoCon Dozer (Wheeled/40?) Apollo Turhan
Crusher-D DemoCon Grinder (Tracked/45?) Beowulf Mithras
Hooker-D DemoCon Lifter (Wheeled/75?) Grasshopper JI-100
Hauler-D DemoCon Dozer (Wheeled/40?) Apollo Indra
Mixer-D DemoCon Dozer (Wheeled/40?) Apollo Coolant Truck
Salvager-D DemoCon Grinder (Tracked/45?) Beowulf Zorya
Scrap Sector InterSectCon Sector (Bestial/60?) Quickdraw Stalking Spider
Bomb Sector InterSectCon Sector (Bestial/60?) Quickdraw Fire Scorpion
Kick Hopper InterSectCon Hopper (Bestial/40?) Spider Tarantula

*Reprogrammed from DemoCon

Some commentary:

* I came to realize at one point that not all 'Mech or vehicle modes would need to visually match, even though the rules recommended it. In some cases, after all, certain Transformers who were fundamentally similar in types (Megatron and Shockwave, for example) demanded the same features, but ended up with different looks in the end. It thus could be argued that they were actually variants of each other, if only in a cosmetic sense.

* Speaking of Megs and Shockwave, here they are tank Transformers. Even though their original G1 bodies both converted into guns, both have since received tank mode versions that aimed at giving their G1 bodies some agency of their own in alt modes. Same goes for how Soundwave got a wheeled vehicle mode despite originally being a tape deck.

* I am introducing battle armor drones here to cover the "tapes." They do not transform. I was not about to devise a set of transformation rules for BA-sized drones when they already have too many space/mass challenges to deal with. Just imagine they make the transformation sound as they deploy from their host and you still get most of the G1 feel anyway.

* As indicated by the question marks, I'm not as positive on some mini and tonnage recommendations, but I decided to fill in something just the same.

* In a few cases, I am basically retconning what was said in the CalNeb fluff when it comes to names and model types, which can be chalked up to IE not being as accurate as they could have been when simplifying their findings into a few blurbs. Examples include how some AutoMechs integrate their chassis types into their names, and others don't.

* Kitbashing to make the minis more G1-accurate is practically a must here, for obvious reasons. I went with forms that I felt were thematically similar in style and function, but we are still mapping one franchise over another in ways they were never meant to mix.

Conclusions:
* Leaving variants aside for the moment, we need the following all-new base chassis types:
 
>> Jack - A medium-weight Wheeled AutoMech likely derived from the Shadow Hawk ('Mech)/Rotunda (Vee). Perhaps 50 tons in mass. Covers the AutoMech versions of "Wheeljack" and "Sideswipe."

>> Streaker - A medium-weight Wheeled AutoMech likely derived from the Griffin ('Mech)/Rotunda (Vee). Perhaps 55 tons in mass. Covers the AutoMech versions of "Jazz," "Bluestreak," "Prowl," and "Sunstreaker."

>> VeeMech - Assumed to be a Wheeled AutoMech equal to the Ender class used by the DemoCons, so assumed to have a 60-ton mass, but likely derived from a different chassis--in this case, the Wolverine ('Mech)/Striker or MASH (Vee). Striker variants cover AutoMechs versions of "Brawn," and "Trailbreaker," while MASH variants cover AutoMech versions of "Ironhide," and "Ratchet." Still another vehicle form variant--this one derived from the armored Ibex--covers AutoMech version of "Hound."

>> Ghost - A unique Wheeled AutoMech likely derived from the Assassin ('Mech)/Zephyros or Swift Wind (Vee). Perhaps 40 tons in mass. Covers the AutoMech answer to "Mirage." (Assassin 'Mech form based on opinions voiced in this thread.)

>> Lifter - A rare Wheeled AutoMech likely derived from the Grasshopper ('Mech)/JI-100 Recovery Vehicle (Vee). Perhaps 75 tons in mass. Covers the AutoMech answer to "Hauler" (an Autobot seen only in the pilot series, who never transformed, but possibly morphed later on into "Grapple" of later seasons), and "Hook" (one of the Constructicons).

>> Seeker II - A unique Aerofighter AutoMech likely derived from the Crusader ('Mech)/Rusalka (Fighter). A 55-ton Seeker variant. Covers the AutoMech version of "Jetfire," who is basically a bigger Seeker (and whose original toy--an corresponding mini--were the up-armored form of the same Veritech the original P-Hawk was based on).

>> Swooper - A unique Aerofighter AutoMech derived from the Mark I form of the Stinger LAM ('Mech and Fighter forms). Likely 50 tons, as it is basically a DynaBoG ("Dinobot") version of the Seeker, and covers "Swoop."

>> Grunt Drone - humanoid battle armor-sized robotic drone, visually closest to the Golem in shape and size. Covers the "Rumble" and "Frenzy" cassette deployers. Likely 2 tons as well.

>> Flight Drone - Micro-Fighter robotic drone, visually closest to the Aeshna fighter (use the Micro-scale mini, of course). Covers "Laserbeak" cassette deployer. Likely 1.5-2 tons. No more than 3. Bust out the ultra-light Support Vehicle rules to make that one!

>> Quad Drone - quad battle armor-sized robotic drone, visually closest to the Rottweiler in shape and size. Covers "Ravage," and likely 1 ton.

>> Triad - Rare emplacement-type AutoMech, typically deployed in groups of 3, visually closest to the turret of an Oro heavy tank. Probably 20 tons in mass, and represents the three Decepticons who comprised "Reflector" (called "Refractor" these days, as I understand it).

>> Dozer - A Wheeled AutoMech type used as part of a special team of DemoCons collectively known as Contructors, visually most similar to the Apollo ('Mech), but with vehicle forms that vary individually by function (Turhan, Indra, and Coolant Truck in this case). Likely 40 tons in mass apiece, they respectively cover the Constructicons "Scrapper," "Long Haul," and "Mixmaster."

>> Grinder - A tracked AutoMech type that, with the aforementioned Dozers and a Lifter named "Hooker-D," rounds out the DemoCon Constructors. Visually similar to the Beowulf (a beefed-up Mongoose 'Mech, if you will), with vehicle forms akin to the Mithras and the Zorya light tanks. Likely 45 tons. Covers the Constructicons "Bonecrusher," and "Scavenger," respectively.

>> Sector - The most common chassis type among the InterSect Confederacy (allies of the DemoCons), these are Bestial AutoMechs derived from the Quickdraw ('Mech), with quad modes resembling the Stalking Spider and/or the Fire Scorpon. Coming in around 60 tons, they cover the Insecticons "Sharpnel" and "Bombshell"...or whatever they're being called these days.

>> Hopper - The next most common chassis among the ISC is another Bestial AutoMech derived from the Spider ('Mech), which fittingly resembles the Tarantula 'Mech in Quad mode. This 40-ish tonner covers the Insecticon "Kickback."

* Worth noting, perhaps, is that the DynaBoG and InterSect Confederacy are lower-tech than their corresponding allies, and thus should probably be using IndustrialMech components, like Grimdark does.

I'm getting the shakes now, so I'll call it a day here and leave this rambling post for you guys to discuss.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 26 February 2022, 13:53:53
Given iirc that the tapes didn't have alternate modes beyond robo-animal and tape-storage mode*, running them as BA sized Drones works. Can always fluff them as having a storage mode where the limbs fold up in a way to turn them into a box like shape for easier stowage.


*The only major exception I am aware of is ravage in beast wars. Where apparently the little robokitty became a feline predacon with a humanoid mode after the great upgrade. But that was the far future of the setting. Sorta. (Beast wars involved time travel so it gets complicated)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 February 2022, 14:20:54
*The only major exception I am aware of is ravage in beast wars. Where apparently the little robokitty became a feline predacon with a humanoid mode after the great upgrade. But that was the far future of the setting. Sorta. (Beast wars involved time travel so it gets complicated)

And he STILL had a tape cassette mode, which was funny.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 26 February 2022, 14:33:25
And he STILL had a tape cassette mode, which was funny.

- Herb
and a thick russian accent..
https://www.youtube.com/watch?v=pHVE5j4I0L8 (https://www.youtube.com/watch?v=pHVE5j4I0L8)

Title: Re: Gryphon / Mirage Class Wheeled Syberian AutoMechs (Looking for Some Help)
Post by: RifleMech on 26 February 2022, 17:50:20
Code: [Select]
[quote author=HABeas2 link=topic=76748.msg1811795#msg1811795 date=1645869821]
In order to stay relatively close to the BattleTech we know and love, I put some limits on how big the various transforming types could get.[/quote]

I can understand that. At some point the conversion process goes from seconds to minuets and that moves things beyond even aerospace time scale. But they'd still be fun.

[quote]
The weight tables went like this:

From the (Transforming) AutoMech Construction Basics Table--

Fighter/WiGE AutoMechs - Max Tons: 55 (Fighter), 80 (WiGE) - Other Restrictions: Only biped ’Mechs
Vehicle AutoMechs - Max Tons: 100 (Tracked), 85 (Wheeled), 55 (Hover) - Other Restrictions: Biped and Quad ’Mechs only
VTOL AutoMechs - Max Tons: 40 - Other Restrictions: Only biped ’Mechs
Bestial AutoMechs - Max Tons: 100 - Other Restrictions: Not available to tripod ’Mechs
Emplacement AutoMechs - Max Tons: 200 - Other Restrictions: Available to all ’Mech forms

Beyond those, an AutoMech could be made into any unit type that was non-transforming in nature, so you could do Mobile Structures and DropShips as AutoMechs, but they'd never have a robot mode. Likewise, I didn't write up rules for combiner types, planet-sized transformers, and other oddities of the TF universe, because I wanted the results to stay closer to BT than TF in the end.[/quote]

Very cool. I can see wanting to be closer to BT than TF. So I can understand no combiners and planet-size transformers. I don't know about trimodal and triple changers being excluded though. I'm also not sure why quads and tripods are excluded from so many categories.
We have Sky Lynx for a Quad AeroMech. I've also seen a custom tripod aerialbot that converted into a Focke-Wulf Triebflügel. I wish I could find the picture.  :-[ It was cool though. All the aerialbots were german fighters.



[quote]....

And thanks to this conversation, I have spent a portion of today going over the cartoon cast of the first season of Transformers, identifying which Autobots would convert to which AutoMech Chassis types, what new classes I would need to fill them out, and what minis would be needed to match them closest as far as aesthetics.

Hope you're all happy!  :D

- Herb
[/quote]

I am.  :)


[quote author=HABeas2 link=topic=76748.msg1811868#msg1811868 date=1645898279]
Okay, so, using the info from the original Nebula California text... Going through the characters featured in Season 1 of the original G1 Transformers cartoon... Cross-referencing with specs given and/or implied.... And combing through Iron Wind Metals' BattleTech minis (both standard and online exclusives), I've come up with this:
(snip)
[/quote]

Very cool! Thanks!  :thumbsup: If IronWind Metals ever made minis of more civilian style vehicles would your selections change any? Like the Saturnus for Mirage
https://www.sarna.net/wiki/Saturnus_V and the Simca for Rachet and Ironhide  https://www.sarna.net/wiki/Simca ?



[quote]*Reprogrammed from DemoCon

Some commentary:

* I came to realize at one point that not all 'Mech or vehicle modes would need to visually match, even though the rules recommended it. In some cases, after all, certain Transformers who were fundamentally similar in types (Megatron and Shockwave, for example) demanded the same features, but ended up with different looks in the end. It thus could be argued that they were actually variants of each other, if only in a cosmetic sense. [/quote]

Makes sense. A lot of the Seekers are just variants of each other.


Quote
* Speaking of Megs and Shockwave, here they are tank Transformers. Even though their original G1 bodies both converted into guns, both have since received tank mode versions that aimed at giving their G1 bodies some agency of their own in alt modes. Same goes for how Soundwave got a wheeled vehicle mode despite originally being a tape deck.

Sounds cool. I just figured Soundwave would be an Enplacement mech but a wheeled vehicle is cool.


Quote
* I am introducing battle armor drones here to cover the "tapes." They do not transform. I was not about to devise a set of transformation rules for BA-sized drones when they already have too many space/mass challenges to deal with. Just imagine they make the transformation sound as they deploy from their host and you still get most of the G1 feel anyway.

Their not having an internal structure is a bit of a problem.  :( But I love being able to use the Cassettes.


Quote
* As indicated by the question marks, I'm not as positive on some mini and tonnage recommendations, but I decided to fill in something just the same.

Primus Optimal overweight for a wheeled automech?

Quote
>> Swooper - A unique Aerofighter AutoMech derived from the Mark I form of the Stinger LAM ('Mech and Fighter forms). Likely 50 tons, as it is basically a DynaBoG ("Dinobot") version of the Seeker, and covers "Swoop."

Would Swooper be better as an AirMech and not a true FighterMech?


Quote
>> Grunt Drone - humanoid battle armor-sized robotic drone, visually closest to the Golem in shape and size. Covers the "Rumble" and "Frenzy" cassette deployers. Likely 2 tons as well.

>> Flight Drone - Micro-Fighter robotic drone, visually closest to the Aeshna fighter (use the Micro-scale mini, of course). Covers "Laserbeak" cassette deployer. Likely 1.5-2 tons. No more than 3. Bust out the ultra-light Support Vehicle rules to make that one!

>> Quad Drone - quad battle armor-sized robotic drone, visually closest to the Rottweiler in shape and size. Covers "Ravage," and likely 1 ton.

Would Quad Drones like Slugfest, Zaur, and Ramhorn  be heavier drone types than Ravage?

https://tfwiki.net/wiki/Zaur_(G1) (https://tfwiki.net/wiki/Zaur_(G1))
https://tfwiki.net/wiki/Ramhorn_(G1)(G1)
https://tfwiki.net/wiki/Slugfest_(G1) (https://tfwiki.net/wiki/Slugfest_(G1))
Would biped Drones like Overkill and Dial be heavier than Rumble and Frenzy Drones?https://tfwiki.net/wiki/Overkill_(G1)  (https://tfwiki.net/wiki/Overkill_(G1))
https://tfwiki.net/wiki/Dile (https://tfwiki.net/wiki/Dile)

Quote
* Worth noting, perhaps, is that the DynaBoG and InterSect Confederacy are lower-tech than their corresponding allies, and thus should probably be using IndustrialMech components, like Grimdark does.

And/Or PrimitiveMech components?

Quote
I'm getting the shakes now, so I'll call it a day here and leave this rambling post for you guys to discuss.

- Herb

Have a good rest.  :beer: :thumbsup:

edit: I think I've got the links fixed.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: DOC_Agren on 26 February 2022, 18:09:01
Tagging so I don't loose this one
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 26 February 2022, 20:34:45
Conclusions:
* Leaving variants aside for the moment, we need the following all-new base chassis types:
 
>> Jack - A medium-weight Wheeled AutoMech likely derived from the Shadow Hawk ('Mech)/Rotunda (Vee). Perhaps 50 tons in mass. Covers the AutoMech versions of "Wheeljack" and "Sideswipe."

>> Streaker - A medium-weight Wheeled AutoMech likely derived from the Griffin ('Mech)/Rotunda (Vee). Perhaps 55 tons in mass. Covers the AutoMech versions of "Jazz," "Bluestreak," "Prowl," and "Sunstreaker."

>> VeeMech - Assumed to be a Wheeled AutoMech equal to the Ender class used by the DemoCons, so assumed to have a 60-ton mass, but likely derived from a different chassis--in this case, the Wolverine ('Mech)/Striker or MASH (Vee). Striker variants cover AutoMechs versions of "Brawn," and "Trailbreaker," while MASH variants cover AutoMech versions of "Ironhide," and "Ratchet." Still another vehicle form variant--this one derived from the armored Ibex--covers AutoMech version of "Hound."

OK, I've got some renaming and a little shifting around to do on versions.  Y'now, you could also split the slower Sounder/VeeMech ones based on the Thunderbolt from faster 60-tonners based on the Wolverine, too.

Quote
>> Ghost - A unique Wheeled AutoMech likely derived from the Assassin ('Mech)/Zephyros or Swift Wind (Vee). Perhaps 40 tons in mass. Covers the AutoMech answer to "Mirage." (Assassin 'Mech form based on opinions voiced in this thread.)

>> Lifter - A rare Wheeled AutoMech likely derived from the Grasshopper ('Mech)/JI-100 Recovery Vehicle (Vee). Perhaps 75 tons in mass. Covers the AutoMech answer to "Hauler" (an Autobot seen only in the pilot series, who never transformed, but possibly morphed later on into "Grapple" of later seasons), and "Hook" (one of the Constructicons).

>> Seeker II - A unique Aerofighter AutoMech likely derived from the Crusader ('Mech)/Rusalka (Fighter). A 55-ton Seeker variant. Covers the AutoMech version of "Jetfire," who is basically a bigger Seeker (and whose original toy--an corresponding mini--were the up-armored form of the same Veritech the original P-Hawk was based on).

>> Swooper - A unique Aerofighter AutoMech derived from the Mark I form of the Stinger LAM ('Mech and Fighter forms). Likely 50 tons, as it is basically a DynaBoG ("Dinobot") version of the Seeker, and covers "Swoop."

>> Grunt Drone - humanoid battle armor-sized robotic drone, visually closest to the Golem in shape and size. Covers the "Rumble" and "Frenzy" cassette deployers. Likely 2 tons as well.

So, these are a bit more burly than the Ravage drones??

Quote
>> Flight Drone - Micro-Fighter robotic drone, visually closest to the Aeshna fighter (use the Micro-scale mini, of course). Covers "Laserbeak" cassette deployer. Likely 1.5-2 tons. No more than 3. Bust out the ultra-light Support Vehicle rules to make that one!

Gotcha covered:  Syberian Spybird recon drone (https://bg.battletech.com/forums/non-combat-vehicles/syberia-spybird-recon-drone/).  At 3 tons on the dot, fits perfectly into one of the VeeMech/Sounder cargo holds.

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>> Quad Drone - quad battle armor-sized robotic drone, visually closest to the Rottweiler in shape and size. Covers "Ravage," and likely 1 ton.

>> Triad - Rare emplacement-type AutoMech, typically deployed in groups of 3, visually closest to the turret of an Oro heavy tank. Probably 20 tons in mass, and represents the three Decepticons who comprised "Reflector" (called "Refractor" these days, as I understand it).

>> Dozer - A Wheeled AutoMech type used as part of a special team of DemoCons collectively known as Contructors, visually most similar to the Apollo ('Mech), but with vehicle forms that vary individually by function (Turhan, Indra, and Coolant Truck in this case). Likely 40 tons in mass apiece, they respectively cover the Constructicons "Scrapper," "Long Haul," and "Mixmaster."

>> Grinder - A tracked AutoMech type that, with the aforementioned Dozers and a Lifter named "Hooker-D," rounds out the DemoCon Constructors. Visually similar to the Beowulf (a beefed-up Mongoose 'Mech, if you will), with vehicle forms akin to the Mithras and the Zorya light tanks. Likely 45 tons. Covers the Constructicons "Bonecrusher," and "Scavenger," respectively.

>> Sector - The most common chassis type among the InterSect Confederacy (allies of the DemoCons), these are Bestial AutoMechs derived from the Quickdraw ('Mech), with quad modes resembling the Stalking Spider and/or the Fire Scorpon. Coming in around 60 tons, they cover the Insecticons "Sharpnel" and "Bombshell"...or whatever they're being called these days.

>> Hopper - The next most common chassis among the ISC is another Bestial AutoMech derived from the Spider ('Mech), which fittingly resembles the Tarantula 'Mech in Quad mode. This 40-ish tonner covers the Insecticon "Kickback."

* Worth noting, perhaps, is that the DynaBoG and InterSect Confederacy are lower-tech than their corresponding allies, and thus should probably be using IndustrialMech components, like Grimdark does.

I'm getting the shakes now, so I'll call it a day here and leave this rambling post for you guys to discuss.

- Herb

Shakes?  Well, that's worrisome.

And/Or PrimitiveMech components?

Welcome to the California Nebula says "No Primitive Components", and implies lesser factions use Industrial components instead, but YMMV. :)

Quote
Have a good rest.  :beer: :thumbsup:

This.  Getting the shakes isn't good, Herb.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 26 February 2022, 21:08:02
Gotcha covered:  Syberian Spybird recon drone (https://bg.battletech.com/forums/non-combat-vehicles/syberia-spybird-recon-drone/).  At 3 tons on the dot, fits perfectly into one of the VeeMech/Sounder cargo holds.

I'm wondering what that bird would look like with a battery powered engine, with a few extra kg as 'cargo' for basic solar power.  The Spybird normally charges its batteries from whichever cargo hold it is in, but if needed it can hang out in the sunlight and slowly charge up its onboard batteries.

I also wonder how that Spybird had 7 pts of armor at .315 tons, but only had 6 pts allocated (2, 1/1, 1)

Was that Spybird made with SSW or MML?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 26 February 2022, 21:20:58
MegaMekLab.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 February 2022, 22:28:50
and a thick russian accent..
https://www.youtube.com/watch?v=pHVE5j4I0L8 (https://www.youtube.com/watch?v=pHVE5j4I0L8)

Which I loved to death!

OK, I've got some renaming and a little shifting around to do on versions.  Y'now, you could also split the slower Sounder/VeeMech ones based on the Thunderbolt from faster 60-tonners based on the Wolverine, too.

Nice; glad if you can work with it!

Quote
So, these are a bit more burly than the Ravage drones??

Yeah. Ravage is typically a pretty svelte unit. I considered making his AutoMech drone version a Fenrir or a Shedu body, but the Rottie had the most feline-like grace to its shape.

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Gotcha covered:  Syberian Spybird recon drone (https://bg.battletech.com/forums/non-combat-vehicles/syberia-spybird-recon-drone/).  At 3 tons on the dot, fits perfectly into one of the VeeMech/Sounder cargo holds.

I like, but was this built as a VTOL or a jet? I'm not sure a jet can run by solar power and batteries.

Quote
Shakes?  Well, that's worrisome.

Yeah. Not sure what causes them; it seems mostly to come from having coffee, but not enough food, and then getting intensely active in something, which could be anything from shoveling snow or laying flooring, or typing a lengthy section of material, or just plain talking. The usual solution is to get an infusion of sugar, which I really don't like to do too much, as I prefer NOT to tempt diabetes any more than I already have....

Quote
Welcome to the California Nebula says "No Primitive Components", and implies lesser factions use Industrial components instead, but YMMV. :)

Yeah, as the AutoMechs branch off from Star League-era tech and so many are built to be convertible, they've progressed past Primitive tech, but they may use Industrial gear instead.

 
Very cool. I can see wanting to be closer to BT than TF. So I can understand no combiners and planet-size transformers. I don't know about trimodal and triple changers being excluded though. I'm also not sure why quads and tripods are excluded from so many categories.

Trimodal units in BT are hybrid modes, a-la AirMechs, which are more like stopping half-way through the normal transformation process, while the actual Triple-Changers are supposed to be three very different forms. The issue THERE is that some parts would thus have two or more slots necessary to support two alt modes--such as jets AND tracks in Blitzwing's legs--if we wanted to be faithful to the franchises. This creates too many complications for me, and so I left the Triple-Changer functionality out, and instead decided that if we really wanted to represent all forms of a multi-changer, we could just make two AutoMechs with similar 'Mech forms (such as a Seeker-based "Blitz Seeker," and a Tankus-based "Blitzer Tankus" to cover Blitzwing). I'm pretty sure I head some good reasons for leaving out Tripods and Quads from some forms, likely based on where I put the Conversion gear slots, and how to deal with extraneous limbs.

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We have Sky Lynx for a Quad AeroMech. I've also seen a custom tripod aerialbot that converted into a Focke-Wulf Triebflügel. I wish I could find the picture.  :-[ It was cool though. All the aerialbots were german fighters.

Eww. Sky Lynx! Honestly, I see him as a DropShip anyway, and thus non-transformable. (And, if you go with my recommendation above for triple-changers, this is one way to deal with Astrotrain's shuttle alt mode as well.)

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Very cool! Thanks!  :thumbsup: If IronWind Metals ever made minis of more civilian style vehicles would your selections change any? Like the Saturnus for Mirage
https://www.sarna.net/wiki/Saturnus_V and the Simca for Rachet and Ironhide  https://www.sarna.net/wiki/Simca ?

Probably.

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Makes sense. A lot of the Seekers are just variants of each other.

So much so, that there's basically no point even giving them different minis at all, unlike how I handled two very cosmetically different Tankuses.

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Sounds cool. I just figured Soundwave would be an Enplacement mech but a wheeled vehicle is cool.

In many subsequent lines, Soundwave got basically an SUV/Armored Van alt mode, and continues to do so today. this gives him agency and I tend to side with that when it comes to making AutoMechs that one might see on the battlefield.

Quote
Their not having an internal structure is a bit of a problem.  :( But I love being able to use the Cassettes.

At their size, their internal structure is basically the core robotics, which can't sustain tactical-scale damage without basically coming apart, much like how the meaty human operators of said battlesuits do.

Quote
Primus Optimal overweight for a wheeled automech?

He's always the big guy who can go toe to toe with MechaTankus; 100 tons or bust! :)

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Would Swooper be better as an AirMech and not a true FighterMech?

I *did* consider it, but ultimately went with a fighter mode because his landing legs were stubby enough to be gear, rather than full legs. At least on the classic toy I have....

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Would Quad Drones like Slugfest, Zaur, and Ramhorn  be heavier drone types than Ravage?
https://tfwiki.net/wiki/Zaur_(G1)
https://tfwiki.net/wiki/Ramhorn_(G1)

Probably. Those might fit the Shedu/Fenrir types, but they weren't in Season 1, so I didn't get to them.

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Would biped Drones like Overkill and Dial be heavier than Rumble and Frenzy Drones?https://tfwiki.net/wiki/Overkill_(G1)
https://tfwiki.net/wiki/Dile

Nah. I mean, I already maxed out Rumble and Frenzy's weights, so Overkill and Dile would just be bottom heavy versions of them, or built as quads.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 27 February 2022, 02:36:53
and a thick russian accent..
https://www.youtube.com/watch?v=pHVE5j4I0L8 (https://www.youtube.com/watch?v=pHVE5j4I0L8)

What the hell did I just watch? ???

I like, but was this built as a VTOL or a jet? I'm not sure a jet can run by solar power and batteries.

I think it was a fixed-wing with VSTOL, rather than a VTOL.  I'll need to double-check.  I know the fluff implied a setup similar to a Cobra VTOL or Karnov, but I'm not finding the original file in MegaMekLab right now.

Quote
Yeah. Not sure what causes them; it seems mostly to come from having coffee, but not enough food, and then getting intensely active in something, which could be anything from shoveling snow or laying flooring, or typing a lengthy section of material, or just plain talking. The usual solution is to get an infusion of sugar, which I really don't like to do too much, as I prefer NOT to tempt diabetes any more than I already have....

You need to get that checked out.  At minimum, pick up a cheap heart/blood oxygen monitor (the type that goes over your finger) off Amazon or something and, next time this happens, check your pulse and blood oxygen level.

I have a suspicion that either your pulse rate is spiking, which happened to my mother, who's diabetic, in similar circumstances, and forced her to give up caffeine recently.  It's also similar, though, to an issue I had recently, though, where my blood oxygen level would drop low.  Having that information during an episode provides two additional data points you can provide a doctor.  And, if you can, you're going to want to see a doctor - this is the kind of problem you want to get checked out before it snowballs.

Quote
Trimodal units in BT are hybrid modes, a-la AirMechs, which are more like stopping half-way through the normal transformation process, while the actual Triple-Changers are supposed to be three very different forms. The issue THERE is that some parts would thus have two or more slots necessary to support two alt modes--such as jets AND tracks in Blitzwing's legs--if we wanted to be faithful to the franchises. This creates too many complications for me, and so I left the Triple-Changer functionality out, and instead decided that if we really wanted to represent all forms of a multi-changer, we could just make two AutoMechs with similar 'Mech forms (such as a Seeker-based "Blitz Seeker," and a Tankus-based "Blitzer Tankus" to cover Blitzwing). I'm pretty sure I head some good reasons for leaving out Tripods and Quads from some forms, likely based on where I put the Conversion gear slots, and how to deal with extraneous limbs.

Eww. Sky Lynx! Honestly, I see him as a DropShip anyway, and thus non-transformable. (And, if you go with my recommendation above for triple-changers, this is one way to deal with Astrotrain's shuttle alt mode as well.)

The idea of triple-changers give me headaches.

Though the SDF-1...  >:D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 27 February 2022, 03:02:56
What the hell did I just watch? ???
Beast wars was a bit of a trip, even ignoring the early CGI. (Was done by the same studio as reboot, iirc.. so pretty cutting edge for the time and budget) weird mysteries, silly plots, continuity snarls, time travel, (new)Megatron being an almost Shakespearean ham..
Personally I have fond memories of it, was the first transformers I got to actually catch on TV regularly. (Reruns of the older stuff rarely aired)

Fun bit, pretty much the entire show has been made available on YouTube.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 27 February 2022, 03:23:51
Yeah. Not sure what causes them; it seems mostly to come from having coffee, but not enough food, and then getting intensely active in something, which could be anything from shoveling snow or laying flooring, or typing a lengthy section of material, or just plain talking. The usual solution is to get an infusion of sugar, which I really don't like to do too much, as I prefer NOT to tempt diabetes any more than I already have....

Not good. Please be careful.

Welcome to the California Nebula says "No Primitive Components", and implies lesser factions use Industrial components instead, but YMMV. :)
Quote
Yeah, as the AutoMechs branch off from Star League-era tech and so many are built to be convertible, they've progressed past Primitive tech, but they may use Industrial gear instead.

 :-[ I forgot about that. I just figure some of the oldest would be primitive but I guess Industrial would work just as well.
 

Quote
Trimodal units in BT are hybrid modes, a-la AirMechs, which are more like stopping half-way through the normal transformation process, while the actual Triple-Changers are supposed to be three very different forms. The issue THERE is that some parts would thus have two or more slots necessary to support two alt modes--such as jets AND tracks in Blitzwing's legs--if we wanted to be faithful to the franchises. This creates too many complications for me, and so I left the Triple-Changer functionality out, and instead decided that if we really wanted to represent all forms of a multi-changer, we could just make two AutoMechs with similar 'Mech forms (such as a Seeker-based "Blitz Seeker," and a Tankus-based "Blitzer Tankus" to cover Blitzwing). I'm pretty sure I head some good reasons for leaving out Tripods and Quads from some forms, likely based on where I put the Conversion gear slots, and how to deal with extraneous limbs.

In the case of Swoop I just wonder if AirMech to Mech would be better as they don't seem to fly as fast as Seekers.

Figuring out where to put all the crits is a problem. I have done the similar mech different vehicle thing but I still wonder if triple changers would be possible.

FighterMechs don't have crits for conversion equipment so that'd free up a slot in each leg for jump jets. The other taken by tracks. So Blitzer could be possible. Broadside would have floats in each side torso for his ship mode and still have room in his legs for jump jets. AutoMechs like Springs and Sandstorm though could just need rotors as Wheeled and VTOL Mechs already have conversion equipment slots. So they could would also have wheel slots and Rotor slots. I think it'd work. I'm usually trying to find a way to get motive systems either all in the legs or the arms to better fit their TF art/toys.

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Eww. Sky Lynx! Honestly, I see him as a DropShip anyway, and thus non-transformable. (And, if you go with my recommendation above for triple-changers, this is one way to deal with Astrotrain's shuttle alt mode as well.)

Yeah, not my favorite either. I was thinking more this guy. I forgot he had a biped mode too. Still, if only bimodal Automechs are possible, there's a Seeker that converts to a QuadMech.

https://tfwiki.net/wiki/Dropshot_(Armada) (https://tfwiki.net/wiki/Dropshot_(Armada))
I have done that for Astrotrain. Mostly though I've worked on his train form. The shuttle part is just a shuttle looking fighter. 

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Probably.

So much so, that there's basically no point even giving them different minis at all, unlike how I handled two very cosmetically different Tankuses.

Cool.

Yeah. It kind of make it easier as each variant is a different Seeker. Trying to keep the weight the same with different weapons is trickier. Especially since a lot of weapons don't have a BT version.


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In many subsequent lines, Soundwave got basically an SUV/Armored Van alt mode, and continues to do so today. this gives him agency and I tend to side with that when it comes to making AutoMechs that one might see on the battlefield.

That's cool. Plus it eliminates changing size as it converts.  ;D



Quote
At their size, their internal structure is basically the core robotics, which can't sustain tactical-scale damage without basically coming apart, much like how the meaty human operators of said battlesuits do.

I figured a robotic structure for BA would get the same 1 point the fleshy gets.


Quote
He's always the big guy who can go toe to toe with MechaTankus; 100 tons or bust! :)

 :thumbsup:

Quote
I *did* consider it, but ultimately went with a fighter mode because his landing legs were stubby enough to be gear, rather than full legs. At least on the classic toy I have....

Makes sense. How about Cutthroat and Divebomb? https://tfwiki.net/wiki/Cutthroat_(G1) (https://tfwiki.net/wiki/Cutthroat_(G1))
https://tfwiki.net/wiki/Divebomb_(G1) (https://tfwiki.net/wiki/Divebomb_(G1))

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Probably. Those might fit the Shedu/Fenrir types, but they weren't in Season 1, so I didn't get to them.

That's cool.


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Nah. I mean, I already maxed out Rumble and Frenzy's weights, so Overkill and Dile would just be bottom heavy versions of them, or built as quads.

- Herb

That's cool.

Any idea about a Beetle with a trailer that turns into jump jets and a partial wing?
https://tfwiki.net/mediawiki/images2/f/f9/Bumblebeeclassicstoy.jpg (https://tfwiki.net/mediawiki/images2/f/f9/Bumblebeeclassicstoy.jpg)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 27 February 2022, 04:30:40
OK, after the most recent discussion, here's one take on the Jack class Wheeled AutoMech.  Built as a standard 'Mech in MegaMekLab, with the 7.5 tons of the conversion equipment left unallocated.  Quirks are based on the Shadow Hawk.

Code: [Select]
Jack Class Wheeled AutoMech

Mass: 50 tons
Chassis: Earthwerks SHD
Power Plant: Magna 250
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Maximilian 43
Armament:
     1 Medium Laser
     1 LRM 5
     1 ER Large Laser
Manufacturer: Syberian Industrial Output
     Primary Factory: Syberia
Communication System: O/P 300 COMSET
Targeting & Tracking System: O/P 2000A
Introduction Year: 2750
Tech Rating/Availability: E/E-F(F*)-D-D
Cost: 4,149,500 C-bills

Type: Jack Class Wheeled AutoMech
Technology Base: Inner Sphere (Standard)
Tonnage: 50
Battle Value: 1,113

Equipment                                          Mass
Internal Structure                                    5
Engine                        250 Fusion           12.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Cockpit                                               3
Armor Factor                  152                   9.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            16        23   
     Center Torso (rear)               8     
     R/L Torso               12        18   
     R/L Torso (rear)                  6     
     R/L Arm                 8         16   
     R/L Leg                 12        16   


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
LRM 5 Ammo (24)          RT        1        -       1.0   
LRM 5                    RT        1        2       2.0   
CASE                     RT        1        -       0.5   
ER Large Laser           LT        2        12      5.0   
Medium Laser             RA        1        3       1.0   

Quirks: Battle Fists, Rugged (1 Point), Ubiquitous (Syberia)

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 27 February 2022, 04:36:31
Next up is the Streaker class Wheeled AutoMech.  This one's a solid 55 tons, and uses quirks based on the Griffin I based it on.  I waffled a bit on weaponry, and ended up settling on the ERPPC over the standard PPC or an ERLL, since the Tankus set the standard for ERPPCs being available.

Code: [Select]
Streaker Class Wheeled AutoMech

Mass: 55 tons
Chassis: Earthwerks GRF
Power Plant: CoreTek 275
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Starshield A
Armament:
     1 ER PPC
     1 LRM 5
Manufacturer: Syberian Industrial Output
     Primary Factory: Syberia
Communication System: Neil 6000
Targeting & Tracking System: Octagon Tartrac System C
Introduction Year: 2750
Tech Rating/Availability: E/E-F(F*)-D-D
Cost: 4,687,407 C-bills

Type: Streaker Class
Technology Base: Inner Sphere (Standard)
Tonnage: 55
Battle Value: 1,140

Equipment                                          Mass
Internal Structure                                  5.5
Engine                        275 Fusion           15.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Cockpit                                               3
Armor Factor                  144                     9

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            18        18   
     Center Torso (rear)               7     
     R/L Torso               13        18   
     R/L Torso (rear)                  6     
     R/L Arm                 9         14   
     R/L Leg                 13        17   


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
LRM 5 Ammo (24)          RT        1        -       1.0   
LRM 5                    RT        1        2       2.0   
CASE                     RT        1        -       0.5   
ER PPC                   RA        3        15      7.0   

Quirks:  Battle Fists, Rugged (1 Point), Ubiquitous (Syberia), Jettison-Capable Weapon (ER PPC)

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 27 February 2022, 05:18:32
Last up, the Wolverine-based Hounder class Wheeled AutoMech.  Like the Seeker/VeeMech, this one's also 60 tons but, to differentiate between the two, the Hounder is a 5/8 base movement AutoMech, like the Wolverine it's based on, and akin to heavy cavalry 'Mechs like the Dragon or Quickdraw.  Weaponry's more close to the WVR-6M, with an ERLL, head-mounted ML, and an SRM-6 on the shoulder.

Code: [Select]
Hounder Class Wheeled AutoMech

Mass: 60 tons
Chassis: Crucis-AM
Power Plant: Vlar 300
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Maximillian 60
Armament:
     1 Medium Laser
     1 SRM 6
     1 ER Large Laser
Manufacturer: Syberian Industrial Output
     Primary Factory: Syberia
Communication System: Garret T11-b
Targeting & Tracking System: Sync Tracker(39-42071)
Introduction Year: 2750
Tech Rating/Availability: E/E-F(F*)-D-D
Cost: 5,176,960 C-bills

Type: Hounder Class
Technology Base: Inner Sphere (Standard)
Tonnage: 60
Battle Value: 1,185

Equipment                                          Mass
Internal Structure                                    6
Engine                        300 Fusion             19
Walking MP: 5
Running MP: 8
Jumping MP: 0
Double Heat Sink              10 [20]                 0
Gyro                                                  3
Cockpit                                               3
Armor Factor                  152                   9.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            20        20   
     Center Torso (rear)               7     
     R/L Torso               14        20   
     R/L Torso (rear)                  6     
     R/L Arm                 10        16   
     R/L Leg                 14        16   


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
CASE                     LT        1        -       0.5   
SRM 6                    LT        2        4       3.0   
SRM 6 Ammo (15)          LT        1        -       1.0   
Medium Laser             HD        1        3       1.0   
ER Large Laser           RA        2        12      5.0   

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 February 2022, 12:38:15
You need to get that checked out.  At minimum, pick up a cheap heart/blood oxygen monitor (the type that goes over your finger) off Amazon or something and, next time this happens, check your pulse and blood oxygen level.

I have a suspicion that either your pulse rate is spiking, which happened to my mother, who's diabetic, in similar circumstances, and forced her to give up caffeine recently.  It's also similar, though, to an issue I had recently, though, where my blood oxygen level would drop low.  Having that information during an episode provides two additional data points you can provide a doctor.  And, if you can, you're going to want to see a doctor - this is the kind of problem you want to get checked out before it snowballs.

When my pulse rate spikes, that feels different. I have seen my doctors multiple times over this throughout the years, and my blood is regularly tested as I'm a high risk for diabetes with a family history of it. To date, all my tests have kept coming back normal, and the doctors are at a bit of a loss. My own observations eventually tracked it to my coffee use; no other caffeine sources seem to trigger it, though, and enough less-sugary foods do tend to ward off these effects if I have enough with my coffee. This has been going on for well over a decade by now.

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The idea of triple-changers give me headaches.
Though the SDF-1...  >:D

No! Bad! *squirts you in the face with a water bottle* (SDF-1 as an AutoMech would basically be a Caspar; no transformation, but if you wanted to really have fun with the parallels, the carrier arms could be carrier DropShips, instead of an integral part of the ship design, and you could resort to having heavy 'Mechs walk all over the hull to act like all those destroid gun batteries SDF-1 had.)

Not good. Please be careful.

See above. Short form: I'm monitoring it closely, but sometimes, it still happens.

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In the case of Swoop I just wonder if AirMech to Mech would be better as they don't seem to fly as fast as Seekers.

Although they do flap wings and often seem slower than the dedicated jets, many of the more detailed depictions of Swoop imply that he's still a jet. He may just have a slower Thrust than the Seekers, is all.

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Figuring out where to put all the crits is a problem. I have done the similar mech different vehicle thing but I still wonder if triple changers would be possible.

I simply felt it best not to delve into that, because any rules for them would probably hurt more than help the concept.

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FighterMechs don't have crits for conversion equipment so that'd free up a slot in each leg for jump jets. The other taken by tracks. So Blitzer could be possible. Broadside would have floats in each side torso for his ship mode and still have room in his legs for jump jets. AutoMechs like Springs and Sandstorm though could just need rotors as Wheeled and VTOL Mechs already have conversion equipment slots. So they could would also have wheel slots and Rotor slots. I think it'd work. I'm usually trying to find a way to get motive systems either all in the legs or the arms to better fit their TF art/toys.

Well, in NebCal, conversion equipment slots run like this:

Code: [Select]
AutoMech Conversion Equipment Table

Item Number of Critical Slots and Location
Fighter/WiGE AutoMechs
Landing Gear 3 (1 per Torso location)
Avionics 3 (1 Head, 1 per Side Torso)
Fuel 1 per ton of fuel (any location)*
Jump Jets 1 per Jump MP (Leg and Torso locations only)
Improved Jump Jets 2 per 2 Jump MP (Leg and Torso locations only)
Vehicle AutoMechs
Conversion Gear 4 (1 per Arm/Leg)**
Wheels 4 (1 per Arm/Leg of wheel-based AutoMechs only)
Tracks 4 (1 per Arm/Leg of track-based AutoMechs only)
Hover Fans 4 (1 per Arm/Leg of hovercraft AutoMechs only)
Floats 4 (1 per Side Torso/Leg of surface naval AutoMechs only)
UMU 1 per UMU MP (Leg and Torso locations only, submersible AutoMechs only)
VTOL AutoMechs
Conversion Gear 4 (1 per Arm/Leg)**
Rotors 1 per VTOL MP (Leg and Torso locations only)
Bestial AutoMechs
Conversion Gear 2 (1 per Side Torso)
Emplacement AutoMechs
Conversion Gear 4 (1 per Arm/Leg)

*The first free ton of fuel does not require a critical slot, and is considered to be internal to the engine.
**May be reduced to 2 slots (in the legs/rear legs only) if the unit forgoes its turret-rotation ability.

...so your FighterMech does have quite a few conversion equipment slots, with the final count based on how much thrust and fuel you want them to have in flight mode. And with so many being "torso or leg only" slots, you can run out fast. It's not IMPOSSIBLE; it's just prohibitively expensive (I would also be thinking of slapping a triple changer with heavier conversion gear because UNLIKE a standard LAM, the third mode is not just a "semi-conversion" like AirMech mode, but a complete change in motive type. Otherwise, folks would might make ALL their convertibles into triple-changers.)

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Yeah, not my favorite either. I was thinking more this guy. I forgot he had a biped mode too. Still, if only bimodal Automechs are possible, there's a Seeker that converts to a QuadMech.

https://tfwiki.net/wiki/Dropshot_(Armada) (https://tfwiki.net/wiki/Dropshot_(Armada))

Ew! Armada crap! Get away from me with that garbage!

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I have done that for Astrotrain. Mostly though I've worked on his train form. The shuttle part is just a shuttle looking fighter.

Tempting, yes, but the number of times they've used Astrotrain to transport other full-sized Transformers around, I feel an AutoMech version of shuttle mode would HAVE to be an aerodyne DropShip not too unlike a modified Leopard.

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Yeah. It kind of make it easier as each variant is a different Seeker. Trying to keep the weight the same with different weapons is trickier. Especially since a lot of weapons don't have a BT version.

Sure, if you're trying to be 100% accurate, but again we're looking at BTech tech mimicking TF tech. Starscream's Null Rays should likely be Light PPCs, but most TF guns are just lasers in various flavors, and maybe some missiles.

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That's cool. Plus it eliminates changing size as it converts.  ;D

Yerp!

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I figured a robotic structure for BA would get the same 1 point the fleshy gets.

Yerp!

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Makes sense. How about Cutthroat and Divebomb? https://tfwiki.net/wiki/Cutthroat_(G1) (https://tfwiki.net/wiki/Cutthroat_(G1))
https://tfwiki.net/wiki/Divebomb_(G1) (https://tfwiki.net/wiki/Divebomb_(G1))

I stuck to Season 1 of the cartoon series. When you go to fringe units seen only in the comics, you likely won't see much of my concern. BUT! In the event of a longer-legged pteranodon type, an AirMech-looking "Mech mode" may work in lieu of a standard Mech mode.

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Any idea about a Beetle with a trailer that turns into jump jets and a partial wing?
https://tfwiki.net/mediawiki/images2/f/f9/Bumblebeeclassicstoy.jpg (https://tfwiki.net/mediawiki/images2/f/f9/Bumblebeeclassicstoy.jpg)

Oh, cute! But, nope. Not thinking on that for now.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 27 February 2022, 14:16:36
When my pulse rate spikes, that feels different. I have seen my doctors multiple times over this throughout the years, and my blood is regularly tested as I'm a high risk for diabetes with a family history of it. To date, all my tests have kept coming back normal, and the doctors are at a bit of a loss. My own observations eventually tracked it to my coffee use; no other caffeine sources seem to trigger it, though, and enough less-sugary foods do tend to ward off these effects if I have enough with my coffee. This has been going on for well over a decade by now.

Does all coffee do that or just that brand?

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No! Bad! *squirts you in the face with a water bottle* (SDF-1 as an AutoMech would basically be a Caspar; no transformation, but if you wanted to really have fun with the parallels, the carrier arms could be carrier DropShips, instead of an integral part of the ship design, and you could resort to having heavy 'Mechs walk all over the hull to act like all those destroid gun batteries SDF-1 had.)

 ;D    :thumbsup:


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Although they do flap wings and often seem slower than the dedicated jets, many of the more detailed depictions of Swoop imply that he's still a jet. He may just have a slower Thrust than the Seekers, is all.

That's cool.

Quote
I simply felt it best not to delve into that, because any rules for them would probably hurt more than help the concept.

Could be.

Quote
Well, in NebCal, conversion equipment slots run like this:
(snip)
...so your FighterMech does have quite a few conversion equipment slots, with the final count based on how much thrust and fuel you want them to have in flight mode. And with so many being "torso or leg only" slots, you can run out fast. It's not IMPOSSIBLE; it's just prohibitively expensive (I would also be thinking of slapping a triple changer with heavier conversion gear because UNLIKE a standard LAM, the third mode is not just a "semi-conversion" like AirMech mode, but a complete change in motive type. Otherwise, folks would might make ALL their convertibles into triple-changers.)


Sure FighterMechs have some slots but they don't have any that require crits in the arms and legs like the other AutoMechs. That's were I think there's room for triple changers. I agree it'd be expensive, and space would run out really quick, so there wouldn't be many but I think it could be possible. Making the conversion system heavier makes sense but would the increased weight be based on the bimodal or trimodal conversion system? Or maybe it'd just be better to pay extra for the motive system? UMUs for floats and subs, Rotors for VTOLs, Wheels and Tracks using QuadVee rules.  Hovers would still be an issue but could be based on vehicle's extra 10% for lift systems.


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Ew! Armada crap! Get away from me with that garbage!

 ;D  Yeah, Armada wasn't the best but Dropshot was based on an unreleased G1 triple changer toy.
https://tfwiki.net/wiki/File:TFGDropshot.jpg (https://tfwiki.net/wiki/File:TFGDropshot.jpg)


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Tempting, yes, but the number of times they've used Astrotrain to transport other full-sized Transformers around, I feel an AutoMech version of shuttle mode would HAVE to be an aerodyne DropShip not too unlike a modified Leopard.

Since he sized kept changing, why no both?

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Sure, if you're trying to be 100% accurate, but again we're looking at BTech tech mimicking TF tech. Starscream's Null Rays should likely be Light PPCs, but most TF guns are just lasers in various flavors, and maybe some missiles.

Not so much as 100% accurate but not quite so limited by BT either. I would have used Centurion Weapon Systems for Starscream's Null Rays but Light PPCs work. It's hard to tell since sometimes they fire single blasts other times they fire bursts and sometimes they have other effects.

 
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Yerp!

Yerp!

I stuck to Season 1 of the cartoon series. When you go to fringe units seen only in the comics, you likely won't see much of my concern. BUT! In the event of a longer-legged pteranodon type, an AirMech-looking "Mech mode" may work in lieu of a standard Mech mode.

That's cool.


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Oh, cute! But, nope. Not thinking on that for now.

- Herb

 ;D

Would biped BeastMechs with quad animal forms use crawling movement when in animal mode?

Would thunderbolt missile launchers (prototype or production) be among the post Star League equipment Automechs have access to? Or should Narc Launchers with post Star League Ammo be better?

Thanks :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 27 February 2022, 16:05:56
Question:  Would Headmasters / Power Master / Weapon Master fit in this?  Battle Armor (Detachable - Remote) body?

They would solve minor problem investigating Human ruins in smaller spaces.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 February 2022, 16:19:32
Does all coffee do that or just that brand?

It doesn't seem to be brand-related.

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Sure FighterMechs have some slots but they don't have any that require crits in the arms and legs like the other AutoMechs. That's were I think there's room for triple changers. I agree it'd be expensive, and space would run out really quick, so there wouldn't be many but I think it could be possible. Making the conversion system heavier makes sense but would the increased weight be based on the bimodal or trimodal conversion system? Or maybe it'd just be better to pay extra for the motive system? UMUs for floats and subs, Rotors for VTOLs, Wheels and Tracks using QuadVee rules.  Hovers would still be an issue but could be based on vehicle's extra 10% for lift systems.

As the NebCal rules are written now, conversion equipment weighs 5% for bestial conversions, 10% for emplacement conversions, and 15% for all other conversion types. For a triple changer, I would likely say "add 5% if the unit is to have a second non-Mech mode, regardless of the type chosen," which would make a bestial triple-changer double its conversion gear mass, while a two-vehicle triple-changer would need to clear 20% of its mass for conversion gear. The maximum unit weight would be set by the most restrictive alternate mode picked, so a Blitzwing (tank/fighter triple-changer) would be limited to 55 tons. AND the unit would need to allocate the conversion gear crits needed for both modes where they were prescribed, thus forcing the Blitzwing model to need to allocate 1 Landing Gear slot to all three torso locations, an Avionics slot to each side torso and the head, and any jump jets would need to go in the torso slots at 1 per jump MP, because.... the legs would be occupied by 1 Conversion gear and Tracks slot each, filling them up, while the arms would need 1 Conversion Gear and 1 Tracks slot each to retain turret rotation in vehicle mode. Any fuel beyond the first free ton will also need to go into the torsos at 1 slot per ton. That's a MINIMUM of 11 slots if you only put 1 jump jet on the thing. As Blitzwing's main cannon is in the turret, it needs to be put in one arm or the other to have that firing arc and hit location, and at least two more weapons must appear--1 in each side torso--to cover his wing-mounted weapons in fighter mode. The wing guns might be lasers, but the cannon is usually depicted as an actual tank gun, so that's an AC of some type (unless you want to actually mount a Rifle Cannon). Remembering that we have a maximum weight of 55 tons to work with here, and that we lost 11 of that to the ability to triple-change, another 5.5 tons to internal structure, 3 to the control systems, and an indeterminate amount to engine, jump jets, gyros, and armor.... what's left for guns, ammo, and heat sinks that would make this guy effective?

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;D  Yeah, Armada wasn't the best but Dropshot was based on an unreleased G1 triple changer toy.
https://tfwiki.net/wiki/File:TFGDropshot.jpg (https://tfwiki.net/wiki/File:TFGDropshot.jpg)

And what an ugly toy it was! ;)

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Since he sized kept changing, why no both?

That would be redundant. I'm liking the idea of a pair of AutoMechs--one a Wheeled convertible that vague resembles a train in vee mode (how often in the cartoons did Astrotrain really use tracks anyway?)--and the other a non-transforming aerodyne Mech transport, whose programming are so entwined with working together that they practically have a conjoined intelligence between them. The Wheeled AutoMech version always travels aboard the DropShip version, so they're always seen together, and they share a color scheme to underscore their shared identity, like a fighter pilot and his plane. In conversation, they even share the same voice, and habitually split the talking between them when communicating with others, so you can't even tell them apart over the radio. Bam! Astrotrain without having to make new rules!

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Not so much as 100% accurate but not quite so limited by BT either. I would have used Centurion Weapon Systems for Starscream's Null Rays but Light PPCs work. It's hard to tell since sometimes they fire single blasts other times they fire bursts and sometimes they have other effects.

The dumb thing about the CWS is that it's basically a system that hacks other Mechs via radio, the way Enterprise dismantled Reliant's shields in Star Trek II. It worked best only if a SLDF unit was facing another SLDF unit, otherwise it was far less reliable. And you DON'T want that kind of hackability in robots meant to fight each other, so why build in such a weakness? The CWS was really made for SLDF security against possible theft, and the folks who settled Syberia probably didn't see that as a problem until the machines were already fighting each other without their input.

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Would biped BeastMechs with quad animal forms use crawling movement when in animal mode?

Bestial AutoMechs transform between biped and quad movement modes and use whatever's appropriate to their form, but if you're planning to hack it so the machine never acts like it has a biped mode, yeah, your biped will be using crawling rules.

Quote
Would thunderbolt missile launchers (prototype or production) be among the post Star League equipment Automechs have access to? Or should Narc Launchers with post Star League Ammo be better?

Narc Launchers would likely be better; T-Bolt missiles didn't come along until the Clan Invasion years, and--unlike the various alternate PPC types we've seen--they had no stated basis in SLDF-era prototypes.

Question:  Would Headmasters / Power Master / Weapon Master fit in this?  Battle Armor (Detachable - Remote) body?

They would solve minor problem investigating Human ruins in smaller spaces.

Ultimately, it's not for me to dictate what happens on your tables, but the notion of the *-Master units was always that they were armored beings meshing with the Cybertronian to achieve their added functionality. Otherwise, they were basically deployer drones like Soundwave's cassettes. I don't think I even put rules for the BA drones in NebCal, but it's an easy enough reach as we've seen, without delving into Machina Domini tech, so I recommended it here for our Rumble/Frenzy expy. I would take the latter approach, rather than the Machina-Domini based *-Master approach. Keeps the meat out of play.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 February 2022, 02:13:11
It doesn't seem to be brand-related.

 :(


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As the NebCal rules are written now, conversion equipment weighs 5% for bestial conversions, 10% for emplacement conversions, and 15% for all other conversion types. For a triple changer, I would likely say "add 5% if the unit is to have a second non-Mech mode, regardless of the type chosen," which would make a bestial triple-changer double its conversion gear mass, while a two-vehicle triple-changer would need to clear 20% of its mass for conversion gear. The maximum unit weight would be set by the most restrictive alternate mode picked, so a Blitzwing (tank/fighter triple-changer) would be limited to 55 tons. AND the unit would need to allocate the conversion gear crits needed for both modes where they were prescribed, thus forcing the Blitzwing model to need to allocate 1 Landing Gear slot to all three torso locations, an Avionics slot to each side torso and the head, and any jump jets would need to go in the torso slots at 1 per jump MP, because.... the legs would be occupied by 1 Conversion gear and Tracks slot each, filling them up, while the arms would need 1 Conversion Gear and 1 Tracks slot each to retain turret rotation in vehicle mode. Any fuel beyond the first free ton will also need to go into the torsos at 1 slot per ton. That's a MINIMUM of 11 slots if you only put 1 jump jet on the thing. As Blitzwing's main cannon is in the turret, it needs to be put in one arm or the other to have that firing arc and hit location, and at least two more weapons must appear--1 in each side torso--to cover his wing-mounted weapons in fighter mode. The wing guns might be lasers, but the cannon is usually depicted as an actual tank gun, so that's an AC of some type (unless you want to actually mount a Rifle Cannon). Remembering that we have a maximum weight of 55 tons to work with here, and that we lost 11 of that to the ability to triple-change, another 5.5 tons to internal structure, 3 to the control systems, and an indeterminate amount to engine, jump jets, gyros, and armor.... what's left for guns, ammo, and heat sinks that would make this guy effective?

Sounds cool. A bit more restrictive than I'd go but very cool. I wanna try to make a Blitzwing now.  :D

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And what an ugly toy it was! ;)

 ;D


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That would be redundant. I'm liking the idea of a pair of AutoMechs--one a Wheeled convertible that vague resembles a train in vee mode (how often in the cartoons did Astrotrain really use tracks anyway?)--and the other a non-transforming aerodyne Mech transport, whose programming are so entwined with working together that they practically have a conjoined intelligence between them. The Wheeled AutoMech version always travels aboard the DropShip version, so they're always seen together, and they share a color scheme to underscore their shared identity, like a fighter pilot and his plane. In conversation, they even share the same voice, and habitually split the talking between them when communicating with others, so you can't even tell them apart over the radio. Bam! Astrotrain without having to make new rules!

Sounds cool. I still like the idea of an Astrotrain FighterMech who can deploy drones and then convert. But a large non converting Astrotrain shuttle that is linked to a converting TrainAutomech is cool too.  :thumbsup: I'm not sure how many time Astrotrain actually traveled on the rails. I know he did but it wasn't a lot. If AutoMechs can have quirks, would giving Astrotrain and others a +1MP to cruising when traveling by rail be reasonable?



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The dumb thing about the CWS is that it's basically a system that hacks other Mechs via radio, the way Enterprise dismantled Reliant's shields in Star Trek II. It worked best only if a SLDF unit was facing another SLDF unit, otherwise it was far less reliable. And you DON'T want that kind of hackability in robots meant to fight each other, so why build in such a weakness? The CWS was really made for SLDF security against possible theft, and the folks who settled Syberia probably didn't see that as a problem until the machines were already fighting each other without their input.

Makes sense.

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Bestial AutoMechs transform between biped and quad movement modes and use whatever's appropriate to their form, but if you're planning to hack it so the machine never acts like it has a biped mode, yeah, your biped will be using crawling rules.

That's cool. :thumbsup:

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Narc Launchers would likely be better; T-Bolt missiles didn't come along until the Clan Invasion years, and--unlike the various alternate PPC types we've seen--they had no stated basis in SLDF-era prototypes.

Makes sense. I did wonder with all those single missile launchers. Narc Launchers and various ammo it is.  :thumbsup:


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Ultimately, it's not for me to dictate what happens on your tables, but the notion of the *-Master units was always that they were armored beings meshing with the Cybertronian to achieve their added functionality. Otherwise, they were basically deployer drones like Soundwave's cassettes. I don't think I even put rules for the BA drones in NebCal, but it's an easy enough reach as we've seen, without delving into Machina Domini tech, so I recommended it here for our Rumble/Frenzy expy. I would take the latter approach, rather than the Machina-Domini based *-Master approach. Keeps the meat out of play.

- Herb

I don't remember any BA AutoMechs. I'm not sure HeadMasters and EngineMasters would work in BT as they're combiners. TargetMasters though are just drones that turn into guns, so who could use them would be limited to the AutoMech's lifting ability. The same would be for other GunMechs and EquipmentMechs too. A Megatron GunMech couldn't be more than 5.5 tons so a Seeker could pick him up. 2.5 tons, if he's only used with one hand. I'm not sure how they'd work in Drone Mode though. Would the Drone still have access to all it's Gun Mode weapons?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 February 2022, 03:39:33
I think I've got a Blitzwing Triple Changer. I need to assign armor values but I'll do that later. I am wondering about the turret though. Why is it in the arm?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 28 February 2022, 11:05:46
Most transformers seem to be right handed. 

I think I've got a Blitzwing Triple Changer. I need to assign armor values but I'll do that later. I am wondering about the turret though. Why is it in the arm?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 February 2022, 11:25:27
I think I've got a Blitzwing Triple Changer. I need to assign armor values but I'll do that later. I am wondering about the turret though. Why is it in the arm?

Because that's where the transforming table puts it. The logic was that the arms represent the broadest firing arc in Mech and vehicle modes, while the torsos represent most of the tank's main hull. The head also joins the turret in vehicle mode, but our theoretical Triple-changer has no slots free in that location at all due to the fighter mode requirements.

Sounds cool. I still like the idea of an Astrotrain FighterMech who can deploy drones and then convert. But a large non converting Astrotrain shuttle that is linked to a converting TrainAutomech is cool too.  :thumbsup: I'm not sure how many time Astrotrain actually traveled on the rails. I know he did but it wasn't a lot. If AutoMechs can have quirks, would giving Astrotrain and others a +1MP to cruising when traveling by rail be reasonable?


Sure! And since wheeled AutoMechs automatically gain +1 MP in vehicle mode already, that means AutoTrain gains +2 Cruise on tracks, or +1 Cruise off tracks when in vehicle mode, which can really offset some MP loss for towing anything like an actual train might.

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I don't remember any BA AutoMechs. I'm not sure HeadMasters and EngineMasters would work in BT as they're combiners. TargetMasters though are just drones that turn into guns, so who could use them would be limited to the AutoMech's lifting ability. The same would be for other GunMechs and EquipmentMechs too. A Megatron GunMech couldn't be more than 5.5 tons so a Seeker could pick him up. 2.5 tons, if he's only used with one hand. I'm not sure how they'd work in Drone Mode though. Would the Drone still have access to all it's Gun Mode weapons?

There weren't any in NebCal. I steered clear of BA-scale drones, and the use of Mech rules limited your max sizes to 10 tons if you wanted something transformable (even then, I'm not sure you COULD get something that transformed effectively at that scale). But if I WERE to devise drone rules for BA, the discussion above is likely (*coughdefinitelycough*) how I'd do (*coughhavedonecough*) it. they just can't transform. And I always tended to see the various *-masters as combiners, even if they technically were, but more of an armored pilot/passenger who was electronically bonded to their chosen 'Mech. In other words, the *-Masters were just another version of the cassette gimmick. Taking THAT approach, our BA drones would just need cargo space set aside for them; the AutoMech would operate itself as normal. In BT terms, they'd just work like mechanized battle armor.

And I won't touch gun-mode transformers outside of making them emplacement batteries. MechaTankus and Shocker Tankus are tanks, Cat damn it! They don't need no Seeker to tell them where to shoot!

- Herb
 

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 February 2022, 20:12:19
Because that's where the transforming table puts it. The logic was that the arms represent the broadest firing arc in Mech and vehicle modes, while the torsos represent most of the tank's main hull. The head also joins the turret in vehicle mode, but our theoretical Triple-changer has no slots free in that location at all due to the fighter mode requirements.

That's cool. I just wondered how an arm would act as a turret when it contains a wheel or other motive system. Are regular Mech turrets available?
 
Quote
Sure! And since wheeled AutoMechs automatically gain +1 MP in vehicle mode already, that means AutoTrain gains +2 Cruise on tracks, or +1 Cruise off tracks when in vehicle mode, which can really offset some MP loss for towing anything like an actual train might.

Cool!  :thumbsup:


Quote
There weren't any in NebCal. I steered clear of BA-scale drones, and the use of Mech rules limited your max sizes to 10 tons if you wanted something transformable (even then, I'm not sure you COULD get something that transformed effectively at that scale). But if I WERE to devise drone rules for BA, the discussion above is likely (*coughdefinitelycough*) how I'd do (*coughhavedonecough*) it. they just can't transform. And I always tended to see the various *-masters as combiners, even if they technically were, but more of an armored pilot/passenger who was electronically bonded to their chosen 'Mech. In other words, the *-Masters were just another version of the cassette gimmick. Taking THAT approach, our BA drones would just need cargo space set aside for them; the AutoMech would operate itself as normal. In BT terms, they'd just work like mechanized battle armor.

That's cool. After thinking about it I suppose a Gestalt Drone and Interface Cockpit might work as a head but it adds more complication that I'd care to go.

Quote
And I won't touch gun-mode transformers outside of making them emplacement batteries. MechaTankus and Shocker Tankus are tanks, Cat damn it! They don't need no Seeker to tell them where to shoot!

- Herb


 ;D  Emplacement batteries works for me.


Blitzwing                                        Tons
Internal Structure                         5.5
Conversion Equipment (Triple mode)   
                         Fighter/Tracked/Mech  11
Engine                             110              3.5
     Walking/Cruising           2   
     Running/Flanking           3   
     Sprinting/Overdrive   4   
     Safe Thrust                   4   
     Max Thrust                   6   
     Over Thrust                   8   
Heat Sinks                          10   
Gyro                                                2
Cockpit                        Drone             3
Fuel                                (80)      
Damage Threshold          18   
Armor                    112               7
                                  IS     AV
Head                           3      7
Center Torso                18    18/7
Right/Left Torso           13    14/6
Right/Left Arm              9     8
Right/Left Leg              13    12

Weapons and Equipment      
Medium Rifle Cannon            2RA            5
Ammo (18)                    2RA            2
Small Vibrosword            1LA            3
Medium Laser                    1RA            1
iNarc Missile Launcher    3LT            4
iNarc Missile Launcher    3RT            4
Ammo (8)                            2CT            2
Improved Jump Jet         2LT,2RT        2
Landing Gear               1CT,1RT,1LT
Avionics                       1H,1RT,1LT
Conversion Gear       1RA.1LA,1RL,1LL
Tracks                      1RA.1LA,1RL,1LL
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 28 February 2022, 20:18:52
Why the medium rifle cannon?  That seems...highly obsolete.  Is it something specific to the Transformer it's based on?  (I don't actually know which one that is).

Also, anyone have thoughts on the Jack (SHD) , Streamers (GRF) or Hounder (WVR) wheeled AutoMechs?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 28 February 2022, 21:26:34
Blitzwing (G1) (https://tfwiki.net/wiki/Blitzwing_(G1))
at a guess the rifle cannon was to give him a tank gun in his tank mode.
given they are often shown as energy weapons, you could probably get away with an ER laser.. and given their general accuracy in the show you could probably use a mechmortar.  :P

edit: interesting idea, though i doubt you could use it in the story.. the 2005 IDW version of Astrotrain's shuttle mode looks to be the size and shape of a leopard class dropship. if you drop the idea of it having a mech mode*, you could probably have an AI controlled dropship for the DemoCon's.
https://tfwiki.net/wiki/File:SouthOfHeaven-Astrotrain.jpg
(https://tfwiki.net/mediawiki/images2/0/05/SouthOfHeaven-Astrotrain.jpg)


*or, as might be more interesting.. the main AI is in the hull of the dropship, but it has a remote operated drone body that is a more conventional mech or VeeMech. which functionally allows it to be both a normal sized robot and a giant space ship without mass changing magic. and since syberian AI isn't as developed as a Caspar system, perhaps it can only really control one or the other at a time, so when the dropship is parked it can interact with the drone body, while the dronebody could be stored when it is operating as a dropship.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 February 2022, 22:32:49
Why the medium rifle cannon?  That seems...highly obsolete.  Is it something specific to the Transformer it's based on?  (I don't actually know which one that is).


Like Glitterboy said, it was to give him a tank cannon.
https://www.ntfa.net/universe/english/index.php?act=view&char=Blitzwing (https://www.ntfa.net/universe/english/index.php?act=view&char=Blitzwing)
I used this site for stats. TFU is good but sometimes has too much to wade through. I wanted to use the Heavy Rifle Cannon but the tonnage just wasn't there.  :( I'd of used Thunderbolt-3s instead of the iNarcs but they didn't have Thunderbolts. I'd also have used the 105mm Tank Cannon Herb mentioned in another thread. It's equivalent to a HRC at only 5 tons. It also has a lot more ammo per ton so that'd free up another ton for armor while being more powerful.  If I were going for a more animated feel, I'd use a PPC.


Quote
Also, anyone have thoughts on the Jack (SHD) , Streamers (GRF) or Hounder (WVR) wheeled AutoMechs?

I thought they looked good. I might have gone with Narc launchers but they look good.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 February 2022, 22:43:37
Blitzwing (G1) (https://tfwiki.net/wiki/Blitzwing_(G1))
at a guess the rifle cannon was to give him a tank gun in his tank mode.
given they are often shown as energy weapons, you could probably get away with an ER laser.. and given their general accuracy in the show you could probably use a mechmortar.  :P

That was why.  :thumbsup:  Lol. A Mechmortar might work.  ;D


Quote
edit: interesting idea, though i doubt you could use it in the story.. the 2005 IDW version of Astrotrain's shuttle mode looks to be the size and shape of a leopard class dropship. if you drop the idea of it having a mech mode*, you could probably have an AI controlled dropship for the DemoCon's.
https://tfwiki.net/wiki/File:SouthOfHeaven-Astrotrain.jpg
(https://tfwiki.net/mediawiki/images2/0/05/SouthOfHeaven-Astrotrain.jpg)


*or, as might be more interesting.. the main AI is in the hull of the dropship, but it has a remote operated drone body that is a more conventional mech or VeeMech. which functionally allows it to be both a normal sized robot and a giant space ship without mass changing magic. and since syberian AI isn't as developed as a Caspar system, perhaps it can only really control one or the other at a time, so when the dropship is parked it can interact with the drone body, while the dronebody could be stored when it is operating as a dropship.


Very cool.  :)

Hmm...can AutoMechs mount remote drone equipment and control other drones?  Another question would be if AutoMechs don't have to have a Mech mode, can an AutoMech still convert? Right now, I'm thinking Primus Optimal with a trailer that converts to an emplacement with a remote controlled drone.

edit
I wonder if AutoMechs have any technology from the Star Empire.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 01 March 2022, 07:00:39
I think Small craft could be made to come very chunky aerodyne LAM. Skylinks had two brains as well, one does the walking and other flying or even the talking. It was in the show though I think them splitting apart would have to be dropped.

Jetfire would likely not be able to done that way unless aerotransport is a must. he did enlarge like Asrotrain had.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 March 2022, 10:08:18
You know, I've been wondering, do the Drones of Syberia really possess distinctive 'heads' in the sense of thier inspiration?  Especially given how emotive they tend to be in the media, as it seems to some kind of living or at least highly flexible metal. 

Star League tech definitely would not be that advanced for such a detail, and actual faces seem to be an odd affectation for a mass produced product.

Also, mentally trying to figure out how to remove and replace the heads on the Wolverine and Griffin mechs is daunting, to say the least.   ;)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 01 March 2022, 13:40:56
I think Small craft could be made to come very chunky aerodyne LAM. Skylinks had two brains as well, one does the walking and other flying or even the talking. It was in the show though I think them splitting apart would have to be dropped.

Jetfire would likely not be able to done that way unless aerotransport is a must. he did enlarge like Asrotrain had.


I suppose the big transport version of Jetfire could be a 200 ton Superheavy LAM with the illegal quirk. Which would kind of work since he crashed a lot.

You know, I've been wondering, do the Drones of Syberia really possess distinctive 'heads' in the sense of thier inspiration?  Especially given how emotive they tend to be in the media, as it seems to some kind of living or at least highly flexible metal. 

Star League tech definitely would not be that advanced for such a detail, and actual faces seem to be an odd affectation for a mass produced product.

Also, mentally trying to figure out how to remove and replace the heads on the Wolverine and Griffin mechs is daunting, to say the least.   ;)

The drones faces vary between robotic and more lifelike. Since living metal isn't a BT thing, I figure the "living" faces are actually projected from a big TV screen where the Mechs cockpit viewport would be. I think a bigger question would be why drones would need distinct male and female forms in Mech Mode. My guess is marketing to female customers before the war started and the fleshlings left.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 March 2022, 14:02:13
I prefer the masked look that Optimus and Wheeljack had, especially for the heads, instead of the full facial features personally.  Well, I'll see what I do when the minis arrive.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 01 March 2022, 14:23:59
honestly? i'd do all of the above. some have articulated mechanical heads, some just have immoble faceplates (perhaps with eyes or other lights they flash as they speak), and some rely on display screens/holograms. perhaps have it be a sign of the age of the chassis design.. with viewscreens and articulated heads being older types dating back to the time during or not long after the humans were still around, and newer builds using the more simplified head designs due to the need to reduce the amount of resources spent on combatants. (since with no humans around the need for features meant to make interactions more comfortable with humans were limited)


I prefer the masked look that Optimus and Wheeljack had, especially for the heads, instead of the full facial features personally.  Well, I'll see what I do when the minis arrive.

what minis? are you going to convert IWM or kickstarter figures? or did you pick up some of the Trader's Galaxy Bot War (https://www.beastsofwar.com/game/bot-war/) figures?
i picked up some of the wizkids deep cuts figures in hopes they could be used, but they're about twice the height of the kickstarter figures, more in scale with the MWDA figures.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 March 2022, 16:18:19
That's cool. I just wondered how an arm would act as a turret when it contains a wheel or other motive system. Are regular Mech turrets available?

Best not to think too hard about it; but as it happens, Mech turrets DO predate the Star League, so...

Quote
That's cool. After thinking about it I suppose a Gestalt Drone and Interface Cockpit might work as a head but it adds more complication that I'd care to go.

Same here. So let's not.

Why the medium rifle cannon?  That seems...highly obsolete.  Is it something specific to the Transformer it's based on?  (I don't actually know which one that is).

G1 Blitzwing, in his original toy specs, was said to shoot explosive shells from his main gun. Of course, those same specs also mentioned the launchers in his wings fire concussion missiles, and he has a sword and a gyrojet gun in robot mode, so... yeah.

Quote
Also, anyone have thoughts on the Jack (SHD) , Streamers (GRF) or Hounder (WVR) wheeled AutoMechs?

I like them. I saw that you went for making them as close to their original Mech models in terms of firepower, but of course, you probably know that just about every named AutoMech would likely have a unique weapon loadout of its own (Many Streaker-types--Bluestreak, Prowl, and Smokescreen, for instance--tend to have a pair of small laser-type weapons mounted on either side of their heads, while Jazz's shoulders are clear.) Also, definite credit where it's due: Hounder class is better than the generic "VeeMech" class I called them.

edit: interesting idea, though i doubt you could use it in the story.. the 2005 IDW version of Astrotrain's shuttle mode looks to be the size and shape of a leopard class dropship. if you drop the idea of it having a mech mode*, you could probably have an AI controlled dropship for the DemoCon's.

That image only enforces my feeling that a shuttle-form Astrotrain must be a DropShip.

Quote
*or, as might be more interesting.. the main AI is in the hull of the dropship, but it has a remote operated drone body that is a more conventional mech or VeeMech. which functionally allows it to be both a normal sized robot and a giant space ship without mass changing magic. and since syberian AI isn't as developed as a Caspar system, perhaps it can only really control one or the other at a time, so when the dropship is parked it can interact with the drone body, while the dronebody could be stored when it is operating as a dropship.

The only real problem with the remote-operation bit is that they become more vulnerable to ECM. While the AutoMech rules do have them suffering some effects from hostile ECM, the fact that their AIs are on-board gear means they can generally fight through it, while an AutoMech being puppeted from another unit is one ECM field away from becoming a sitting duck. That's why I'd treat an Astrotrain as two AI-controlled units rather than one.

Hmm...can AutoMechs mount remote drone equipment and control other drones?  Another question would be if AutoMechs don't have to have a Mech mode, can an AutoMech still convert? Right now, I'm thinking Primus Optimal with a trailer that converts to an emplacement with a remote controlled drone.

I can see it, but again, I see remote-controlled drones as a vulnerability compared to on-board AIs.

Quote
I wonder if AutoMechs have any technology from the Star Empire.

G'nope. They don't even have FTL travel; It probably took a good hundred years for that Grimdark to land on Toreel for the opening fiction of NebCal to happen, so a trek to the much more distant systems of the Star Empire would have been possibly taken them more time than the AutoMechs collectively even existed.

I think Small craft could be made to come very chunky aerodyne LAM. Skylinks had two brains as well, one does the walking and other flying or even the talking. It was in the show though I think them splitting apart would have to be dropped.

Jetfire would likely not be able to done that way unless aerotransport is a must. he did enlarge like Asrotrain had.

Those would have to be your own house rules; the transforming units covered by NebCal capped AeroMechs at 55 tons, like standard LAMs. You could get bigger with a WiGE, but shuttles were right out, and anything bigger than 200 tons was non-transformable. If I were to approach a Skylynx in NebCal rules, he would be the same as Astrotrain's shuttle mode: a non-transforming DropShip. Same goes for Omega Supreme. And the city-formers would be Mobile Structures and/or Emplacements. At a certain point, I had to draw the line on Battletech's side of the line, rather than Transformers'.

You know, I've been wondering, do the Drones of Syberia really possess distinctive 'heads' in the sense of thier inspiration?  Especially given how emotive they tend to be in the media, as it seems to some kind of living or at least highly flexible metal. 

Star League tech definitely would not be that advanced for such a detail, and actual faces seem to be an odd affectation for a mass produced product.

Also, mentally trying to figure out how to remove and replace the heads on the Wolverine and Griffin mechs is daunting, to say the least.   ;)

However you approach them for your table would be fine. For me, the idea of metal faces that flexed like flesh always felt too weird, but over time, the depictions have gotten a little more aesthetically acceptable. The idea of an emotive face that's actually just a plate upon which a digital face is projected from within is a most economical approach with BT tech, I would say. Holographic projections against a faceplate could be as well. Or they just get a static facial shape, with sensor modules in the cockpit/eyes area, that never emotes beyond maybe some lighting tricks around the eyes and the tone of their auditory speech. This being a BT universe mocking the TF setting, of course, using the original Mech's head design and just painting the character face on it is just as acceptable.

The notion that the AutoMechs are customizing their personas based on their randomized personality programs and capabilities is almost a given; these are machines that think they are alive, and many will opt to express it somehow.

I suppose the big transport version of Jetfire could be a 200 ton Superheavy LAM with the illegal quirk. Which would kind of work since he crashed a lot.

Heheheh. Cute!

Quote
The drones faces vary between robotic and more lifelike. Since living metal isn't a BT thing, I figure the "living" faces are actually projected from a big TV screen where the Mechs cockpit viewport would be. I think a bigger question would be why drones would need distinct male and female forms in Mech Mode. My guess is marketing to female customers before the war started and the fleshlings left.

Sure, if you wanted to root it in human origins. That could work. (In at least one non-BT story I've written, the use of a digitally projected face on a robot shell was pretty much how a character gave his machine its personality. Granted, they did it in Robocop 2, but it makes perfect sense as a shortcut toward putting an expressive "human" face on a clunky mecha body.)

honestly? i'd do all of the above. some have articulated mechanical heads, some just have immoble faceplates (perhaps with eyes or other lights they flash as they speak), and some rely on display screens/holograms. perhaps have it be a sign of the age of the chassis design.. with viewscreens and articulated heads being older types dating back to the time during or not long after the humans were still around, and newer builds using the more simplified head designs due to the need to reduce the amount of resources spent on combatants. (since with no humans around the need for features meant to make interactions more comfortable with humans were limited)

There ya go! Sky's the limit!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 01 March 2022, 18:12:38
(based on what was my first real exposure to Transformers media, their addition to the netflix war for cybertron series giving the idea of them co-existing with the G1 types, and the fact that they're getting an origin film for the live action series this year..)

The beastmechs of Axilum
Located on Syberia's southern hemisphere, the bio-dome preserve of Axilum is a massive canyon similar to the Valles Marineris of Mars, which the creators domed over and converted into a nature preserve recreating Syberia's pre-colonization atmosphere and preserving a portion of the worlds otherwise extinct ecosystem. managing this gigantic zoo and defending its infrastructure from the warring factions of syberia are an entire faction of bestial automechs, the Axilun Management and Logistics force, or AxiMaLs. With alternate forms designed to allow them to travel within the nature preserve without unduely disrupting the massive and dangerous creatures within, AxiMaL automechs include many cosmetic features giving their bestial forms a more organic look, giving the impression massive terran and alien animals. however the emphasis the creators gave to the AxiMaL automechs limited the size and combat power, leaving them more vulnerable in warfare with the other factions of the planet, and their organic appearance is considered unsettling by most other automechs.


(https://live.staticflickr.com/65535/51913024030_3f5826dea6_k.jpg)

An ultra light recon unit, the Rattus class AxiMaL automech is a common sight both within the Axilum bio-dome and on the borders of its territory, using its deployable sensors to help observe the ecosystem within the done and watch for enemies or dangers that would threaten the integrity of the bio-dome. designed to operate more by stealth and concealment than in combat, the unit is fitted with an ECM system and limited firepower and mobility. Rattus automechs typically are given cosmetic features resembling small mammals, frequently various forms of rodents.
Code: [Select]
Rattus Bestial Automech

Mass: 15 tons
Chassis: Standard Biped
Power Plant: 75 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     1 Medium Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 1,183,810 C-bills

Type: Rattus
Technology Base: Inner Sphere (Advanced)
Tonnage: 15
Battle Value: 379

Equipment                                          Mass
Internal Structure                                  1.5
Engine                        75 Fusion               2
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  1
Cockpit                                               3
Armor Factor                  48                      3

                          Internal   Armor   
                          Structure  Value   
     Head                    3         5     
     Center Torso            5         7     
     Center Torso (rear)               2     
     R/L Torso               4        4/6   
     R/L Torso (rear)                  2     
     R/L Arm                 2         4     
     R/L Leg                 3         6     


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

Weapons
and Ammo                   Location  Critical   Heat    Tonnage
Heat Sink                     CT        1        -       1.0   
Cargo                         RT        1        -       0.5   
ECM Suite                     RT        2        -       1.5   
2 Heat Sinks                  RT        2        -       2.0   
Cargo                         LT        1        -       0.5   
Remote Sensors/Dispenser      LT        1        -       0.5   
4 Heat Sinks                  LT        4        -       4.0   
Medium Laser                  RA        1        3       1.0   



the Cynofelis is the AxiMaL scout and Fast response class chassis, typically given cosmetic features similar to that of Cheetahs, leopards, and Puma's. designed around high speed, the Cynofelis has limited armor and firepower. They can be found frequently responding to incursions in the borders around Axilum, to help guide heavier and slower defenders following behind them.
Code: [Select]
Cynofelis Beastial Automech

Mass: 20 tons
Chassis: Standard Biped
Power Plant: 180 Fusion
Cruising Speed: 97.2 kph
Maximum Speed: 194.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     1 Medium Pulse Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-D
Cost: 3,691,440 C-bills

Type: Cynofelis
Technology Base: Inner Sphere (Experimental)
Tonnage: 20
Battle Value: 364

Equipment                                          Mass
Internal Structure                                    2
Engine                        180 Fusion              7
Walking MP: 9
Running MP: 14(18)
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  2
Cockpit                                               3
Armor Factor                  24                    1.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         4     
     Center Torso            6         3     
     Center Torso (rear)               1     
     R/L Torso               5         3     
     R/L Torso (rear)                  1     
     R/L Arm                 3         2     
     R/L Leg                 4         2     


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Supercharger             CT        1        -       1.0   
Cargo                    RT        1        -       0.5   
2 Heat Sinks             RT        2        -       2.0   
Cargo                    LT        1        -       0.5   
Heat Sink                LT        1        -       1.0   
Medium Pulse Laser       RA        1        4       2.0   





The Panthera class Automech is the AxiMaL faction's standard trooper, with a mix of speed and firepower. This class is typically given cosmetics replicating Tigers, lions, and Panthers, albeit often including fur and skin colors never seen in nature.
Code: [Select]
Panthera Beastial Automech

Mass: 30 tons
Chassis: Standard Biped
Power Plant: 180 Fusion
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     1 ER Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-E
Cost: 2,251,340 C-bills

Type: Panthera
Technology Base: Inner Sphere (Experimental)
Tonnage: 30
Battle Value: 588

Equipment                                          Mass
Internal Structure                                    3
Engine                        180 Fusion              7
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  2
Cockpit                                               3
Armor Factor                  53                    3.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         6     
     Center Torso            10        7     
     Center Torso (rear)               2     
     R/L Torso               7         8     
     R/L Torso (rear)                  1     
     R/L Arm                 5         4     
     R/L Leg                 7         6     


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Cargo                    RT        1        -       0.5   
Heat Sink                RT        1        -       1.0   
Chain Whip               LA        2        -       3.0   
Cargo                    LT        1        -       1.0   
2 Heat Sinks             LT        2        -       2.0   
ER Large Laser           RA        2        12      5.0   



Typically crafted to resemble primates, the Silverback class automech is a support design, slow but well armored and equipped with long range weaponry. The class often finds itself filling the role of unit leaders, believed to be the result of their use of a variant of the core AI programming seed as the Leader class VeeMech. Equipped with a pair of mechmortars for supporting fire, and a quartet of Small lasers for up close defense, a major notable feature is the improved jump jets, a rarity for non-avian AxiMaL automechs. these jets allow the otherwise slow Silverback to keep pace with its companions. A notable variant seen often sacrifices the small lasers for a 2 ton sword, giving the design greater melee capability.
Code: [Select]
Silverback Beastial Automech

Mass: 40 tons
Chassis: Standard Biped
Power Plant: 120 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: Improved
     Jump Capacity: 150 meters
Armor: Standard
Armament:
     4 Small Laser
     2 'Mech Mortar 2
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-E
Cost: 2,916,760 C-bills

Type: Silverback
Technology Base: Inner Sphere (Standard)
Tonnage: 40
Battle Value: 579

Equipment                                          Mass
Internal Structure                                    4
Engine                        120 Fusion              4
Walking MP: 3
Running MP: 5
Jumping MP: 5
Heat Sink                     10                      0
Gyro                                                  2
Cockpit                                               3
Armor Factor                  96                      6

                          Internal   Armor   
                          Structure  Value   
     Head                    3         8     
     Center Torso            12        14   
     Center Torso (rear)               4     
     R/L Torso               10        12   
     R/L Torso (rear)                  3     
     R/L Arm                 6         8     
     R/L Leg                 10        12   


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

Weapons
and Ammo                           Location  Critical   Heat    Tonnage
Improved Jump Jet                     CT        2        -       1.0   
Airburst Mortar 2 Ammo (12)           RT        1        -       1.0   
'Mech Mortar 2                        RT        2        2       5.0   
2 Improved Jump Jets                  RT        4        -       2.0   
Cargo                                 RT        1        -       1.0   
2 Heat Sinks                          RT        2        -       2.0   
2 Small Lasers                        LA        2        1       1.0   
Heat Sink                             LA        1        -       1.0   
Shaped Charge Mortar 2 Ammo (12)      LT        1        -       1.0   
'Mech Mortar 2                        LT        2        2       5.0   
2 Improved Jump Jets                  LT        4        -       2.0   
Cargo                                 LT        1        -       1.0   
2 Heat Sinks                          LT        2        -       2.0   
2 Small Lasers                        RA        2        1       1.0   
Heat Sink                             RA        1        -       1.0   



disguised as large quadrapeds such as rhinos, elephants, and native reptilians, the Rhinokeros is a heavy combat support unit, mixing heavy armor with firepower and a potent comm array. slow but stead, the Rhinokeros anchors AxiMaL battle groups, providing covering fire and coordinating the defense from the backlines.
Code: [Select]
Rhinokeros Bestial Automech

Mass: 60 tons
Chassis: Standard Biped
Power Plant: 240 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     2 Ultra AC/5
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 4,791,360 C-bills

Type: Rhinokeros
Technology Base: Inner Sphere (Standard)
Tonnage: 60
Battle Value: 883

Equipment                                          Mass
Internal Structure                                    6
Engine                        240 Fusion           11.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  3
Cockpit                                               3
Armor Factor                  120                   7.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            20        18   
     Center Torso (rear)               5     
     R/L Torso               14        13   
     R/L Torso (rear)                  4     
     R/L Arm                 10        11   
     R/L Leg                 14        16   


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

Weapons
and Ammo                   Location  Critical   Heat    Tonnage
Cargo                         RT        2        -       1.5   
Ultra AC/5 Ammo (40)          LA        2        -       2.0   
Ultra AC/5                    LA        5        1       9.0   
Communications Equipment      LT        4        -       4.0   
Cargo                         LT        2        -       1.5   
Heat Sink                     RL        1        -       1.0   
Ultra AC/5 Ammo (40)          RA        2        -       2.0   
Ultra AC/5                    RA        5        1       9.0   

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 March 2022, 18:59:28
Like I said, I'll figure something out, removing the head off a Griffin mech is quite daunting.  Using the viewport as a screen sounds like the best compromise for a small decal.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 March 2022, 19:15:38
Also, the kitbashes are based off the IWM metal releases. Can't source the AGOAC or Beginner box minis solo reliably to do this project.  Since my original Syberian drones are metal, I'm sticking to the same medium.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 01 March 2022, 20:24:07
I like them. I saw that you went for making them as close to their original Mech models in terms of firepower, but of course, you probably know that just about every named AutoMech would likely have a unique weapon loadout of its own (Many Streaker-types--Bluestreak, Prowl, and Smokescreen, for instance--tend to have a pair of small laser-type weapons mounted on either side of their heads, while Jazz's shoulders are clear.) Also, definite credit where it's due: Hounder class is better than the generic "VeeMech" class I called them.

I kind of see the Hounder and the VeeMech as different, with the Hounder as being more akin to a 5/8 heavy cavalry 'Mech (taking the place of 'Mechs like the Wolverine, Quickdraw or Dragon), while the "VeeMech" is more of your slower line 'Mech, like the progenitor Thunderbolt, or maybe even better, the Merlin.

On the names, VeeMech might be a class of 'Mech, too, like a generic name for larger wheeled AutoMechs among the AutoBoPs, and the Interstellar Expeditions group misinterpreted what they were told about them.  That may be how I end up treating it in my story, at least.  The 4/6 Sounder equivalents among the AutoBops, for example, might have a name that's a riff on Ironhides and truck-themed, like Diamondplate, or...hmm.  Make the combat-focused ones use names revolving around "Knight", like "Iron Knight" and "Diamond Knight", or "Titanium Knight", etc., while multi-role ones thet forgo weapons for cargo and equipment, like Rachet/"Spanner" use tool-based names, and maybe have a baseline group name of "Toolbox".

So...


Then, on all the AutoMechs, variations or customization of weaponry occurs based on availability of parts, specific variations of roles, etc.

(based on what was my first real exposure to Transformers media, their addition to the netflix war for cybertron series giving the idea of them co-existing with the G1 types, and the fact that they're getting an origin film for the live action series this year..)

The beastmechs of Axilum
Located on Syberia's southern hemisphere, the bio-dome preserve of Axilum is a massive canyon similar to the Valles Marineris of Mars, which the creators domed over and converted into a nature preserve recreating Syberia's pre-colonization atmosphere and preserving a portion of the worlds otherwise extinct ecosystem. managing this gigantic zoo and defending its infrastructure from the warring factions of syberia are an entire faction of bestial automechs, the Axilun Management and Logistics force, or AxiMaLs. With alternate forms designed to allow them to travel within the nature preserve without unduely disrupting the massive and dangerous creatures within, AxiMaL automechs include many cosmetic features giving their bestial forms a more organic look, giving the impression massive terran and alien animals. however the emphasis the creators gave to the AxiMaL automechs limited the size and combat power, leaving them more vulnerable in warfare with the other factions of the planet, and their organic appearance is considered unsettling by most other automechs.

I like 'em.  Those came out pretty neat.[/list]
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 01 March 2022, 20:44:36
figuring out how to handle Predacons will be tricky. both lore wise and the fact many of them use alt modes that.. just don't really work well with the nebula california ruleset. so they'll require rather more effort for adaption.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 01 March 2022, 20:57:59
figuring out how to handle Predacons will be tricky. both lore wise and the fact many of them use alt modes that.. just don't really work well with the nebula california ruleset. so they'll require rather more effort for adaption.

One possibility is the Predacons are an offshoot faction that was originally designed to protect the dome or, alternatively, were protectors of another dome, linked to the same faction that built the Democratic Congolomerate AutoMechs.  They may seek to steal genetic samples from the AxiMal faction to attempt to use to reterraform the planet, rebuild their own dome, or may simply have been programmed to destroy AxiMal facilities due to their link to the Autonomous Barony of Primus.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 01 March 2022, 21:42:45
Best not to think too hard about it; but as it happens, Mech turrets DO predate the Star League, so...

Same here. So let's not.

 >:D

 :thumbsup:


Quote
G1 Blitzwing, in his original toy specs, was said to shoot explosive shells from his main gun. Of course, those same specs also mentioned the launchers in his wings fire concussion missiles, and he has a sword and a gyrojet gun in robot mode, so... yeah.

Yeah, its a toss up between what's written and what's animated, or what the vehicle forms actually have. I kind of went down the middle but they could each be a different variant.

Quote
I can see it, but again, I see remote-controlled drones as a vulnerability compared to on-board AIs.

It is. I think ECCM would help but it's still vulnerable. The bright spot is that the Drone's Drone is more at risk than the Drone is.


Quote
G'nope. They don't even have FTL travel; It probably took a good hundred years for that Grimdark to land on Toreel for the opening fiction of NebCal to happen, so a trek to the much more distant systems of the Star Empire would have been possibly taken them more time than the AutoMechs collectively even existed.

That's cool. I just wondered as they do seem to posses Luminescent Vibro-Weapons, the IE knew how Blasters worked, and the shield technology dates back to the 21st century.


Quote
Heheheh. Cute!

Sure, if you wanted to root it in human origins. That could work. (In at least one non-BT story I've written, the use of a digitally projected face on a robot shell was pretty much how a character gave his machine its personality. Granted, they did it in Robocop 2, but it makes perfect sense as a shortcut toward putting an expressive "human" face on a clunky mecha body.)

 ;D

Cool.  :thumbsup:



(based on what was my first real exposure to Transformers media, their addition to the netflix war for cybertron series giving the idea of them co-existing with the G1 types, and the fact that they're getting an origin film for the live action series this year..)

They're getting a movie?  That's cool.

I like the write ups. They really capture the feel of them. I do wonder about the heat sinks though. I know Heat Sinks outside the engines take crits but you also have them taking weight. Fusion Engines come with 10 heat sinks so their weight wouldn't need to be added in. They could for ICEs though.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 01 March 2022, 22:15:02
They're getting a movie?  That's cool.
well sort of.. the next installment of the live action franchise is supposed to be out either late this year or next year (i've seen conflicting dates given). Transformers: Rise of the Beasts (https://en.wikipedia.org/wiki/Transformers:_Rise_of_the_Beasts), in which Optimus Primal, Rhinox, Cheetor, and Airazor are currently slated to be included. concept art got leaked awhile back of what is likely Optimus Primal (https://cdn.thefpsreview.com/wp-content/uploads/2021/06/transformers-rise-of-the-beasts-optimus-primal.jpg)

Quote
I like the write ups. They really capture the feel of them. I do wonder about the heat sinks though. I know Heat Sinks outside the engines take crits but you also have them taking weight. Fusion Engines come with 10 heat sinks so their weight wouldn't need to be added in. They could for ICEs though.
they don't actually take up weight, it is just a quirk of the megameklab program. thankfully the bestial automechs are fairly simple, and i could use cargo slots as both crit space and tonnage for the conversion gear.

i figure that the flying types can be aeromechs (for the avian and pterosaur types), while the bug-flyers can be VTOL-mechs. honestly the hardest part if dinobot and BW-Megatron.. a velociraptor and Tyrannosaurus rex respectively. since their beast modes are bipeds as are their robot forms, they don't fit well. though i'm thinking i might want to take a closer look at Grimdark in the book, to see if he is still a T-rex like Grimlock, or if he got adapted.

One possibility is the Predacons are an offshoot faction that was originally designed to protect the dome or, alternatively, were protectors of another dome, linked to the same faction that built the Democratic Congolomerate AutoMechs.  They may seek to steal genetic samples from the AxiMal faction to attempt to use to reterraform the planet, rebuild their own dome, or may simply have been programmed to destroy AxiMal facilities due to their link to the Autonomous Barony of Primus.
considered that. also considered having them be a sort of "internal dissent" faction sharing the same chassis selection but having their own ideas about how to proceed. like say, putting less priority on defending the ecosystem within a dome and more on mining operations to exploit minerals found within the canyon.

though i do like the idea that the AxiMaLs are aligned with the AutoBoP's, and the DemoCron's backing the other side.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 01 March 2022, 23:22:53
considered that. also considered having them be a sort of "internal dissent" faction sharing the same chassis selection but having their own ideas about how to proceed. like say, putting less priority on defending the ecosystem within a dome and more on mining operations to exploit minerals found within the canyon.

though i do like the idea that the AxiMaLs are aligned with the AutoBoP's, and the DemoCron's backing the other side.

So the Aximals will tend to use ores that are easily visible/mine-able from the cavern walls, while the Predacons are willing to use drilling rigs to reach the deeper ores and accept the environmental damage in the process?

This gives the Predacons an obvious advantage, though the Aximals have less programming errors due to their actions being more in line with their hard-coded environmental imperatives?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 March 2022, 01:37:51
well sort of.. the next installment of the live action franchise is supposed to be out either late this year or next year (i've seen conflicting dates given). Transformers: Rise of the Beasts (https://en.wikipedia.org/wiki/Transformers:_Rise_of_the_Beasts), in which Optimus Primal, Rhinox, Cheetor, and Airazor are currently slated to be included. concept art got leaked awhile back of what is likely Optimus Primal (https://cdn.thefpsreview.com/wp-content/uploads/2021/06/transformers-rise-of-the-beasts-optimus-primal.jpg)

That's cool. I think. I hope it's good.

Quote
they don't actually take up weight, it is just a quirk of the megameklab program. thankfully the bestial automechs are fairly simple, and i could use cargo slots as both crit space and tonnage for the conversion gear.

Ah. That's cool. :)
 
Quote
i figure that the flying types can be aeromechs (for the avian and pterosaur types), while the bug-flyers can be VTOL-mechs. honestly the hardest part if dinobot and BW-Megatron.. a velociraptor and Tyrannosaurus rex respectively. since their beast modes are bipeds as are their robot forms, they don't fit well. though i'm thinking i might want to take a closer look at Grimdark in the book, to see if he is still a T-rex like Grimlock, or if he got adapted.


You could fluff it as their legs unfolding or extending during the conversion process so they could become a bit taller.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 02 March 2022, 02:54:54
Well poop.  I missed the suggestion of primitive Wolvie/Shaz/and Griff when I made the order.   xp. Guess these guys are gonna look a bit more 3rd gen than G1 😅
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 02 March 2022, 03:46:09
Personally , use the generation ‘Mech you like the best. ;)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 02 March 2022, 11:02:33
First part of my order came in.   2 Griffin Classics and I'm glad I ordered a pair of the PP Griffin arms.  Will make modding a bit easier for the AutoCons without shoulder armor.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 02 March 2022, 11:17:49
Personally , use the generation ‘Mech you like the best. ;)
For Groundwave's new body.  Your using same rounded head for Griffin (assume the Nighthawk drone launches from there.) with similar radio antennas that Thunderbolt body he had was using with no LRM 5?  Right?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 02 March 2022, 11:40:00
Iirc he's got an external comm module instead of the LRM pod.
The head is probably replaced with an armored housing instead of a canopy, since the AI computer goes in it. The drone probably is stored behind a hatch on the chest off to one side.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 02 March 2022, 11:59:23
Doing picture research, I kind of wish there wasn't a complete tech restriction or a list of "only can use specific weapons", as I'd totally see Thunderbolt-5s being a thing for many of the shoulder launchers. 

Or I can just mentally picture the LRM being a single high explosive warhead that explodes within proximity and does damage like an LRM splash.  🤔

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 02 March 2022, 12:07:22
Iirc he's got an external comm module instead of the LRM pod.
The head is probably replaced with an armored housing instead of a canopy, since the AI computer goes in it. The drone probably is stored behind a hatch on the chest off to one side.
For Groundwave's new body.  Your using same rounded head for Griffin (assume the Nighthawk drone launches from there.) with similar radio antennas that Thunderbolt body he had was using with no LRM 5?  Right?

Basic layout is going to be Unseen Griffin.  I've got a plastic Unseen Griffin I was planning to mod, but it's already painted up in Niops Association (ie. TH parade) colors: white, with blue and grey trim, so I'm loathe to modify it.  Instead, I'm thinking of ordering an unpainted one off eBay, and use that one instead.  Not sure how I want to handle the mods for it, other than using an Ostscout jump jet pack for the jump jets: I'd always intended Groundwave, in either form, to have folding satellite dishes, etc.  On the GRF body they'd replace the LRM pack, on the VeeMech/TDR body, they replaced the SRM rack, though my plastic mini for Groundwave doesn't have the missile pod, either, and I haven't figured out how to do the antennas.

Doing picture research, I kind of wish there wasn't a complete tech restriction or a list of "only can use specific weapons", as I'd totally see Thunderbolt-5s being a thing for many of the shoulder launchers. 

Or I can just mentally picture the LRM being a single high explosive warhead that explodes within proximity and does damage like an LRM splash.  🤔

The only stated restriction in the book is that, for the most part, they're limited to weapons developed by 2750 (well, 2751, since they've got ER PPCs), with the exception of melee weapons, but I know I wouldn't worry too much about that - Thunderbolt missile launchers don't seem like a huge stretch for local industry to come up with.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 02 March 2022, 13:22:39
I could see thunderbolts and light AC's, since they're fairly straight forward.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 02 March 2022, 22:07:00
Second batch arrived and the Zyphros....thats a match for Mirage for sure!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 03 March 2022, 03:48:39
Mirage is coming along nicely.   Planning a chest part incorporating the nose fins, while keeping the driver area of the Zyphros as the Assassin's head.  The turret will be repurposed as the stabilizer mount and rest of the body.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 03 March 2022, 06:58:46
Basic layout is going to be Unseen Griffin.  I've got a plastic Unseen Griffin I was planning to mod, but it's already painted up in Niops Association (ie. TH parade) colors: white, with blue and grey trim, so I'm loathe to modify it.  Instead, I'm thinking of ordering an unpainted one off eBay, and use that one instead.  Not sure how I want to handle the mods for it, other than using an Ostscout jump jet pack for the jump jets: I'd always intended Groundwave, in either form, to have folding satellite dishes, etc.  On the GRF body they'd replace the LRM pack, on the VeeMech/TDR body, they replaced the SRM rack, though my plastic mini for Groundwave doesn't have the missile pod, either, and I haven't figured out how to do the antennas.

The only stated restriction in the book is that, for the most part, they're limited to weapons developed by 2750 (well, 2751, since they've got ER PPCs), with the exception of melee weapons, but I know I wouldn't worry too much about that - Thunderbolt missile launchers don't seem like a huge stretch for local industry to come up with.
I did make pick of the TDR version of Groundwave as the cover art for your story on the wiki.

I think I used the Ostscout backpack with it's antennas.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 March 2022, 16:40:28
figuring out how to handle Predacons will be tricky. both lore wise and the fact many of them use alt modes that.. just don't really work well with the nebula california ruleset. so they'll require rather more effort for adaption.

Well, to be fair, what really is the point of a biped that transformers into another biped? Rule-wise, why would that even BE relevant? Even the idea of spending tonnage on conversion gear seems ludicrous at that point.

Now, as to Predacons: the spiders are easy enough conversions; I used them for the InterSectCon faction, after all [Tarantula for Black Arachnia, Stalking Spider for Tarantulus would be my picks for their beast modes]. And the Pred version of Scorponok would work pretty much the same way [Fire Scorpion would be perfect for his beast mode]. Pterasuar, meanwhile, is another Seeker-style variant, not unlike how I handled Swoop, though there's argument for the possibility that their flight mode looks more like an AirMech than a fighter [a Mk I Wasp would be my choice there, I think, using AirMech for his fight form and Mech mode for robot mode]. I *did* turn T-Rex style Grimlock into a quad in NebCal, of course, which would mean the same for Pred-Meg if you use the same approach, but considering how useful the forearms of either T-Rex 'bot--or the forearms of an actual T-Rex, for that matter--truly are, what are you really missing there?

Dinobot, if anyone, creates the most jarring offset, but even then, he's really just a smaller T-Rex with longer arms, so we'd be back to taking a Grimlock approach, but looking for sleeker models to get his Mech and Quad forms better in line. Perhaps the Cuirass or a classic Black Knight for 'Mech mode, and a Jaguar or Thunder Fox for quad mode.

Meanwhile, your Optimus Primal expy's beast mode could be represented by a Mandrill; it's humanoid, sure, but give it more of a hunch and the long arms are basically legs again. The rest have no issues going biped to quad, methinks.

Mirage is coming along nicely.   Planning a chest part incorporating the nose fins, while keeping the driver area of the Zyphros as the Assassin's head.  The turret will be repurposed as the stabilizer mount and rest of the body.

Damn, you work fast!

It is. I think ECCM would help but it's still vulnerable. The bright spot is that the Drone's Drone is more at risk than the Drone is.

Yes, but that's getting redundant for a "species" of drones, IMO.

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That's cool. I just wondered as they do seem to posses Luminescent Vibro-Weapons, the IE knew how Blasters worked, and the shield technology dates back to the 21st century.

Luminescent vibros are just vibroblades with some kind of lighting gimmick attached to make them shine in the dark; it's cosmetic at best and easy enough for anyone to do. (Retractable energy blades are a total no-go, though.) IE worked out how blasters and shield technology worked, but in their estimation--and the gameplay rules--both were very limited technologies in the long term, what with shields being useless against non-energy weapons such as ACs, Gauss rifles, and missiles, and blasters suffering from cripplingly BAD ranges, near-complete ineffectiveness against BAR 5+, and a major to-hit penalty. Our Syberians have no need for such RejecTech. (Guess we know who'd win in THAT match-up now!)

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I like the write ups. They really capture the feel of them. I do wonder about the heat sinks though. I know Heat Sinks outside the engines take crits but you also have them taking weight. Fusion Engines come with 10 heat sinks so their weight wouldn't need to be added in. They could for ICEs though.

For fusion plants, the formula for free sinks is still Rating/25, IIRC. Any more costs slots space, but any sinks counted "free with the engine type," like the 10 for all fusion plants, 5 for fission, and 1 for fuel cells--should be weight-free even if they take up slots. ICEs get no free slots or sinks, so each one would cost, but you only need them for energy weapons. The trouble there, of course, is that you'd ALSO need power amps for said weapons when using ICEs.

I could see thunderbolts and light AC's, since they're fairly straight forward.

Light ACs, at least. But the T-Bolts... well, they really SHOULD have been available in the way-back times, but haven't been thanks to canon. There's room for something "primitive" to fit the bill, I'm sure, like a missile hardpoint, and your story can always handwave something, I'm sure, that the humans came up with along the way too. I mean, it wasn't like all these alternate conversion-capable non-LAM Mechs existed before they came along...

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 03 March 2022, 20:41:49
Herb, I'm guessing you didn't see my solution to the free DHS problem: https://bg.battletech.com/forums/fan-designs-rules/alternate-prototype-double-heat-sinks/
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 03 March 2022, 20:53:25
I usualy work pretty quickly when I have an idea so as not to forget it. Being inspired and having the parts right in front me me helps too.   ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 03 March 2022, 21:15:32
Stupid suggestion.  Maybe a more duable combiner is bunch of mini-Veebots merging to form a assault sized Mech or Superheavy.  That or drones attaching to a Veebot.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 03 March 2022, 22:46:55
Well, to be fair, what really is the point of a biped that transformers into another biped? Rule-wise, why would that even BE relevant? Even the idea of spending tonnage on conversion gear seems ludicrous at that point.

Now, as to Predacons: the spiders are easy enough conversions; I used them for the InterSectCon faction, after all [Tarantula for Black Arachnia, Stalking Spider for Tarantulus would be my picks for their beast modes]. And the Pred version of Scorponok would work pretty much the same way [Fire Scorpion would be perfect for his beast mode]. Pterasuar, meanwhile, is another Seeker-style variant, not unlike how I handled Swoop, though there's argument for the possibility that their flight mode looks more like an AirMech than a fighter [a Mk I Wasp would be my choice there, I think, using AirMech for his fight form and Mech mode for robot mode]. I *did* turn T-Rex style Grimlock into a quad in NebCal, of course, which would mean the same for Pred-Meg if you use the same approach, but considering how useful the forearms of either T-Rex 'bot--or the forearms of an actual T-Rex, for that matter--truly are, what are you really missing there?

Dinobot, if anyone, creates the most jarring offset, but even then, he's really just a smaller T-Rex with longer arms, so we'd be back to taking a Grimlock approach, but looking for sleeker models to get his Mech and Quad forms better in line. Perhaps the Cuirass or a classic Black Knight for 'Mech mode, and a Jaguar or Thunder Fox for quad mode.

Meanwhile, your Optimus Primal expy's beast mode could be represented by a Mandrill; it's humanoid, sure, but give it more of a hunch and the long arms are basically legs again. The rest have no issues going biped to quad, methinks.

- Herb

The Beast Wars Cartoon had it explained that the Maximals and Predacons would be in beast mode due to higher energon (https://tfwiki.net/wiki/Energon#Beast_Era) radiation (https://tfwiki.net/wiki/Energon_crystal) affecting their systems.  So a similar method might be the Aximals/Predacons having circuitry that is more sensitive to local environmental conditions (whatever those are), requiring increased maintenance (or even circuit failures) if they are in robot mode for too long while outdoors.  So Beast Mode would represent the transformers using a form of deployable protection that is weak against standard weapons damage, but strong vs the ambient environment.  (Like the Interceptor (https://en.wikipedia.org/wiki/Interceptor_Body_Armor) body armor vs MOPP (https://en.wikipedia.org/wiki/MOPP_(protective_gear)) gear)

In their bases the outside environment is kept out so they can be in robot mode without suffering problems.  Specialized equipment can be made in the base, carried in Beast Mode, the transformer changes into robot mode for special research in a single location, then the robot changes back into 'protected' mode for long-distance travel.  The specialized equipment is hardened against the environment that is why it can survive long-duration.

For Scorponok, it could be where the robot mode has regular hands, while in Beast Mode the myomers and joints are re-positioned to effectively form Claws, imposing a 'Piloting' penalty in cases of fine manipulation.  So robot mode provides fingers and protects the environmental armor, while beast mode has less precise manipulators but allows them to travel outdoors for longer periods of time. (Of course Scorponok also had the annoying tendency to use his claws when typing on computers)

(Also, the Beast Wars transformers were a lot smaller than the G1 transformers.  See the episodes where Beast Wars Megatron was only slightly taller than Ravage, rather than towering over him.)

Stupid suggestion.  Maybe a more duable combiner is bunch of mini-Veebots merging to form a assault sized Mech or Superheavy.  That or drones attaching to a Veebot.

The detail with that idea for the mini-Veebots is the strength/sturdiness needed for the linkage equipment required to transfer stress from an arm-Veebot to the torso-Veebot(s).

Still, a mini-Veebot acting as an additional turret (such as the Minicons (https://tfwiki.net/wiki/Mini-Con)) would allow a Veebot to engage one target by itself, while the turret Veebot could engage a second target with no secondary target modifiers.  Or where a full size Veebot might not have a Beagle Active Probe, but a Minicon might have a BA-scale sensor pack and feed that data to the Veebot.  These structural, power, and data connections would need their own mass and crit slots though.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 03 March 2022, 23:31:20
The Beast Wars Cartoon had it explained that the Maximals and Predacons would be in beast mode due to higher energon (https://tfwiki.net/wiki/Energon#Beast_Era) radiation (https://tfwiki.net/wiki/Energon_crystal) affecting their systems.  So a similar method might be the Aximals/Predacons having circuitry that is more sensitive to local environmental conditions (whatever those are), requiring increased maintenance (or even circuit failures) if they are in robot mode for too long while outdoors.  So Beast Mode would represent the transformers using a form of deployable protection that is weak against standard weapons damage, but strong vs the ambient environment.  (Like the Interceptor (https://en.wikipedia.org/wiki/Interceptor_Body_Armor) body armor vs MOPP (https://en.wikipedia.org/wiki/MOPP_(protective_gear)) gear)

In their bases the outside environment is kept out so they can be in robot mode without suffering problems.  Specialized equipment can be made in the base, carried in Beast Mode, the transformer changes into robot mode for special research in a single location, then the robot changes back into 'protected' mode for long-distance travel.  The specialized equipment is hardened against the environment that is why it can survive long-duration.

the explanation i went with for Syberia (if you read the fluff i posted ) is that the designs were originally created to help manage the wildlife of the dome. being made to look like animals (including stuff like faux fur and skin) was a way to help the bots blend in more with the local megafauna and thus not stress out of the wildlife they were managing quite as much. and since the death of the humans, they've generally kept those features due to the limited creative inertia of syberian AI's. (much the same way that the AutoBoP's and DemoCons continue to fight the old wars and emulate the human societies that created them. the AxiMaL's are just ones from a society focused on ecological preservation and terraforming.)

mostly i just figured it would be fun to toss some more bestial automech options into the mix, and a third (or fifth?) faction that wasn't closely aligned with the existing AutoBoP and DemoCon groups.


(Also, the Beast Wars transformers were a lot smaller than the G1 transformers.  See the episodes where Beast Wars Megatron was only slightly taller than Ravage, rather than towering over him.)
its actually even more obvious when BW megatron finds the Ark and tries to change history by killing Optimus Prime before G1 even happened.
https://www.youtube.com/watch?v=A9t7G_lHeiY
(the maximals manage to fix things and prevent history from changing.. mostly)

a detail i've largely dropped to avoid having to create BA and protomech sized automech rules. but that is why i went with the lighter masses for their units (being about 1/2 the mass of comparable roles in the AutoBoP's and DemoCons), and i'd generally say they should all have the "low profile" quirk plus whatever negative quirks that fit the chassis to balance it out. (non standard parts for example would be an obvious one)
(this actually is a little closer to the war for cybertron trilogy depiction, where in Kingdom the beast wars characters are shown as being much closer in size to the G1 bots, though mass shifting was definitely in play in that for rattrap: https://www.youtube.com/watch?v=AEJ9WpZk45Q )




Well, to be fair, what really is the point of a biped that transformers into another biped? Rule-wise, why would that even BE relevant? Even the idea of spending tonnage on conversion gear seems ludicrous at that point.
agreed for BT. it made a degree of sense in the transformers franchise given the different tech and setting involved (and the fact that a T rex or JP style velociraptor that became a robot made for a wicked cool toy) but for BT and Syberia if it doesn't add any practical mechanic effect it is a waste of conversion gear tonnage


Now, as to Predacons: the spiders are easy enough conversions; I used them for the InterSectCon faction, after all [Tarantula for Black Arachnia, Stalking Spider for Tarantulus would be my picks for their beast modes]. And the Pred version of Scorponok would work pretty much the same way [Fire Scorpion would be perfect for his beast mode]. Pterasuar, meanwhile, is another Seeker-style variant, not unlike how I handled Swoop, though there's argument for the possibility that their flight mode looks more like an AirMech than a fighter [a Mk I Wasp would be my choice there, I think, using AirMech for his fight form and Mech mode for robot mode]. I *did* turn T-Rex style Grimlock into a quad in NebCal, of course, which would mean the same for Pred-Meg if you use the same approach, but considering how useful the forearms of either T-Rex 'bot--or the forearms of an actual T-Rex, for that matter--truly are, what are you really missing there?

Dinobot, if anyone, creates the most jarring offset, but even then, he's really just a smaller T-Rex with longer arms, so we'd be back to taking a Grimlock approach, but looking for sleeker models to get his Mech and Quad forms better in line. Perhaps the Cuirass or a classic Black Knight for 'Mech mode, and a Jaguar or Thunder Fox for quad mode.

Meanwhile, your Optimus Primal expy's beast mode could be represented by a Mandrill; it's humanoid, sure, but give it more of a hunch and the long arms are basically legs again. The rest have no issues going biped to quad, methinks.
more or less my thoughts for most of them. the insects generally are already covered, i just need to work up the designs. (and figure out how to represent the mass and crits of the extra legs and the tail options from the book in MML)

that said what might make a fun way to do the minis would be to get some cheap plastic animal toys to cut up and hang some parts of off light and medium mechs of the roughly right sizes.

and yeah, i was thinking that i could probably just swap the animal mode to a quadruped where needed. perhaps some of the local beasts lean towards the old Victorian dinosaur style critters:
(http://www.cotswold-homes.com/images/content/issue-14-autumn-2014/articles/misunderstood-monster/misunderstood-monster-2-6x4.jpg)


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 04 March 2022, 00:20:14
Yes, but that's getting redundant for a "species" of drones, IMO.

I suppose it would be but there were different types of drones during the Star League too. Now that I think about it though, how much do non mech AI's weigh? Those that convert and those that don't? I'm guessing a 3 ton AI could replace regular control systems but what about smaller AutoMech Drones? Would regular drone equipment be good enough for their AIs since they wouldn't have to tonnage for a 3 ton AI?



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Luminescent vibros are just vibroblades with some kind of lighting gimmick attached to make them shine in the dark; it's cosmetic at best and easy enough for anyone to do. (Retractable energy blades are a total no-go, though.) IE worked out how blasters and shield technology worked, but in their estimation--and the gameplay rules--both were very limited technologies in the long term, what with shields being useless against non-energy weapons such as ACs, Gauss rifles, and missiles, and blasters suffering from cripplingly BAD ranges, near-complete ineffectiveness against BAR 5+, and a major to-hit penalty. Our Syberians have no need for such RejecTech. (Guess we know who'd win in THAT match-up now!)

So Luminecent Vibro-Weapons are okay as long as they're not retractable? I suppose other Star Empire equipment is limited but so is some BT equipment. In a way their Shields are better than the IS's Blue Shield System. It protects against all energy weapons, not just PPCs. Laser Cannons do pack a punch and are lighter even if they aren't that accurate. Not that weapons fire was all that accurate in the animation. Some TFs also had shields. If allowed they wouldn't quite be the same since the SE shields seem to be for Aerospace only. There also weren't that many, that I can remember, so a few AutoMechs with RejecTech should be possible. They'd be the reason why they're tech was rejected. Of course now I really want a book full of RejecTech.  ;D


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For fusion plants, the formula for free sinks is still Rating/25, IIRC. Any more costs slots space, but any sinks counted "free with the engine type," like the 10 for all fusion plants, 5 for fission, and 1 for fuel cells--should be weight-free even if they take up slots. ICEs get no free slots or sinks, so each one would cost, but you only need them for energy weapons. The trouble there, of course, is that you'd ALSO need power amps for said weapons when using ICEs.

That's what I thought, which is why I was surprised to see tonnage listed for them. I didn't know MegaMekLab did that. You need power amps with fuel cells too. And support engines of all kinds need heat sinks. Would they be really ancient Automechs?


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Light ACs, at least. But the T-Bolts... well, they really SHOULD have been available in the way-back times, but haven't been thanks to canon. There's room for something "primitive" to fit the bill, I'm sure, like a missile hardpoint, and your story can always handwave something, I'm sure, that the humans came up with along the way too. I mean, it wasn't like all these alternate conversion-capable non-LAM Mechs existed before they came along...
- Herb

How about a more primitive version of the Narc Launcher? It's just a just a big single tube missile launcher, like the Thunderbolt. It just has high tech homing equipment. Remove than and you've got something like a Thunderbolt.



The Beast Wars Cartoon had it explained that the Maximals and Predacons would be in beast mode due to higher energon (https://tfwiki.net/wiki/Energon#Beast_Era) radiation (https://tfwiki.net/wiki/Energon_crystal) affecting their systems.  So a similar method might be the Aximals/Predacons having circuitry that is more sensitive to local environmental conditions (whatever those are), requiring increased maintenance (or even circuit failures) if they are in robot mode for too long while outdoors.
(snip)
 

I never understood that since TFs consume energon.

Maybe have BeastMechs be more vulnerable to ECM, Centurion WS and Tasers in Mech Mode?


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For Scorponok, it could be where the robot mode has regular hands, while in Beast Mode the myomers and joints are re-positioned to effectively form Claws, imposing a 'Piloting' penalty in cases of fine manipulation.  So robot mode provides fingers and protects the environmental armor, while beast mode has less precise manipulators but allows them to travel outdoors for longer periods of time. (Of course Scorponok also had the annoying tendency to use his claws when typing on computers)

I kind of took the penalty for lifting with hands for granted in AltMode. At least for most AltModes.


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(Also, the Beast Wars transformers were a lot smaller than the G1 transformers.  See the episodes where Beast Wars Megatron was only slightly taller than Ravage, rather than towering over him.)

I missed that one but then I missed a lot of that series.


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The detail with that idea for the mini-Veebots is the strength/sturdiness needed for the linkage equipment required to transfer stress from an arm-Veebot to the torso-Veebot(s).

Still, a mini-Veebot acting as an additional turret (such as the Minicons (https://tfwiki.net/wiki/Mini-Con)) would allow a Veebot to engage one target by itself, while the turret Veebot could engage a second target with no secondary target modifiers.  Or where a full size Veebot might not have a Beagle Active Probe, but a Minicon might have a BA-scale sensor pack and feed that data to the Veebot.  These structural, power, and data connections would need their own mass and crit slots though.

Turrets I can kind of see but it should take a couple turns after the VeeBot converts. One to board the Bot and one to convert. Other combiners like I'm not sure about. I can't see how they'd combine without flying or being connected in a bay. I can see a larger drone going prone and separating into smaller drones more than I can see smaller drone combining into a bigger one. Crits and weight for connections would be good too.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 04 March 2022, 01:58:57
the explanation i went with for Syberia (if you read the fluff i posted ) is that the designs were originally created to help manage the wildlife of the dome. being made to look like animals (including stuff like faux fur and skin) was a way to help the bots blend in more with the local megafauna and thus not stress out of the wildlife they were managing quite as much. and since the death of the humans, they've generally kept those features due to the limited creative inertia of syberian AI's. (much the same way that the AutoBoP's and DemoCons continue to fight the old wars and emulate the human societies that created them. the AxiMaL's are just ones from a society focused on ecological preservation and terraforming.)

mostly i just figured it would be fun to toss some more bestial automech options into the mix, and a third (or fifth?) faction that wasn't closely aligned with the existing AutoBoP and DemoCon groups.

True, I was going with a reason for Herb as to why the original Beast Wars crew had to remain in beast mode most of the time.  Their choice was survival, your setup is to prevent panic.

You are right, having the extra faction would be fun

I never understood that since TFs consume energon.

Maybe have BeastMechs be more vulnerable to ECM, Centurion WS and Tasers in Mech Mode?

It could be compared to drinking from a garden hose vs drinking from a fire hose.  Or how some food needs to be cooked before eating (and raw energon needs to be processed before consuming)

But your idea about vulnerability to EM effects would be good.  Perhaps PPCs would be added to the list?

I missed that one but then I missed a lot of that series. 

Beast Wars Megatron meets Ravage - https://www.youtube.com/watch?v=pHVE5j4I0L8
Beast Wars Megatron meets G1 Optimus - https://www.youtube.com/watch?v=A9t7G_lHeiY (this the Season 2 finale)

Turrets I can kind of see but it should take a couple turns after the VeeBot converts. One to board the Bot and one to convert. Other combiners like I'm not sure about. I can't see how they'd combine without flying or being connected in a bay. I can see a larger drone going prone and separating into smaller drones more than I can see smaller drone combining into a bigger one. Crits and weight for connections would be good too.  :thumbsup:

For combining into a larger bot (i.e. Devastator), you'd need the legs to form first, then the lower torso bot climbs the legs and transforms, then the upper torso bot climbs and transforms, then each of the arm bots climb and transform.

The fun part is that this would technically be a triple-changer bot, plus if the combined transformer is over 100 tons then each of the smaller bots would likely need to use the SuperheavyMech construction rules (i.e. 20% of mass as internal structure).  So you would have a BIG Mech, but the available tonnage percentage would be much lower than if it was a single Mech.  It means that whoever develops it can use existing factories to make the smaller combiner bots instead of needing to develop a larger factory to make the single larger bot (I figure a factory that makes six 50-ton Mechs per month would be cheaper than a factory that can make a single 300-ton Mech every month).
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 March 2022, 04:43:07
The Beast Wars Cartoon had it explained that the Maximals and Predacons would be in beast mode due to higher energon (https://tfwiki.net/wiki/Energon#Beast_Era) radiation (https://tfwiki.net/wiki/Energon_crystal) affecting their systems.  So a similar method might be the Aximals/Predacons having circuitry that is more sensitive to local environmental conditions (whatever those are), requiring increased maintenance (or even circuit failures) if they are in robot mode for too long while outdoors.  So Beast Mode would represent the transformers using a form of deployable protection that is weak against standard weapons damage, but strong vs the ambient environment.

I can see where you're going with that, but in the BT universe, BattleMechs are suitable for all but the most extreme of environments. It takes a nuke going off to surge most of them into shutdown--assuming the conventional damage doesn't incinerate them first--and anything harsh enough to prove too much for a BattleMech's environmental protections is generally going to have killed the organics all around them long before it's affected the 'Mechs. So, if there's a biosphere they're protecting, it would be quite alien indeed for it to be so harsh to Mechs yet sustainable for its native life forms. Not saying impossible, but certainly a stretch, IMO.

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In their bases the outside environment is kept out so they can be in robot mode without suffering problems.  Specialized equipment can be made in the base, carried in Beast Mode, the transformer changes into robot mode for special research in a single location, then the robot changes back into 'protected' mode for long-distance travel.  The specialized equipment is hardened against the environment that is why it can survive long-duration.

In BattleTech terms, I think I'd be hard-pressed to come up with a tech that only works in one mode and not the other from a purely environmental standpoint. I mean, motive systems vary with conversion-capable units only because the very act of conversion re-orients the motive systems into their necessary configuration for optimal use (wheels and tracks to the ground, rotors and jets to appropriate thrust vectors, even extra legs to the ground, and so forth), but armor, structure, and weapons tend to retain their utility in both modes or we would be just asking for trouble in combat. The same tends to go for the various types of environmental sealing that (again) is a built-in feature of all BattleMech designs (and a good number of IndustrialMechs).

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For Scorponok, it could be where the robot mode has regular hands, while in Beast Mode the myomers and joints are re-positioned to effectively form Claws, imposing a 'Piloting' penalty in cases of fine manipulation.  So robot mode provides fingers and protects the environmental armor, while beast mode has less precise manipulators but allows them to travel outdoors for longer periods of time. (Of course Scorponok also had the annoying tendency to use his claws when typing on computers)

Well, for that matter, the original cartoons tended to show several of the Maximals and Preds using very non-human hand designs that did human-hand jobs. The spider-bots typically had pincer-like claw-hands themselves, and Dinobot's hands, IIRC, never retracted their claws. The Maximals were fortunate enough to all have five-fingered hands in robot mode, at least.

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(Also, the Beast Wars transformers were a lot smaller than the G1 transformers.  See the episodes where Beast Wars Megatron was only slightly taller than Ravage, rather than towering over him.)

If there's one thing I ignored outright in making a BT-to-TF ruleset, it was scale and size changing. That tech just doesn't exist in BT, and the ProtoMech class was definitely not available to the Syberians. (I'm straining things as it is to put BA-scale drones in, but if your Beast Wars drones happened to use those, they'd last about a minute in a crossover fight and would never have a transforming capacity--another bridge I wouldn't cross there.) So, letting them just be lighter Mechs is perfectly fine to me.

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The detail with that idea for the mini-Veebots is the strength/sturdiness needed for the linkage equipment required to transfer stress from an arm-Veebot to the torso-Veebot(s).

Never liked that version of Voltron. Combiners always seemed an iffy approach to me, but the 20 vehicles to make one robot screamed "too many ways to defeat this thing!"

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Still, a mini-Veebot acting as an additional turret (such as the Minicons (https://tfwiki.net/wiki/Mini-Con)) would allow a Veebot to engage one target by itself, while the turret Veebot could engage a second target with no secondary target modifiers.  Or where a full size Veebot might not have a Beagle Active Probe, but a Minicon might have a BA-scale sensor pack and feed that data to the Veebot.  These structural, power, and data connections would need their own mass and crit slots though.

I think we have enough room for that approach with the rules we worked out earlier in this thread. They'd just be a different take on the cassette deployers, which basically are mechanized battle armor. Having a specialized sensor/ECM type of capability in the BA-sized drone so the parent Mech can devote that tonnage for more weapons/armor is totally sensible, and their use really shouldn't require extra rules to pull off; you're basically just running two unit types in tandem.

the explanation i went with for Syberia (if you read the fluff i posted ) is that the designs were originally created to help manage the wildlife of the dome. being made to look like animals (including stuff like faux fur and skin) was a way to help the bots blend in more with the local megafauna and thus not stress out of the wildlife they were managing quite as much. and since the death of the humans, they've generally kept those features due to the limited creative inertia of syberian AI's. (much the same way that the AutoBoP's and DemoCons continue to fight the old wars and emulate the human societies that created them. the AxiMaL's are just ones from a society focused on ecological preservation and terraforming.)

mostly i just figured it would be fun to toss some more bestial automech options into the mix, and a third (or fifth?) faction that wasn't closely aligned with the existing AutoBoP and DemoCon groups.

That is certainly a more manageable approach than trying to force the energon-overload angle into the mix with the way BT BattleMechs work. Another angle that might seem even sillier, but no less valid: Entertainment gone feral. Akin to trying to make a Jurassic Park scenario, but using AI-controlled 'Mechs customized to look animalistic, rather than cloning real dinosaurs and such, the human Syberians tried to make a high-tech fantastical theme park before they died, and the Maximal/Predacon machines effectively descend from them, perhaps militarized during the waning days of the humans in an effort to stave off their inevitable fall, leaving them with a dual layered kind of programming that tells them to simultaneously mimic bestial traits while fighting to protect their own side. This puts them in the same boat as the rest of the AutoMechs in the Syberia system, but with their own gimmick based on some eccentric pre-existing values.

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its actually even more obvious when BW megatron finds the Ark and tries to change history by killing Optimus Prime before G1 even happened.
https://www.youtube.com/watch?v=A9t7G_lHeiY
(the maximals manage to fix things and prevent history from changing.. mostly)

I think we can agree to skip the time travel arc. ;)

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a detail i've largely dropped to avoid having to create BA and protomech sized automech rules. but that is why i went with the lighter masses for their units (being about 1/2 the mass of comparable roles in the AutoBoP's and DemoCons), and i'd generally say they should all have the "low profile" quirk plus whatever negative quirks that fit the chassis to balance it out. (non standard parts for example would be an obvious one)
(this actually is a little closer to the war for cybertron trilogy depiction, where in Kingdom the beast wars characters are shown as being much closer in size to the G1 bots, though mass shifting was definitely in play in that for rattrap: https://www.youtube.com/watch?v=AEJ9WpZk45Q

Works for me. We don't need size-changers anyway, and having the "Beast Wars" AutoMechs on scale with the "G1" AutoMechs keeps them competitive and useful on the same battlefield.

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more or less my thoughts for most of them. the insects generally are already covered, i just need to work up the designs. (and figure out how to represent the mass and crits of the extra legs and the tail options from the book in MML)

Yeah, that can be tricky. When it comes to the spiders, though, a fun bit to note: Tarantulus and Black Arachnia's beast modes may have shown them with as many legs as their arachnid counterparts, but the toys and their robot forms made i kind of clear that only four limbs did most of the heavy lifting in their beast modes. The extra limbs became guns in robot mode. No reason they couldn't just be guns.

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that said what might make a fun way to do the minis would be to get some cheap plastic animal toys to cut up and hang some parts of off light and medium mechs of the roughly right sizes.

A kitbashing dream!

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and yeah, i was thinking that i could probably just swap the animal mode to a quadruped where needed. perhaps some of the local beasts lean towards the old Victorian dinosaur style critters:
(http://www.cotswold-homes.com/images/content/issue-14-autumn-2014/articles/misunderstood-monster/misunderstood-monster-2-6x4.jpg)

'Xactly.

I suppose it would be but there were different types of drones during the Star League too. Now that I think about it though, how much do non mech AI's weigh? Those that convert and those that don't? I'm guessing a 3 ton AI could replace regular control systems but what about smaller AutoMech Drones? Would regular drone equipment be good enough for their AIs since they wouldn't have to tonnage for a 3 ton AI?

You're basically talking about the robotic/remote-controlled drone systems already in TacOps and Campaign Ops, I believe (or wherever they are now; my intimate knowledge of rulebooks has decayed in the last decade). Aside from the rules we kludged in this thread already for BA-drones, which basically just say all human control systems are now drone control systems, non AutoMech drone systems should be unchanged from their standard rules.

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So Luminecent Vibro-Weapons are okay as long as they're not retractable? I suppose other Star Empire equipment is limited but so is some BT equipment. In a way their Shields are better than the IS's Blue Shield System. It protects against all energy weapons, not just PPCs. Laser Cannons do pack a punch and are lighter even if they aren't that accurate. Not that weapons fire was all that accurate in the animation. Some TFs also had shields. If allowed they wouldn't quite be the same since the SE shields seem to be for Aerospace only. There also weren't that many, that I can remember, so a few AutoMechs with RejecTech should be possible. They'd be the reason why they're tech was rejected. Of course now I really want a book full of RejecTech.  ;D

At the 'Mech scale, a luminescent vibroblade is going to be just a vibroblade in terms of damage and whatnot. We have rules for those already, and there's no need to remake the wheel. (The human-scaled versions used in NebCal for the Star Empire setting were just for them.) As to the rest, that's up to whatever you really want on your table. I can only speak to the "canon" I wrote for NebCal, and as I wrote it, the AutoMechs don't have Star Empire tech (yet).

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That's what I thought, which is why I was surprised to see tonnage listed for them. I didn't know MegaMekLab did that. You need power amps with fuel cells too. And support engines of all kinds need heat sinks. Would they be really ancient Automechs?

More like AutoMechs based on IndustrialMechs, I'd say.

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How about a more primitive version of the Narc Launcher? It's just a just a big single tube missile launcher, like the Thunderbolt. It just has high tech homing equipment. Remove than and you've got something like a Thunderbolt.

We already discussed that, didn't we? We're basically describing an explosive Narc munition is all.

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I never understood that since TFs consume energon.

Others covered this, I know, but the gist was, as Primal put it in episode one: "This is too much of a good thing." The pre-human Earth was basically so heavily irradiated by raw energon that the Cybertronians would have been breathing it in constantly. If we literally breathed our food in with every inhalation, how quickly do you imagine we'd all have diabetes?

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Maybe have BeastMechs be more vulnerable to ECM, Centurion WS and Tasers in Mech Mode?

Once more, I'd call that reaching. In this case, you're basically building a handicap into their very gimmick, which makes it even weirder they would want it!

True, I was going with a reason for Herb as to why the original Beast Wars crew had to remain in beast mode most of the time.  Their choice was survival, your setup is to prevent panic.

You are right, having the extra faction would be fun

Agreed. I liked the effort to make them mesh.

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It could be compared to drinking from a garden hose vs drinking from a fire hose.  Or how some food needs to be cooked before eating (and raw energon needs to be processed before consuming)

Oh, right! And after the superweapon/second moon was used, most of that raw energon was stabilized or vaporized, too. (Which made it practically unnecessary to have beast modes, but by then, half the beast forms were chrome plated anyway, so...)

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But your idea about vulnerability to EM effects would be good.  Perhaps PPCs would be added to the list?

Still think you're looking to create a problem that only makes it harder to justify them vs. regular 'Mechs, which is kind of going the opposite direction from where you'd want to go.

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For combining into a larger bot (i.e. Devastator), you'd need the legs to form first, then the lower torso bot climbs the legs and transforms, then the upper torso bot climbs and transforms, then each of the arm bots climb and transform.

The fun part is that this would technically be a triple-changer bot, plus if the combined transformer is over 100 tons then each of the smaller bots would likely need to use the SuperheavyMech construction rules (i.e. 20% of mass as internal structure).  So you would have a BIG Mech, but the available tonnage percentage would be much lower than if it was a single Mech.  It means that whoever develops it can use existing factories to make the smaller combiner bots instead of needing to develop a larger factory to make the single larger bot (I figure a factory that makes six 50-ton Mechs per month would be cheaper than a factory that can make a single 300-ton Mech every month).

Maybe, but TBH, combiner 'Mechs would just be a whole bunch of extra rules and handicaps I wouldn't want to touch anyway. What happens if you blow the leg or arm off just one of the component Mechs, rendering it incapable of transformation? Now it's out of commission, and so is your mega-Mech. To keep them all useful in BT, I would just treat a combiner as a well-coordinated team of Mechs; you get more tactical options and firepower that way, anyway, and don't need to come up with a ton of specialized rules.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 04 March 2022, 06:51:42
Never liked that version of Voltron. Combiners always seemed an iffy approach to me, but the 20 vehicles to make one robot screamed "too many ways to defeat this thing!"

True, too many vehicles trying to combine means you might have trouble even before the enemy shoots at the combiner:
https://www.youtube.com/watch?v=jSIQkMS6HoI

Maybe, but TBH, combiner 'Mechs would just be a whole bunch of extra rules and handicaps I wouldn't want to touch anyway. What happens if you blow the leg or arm off just one of the component Mechs, rendering it incapable of transformation? Now it's out of commission, and so is your mega-Mech. To keep them all useful in BT, I would just treat a combiner as a well-coordinated team of Mechs; you get more tactical options and firepower that way, anyway, and don't need to come up with a ton of specialized rules.

- Herb

So a locally-developed C3i network that would likely mass more than the 2.5 ton canon system, but it would allow a 'combiner' group to better coordinate fire.  Have some sort of hardwired setup where only those 6 can link to each other, rather than re-arranging the C3i network before each battle?  If the group works together all the time, a Boosted C3i system might make sense.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 04 March 2022, 07:53:15
It could be compared to drinking from a garden hose vs drinking from a fire hose.  Or how some food needs to be cooked before eating (and raw energon needs to be processed before consuming)

But your idea about vulnerability to EM effects would be good.  Perhaps PPCs would be added to the list?

That makes sense. :)

:) Sure. Why not?  :thumbsup: They also might be better as Industrials as they're more susceptible to EM effects.


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Beast Wars Megatron meets Ravage - https://www.youtube.com/watch?v=pHVE5j4I0L8
Beast Wars Megatron meets G1 Optimus - https://www.youtube.com/watch?v=A9t7G_lHeiY (this the Season 2 finale)

Cool. Thanks :)


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For combining into a larger bot (i.e. Devastator), you'd need the legs to form first, then the lower torso bot climbs the legs and transforms, then the upper torso bot climbs and transforms, then each of the arm bots climb and transform.

I would think that would take at least a turn per mech to convert plus another turn to climb into position, with a big skill penalty. That's a couple minuets for a combiner with 6 mechs. I suppose that would work but if anyone screws up they all fall taking damage and having to start all over again.

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The fun part is that this would technically be a triple-changer bot, plus if the combined transformer is over 100 tons then each of the smaller bots would likely need to use the SuperheavyMech construction rules (i.e. 20% of mass as internal structure).  So you would have a BIG Mech, but the available tonnage percentage would be much lower than if it was a single Mech.  It means that whoever develops it can use existing factories to make the smaller combiner bots instead of needing to develop a larger factory to make the single larger bot (I figure a factory that makes six 50-ton Mechs per month would be cheaper than a factory that can make a single 300-ton Mech every month).


I suppose smaller factories would be helpful but they should already have large factories making AutoMechs. I would think a superheavy bay, at least, would be needed to assemble the large drone for testing and any repairs. It'd be hard to repair a combiner that can't fit in a standard bay because damage causes multiple parts to be stuck together.


In BattleTech terms, I think I'd be hard-pressed to come up with a tech that only works in one mode and not the other from a purely environmental standpoint. I mean, motive systems vary with conversion-capable units only because the very act of conversion re-orients the motive systems into their necessary configuration for optimal use (wheels and tracks to the ground, rotors and jets to appropriate thrust vectors, even extra legs to the ground, and so forth), but armor, structure, and weapons tend to retain their utility in both modes or we would be just asking for trouble in combat. The same tends to go for the various types of environmental sealing that (again) is a built-in feature of all BattleMech designs (and a good number of IndustrialMechs).

I can see some items being used in one mode and not another. Like physical weapons. They aren't that useful in AltMode. Sure some could be used for ramming or industrial work as well as physical combat. They could also help form the AltMode like an Axe becoming a vertical stablizer or something. A fighter swinging an axe about is a bit of a stretch though.


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If there's one thing I ignored outright in making a BT-to-TF ruleset, it was scale and size changing. That tech just doesn't exist in BT, and the ProtoMech class was definitely not available to the Syberians. (I'm straining things as it is to put BA-scale drones in, but if your Beast Wars drones happened to use those, they'd last about a minute in a crossover fight and would never have a transforming capacity--another bridge I wouldn't cross there.) So, letting them just be lighter Mechs is perfectly fine to me.

I'm glad you didn't go with scale and size changing. I could see Protomech sized drones though. Other than the weight of the AI, I think they'd be easier to build. Even with conversion systems. I don't think they'd last long either but I can see them existing.


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Never liked that version of Voltron. Combiners always seemed an iffy approach to me, but the 20 vehicles to make one robot screamed "too many ways to defeat this thing!"

That and the robot ends up being dropship sized. Apparently TF gets more confusing as many combiners have extra team members (spare limbs) and can swap members with other teams. Bruticus swapping an arm with Superion and such.


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I think we can agree to skip the time travel arc. ;)

And I was wondering about weight and crit requirements for the Flux Capacitor.  ;D

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You're basically talking about the robotic/remote-controlled drone systems already in TacOps and Campaign Ops, I believe (or wherever they are now; my intimate knowledge of rulebooks has decayed in the last decade). Aside from the rules we kludged in this thread already for BA-drones, which basically just say all human control systems are now drone control systems, non AutoMech drone systems should be unchanged from their standard rules.

The basic ones are in TacOps. The more advanced stuff is in Interstellar Ops. Although, I'm not sure all of it is or not. I think there was an even more advanced version but I don't remember. So a AI Drone is built as is but a controlled drone would use BT rules. Cool.  :thumbsup:

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At the 'Mech scale, a luminescent vibroblade is going to be just a vibroblade in terms of damage and whatnot. We have rules for those already, and there's no need to remake the wheel. (The human-scaled versions used in NebCal for the Star Empire setting were just for them.) As to the rest, that's up to whatever you really want on your table. I can only speak to the "canon" I wrote for NebCal, and as I wrote it, the AutoMechs don't have Star Empire tech (yet).

 :thumbsup:

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More like AutoMechs based on IndustrialMechs, I'd say.

I was thinking more about those that didn't convert though. Or do but not to Mech mode. Like a Drone Thorizer.

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We already discussed that, didn't we? We're basically describing an explosive Narc munition is all.

Yep. Was just throwing out a possible reason for Thunderbolts to exist there.  :thumbsup:


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Others covered this, I know, but the gist was, as Primal put it in episode one: "This is too much of a good thing." The pre-human Earth was basically so heavily irradiated by raw energon that the Cybertronians would have been breathing it in constantly. If we literally breathed our food in with every inhalation, how quickly do you imagine we'd all have diabetes?

Makes sense. Pretty quick I guess.

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Once more, I'd call that reaching. In this case, you're basically building a handicap into their very gimmick, which makes it even weirder they would want it!

Sure it is but isn't that handicap already built into industrial chassis?

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Oh, right! And after the superweapon/second moon was used, most of that raw energon was stabilized or vaporized, too. (Which made it practically unnecessary to have beast modes, but by then, half the beast forms were chrome plated anyway, so...)

I missed that one too.


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Maybe, but TBH, combiner 'Mechs would just be a whole bunch of extra rules and handicaps I wouldn't want to touch anyway. What happens if you blow the leg or arm off just one of the component Mechs, rendering it incapable of transformation? Now it's out of commission, and so is your mega-Mech. To keep them all useful in BT, I would just treat a combiner as a well-coordinated team of Mechs; you get more tactical options and firepower that way, anyway, and don't need to come up with a ton of specialized rules.

- Herb

They could be BA or ProtoMech sized so they can operate in the same hex together.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 March 2022, 13:51:51
True, too many vehicles trying to combine means you might have trouble even before the enemy shoots at the combiner:
https://www.youtube.com/watch?v=jSIQkMS6HoI

'Xactly!

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So a locally-developed C3i network that would likely mass more than the 2.5 ton canon system, but it would allow a 'combiner' group to better coordinate fire.  Have some sort of hardwired setup where only those 6 can link to each other, rather than re-arranging the C3i network before each battle?  If the group works together all the time, a Boosted C3i system might make sense.

GAH! C3! Thank CAT the Syberians don't have that gear! What a freaking nightmare! No; the closest I'd come, maybe, is to just treat the "combiner team" as one unit in the Initiative order, so they "act as one." Or maybe give them an attack bonus that applies when all component units are active on the field together, a-la a simple special force rule--negated once you KO a single unit as a kind of "morale effect."

I would think that would take at least a turn per mech to convert plus another turn to climb into position, with a big skill penalty. That's a couple minuets for a combiner with 6 mechs. I suppose that would work but if anyone screws up they all fall taking damage and having to start all over again.

Funny, but still just another strike against them.

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I suppose smaller factories would be helpful but they should already have large factories making AutoMechs. I would think a superheavy bay, at least, would be needed to assemble the large drone for testing and any repairs. It'd be hard to repair a combiner that can't fit in a standard bay because damage causes multiple parts to be stuck together.

There's another.

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I can see some items being used in one mode and not another. Like physical weapons. They aren't that useful in AltMode. Sure some could be used for ramming or industrial work as well as physical combat. They could also help form the AltMode like an Axe becoming a vertical stablizer or something. A fighter swinging an axe about is a bit of a stretch though.

Physical weapons are of questionable value even in the best of times, anyway. I'm not at all averse to leaving them out because the rules don't generally support physical weapon attacks by non-Mechs except in the case of some industrial gear and ramming.

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I'm glad you didn't go with scale and size changing. I could see Protomech sized drones though. Other than the weight of the AI, I think they'd be easier to build. Even with conversion systems. I don't think they'd last long either but I can see them existing.

Thanks to BT's "bulkytech" aesthetic, ProtoMechs needed the Clans to come along and invent them; otherwise, the jump went from power armor/light batter armor to 'Mechs (implying that Inner Sphere/Star League tech just can't bridge the gap effectively in between). I could stretch for battle armor, since the SL had power suits and exoskeletons have always been around for the setting, but Protos in Syberia? Nerp.

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That and the robot ends up being dropship sized. Apparently TF gets more confusing as many combiners have extra team members (spare limbs) and can swap members with other teams. Bruticus swapping an arm with Superion and such.

Yeah; the post-Devastator combiners tended to use a more interchangable technology. The most recent combiner in my collection that I can completely build has Bruticus's torso and limbs that are mostly Protectobots. Pretty sure they'd have an identity crisis. (Another part of the TF lore that's always fun is how the minds fuse in combined modes; I'd not want to codify those rules either, so... Another strike against combiners!)

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And I was wondering about weight and crit requirements for the Flux Capacitor.  ;D

Thank Cat we won't be touching that, then!

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The basic ones are in TacOps. The more advanced stuff is in Interstellar Ops. Although, I'm not sure all of it is or not. I think there was an even more advanced version but I don't remember. So a AI Drone is built as is but a controlled drone would use BT rules. Cool.  :thumbsup:

If built as a robotic, it should be independent; if built as a remote-controlled drone, it is controlled by the parent unit. If this is Syberia, the preference is to have ALL drones use robotic control systems, so they can behave individually and be less susceptible to ECM (or, in the case of those Syberians not operating inside a decent magnetosphere, sunspot activity).

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I was thinking more about those that didn't convert though. Or do but not to Mech mode. Like a Drone Thorizer.

What about them?

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Yep. Was just throwing out a possible reason for Thunderbolts to exist there.  :thumbsup:

Your table, your rules. Were it me, I'd be making do without.

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Makes sense. Pretty quick I guess.

I know *I* wouldn't stand a chance...

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Sure it is but isn't that handicap already built into industrial chassis?

I can't recall exactly, but I think most of that can be mitigated with better armor and enviro sealing. But if one were to go with a story that establishes them as IndyMech-based, they would at least have a good reason for that gimmick.

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I missed that one too.

It was fun. They killed off a couple characters in rather incidental ways, gave folks a reason to buy more toys, and never once explained to us what the Vok were up to, while setting the stage for Ravage to show up.

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They could be BA or ProtoMech sized so they can operate in the same hex together.

BA-size would justify operating in the same hex, but why make them combine? OOO! The central unit is a 'Mech, but its combiner team is all battle armor, and it uses Mechanized BA rules when they combine. The central unit remains in control, and gains the benefits of the team's armor as extra protection from attacks, plus maybe whatever electronic suites they have that the central unit lacks! Minimal new rules, and the SAME questionable behavior, but in this case, who'd care? It wouldn't be the first time someone tried to use their own battlesuited troops to get around their armor maximums.

...Or, as I suggested above, you could just give them some special force rules that give the team a boost when all of them are present on the field, to reflect their morale and enhanced coordination, and let them move anywhere they like so they can do fun things like triangulate their fire.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 04 March 2022, 21:38:49
I suppose smaller factories would be helpful but they should already have large factories making AutoMechs. I would think a superheavy bay, at least, would be needed to assemble the large drone for testing and any repairs. It'd be hard to repair a combiner that can't fit in a standard bay because damage causes multiple parts to be stuck together.

The larger factories making Automechs are the ones making the 50-ton combiners.  A SuperHeavy Bay for assembling/testing the 300-ton combiner would be useful and the nice part is that since the SuperHeavy bay is just the final step the rest of the factory costs the same as a non-combiner factory.  A factory making a SuperHeavy would be more expensive than a faster factory that can make combiner Veemechs.

So the following setups:
So Devastator as a combiner was the prototype, and it had delays in processing because it would poll its 6 components before making every decision.  Since there were 6 units, there could be tie votes, meaning only the most obvious choices were taken (initiative penalties, and randomly selects the current target each turn unless commanded by a 'superior').

The next generation combiners were manufactured with a linkage system and control system that worked properly, and espionage on both sides would allow the plans for that linkage system to get copied (aka why the Combiner toys can link with each other).  The data channels would not be compatible though, so no taking the arms of Bruticus (https://tfwiki.net/wiki/Bruticus_(G1)) and attaching them to Scattershot (https://tfwiki.net/wiki/Scattershot_(G1)) to make a more aggressive Computron (https://tfwiki.net/wiki/Computron_(G1)).

SuperHeavies (like Fortress Maximus) are a rare resource because they can only be built in specialized factories and need SuperHeavy repair centers in case of damage (or they only get fixed via very slow field repairs)


GAH! C3! Thank CAT the Syberians don't have that gear! What a freaking nightmare! No; the closest I'd come, maybe, is to just treat the "combiner team" as one unit in the Initiative order, so they "act as one." Or maybe give them an attack bonus that applies when all component units are active on the field together, a-la a simple special force rule--negated once you KO a single unit as a kind of "morale effect."

Potential advantages (pick one or two):

Thanks to BT's "bulkytech" aesthetic, ProtoMechs needed the Clans to come along and invent them; otherwise, the jump went from power armor/light batter armor to 'Mechs (implying that Inner Sphere/Star League tech just can't bridge the gap effectively in between). I could stretch for battle armor, since the SL had power suits and exoskeletons have always been around for the setting, but Protos in Syberia? Nerp.

How about just tossing in extra batteries into Power Armor as they get bigger, then using a Star League tech Fusion Recharger (https://www.sarna.net/wiki/Power_Pack_Recharger#Fusion_Recharger) to trickle-charge the batteries.  All energy weapons will need Power Amplifiers, but since these are just up-sized Battlearmor they can use the Battle-armor sized weaponry (and BA-sized battery packs for those weapons).  So the battery-powered Protomechs are cheaper and can expend a lot of energy/firepower quickly, but they also recharge slowly.  As a result they 'prefer' to be around their fusion-powered buddies to make sure they can get a quick top-off if needed.

(This would not require that much creativity from the bots, they just take a standard Battlearmor and keep adding on a few kilograms at a time until they have a 15-ton 'battlearmor')

BA-size would justify operating in the same hex, but why make them combine? OOO! The central unit is a 'Mech, but its combiner team is all battle armor, and it uses Mechanized BA rules when they combine. The central unit remains in control, and gains the benefits of the team's armor as extra protection from attacks, plus maybe whatever electronic suites they have that the central unit lacks! Minimal new rules, and the SAME questionable behavior, but in this case, who'd care? It wouldn't be the first time someone tried to use their own battlesuited troops to get around their armor maximums.

- Herb

This would solve the multi-processor poll voting, by simply going with the Mech having the sole vote while the others do what they are told.  There might be disagreements before combining, but after combining the policy is 'One Mech, One Vote'. The others are all Battlearmor so don't get to vote.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 March 2022, 01:13:59
Funny, but still just another strike against them.

There's another.

Yep :thumbsup:


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Physical weapons are of questionable value even in the best of times, anyway. I'm not at all averse to leaving them out because the rules don't generally support physical weapon attacks by non-Mechs except in the case of some industrial gear and ramming.

That's cool.


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Thanks to BT's "bulkytech" aesthetic, ProtoMechs needed the Clans to come along and invent them; otherwise, the jump went from power armor/light batter armor to 'Mechs (implying that Inner Sphere/Star League tech just can't bridge the gap effectively in between). I could stretch for battle armor, since the SL had power suits and exoskeletons have always been around for the setting, but Protos in Syberia? Nerp.

:) That's cool.


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Yeah; the post-Devastator combiners tended to use a more interchangable technology. The most recent combiner in my collection that I can completely build has Bruticus's torso and limbs that are mostly Protectobots. Pretty sure they'd have an identity crisis. (Another part of the TF lore that's always fun is how the minds fuse in combined modes; I'd not want to codify those rules either, so... Another strike against combiners!)

 ;D

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Thank Cat we won't be touching that, then!

 :))


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If built as a robotic, it should be independent; if built as a remote-controlled drone, it is controlled by the parent unit. If this is Syberia, the preference is to have ALL drones use robotic control systems, so they can behave individually and be less susceptible to ECM (or, in the case of those Syberians not operating inside a decent magnetosphere, sunspot activity).

That's cool.  :thumbsup:

Quote
What about them?

They were built using support vehicle rules. I'm guessing they'd be more ancient than those built using combat vehicle rules.

Quote
Your table, your rules. Were it me, I'd be making do without.

 :thumbsup:


Quote
I know *I* wouldn't stand a chance...

Most probably wouldn't.


Quote
I can't recall exactly, but I think most of that can be mitigated with better armor and enviro sealing. But if one were to go with a story that establishes them as IndyMech-based, they would at least have a good reason for that gimmick.

That's cool.


Quote
It was fun. They killed off a couple characters in rather incidental ways, gave folks a reason to buy more toys, and never once explained to us what the Vok were up to, while setting the stage for Ravage to show up.

That's cool. Who are the Volk?

Quote
BA-size would justify operating in the same hex, but why make them combine? OOO! The central unit is a 'Mech, but its combiner team is all battle armor, and it uses Mechanized BA rules when they combine. The central unit remains in control, and gains the benefits of the team's armor as extra protection from attacks, plus maybe whatever electronic suites they have that the central unit lacks! Minimal new rules, and the SAME questionable behavior, but in this case, who'd care? It wouldn't be the first time someone tried to use their own battlesuited troops to get around their armor maximums.

...Or, as I suggested above, you could just give them some special force rules that give the team a boost when all of them are present on the field, to reflect their morale and enhanced coordination, and let them move anywhere they like so they can do fun things like triangulate their fire.

- Herb

 :thumbsup: Mechanized BA sounds workable.  :)


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 March 2022, 01:21:19
The larger factories making Automechs are the ones making the 50-ton combiners.  A SuperHeavy Bay for assembling/testing the 300-ton combiner would be useful and the nice part is that since the SuperHeavy bay is just the final step the rest of the factory costs the same as a non-combiner factory.  A factory making a SuperHeavy would be more expensive than a faster factory that can make combiner Veemechs.

So the following setups:
  • Veemech Repair Bay - standard Mech Repair bay, used to repair Veemechs and LAMs
  • Standard VeeMech factory - does not produce Combiners (your 'large' factory)
  • Combiner Factory/testbed - as Standard Veemech factory, but includes a SuperHeavy bay for assembly/testing/repairs
  • Combiner Factory - as Standard Veemech factory, but produces combiner Veemechs.  Can repair Combiners, but only if they are separated
  • SuperHeavy Bay - can repair a fused combiner, or a SuperHeavy Veemech
  • SuperHeavy Factory - produces SuperHeavy Veemechs (i.e. Fortress Maximus), but is more expensive per ton of output than a Combiner Factory/testbed
So Devastator as a combiner was the prototype, and it had delays in processing because it would poll its 6 components before making every decision.  Since there were 6 units, there could be tie votes, meaning only the most obvious choices were taken (initiative penalties, and randomly selects the current target each turn unless commanded by a 'superior').

The next generation combiners were manufactured with a linkage system and control system that worked properly, and espionage on both sides would allow the plans for that linkage system to get copied (aka why the Combiner toys can link with each other).  The data channels would not be compatible though, so no taking the arms of Bruticus (https://tfwiki.net/wiki/Bruticus_(G1)) and attaching them to Scattershot (https://tfwiki.net/wiki/Scattershot_(G1)) to make a more aggressive Computron (https://tfwiki.net/wiki/Computron_(G1)).

SuperHeavies (like Fortress Maximus) are a rare resource because they can only be built in specialized factories and need SuperHeavy repair centers in case of damage (or they only get fixed via very slow field repairs)

I suppose that'd work with six 50 ton mechs but what about five 60 ton mechs? Or some other combination of tonnages that add up to 200?


I have wondered about combining the old optional rules for reduced crit space on mechs (The lighter the class the fewer crits there are.) and Protomech weights to make XXL Mechs 2-9 tons. I never got around to doing it though but I wonder if it'd work for AutoMechs in that weight class.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 05 March 2022, 10:45:08
They were built using support vehicle rules. I'm guessing they'd be more ancient than those built using combat vehicle rules.

Support vehicle rules CAN reflect more primitive units, but they can also just represent commercial-grade, non-military production. The Tech rating isn't just about age; your family car isn't a main battle tank, after all.

Quote
That's cool. Who are the Volk?

In the Beast Wars part of the G1 continuity (Beast Wars and Beast Machines are generally considered part of G1 because of the crossover with classic cartoon elements like the wrecked Ark, G1 characters, and Ravage), the Vok were an alien species that were using Earth as a "project" and saw the Transformers' arrival there as a contamination bad enough to abandon the whole thing and sterilize the planet. I don't think it's ever explained what they were about and other continuities have them elsewhere, doing other things.

The VOLK are something else entirely, and unrelated to this conversation (at present).

I suppose that'd work with six 50 ton mechs but what about five 60 ton mechs? Or some other combination of tonnages that add up to 200?

I have wondered about combining the old optional rules for reduced crit space on mechs (The lighter the class the fewer crits there are.) and Protomech weights to make XXL Mechs 2-9 tons. I never got around to doing it though but I wonder if it'd work for AutoMechs in that weight class.

Well, I did say that it's your story and game table. I'm gonna try and stop nay-saying your ideas on the grounds of how I see my own Syberian head-canon.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 05 March 2022, 13:22:19
https://tfwiki.net/wiki/Vok

the show never really explained who or what they were. they basically existed to be the source of McGuffins the factions would fight over and generally do the whole "mysterious powerful beings" routine. i'm pretty sure that the main reason they existed was so that the show's storylines could have more variety, given the small casts and the fact that prehistoric earth didn't have a local population to interact with.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 05 March 2022, 14:21:53
I suppose that'd work with six 50 ton mechs but what about five 60 ton mechs? Or some other combination of tonnages that add up to 200?

Anything 100 tons or less I am assuming can be built in a regular Veemech factory.  The difficulty is in setting up the initial combination capability, so there would be testing done in a SuperHeavy bay, while the attached Veemech factory is used to produce (and re-re-re-refit) the 6 variants needed.  So you might have a 6-Mech setup that is 20 tons each to create a 120-ton combiner.  Or you might have an 60-ton central Mech that has four 35-ton Mechs serving as its limbs for a 200-ton combiner Mech.

The key is the proper linkage system, so the Veemechs can support each other, communicate, etc.  Since each of the combiner mechs will need 3 forms (vehicle, Mech, and combiner component), their transformation systems will be larger than a standard Veemech that only has two forms (vehicle & Mech).

Or go with Herb's idea that combiners use a form of communications that is almost hard-wired into a specific group, giving them various benefits.  So instead of a single large combiner, you have 5-6 Mechs that work together REALLY well.  Unfortunately if a member of the group gets destroyed, the benefit is lost until a replacement comes from the factory and the remaining members can synchronize with the new member.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 March 2022, 19:46:42
Support vehicle rules CAN reflect more primitive units, but they can also just represent commercial-grade, non-military production. The Tech rating isn't just about age; your family car isn't a main battle tank, after all.

Ancient or civilian. That's cool.   :thumbsup:


Quote
In the Beast Wars part of the G1 continuity (Beast Wars and Beast Machines are generally considered part of G1 because of the crossover with classic cartoon elements like the wrecked Ark, G1 characters, and Ravage), the Vok were an alien species that were using Earth as a "project" and saw the Transformers' arrival there as a contamination bad enough to abandon the whole thing and sterilize the planet. I don't think it's ever explained what they were about and other continuities have them elsewhere, doing other things.

The VOLK are something else entirely, and unrelated to this conversation (at present).

Thanks. I vaguely remember them. It's been ages since I watched Beast Wars.

Quote
Well, I did say that it's your story and game table. I'm gonna try and stop nay-saying your ideas on the grounds of how I see my own Syberian head-canon.

- Herb

That's cool. Although, I'd still like to know more about your Syberian head-canon. I was also wondering about blending those rules in general as IS Protos. Not just Syberian Drones.



https://tfwiki.net/wiki/Vok

the show never really explained who or what they were. they basically existed to be the source of McGuffins the factions would fight over and generally do the whole "mysterious powerful beings" routine. i'm pretty sure that the main reason they existed was so that the show's storylines could have more variety, given the small casts and the fact that prehistoric earth didn't have a local population to interact with.

Cool. Thanks.  :thumbsup:


Anything 100 tons or less I am assuming can be built in a regular Veemech factory.  The difficulty is in setting up the initial combination capability, so there would be testing done in a SuperHeavy bay, while the attached Veemech factory is used to produce (and re-re-re-refit) the 6 variants needed.  So you might have a 6-Mech setup that is 20 tons each to create a 120-ton combiner.  Or you might have an 60-ton central Mech that has four 35-ton Mechs serving as its limbs for a 200-ton combiner Mech.

The key is the proper linkage system, so the Veemechs can support each other, communicate, etc.  Since each of the combiner mechs will need 3 forms (vehicle, Mech, and combiner component), their transformation systems will be larger than a standard Veemech that only has two forms (vehicle & Mech).

Or go with Herb's idea that combiners use a form of communications that is almost hard-wired into a specific group, giving them various benefits.  So instead of a single large combiner, you have 5-6 Mechs that work together REALLY well.  Unfortunately if a member of the group gets destroyed, the benefit is lost until a replacement comes from the factory and the remaining members can synchronize with the new member.


I think Herb's idea might work better. I think there'd still be a lot of problems for the drones when they try to connect. That said, one of them might have a command console (second AI) that's dormant until combined when it activates to control the others.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 05 March 2022, 20:22:56
I'm calling Mirage done.  Leaving the right arm alone and not going to worry about a head.  Vehicle mode is essentially done, may add the second turret for looks and to represent the weapons.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 05 March 2022, 20:49:32
And vehicle mode.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 March 2022, 21:41:06
Way cool!  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 05 March 2022, 22:12:55
Nice work!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 March 2022, 00:19:02
https://tfwiki.net/wiki/Vok

the show never really explained who or what they were. they basically existed to be the source of McGuffins the factions would fight over and generally do the whole "mysterious powerful beings" routine. i'm pretty sure that the main reason they existed was so that the show's storylines could have more variety, given the small casts and the fact that prehistoric earth didn't have a local population to interact with.

Well, they eventually did start interacting with the proto-humans after Dinobot's death, but, well, you can only get so much dialog from THAT....

Or go with Herb's idea that combiners use a form of communications that is almost hard-wired into a specific group, giving them various benefits.  So instead of a single large combiner, you have 5-6 Mechs that work together REALLY well.  Unfortunately if a member of the group gets destroyed, the benefit is lost until a replacement comes from the factory and the remaining members can synchronize with the new member.

I was imagining it as less a communications system and more of a kind of innate harmony of programing; basically, they're built to work as a team and all their tactics rely on coordination with their teammates. It would seem almost telepathic, but actually requires no true communication between units that could be intercepted and/or scrambled.

That's cool. Although, I'd still like to know more about your Syberian head-canon. I was also wondering about blending those rules in general as IS Protos. Not just Syberian Drones.

The closest the IS was coming to ProtoMechs was stealing Clan-made machines and using hacked-up pilots and implants to approximate the Clans' EI-enhanced fighter phenotypes. I could justify an eventual drone tech for it, but not without a Clan tech base, which we've yet to see anywhere in the CNAZ.

That said, this conversation has veered away from what IS likely in the realm of Syberian tech and into how to add more to it that's not. I'm just acknowledging that so I don't pop in repeatedly saying "they can't do that," which tends to ruin everyone's speculative fun. GB's storyline, after all, is not strictly in line with how I envisioned everything, but I don't want to rain on his parade or anyone else's.

Quote
I think Herb's idea might work better. I think there'd still be a lot of problems for the drones when they try to connect. That said, one of them might have a command console (second AI) that's dormant until combined when it activates to control the others.

Eh, again, you don't need a command console if the AIs are designed to think independently but have built-in coordination as part of their programming. They would just function like a well-oiled machine until a part breaks down, then fall to "mediocre" performance. If instead you NEED to have a combiner force, though.... that's a bridge to far for me. The closest I can get there is the mechanized drone BA squad/single Mech angle, and that's almost a war crime.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 06 March 2022, 03:47:14
I might be getting better at this.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 06 March 2022, 04:08:10
The closest the IS was coming to ProtoMechs was stealing Clan-made machines and using hacked-up pilots and implants to approximate the Clans' EI-enhanced fighter phenotypes. I could justify an eventual drone tech for it, but not without a Clan tech base, which we've yet to see anywhere in the CNAZ.

I was thinking something more IS based using more conventional controls and fractional accounting. Something like the Sloth. Only scaled up. Weapons would be IS based, of course.

Quote
That said, this conversation has veered away from what IS likely in the realm of Syberian tech and into how to add more to it that's not. I'm just acknowledging that so I don't pop in repeatedly saying "they can't do that," which tends to ruin everyone's speculative fun. GB's storyline, after all, is not strictly in line with how I envisioned everything, but I don't want to rain on his parade or anyone else's.

That's cool and totally understandable. I think it is nice knowing where canon is or could be though. I don't think knowing that would ruin anyone's fun. I think knowing where the line for canon is, is a good thing. And if we're speculating, is some modern equipment, even Clan, available to drones, if there's a reference to something similar used by the SLDF or older? Like Chemical Lasers (old age of war weapon), Reflective Armor (fluff for an ASF in TRO:2750 mentions it), Cruise Missiles based on an old Earth weapon) etc...  Would Tank Cannons be among them as old Earth Weapons?


Quote
Eh, again, you don't need a command console if the AIs are designed to think independently but have built-in coordination as part of their programming. They would just function like a well-oiled machine until a part breaks down, then fall to "mediocre" performance. If instead you NEED to have a combiner force, though.... that's a bridge to far for me. The closest I can get there is the mechanized drone BA squad/single Mech angle, and that's almost a war crime.

- Herb

Probably not. I was thinking of the Combiner's personality though. It is different from the smaller bots. Not that I need one. I'm content at having Superheavies that look like they were combined but aren't. The closest I'd go is Mechanized Drones and gun/equipment mechs and the latter is a maybe. But if others want them, that's cool with me.  :thumbsup: Thinking about fluff tech has me wondering about C3 though. There are mentions in fluff about C3 like abilities. Just not so sophisticated. Maybe it could be a quirk without TAG or something?



I might be getting better at this.

Better or not, it's really good. :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 06 March 2022, 04:48:30
I might be getting better at this.

OK, that's awesome.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 March 2022, 13:39:40
I'm calling Mirage done.  Leaving the right arm alone and not going to worry about a head.  Vehicle mode is essentially done, may add the second turret for looks and to represent the weapons.

Hmmm. You know, it may not be cartoon/toy-accurate, but making the Assassin's head resemble the canopy of the Zephyros vehicle mode could work just fine.

I was thinking something more IS based using more conventional controls and fractional accounting. Something like the Sloth. Only scaled up. Weapons would be IS based, of course.

In-universe, the reason the IS doesn't have ProtoMechs is because of a combination of Clan-level materials engineering (which makes structure and armor battlefield-effective) and the need to deal with power/weight/balance issues. The fusion plants are in range of both tech bases, but to get around gyros, the Clans relied on EI neutral implants and a phenotype that took generations to develop. The Inner Sphere can match that EI/pilot tech with VDNI and multi-amputee warriors, but getting the same strength of structure and armor without the kind of excess bulk that would make their ProtoMechs more 'Mech-sized would likely be an issue. Even then, neither tech bases have come up with a drone system equivalent---but then again, canonically speaking, neither have they done so with battle armor.

And yet, I'm able to see BA versions of drone and robotics as easily produced. So... If I *had* to introduce a robotic/drone unit in the ProtoMech/UH ProtoMech tonnage ranges (circa 2-15 tons), it would likely use a slightly different control system mass (say 20%, with a minimum (*checks some notes*) 700kg control system mass (equal to the internal chassis weight of a Clan-made assault battlesuit, to account for an IS-based design with additional robotic/drone controls). Then an internal structure weight of 15% (as opposed to the 10% of Clan ProtoMech IS weights, to deal with the tech variance). Then an armor weight of, um, (*checks more notes*) 60 kg per armor point (a rounded average of the weight for Support Vehicle BAR 10 armor between Tech ratings D and E). After that, weapons loads would have to use BA-scale Inner Sphere weapons with SL-era equivalences (if we're just sticking to Syberia), or Inner Sphere-scaled BA weapons of any available type to the era of play.

I then would not allow them to do some things Clan Protos can do, such as using any alternate MP systems beyond jumping and ground, or making use of mechanized ProtoMech capabilities some units can do. Stuff like that. (Basically similar capability limits to those Inner Sphere BA have when compared to their Clan versions, to account for refinements yet to be realized.)

Quote
That's cool and totally understandable. I think it is nice knowing where canon is or could be though. I don't think knowing that would ruin anyone's fun. I think knowing where the line for canon is, is a good thing. And if we're speculating, is some modern equipment, even Clan, available to drones, if there's a reference to something similar used by the SLDF or older? Like Chemical Lasers (old age of war weapon), Reflective Armor (fluff for an ASF in TRO:2750 mentions it), Cruise Missiles based on an old Earth weapon) etc...  Would Tank Cannons be among them as old Earth Weapons?

The rule of thumb I gave for the settlers of Syberia were Star League era. At the time I envisioned their arrival in the CNAZ, the Caspar tech was, at best, in a prototype state of development, and a lot of what would become known as the pinnacle of First Star League tech was at least theoretically attainable. The Syberia settlers perfected their own versions of all that tech to what would be First Star League standards, then kind of went overboard on the convertible 'Mechs concept before they started shooting at each other, then telling their drones to do the same, then losing control over the situation entirely and getting themselves killed off for all of that cleverness. The tech would have stopped evolving there, but anything UP to that level of achievement could have been in play, including less advanced gear used for lower-priority/cost-saving/resource-saving work. Going all the way back to 20th century stuff, though, might be an overstep, since anything pre-2300 was pretty much obsolete against the most common electronics, targeting, and armor technologies of the Age of War and later.
[/quote]

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 06 March 2022, 15:46:28
For Mirage, I think it'll come down to how well the paint job will sell it.  The Assassin has alot of metal to remove from the chest and head to match the G1 look and the Zephros already pretty much has the canopy of the Assaasin, if painted correctly, is how I saw it.

What i should have done was elongate the Zephyros nose to match the Assassin chest peice, perhaps.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 March 2022, 15:49:57
For Mirage, I think it'll come down to how well the paint job will sell it.  The Assassin has alot of metal to remove from the chest and head to match the G1 look and the Zephros already pretty much has the canopy of the Assaasin, if painted correctly, is how I saw it.

What i should have done was elongate the Zephyros nose to match the Assassin chest peice, perhaps.

I think you'll be fine either way. :)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 06 March 2022, 15:55:48
Also, minor production variant perhaps  ::)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 06 March 2022, 22:57:08
In-universe, the reason the IS doesn't have ProtoMechs is because of a combination of Clan-level materials engineering (which makes structure and armor battlefield-effective) and the need to deal with power/weight/balance issues. The fusion plants are in range of both tech bases, but to get around gyros, the Clans relied on EI neutral implants and a phenotype that took generations to develop. The Inner Sphere can match that EI/pilot tech with VDNI and multi-amputee warriors, but getting the same strength of structure and armor without the kind of excess bulk that would make their ProtoMechs more 'Mech-sized would likely be an issue. Even then, neither tech bases have come up with a drone system equivalent---but then again, canonically speaking, neither have they done so with battle armor.

And yet, I'm able to see BA versions of drone and robotics as easily produced. So... If I *had* to introduce a robotic/drone unit in the ProtoMech/UH ProtoMech tonnage ranges (circa 2-15 tons), it would likely use a slightly different control system mass (say 20%, with a minimum (*checks some notes*) 700kg control system mass (equal to the internal chassis weight of a Clan-made assault battlesuit, to account for an IS-based design with additional robotic/drone controls). Then an internal structure weight of 15% (as opposed to the 10% of Clan ProtoMech IS weights, to deal with the tech variance). Then an armor weight of, um, (*checks more notes*) 60 kg per armor point (a rounded average of the weight for Support Vehicle BAR 10 armor between Tech ratings D and E). After that, weapons loads would have to use BA-scale Inner Sphere weapons with SL-era equivalences (if we're just sticking to Syberia), or Inner Sphere-scaled BA weapons of any available type to the era of play.

I then would not allow them to do some things Clan Protos can do, such as using any alternate MP systems beyond jumping and ground, or making use of mechanized ProtoMech capabilities some units can do. Stuff like that. (Basically similar capability limits to those Inner Sphere BA have when compared to their Clan versions, to account for refinements yet to be realized.)

That sounds cool.  :thumbsup:

TM does talk about using more conventional controls like that of the Sloth. So I was thinking conventional might be possible, if heavier. Since they'd be built more along Mech lines, I was thinking IS versions would only be 2-9 tons. At 10 tons they're XL Mechs. I was also thinking 10% but after a closer look 15% for IS works as there's more locations. I'd also use the Critical Slots Table on pg 63 in MaxTech. That would have more internal space but they'd also be bulkier than Clan Protos. They wouldn't get the near misses that Protos enjoy. A hit is a hit.

I was thinking .5 tons for the cockpit and .5 tons for the XL Gyro. That'd make them more expensive. Engine Rating would be based on Walking Speed, so they'd be slower than Clan Protos. I'd of gone with 63 kg per armor point since they're using IS tech. I'd allow other armor and IS types if they have the tonnage and space for them. Any MP help I think I'd add an extra percentage point to make it heavier. So Clan Myomer booster weighs 2.5% and the IS version would weigh 3.5% and so on.

For weapons and other equipment, I'd definitely allow BA and even regular Infantry items to be used. Sybertonians would only have IS versions though. The IS could use Clan tech if they could obtain and afford it but they'd already be very expensive and fragile so they wouldn't be big sellers.

Here's a 5 ton version
IS                            750
Engine      25           1000
  Walking   4
  Running  6
  Jumping  4
Heat Sinks  10
Gyro  (XL)                500
Cockpit                    500
Armor 19                1197  (1/2 the max possible.)
               IS   AV
H             1     2
CT           5    4/1
RT/LT       2    1/1
RA/LA      1     1
RL/LL       3     3
Weapons and Equipment
2 Jump Jet                 2 RT            100   
2 Jump Jet                 2 LT             100
Medium Recoilless Rifle  1 RT         250
Ammo (HRR) 40          2 RT              4
Medium Recoilless Rifle  1 LT         250
Ammo (HRR) 40          2 LT              4
Machine Gun              1 RA           100
Machine Gun              1 LA           100
Ammo (MG)               1 CT              1 kg (50*)
Support Laser            1 RA             72
Support Laser             1 LA            72
 *(rounds up to whole kg)

Something like this. This one would be faster and heavy hitting but really weak armor.



Quote
The rule of thumb I gave for the settlers of Syberia were Star League era. At the time I envisioned their arrival in the CNAZ, the Caspar tech was, at best, in a prototype state of development, and a lot of what would become known as the pinnacle of First Star League tech was at least theoretically attainable. The Syberia settlers perfected their own versions of all that tech to what would be First Star League standards, then kind of went overboard on the convertible 'Mechs concept before they started shooting at each other, then telling their drones to do the same, then losing control over the situation entirely and getting themselves killed off for all of that cleverness. The tech would have stopped evolving there, but anything UP to that level of achievement could have been in play, including less advanced gear used for lower-priority/cost-saving/resource-saving work. Going all the way back to 20th century stuff, though, might be an overstep, since anything pre-2300 was pretty much obsolete against the most common electronics, targeting, and armor technologies of the Age of War and later.


- Herb

That's cool. :) I was wondering if the more resource poor/less advanced AutoMech factions would use EW Equipment, Chemical Lasers or even 1945 type tech. The latter to give more variety to lighter AutoMechs. The bigger ones would probably go with Rifle Cannons. I'd also wondered about Cruise Missiles. Omega's Rocket could be a Cruise Missile or something. Other things I wondered about because some fluff mentions things like that. It'd be nice if TPTB had more quirks for those kinds of things.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 March 2022, 23:47:52
Season 2 G1 Cartoon identities added (exempting a bunch of generics and some oddities not worth mentioning). Plus the command ships!

Code: [Select]
Syberian Faction Chassis Class/Type BattleMech Vehicle
Beach Beetle AutoBoP Beetle (Wheeled/35) Commando Swift Wind
Com Blaster AutoBoP Sounder (Wheeled/60) Prim. Thunderbolt PackRat
Astro-Scout AutoBoP Scout (Aero/30) Daimyo Sholagar ASF
Grapple Crane AutoBoP Lifter (Wheeled/75) Grasshopper JI-100
(Vee-)Hoister AutoBoP Hounder (Wheeled/60) Wolverine Striker
Inferno Crane AutoBoP Lifter (Wheeled/75) Grasshopper Coolant Truck
Supreme Ultima AutoBoP Vengeance (DropShip) -- Vengeance (DS)
Com ’Ceptor AutoBoP Sounder (Wheeled/60) Prim. Thunderbolt PackRat
Power Glider AutoBoP Glider (Aero/40) Crossbow (CRS-6B) Hiryo (WiGE)
Red Jack AutoBoP Jack (Wheeled/50) Shadow Hawk Rotunda
Sea Coaster AutoBoP Coaster (Hover/55) Axman (AXM-2N) Maxim Hovertank
(Vee-)Skidder AutoBoP Hounder (Wheeled/60) Wolverine Striker
Smoke Streaker AutoBoP Streaker (Wheeled/55) Griffin Rotunda
Tracker Jack AutoBoP Jack (Wheeled/50) Shadow Hawk Rotunda
Warp Tanker AutoBoP Tanker (Tracked/70) Hollander Rommel Howitzer
Air Support Team
Aero-Bolt AutoBoP AeroMech-C (Aero/50) Clint IIC P-Hawk Mk I (Fighter)
Aero-Raider AutoBoP AeroMech (Aero/40) Wasp-1 S-Hawk LAM (Fighter)
Aero-Diver AutoBoP AeroMech (Aero/40) Wasp-1 Rapier ASF
Aero-Shot AutoBoP AeroMech (Aero/40) Wasp-1 Rapier ASF
Aero-Fire AutoBoP AeroMech (Aero/40) Wasp-1 Rapier ASF
Defense Support Team
Spot Lifter-P AutoBoP Lifter (Wheeled/75) Grasshopper JI-100
Rotor Blade-P AutoBoP Rotor (VTOL/40) Dola Cavalry VTOL
Aider Vee-P AutoBoP VeeMech (Wheeled/60) Wolverine MASH
Groove Sneaker-P AutoBoP Sneaker (Wheeled/30) Hermes Centipede (+wheels)
Street Streaker-P AutoBoP Streaker (Wheeled/55) Griffin Rotunda
Elite-One Team
Optimal Una AutoBoP Seeker II (Aero/55) Crusader Rusalka (Fighter)
Luna Jack AutoBoP Jack (Wheeled/50) Shadow Hawk Rotunda
Chroma-Vee AutoBoP Hounder (Wheeled/60) Wolverine Demon Tank
Fire-Vee AutoBoP Hounder (Wheeled/60) Wolverine Demon Tank
Green-Sneaker AutoBoP Sneaker (Wheeled/30) Hermes Centipede (+wheels)
Lance-Sneaker AutoBoP Sneaker (Wheeled/30) Hermes Centipede (+wheels)
Ark-One AutoBoP Enhanced Vengeance NA Conquistador (DS)

Team Star Train
Star Train Alpha DemoCon Leader (Wheeled/100) Banshee Long Tom MV
Star Train Beta DemoCon Enhanced Leopard (DS) NA Broadsword (DS)
Team Blitzer
Alpha Blitzer (Tankus) DemoCon Tankus (Tracked/100) Highlander Demolisher
Beta Blitzer DemoCon Seeker II (Aero/55) Crusader Waneta (Fighter)
Death Seeker DemoCon Seeker (Aero/50) Phoenix Hawk Mechbuster
Ram Seeker DemoCon Seeker (Aero/50) Phoenix Hawk Mechbuster
Thrust Seeker DemoCon Seeker (Aero/50) Phoenix Hawk Mechbuster
Blast Seeker DemoCon Seeker (Aero/50) Phoenix Hawk Mechbuster
Vibroblade Drone DemoCon Flight Drone (Aero/1.5) Aeshna (Micro) --
Bikescout Drone DemoCon Bike Drone (Wheeled/1.5) Minigun Cycle (Inf) --
Ender Formation
Master Motor DemoCon Leader (Wheeled/100) Grand Titan HQ Vehicle
Break Ender DemoCon Jack (Wheeled/50) Shadow Hawk Rotunda
Dead Ender DemoCon Jack (Wheeled/50) Shadow Hawk Rotunda
Wild Ender DemoCon Jack (Wheeled/50) Shadow Hawk Rotunda
Drag Ender DemoCon Ghost (Wheeled/40) Assassin Zephyros
Brute Formation
Master Onslaught DemoCon Leader (Wheeled/100) Grand Titan Long Tom MV
Brute Blaster DemoCon Orbiter (Aero/40) Arbalest Slayer
Brute Brawler DemoCon Brawler (Tracked/65) Pulverizer Manticore
Brute Swindler DemoCon Sounder (Wheeled/60) Prim. Thunderbolt PackRat
Brute Stormer DemoCon Rotor (VTOL/40) Dola Cavalry VTOL
Avenger Alpha DemoCon Enhanced Achilles (DS) NA Tracker (WS)

And, yeah, we have a few new models to introduce now, including:

* Scout class - A 30-ton aerospace unit with a Daimyo Mech form and a Sholagar fighter form (representing Cosmos)
* Glider class - A 40-ton aerospace unit with an Inner Sphere Crossbow Mech form and a Hiryo WiGE fighter form (for Powerglide)
* Coaster class - A 55-ton hover unit with an Axmas-2N Mech form and a Maxim Hovertank form (for Seaspray)
* Tanker class - a 70-ton Tracked unit with a Hollander Mech form and a Howitzer Rommel tank form (for Warpath)
* The AeroMech classes - AutoBoP variants on the Seekers, including a 55-ton Command (C) AeroMech for Silverbolt and 40-ton standard models (to reflect the relative inferiority of most Autobot air forces to those of the Cons). Mech modes include the Clint IIC for the bigger one, and Wasp-1s for the smaller guys, with some interesting fighter modes based on early LAM-based fighter modes and Rapiers (not my favorite look, but there are surprisingly few minis and ASF designs that approximate the most common alt modes those guys used).
* Rotor class - 40-ton VTOL units that use a Dola-like Mech mode and a Cavalry VTOL vehicle form.
* Sneaker class - 30-ton wheeled units that use a Hermes-like Mech mode and modified Centipede vehicles (modded to have wheels) in vehicle form--covers slimmer, more "bike-like" Autobots like Groove and certain interpretations of certain female Autobots, making them better stealthers.
* Orbiter class - A 40-ton aerospace unit with an Arbalest-like Mech mode, that morphs into a Slayer-like fighter mode...despite being pretty lightweight. (The cockpit similarities were too good to pass up; covers the Combaticons' Blast Off, because the only other "shuttle" in the DemoCons is an actual freaking DropShip.)
* Brawler class - Another tracked unit that's not a Tankus variant! This one has a Pulverizer Mech mode and becomes a Manticore-style tank to represent the Combaticons' Brawl without outshining their Leader-class, uh, leader.

* A new "cassette drone" that actually IS just a dumb bike drone, apparently--so I used bike infantry for its form and kept its mass low.

* Non-Converting ships - A Vengeance class DS for Omega Supreme; An upgraded Leopard/Broadsword DS for Astrotrain's transport component; An enhanced Vengeance class DS that looks like a Conquistador for the Ark; and an enhanced Achilles class DS that resembles a Tracker-class WarShip for the Nemesis.

The list also corrects some IE mis-identifications that came out naturally as I tweaked the various model types going forward.

Have funsies!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 07 March 2022, 02:59:36
Season 2 G1 Cartoon identities added (exempting a bunch of generics and some oddities not worth mentioning). Plus the command ships!
(snip)
The list also corrects some IE mis-identifications that came out naturally as I tweaked the various model types going forward.

That's cool.  :thumbsup:

Quote
Have funsies!

- Herb

 ;D Plan too.  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 07 March 2022, 12:08:53
Had a fun idea based on Elementals carried on Mechs.  Essentially, if a Mech gets hit in a location that carries Battlearmor, the Battlearmor takes damage first.

So, Smart Armor:
Little more than a semi-mobile robotic slab of metal with an attachment grip, this battlearmor is made for the sole purpose of climbing on to a Mech and remaining in place, taking hits that would normally damage the larger Mech.  Far more expensive per ton than the equivalent protection in basic armor, these smart robotic armor units can be attached to any unit that needs a bit more protection than normal.  They are commonly used on the lighter Veemechs as those frames have less armor to begin with.

Examples:
Light Smart Armor:
4 'suits', 6 pts armor each, movement 1/1/3, Battle claw on one arm and basic Manipulator on other, 260 kg cargo on each, 1.7 million C-Bs per squad, 27 BV/suit, or 425k C-B per suit (~71k/pt of armor)

Medium Smart Armor:
4 'suits', 10 pts armor each, movement 1/1/3, Battle claw on one arm and basic Manipulator on other, 160 kg cargo on each, 2.36 million C-Bs per squad, 44 BV/suit, or 590k C-B per suit (59k/pt of armor)

Heavy Smart armor:
4 'suits', 16 pts armor each, movement 1/1/2, Battle claw on one arm and basic Manipulator on other, 235 kg cargo on each, 3.22 million C-Bs per squad, 56.25 BV/suit, or 805k C-B per suit (50.4k/pt of armor)


Jump had to be strong enough that the suit could 'hop into position onto the Veemech to be protected, speed didn't need to be that high, and the Battle Claw was selected so the Smart Armor could grab on to a Mech.  Basic manipulator was selected so these Smart Armors could help out with tasks around a base where wanted.

As a comparison, 1 ton of armor on a 100-ton Mech will provide 16 pts of protection, at a cost of 20k C-Bills.


The fun part is these can be extended to semi-mobile cargo pods, using an unarmored Light BA as an example you have a 365k C-Bill cargo pod that can carry 560 kg of cargo in an unarmored pod.  Not as efficient as a true cargo carrier, but it allows the controller to stop in the hex for one turn, command all the little cargo pods to Jump aboard, and (hopefully) get out of trouble.  Much faster than standard cargo loading rates.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 08 March 2022, 02:17:33
Sounds interesting  :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 08 March 2022, 06:59:56
I'm curious how big the armies of Syberia are. Are there more than couple dozen bots or the mass produced? I would hope the later.

Im curious if AutoMechs have society or culture they adopted from the humans before they went extinct.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 March 2022, 17:09:11
I'm curious how big the armies of Syberia are. Are there more than couple dozen bots or the mass produced? I would hope the later.

Im curious if AutoMechs have society or culture they adopted from the humans before they went extinct.

All of this is mostly explained in Welcome to the Nebula California, which basically notes that the AutoMechs build more of themselves as they need to in order to replace losses and maintain their infrastructure needs. "Character creation" rules for AutoMechs support a range of AutoMech roles beyond combat models alone, and construction rules for their development, skills, and behaviors, within the context off both AToW and BT game play. The gist is that they are automatons made by Syberia's settlers from a pre-Caspar form of AI technology, and are smart enough to pass a Turing test most of the time, but ultimately NOT self-aware in nature (a key example given to prove this is how the Star Seeker unit constantly gets away with openly trying--and failing--to usurp MechaTankus: It's put down to Star Seeker having a disloyal personality quirk, and Mecha Tankus acknowledging this problem, but neither unit having the means to override their hard-coded friend-or-foe protocols effectively enough to do each other in when push comes to shove, resulting in the kind of internal conflict shenanigans we saw over and over in the original G1 cartoons).

The various factions operate in the name of the political states fallen creators maintained at the time of their extinction, which is why there are multiple faction names (DemoCon, AutoBoP, DynaBoG, InterSectCon, and so forth), and while most reside on Syberia itself (which is a still-habitable world partially devastated by nuclear weapons), there are numerous outposts throughout the system's planets and moons from which more groups of AutoMechs operate. (None of these other outposts have been found to have human survivors either, and some may even have been automated from the very start.)

In my head-cannon, the general state of the Syberia system would be roughly analogous to that of the Aligned continuity form of Generation 1 Transformers, which included the War for Cybertron and Fall of Cybertron video games, as well as the Transformers Prime, Transformers: Robots in Disguise, and Transformers: Rescue Bots cartoons (although I never watched that last series), but with certain elements missing due to the limits of BattleTech aesthetics, such as true combiners and "titan-class" transformers. Thus, anything bigger than 200 tons with an AutoMech brain will be a non-transformable unit, and the closest to combiner tech we can get amounts to close-knit teams and/or mechanized/cargo-carried drones like Wave Sounder's "cassettes".

All with tech roughly on par with peak Star League-era gear, no FTL or HPG tech to speak of, and an inability to override their primary directives now that their creators are gone, thus locking them into a permanent war.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 08 March 2022, 18:47:23
No humans means no Kiss Players, good!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 March 2022, 03:07:47
Got the DJ pretty much done.  The vehicle mode i was tempted to give the more prominent headlight hood style, but decided against it.  The wheel guards aren't as distinctive as like, but wanted to play it safe.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 March 2022, 08:24:11
No humans means no Kiss Players, good!

Weird as it may sound, I really can't stand any of the anime interpretations of Transformers, and the more I hear of the Kiss Players series, the more I think there's something very wrong with the water in Japan....

Got the DJ pretty much done.  The vehicle mode i was tempted to give the more prominent headlight hood style, but decided against it.  The wheel guards aren't as distinctive as like, but wanted to play it safe.

Lookin' sharp, just the same!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 09 March 2022, 14:04:11
Got the DJ pretty much done.  The vehicle mode i was tempted to give the more prominent headlight hood style, but decided against it.  The wheel guards aren't as distinctive as like, but wanted to play it safe.

Looks good. :thumbsup:



Weird as it may sound, I really can't stand any of the anime interpretations of Transformers, and the more I hear of the Kiss Players series, the more I think there's something very wrong with the water in Japan....


I liked G1 but it got weird with Head and Target Masters. I tried the later ones but they were even more weird. Some of the designs were nice though.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 March 2022, 15:34:29
Looks good. :thumbsup:

Funny, though; I never appreciated until now just how much the Jazz's front wheels migrate from toy to toy incarnation. I have three different versions of him here, and all three put those wheels in different places in robot mode.

Quote
I liked G1 but it got weird with Head and Target Masters. I tried the later ones but they were even more weird. Some of the designs were nice though.

I was getting fatigue when they hit the Head/Target-Masters era, but for me the breaking point was Pretenders. It took a WHILE for me to accept Beast Wars, and forget about the outcome of Beast Machines. But just about NONE of the anime interpretations worked for me, despite the fact that I grew up loving Robotech, Star Blazers, and even thought the lion Voltron was kind of cool (if somewhat insipid [just go straight to the Blazing Sword, okay? we all know every other attack you have won't work. sheesh!]). This is particularly ironic for me as I know the Transformers have Japanese toy/anime origins, and yet their interpretations just fail to appeal. "Kiss Players" was a comic series, I think, and I've only heard/read bits and pieces about it...and every one of those pieces is so far off the reservation they make me wonder if it was an acid trip.

So, yeah, my favorites go as close to the G1 cartoon and more mature variations thereof that we can get.

....Is anyone even interested in the season 3 line-up?

[BLANKET CORRECTION: I kept calling Leader-class 100 tons; they're 85 tons and I really need to pay better attention to my own rules!]

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 March 2022, 16:41:42
Reading up more info about Kiss Players, the main artist/storyteller wanted to "do something different"  he almost singlehandedly killed the franchise at the time.  The follow up,  Kiss Players Position (I know, I know) went back to the PG rating because of how....offbeat the first series was.  And its apparently canon, for whatever G1 series it was part of as it happens after the animated Movie.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 March 2022, 16:43:50
I had used at least 3 reference pictures for Jazz, to figure out what goes where and where to put putty and parts.  I really wanted to add his shoulder mount, but settled on the wing doors which were added after the picture.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 09 March 2022, 19:49:22
I was interested in seeing the dropships with the automech brains be able to use Drone Remotes so they're not trapped in their ship bodies. It does make sense they could use them to repair / maintain the ship. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 09 March 2022, 20:49:58
Funny, though; I never appreciated until now just how much the Jazz's front wheels migrate from toy to toy incarnation. I have three different versions of him here, and all three put those wheels in different places in robot mode.

It is surprising how much parts can move about from one version to another.


Quote
I was getting fatigue when they hit the Head/Target-Masters era, but for me the breaking point was Pretenders. It took a WHILE for me to accept Beast Wars, and forget about the outcome of Beast Machines. But just about NONE of the anime interpretations worked for me, despite the fact that I grew up loving Robotech, Star Blazers, and even thought the lion Voltron was kind of cool (if somewhat insipid [just go straight to the Blazing Sword, okay? we all know every other attack you have won't work. sheesh!]). This is particularly ironic for me as I know the Transformers have Japanese toy/anime origins, and yet their interpretations just fail to appeal. "Kiss Players" was a comic series, I think, and I've only heard/read bits and pieces about it...and every one of those pieces is so far off the reservation they make me wonder if it was an acid trip.

I didn't mind the Pretenders too much. I tended to ignore the Pretender part and enjoy the TFs without them. I liked Star Blazer, Robotech, and Voltron too. I tried to like the later ones but they were too weird. I do like the toys for the War for Cybertron but I don't know anything about the story. The only thing I know about Kiss Players is what I've read on transformers wiki. I don't think I missed anything by missing it.

Quote
So, yeah, my favorites go as close to the G1 cartoon and more mature variations thereof that we can get.

Mine too.  :thumbsup:

Quote
....Is anyone even interested in the season 3 line-up?

Me!  ;)

Quote
[BLANKET CORRECTION: I kept calling Leader-class 100 tons; they're 85 tons and I really need to pay better attention to my own rules!]

- Herb


 :))
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 March 2022, 00:41:43
So, okay... It mushroomed into about 188 identified units across the three seasons, and I even included design types GB and Glitterboy tossed into this discussion....

I ended up making a spreadsheet, and spending a good full three days combing through images on TFWiki and IWM....

I may have broken my brain.

that's all for now...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 11 March 2022, 01:04:57
Next up is the local security VeeMech, Prowl.  Vehicle mode was alot easier than I expected.

I'm still trying to figure out Rachet / Ironhide with the MASH base. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 11 March 2022, 03:29:58
So, okay... It mushroomed into about 188 identified units across the three seasons, and I even included design types GB and Glitterboy tossed into this discussion....

I ended up making a spreadsheet, and spending a good full three days combing through images on TFWiki and IWM....

I may have broken my brain.

that's all for now...

- Herb


 Welcome to the club ;D :D :))


Next up is the local security VeeMech, Prowl.  Vehicle mode was alot easier than I expected.

I'm still trying to figure out Rachet / Ironhide with the MASH base. 

Way cool!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 11 March 2022, 04:11:06
Surprise, a wild Sunstreaker has arrived.  Went with an alternate Griffin chassis for this one.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 March 2022, 11:44:34
In an alternate timeline, Sunstreaker carries a flux capacitor....

(And yeah, I know there's an actual Transformer for that one too.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 11 March 2022, 11:55:25
Now that you mention it, it does kind of look like that.  ???
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 11 March 2022, 12:52:19
In an alternate timeline, Sunstreaker carries a flux capacitor....

(And yeah, I know there's an actual Transformer for that one too.)

- Herb
You mean this?
(https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/?action=dlattach;attach=66451)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 March 2022, 15:07:10
Yeah, that guy. I'm pretty sure there's also an Ecto-1 Transformer and I know there's a bunch of GI Joe and Star Wars ones. I dunno if they ever made toys for the Star Trek ones, though.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 11 March 2022, 15:18:11
They apparently did one for Doc Brown's Steam Locomotive but i don't think they made it into a comic character.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 11 March 2022, 15:37:50
Yeah, that guy. I'm pretty sure there's also an Ecto-1 Transformer and I know there's a bunch of GI Joe and Star Wars ones. I dunno if they ever made toys for the Star Trek ones, though.

- Herb

if they ever do a Fortress Tiberius toy i am so getting one.

(https://tfwiki.net/mediawiki/images2/4/45/STvsTF3-FortressTiberious.jpg) (https://media.comicbook.com/2018/12/fortress-tiberius-designs-1150484.jpeg)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 11 March 2022, 16:31:10
Am I seeing the equivalent of surprised goggle eyes on what I'm assuming is Trypticon there...?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 11 March 2022, 17:38:42
So, okay... It mushroomed into about 188 identified units across the three seasons, and I even included design types GB and Glitterboy tossed into this discussion....

I ended up making a spreadsheet, and spending a good full three days combing through images on TFWiki and IWM....

I may have broken my brain.

that's all for now...

- Herb

You are the wind beneath my wings.  Looking forward to seeing the spreadsheet.

Yeah, that guy. I'm pretty sure there's also an Ecto-1 Transformer and I know there's a bunch of GI Joe and Star Wars ones. I dunno if they ever made toys for the Star Trek ones, though.

- Herb

Is that the recent ST:TOS/Transformers crossover comic series?  I don't think they made toys for those, but I've realized I now need to come up with stats for Fortress Tiberius.  Because Reasons.

if they ever do a Fortress Tiberius toy i am so getting one.


Aaaand you beat me to it on posting the photos.

Am I seeing the equivalent of surprised goggle eyes on what I'm assuming is Trypticon there...?

Yes.  Yes you are.

Also, digging the latest mini conversions.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 March 2022, 18:26:56
You are the wind beneath my wings.  Looking forward to seeing the spreadsheet.

Allowing now for the original (season 1) Beast Wars crews, and a handful of "generics" that are unaffiliated (basically covering real dumb bots that either side can blow up without caring for, such as Sharkticons, turrets, and generic vehicons), I have reached 200 identified AutoMech "units." Of these:

42 are "Aerospace" classifications (including 3-ton aero drones, up to 55-ton AutoMechs)
9 are "Battle Armor" classed (Drones ranging from 1 to 2 tons, that must be built using BA rules)
28 are "Beast" classifications (all AutoMechs that convert from biped to quad, ranging from 15 to 100 tons in mass)
8 are DropShips. (They do not transform. They are not counted among the Aerospace classifications noted above.)
3 are "Emplacement" classifications (ranging from 20 to 60 tons; only one is a named "character" type)
3 are "Hover" classifications (ranging from 15 to 55 tons)
1 is a Large Naval Support Vehicle (this AutoMech does not transform)
1 is "Mech" class (this is an AutoMech drone type that does not transform, and is unaffiliated)
2 are giant mobile structures (these AutoMechs do not transform; each takes up a full mapsheet and are considered "tracked" units)
13 are "Tracked" classes (ranging from 45 to 100 tons)
5 are "VTOL" classes (ranging from 30 to 40 tons)
85 (all the rest, if I miscounted) are "Wheeled" units that range in mass from a 1.5 ton drone to the 85-ton Leader classes.

I'll break down distinct classes later tonight, maybe.

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 March 2022, 22:52:43
Okay, now for the chassis round-up....

DropShips--
1 Achilles-class (Enhanced) - Mods result in a vessel that resembles a Tracker-class WarShip [DemoCon Flagship "Avenger"]
2 Leopard-class (Enhanced) - Mods result in vessels that resemble Broadsword-class DropShip [Sky Train-Beta and Skylinker-One]
1 Titan-class (Enhanced) - Mods result in vessel that resembles a Hamilcar-class DropShip [AxiMaL flagship "Axiom"]
1 Triumph-class (Enhanced) - Mods result in vessel that resembles a Claymore-class DropShip [PresiDom flagship "Farside"]
2 Vengeance-class (Unmodified) - [Supreme Ultima and Supreme Guardia]
1 Vengeance-class (Enhanced) - Mods result in vessel that resembles Conquistador-class DropShip [AutoBoP flagship "Arc-One"])
--TOTAL: 6 distinct ship types

AeroMechs--
3 Sybird Drones* - 3-ton models - Typical Look: Micro-Aeshna (Fighter) [NO ALT MODE]
1 DeltaMech - 30-ton model - Typical Look: Panther (Mech) / Thunderbird (Fighter)
1 Scout - 30-ton model - Typical Look: Daimyo (Mech) / Sholagar (Fighter)
1 AutoVee-2 - 35-ton model - Typical Look: Clint IIC (Mech) / Niso WiGE (Fighter)
1 Strafer - 35-ton model - Typical Look: Sun Cobra (Mech) / Sparrowhawk (Fighter)
1 Sweeper-C - 35-ton model - Wasp LAM Mk I Mech (Mech) / Wasp LAM Mk I Fighter (Fighter)
1 Sweeper-D* - 35-ton model - Wasp LAM Mk I AirMech (Mech) / Wasp LAM Mk I Fighter (Fighter)
4 AeroMechs - 40-ton models - Typical Look: Wasp-1 (Mech) / Rapier (Fighter)
1 Glider - 40-ton model - Typical Look: Crossbow-6B (Mech) / Hiryo WiGE (Fighter)
1 Orbiter - 40-ton model - Typical Look: Arbalest (Mech) / Slayer (Fighter)
1 Cycler-C - 45-ton model - Typical Look: No-Dachi (Mech) / Jagatai (Fighter)
1 Cycler-D* - 45-ton model - Typical Look: Jagatai (Fighter) [NO ALT MODE]
1 AeroMech-C - 50-ton model - Typical Look: Clint IIC (Mech) / Phoenix Hawk LAM Mk 1 (Fighter)
14 Seekers - 50-ton models - Typical Look: Phoenix Hawk (Mech) / Mechbuster (Fighter)
4 Swoopers - 50-ton models - Stinger LAM Mk I Mech (Mech) / Stinger LAM Mk I AirMech (Fighter)
6 Seeker IIs - 55-ton models - Typical Look: Crusader (Mech) - Rusalka, Waneta, or Lucifer (Fighter)
--TOTAL: 17 distinct AeroMech chassis types

BeastMechs--
1 Rattus - 15-ton model - Typical Look: Satyr ProtoMech (Mech) / Micro-Barghest, unarmed (Beast)
1 Cynofelis - 20-ton model - Typical Look: Procyon Biped (Mech) / Procyon Quad (Beast)
3 Pantheras - 30-ton models - Typical Look: Wolfhound (Mech) / Antlion (Beast)
2 Bicephaluses - 35-ton models - Typical Look: Kyudo (Mech) / Delphyne ProtoMech +extra head  (Beast)
1 AutoGator - 40-ton model - Typical Look: Komodo (Mech) / Micro-Barghest (Beast)
1 Hopper - 40-ton model  - Typical Look: Spider (Mech) / Revenant (Beast)
1 Silverback - 40-ton model - Typical Look: Chameleon (Mech) / Mandrill (Beast)
2 Crocodillos - 45-ton models - Typical Look: Lineholder (Mech) / Micro-Barghest (Beast)
2 Reclusers - 45-ton models - Typical Look: Venom (Mech) / Tarantula (Beast)
1 AutoShark - 50-ton model - Typical Look: Bowman (Mech) / Xanthos +Ball-Chain "tail" (Beast)
3 Rhinokeros - 60-ton models - Typical Look: Crossbow Prime or Minotaur Proto (Mech) / Blue Flame (Beast)
2 Sectors - 60-ton models - Typical Look: Quickdraw (Mech) / Stalking Spider or Fire Scorpion (Beast)
1 Sector-2 - 65-ton model - Typical Look: Copperhead (Mech) / Fire Scorpion (Beast)
1 Sauria - 70-ton model - Typical Look: Sasquatch (Mech) / Blue Flame (Beast)
1 Gryphid - 85-ton model - Typical Look: Masakari (Mech) / Goliath-5D (Beast)
1 Tyrannis - 90-ton model - Typical Look: Ninja-To (Mech) / Barghest with 2 big guns (Beast)
4 Grimdarks - 100-ton models - Typical Look: Shiro (Mech) / White Flame, Trebaruna, or Balius (Beast)
--TOTAL: 17 distinct BeastMech chassis types.

Mech-Only --
1 AutoGaurd* - 50-ton model - Typical Look: Cudgel (Mech) [NO ALT MODE]
--TOTAL: 1 distinct Mech-Only chassis type.

WheelMechs--
1 Bike Drone* - 1.5-ton model - Typical Look: Minigun Cycle (Infantry) [NO ALT MODE]
3 Bi-Wheelers - 15-ton models - Typical Look: Ebony (Mech) / Cavalry VTOL, inverted, -Rotor, +Wheel (Vehicle)
6 Bugs - 20-ton models - Typical Look: Koshi (Mech) / Skulker (Vehicle)
1 AutoVee-1 - 25-ton model - Typical Look: Clint IIC (Mech) / Zibler Tank +Wheels (Vehicle)
5 Sneakers - 30-ton models - Typical Look: Hermes (Mech) / Centipede +wheels (Vehicle)
3 Tri-Wheelers - 30-ton models - Typical Look: Neanderthal (Mech) / Ishtar or Odin, reversed and without turrets (Vehicle)
10 Beetles - 35-ton models - Typical Look: Commando (Mech) / Rotunda, Swift Wind, or Light SRMC (Vehicle)
4 Dozers - 40-ton models - Typical Look: Apollo (Mech) Turhan, Indra, Coolant Truck, or FLatbed Truck (Vehicle)
3 Ghosts - 40-ton models - Typical Look: Assassin (Mech) / Zephyros (Vehicle)
1 Compactor - 45-ton model - Typical Look: Axman-1N (Mech) / Mobile HQ, shortened (Vehicle)
11 Jacks - 50-ton models - Typical Look: Shadow Hawk (Mech) / Rotunda (Vehicle)
1 Battery - 55-ton model - Typical Look: Enforcer III (Mech) / Turhan Tank (Vehicle)
6 Streakers - 55-ton models - Typical Look: Griffin (Mech) / Rotunda (Vehicle)
3 Sounders - 60-ton models - Typical Look: Primitive Thunderbolt (Mech) / Packrat LRPV (Vehicle)
6 Hounders - 60-ton models - Typical Look: Wolverine (Mech) / Ibex Armed SUV, Striker, or Demon (Vehicle)
6 VeeMechs - 60-ton models - Typical Look: Wolverine or Wolverine II (Mech) / MASH, Striker, or Light SRM (Vehicle)
5 Lifters - 75-ton models - Typical Look: Grasshopper (Mech) / JI-100 or Coolant Truck (Vehicle)
2 Lieutenants - 80-ton models - Typical Look: Titan II (Mech) / Thor Self-Propelled Artillery (Vehicle)
7 Leaders - 85-ton models - Typical Look: Grant Titan or Banshee (Mech) / HQ Vehicle, Coolant Truck, Long Tom, or Indra (Vehicle)
--TOTAL: 19 distinct WheelMech chassis types.

HoverMechs--
1 MiniMug - 15-ton model - Typical Look: Siren ProtoMech (Mech) / Savanna Master (Vehicle)
1 Beetle II  - 35-ton model - Typical Look: Hermes II (Mech) / Saladin (Vehicle)
1 Coaster - 55-ton model - Typical Look: Axman-2N (Mech) / Maxim Hovertank (Vehicle)
--TOTAL: 3 distinct HoverMech chassis types.

TrackMechs--
3 Grinders - 45-ton models - Typical Look: Beowulf (Mech) / Mithra, Zorya, or Hetzer +tracks (Vehicle)
2 Brawlers - 65-ton models - Typical Look: Pulverizer (Mech) / Manticore (Vehicle)
2 Tankers - 70-ton models - Typical Look: Hollander (Mech) / Rommel Howizer or Enyo (Vehicle)
2 Reclaimers - 80-ton models - Typical Look: Hunchback IIC (Mech) / Savior Repair (Vehicle)
4 Tankuses - 100-ton models - Typical Look: Highlander or Shootist (Mech) / Rommel, Demolisher, Morrigu, or Ajax (Vehicle)
--TOTAL: 5 distinct TrackMech chassis types.

VTOLMechs--
1 Harvester - 30-ton model - Typical Look: Wraith Alexander (Mech) / Tonbo Helicopter (Vehicle)
1 Vetrol - 35-ton model - Typical Look: Pwwka Mech (Mech) / Cardinal VTOL (Vehicle)
2 Rotors - 40-ton models - Typical Look: Dola (Mech) / Cavalry VTOL (Vehicle)
1 Rotor-B - 40-ton model - Typical Look: Cuirass (Mech) / Balac Strike VTOL (Vehicle)
--TOTAL: 4 distinct VTOLMech chassis types.

Battle Armor--
1 Quad Drone M* - 1-ton model - Typical Look: Rottweiler BA [NO ALT MODE]
1 Quad Drone H* - 1.5-ton model - Typical Look: Fenrir BA [NO ALT MODE]
2 Grunt Drone T1s* - 2-ton models - Typical Look: Golem BA [NO ALT MODE]
2 Grunt Drone T2s* - 2-ton models - Typical Look: Hauberk BA [NO ALT MODE]
1 Quad Drone A* - 2-ton model - Typical Look: Buraq BA [NO ALT MODE]
1 Thug Drone T1* - 2-ton model - Typical Look: Nephilim BA [NO ALT MODE]
1 Thug Drone T2* - 2-ton model - Typical Look: Shedu BA [NO ALT MODE]
--TOTAL: 7 distinct Battle Armor chassis types.

EmplacementMechs--
1 Triad - 20-ton model - Typical Look: Hankyu (Mech) / Oro Turret (Emplacement)
1 G-Turret - 50-ton model - Typical Look: BlackJack Omni (Mech) / DI Schmitt or Typhoon Turrets (Emplacement)
1 M-Turret - 60-ton model - Typical Look: Bombardier (Mech) / Yeoman -Legs (Emplacement)
--TOTAL: 3 distinct EmplacementMech chassis types.

Other--
2 Giant Mobile Structures - Tonnage??? - Tracked - 17x17 hex Urban-style maps
1 Luftenburg-class aircraft carrier - Tonnage: 100K tons - Surface Naval - Template E
--TOTAL: 2-3 distinct Miscellaneous super-support unit types.

Footnote: *Unit is a drone, and may not operate >50km from its designated command unit (>500km in space).


Units by Faction:

AutoBoP Alliance: 101
-  AutoBoP units - 87
-  DynaBoG units - 5
-  AxiMaL units - 6
AutoBoP-Friendly Non-Combatant: 12
-  JUniCom units - 12
DemoCon Pact: 82
-  DemoCon units - 61
-  IntSecCon units - 3
-  PresiDom units - 18
Unaffiliated units - 8

Units by Intelligence and Organization:
Independent-AI Unit Types: 184
- Coordinated (Combiner) Teams: 8 (41 units)
- Platform (City-Unit) Teams: 2 (8 units)
- Coordinated (X-Changer) Pairs: 7 (14 units)
Drone Unit Types: 16
- Deployer (Cassette) Units: 13
- Trooper (Clone) Units: 2
Conversion-Capable Units: 172
Non-Convertible Units: 28

Faction Key:
AutoBoP - Autonomous Barony of Primus = Autobot
DynaBoG - Dynamic Barony of Grim = Dinobot
AxiMaL - Axilum Management and Logistics = Maxmial
JUniCom - Joint Unified Communities = Junkion
DemoCon - Democratic Conglomerates = Decepticon
IntSecCon - Inter-Sect Confederacy = Insecticon
PresiDom - Presidential Domains = Predacons

Notes:
The Predacon and Terrorcon "combiner" teams were reassigned to the Predacon-equivalent faction here for the same reason the Dinobots and Insecticons were separated from the Autobots and Deceptions respectively. Namely, the fact that their design types suggested fundamental differences in engineering, aesthetics, and technical capability. This has resulted in, of course, a swelling of the "Beast Wars" Predacons' ranks compared to the Maximal equivalents.

Unit chassis designs folded into this list include not only published types from Welcome to the Nebula California (devised by myself), but also unit types developed in or referenced by this thread by other users, most notably Giovanni Blasini and Glitterboy2098. A vast majority of the types listed here have yet to receive baseline stats. [And, once more, it should be noted that any such stats SHOULD be considered baseline only; the semi-intelligence of the AutoMechs of Syberia, couple with centuries of repairs, bypasses,  and randomizations, has changed many named units in more than just their cosmetics and colors, after all.]

Thanks!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 11 March 2022, 23:40:08
You mean this?


Yeah, that guy. I'm pretty sure there's also an Ecto-1 Transformer and I know there's a bunch of GI Joe and Star Wars ones. I dunno if they ever made toys for the Star Trek ones, though.

- Herb

if they ever do a Fortress Tiberius toy i am so getting one.


 :o :o :o :o  Wow! Way cool! I feel like Santa when he met the M&Ms.
Quote
"They do exist!
https://tfwiki.net/wiki/Ectotron (https://tfwiki.net/wiki/Ectotron)
https://tfwiki.net/wiki/Gigawatt (https://tfwiki.net/wiki/Gigawatt)
Quote
https://tfwiki.net/wiki/Star_Trek_vs._Transformers

I think we're going to need more tech though.
Star Wars (Forgot about these) A reason to use Star Empire equipment!  >:D
Back to the Future - Gonna need that Flux Capacitor.   ;D We can use Boondoggles to workout the hover conversions.
G.I. Joe -  A reason to use Tank Cannons.  >:D
Ghostbusters - Infantry and Vehicle Scale Proton Packs and Slime Blowers for fighting Ghost Infantry, Ghost Mechs and bad moods.  :)) 
Star Trek -  Phasers, Disruptors, Photon Torpedos, Shields, Cloaking devices (already covered but allowed for Converting Mechs), Warp Drives (It'd probably be easier to treat Fortress Tiberius as just a weird large aerospace fighter, with the warp nacelles as thrusters. But I'd love to see what BT Warp Drives look like.)  >:D

That does make me wonder if other "large" AutoMechs could actually be miniature in scale as a disguise. They look like they're miles away but are really much closer. It kind of makes sense considering the size of their Mech Forms when compared with other AutoMechs.



Okay, now for the chassis round-up....

Way cool! Thanks!  :thumbsup: :beer: :clap:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 12 March 2022, 02:22:59
Cannonshop literally just finished (mostly) a Star Trek into Ngo-Verse crossover story. and those of us in the thread have been working up some rough and ready stats for trek tech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 12 March 2022, 04:19:43
Okay, now for the chassis round-up....

DropShips--
1 Achilles-class (Enhanced) - Mods result in a vessel that resembles a Tracker-class WarShip [DemoCon Flagship "Avenger"]
2 Leopard-class (Enhanced) - Mods result in vessels that resemble Broadsword-class DropShip [Sky Train-Beta and Skylinker-One]
1 Titan-class (Enhanced) - Mods result in vessel that resembles a Hamilcar-class DropShip [AxiMaL flagship "Axiom"]
1 Triumph-class (Enhanced) - Mods result in vessel that resembles a Claymore-class DropShip [PresiDom flagship "Farside"]
2 Vengeance-class (Unmodified) - [Supreme Ultima and Supreme Guardia]
1 Vengeance-class (Enhanced) - Mods result in vessel that resembles Conquistador-class DropShip [AutoBoP flagship "Arc-One"])
--TOTAL: 6 distinct ship types

Question: do you see DropShip types using the rules for the SDS system, in terms of extra mass for their automation, or just using the baseline construction rules, with the normal control components and crew quarters mass accounting for their automation?

Quote
Other--
2 Giant Mobile Structures - Tonnage??? - Tracked - 17x17 hex Urban-style maps
1 Luftenburg-class aircraft carrier - Tonnage: 100K tons - Surface Naval - Template E
--TOTAL: 2-3 distinct Miscellaneous super-support unit types.

Ditto these - how do you see the automation mass working on these?

Quote
Footnote: *Unit is a drone, and may not operate >50km from its designated command unit (>500km in space).


Units by Faction:

AutoBoP Alliance: 101
-  AutoBoP units - 87
-  DynaBoG units - 5
-  AxiMaL units - 6
AutoBoP-Friendly Non-Combatant: 12
-  JUniCom units - 12
DemoCon Pact: 82
-  DemoCon units - 61
-  IntSecCon units - 3
-  PresiDom units - 18
Unaffiliated units - 8

Are these individual 'Mech counts?  Wow, the factions are smaller than I was expecting, though it makes sense, given the source material, I suppose.

Quote
Unit chassis designs folded into this list include not only published types from Welcome to the Nebula California (devised by myself), but also unit types developed in or referenced by this thread by other users, most notably Giovanni Blasini and Glitterboy2098. A vast majority of the types listed here have yet to receive baseline stats. [And, once more, it should be noted that any such stats SHOULD be considered baseline only; the semi-intelligence of the AutoMechs of Syberia, couple with centuries of repairs, bypasses,  and randomizations, has changed many named units in more than just their cosmetics and colors, after all.]

Thanks!

- Herb

No, thank you!  That's incredibly helpful, and leaves us plenty of room in this thread to work out stats for these!

Now I just gotta work out how big Fortress Tiberius would be.  I'm figuring a wee bit smaller than the 190,000 ton mass listed in the old Franz Joseph sourcebook.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 12 March 2022, 14:59:54
Cannonshop literally just finished (mostly) a Star Trek into Ngo-Verse crossover story. and those of us in the thread have been working up some rough and ready stats for trek tech.

Sounds cool! Is there a link?


Are these individual 'Mech counts?  Wow, the factions are smaller than I was expecting, though it makes sense, given the source material, I suppose.

TFU has other factions listed besides Autobot and Decepticon.

https://tfwiki.net/wiki/Category:Generation_1_factions (https://tfwiki.net/wiki/Category:Generation_1_factions)
https://tfwiki.net/wiki/Malignus_(G1) (https://tfwiki.net/wiki/Malignus_(G1))
https://tfwiki.net/wiki/Optimus_(faction) (https://tfwiki.net/wiki/Optimus_(faction))
https://tfwiki.net/wiki/Go-Bot_(G2) (https://tfwiki.net/wiki/Go-Bot_(G2))
https://tfwiki.net/wiki/GoBots (https://tfwiki.net/wiki/GoBots)

I'm sure there's more. You could also borrow from others if you wanted.
https://web.archive.org/web/20171014032626/http://counter-x.net/convertors/index.html (https://web.archive.org/web/20171014032626/http://counter-x.net/convertors/index.html)

Also Herb didn't list any FloatMechs or SubMechs so there could be more factions out there. That means that the numbers could easily be multiplied. Many factions just "share" similar designs. Others have designs that are unique or do not have designs that others do. This can be for various reasons. They can also be varied to represent different tech levels/resources. 


Quote
Now I just gotta work out how big Fortress Tiberius would be.  I'm figuring a wee bit smaller than the 190,000 ton mass listed in the old Franz Joseph sourcebook.

Lol!



Herb,
I was wondering about TFs like Unicron. Would they work as EmplacementMechs? Just call it a Satellite or Space Station and use the FrankenMech jump jet rules so multiple JJs equal 1 thrust point?

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 12 March 2022, 15:41:50
Sounds cool! Is there a link?

Here is the direct link to page 1:
https://bg.battletech.com/forums/fan-fiction/something-derived-from-somewhere-else/
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 12 March 2022, 16:30:56
Here is the direct link to page 1:
https://bg.battletech.com/forums/fan-fiction/something-derived-from-somewhere-else/

Cool! Thanks!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 March 2022, 17:04:28
Question: do you see DropShip types using the rules for the SDS system, in terms of extra mass for their automation, or just using the baseline construction rules, with the normal control components and crew quarters mass accounting for their automation?
-
Ditto these - how do you see the automation mass working on these?

So, I go and look through the rules I wrote for Welcome to the Nebula California and find I didn't actually write any for non-Mech AutoMechs. Nor did I mention anything in the fluff. I feel kinda bad about that. But then again, it was my hope to keep Syberia on the scale of a typical pick-up Mech-driven BattleTech game. I do, however, pride myself on trying to make even my fun rules integrate with the universe well enough for folks to consider them canon-compatible.

Buuuuuut, the AutoMechs of Syberia violate the Smart Robotics rules already, I see, in that they use standard cockpits for their AIs, adding no additional mass to get "smarter." Per the rules found in Interstellar Operations, which were supported at least partially in the past by some precedents found in FASA-era specs, robotic units over 10 tons in mass require added robotic controls that can go as high as 13% of their total unit weight for self-operation and skill-grade improvements. Since the Syberian AutoMechs were already paying for transformation (mostly), I must've cut that back. Moreover, I allowed the Syberians to learn and improve, which I'm not sure the canonical robotics rules even allow. And I did all those deviations while claiming this grew out of some pre-Caspar tech....

So, let's try and make sense of how it works on Syberia, and note that these robotics construction rules will likely apply ONLY to the AutoMechs of Syberia for now.

Firstly, let's limit what can be an AutoMech: In this case, I can allow for combat/support vehicles of all motive types, battle armor, BattleMechs, IndustrialMechs, conventional and aerospace fighters, small craft, DropShips, Space Stations, mobile structures, and fixed emplacements. Disallowed unit types are ProtoMechs and any spacecraft with FTL capabilities of any kind. ProtoMech technologies were never even considered at the time the human Syberians died out, and whatever breakthroughs they made with their AI tech, they could not surmount the incompatibility between high-level AI and hyperspace. (They also lost all their JumpShips and any means to repair them or build more.)

All units built as AutoMechs use the weight of a STANDARD cockpit and/or control system for their given 'Mech or vehicle type. This means no alternate Cockpits/Control types such as Small Cockpits, and the like. The following Modifications apply for specific units:

* For battle armor units, the use of a lighter "Inner Sphere" chassis weight for the suit denotes a dependent drone type, which can operate independently only as long as it is within 50km of its command unit; a heavier "Clan" chassis weight denotes a battle armor AutoMech that can operate fully independent of its command unit. (For the sake of argument, all of the "cassette" AutoMechs should be built as Inner Sphere battle armor types.) Drones that exceed their operational range must immediately return to their command unit or shut-down.

* Other AutoMech units designated as drones may reduce their control systems by 25%, rounding the result up to the nearest kilogram for units under 5 tons, or to the nearest half ton for units weighing 5 tons or more. Drone units capable of expending Thrust (e.g. airships, aircraft, aerospace fighters, fixed-wing support vehicles, small craft, and DropShips) can operate as far as 500 km from their designated command units. All other drone unit types are restricted to  50 km range. As with battle armor drones, drones that exceed their operational range must immediately return to their command unit or shut-down.

* For AutoMech unit types that must include crew tonnage in their design--or, more specifically, crew quarters--use the steerage weight quarters [5 tons per crew] for the unit's minimum crew needs, and add this value to the unit's standard control system weight. Do not count bay personnel in this figure. In fact, there are no "bay personnel" on board AutoMech units of any type, and any recommendations or rules to the effect of making space for same may be ignored. Note that none of these quarters resemble rooms, but are instead internalized mechanisms, secondary data storage and processing, and other necessary operational support needs the unit requires for its operation. (As most combat and support units under 200 tons tend to incorporate operator seating and controls automatically in their control systems, this rule largely applies to small craft, DropShips, Space Stations, Mobile Structures, Emplacements, and Large-sized Support Vehicles.)

* For AutoMech units that require tonnage for life support, ignore such systems; much like BattleMech and Aerospace cockpits, life support is integral to the control systems.

* Whatever other differences AutoMech AI systems have that justify their lighter weight and broader application is left up to debate, but suffice to say that they can't stop themselves from fighting endless wars because the people who knew their master shutdown commands have all perished a good long time ago, and they're only learning because they've been left on in "crisis mode" for centuries by now. They also seem to have different reactions to ECM, so there's that, too.

*The limits on transformation remains as written in WttNC: Only AutoMech 'Mechs can have the transformation ability, with weight and chassis limits as established by their alternate mode type. Anything outside the range of BattleMech/IndustrialMech design (i.e. under 10 tons and over 200) can't transform at all, but CAN have an AutoMech brain, which is more than enough to be dangerous.

Quote
Are these individual 'Mech counts?  Wow, the factions are smaller than I was expecting, though it makes sense, given the source material, I suppose.

The vast majority are based on individual characters from the first 3 seasons of the Generation 1 Transformers cartoon and the first season of Beast Wars. Beyond them were many characters introduced in the comics and subsequent seasons of both shows that I simply have not bothered with, nor have I delved too deeply into some outliers (Nightbird, Alpha Trion, and "Beta," for instance). But I did include a few characters who are known to have clones. (All Insecticons could clone themselves, the number of Cyclonus and Scourge clones were never determined, nor have the number of Reflector-type soldiers that used to be everywhere, and there were way more "background" Seekers than the ones they eventually named. The generic AutoVees I listed also represent clone-worthy cannon fodder as they reflect the basic "Vehicon" templates that tend to fill out Autobot and Decepticon ranks sometimes, I added two emplacement types just for the hell of it, and the Supreme Guardia reflect what used to be the Quintessons' ultimate enforcers--the Omega Guardians, of which Omega Supreme is said to be the last one left.) So, yeah, it looks like a small amount, but only if you ignore the fact that there are usually TONS of extras behind the main and secondary cast....

Quote
No, thank you!  That's incredibly helpful, and leaves us plenty of room in this thread to work out stats for these!

Which is partly why I'm presenting it. Like I said elsewhere, there's enough here now to fill a full-sized TRO.

Quote
Now I just gotta work out how big Fortress Tiberius would be.  I'm figuring a wee bit smaller than the 190,000 ton mass listed in the old Franz Joseph sourcebook.

I'm steering clear of that.

TFU has other factions listed besides Autobot and Decepticon.
<snip>
Also Herb didn't list any FloatMechs or SubMechs so there could be more factions out there. That means that the numbers could easily be multiplied. Many factions just "share" similar designs. Others have designs that are unique or do not have designs that others do. This can be for various reasons. They can also be varied to represent different tech levels/resources. 

The only naval AutoMech I found in the aforementioned 4 seasons of TF cartoons I worked out here was actually a hovercraft, Seaspray. Although it would have been easy to make him naval, I figured hover gave him more chances to join the battle with his buddies. And as to factions, much like the bots themselves, I limited myself to the ones we saw in those 4 seasons of cartoons.

Quote
I was wondering about TFs like Unicron. Would they work as EmplacementMechs? Just call it a Satellite or Space Station and use the FrankenMech jump jet rules so multiple JJs equal 1 thrust point?

Unicron is an abomination, and one of the outliers I specifically excluded in the "4 seasons of toons." IF you were to make him, the closest I could come under the rules I sketched out above would be a gargantuan space station, and he would not be able to transform, as per my rules above.

Cannonshop literally just finished (mostly) a Star Trek into Ngo-Verse crossover story. and those of us in the thread have been working up some rough and ready stats for trek tech.

Cool! (As I've done my own look into BattleTrek, I'm going to withhold any further remarks on the subject. No need to have too many chefs in the same kitchen.)

Quote
Star Wars (Forgot about these) A reason to use Star Empire equipment!  >:D
Back to the Future - Gonna need that Flux Capacitor.   ;D We can use Boondoggles to workout the hover conversions.
G.I. Joe -  A reason to use Tank Cannons.  >:D
Ghostbusters - Infantry and Vehicle Scale Proton Packs and Slime Blowers for fighting Ghost Infantry, Ghost Mechs and bad moods.  :)) 
Star Trek -  Phasers, Disruptors, Photon Torpedos, Shields, Cloaking devices (already covered but allowed for Converting Mechs), Warp Drives (It'd probably be easier to treat Fortress Tiberius as just a weird large aerospace fighter, with the warp nacelles as thrusters. But I'd love to see what BT Warp Drives look like.)  >:D

I shall stay FAR away from most of those, too....

Quote
That does make me wonder if other "large" AutoMechs could actually be miniature in scale as a disguise. They look like they're miles away but are really much closer. It kind of makes sense considering the size of their Mech Forms when compared with other AutoMechs.

I made a very deliberate choice to avoid "size changers" when it comes to AutoMechs, which is half the reason the AutoMech version of Megatron and Shockwave are not handguns, and the AutoMech versions of Soundwave and Blaster are vehicles rather than boom boxes. (The other half being that they need more damned agency of their own, damn it!) The reason i used any in my list here was to access a broader range of looks than standard 'Mechs alone, and to account for some degree of comparative mass between related Mech and alt modes. Glitterboy's AxiMaLs also spelled out they were made small, and their chassis types run on the lighter side, so using ProtoMech and micro-Mech figures for them helped cover that aesthetic, I hope.

But since pics on the IWM site don't always come with a clear sense of scale, I wouldn't know what any of this will look like until someone actually tries to make some of these happen. Luciora?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 March 2022, 20:36:07
I'm primarily sticking to the G1 Autobots, as a personal interest.  However, the vehicles aren't in scale to the mechs obviously.  Sometimes they kind of match up,  with enough work.  The Seekers, as Pixies and Mechbusters roughly match up they way I build them up.  Megatron and the Ajax work ok, while Grimlock and his White Flame aren't too bad scale-wise either.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 12 March 2022, 22:32:52
(snip)
So, let's try and make sense of how it works on Syberia, and note that these robotics construction rules will likely apply ONLY to the AutoMechs of Syberia for now.

(snip)

Looks great to me.  :thumbsup:

Quote
Which is partly why I'm presenting it. Like I said elsewhere, there's enough here now to fill a full-sized TRO.

Yes, please!  :))

Quote
The only naval AutoMech I found in the aforementioned 4 seasons of TF cartoons I worked out here was actually a hovercraft, Seaspray. Although it would have been easy to make him naval, I figured hover gave him more chances to join the battle with his buddies. And as to factions, much like the bots themselves, I limited myself to the ones we saw in those 4 seasons of cartoons.

I would have put Seaspray as a hovercraft too. Would his girlfriend Alana count?https://tfwiki.net/wiki/Alana (https://tfwiki.net/wiki/Alana)
There's also Broadside. https://tfwiki.net/wiki/Broadside_(G1)  (https://tfwiki.net/wiki/Broadside_(G1)) Scale his carrier form down to 100 tons and he could launch drone seekers.


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Unicron is an abomination, and one of the outliers I specifically excluded in the "4 seasons of toons." If you were to make him, the closest I could come under the rules I sketched out above would be a gargantuan space station, and he would not be able to transform, as per my rules above.

:) That's cool.


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Cool! (As I've done my own look into BattleTrek, I'm going to withhold any further remarks on the subject. No need to have too many chefs in the same kitchen.)

 :'(

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I shall stay FAR away from most of those, too....

 :))

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I made a very deliberate choice to avoid "size changers" when it comes to AutoMechs, which is half the reason the AutoMech version of Megatron and Shockwave are not handguns, and the AutoMech versions of Soundwave and Blaster are vehicles rather than boom boxes. (The other half being that they need more damned agency of their own, damn it!) The reason i used any in my list here was to access a broader range of looks than standard 'Mechs alone, and to account for some degree of comparative mass between related Mech and alt modes. Glitterboy's AxiMaLs also spelled out they were made small, and their chassis types run on the lighter side, so using ProtoMech and micro-Mech figures for them helped cover that aesthetic, I hope.

That's cool. I'd avoid them too. I do like the TFs though, so  in my head the human Syberians realized that since they couldn't build bigger converting Drones, they'd scale them down. Then they could have the look if not the size. 



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But since pics on the IWM site don't always come with a clear sense of scale, I wouldn't know what any of this will look like until someone actually tries to make some of these happen. Luciora?

- Herb

It won't be me. My wallet would beat me if I even though about buying minis right now. It's cranky with me enough already. :'(  So, yes, Luciora, more please! Your AutoMechs are amazing!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 March 2022, 22:54:56
Looks great to me.  :thumbsup:

Thanks.

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I would have put Seaspray as a hovercraft too. Would his girlfriend Alana count?https://tfwiki.net/wiki/Alana (https://tfwiki.net/wiki/Alana)
There's also Broadside. https://tfwiki.net/wiki/Broadside_(G1)  (https://tfwiki.net/wiki/Broadside_(G1)) Scale his carrier form down to 100 tons and he could launch drone seekers.

Alana was an outlier and I didn't deal with her. In fact, she didn't even appear on the cast lists of the seasons I touched on. Moreover, she doesn't even have a toy to work with, so... yeah, no.

As to Broadside, who did you think the AutoMech Luftenburg on my list was? ;)

That's cool. I'd avoid them too. I do like the TFs though, so  in my head the human Syberians realized that since they couldn't build bigger converting Drones, they'd scale them down. Then they could have the look if not the size. 

I'm primarily sticking to the G1 Autobots, as a personal interest.  However, the vehicles aren't in scale to the mechs obviously.  Sometimes they kind of match up,  with enough work.  The Seekers, as Pixies and Mechbusters roughly match up they way I build them up.  Megatron and the Ajax work ok, while Grimlock and his White Flame aren't too bad scale-wise either.

So, you're sticking with the bad guys? Darn.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 March 2022, 23:00:45
Well, I do need to procure a Patton for Shockwave.  I'm starting work on Rachet next.  I was pleasantly surprised to find out just how accurate the MP was to the animated version.  I couldn't find the tires at first, then I found out the fold into the arms and were on his back.

I'm also kind of tempted to paint his MASH mode in a way where he's like Optimus with a separate trailer, in a way to reference his G1 toy.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 March 2022, 23:17:47
Well, I do need to procure a Patton for Shockwave.  I'm starting work on Rachet next.  I was pleasantly surprised to find out just how accurate the MP was to the animated version.  I couldn't find the tires at first, then I found out the fold into the arms and were on his back.

I'm also kind of tempted to paint his MASH mode in a way where he's like Optimus with a separate trailer, in a way to reference his G1 toy.

You know, I never had an original G1 of Ratchet or Ironhide (or Prime, really; closest I got in original series toys was an Ultra Magnus), but I honestly didn't like the way Ironhide and Ratchet seemed to look as toys, which didn't match their cartoon versions. They had too much of a Go-Bots vibe to me, and I always felt the Go-Bots designers were just phoning in their work. Heck, looking at the toys, it wasn't until about 2008 that we got a Ratchet who looked the way I preferred. Still, hey, if you want to nod to that, uh, gun-thing he and Ironhide had, go for it!

Ultimately, all I can do is make suggestions here. You're the one creative enough to actually make something of them, which I find totally more awesome.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 13 March 2022, 00:21:46
I'm trying to find a way to balance the G1 toys with the MP toy release.  A mix of animated and toy, if that make sense.  Ratchet, the way I'm planning would look like the Animated/MP toy, then his vee mode would be like Optimus and his trailer.  If that makes sense  :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 March 2022, 02:26:37
Thanks.

Alana was an outlier and I didn't deal with her. In fact, she didn't even appear on the cast lists of the seasons I touched on. Moreover, she doesn't even have a toy to work with, so... yeah, no.

As to Broadside, who did you think the AutoMech Luftenburg on my list was? ;)

Thank you.  :beer:

 ;D

A cool non-converting AutoMech. I was thinking of one that could convert and storm the beaches after launching it's drones.


You know, I never had an original G1 of Ratchet or Ironhide (or Prime, really; closest I got in original series toys was an Ultra Magnus), but I honestly didn't like the way Ironhide and Ratchet seemed to look as toys, which didn't match their cartoon versions. They had too much of a Go-Bots vibe to me, and I always felt the Go-Bots designers were just phoning in their work. Heck, looking at the toys, it wasn't until about 2008 that we got a Ratchet who looked the way I preferred. Still, hey, if you want to nod to that, uh, gun-thing he and Ironhide had, go for it!

Ultimately, all I can do is make suggestions here. You're the one creative enough to actually make something of them, which I find totally more awesome.

- Herb


If I remember right, Ironhide was my first transformer. I got Rachet later. I was disappointed they didn't look like they did in the animation but I was still happy to have them. They were kind of cool though in that Ironhide and Ratchet could work as two units or one. They remind me now of a pickup with a truck camper.

I liked the GoBots. I don't think the show was as good but I liked the toys. I'm glad they got folded in with Transformers. I always played with them together anyway.


I'm trying to find a way to balance the G1 toys with the MP toy release.  A mix of animated and toy, if that make sense.  Ratchet, the way I'm planning would look like the Animated/MP toy, then his vee mode would be like Optimus and his trailer.  If that makes sense  :)

Kinda. I'm looking forward to seeing how he turns out.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 13 March 2022, 04:19:08
I may do some additional work on the vehicle, but this way, the main mech has 6 wheels , 2x4 with the rest supporting what is now the trailer.  No I'm not going to kitbash the weapons/repair platform mode.  It was hard enough removing enough of the Wolverine chassis to fit the new boxy torso to the point that I'm not looking forward to Ironhide's kitbash  :P
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 March 2022, 06:51:54
Herb, the Illegal Quirk would apply Syberian Drones, right?


I may do some additional work on the vehicle, but this way, the main mech has 6 wheels , 2x4 with the rest supporting what is now the trailer.  No I'm not going to kitbash the weapons/repair platform mode.  It was hard enough removing enough of the Wolverine chassis to fit the new boxy torso to the point that I'm not looking forward to Ironhide's kitbash  :P


Sounds good. :)  Aww. I was looking forward to seeing what you'd come up with but I can understand that. Maybe one of Ironhide's other toy forms? https://tfwiki.net/wiki/Ironhide_(G1)/toys (https://tfwiki.net/wiki/Ironhide_(G1)/toys)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 13 March 2022, 11:36:09
Oops forgot to add the picture
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 March 2022, 12:36:19
A cool non-converting AutoMech. I was thinking of one that could convert and storm the beaches after launching it's drones.

The best you'd get would be a maritime Soundwave. No flight deck is small enough for a convertible BT unit, even under the looser Syberian rules.

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If I remember right, Ironhide was my first transformer. I got Rachet later. I was disappointed they didn't look like they did in the animation but I was still happy to have them. They were kind of cool though in that Ironhide and Ratchet could work as two units or one. They remind me now of a pickup with a truck camper.

I liked the GoBots. I don't think the show was as good but I liked the toys. I'm glad they got folded in with Transformers. I always played with them together anyway.

I'm sure most kids did. I just felt they lacked personality that the Transformers had. I like that they merged in too, though; their lore always did seem pretty compatible, and some re-interpretations of their design in more recent years has given them the personality I always thought they lacked.

I'm trying to find a way to balance the G1 toys with the MP toy release.  A mix of animated and toy, if that make sense.  Ratchet, the way I'm planning would look like the Animated/MP toy, then his vee mode would be like Optimus and his trailer.  If that makes sense  :)

Animated is a great inspiration as well, I must admit. I was originally thrown by the art style, but it definitely grew on me, and their full-throated adaptation of the notion that many Transformers share body types from the moment of their forging was one particular area that inspired me to do the same for the Syberian AutoMechs.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 March 2022, 13:10:01
Herb, the Illegal Quirk would apply Syberian Drones, right?

In the context of a game in the "normal" BattleTech universe, yes.

In the context of the CNAZ, nope. Something about that area is outright bizarre.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 13 March 2022, 15:55:18
The best you'd get would be a maritime Soundwave. No flight deck is small enough for a convertible BT unit, even under the looser Syberian rules.

- Herb

I see two design options for a water-borne Soundwave:
1) Small version:
Soundwave launches VTOL minicons from itself to aid in storming the beach (primarily for spotting and drawing fire from enemy units)


2) Large version:
Soundwave is a Triple-changer, having a robot form, a boat form, and an interlink form that attaches to a non-transforming helicopter carrier.  So Soundwave first commands the helicopter carrier that supports other Automechs (refueling, ammo loading, repair tools, weapon bays), and when it is time to attack Soundwave can join the attack while sending basic instructions to the (very stupid) drone brain on the Heli carrier.  Maybe Soundwave can provide its targeting bonus to a single weapon when interlinked?  So the drone might have Gunnery 5 (or 6?) normally, but when Sounwave is interlinked one of the guns gets to use Soundwave's Gunnery skill.

The nice part is that by using interlink that benefit can be applied to a different gun each tactical turn.  For other Automechs that link to a gun to provide their benefit, they have to physically relocate to another weapon to provide their benefit to that weapon.

Example: assume an Automech version of the Jormungand (https://www.sarna.net/wiki/Jormungand).  Ironhide is linked to one of the Long Tom artillery cannons, to provide high accuracy firepower.  A DemoCon flyer gets in range, and Ironhide has to physically relocate to interlink with the LRM-20 launchers to drive off that flyer.

A Jormungand that is designed to interlink with Soundwave (and Soundwave is linked) is a much nastier opponent.  Soundwave can fire one of the Long Tom cannons every turn, using its own Gunnery skill when firing.  If attacked by a flyer, Soundwave can immediately shift its attention to the LRM-20 launcher in the correct arc, and open fire.  Nect turn a submersible unit is detected, and Soundwave takes control of one of the LRT-20 launchers.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 March 2022, 17:25:01
The best you'd get would be a maritime Soundwave. No flight deck is small enough for a convertible BT unit, even under the looser Syberian rules.

That's what I was thinking. :) Tiny convertible drones would be nice but fixed mode drones are cool too.


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I'm sure most kids did. I just felt they lacked personality that the Transformers had. I like that they merged in too, though; their lore always did seem pretty compatible, and some re-interpretations of their design in more recent years has given them the personality I always thought they lacked.

I think that's because they didn't get the screen time many transformers did. I did like that some GoBots became redecoed Transformers later. It'd be nice if they rereleased the original toys but redecorated TFs is cool too.  I wouldn't complain if I got one.

Quote
Animated is a great inspiration as well, I must admit. I was originally thrown by the art style, but it definitely grew on me, and their full-throated adaptation of the notion that many Transformers share body types from the moment of their forging was one particular area that inspired me to do the same for the Syberian AutoMechs.

- Herb

I haven't gotten to watch a lot of the newer Transformers but wondering around TFU, I did see a lot of cool designs. And some really funky ones. I think it opens things up so that there's older and newer variants.


I see two design options for a water-borne Soundwave:
1) Small version:
Soundwave launches VTOL minicons from itself to aid in storming the beach (primarily for spotting and drawing fire from enemy units)


2) Large version:
Soundwave is a Triple-changer, having a robot form, a boat form, and an interlink form that attaches to a non-transforming helicopter carrier.  So Soundwave first commands the helicopter carrier that supports other Automechs (refueling, ammo loading, repair tools, weapon bays), and when it is time to attack Soundwave can join the attack while sending basic instructions to the (very stupid) drone brain on the Heli carrier.  Maybe Soundwave can provide its targeting bonus to a single weapon when interlinked?  So the drone might have Gunnery 5 (or 6?) normally, but when Sounwave is interlinked one of the guns gets to use Soundwave's Gunnery skill.

(snip)


I was thinking more the first one. I hadn't thought about interlinking but that could be an option.

I'm not sure why Ironhide wouldn't have the same interlinking capability that Soundwave has. I'm also not sure why he wouldn't just fire a flak round from the Long Tom at the enemy seeker.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 13 March 2022, 17:59:57
I'm not sure why Ironhide wouldn't have the same interlinking capability that Soundwave has. I'm also not sure why he wouldn't just fire a flak round from the Long Tom at the enemy seeker.

Ironhide interlinking is physically going directly to the weapon, a quick few second action where Ironhide still has arms and legs and the ability to use them.  Soundwave's interlink is a dedicated transformation that allows his mind to fully link with the entire ship.  In this mode Soundwave cannot move without transforming out of it.

Think of Ironhide's link as a USB plug in on a remote terminal, while Soundwave's link as becoming a mainframe-adjunct.  Soundwave will be doing far more processing and will need access to the ship's cooling grid to keep from overheating.  Instead of the small cable (https://youtu.be/3RNzyYurjHg?t=399) seen when cartoon Soundwave links to a Decepticon computer, this would be a massive array of cables connecting to access ports that are revealed when Soundwave assume this third mode.  Think of it like when the Paranoid Commander links (https://youtu.be/w3shPjw54z0?t=4302) to his spaceship's Dinomech mode (https://youtu.be/w3shPjw54z0?t=4365).  Or when the two robots (Ail-1 and Toil) linked (https://youtu.be/w3shPjw54z0?t=4650) to the surface activators.


As to ammo, I was just going with standard ammo for all the weapons to keep it relatively simple.  I also figure that non-artillery weapons would be easier to use to hit airborne targets.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 March 2022, 21:22:39
Ironhide interlinking is physically going directly to the weapon, a quick few second action where Ironhide still has arms and legs and the ability to use them.  Soundwave's interlink is a dedicated transformation that allows his mind to fully link with the entire ship.  In this mode Soundwave cannot move without transforming out of it.

Think of Ironhide's link as a USB plug in on a remote terminal, while Soundwave's link as becoming a mainframe-adjunct.  Soundwave will be doing far more processing and will need access to the ship's cooling grid to keep from overheating.  Instead of the small cable (https://youtu.be/3RNzyYurjHg?t=399) seen when cartoon Soundwave links to a Decepticon computer, this would be a massive array of cables connecting to access ports that are revealed when Soundwave assume this third mode.  Think of it like when the Paranoid Commander links (https://youtu.be/w3shPjw54z0?t=4302) to his spaceship's Dinomech mode (https://youtu.be/w3shPjw54z0?t=4365).  Or when the two robots (Ail-1 and Toil) linked (https://youtu.be/w3shPjw54z0?t=4650) to the surface activators.

Oh okay. That's a bit more interlinking than I'd care to go but if it works for you that's cool. I think I'd rather go with  remote controlled systems and less smart drones.

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As to ammo, I was just going with standard ammo for all the weapons to keep it relatively simple.  I also figure that non-artillery weapons would be easier to use to hit airborne targets.

Flak Artillery Ammo is handwavium for Standard Artillery Ammo fired at aircraft. I'm not sure what the to hit number would be but the Long Tom Artillery has a much greater range than LRMs.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 March 2022, 01:09:13
Oh okay. That's a bit more interlinking than I'd care to go but if it works for you that's cool. I think I'd rather go with  remote controlled systems and less smart drones.

Erm. Per the rules, even of the CalNeb, the AutoMechs themselves ARE "smart drones."

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 March 2022, 01:30:20
Erm. Per the rules, even of the CalNeb, the AutoMechs themselves ARE "smart drones."

- Herb

I thought the cassettes, and similar, were drone drones.  ???
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 March 2022, 01:41:00
I thought the cassettes, and similar, were drone drones.  ???

In the case of this particular setting, they were "drones," yes, but only insomuch that they could only operate within a certain range of their command unit, and that they could be cut off by ECM, prompting an immediate retreat or shutdown. I didn't add any other restrictions beyond those, and even allowed non-battle armor units to be designated as "drones" with no real change to their construction whatsoever. This made what was a "drone" to the AutoMechs, and what wasn't, a mostly academic distinction up to the creator's whim.

And, as whims would have it, I opted to call all the cassettes drones. ;)

I then added a few more full-size drones to the mix, such as Cyclonus's armada and Scourge's Sweeps--who are basically just "pale copies" of their masters (although I did say the Cyclonus drones can't transform, and the Sweeps' vehicle modes were AirMech versions of Scourge...again, on a whim).

But to the real BT universe, the whole lot of the AutoMechs of Syberia, from the littlest aeroscout to the biggest DropShip, and all the goofy transforming mechanisms in between...they're all drones. Drones that have gone out of control and whose override codes have been lost to time, but drones, nonetheless.

(Oh, and drones that just happen not to follow the decision trees, because those weren't even a thing when they were created, leaving them with a more...randomized battle behavior.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 14 March 2022, 02:19:03
possible idea for a non-transforming automech.. Shockwave done as a Cyclops variant. i don't think they ever showed him transforming in the shows i've seen, and the toys apparently don't have a standard form, instead being all over the place for alt-modes. so him not being a transforming model wouldn't be much of a stretch.

alternately could be a highlander variant, i guess?

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 14 March 2022, 02:38:19
Oh okay. That's a bit more interlinking than I'd care to go but if it works for you that's cool. I think I'd rather go with  remote controlled systems and less smart drones.

As to remote controlled systems and smart drones, I figure the Jormungand equipped in this manner with Soundwave interfacing would be similar to G1's Teletraan-1 (https://tfwiki.net/wiki/Teletraan_I) being used by Optimus Prime.  Soundwave would be able to remote control it from anywhere on board or within direct communication range, but that Jormungand would be forced to use its own Piloting/Gunnery ratings.  So the Jormungand is a dumb drone, but only specific control signals (the correct frequencies/encryption) will be obeyed.  Similar to the shuttle used in the 1986 Transformers movie, these larger drones only do what they is told, but can at least be put on automatic with basic instructions.

Another example might be an ARTS-style repair bay that can handle the basics, but if Ratchet or others with the correct skills can link in then Ratchet's Technician skills can be used instead of the basic skills that an ARTS bay uses.


The interlink ability was me thinking of a way to give an Automech's enhanced Gunnery to another unit's weaponry.  I figured it should have some penalty as a result, and decided to go with needing a dedicated transformation mode.  The other option would be adding the full drone hardware to give a full Gunnery and Piloting upgrade to the vessel, potentially giving that vessel a full intelligence as well.  A full upgrade would require more mass than the interlink systems, but would also provide the Gunnery bonus to all of the vessel's weaponry instead of just the one that the linked Automech was providing.  The drone used in this manner would be much cheaper than an actual (non-transforming) Automech due to the lower computer tech required to built it.

This interlink tech could even be an early version of the Headmaster (https://tfwiki.net/wiki/Headmaster_(technology)) transformers that only have two modes - robot and control system.  Essentially the Automechs started with a 2-mode transformer, and added a third mode to provide the datalinks needed.  As tech crawls on and industry steadily grows, the units with interlink ability will gradually shed their vehicle mode to provide better capabilities (or just be smaller).
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 March 2022, 05:20:45
In the case of this particular setting, they were "drones," yes, but only insomuch that they could only operate within a certain range of their command unit, and that they could be cut off by ECM, prompting an immediate retreat or shutdown. I didn't add any other restrictions beyond those, and even allowed non-battle armor units to be designated as "drones" with no real change to their construction whatsoever. This made what was a "drone" to the AutoMechs, and what wasn't, a mostly academic distinction up to the creator's whim.

(snip)

(Oh, and drones that just happen not to follow the decision trees, because those weren't even a thing when they were created, leaving them with a more...randomized battle behavior.)

- Herb

That's cool. So all the drones have AIs? If they do, why limit how far they can operate on their own?  ???

I know the command decision trees weren't a thing then but I was thinking the drones creators would have created their own on the way to the AI drones. A tech progression, just sooner and eventually more advanced than the SLDF's. I was thinking the drones without AIs and those using them mostly be relics using older technology.  For example, Broadside using remote controlled drones while Soundwave uses AI drones.

I also wondered about using the illegal quirk for similar reasons. Those drones were failed experiments that somehow managed to survive. Kind of like Syberian versions of the Champion LAM and Scorpion LAM. I kind of figured they might try the same kinds of things and fail that IS designers did later on.

Can AutoMechs have Chassis Mods? If so, would they pay extra weight for them? Examples being Beachcomber having the Dune Buggy Mod.  Or Water Walk having the Flotation Hull Mod? Would he be built using an Industrial chassis as a conventional fighter, since flotation hulls aren't allowed for aerospace fighters?
 
Thanks :)





As to remote controlled systems and smart drones, I figure the Jormungand equipped in this manner with Soundwave interfacing would be similar to G1's Teletraan-1 (https://tfwiki.net/wiki/Teletraan_I) being used by Optimus Prime.  Soundwave would be able to remote control it from anywhere on board or within direct communication range, but that Jormungand would be forced to use its own Piloting/Gunnery ratings.  So the Jormungand is a dumb drone, but only specific control signals (the correct frequencies/encryption) will be obeyed.  Similar to the shuttle used in the 1986 Transformers movie, these larger drones only do what they is told, but can at least be put on automatic with basic instructions.

Another example might be an ARTS-style repair bay that can handle the basics, but if Ratchet or others with the correct skills can link in then Ratchet's Technician skills can be used instead of the basic skills that an ARTS bay uses.

I don't recall anyone actually linking to Teletran like that, except maybe Soundwave through a wire. They usually contacted him through com equipment or treated him like a computer. I figure he'd be more a non-converting drone  since in the animation he did launch and control a satellite drone to rebuild the transformers.



Quote
The interlink ability was me thinking of a way to give an Automech's enhanced Gunnery to another unit's weaponry.  I figured it should have some penalty as a result, and decided to go with needing a dedicated transformation mode.  The other option would be adding the full drone hardware to give a full Gunnery and Piloting upgrade to the vessel, potentially giving that vessel a full intelligence as well.  A full upgrade would require more mass than the interlink systems, but would also provide the Gunnery bonus to all of the vessel's weaponry instead of just the one that the linked Automech was providing.  The drone used in this manner would be much cheaper than an actual (non-transforming) Automech due to the lower computer tech required to built it.

This interlink tech could even be an early version of the Headmaster (https://tfwiki.net/wiki/Headmaster_(technology)) transformers that only have two modes - robot and control system.  Essentially the Automechs started with a 2-mode transformer, and added a third mode to provide the datalinks needed.  As tech crawls on and industry steadily grows, the units with interlink ability will gradually shed their vehicle mode to provide better capabilities (or just be smaller).

If it's just controlling weaponry or using another drone to spot for them, it sounds like some kind of C3 Tech. That could be some kind of quirk since some units in older TROs did have abilities like that. They were just more limited than a full C3 system.



possible idea for a non-transforming automech.. Shockwave done as a Cyclops variant. i don't think they ever showed him transforming in the shows i've seen, and the toys apparently don't have a standard form, instead being all over the place for alt-modes. so him not being a transforming model wouldn't be much of a stretch.

alternately could be a highlander variant, i guess?

Those could be good mechs for him. I do remember him converting in the original series. He's be hanging out as a gun and then convert to a Robot.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 March 2022, 05:27:28
possible idea for a non-transforming automech.. Shockwave done as a Cyclops variant. i don't think they ever showed him transforming in the shows i've seen, and the toys apparently don't have a standard form, instead being all over the place for alt-modes. so him not being a transforming model wouldn't be much of a stretch.

alternately could be a highlander variant, i guess?

In the original G1 cartoons, Shockwave transforms very few times, but he is shown in his gun mode when he does--without size changing. In later incarnations, Shockwave has appeared mostly as a Cybertronian tank. It was the tank form I preferred to use in my list, making him one of the Tankus models (in his case, he became known as Shocker [Tankus], had a Highlander Mech mode, and a Rommel tank mode....though as I now think about it, given his Cybertronian tank style, a Marksman M1 would probably fit him better. Yeah, yeah, that'll do much better!) I considered Cyclops, not just for the one-eye look, but the broad square chest, bulky back, and wide feet, but the roundness of his head...and I just realized none of my issues with that couldn't be dealt with easily enough. Well, damn. Shocker Tankus is getting a total makeover. Thanks, Glitterboy!

This interlink tech could even be an early version of the Headmaster (https://tfwiki.net/wiki/Headmaster_(technology)) transformers that only have two modes - robot and control system.  Essentially the Automechs started with a 2-mode transformer, and added a third mode to provide the datalinks needed.  As tech crawls on and industry steadily grows, the units with interlink ability will gradually shed their vehicle mode to provide better capabilities (or just be smaller).

We did discuss Headmaster and Targetmaster units earlier, but as far as the "canon" for Syberians goes (such as it is), I envisioned they never achieved it there. Plus, they--and the Powermasters--were basically a combiner variation, which I didn't dare approach beyond the concept of coordinated teams. Instead of merging for the kill, Team Constructor just triangulates its six members really well against an enemy and hits them from all sides at once.

The Syberians, while capable of some degree of learning, are not capable of innovating when it comes to tech, however. Everything they create is based on specs their long-dead human masters left them with.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 March 2022, 05:45:16
That's cool. So all the drones have AIs? If they do, why limit how far they can operate on their own?  ???

Arbitrary dependency. Their AIs are constantly coordinating with the master units much like the coordinated teams that have replaced the combiners in this setting. Outside of the master's range, they get "lost."

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I know the command decision trees weren't a thing then but I was thinking the drones creators would have created their own on the way to the AI drones. A tech progression, just sooner and eventually more advanced than the SLDF's. I was thinking the drones without AIs and those using them mostly be relics using older technology.  For example, Broadside using remote controlled drones while Soundwave uses AI drones.

That may be a step or two deeper into the weeds than I would consider necessary, but if it works on your table, have fun with it. Remember this was all going into a playable "joke" project that was made on a shoestring budget and no playtesting. I can delve deep into my fun projects, but after a point, they stop being fun and start being work. These days, I have less tolerance for the latter.
 
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I also wondered about using the illegal quirk for similar reasons. Those drones were failed experiments that somehow managed to survive. Kind of like Syberian versions of the Champion LAM and Scorpion LAM. I kind of figured they might try the same kinds of things and fail that IS designers did later on.

Had they possessed the specs, maybe. But if the specs were never given to them, no. As I just said in another reply, the Sybertronians can't innovate; they can only build what they already know how to build, with alterations that are ultimately more cosmetic than anything. Creativity takes more sentience than they actually have.

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Can AutoMechs have Chassis Mods? If so, would they pay extra weight for them? Examples being Beachcomber having the Dune Buggy Mod.  Or Water Walk having the Flotation Hull Mod? Would he be built using an Industrial chassis as a conventional fighter, since flotation hulls aren't allowed for aerospace fighters?

Erf, I'd say the transforming ones can have chassis mods legal to their 'Mech type. A key thing about all transforming Mechs in Battletech--including those in the CNAZ: they are ALWAYS BattleMechs/WorkMechs first and foremost. they may have some extra tricks and such, but at the end of the day, their alt modes are functional costumes. A LAM is a BattleMech in fighter drag. A Syberian AutoMech that becomes a tank is a BattleMech in tracked vehicle drag. Odds are, if the component you want has an "NA" in the column for 'Mech slots, it'd be unavailable under legal construction rules, and you'd have to make up the slots for it if you wanted to put it on anyway. If you want it, in your games, go nuts. For me, it's a bridge I'd have to decide to nuke or not only if and when I got there.

Meanwhile, my Beach Beetle is basically a Beetle-class AutoMech that happens to have a different-looking vehicle mode than most other Beetles.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 March 2022, 05:50:11
Oh, I almost forgot...

Here's the spreadsheet I put together that I keep referring to.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 March 2022, 06:21:56
Arbitrary dependency. Their AIs are constantly coordinating with the master units much like the coordinated teams that have replaced the combiners in this setting. Outside of the master's range, they get "lost."

Oh. Okay. That's cool. :)

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That may be a step or two deeper into the weeds than I would consider necessary, but if it works on your table, have fun with it. Remember this was all going into a playable "joke" project that was made on a shoestring budget and no playtesting. I can delve deep into my fun projects, but after a point, they stop being fun and start being work. These days, I have less tolerance for the latter.

:) That's cool. I like options. The more there are, the greater the variety. Otherwise things quickly end up being the same. And that's totally understandable. It is a four letter word. One I'm allergic to. 
 
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Had they possessed the specs, maybe. But if the specs were never given to them, no. As I just said in another reply, the Sybertronians can't innovate; they can only build what they already know how to build, with alterations that are ultimately more cosmetic than anything. Creativity takes more sentience than they actually have.

I was thinking created by the humans, not the drones. The drones might make new parts once in a while but I don't think they'd create new drones of a design that their creators considered failures.


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Erf, I'd say the transforming ones can have chassis mods legal to their 'Mech type. A key thing about all transforming Mechs in Battletech--including those in the CNAZ: they are ALWAYS BattleMechs/WorkMechs first and foremost. they may have some extra tricks and such, but at the end of the day, their alt modes are functional costumes. A LAM is a BattleMech in fighter drag. A Syberian AutoMech that becomes a tank is a BattleMech in tracked vehicle drag. Odds are, if the component you want has an "NA" in the column for 'Mech slots, it'd be unavailable under legal construction rules, and you'd have to make up the slots for it if you wanted to put it on anyway. If you want it, in your games, go nuts. For me, it's a bridge I'd have to decide to nuke or not only if and when I got there.

Meanwhile, my Beach Beetle is basically a Beetle-class AutoMech that happens to have a different-looking vehicle mode than most other Beetles.

- Herb

That's cool :) I was just wondering to make them more unique. I do know if a unit has NA they can't use that component but there should be some allowances since converting Mechs aren't normal. So if Chassis Mods were available a Tankus class AutoMech could be amphibious.


That's cool. A lot of buggies were made out of Beetles. It wouldn't be the first time different mechs shared the same chassis.  :thumbsup:

Thanks  :thumbsup:


Oh, I almost forgot...

Here's the spreadsheet I put together that I keep referring to.

- Herb

Thanks! I'm looking forward to looking at it more when my eyes aren't so blurry.  :beer: :thumbsup:

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 March 2022, 07:00:41
I was thinking created by the humans, not the drones. The drones might make new parts once in a while but I don't think they'd create new drones of a design that their creators considered failures.

You'd be right. But the humans on Syberia only lived for about 100 years before their conflicts wiped them out. They accomplished quite a lot when you consider they devised their own practical AI tech, a while slew of new transforming Mech types (however questionable), and made all of that their "gold standard" while simultaneously building a society and then breaking up it up into factions who would inevitably fall to an apocalyptic war.

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That's cool :) I was just wondering to make them more unique. I do know if a unit has NA they can't use that component but there should be some allowances since converting Mechs aren't normal. So if Chassis Mods were available a Tankus class AutoMech could be amphibious.

Technically speaking, BattleMechs are always amphibious; they just can't float very well.

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That's cool. A lot of buggies were made out of Beetles. It wouldn't be the first time different mechs shared the same chassis.  :thumbsup:

Sure, but as is evident in Beetle Bee's design, most Beetle AutoMechs actually convert into more sedan-like vehicles, rather than dune buggies or bugs. heck, even the Bug AutoMechs don't do that. Of course, that's all mainly because I'm limiting my selections to minis IWM actually makes. Players willing to go farther afield may find more interesting designs elsewhere.

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Thanks! I'm looking forward to looking at it more when my eyes aren't so blurry.  :beer: :thumbsup:

Good luck. My eyes have gone steadily more blurry over the last five years, to the point where yesterday I need to read a clock through two overlapping magnifying glasses AND my readers.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 March 2022, 14:01:27
You'd be right. But the humans on Syberia only lived for about 100 years before their conflicts wiped them out. They accomplished quite a lot when you consider they devised their own practical AI tech, a while slew of new transforming Mech types (however questionable), and made all of that their "gold standard" while simultaneously building a society and then breaking up it up into factions who would inevitably fall to an apocalyptic war.

That is a big accomplishment in a 100 years.


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Technically speaking, BattleMechs are always amphibious; they just can't float very well.

 :)  I was thinking making them float and of those built to industrial standards.


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Sure, but as is evident in Beetle Bee's design, most Beetle AutoMechs actually convert into more sedan-like vehicles, rather than dune buggies or bugs. heck, even the Bug AutoMechs don't do that. Of course, that's all mainly because I'm limiting my selections to minis IWM actually makes. Players willing to go farther afield may find more interesting designs elsewhere.

That's cool. It sounds like they started with a few basic chassis and then branched off from there. Limiting selections to IWM makes sense. It'd be nicer if all BT imagers were available to be used but they're not. :(


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Good luck. My eyes have gone steadily more blurry over the last five years, to the point where yesterday I need to read a clock through two overlapping magnifying glasses AND my readers.

- Herb

That's no good. :( I'm using readers instead of prescription lenses. I guess we should both see an eye doctor.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 March 2022, 18:51:38
Oh, I almost forgot...

Here's the spreadsheet I put together that I keep referring to.

- Herb

Looks great!  :thumbsup:

I was wondering about Scourge and the Sweeps. The Wasp LAM MkI works well if using later versions of Transformers. Universehttps://tfwiki.net/wiki/File:ScourgeAligned-UltimatePopUpUniverse.jpg (http://Universehttps://tfwiki.net/wiki/File:ScourgeAligned-UltimatePopUpUniverse.jpg) I was wondering about using the Thrush ASF for a more G1 feel?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 March 2022, 20:42:32
That is a big accomplishment in a 100 years.

I know, right? And here you go, asking for MORE? Sheesh! Greedy, ain't ya? ;)

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:)  I was thinking making them float and of those built to industrial standards.

Well, again, if this is to be an item you want to borrow from other unit types that has no listing for its Mech slots, you'll need to answer that question, because that's how Mechs are built, with just about every game-valid item identified (and vulnerable to damage) via slot space. And we've gone about as deep into the weeds as I'm willing to get because trying to come up with rules for everything can get pretty exhausting. Hell, I suddenly realized I had a project due for publication in about two weeks late LAST NIGHT and I went "WTF am I screwing with all these Transformers for?"

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That's cool. It sounds like they started with a few basic chassis and then branched off from there. Limiting selections to IWM makes sense. It'd be nicer if all BT imagers were available to be used but they're not. :(

Again, the option to look elsewhere always exists for the bold. Poke around the internet and I'm sure you're bound to find a 3D printer or other game company's line of minis that fits better for your liking. I stuck with IWM and their BattleTech lines for the obvious reason that this was my idea of how to translate Transformers to BattleTech, rather than the other way around.

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That's no good. :( I'm using readers instead of prescription lenses. I guess we should both see an eye doctor.

I've been overdue for seeing an eye doctor for well over 10 years now. I probably have no means to cover a prescription anyway, and basically no funds to my name at all. SO I make do with magnifiers.

I was wondering about Scourge and the Sweeps. The Wasp LAM MkI works well if using later versions of Transformers. Universehttps://tfwiki.net/wiki/File:ScourgeAligned-UltimatePopUpUniverse.jpg (https://tfwiki.net/wiki/File:ScourgeAligned-UltimatePopUpUniverse.jpg) I was wondering about using the Thrush ASF for a more G1 feel?

(Corrected your url above, btw.)

As probably evidenced with the fact that my versions of Megatron and Shockwave became tanks here, and my version of Wreck-Gar is using a garbage truck alt mode that only appeared in the TF Animated series (when he was voiced by the incomparable Weird Al), probably gives away the fact that I took some liberties. Among them was giving Syberian Scourge his flying wing toy form, rather than the goofy space sled with a face on it thing he had in the G1 cartoons.  If you'd prefer otherwise, well, again, you do you. I ain't stopping you; I'm just not using it that way in my CNAZ headcanon. :)

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 14 March 2022, 21:44:31
I don't recall anyone actually linking to Teletran like that, except maybe Soundwave through a wire. They usually contacted him through com equipment or treated him like a computer. I figure he'd be more a non-converting drone  since in the animation he did launch and control a satellite drone to rebuild the transformers.

True.  The goal I would want is that the Automech when connecting through a 'deep link' would need to form a much larger connection surface than normal, thus the linking unit needing another transformation mode.  It wouldn't be like wearing the full body of the drone as their own, just boosting one critical area at a time.  So if there was an underwater threat, the linked unit could take the data from the sonar array to have a better chance at spotting the target, but the drone uses its on Gunnery when firing.  Or the linked unit tells the drone to scan for underwater threats, and if the drone spots the target the linked Automech uses its own Gunnery skill on the LRT.  A single linked unit cannot provide its bonus to the sonar and the LRT on the same tactical turn though.

Another comparison might be the game Five Nights at Freddy's, where you are one person watching through a dozen security cameras and needing to open and close doors at the correct times.  The Automech is a separate unit from the drone, is getting data from the drone, can focus on different locations one at a time, but cannot move while linked in and is limited to the drone's capabilities.


If it's just controlling weaponry or using another drone to spot for them, it sounds like some kind of C3 Tech. That could be some kind of quirk since some units in older TROs did have abilities like that. They were just more limited than a full C3 system. 

In this case it is using the other drone's sensors to spot, and the other drone's weapons to shoot.  The key is that Soundwave is using its better CPU/Gunnery skill vs a single target, and can swap its attention to any target in range and the appropriate gun rapidly.  If the drone had been designed with better computer systems to begin with, Soundwave wouldn't need to connect directly.

C3 is not available for the Syberian Automechs, so I couldn't use that.

I guess you could compare it to a drone control system, just controlling a drone larger than itself and needing a direct physical connection.

We did discuss Headmaster and Targetmaster units earlier, but as far as the "canon" for Syberians goes (such as it is), I envisioned they never achieved it there. Plus, they--and the Powermasters--were basically a combiner variation, which I didn't dare approach beyond the concept of coordinated teams. Instead of merging for the kill, Team Constructor just triangulates its six members really well against an enemy and hits them from all sides at once.

The Syberians, while capable of some degree of learning, are not capable of innovating when it comes to tech, however. Everything they create is based on specs their long-dead human masters left them with.

- Herb

True, it would need one of them to take the idea of "connect with a small drone" and change that to "connect with a large drone".  From there they would have to search their history for larger designs, and then develop an interface for it.  The first interface would be the drone extending a connection to fit inside the controlling unit, and the Automechs would eventually have to make the leap to having the connection on the outside of the Automech rather than the inside (though this would need a dedicated mode so would take even longer).
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 March 2022, 23:54:42
I know, right? And here you go, asking for MORE? Sheesh! Greedy, ain't ya? ;)

It just shows how good it is.  ^-^


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Well, again, if this is to be an item you want to borrow from other unit types that has no listing for its Mech slots, you'll need to answer that question, because that's how Mechs are built, with just about every game-valid item identified (and vulnerable to damage) via slot space. And we've gone about as deep into the weeds as I'm willing to get because trying to come up with rules for everything can get pretty exhausting. Hell, I suddenly realized I had a project due for publication in about two weeks late LAST NIGHT and I went "WTF am I screwing with all these Transformers for?"

I don't recall any slots being needed. Just weight so I'm going to guess it's okay. Yeah, I guess it can be but it can be worth it too. Lol. Because Transformers are cool.  ;) I hope your project goes well. :)


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Again, the option to look elsewhere always exists for the bold. Poke around the internet and I'm sure you're bound to find a 3D printer or other game company's line of minis that fits better for your liking. I stuck with IWM and their BattleTech lines for the obvious reason that this was my idea of how to translate Transformers to BattleTech, rather than the other way around.

I would love to get a 3D printer. Unfortunately, its so far down the list of things I need to spend money on it doesn't make the list. I can also understand sticking with IWM minis. It'd be nice if BT had other came markers that could be used though.


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I've been overdue for seeing an eye doctor for well over 10 years now. I probably have no means to cover a prescription anyway, and basically no funds to my name at all. SO I make do with magnifiers.

Ditto. :( I just hope it won't end up being another 10 like last time.

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(Corrected your url above, btw.)

As probably evidenced with the fact that my versions of Megatron and Shockwave became tanks here, and my version of Wreck-Gar is using a garbage truck alt mode that only appeared in the TF Animated series (when he was voiced by the incomparable Weird Al), probably gives away the fact that I took some liberties. Among them was giving Syberian Scourge his flying wing toy form, rather than the goofy space sled with a face on it thing he had in the G1 cartoons.  If you'd prefer otherwise, well, again, you do you. I ain't stopping you; I'm just not using it that way in my CNAZ headcanon. :)

- Herb

Thanks.

That's cool. Some are cool designs. And I suppose converting motorcycles would be a bit too far for BT. Especially, mech sized ones. What is his alt form supposed to be? A Spaceship? Hovercraft? Flying Boat? The Thrush might be an improvement. Could make him an airship, I guess.  :))   https://tfwiki.net/wiki/File:Hearts_of_Steel_Scourge.JPG (https://tfwiki.net/wiki/File:Hearts_of_Steel_Scourge.JPG)
Now for Balloon. https://tfwiki.net/wiki/Balloon (https://tfwiki.net/wiki/Balloon)
The Crab might work for the Mech Mode. Leave off the top laser and reverse the legs. Hmm...don't have an Airship form listed. Very slow FighterMechs?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 15 March 2022, 00:48:01
True.  The goal I would want is that the Automech when connecting through a 'deep link' would need to form a much larger connection surface than normal, thus the linking unit needing another transformation mode.  It wouldn't be like wearing the full body of the drone as their own, just boosting one critical area at a time.  So if there was an underwater threat, the linked unit could take the data from the sonar array to have a better chance at spotting the target, but the drone uses its on Gunnery when firing.  Or the linked unit tells the drone to scan for underwater threats, and if the drone spots the target the linked Automech uses its own Gunnery skill on the LRT.  A single linked unit cannot provide its bonus to the sonar and the LRT on the same tactical turn though.

Another comparison might be the game Five Nights at Freddy's, where you are one person watching through a dozen security cameras and needing to open and close doors at the correct times.  The Automech is a separate unit from the drone, is getting data from the drone, can focus on different locations one at a time, but cannot move while linked in and is limited to the drone's capabilities.

In this case it is using the other drone's sensors to spot, and the other drone's weapons to shoot.  The key is that Soundwave is using its better CPU/Gunnery skill vs a single target, and can swap its attention to any target in range and the appropriate gun rapidly.  If the drone had been designed with better computer systems to begin with, Soundwave wouldn't need to connect directly.

I get that. I'm just not seeing how they'd actually link up. I can kind of see a smaller drone climbing on top of another to plug in and then convert into a turret but there should be a to hit modifier to plug in. If it fails it doesn't connect.  You're also talking physically connecting. I was thinking more communicating electronically through com/control systems.

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C3 is not available for the Syberian Automechs, so I couldn't use that.

No but there are systems that are similar. You'd have to read the older TROs to find out what kind there are. I know the Partisan AA Tank has C3 abilities but there were others where one unit could control another's missiles. I can't remember which unit though. :(


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I guess you could compare it to a drone control system, just controlling a drone larger than itself and needing a direct physical connection.

I was thinking more conventional with com/control systems than physical.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 15 March 2022, 03:55:08
I figured out Fortress Tiberius.  Avenger class DropShip.  Don't worry about the 'Mech mode.  I mean, it's not perfect, and it probably looks more like a Defiant class than a Constitution class, but it'd probably work.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 15 March 2022, 19:40:36
Sounds cool!  :thumbsup:

If anyone is interested, I think I found a way for AutoMechs to use C3 equipment. The Nirasaki-400X Battle Computer. It was used to make the Fury Command Tank for the SLDF Royals. Reading through the lines from TRO:2750 pg 114, we learn that it weighs .5 tons. Adding up the weights on page 115 you can see the Fury is .75 tons underweight. . 5 tons without fractional accounting. The Fury II removes and replaces it with .5 tons of armor.
Reading TRO:3050U pg 178, we learn that it's a precursor to Comstar's/WoB's C3i system.

Here's my house rules for the Nirasaki.
https://bg.battletech.com/forums/fan-designs-rules/the-nirasaki-400x-battle-computer/

For our purposes here though, since the Nirasaki was created by the Star League, the door is open for 3C use by drones. If you wanted to use C3.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 16 March 2022, 02:25:46
Quick update on Ratchet and peek at Ironhide.

Felt the original MASH unit was too big for either, so cut up the vehicle and made more manageable scaled vees out if them.  The main boxy look is kept overall, and they scale a bit better to the other vees.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 16 March 2022, 23:32:37
Quick update on Ratchet and peek at Ironhide.

Felt the original MASH unit was too big for either, so cut up the vehicle and made more manageable scaled vees out if them.  The main boxy look is kept overall, and they scale a bit better to the other vees.

 :o Wow!  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 17 March 2022, 16:13:23
Only had time before work to take 1 picture.  More to follow later.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 17 March 2022, 16:18:17
Well done sir!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 17 March 2022, 16:56:54
Holy crap.  :o
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 17 March 2022, 18:49:57
What he said.

:o  Wow!

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 March 2022, 13:26:52
Quick update on Ratchet and peek at Ironhide.

Felt the original MASH unit was too big for either, so cut up the vehicle and made more manageable scaled vees out if them.  The main boxy look is kept overall, and they scale a bit better to the other vees.

The cut-down MASH does look great for your Ratchet, but I feel like your Ironhide got short-changed in the bargain. I would almost suggest using the shorter vehicle for one of the other Autobots and maybe finding a second MASH to make something identical to what you gave Ratchet. I mean, they have basically been carbon copies of each other in just about every incarnation. Then your shorter vehicles could maybe be used for... my gut says maybe Huffer and Pipes? (Yeah, I know my spreadsheet recommends the Thor artillery vehicle, but that was me trying to not re-use the HQ vehicle again, and Huffer/Pipes have rarely been made or shown operating with trailers of their own, just taking Prime's when he's feeling low.)

But, of course, that's just my brain spit-firing here. You're doing amazing work, Luc! I'm eager to see what you do next.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 18 March 2022, 16:33:11
Hmm you know,  that makes alot of sense.  And I do have a spare MASH anyways.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 March 2022, 21:22:59
;) I hope your project goes well. :)

As do I. preliminary proofs are looking good.

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I would love to get a 3D printer. Unfortunately, its so far down the list of things I need to spend money on it doesn't make the list. I can also understand sticking with IWM minis. It'd be nice if BT had other came markers that could be used though.

BT has a LOT of minis in its repertoire, and as Luciora keeps demonstrating to us, sticking with the form out of the box is hardly a requirement, especially for a game that's less WYSIWYG than others. But it's worth noting that IWM's site also shows a number of other minis for other lines. Some Shadowrun figs might be moddable into convincing enough exotic units (such as the Black Ice figures, which include a tiger and spider, both formed in a techy, low-res fashion; or the various biker figures--bikers removed, of course--might make better substitutes for some of the wheeled AutoMech forms I recommended, if they can fit the scale [I have no idea, though; SR is a 28mm game system, so I'm just guessing wildly]; the drones supplied with the Riggers & Drones look neat, too; and of course the Cyber-Assassin looks pretty Mech-like, save for his head...). Some of their fantasy figures, if they're presented sufficiently armored, can likely make for interesting 'Mechs with only a little tweaking (I see one called "Elf Thorn Warrior" there that looks like an Arena 'Mech already). The old VOR minis they still offer have some promise (looking specifically at the Shard and Union factions there). And then, there's the old Crimson Skies line, with some planes that could also pass for modern ASFs with just a little tweaking. <-- And that's all just keeping my focus on Iron Wind Metals, who could probably really use the love, y'know?

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That's cool. Some are cool designs. And I suppose converting motorcycles would be a bit too far for BT.

Well, I mean, they are wheeled vehicles, and that's pretty much how I saw some of the "Centipede + Wheels" conversions in my spreadsheet work, as many of them were the "female Autobot" types who eventually got motorcycle toys made for them; I saw them as kind of becoming "wide-wheeled" bike-vees here, so I picked the Centipede hovercraft and suggested "add wheels" to it. These would just be BIG bikes, of course.

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What is his alt form supposed to be? A Spaceship? Hovercraft? Flying Boat? The Thrush might be an improvement. Could make him an airship, I guess.  :))   https://tfwiki.net/wiki/File:Hearts_of_Steel_Scourge.JPG (https://tfwiki.net/wiki/File:Hearts_of_Steel_Scourge.JPG)

The funny part is, it looks like they barely changed his transformation there and yet his spacecraft form makes for a perfect airship gondola.

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Now for Balloon. https://tfwiki.net/wiki/Balloon (https://tfwiki.net/wiki/Balloon)
The Crab might work for the Mech Mode. Leave off the top laser and reverse the legs. Hmm...don't have an Airship form listed. Very slow FighterMechs?

Eesh! Well, ignoring the silliness of it, a balloon may technically be an airship-class unit, but since Airship isn't a vehicle mode option for AutoMechs, why not a VTOL? It's just got an unusual form.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 18 March 2022, 22:42:48
I try and stick as close to both sources as I can, adding enough parts or mods to make the reference pretty clear while keeping the pedigree of of the base kit. 

My original Bumblebee and Optimus originally were just a paint scheme on top of a canon variant, it wasn't til the release of Nebula California that I started to the more detailed kitbashes. 

Bee originally was a Firestarter M, then I did the Commmado movie-esque mod afterwards for example.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 19 March 2022, 06:29:41
As do I. preliminary proofs are looking good.

I'm glad. :)

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BT has a LOT of minis in its repertoire, and as Luciora keeps demonstrating to us, sticking with the form out of the box is hardly a requirement, especially for a game that's less WYSIWYG than others. But it's worth noting that IWM's site also shows a number of other minis for other lines. Some Shadowrun figs might be moddable into convincing enough exotic units (such as the Black Ice figures, which include a tiger and spider, both formed in a techy, low-res fashion; or the various biker figures--bikers removed, of course--might make better substitutes for some of the wheeled AutoMech forms I recommended, if they can fit the scale [I have no idea, though; SR is a 28mm game system, so I'm just guessing wildly]; the drones supplied with the Riggers & Drones look neat, too; and of course the Cyber-Assassin looks pretty Mech-like, save for his head...). Some of their fantasy figures, if they're presented sufficiently armored, can likely make for interesting 'Mechs with only a little tweaking (I see one called "Elf Thorn Warrior" there that looks like an Arena 'Mech already). The old VOR minis they still offer have some promise (looking specifically at the Shard and Union factions there). And then, there's the old Crimson Skies line, with some planes that could also pass for modern ASFs with just a little tweaking. <-- And that's all just keeping my focus on Iron Wind Metals, who could probably really use the love, y'know?

That's great. I hadn't really looked at all the IWM minis. I have seen some from another company that look really good. Unfortunately, I can't give either of them any love and buy their minis. I really wish I could but they'll have to wait until things are better. 

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Well, I mean, they are wheeled vehicles, and that's pretty much how I saw some of the "Centipede + Wheels" conversions in my spreadsheet work, as many of them were the "female Autobot" types who eventually got motorcycle toys made for them; I saw them as kind of becoming "wide-wheeled" bike-vees here, so I picked the Centipede hovercraft and suggested "add wheels" to it. These would just be BIG bikes, of course.

That's cool. It's just I can see Afterburner a bit more easily than I can Wreck-Gar. Although, if AutoMechs could ride each other.... :)). I'd also probably go more with the female autobot's car forms than their newer motorcyle ones.
https://tfwiki.net/wiki/Afterburner_(G1) (https://tfwiki.net/wiki/Afterburner_(G1))
It would be nice if 1-2 wheel crits could be removed to represent 2-3 wheelers.

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The funny part is, it looks like they barely changed his transformation there and yet his spacecraft form makes for a perfect airship gondola.

It is a good fit for him.
 
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Eesh! Well, ignoring the silliness of it, a balloon may technically be an airship-class unit, but since Airship isn't a vehicle mode option for AutoMechs, why not a VTOL? It's just got an unusual form.

- Herb

 ;D
I suppose VTOL would work. Just fluff Rotors as being Airbags and propellers.

I do have a question about Rotors though. Page 44 under Rotors says each weighs 1 ton and takes 2 critical slots. I think the 2 slots was errata'ed to 1 slot. You're notes above would seem to indicate that so that's cool. But your notes say 1 critical per MP. Is that Cruising MP or Flank MP? Also Page 44 says that Rotors provide 1.5 MP per rotor. So if a VTOLMech has 6 Rotors, how many slots do they take?

A few questions for you.

Do FighterMechs and WiGEMechs have a maxium number of Jump Jets that they can mount? Is it still number of Jump Jets equals Walking MP and number of Improved Jump Jets equal Running MP?  So a 5/8 FigherMech with max JJ would have a Thrust MP of either 5/8 and 16/24 with max IJJ? Or are they both limited to the Bots Walking MP? So a 5/8 Bot would have a max of 5 jump jets with Thrust being be 5/8 and 10/15 depending on the jump jets used?

For WiGEMEchs, would it be better to multiply the number of JJs x3 for cruising/flank speeds? Like LAM's in AirMech Mode? I ask because if they follow WiGE Rules, and 1 jump jet equals 1 MP,  WiGEMechs would need a minimum of 10 standard jump jets or 5 Improved Jump Jets since it takes 5MP to take off and another 5 MP for minimal forward movement. That would also mean that a WiGEMech would have to have a movement Mech MPs of at least 10/15 (walking) or 7/11 (running) in order to mount the minimum number of Jump Jets?

Can WiGEMechs jump in vehicle Mode using their jump jets? If yes, would it be like an AirMech paying 2 MP to fly at 2 or more elevations above the ground, or would the MP cost be the same but limited by number of JJs or would they need more additional JJs to jump?

Thanks :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 19 March 2022, 06:30:52
I try and stick as close to both sources as I can, adding enough parts or mods to make the reference pretty clear while keeping the pedigree of of the base kit. 

My original Bumblebee and Optimus originally were just a paint scheme on top of a canon variant, it wasn't til the release of Nebula California that I started to the more detailed kitbashes. 

Bee originally was a Firestarter M, then I did the Commmado movie-esque mod afterwards for example.

Sounds cool. :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 March 2022, 08:55:33
That's cool. It's just I can see Afterburner a bit more easily than I can Wreck-Gar. Although, if AutoMechs could ride each other.... :)). I'd also probably go more with the female autobot's car forms than their newer motorcyle ones.
https://tfwiki.net/wiki/Afterburner_(G1) (https://tfwiki.net/wiki/Afterburner_(G1))
It would be nice if 1-2 wheel crits could be removed to represent 2-3 wheelers.

Afterburner-style bikes is exactly what I had in mind, really, but the closest I could find in BT minis for that would have involved getting a Chalchiuhtotolin and slicing away its center hull to get two "bikes."

If I went with "car" modes for the femmes, well, here's what I'd get:
Elita-One - G1 Cartoon and 1 toy: A car similar to Arcee. If we were tossing the slim "cycles" look I was aiming for, I'd switch her to a wheeled Saladin, similar to Blurr, as the toys share a body type. There's also a toy version of Elita that's a pink speedboat. I went with her Combiner version, who flies.
Chromia - G1 Cartoon: A short truck/van thing. Toys: 2 slim-brick car forms, and four motorcycles (mostly Afterburner-style), but apparently transforming like Prime Arcee. The Centipede + Wheels can go with both, really, depending on how many wheels you give it. Or honor the cartoon and make her a VeeMech/Hounder type.
Moonracer - G1 Cartoon: A sedan-style car that I translated to a Jack-class model. Toys: 1 slim-brick car form and 1 motorcycle. See Chromia.
Firestar/Novastar - G1 Cartoon: Flatbed truck. Toys: Looks like she only ever got the one "slim-brick" car form, though a trading card game gave her a pickup truck form. If I went for cartoon/pickup form, I'd make her another Kup model (a VeeMech that uses a Wolverine II for its base, rather than a standard WOlverine). Otherwise, Centipede + wheels it is!
Greenlight & Lancer: G1 Cartoon: No clear vehicle modes shown, it seems. Toys: Both got the "slim-brick" car form that I'd translate into a 4-wheeled Centipede.
Arcee: - G1 Cartoon: Sporty Cybertronian car. Toys: All G1 toys are basically the same: A car (colors may vary, but mostly pink). In the Prime/Aligned continuity, she's a bike, though. I went with her bike interpretation, so she got the wheeled Centipede look, but she could as easily be translated into another "Beetle II" with a hovercraft mode like I proposed for a non-flying Elita-One above.

As to two-wheel VeeMechs, my notes show them as an option that costs the ability to have a turret. This is particularly funny as all the wheeled AutoMechs I put are turretless, yet put in four wheels slots anyway.

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I do have a question about Rotors though. Page 44 under Rotors says each weighs 1 ton and takes 2 critical slots. I think the 2 slots was errata'ed to 1 slot. You're notes above would seem to indicate that so that's cool. But your notes say 1 critical per MP. Is that Cruising MP or Flank MP? Also Page 44 says that Rotors provide 1.5 MP per rotor. So if a VTOLMech has 6 Rotors, how many slots do they take?

Heh. That's a fun one, isn't it? I think, perhaps, what I wanted was each Rotor being 1 ton/1 slot/1.5 Cruise MP, so a VTOLMech with 6 Rotors would be a 9/13 VTOL. Any other way to interpret all that text would get confusing real fast!

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Do FighterMechs and WiGEMechs have a maxium number of Jump Jets that they can mount? Is it still number of Jump Jets equals Walking MP and number of Improved Jump Jets equal Running MP?  So a 5/8 FigherMech with max JJ would have a Thrust MP of either 5/8 and 16/24 with max IJJ? Or are they both limited to the Bots Walking MP? So a 5/8 Bot would have a max of 5 jump jets with Thrust being be 5/8 and 10/15 depending on the jump jets used?

You're still bound by the rules for BattleMechs in this case, which IIRC, is that your jump MP can't exceed your Walk MP unless you use IJJs, which can't exceed your Running MP. So you can't skimp on your engine and just pump as many jets on until your run out of space for an AeroMech that can't get out of its own way on land, but outflies the fastest Inner Sphere fighters in space.

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For WiGEMEchs, would it be better to multiply the number of JJs x3 for cruising/flank speeds? Like LAM's in AirMech Mode? I ask because if they follow WiGE Rules, and 1 jump jet equals 1 MP,  WiGEMechs would need a minimum of 10 standard jump jets or 5 Improved Jump Jets since it takes 5MP to take off and another 5 MP for minimal forward movement. That would also mean that a WiGEMech would have to have a movement Mech MPs of at least 10/15 (walking) or 7/11 (running) in order to mount the minimum number of Jump Jets?

Meh. How about just making them match what we gave the aeros, so our jump jets stay consistent at 1.5 MP per?

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Can WiGEMechs jump in vehicle Mode using their jump jets? If yes, would it be like an AirMech paying 2 MP to fly at 2 or more elevations above the ground, or would the MP cost be the same but limited by number of JJs or would they need more additional JJs to jump?

Nope. Bimodal is bimodal; in WiGE form, the WiGEMech is limited to WiGE MP only; the jump jets provide the thrust needed to achieve WiGE MP and can't do that AND jump at the same time.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 March 2022, 13:07:30
As to two-wheel VeeMechs, my notes show them as an option that costs the ability to have a turret. This is particularly funny as all the wheeled AutoMechs I put are turretless, yet put in four wheels slots anyway.

Actually, Past-Herb, no. That's not been made an option; the option that costs a turret reduces the unit's CONVERSION GEAR slots, not Wheels slots. You're a moron, and you should feel bad. No, worse than that!

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Heh. That's a fun one, isn't it? I think, perhaps, what I wanted was each Rotor being 1 ton/1 slot/1.5 Cruise MP, so a VTOLMech with 6 Rotors would be a 9/13 VTOL. Any other way to interpret all that text would get confusing real fast!

I'll let you keep that one, Past-Herb

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Meh. How about just making them match what we gave the aeros, so our jump jets stay consistent at 1.5 MP per?

How about no? Because you misinterpreted the table again and seemed to think WiGEs shared the same MP as VTOLs, which they don't. Sorry, but you need to install jets for all your WiGE MP. It just sucks to be you if you're a WiGEMech. All the Seekers are laughing at you now. Especially Sky Seeker, because he's an ******.

-Present-Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 19 March 2022, 15:00:59
Afterburner-style bikes is exactly what I had in mind, really, but the closest I could find in BT minis for that would have involved getting a Chalchiuhtotolin and slicing away its center hull to get two "bikes."

That's cool.  :thumbsup:   Yeah, doing that is beyond me. I imagine Luciora though. :)


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If I went with "car" modes for the femmes, well, here's what I'd get:
Elita-One - G1 Cartoon and 1 toy: A car similar to Arcee. If we were tossing the slim "cycles" look I was aiming for, I'd switch her to a wheeled Saladin, similar to Blurr, as the toys share a body type. There's also a toy version of Elita that's a pink speedboat. I went with her Combiner version, who flies.
Chromia - G1 Cartoon: A short truck/van thing. Toys: 2 slim-brick car forms, and four motorcycles (mostly Afterburner-style), but apparently transforming like Prime Arcee. The Centipede + Wheels can go with both, really, depending on how many wheels you give it. Or honor the cartoon and make her a VeeMech/Hounder type.
Moonracer - G1 Cartoon: A sedan-style car that I translated to a Jack-class model. Toys: 1 slim-brick car form and 1 motorcycle. See Chromia.
Firestar/Novastar - G1 Cartoon: Flatbed truck. Toys: Looks like she only ever got the one "slim-brick" car form, though a trading card game gave her a pickup truck form. If I went for cartoon/pickup form, I'd make her another Kup model (a VeeMech that uses a Wolverine II for its base, rather than a standard WOlverine). Otherwise, Centipede + wheels it is!
Greenlight & Lancer: G1 Cartoon: No clear vehicle modes shown, it seems. Toys: Both got the "slim-brick" car form that I'd translate into a 4-wheeled Centipede.
Arcee: - G1 Cartoon: Sporty Cybertronian car. Toys: All G1 toys are basically the same: A car (colors may vary, but mostly pink). In the Prime/Aligned continuity, she's a bike, though. I went with her bike interpretation, so she got the wheeled Centipede look, but she could as easily be translated into another "Beetle II" with a hovercraft mode like I proposed for a non-flying Elita-One above.

They all have toys now? I know Arcee, Elita-One, and Chromia have toys. I didn't know the others did too. That's cool. And Elita-One flies?  :o  That's cool.
And the mini-choices sound good too.  :thumbsup:

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As to two-wheel VeeMechs, my notes show them as an option that costs the ability to have a turret. This is particularly funny as all the wheeled AutoMechs I put are turretless, yet put in four wheels slots anywa
y.

That is kind of funny. :) I suppose they could be like those newer bikes with two front wheels. Only with 4. Fewer crits would still be nice though.  ;)


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Heh. That's a fun one, isn't it? I think, perhaps, what I wanted was each Rotor being 1 ton/1 slot/1.5 Cruise MP, so a VTOLMech with 6 Rotors would be a 9/13 VTOL. Any other way to interpret all that text would get confusing real fast!

 :)  It would be confusing. So 1 slot per rotor. Cool!  :thumbsup:


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You're still bound by the rules for BattleMechs in this case, which IIRC, is that your jump MP can't exceed your Walk MP unless you use IJJs, which can't exceed your Running MP. So you can't skimp on your engine and just pump as many jets on until your run out of space for an AeroMech that can't get out of its own way on land, but outflies the fastest Inner Sphere fighters in space.

That's cool but what about odd number MP?  Like 9 Running MP?  If we can't exceed the MP, that's only 4 IJJ for 8 Jumping/Thrust as they're 2MP each. Or am I misreading it and it's Number of JJ = Running MP? So 6/9/18 Movement?


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Meh. How about just making them match what we gave the aeros, so our jump jets stay consistent at 1.5 MP per?

So a WiGEMech with 6 JJs would have a 9 Cruising MP? I guess that's work if Taking off counts as 1 of the 5 forward movement MPs. (5 up and 4 forward. 5 Hexes forward each turn after.) It works for AirMechs, why not WiGEMechs?

Would Improved JJs be 3 MP per?


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Nope. Bimodal is bimodal; in WiGE form, the WiGEMech is limited to WiGE MP only; the jump jets provide the thrust needed to achieve WiGE MP and can't do that AND jump at the same time.

- Herb

That's makes sense. I asked because WiGEs can mount JJs to jump, so I wondered if WiGEMechs could also jump since they have JJ. But if the JJs are already being used, it'd make it hard to jump. I suppose if the WiGEMech wasn't moving at full speed then some JJs would be available to jump but that'd only work with the faster ones. And I'm guessing adding more JJs just to jump in vehicle mode, that didn't do anything, in Mech Mode isn't an option. Not without the Illegal Quirk.  >:D


Actually, Past-Herb, no. That's not been made an option; the option that costs a turret reduces the unit's CONVERSION GEAR slots, not Wheels slots. You're a moron, and you should feel bad. No, worse than that!

Can it be an option?


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How about no? Because you misinterpreted the table again and seemed to think WiGEs shared the same MP as VTOLs, which they don't. Sorry, but you need to install jets for all your WiGE MP. It just sucks to be you if you're a WiGEMech. All the Seekers are laughing at you now. Especially Sky Seeker, because he's an ******.

-Present-Herb

I don't know about it sucking to be a WiGEMech but I don't think they'd be very happy being so slow. Unless they use IJJ they're not going to be any faster than TankMechs or FloatMechs. I'd of thought they'd be faster since they're paying tonnage and crits for their vehicle MPs.

Can an AutoMech be built as a non-converting AirMech?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 March 2022, 20:50:29
They all have toys now? I know Arcee, Elita-One, and Chromia have toys. I didn't know the others did too. That's cool. And Elita-One flies?  :o  That's cool.
And the mini-choices sound good too.  :thumbsup:

Yeah. Power of the Primes Elita-One, I think, was the first flying version, and she was basically a retool of a Starscream that was designed to merge with other bots. She unites with those "slim-brick" cars to form Orthia, though the merging gimmick of that particular series also enabled her to unite with pretty much any Transformer capable of being a limb from the same series (in which case, she became "Elita-Infinite")

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That is kind of funny. :) I suppose they could be like those newer bikes with two front wheels. Only with 4. Fewer crits would still be nice though.  ;)

Well, for THOSE, I ended up using the few trike tanks we have in BT. Gave a couple of those to the Junkion expy here. Alternatively, you could handwave that the wheels are just aligned so close to each other that they basically form a single wheel, kind of like how some of those experimental superheavy tanks used dual treads on each side.

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That's cool but what about odd number MP?  Like 9 Running MP?  If we can't exceed the MP, that's only 4 IJJ for 8 Jumping/Thrust as they're 2MP each. Or am I misreading it and it's Number of JJ = Running MP? So 6/9/18 Movement?


Nope. IJJs are limited to Running MP; Standard JJs are up to Walk. If you have an odd number, you're gonna be forced to short-change your FighterMech on a Thrust Point.

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So a WiGEMech with 6 JJs would have a 9 Cruising MP? I guess that's work if Taking off counts as 1 of the 5 forward movement MPs. (5 up and 4 forward. 5 Hexes forward each turn after.) It works for AirMechs, why not WiGEMechs?

Funny thing, that. The Syberian AutoMechs that transform are ALL bimodal. None have intermediate modes, which means there's no such thing as AirMech MPs among them.

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Would Improved JJs be 3 MP per?

Sorry, dude; that got quashed by Present-Herb.

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That's makes sense. I asked because WiGEs can mount JJs to jump, so I wondered if WiGEMechs could also jump since they have JJ. But if the JJs are already being used, it'd make it hard to jump. I suppose if the WiGEMech wasn't moving at full speed then some JJs would be available to jump but that'd only work with the faster ones. And I'm guessing adding more JJs just to jump in vehicle mode, that didn't do anything, in Mech Mode isn't an option. Not without the Illegal Quirk.  >:D

WiGEMechs CAN jump, just only in Mech mode. In WiGE mode, they need those thrusters to power their motion. And if we're using Illegal Quirk to justify anything under the sun, well, this whole conversation becomes moot.

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Can it be an option?

As noted above, consider a "bike mode" WheelMech to simply be a very narrow vehicle which puts its front and rear wheels very close together. Many motorcycle transformers actually do this in their toys, commonly by splitting one or both wheels as they switch to robot mode.

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I don't know about it sucking to be a WiGEMech but I don't think they'd be very happy being so slow. Unless they use IJJ they're not going to be any faster than TankMechs or FloatMechs. I'd of thought they'd be faster since they're paying tonnage and crits for their vehicle MPs.

Yyyyup. Just one of the tradeoffs for being an oddball unit type. As you can see in my spreadsheet, I have no named WiGEMechs in there at all.

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Can an AutoMech be built as a non-converting AirMech?

If you mean to get AirMech movement modes, where the base Jump is tripled into AirMech MPs? Nope. Again, we have no tri-modal AutoMechs. The Syberians built them all to be bimodal, and never perfected middle-modes. You can build them to LOOK like AirMechs, but they won't BE AirMechs.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 19 March 2022, 22:17:28
Yeah. Power of the Primes Elita-One, I think, was the first flying version, and she was basically a retool of a Starscream that was designed to merge with other bots. She unites with those "slim-brick" cars to form Orthia, though the merging gimmick of that particular series also enabled her to unite with pretty much any Transformer capable of being a limb from the same series (in which case, she became "Elita-Infinite")

 :blank: :blank: :blank: :o Wow! That I definitely missed.

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Well, for THOSE, I ended up using the few trike tanks we have in BT. Gave a couple of those to the Junkion expy here. Alternatively, you could handwave that the wheels are just aligned so close to each other that they basically form a single wheel, kind of like how some of those experimental superheavy tanks used dual treads on each side.

That would work.  :thumbsup:


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Nope. IJJs are limited to Running MP; Standard JJs are up to Walk. If you have an odd number, you're gonna be forced to short-change your FighterMech on a Thrust Point.

That's a bummer for them.  :'(


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Funny thing, that. The Syberian AutoMechs that transform are ALL bimodal. None have intermediate modes, which means there's no such thing as AirMech MPs among them.

That's cool. I wasn't thinking about having it transform but I guess if never had an intermediate form, they probably didn't think of just a plain AirMech.

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Sorry, dude; that got quashed by Present-Herb.

The WiGEMechs are all bummed too. Poor WiGEMechs.  :'(


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WiGEMechs CAN jump, just only in Mech mode. In WiGE mode, they need those thrusters to power their motion. And if we're using Illegal Quirk to justify anything under the sun, well, this whole conversation becomes moot.

That's cool. I do like the Illegal Quirk but it probably is better if it isn't over used.

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As noted above, consider a "bike mode" WheelMech to simply be a very narrow vehicle which puts its front and rear wheels very close together. Many motorcycle transformers actually do this in their toys, commonly by splitting one or both wheels as they switch to robot mode.

Sounds good.  :thumbsup:


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Yyyyup. Just one of the tradeoffs for being an oddball unit type. As you can see in my spreadsheet, I have no named WiGEMechs in there at all.

WiGEs are pretty oddball units. I think most people don't even know about them. I can't think of any WiGE Transformer type toy or character. It's kind of a shame since they are interesting vehicles.

Still, it is kind of odd that a WiGEMech only provides 1 hex movement while a JJ on a FighterMech provides 1 mapsheet movement.


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If you mean to get AirMech movement modes, where the base Jump is tripled into AirMech MPs? Nope. Again, we have no tri-modal AutoMechs. The Syberians built them all to be bimodal, and never perfected middle-modes. You can build them to LOOK like AirMechs, but they won't BE AirMechs.

- Herb

Makes sense. I guess WiGEMechs would have to have a minimum number of 6 standard JJ or 3 IJJ to meet the minimum 5 MP Take Off and move 1 hex and Land. And they'd need 10 JJ or 5 IJJ to remain flying. 


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 March 2022, 00:06:31
That's cool. I do like the Illegal Quirk but it probably is better if it isn't over used.

Don't get me wrong, though: the Syberian AutoMechs are all Illegal by default, since they work on an AI system that is not covered by the standard, advanced, or even experimental rules. Not to mention that most have functionality that simply doesn't exist in the Inner Sphere.

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WiGEs are pretty oddball units. I think most people don't even know about them. I can't think of any WiGE Transformer type toy or character. It's kind of a shame since they are interesting vehicles.

I think it boils down to the fact that there's little they can do that other vehicle types can do just as well without specialized engineering. Most WiGE attempts in real life have basically amounted to aircraft that skim across water. We could more economically use conventional ships and aircraft to do those things already. Still, folks seem to be playing around with GEVs today, so I guess it's still developing tech.

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Still, it is kind of odd that a WiGEMech only provides 1 hex movement while a JJ on a FighterMech provides 1 mapsheet movement.

Yup, but that's how it worked for LAMs, so changing that formula won't fly (pun intended). If we wanted BattleTech to make more sense, we probably shouldn't have put LAMs in the system at all. But then the Syberians probably wouldn't exist either...even as a fun product. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 20 March 2022, 01:11:50
Don't get me wrong, though: the Syberian AutoMechs are all Illegal by default, since they work on an AI system that is not covered by the standard, advanced, or even experimental rules. Not to mention that most have functionality that simply doesn't exist in the Inner Sphere.

That's cool. The Syberian AutoMechs may be Illegal by default but they do exist in the realm of possibility considering the existence of LAMs, QuadVees, and CASPAR Drones. The Syberian's just went further than the SLDF with drone and conversion tech the way the Clans did with weapons. So I think AutoMechs can fit right in. I imagine the Hell's Horses would love to get their hands on some to improve and expand on their QuadVees.


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I think it boils down to the fact that there's little they can do that other vehicle types can do just as well without specialized engineering. Most WiGE attempts in real life have basically amounted to aircraft that skim across water. We could more economically use conventional ships and aircraft to do those things already. Still, folks seem to be playing around with GEVs today, so I guess it's still developing tech.

I'd guess they are still developing. They do have some advantages like moving cargo faster than a ship or hovercraft. I can't see them driving in rush hour traffic though. Or in any place with stop and go traffic or buildings. In a way, cars that can convert to aircraft are more practical.

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Yup, but that's how it worked for LAMs, so changing that formula won't fly (pun intended). If we wanted BattleTech to make more sense, we probably shouldn't have put LAMs in the system at all. But then the Syberians probably wouldn't exist either...even as a fun product. ;)

- Herb

The formula for LAMs also included AirMech Movement which WiGEMechs don't get. Both use JJs, so it's kind of odd that their JJs provide so little thrust. But I suppose BattleMechs with the same number of JJs as a LAM but moving so much slower in space than is a bit odd too.

I am glad that LAMs and Syberians are in the system though.  :thumbsup:


Can any Mech type mount Rotors instead of Jump Jets?

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 March 2022, 07:47:41
That's cool. The Syberian AutoMechs may be Illegal by default but they do exist in the realm of possibility considering the existence of LAMs, QuadVees, and CASPAR Drones. The Syberian's just went further than the SLDF with drone and conversion tech the way the Clans did with weapons. So I think AutoMechs can fit right in. I imagine the Hell's Horses would love to get their hands on some to improve and expand on their QuadVees.

Now THAT'S how you wind up with Headmasters and Powermasters!

Quote
I'd guess they are still developing. They do have some advantages like moving cargo faster than a ship or hovercraft. I can't see them driving in rush hour traffic though. Or in any place with stop and go traffic or buildings. In a way, cars that can convert to aircraft are more practical.

Yeah, see, that's what concerns me most about them. Most of them tend to be big, because they need wingspan, and they need to get up to a certain speed to stay aloft, and they need a pretty level surface. All of this tends to make them rather impractical for combat, especially in cluttered terrain. But then again, the future of combat is in drones right now, so...

Quote
The formula for LAMs also included AirMech Movement which WiGEMechs don't get. Both use JJs, so it's kind of odd that their JJs provide so little thrust. But I suppose BattleMechs with the same number of JJs as a LAM but moving so much slower in space than is a bit odd too.

The rabbit hole of what makes little sense in BattleTech nearly reaches the earth's core.

Quote
Can any Mech type mount Rotors instead of Jump Jets?

VTOLMechs can. The others really can't. Mixing them up for multiple motive types is just a complkication too far for me, and reminds me of our initial triple-changer talk a few pages back now.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 20 March 2022, 16:04:23
When i read, VTOLMechs...my mind went to Voltron.   ;D

I do think the dropship non-transforming AutoMechs should have detachable command mech so it AI wasn't trapped on the ship all the time or controls bunch of Battle Armor sized drones who would act as it's arms & legs.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 March 2022, 16:52:35
When i read, VTOLMechs...my mind went to Voltron.   ;D

I do think the dropship non-transforming AutoMechs should have detachable command mech so it AI wasn't trapped on the ship all the time or controls bunch of Battle Armor sized drones who would act as it's arms & legs.

Well, in some cases, these ships are "partnered" with another unit that is related to them via their Transformers theme. The Astrotrain DropShip is one such pair (Star Train Alpha and Beta, with the DropShip representing their "shuttle" mode, and the WheelMech representing their robot and vehicle modes), as is the Skylinks expy (Skylinker-One and -Two, where One is the shuttle form and Two is a robot/quad bestial type). In a few other cases, though, ship mode is all they get, because either they only rarely ever did much other than flew around, or because most continuities never gave them an alt mode to begin with. It's unlikely the Syberian AIs get "bored" as we'd know it anyway; they'd just go into a "sleep" mode until called upon or threatened. (Sleep mode for a Syberian AutoMech, though, might be full of endless replays of Solitaire or Minesweeper unless they got some better low-power distractions at hand.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 20 March 2022, 17:17:19
Now THAT'S how you wind up with Headmasters and Powermasters!

Nah. WoB already started on those. :) I was thinking HH would initially expand on the types of motive systems QuadVees have and then advance from there until their converting mechs are more like piloted AutoMechs.

Would QuadVees be available as prototype/early AutoMechs?


Quote
Yeah, see, that's what concerns me most about them. Most of them tend to be big, because they need wingspan, and they need to get up to a certain speed to stay aloft, and they need a pretty level surface. All of this tends to make them rather impractical for combat, especially in cluttered terrain. But then again, the future of combat is in drones right now, so...

I think most tend to be big because they carry big cargo. I suppose if they could hover, they might be more practical. But then we'd probably be able to have hover conversions done on our cars. I don't know about impractical for combat. I do think they'd be more limited to open terrain and bodies of water.


Quote
The rabbit hole of what makes little sense in BattleTech nearly reaches the earth's core.

Only that far?  ;D

Quote
VTOLMechs can. The others really can't. Mixing them up for multiple motive types is just a complkication too far for me, and reminds me of our initial triple-changer talk a few pages back now.

- Herb

I wasn't thinking so much triple-changers but Mechs using Rotors instead of Jump Jets. Like Mech scale VTOL Infantry instead of Mech scale Jump Infantry.


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 March 2022, 17:39:35
Nah. WoB already started on those. :) I was thinking HH would initially expand on the types of motive systems QuadVees have and then advance from there until their converting mechs are more like piloted AutoMechs.

I seem to recall somewhere that one or more of the Clans somehow had gained access to VDNI tech and were looking into their own version of the Machina Domini interface system. Does anyone else remember something like that? A clan prototype that was basically their version of the Gestalt? If so, those "headmasters" are already closer than we'd like to think.

Quote
Would QuadVees be available as prototype/early AutoMechs?

Nerp! Although the tech is thematically related, Syberian engineering simply went its own way. But this is kind of moot, as Vehicle AutoMechs can be built with a quad Mech mode, so they're basically the same thing.

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I wasn't thinking so much triple-changers but Mechs using Rotors instead of Jump Jets. Like Mech scale VTOL Infantry instead of Mech scale Jump Infantry.

Um, if you see the rules, VTOLMechs CAN use their rotors in Mech mode as well. They just provide only 1 VTOL MP in that form.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 20 March 2022, 17:58:25
I seem to recall somewhere that one or more of the Clans somehow had gained access to VDNI tech and were looking into their own version of the Machina Domini interface system. Does anyone else remember something like that? A clan prototype that was basically their version of the Gestalt? If so, those "headmasters" are already closer than we'd like to think.
Clan Wolf, who adapted the Machina Domini tech to employ EI to make the Clan Interface cockpit. the prototype was the Skinwalker (https://www.sarna.net/wiki/Skinwalker_(Ryoken_III)), and apparently the Hells Horses have obtained the system and produced the Parash 3 (https://www.sarna.net/wiki/Parash)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 20 March 2022, 18:27:44
I seem to recall somewhere that one or more of the Clans somehow had gained access to VDNI tech and were looking into their own version of the Machina Domini interface system. Does anyone else remember something like that? A clan prototype that was basically their version of the Gestalt? If so, those "headmasters" are already closer than we'd like to think.

I guess they're pretty close with 2 Clans using it.


Quote
Nerp! Although the tech is thematically related, Syberian engineering simply went its own way. But this is kind of moot, as Vehicle AutoMechs can be built with a quad Mech mode, so they're basically the same thing.

That's cool. I just wondered since QuadVees pay for their motive systems, making AutoMech's more advanced.


Quote
Um, if you see the rules, VTOLMechs CAN use their rotors in Mech mode as well. They just provide only 1 VTOL MP in that form.

- Herb

 :)  I figured VTOLMechs could. Which is cool.  :thumbsup: I was wondering about nonconverting mechs. I guess not. It's still a fun thought though.  ;)

Would Jump Jets on a VTOL Mech act as a VTOL Jet Booster or are VTOLMechs not allowed Jump Jets?


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 March 2022, 19:45:12
I guess they're pretty close with 2 Clans using it.

Yup. Tip of the hat to Glitterboy for the details! And since one is the Horses, and they made the QuadVees, well... Just one step away from Headmaster QuadVees. Toss in an independent AI and you have an Honest to Cat AutoMech in the Inner Sphere.

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That's cool. I just wondered since QuadVees pay for their motive systems, making AutoMech's more advanced.
[/quote]

The Syberians clearly made some advances the Star League simply hadn't, and then decided to make Mechs that could turn into anything, so... it only figures that they have the better QuadVees to boot.

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:)  I figured VTOLMechs could. Which is cool.  :thumbsup: I was wondering about nonconverting mechs. I guess not. It's still a fun thought though.  ;)

Sure. In a rather steam-punky kind of way.

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Would Jump Jets on a VTOL Mech act as a VTOL Jet Booster or are VTOLMechs not allowed Jump Jets?

Nothing overtly bans it that I can see, but it may be a stretch to call it a VTOL Jet booster. Sometimes, a jump jet is just a jump jet.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 20 March 2022, 20:37:16
Yup. Tip of the hat to Glitterboy for the details! And since one is the Horses, and they made the QuadVees, well... Just one step away from Headmaster QuadVees. Toss in an independent AI and you have an Honest to Cat AutoMech in the Inner Sphere.

Yay, Glitterboy!  :thumbsup:

 >:D  Cool!  :thumbsup:


Quote
The Syberians clearly made some advances the Star League simply hadn't, and then decided to make Mechs that could turn into anything, so... it only figures that they have the better QuadVees to boot.

That's cool. I just figured they'd have to start someplace.


Quote
Sure. In a rather steam-punky kind of way.

Now I want to build a steam powered mech.  :)) Was disappointed TM didn't allow them for Mechs.

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Nothing overtly bans it that I can see, but it may be a stretch to call it a VTOL Jet booster. Sometimes, a jump jet is just a jump jet.

- Herb

That's cool. I just wondered if JJs would give a VTOLMech a speed boost the way Jet Boosters would a VTOL.

Thanks :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 20 March 2022, 21:57:25
You know, it’s not exactly a Headmaster, but for at least some AutoMechs, they should have the critical spaces open for a Command Console…
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 March 2022, 01:37:32
That's cool. I just figured they'd have to start someplace.

You can always build them with an industrial chassis if you're looking for the "older" version, I suppose, but otherwise, nah.

Quote
Now I want to build a steam powered mech.  :)) Was disappointed TM didn't allow them for Mechs.

But just you wait. Just you waiiiit!

Quote
That's cool. I just wondered if JJs would give a VTOLMech a speed boost the way Jet Boosters would a VTOL.

Looking up the rules on Jet Boosters, the main hurdle is that it must be at least 10% of the engine's mass, so... hmmmm. It's sketchy, but if you put enough jump jets in your VTOLMech to meet that gear-to-engine-mass-ratio requirement, I could see successfully convincing a GM to let your VTOLMech achieve jet booster speeds--but only in VTOL mode. But in Mech mode, you'd have to explain which motive system you were using (Jump or VTOL) every time your Mech's feet left the ground, because the two movement types don't mix that way.

You know, it’s not exactly a Headmaster, but for at least some AutoMechs, they should have the critical spaces open for a Command Console…

Which may provide seating for an extra MechWarrior, but since the humans of Syberia went and died off...
We have some interesting possibilities here that might be the focus of a story, anyway: Your options for that second pilot are a human, or a second AI inside the AutoMech. In both cases, the unit would provide a non-stacking +2 Initiative modifier for their side thanks to having a dedicated "tactical mind" in play over and above the core AI's actual combat processing. But when we get into the weeds of how the meat vs. machine works, well, NOW it gets fun, because...

...If it's a human pilot, he acts as much like a Headmaster as you can imagine shy of being able to eject ad run around the field as a small armored unit (but you'd only get THAT with something like a Machina Domini interface suit anyway). The human MW can drive the AutoMech if it becomes disabled, much the way Chip did when he remote-puppeted Prowl in that G1 episode where his battle computers were off-lined. This makes an adventure in which a human can "hijack" an AutoMech much easier, as a potential AutoMech body-snatcher could just wait until the AutoMech is shutdown, sneak into its noggin', disable its core AI somehow, and drive the machine away like any ol' BattleMech. Unless and until the inert AutoMech comes on-line again, the human pilot can make use of all the AutoMech's functions, but not any of its programmed skills or personality, and if the AI DOES come on-line, and doesn't like the human trying to play it like that, well, the AI and the human may find themselves fighting to control the body, which the AI may have an advantage on only as long as the human doesn't want to hurt the AI's main CPU. (Remember that our Syberians can't be overridden remotely; for that, you'd need codes that died with the human Syberians centuries ago, and no AutoMech is able/willing to give them up.)

...If the second pilot is another AI, you have some FUN character options for that AutoMech, as the second pilot is potentially a fully realized Syberian AI unto itself--effectively making your AutoMech a dual-personality machine--which can be good or bad news. You could have two simultaneously active and communicative, but ultimately in-synch, AIs in one body--a Rack-n-Ruin kind of AutoMech--or you can have conflicting AIs in the body--which would result in something more like Animated Blitzwing.

But, ALTERNATIVELY, the second AI could be little more than a repository CPU for a previously lost leadership-skilled AutoMech, perhaps one that was salvaged from a shell blown apart ages ago, when the skies over Syberia were still filled with the ashes of recently-devastated humanity and the fires of the AutoMechs' human cities still smouldered. Over the decades and centuries since, its piloting and gunnery protocols have been overwritten with expanded tactical and strategic data--a wealth of knowledge from experience, poured in from the overflowing processors of the main pilot AI. Or perhaps this second pilot AI is like a backup storage for the main, edited by revisions the main AI--and any of its similarly-equipped predecessors--has accumulated through experience before transferring the second pilot AI to a new host. In THAT case, your second pilot could be a silent mentor, synchronized with the AutoMech's main CPU and crammed with knowledge beyond the host AutoMech's own "living" experiences, but able only to communicate effectively with the right host's primary CPU, rather than just any other AutoMech. In this case, your second pilot is more like a "Leadership Protocol" or a "Database of Leadership" or some such, that can be passed along in the event the primary AI is corrupted or destroyed. This last option, naturally, would be EXTREMELY rare indeed, perhaps even unique to just one special AutoMech!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 22 March 2022, 03:01:46
But, ALTERNATIVELY, the second AI could be little more than a repository CPU for a previously lost leadership-skilled AutoMech, perhaps one that was salvaged from a shell blown apart ages ago, when the skies over Syberia were still filled with the ashes of recently-devastated humanity and the fires of the AutoMechs' human cities still smouldered. Over the decades and centuries since, its piloting and gunnery protocols have been overwritten with expanded tactical and strategic data--a wealth of knowledge from experience, poured in from the overflowing processors of the main pilot AI. Or perhaps this second pilot AI is like a backup storage for the main, edited by revisions the main AI--and any of its similarly-equipped predecessors--has accumulated through experience before transferring the second pilot AI to a new host. In THAT case, your second pilot could be a silent mentor, synchronized with the AutoMech's main CPU and crammed with knowledge beyond the host AutoMech's own "living" experiences, but able only to communicate effectively with the right host's primary CPU, rather than just any other AutoMech. In this case, your second pilot is more like a "Leadership Protocol" or a "Database of Leadership" or some such, that can be passed along in the event the primary AI is corrupted or destroyed. This last option, naturally, would be EXTREMELY rare indeed, perhaps even unique to just one special AutoMech!

- Herb

Now that is an idea I hadn't considered...and that I'm totally going to have to use now.

One other thought: while Syberia mostly runs at an equivalent level of late Star League technology, there are a couple of items they have that are comparable to later Inner Sphere developments, like the wide variety of melee weapons.  We'd also done conjecture on light autocannons and Thunderbolt missiles, since they're essentially slight variations on existing tech.  What would your thoughts be on the other PPC variants, though, specifically the light PPC and heavy PPC?  We already see the standard PPC, ER PPC and snub-nose PPC with Star League tech, and so I'm wondering if "like those, only bigger" or "like those only smaller" would be too much of a stretch for Syberian tech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 22 March 2022, 09:01:01
One other thought: while Syberia mostly runs at an equivalent level of late Star League technology, there are a couple of items they have that are comparable to later Inner Sphere developments, like the wide variety of melee weapons.  We'd also done conjecture on light autocannons and Thunderbolt missiles, since they're essentially slight variations on existing tech.  What would your thoughts be on the other PPC variants, though, specifically the light PPC and heavy PPC?  We already see the standard PPC, ER PPC and snub-nose PPC with Star League tech, and so I'm wondering if "like those, only bigger" or "like those only smaller" would be too much of a stretch for Syberian tech.

Isn't your Emergence story related to that ship coming here to Nebula California?  It was outdate stripped down Aegis Class Heavy Cruiser, leaving during the Amaris Coup, aka the end of the Star League Era.  Some tech could have survived the AutoMech wars after it arriving, thus you would have some source tech.  Such as the Heavy PPCs.  This is going by your own canon if Emergence is still a thing.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 22 March 2022, 11:05:49
Nobody can do it like a steam (astro)train.  Woo-woo!  Sssssteam power!

You really want to throw in Starlight Express now?


Sure. In a rather steam-punky kind of way.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 22 March 2022, 15:30:27
You can always build them with an industrial chassis if you're looking for the "older" version, I suppose, but otherwise, nah.

That'd work. :)

Quote
But just you wait. Just you waiiiit!

 >:D

Quote
Looking up the rules on Jet Boosters, the main hurdle is that it must be at least 10% of the engine's mass, so... hmmmm. It's sketchy, but if you put enough jump jets in your VTOLMech to meet that gear-to-engine-mass-ratio requirement, I could see successfully convincing a GM to let your VTOLMech achieve jet booster speeds--but only in VTOL mode. But in Mech mode, you'd have to explain which motive system you were using (Jump or VTOL) every time your Mech's feet left the ground, because the two movement types don't mix that way.

 >:D

 >:D  Reaching 10% of the Engine's mass in JJ shouldn't be too hard with a mech 40 tons or less and only in VTOL Mode works for me. :) Saying which motive type when jumping isn't a problem either. :)  Now to see if I can make a TF Airwolf.  >:D

Quote
Which may provide seating for an extra MechWarrior, but since the humans of Syberia went and died off...
We have some interesting possibilities here that might be the focus of a story, anyway: Your options for that second pilot are a human, or a second AI inside the AutoMech. In both cases, the unit would provide a non-stacking +2 Initiative modifier for their side thanks to having a dedicated "tactical mind" in play over and above the core AI's actual combat processing. But when we get into the weeds of how the meat vs. machine works, well, NOW it gets fun, because...

...If it's a human pilot, he acts as much like a Headmaster as you can imagine shy of being able to eject ad run around the field as a small armored unit (but you'd only get THAT with something like a Machina Domini interface suit anyway). The human MW can drive the AutoMech if it becomes disabled, much the way Chip did when he remote-puppeted Prowl in that G1 episode where his battle computers were off-lined. This makes an adventure in which a human can "hijack" an AutoMech much easier, as a potential AutoMech body-snatcher could just wait until the AutoMech is shutdown, sneak into its noggin', disable its core AI somehow, and drive the machine away like any ol' BattleMech. Unless and until the inert AutoMech comes on-line again, the human pilot can make use of all the AutoMech's functions, but not any of its programmed skills or personality, and if the AI DOES come on-line, and doesn't like the human trying to play it like that, well, the AI and the human may find themselves fighting to control the body, which the AI may have an advantage on only as long as the human doesn't want to hurt the AI's main CPU. (Remember that our Syberians can't be overridden remotely; for that, you'd need codes that died with the human Syberians centuries ago, and no AutoMech is able/willing to give them up.)

...If the second pilot is another AI, you have some FUN character options for that AutoMech, as the second pilot is potentially a fully realized Syberian AI unto itself--effectively making your AutoMech a dual-personality machine--which can be good or bad news. You could have two simultaneously active and communicative, but ultimately in-synch, AIs in one body--a Rack-n-Ruin kind of AutoMech--or you can have conflicting AIs in the body--which would result in something more like Animated Blitzwing.

But, ALTERNATIVELY, the second AI could be little more than a repository CPU for a previously lost leadership-skilled AutoMech, perhaps one that was salvaged from a shell blown apart ages ago, when the skies over Syberia were still filled with the ashes of recently-devastated humanity and the fires of the AutoMechs' human cities still smouldered. Over the decades and centuries since, its piloting and gunnery protocols have been overwritten with expanded tactical and strategic data--a wealth of knowledge from experience, poured in from the overflowing processors of the main pilot AI. Or perhaps this second pilot AI is like a backup storage for the main, edited by revisions the main AI--and any of its similarly-equipped predecessors--has accumulated through experience before transferring the second pilot AI to a new host. In THAT case, your second pilot could be a silent mentor, synchronized with the AutoMech's main CPU and crammed with knowledge beyond the host AutoMech's own "living" experiences, but able only to communicate effectively with the right host's primary CPU, rather than just any other AutoMech. In this case, your second pilot is more like a "Leadership Protocol" or a "Database of Leadership" or some such, that can be passed along in the event the primary AI is corrupted or destroyed. This last option, naturally, would be EXTREMELY rare indeed, perhaps even unique to just one special AutoMech!

- Herb


Sounds very cool. The storage depository would be like the Matrix of Leadership?


Now that is an idea I hadn't considered...and that I'm totally going to have to use now.

One other thought: while Syberia mostly runs at an equivalent level of late Star League technology, there are a couple of items they have that are comparable to later Inner Sphere developments, like the wide variety of melee weapons.  We'd also done conjecture on light autocannons and Thunderbolt missiles, since they're essentially slight variations on existing tech.  What would your thoughts be on the other PPC variants, though, specifically the light PPC and heavy PPC?  We already see the standard PPC, ER PPC and snub-nose PPC with Star League tech, and so I'm wondering if "like those, only bigger" or "like those only smaller" would be too much of a stretch for Syberian tech.

I've always thought that there should be a 1 ton, 1 crit, 2 damage, 2 heat, 18 range PPC based on the Infantry's Support PPC. It was originally like a PPC Field Gun and it's now it's own vehicle. Remove the vehicle part and you've got a 1 ton PPC.

I think we'd need to be careful about straying into Clan Tech. Not that I wouldn't mind Clan Tech AutoMechs or AutoMechs with more advanced IS tech but they shouldn't have them though without encountering them. I know we've made cases for things and we can make cases for more, like HVACs and MMLs, but at what point does SL research become someone else's? Much of Clan Tech was just them expanding on Star League Tech or continuing Star League Research. That would open the door to at least Clan Prototype Tech and at least a lot of IS Tech. Full Clan Tech is just another step further. Plus the Syberians don't have TriModal AutoMechs so they didn't have everything.

That all said, I'd be okay with it if they either had very limited production or they were the Syberian's version of Lostech. That or they the tech is just being introduced do to captured tech and possibly even personnel.



Nobody can do it like a steam (astro)train.  Woo-woo!  Sssssteam power!

You really want to throw in Starlight Express now?


 :)) Astrotrain wasn't the only steam locomotive. But he is the most notable.   There's also other steam powered TFs.

https://tfwiki.net/wiki/Hearts_of_Steel

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 22 March 2022, 15:45:15
Someone did Waspinator. (This is from Reddit)
(https://i.redd.it/pwdy6y78oyo81.jpg)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 22 March 2022, 15:46:59
Ooo...looks good. :thumbsup:  Thanks :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 22 March 2022, 15:48:26
Isn't your Emergence story related to that ship coming here to Nebula California?  It was outdate stripped down Aegis Class Heavy Cruiser, leaving during the Amaris Coup, aka the end of the Star League Era.  Some tech could have survived the AutoMech wars after it arriving, thus you would have some source tech.  Such as the Heavy PPCs.  This is going by your own canon if Emergence is still a thing.

Sybil as an SDS-driven Aegis in "Emergence" (https://bg.battletech.com/forums/fan-fiction/emergence-sybil-reboot-pt-1/) is a reboot of earlier stories (https://bg.battletech.com/forums/fan-fiction/sybil-(repost-non-reboot)/) featuring the same character and others (https://bg.battletech.com/forums/fan-fiction/knock-nock-(a-tabiranthsybil-fan-novel)*/), including ones of Cannonshop's and Liam's_Ghost's (https://bg.battletech.com/forums/fan-fiction/ascension-by-cannonshop-giovanniblasini-and-liam-s-ghost/).  She won't personally be heading anywhere near Syberia herself, but some references to what's going on there (including hints on how Groundwave ended up there) may be included.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 March 2022, 16:52:36
Now that is an idea I hadn't considered...and that I'm totally going to have to use now.

Have funsies!

Quote
One other thought: while Syberia mostly runs at an equivalent level of late Star League technology, there are a couple of items they have that are comparable to later Inner Sphere developments, like the wide variety of melee weapons.  We'd also done conjecture on light autocannons and Thunderbolt missiles, since they're essentially slight variations on existing tech.  What would your thoughts be on the other PPC variants, though, specifically the light PPC and heavy PPC?  We already see the standard PPC, ER PPC and snub-nose PPC with Star League tech, and so I'm wondering if "like those, only bigger" or "like those only smaller" would be too much of a stretch for Syberian tech.

I'd not want to go TOO deeply down that route if it can be avoided; I mean, sure, the Syberian settlers were Terran Hegemony robotics geniuses and such from a never-identified corporate entity, who somehow developed a portable AI system better than Caspars within 40 years of their arrival to the system...but having them push BEYOND 2765 SLDF tech in the 100-110 years of their existence gets "iffy." Still, if they could pull off ER PPCs and Snubbies, Light and Heavy Peepers are not that far of a skip. My judgment on these would be "it's possible."

Nobody can do it like a steam (astro)train.  Woo-woo!  Sssssteam power!

You really want to throw in Starlight Express now?

No. Just... no. Nothing from RID or the other silly anime incarnations. I'm sticking to G1/Aligned, with some nods to Animated because I LOVED that series.

>:D  Reaching 10% of the Engine's mass in JJ shouldn't be too hard with a mech 40 tons or less and only in VTOL Mode works for me. :) Saying which motive type when jumping isn't a problem either. :)  Now to see if I can make a TF Airwolf.  >:D

Bleh.

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Sounds very cool. The storage depository would be like the Matrix of Leadership?

The notion here is that it's not just a storage repository, but a second AI that's become so overloaded with knowledge and data that it's become functionally incapable of doing more than dispensing information to a host AI that does the actual work of operating the machine. If it's in synch, it works like a "higher" consciousness and thus much like the G1 interpretation of the Matrix. I would never allow more than one of these in any campaign. We can't have EVERYONE be an Optimus Prime, after all.

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I think we'd need to be careful about straying into Clan Tech. Not that I wouldn't mind Clan Tech AutoMechs or AutoMechs with more advanced IS tech but they shouldn't have them though without encountering them. I know we've made cases for things and we can make cases for more, like HVACs and MMLs, but at what point does SL research become someone else's? Much of Clan Tech was just them expanding on Star League Tech or continuing Star League Research. That would open the door to at least Clan Prototype Tech and at least a lot of IS Tech. Full Clan Tech is just another step further. Plus the Syberians don't have TriModal AutoMechs so they didn't have everything.

See above. You appear to be sensing my concern now.

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That all said, I'd be okay with it if they either had very limited production or they were the Syberian's version of Lostech. That or they the tech is just being introduced do to captured tech and possibly even personnel.

Remember also: the Syberian humans were completely wiped out. Use of WMDs is heavily implied or spelled out here. Likely targets might have included whole weapons production complexes and design centers. And the AutoMechs cannot innovate. What they have, in fact, is likely a step or two BACK from what their human masters achieved pre-extinction. And it's been centuries of constant conflict in their name, between armies that are probably already at their max resource and production rates. They've basically been fighting the Succession Wars for an extra century past the point the Inner Sphere was, and it's damned amazing they have any SLDF-level tech at all.

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:)) Astrotrain wasn't the only steam locomotive. But he is the most notable.   There's also other steam powered TFs.

Sure, but... meh.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 22 March 2022, 17:03:38
Someone did Waspinator. (This is from Reddit)
(https://i.redd.it/pwdy6y78oyo81.jpg)
needs a set of rotor blades coming off his back (for the VTOL equipment, which i figure would be a counter-rotating setup), and maybe some landing struts sticking off (to look like insect legs)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 22 March 2022, 17:55:15
Sorry, I saw the steam power comment, saw trains and the song just happened to be in my Playlist at the moment  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 23 March 2022, 02:36:10
Have funsies!

I'd not want to go TOO deeply down that route if it can be avoided; I mean, sure, the Syberian settlers were Terran Hegemony robotics geniuses and such from a never-identified corporate entity, who somehow developed a portable AI system better than Caspars within 40 years of their arrival to the system...but having them push BEYOND 2765 SLDF tech in the 100-110 years of their existence gets "iffy." Still, if they could pull off ER PPCs and Snubbies, Light and Heavy Peepers are not that far of a skip. My judgment on these would be "it's possible."

Hope to. :)

Cool!  :thumbsup:

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No. Just... no. Nothing from RID or the other silly anime incarnations. I'm sticking to G1/Aligned, with some nods to Animated because I LOVED that series.

Bleh.

G1 was the best.

 :))


Quote
The notion here is that it's not just a storage repository, but a second AI that's become so overloaded with knowledge and data that it's become functionally incapable of doing more than dispensing information to a host AI that does the actual work of operating the machine. If it's in synch, it works like a "higher" consciousness and thus much like the G1 interpretation of the Matrix. I would never allow more than one of these in any campaign. We can't have EVERYONE be an Optimus Prime, after all.

Cool. Nope. There's only one Prime.

Quote
See above. You appear to be sensing my concern now.

I've understood it. It's just a question of how far things can go. More ammo types for the Narc Missile isn't much of a stretch. Streak LRMs might be a bit out of reach. After all, they didn't have everything or there'd be Trimodal AutoMechs. (Unless they did and they died an early death.) So at what point did the Human's R&D stop and how much was lost from that point. Did they get to early Clan Tech or did they get even further or not even that far?


Quote
Remember also: the Syberian humans were completely wiped out. Use of WMDs is heavily implied or spelled out here. Likely targets might have included whole weapons production complexes and design centers. And the AutoMechs cannot innovate. What they have, in fact, is likely a step or two BACK from what their human masters achieved pre-extinction. And it's been centuries of constant conflict in their name, between armies that are probably already at their max resource and production rates. They've basically been fighting the Succession Wars for an extra century past the point the Inner Sphere was, and it's damned amazing they have any SLDF-level tech at all.

Makes me wish we did have more pre Age of War Weapons. And while AutoMechs can't innovate, Humans who visit the visit Syberia can. It probably isn't likely but I could see it happening. They'd probably be visited by the Star Empire before more visitors from the IS or Clans arrive. Having a campaign that starts when Humans were still there and continuing to now could be fun.


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Sure, but... meh.

- Herb

Meh? I suppose Scourge as a Blimp might be, although fun. Steam trains are fun though. The Seekers as steam powered biplanes and Shockwave as an steam powered ironclad warship are pretty cool. :)

needs a set of rotor blades coming off his back (for the VTOL equipment, which i figure would be a counter-rotating setup), and maybe some landing struts sticking off (to look like insect legs)

How's this?




Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 March 2022, 06:59:43
I've understood it. It's just a question of how far things can go. More ammo types for the Narc Missile isn't much of a stretch. Streak LRMs might be a bit out of reach. After all, they didn't have everything or there'd be Trimodal AutoMechs. (Unless they did and they died an early death.) So at what point did the Human's R&D stop and how much was lost from that point. Did they get to early Clan Tech or did they get even further or not even that far?

Oh, they DEFINITELY DID NOT reach early Clan tech. Peak Star League-ish Inner Sphere-level gear was the limit, or the whole BattleTech universe wouldn't make any sense at all! ;)

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Makes me wish we did have more pre Age of War Weapons. And while AutoMechs can't innovate, Humans who visit the visit Syberia can. It probably isn't likely but I could see it happening. They'd probably be visited by the Star Empire before more visitors from the IS or Clans arrive. Having a campaign that starts when Humans were still there and continuing to now could be fun.

Not as long as the Star Empire has no FTL they won't. Sublight interstellar wars are nigh impossible to plan and execute. But then again, yeah, it's even more unlikely that the Inner Sphere or Clans ever would even take an interest, let alone specifically go to this place. As far as they're concerned, the CNAZ doesn't even exist, and the ships lost in that region over the centuries are just drops in the bucket of how many others have been lost to the Deep Periphery in every direction.

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Meh? I suppose Scourge as a Blimp might be, although fun. Steam trains are fun though. The Seekers as steam powered biplanes and Shockwave as an steam powered ironclad warship are pretty cool. :)

The trouble with Hearts of Steel, while it looked pretty interesting, was how it played fast and loose with the times. The Seekers were biplanes in the late 1800s, before powered flight even existed, so how were there forms even a disguise? And most of the ground forces had to be locomotives, making their presence far from rails a rather conspicuous sight. That their weapons also devolved into cannons of the period was a bit weird, and I know there were a lot of inconsistencies the comics had when dealing with those events--to the point where they ultimately created some new characters and said they were all mind-wiped to not remember everything. And yeah, Shockwave as a transforming ironclad was awesome.

Now, it should be pointed out that the rules given in Nebula California DO strictly limit engine choices to fusion and fuel cells, but there's no reason there can't be a steampunk aesthetic painted over the whole thing like a veneer. One just needs to get creative with it, and if you want more primitive crap, well, there was XTR: 1945...

needs a set of rotor blades coming off his back (for the VTOL equipment, which i figure would be a counter-rotating setup), and maybe some landing struts sticking off (to look like insect legs)

Then he's not Waspinator, but Wasp? (In TF Animated, Wasp was a rival of Bumblebee's who was wrongly imprisoned for espionage, went nuts, and was later hybridized into Waspinator by Black Arachnia. As Wasp, though, he was a green and yellow 'bot.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 23 March 2022, 14:28:48
Oh, they DEFINITELY DID NOT reach early Clan tech. Peak Star League-ish Inner Sphere-level gear was the limit, or the whole BattleTech universe wouldn't make any sense at all! ;)

:) Good to know. SO Improved Weapons are out. Did they expand the weapons classes the way the Clans did LB-Xs, UACs, ER Lasers, Streak SRMs? Or did they feel about them the same as the SLDF? One being enough?

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Not as long as the Star Empire has no FTL they won't. Sublight interstellar wars are nigh impossible to plan and execute. But then again, yeah, it's even more unlikely that the Inner Sphere or Clans ever would even take an interest, let alone specifically go to this place. As far as they're concerned, the CNAZ doesn't even exist, and the ships lost in that region over the centuries are just drops in the bucket of how many others have been lost to the Deep Periphery in every direction.

All that plus with the events going on at the moment, everyone's too busy to go off exploring.

Quote
The trouble with Hearts of Steel, while it looked pretty interesting, was how it played fast and loose with the times. The Seekers were biplanes in the late 1800s, before powered flight even existed, so how were there forms even a disguise? And most of the ground forces had to be locomotives, making their presence far from rails a rather conspicuous sight. That their weapons also devolved into cannons of the period was a bit weird, and I know there were a lot of inconsistencies the comics had when dealing with those events--to the point where they ultimately created some new characters and said they were all mind-wiped to not remember everything. And yeah, Shockwave as a transforming ironclad was awesome.

Yeah, I just figure it's an alternative Earth where technology developed a little faster so there were more steam powered vehicles around. :) That he is. Could there be an alternative Syberia? Maybe some of the Humans abandoned planet to start over and their tech declined so much that they use steam power?

Quote
Now, it should be pointed out that the rules given in Nebula California DO strictly limit engine choices to fusion and fuel cells, but there's no reason there can't be a steampunk aesthetic painted over the whole thing like a veneer. One just needs to get creative with it, and if you want more primitive crap, well, there was XTR: 1945...

I suppose a steampunk veneer would work. Why were engines limited to only fusion and fuel cells? If there were, how heavy would steam engines be? Range?

I've wondered if either using ICEs with reduced range or using Fuel Cell Engines with the Primitive Modifier so they'd be a little heavier but not outrageously so would work. I've also wondered about twice the crits for additional fuel. One for fuel and one for water as they'd need both.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 March 2022, 17:24:06
:) Good to know. SO Improved Weapons are out. Did they expand the weapons classes the way the Clans did LB-Xs, UACs, ER Lasers, Streak SRMs? Or did they feel about them the same as the SLDF? One being enough?

I have been building them pretty strictly to the rules I set out, but I've also been gradually coming around to the notion of *some* expansions as well. For instance, the SW-era Binary Laser, and the RW-era Primitive Rocket Launchers. I can readily see arguments for them delving into expanding weapons across their size categories if they already unlocked one of the type, which makes all the ER Lasers, Streak SRMs, LBXs and UACs possible, but I feel they should be WAY more rare, if only because they have basically been fighting their own Succession Wars for 400+ years with no innovators in sight, and no actual restraints against factory destruction. They didn't have a ComStar going around murdering scientists, but then again, they didn't need to at their scale of warfare. Plus, of course, they developed every flavor of physical weapon for some reasons that likely included entertainment.

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All that plus with the events going on at the moment, everyone's too busy to go off exploring.

It's just a fringe terrorist group. The Empire's got the whole thing under control...

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Yeah, I just figure it's an alternative Earth where technology developed a little faster so there were more steam powered vehicles around. :) That he is. Could there be an alternative Syberia? Maybe some of the Humans abandoned planet to start over and their tech declined so much that they use steam power?

Mmmm. Could be, Rabbit. Could be...

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I suppose a steampunk veneer would work. Why were engines limited to only fusion and fuel cells? If there were, how heavy would steam engines be? Range?


The limits because these were still BattleMechs and IndustrialMechs being made for use in all kinds of harsh environs, including vacuum and underwater. ICEs were impractical for such tech and the Syberians never bothered with them. Steam engines would be just plain wacky, and have never been allowed for 'Mechs as far as I can recall offhand. If they were, I would consider them to have two big problems: High weight (about 2.8-3 TIMES as heavy as a comparable fusion reactor), and oversized form (as in, either treated as a Large Engine with +2 CT crits, or as a Light Engine, with +2 engine crits in each side torso; the latter would make them unusable in a transforming 'Mech right out of the gate, though).

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I've wondered if either using ICEs with reduced range or using Fuel Cell Engines with the Primitive Modifier so they'd be a little heavier but not outrageously so would work. I've also wondered about twice the crits for additional fuel. One for fuel and one for water as they'd need both.

Again, see above. The Syberians built for all environs, what with their main planet being a hot, thin-aired, water-poor world. Drilling for oil and/or diverting precious water resources for steam engines posed environmental risks they could ill afford (not that transforming their planet into a higher-tech industrial powerhouse was necessarily good for them either, but, well, that's humanity for ya).

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 23 March 2022, 17:39:07
Then he's not Waspinator, but Wasp? (In TF Animated, Wasp was a rival of Bumblebee's who was wrongly imprisoned for espionage, went nuts, and was later hybridized into Waspinator by Black Arachnia. As Wasp, though, he was a green and yellow 'bot.)
was thinking more the Beast Wars style.
(https://tfwiki.net/mediawiki/images2/6/69/BeastWars1_Waspinator_robotmode.jpg)
Why universe hate Waszzpinator?

honestly i'm surprised when they did the War for Cybertron trilogy's Kingdom installment, they made (BW)Scorpinok the "nameless mook" model for the series and dropped Waspinator. when Waspinator was the BW series's go-to mook to get blown up or pummeled, especially in later seasons. i guess he was too silly for the trilogy.

personally i kinda like the idea that in Syberia, his type is a 20-25 ton VTOL veemech based off an updated WSP-1 Wasp. 
if you had to use a proper vehicle mode instead of a "faux-animal/kaiju" mode, could see the result being something akin to the Donar..
(https://cfw.sarna.net/wiki/images/7/7c/WSP-1_Wasp.jpg?timestamp=20121111113607)(https://cfw.sarna.net/wiki/images/0/0a/Donar.gif?timestamp=20101224150159)
hmm.. 1 ML, light armor, high speed.


(also.. a switch to a pure vehicle mode without 'cosmetic enhancements' could easily be used to represent cases where the AutoBoP's and DemoCons have salvaged some AxiMaL chassis types for their own use, captured a factory and put them into production with their own IFF and faction codes, or the very rare defector. or if you just want to drop the blatant elements of the animal theme. which is fair since beast wars kinda did by season 2 and 3 with the transmetals)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 23 March 2022, 18:25:35
Oooh.  The Primitive Wasp really works as the Waspinator and using that VTOL.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 23 March 2022, 18:31:14
Then he's not Waspinator, but Wasp? (In TF Animated, Wasp was a rival of Bumblebee's who was wrongly imprisoned for espionage, went nuts, and was later hybridized into Waspinator by Black Arachnia. As Wasp, though, he was a green and yellow 'bot.)

- Herb

If Wasp and Bumblebee are both scouts, then they would have similar jobs and often be targets of each other.  So that could be a latent upgrade to the code where both of them prefer to target their opponent (i.e. willing to accept a 2-pt to-hit difference in order to engage their rival)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 23 March 2022, 19:48:27
had trouble with the name.. we'll just assume that the Scorpion Empire and the Syberians will never meet.. :)

The Cazador VeeMech is a rapid air-response unit for the Axilon biodome, often seen patrolling the airspace of the southern continent. While its AI is known to be somewhat simple minded and prone to quirky behavior, the design's mobility and relatively low resource cost has seen it produced in large numbers. Given the rate of attrition the design often suffers when facing the heavier denizens of Syberia's major factions, this rate of production is often barely sufficient to ensure sufficient numbers for the biodome's defense.

Code: [Select]
Cazador VTOL Veemech

Mass: 25 tons
Chassis: Standard Biped
Power Plant: 125 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     1 Medium Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 1,587,917 C-bills

Type: Cazador
Technology Base: Inner Sphere (Standard)
Tonnage: 25
Battle Value: 379

Equipment                                          Mass
Internal Structure                                  2.5
Engine                        125 Fusion              4
Walking MP: 5
Running MP: 8
Jumping MP: 0
        VTOL MP: 5
        Vehicle mode VTOL
        Cruise MP: 8
        Flank MP: 12
Heat Sink                     10                      0
Gyro                                                  2
Cockpit                                               3
Armor Factor                  56                    3.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         5     
     Center Torso            8         7     
     Center Torso (rear)               2     
     R/L Torso               6         6     
     R/L Torso (rear)                  2     
     R/L Arm                 4         6     
     R/L Leg                 6         7     


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

Weapons
and Ammo                       Location  Critical   Heat    Tonnage
Conversion Gear                 LL        1        -       1.0   
2 Rotors                         RT        4        -       2.0   
3 Heat Sinks                      RT        3        -       3.0   
Conversion Gear                  LA        1        -       1.0   
3 Rotors                            LT        6        -       3.0   
2 Heat Sinks                      LT        2        -       2.0   
Conversion Gear                  RL        1        -       1.0   
Medium Laser                      RA        1        3       1.0   
Conversion Gear                    RA        1        -       1.0   


(i used 1 ton cargo slots for the conversion gear and pairs of 1/2 ton fluid storage for the rotors.. reallywish someone would ass the Syberian's to megamek and megameklab already)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 March 2022, 19:51:37
was thinking more the Beast Wars style.
...
personally i kinda like the idea that in Syberia, his type is a 20-25 ton VTOL veemech based off an updated WSP-1 Wasp. 
if you had to use a proper vehicle mode instead of a "faux-animal/kaiju" mode, could see the result being something akin to the Donar..

hmm.. 1 ML, light armor, high speed.

Heh. In my headcanon, I gave him the Wraith Alexander Mech mode, and the Tonbo Superheavy Transport copter for his beast mode. The Wraith because of its slim and round-everything body type, and the Tondo for being a VTOL with extra legs. (He and the other Beast Wars Preds are in my spreadhseet from a few pages back as well.)

ICYMI: I handled the Maximals and Preds using your original AxiMaLs as a start point, Glitterboy, and picked out the following for figure approximations:

AxiMaLs (Maximals)
Axiom (the Axalon) - A Titan DS, modified until it resembles a Hamilcar DropShip.
Silverback (Optimus Primal) - Chameleon (Mech)/Mandrill (Beast)
Rhinokeros (Rhinox) - Crossbow Prime (Mech)/Blue Flame (Beast)
Rattus (Rattrap) - Satyr ProtoMech (Mech)/Micro-scale Barghest, unarmed (Beast)
Panthera (Tigatron) - Wolfhound (Mech)/Antlion (Beast)
Cynofelis (Cheetor) - Procyon, Humanoid Proto (Mech)/Procyon, Quad Proto (Beast)

PresiDoms (Predacons)
Far Side (the Darksyde)  - A Triumph DropShip, modified until it resembles a Claymore DropShip.
MechaTranis (Beast Megatron) - Ninja-To (Mech)/Barghest, 2 big guns (Beast)
Score-Lock (Beast Scorponok) - Copperhead (Mech)/Fire Scorpion (Beast)
SauriMech (Dinobot) - Sasquatch (Mech)/Blue Flame, guns removed (Beast)
Terra Soar (Pterrasaur) - Stinger LAM, Mk I, Mech mode (Mech)/Stinger LAM, Mk I, AirMech (Aero-Beast)
Torrentous (Tarantulus) & Arachnida (Black Arachnia) - Venom (Mech)/Tarantula, extra legs (Beast)
Wisp (Waspinator) - Wraith Alexander (Mech)/Tonbo VTOL (VTOL-Beast)

The Preds are much heavier than the AxiMaLs, here, and they are backed up by two (combiner) teams from G1, based on the G1 Predacons/Predaking and Terrorcons/Abominus. Some of your AxiMaL chassis types make reappearances in the other PresiDom teams, as they fit pretty well for my purposes. But, yeah, the AxiMaLs would definitely need fire support before long, so I had them as already aligned with the AutoBoPs (whereas the Junkion expys are "friendly, but unaligned"). This tipped the balance back toward parity. (Also, I mean, we know two of those Preds are gonna defect at SOME point, if our parallels hold up...)

Quote
(also.. a switch to a pure vehicle mode without 'cosmetic enhancements' could easily be used to represent cases where the AutoBoP's and DemoCons have salvaged some AxiMaL chassis types for their own use, captured a factory and put them into production with their own IFF and faction codes, or the very rare defector. or if you just want to drop the blatant elements of the animal theme. which is fair since beast wars kinda did by season 2 and 3 with the transmetals)

Yyyyyup.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 23 March 2022, 20:23:46
i can buy the "PresiDom's" (whats that short for by the way?) being a little heavier, but not by too much, otherwise it runs the risk of them being able to completely overpower the other side. in the show they didn't seem to be much tougher in most cases, they just tended to be more "combat centric" (often with more or bigger guns). which is part of why i made the AxiMaLs i wrote up generally focused more on speed with less firepower, with minor exceptions.

plus i kinda like the idea that the waspinator expy is light weight cannon fodder. :)

there were enough toys that didn't make it into the show (or outright recolors) though that you could probably keep the Wraith/Tonbo one though.. would make a good support unit, especially if it was presented as more of a slower heavy-lift design.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 23 March 2022, 21:14:59
decided to take a crack at Airazor.. i'm imagining a fighter mode akin to one of the WOB Spectral fighters (just without the chin gun they all seem to use) or the Shrack with the articulated wings, not sure about the mech mode.

not sure on fluff.. its pretty slow as a LAM, but the comm gear gives it a co-ordination and comms relay role, especially for the airborne units. the weapons are a bit of a guess.. like most of the characters in the show her weaponry seems to vary from episode to episode, but the wrist rockets seemed fairly common, the toy had "guns" that basically were part of her tail. so i split the difference and went with forearm lasers and SRMs. which actually makes the type better armed than many of the ground types for the AxiMaLs. (a saker is a type of falcon, btw. it was tough finding a name the Jade turkey's had already claimed)

Code: [Select]
Saker Aerial Veemech

Mass: 30 tons
Chassis: Standard LAM
Power Plant: 120 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Standard
     Jump Capacity: 120 meters
Armor: Standard
Armament:
     2 Medium Laser
     2 SRM 2
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3150
Tech Rating/Availability: E/X-X-X-X
Cost: 2,142,595 C-bills

Type: Saker
Technology Base: Inner Sphere (Experimental)
Tonnage: 30
Battle Value: 537

Equipment                                          Mass
Internal Structure                                    3
LAM Conversion Equipment                            4.5
Engine                        120 Fusion              4
Walking MP: 4
Running MP: 6
Jumping MP: 4
AirMech Cruising MP: N/A
AirMech Flanking MP: N/A
Safe Thrust: 4
Max Thrust: 6
Heat Sink                     10                      0
Gyro                                                  2
Cockpit                                               3
Armor Factor                  72                    4.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         7     
     Center Torso            10        10   
     Center Torso (rear)               3     
     R/L Torso               7         9     
     R/L Torso (rear)                  2     
     R/L Arm                 5         7     
     R/L Leg                 7         8     


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

Weapons
and Ammo                   Location  Critical   Heat    Tonnage
2 Heat Sinks                  LL        2        -       2.0   
Communications Equipment      RT        2        -       2.0   
2 Jump Jets                   RT        2        -       1.0   
Medium Laser                  LA        1        3       1.0   
SRM 2                         LA        1        2       1.0   
SRM 2 Ammo (50)               LT        1        -       1.0   
2 Heat Sinks                  LT        2        -       2.0   
2 Jump Jets                   LT        2        -       1.0   
2 Heat Sinks                  RL        2        -       2.0   
Medium Laser                  RA        1        3       1.0   
SRM 2                         RA        1        2       1.0   

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 23 March 2022, 23:04:15
I have been building them pretty strictly to the rules I set out, but I've also been gradually coming around to the notion of *some* expansions as well. For instance, the SW-era Binary Laser, and the RW-era Primitive Rocket Launchers. I can readily see arguments for them delving into expanding weapons across their size categories if they already unlocked one of the type, which makes all the ER Lasers, Streak SRMs, LBXs and UACs possible, but I feel they should be WAY more rare, if only because they have basically been fighting their own Succession Wars for 400+ years with no innovators in sight, and no actual restraints against factory destruction. They didn't have a ComStar going around murdering scientists, but then again, they didn't need to at their scale of warfare. Plus, of course, they developed every flavor of physical weapon for some reasons that likely included entertainment.

Sounds cool. :)  So would Clan Prototypes be available since their performance is that of later IS versions? Not the Improved or advanced Clan Tech but the prototypes from Operation Klondike. Rare is good.  :thumbsup:

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It's just a fringe terrorist group. The Empire's got the whole thing under control...

 :))


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Mmmm. Could be, Rabbit. Could be...

 >:D

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The limits because these were still BattleMechs and IndustrialMechs being made for use in all kinds of harsh environs, including vacuum and underwater. ICEs were impractical for such tech and the Syberians never bothered with them. Steam engines would be just plain wacky, and have never been allowed for 'Mechs as far as I can recall offhand. If they were, I would consider them to have two big problems: High weight (about 2.8-3 TIMES as heavy as a comparable fusion reactor), and oversized form (as in, either treated as a Large Engine with +2 CT crits, or as a Light Engine, with +2 engine crits in each side torso; the latter would make them unusable in a transforming 'Mech right out of the gate, though).

Again, see above. The Syberians built for all environs, what with their main planet being a hot, thin-aired, water-poor world. Drilling for oil and/or diverting precious water resources for steam engines posed environmental risks they could ill afford (not that transforming their planet into a higher-tech industrial powerhouse was necessarily good for them either, but, well, that's humanity for ya).

- Herb

I can see ICEs not being suitable do to the environment. (Although they can be used on Submarines.  ??? )  And yes steam engines would be wacky. :) How about fission or battery power though?

I wouldn't go with Large Engines. I know it's tempting looking at steam trains but diesel locomotives are big too.
Plus steam powered cars used to out sell internal combustion cars.
https://en.wikipedia.org/wiki/Steam_car Acording to Wiki, it was the electric starter and some laws that killed off steam ad electric powered cars. Wiki also says that steam engines were smaller and lighter. So using Large Engines wouldn't seem to fit. TM does make steam engines the heavier for support vehicles though. That's why I wondered about using the 1.2 Primitive Engine Modifier from IO. It'd make Steam Engines heavier but not unusable. So a 20 ton 6/9 SteamMech would have a 145 Engine Rated weighing 10 tons. A 20 6/9 ICE Mech would have a 120 engine rated weighing 8 tons.


Heh. In my headcanon, I gave him the Wraith Alexander Mech mode, and the Tonbo Superheavy Transport copter for his beast mode. The Wraith because of its slim and round-everything body type, and the Tondo for being a VTOL with extra legs. (He and the other Beast Wars Preds are in my spreadhseet from a few pages back as well.)

ICYMI: I handled the Maximals and Preds using your original AxiMaLs as a start point, Glitterboy, and picked out the following for figure approximations:

(snip)

- Herb

That's cool!  :thumbsup:
was thinking more the Beast Wars style.

(snip)

(also.. a switch to a pure vehicle mode without 'cosmetic enhancements' could easily be used to represent cases where the AutoBoP's and DemoCons have salvaged some AxiMaL chassis types for their own use, captured a factory and put them into production with their own IFF and faction codes, or the very rare defector. or if you just want to drop the blatant elements of the animal theme. which is fair since beast wars kinda did by season 2 and 3 with the transmetals)


The Primitive Wasp does work good for Waspinator and the Donar looks good with it too.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 March 2022, 09:17:15
Sounds cool. :)  So would Clan Prototypes be available since their performance is that of later IS versions? Not the Improved or advanced Clan Tech but the prototypes from Operation Klondike. Rare is good.  :thumbsup:

No! NO CLAN STUFF! *baps RifleMech on the nose with a rolled up AARP magazine*

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I can see ICEs not being suitable do to the environment. (Although they can be used on Submarines.  ??? )  And yes steam engines would be wacky. :) How about fission or battery power though?

Once fusion becomes available, what's the appeal of fission, really? Same with batteries. The Syberians just had no use for such tech when they had power systems that were already inherently superior. (Although it's possible such tech was used elsewhere, they certainly didn't use it in AutoMech design.)

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I wouldn't go with Large Engines. I know it's tempting looking at steam trains but diesel locomotives are big too.
Plus steam powered cars used to out sell internal combustion cars.
https://en.wikipedia.org/wiki/Steam_car Acording to Wiki, it was the electric starter and some laws that killed off steam ad electric powered cars. Wiki also says that steam engines were smaller and lighter. So using Large Engines wouldn't seem to fit. TM does make steam engines the heavier for support vehicles though. That's why I wondered about using the 1.2 Primitive Engine Modifier from IO. It'd make Steam Engines heavier but not unusable. So a 20 ton 6/9 SteamMech would have a 145 Engine Rated weighing 10 tons. A 20 6/9 ICE Mech would have a 120 engine rated weighing 8 tons.

I was looking more at the support vehicle tables, which give a fairly clear indicator to how the weights are computed for various engine types across a given tech rating. And, dude, we're talking about how to use steam power in the construction of autonomous giant robots capable of doing battle with lasers and particle cannon! Real-world comparisons are broken!


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The Primitive Wasp does work good for Waspinator and the Donar looks good with it too.  :thumbsup:

That's a pretty good match too, yeah.

i can buy the "PresiDom's" (whats that short for by the way?) being a little heavier, but not by too much, otherwise it runs the risk of them being able to completely overpower the other side. in the show they didn't seem to be much tougher in most cases, they just tended to be more "combat centric" (often with more or bigger guns). which is part of why i made the AxiMaLs i wrote up generally focused more on speed with less firepower, with minor exceptions.

PresiDom = Presidential Domains (Aligned with DemoCon).

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plus i kinda like the idea that the waspinator expy is light weight cannon fodder. :)

My plan for him was only 5 tons heavier, but I'm liking yours, and in the spirit of having adopted all your Aximals, I shall add him in place of mine. As to their overall weight, I'll drop my Preds a bit; you've put more work into yours than I have mine.

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there were enough toys that didn't make it into the show (or outright recolors) though that you could probably keep the Wraith/Tonbo one though.. would make a good support unit, especially if it was presented as more of a slower heavy-lift design.

Too late! I took your idea. It's now in my spreadsheet and everything! ;)

If Wasp and Bumblebee are both scouts, then they would have similar jobs and often be targets of each other.  So that could be a latent upgrade to the code where both of them prefer to target their opponent (i.e. willing to accept a 2-pt to-hit difference in order to engage their rival)

Yup! If I put Wasp in proper, I'd have to remember that. And would you believe that I didn't even consider integrating Pilot Specials? Nice add, IW!

had trouble with the name.. we'll just assume that the Scorpion Empire and the Syberians will never meet.. :)

Guaranteed! You almost couldn't find two groups farther apart than them! Plus the whole "can't leave the CNAZ" thing...)

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The Cazador VeeMech is a rapid air-response unit for the Axilon biodome, often seen patrolling the airspace of the southern continent. While its AI is known to be somewhat simple minded and prone to quirky behavior, the design's mobility and relatively low resource cost has seen it produced in large numbers. Given the rate of attrition the design often suffers when facing the heavier denizens of Syberia's major factions, this rate of production is often barely sufficient to ensure sufficient numbers for the biodome's defense.

Yoink!

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(i used 1 ton cargo slots for the conversion gear and pairs of 1/2 ton fluid storage for the rotors.. reallywish someone would ass the Syberian's to megamek and megameklab already)

While we're still debating modifications to the rules? Good luck!

decided to take a crack at Airazor.. i'm imagining a fighter mode akin to one of the WOB Spectral fighters (just without the chin gun they all seem to use) or the Shrack with the articulated wings, not sure about the mech mode.

Yoink!

I thank you for your contributions to the Syberian lore, GB!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 24 March 2022, 13:23:06
No! NO CLAN STUFF! *baps RifleMech on the nose with a rolled up AARP magazine*

 :)) ;D  Lol! I was wondering because it ends up being heavier, taking more crits, and or generating more heat than IS stuff. So the tech progression would be SLDF, CP, IS.


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Once fusion becomes available, what's the appeal of fission, really? Same with batteries. The Syberians just had no use for such tech when they had power systems that were already inherently superior. (Although it's possible such tech was used elsewhere, they certainly didn't use it in AutoMech design.)

Other than one faction isn't as advanced for some reason? I suppose there isn't much use other than maybe entertainment value. It's the entertainment value that made me wonder about really the big TFs. Max them out at 100 tons and then use miniatures for props and extras. A 100 ton Astrotrain lands, mini TFs come out and then Astrotrain Converts. Cut to next seen and full size versions are next to Astrotrain potting their attack. Things like that. It's what I thought for combiners too. Normal sized TFs converge and  start to convert, a little CGI, and there's a Superheavy Devastator. But then I'm not sure if the Humans were interested in that kind of entertainment. Maybe they just liked Gladiatorial Games?


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I was looking more at the support vehicle tables, which give a fairly clear indicator to how the weights are computed for various engine types across a given tech rating. And, dude, we're talking about how to use steam power in the construction of autonomous giant robots capable of doing battle with lasers and particle cannon! Real-world comparisons are broken!

I looked at them too. They have steam being heavier. Which is why I thought about using the 1.2 modifier to determine engine rating. For current engines. Primitive would double that. While a 2 ton difference doesn't seem like much for a 20 ton mech, that is 10% of the mech's weight. For a 100 ton mech it'd be a lot more. The speed would also be maxed out at 3/5 with a 360 rated engine at 66 tons. A 100 ton fusion mech's 300 engine only weighs 19. A 300 ICE engine is 38 tons. So the Steam Engine does end up being heavier. And of course it'd need a power amplifier on top of that. It'd need heat sinks too. And no Jump Jets and any engine hit risks a steam explosion. That's how it'd work in my head any way.

I guess we could just fake it. Liquid storage for the boilers, and sprayers to spray steam and smoke. It doesn't quite feel the same though.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 March 2022, 14:19:52
:)) ;D  Lol! I was wondering because it ends up being heavier, taking more crits, and or generating more heat than IS stuff. So the tech progression would be SLDF, CP, IS.

Still. No. Clans are bad. M'kay?

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Other than one faction isn't as advanced for some reason? I suppose there isn't much use other than maybe entertainment value. It's the entertainment value that made me wonder about really the big TFs. Max them out at 100 tons and then use miniatures for props and extras. A 100 ton Astrotrain lands, mini TFs come out and then Astrotrain Converts. Cut to next seen and full size versions are next to Astrotrain potting their attack. Things like that. It's what I thought for combiners too. Normal sized TFs converge and  start to convert, a little CGI, and there's a Superheavy Devastator. But then I'm not sure if the Humans were interested in that kind of entertainment. Maybe they just liked Gladiatorial Games?

Nah. Combiners aren't that entertaining. ;) They probably like gladiator games, though, given the range of physical combat weapons they made.

The Syberians are relatively unique in that they didn't blow themselves past the point of losing fusion production, and it's likely that Syberia has little to no fossil fuels to speak of. They built their societies on a pretty solid fusion and fuel cell base. ICEs and battery-powered units may have found a niche, but it's probably a small one. Hmmm. Maybe that's what the JUniCom faction uses! They are the Junkion expy after all...

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I looked at them too. They have steam being heavier. Which is why I thought about using the 1.2 modifier to determine engine rating. For current engines. Primitive would double that. While a 2 ton difference doesn't seem like much for a 20 ton mech, that is 10% of the mech's weight. For a 100 ton mech it'd be a lot more. The speed would also be maxed out at 3/5 with a 360 rated engine at 66 tons. A 100 ton fusion mech's 300 engine only weighs 19. A 300 ICE engine is 38 tons. So the Steam Engine does end up being heavier. And of course it'd need a power amplifier on top of that. It'd need heat sinks too. And no Jump Jets and any engine hit risks a steam explosion. That's how it'd work in my head any way.

Right, but then you're rapidly running out your internal space and mass, which your AutoMech probably already lost a bunch already to conversion systems. I mean, look, if it's what you want on YOUR table, that's fine--and may yet be found elsewhere in the CNAZ on some Girl Genius-style, Steampunk-themed planet--but the Syberians never needed to settle for sub-fusion tech.

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I guess we could just fake it. Liquid storage for the boilers, and sprayers to spray steam and smoke. It doesn't quite feel the same though.

No, but that's kind of just it, I feel. The Transformers could take on local vehicle FORMS, but they were still Cybertronian robots under all the kibble, and they should have retained Cybertronian technology under all the gears and smoke. I mean, I can see an argument for them picking older ballistics as a way to make even their combat prowess "blend in" with the human technology, but those guns on ironclad Shockwave could have been more akin to the cannons of a 21st century tank than the block powder pieces of Civil War-era boats. Fully embracing the local tech when you have something better is kinda dumb-ish. The US doesn't withhold our drone bombers when they fight an enemy who's making do with 1950s Cold War surplus, after all.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 24 March 2022, 15:10:29
No, but that's kind of just it, I feel. The Transformers could take on local vehicle FORMS, but they were still Cybertronian robots under all the kibble, and they should have retained Cybertronian technology under all the gears and smoke. I mean, I can see an argument for them picking older ballistics as a way to make even their combat prowess "blend in" with the human technology, but those guns on ironclad Shockwave could have been more akin to the cannons of a 21st century tank than the block powder pieces of Civil War-era boats. Fully embracing the local tech when you have something better is kinda dumb-ish. The US doesn't withhold our drone bombers when they fight an enemy who's making do with 1950s Cold War surplus, after all.

- Herb

Doesn't apply much to the Syberians, except maybe for Junkion-expys, but one reason a Transformers faction might use subpar indiginous weapons is if their own are in short supply, either in the form of ammunition, or spare parts.

Also, side note, did you intend for the Star Empire to also be the perfect setting for some ex-insurrectionists to be running around in a DRoST converted into a cargo ship?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 March 2022, 16:07:54
Doesn't apply much to the Syberians, except maybe for Junkion-expys, but one reason a Transformers faction might use subpar indiginous weapons is if their own are in short supply, either in the form of ammunition, or spare parts.

Well, yeah, but we're talking about a species whose very biology is alien to Earth. They didn't limit themselves to non-energy weapons when they woke up on Earth in 1984, so why would they do so for the even more primitive humans of the mid-1800s?

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Also, side note, did you intend for the Star Empire to also be the perfect setting for some ex-insurrectionists to be running around in a DRoST converted into a cargo ship?

Didn't think of it, but that hinted-at IP would certainly work inside the greater hinted-at IP that is the Star Empire system. Just a few more ex-rebels trying to make their way in the 'verse.

...Heck, their version of River would likely be a Fortune-sensitive!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 24 March 2022, 17:46:44
No! NO CLAN STUFF! *baps RifleMech on the nose with a rolled up AARP magazine*
*snip*
My hero!  :smitten:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 24 March 2022, 18:28:20
Still. No. Clans are bad. M'kay?

:) Sure  :thumbsup:

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Nah. Combiners aren't that entertaining. ;) They probably like gladiator games, though, given the range of physical combat weapons they made.

They sure seem to :)


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The Syberians are relatively unique in that they didn't blow themselves past the point of losing fusion production, and it's likely that Syberia has little to no fossil fuels to speak of. They built their societies on a pretty solid fusion and fuel cell base. ICEs and battery-powered units may have found a niche, but it's probably a small one. Hmmm. Maybe that's what the JUniCom faction uses! They are the Junkion expy after all...

:)  That'd be cool.


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Right, but then you're rapidly running out your internal space and mass, which your AutoMech probably already lost a bunch already to conversion systems. I mean, look, if it's what you want on YOUR table, that's fine--and may yet be found elsewhere in the CNAZ on some Girl Genius-style, Steampunk-themed planet--but the Syberians never needed to settle for sub-fusion tech.

I'd like to see that planet one day. :) Why would they lose more crit space than they do already?  ???


Quote
No, but that's kind of just it, I feel. The Transformers could take on local vehicle FORMS, but they were still Cybertronian robots under all the kibble, and they should have retained Cybertronian technology under all the gears and smoke. I mean, I can see an argument for them picking older ballistics as a way to make even their combat prowess "blend in" with the human technology, but those guns on ironclad Shockwave could have been more akin to the cannons of a 21st century tank than the block powder pieces of Civil War-era boats. Fully embracing the local tech when you have something better is kinda dumb-ish. The US doesn't withhold our drone bombers when they fight an enemy who's making do with 1950s Cold War surplus, after all.

- Herb


True. Very true. I totally get what you're saying.  :thumbsup: I'm thinking about those who never quite got that far or who's tech has declined so they have to make do with older technolgies. Like using 1950's tech to make a flux capacitor or older tech to get a tricorder to work.

No! NO CLAN STUFF! *baps RifleMech on the nose with a rolled up AARP magazine*
My hero!  :smitten:


 :toofunny:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 March 2022, 19:14:58
True. Very true. I totally get what you're saying.  :thumbsup: I'm thinking about those who never quite got that far or who's tech has declined so they have to make do with older technolgies. Like using 1950's tech to make a flux capacitor or older tech to get a tricorder to work.

That's basically what you may start to get if the worlds of the CNAZ start actually interacting, such as the opening fiction of WttNC, where the original Grimdark somehow wound up on Toreel.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 24 March 2022, 22:03:00
I'm reminded of the one episode where Starscream, and I think long haul meet up with Merlin, via time travel shenanigans and The Decepticons invented gunpowder to fight the Autobots.  (Its been a while)

I think any auto/deceptis using steam or tech appropriate to the era must be hoarding energy, or really in a way, being a method-former (method actor) and wanting to really not stand out. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Charistoph on 24 March 2022, 22:36:22
I'm reminded of the one episode where Starscream, and I think long haul meet up with Merlin, via time travel shenanigans and The Decepticons invented gunpowder to fight the Autobots.  (Its been a while)

I believe that is the Decepticon Raider in King Arthur's Court (https://youtu.be/ci98CseGP-g) episode of the second season.  Rumble, Ravage, and Ramjet joined Starscream in the far past, with Hoist and Warpath following them.  Not the the most impressive episode, but still fun.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: ckosacranoid on 24 March 2022, 23:25:02
After reading this thread I am looking at some of the comments of the different worlds meeting and non have FTL to travel.
You do have all those wizards casting spells that open Gates to other worms a a few stick around for some reason.
You also have the superhero world and you know they have mad science somehow to visit new worlds and time lines that they seem to make up all the time in comics or explain all the aliens that show up from somewhere.
There is the thoughts of some of the weird monsters from add that have been used like very big dragons vs transformer or the huge track that seems to only be killed by beat down and a wish. The fighting of would you stat giants or some of very big things like Karmen.
The funny thought is the wizard looks at the platoon of stormtroops that open fire on the lone orc which is looking about to crap his pants after finding himself alive after 28 troopers open fire on him. Till the wizard does the face Palm and call the trooper idiots and tosses a lighting bolt at the orc killing the poor bastard.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 March 2022, 00:16:38
That's basically what you may start to get if the worlds of the CNAZ start actually interacting, such as the opening fiction of WttNC, where the original Grimdark somehow wound up on Toreel.

- Herb


Ooh so we might get myomer powered catapults and such?   ^-^

Sorry for bringing it up again but I am confused. Rule wise, what's the difference between the SLDF LB-X-P, and the Clan LB-X-Ps? They seem to follow the same rules and use IS ranges. I know that the Clans made them, and "Clan Bad", but they use SLDF technology. The Clans just did what the SLDF didn't want to. So are they Clan because the Clans made them or are they SLDF because they use SLDF technology?  :-\ ???


I believe that is the Decepticon Raider in King Arthur's Court (https://youtu.be/ci98CseGP-g) episode of the second season.  Rumble, Ravage, and Ramjet joined Starscream in the far past, with Hoist and Warpath following them.  Not the the most impressive episode, but still fun.

Was that the episode where Warpath went jousting?  Does that mean we can have AutoMechs riding other AutoMechs? Maybe Mech sized converting Motorcycles will work after all.  >:D


After reading this thread I am looking at some of the comments of the different worlds meeting and non have FTL to travel.
You do have all those wizards casting spells that open Gates to other worms a a few stick around for some reason.
You also have the superhero world and you know they have mad science somehow to visit new worlds and time lines that they seem to make up all the time in comics or explain all the aliens that show up from somewhere.
There is the thoughts of some of the weird monsters from add that have been used like very big dragons vs transformer or the huge track that seems to only be killed by beat down and a wish. The fighting of would you stat giants or some of very big things like Karmen.
The funny thought is the wizard looks at the platoon of stormtroops that open fire on the lone orc which is looking about to crap his pants after finding himself alive after 28 troopers open fire on him. Till the wizard does the face Palm and call the trooper idiots and tosses a lighting bolt at the orc killing the poor bastard.


 :D ;D :))
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 25 March 2022, 00:17:20
depends on how far you want to take the idea that the california nebula remains part of the BT setting.. true D&D or superhero settings certainly might have that sort of ability, but as part of the battletech setting where KF drives are the only way to get around, it is heavily implied that they don't have such stuff. that the Star Empire next door lacks FTL would seem to support that idea.

that said, i could see anyone with fusion based sublight drives attempting for slowboat non-ftl travel of some sort (Syberians of course could probably just wait it out, or go into a hibernation mode on their AI's, while the human denizens of the star empire might try for a generation ship or cryogenic sleep). given the signifigant fractions of C that BT fusion drives can conceivably acheive, such trips would be reduced to 'merely' decades rather than centuries or millennia.

and i also wonder how many jumpships might have found their way into the region. exploration groups, refugees, colony efforts, etc. it seems to me that there might well have been a jarnfolk style nomadic spacers culture present.(and Cannonshop's story even had the Star League sending caspar type warships into the area to supply syberia)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 March 2022, 07:47:35
After reading this thread I am looking at some of the comments of the different worlds meeting and non have FTL to travel.
You do have all those wizards casting spells that open Gates to other worms a a few stick around for some reason.
You also have the superhero world and you know they have mad science somehow to visit new worlds and time lines that they seem to make up all the time in comics or explain all the aliens that show up from somewhere.
There is the thoughts of some of the weird monsters from add that have been used like very big dragons vs transformer or the huge track that seems to only be killed by beat down and a wish. The fighting of would you stat giants or some of very big things like Karmen.
The funny thought is the wizard looks at the platoon of stormtroops that open fire on the lone orc which is looking about to crap his pants after finding himself alive after 28 troopers open fire on him. Till the wizard does the face Palm and call the trooper idiots and tosses a lighting bolt at the orc killing the poor bastard.

There is at least one story or two on the Fan Fiction boards about some Toreelans getting off-world via magic, including a really fun--but ultimately, incomplete--one about one getting all the way to the Inner Sphere. The reactions were brilliant!

The only trouble with a crossover is that, once you go big with one, the crossed universes won't be the same again. Toreel with Transformers? The Star Empire...with Transformers? Superheroes on Syberia? Superheroes on Toreel? In Toreel's case, higher-tech crossovers will eventually turn the world into Shadowrun. On Syberia, the AutoMechs might either be re-enslaved by humans or wiped out entirely as abominations. The Star Empire would probably change the least, but now that they're aware of others, the Emperor might be looking for some new real estate, so sooner or later we would see the Star Empire's Sith-analogs battling supers on Earth and bringing in a MASSIVE amount of starships, fighters, walkers, and troops to do it. Who wins between the Emperor and Professor Y, I'd wonder? (*looks* Hmmm, on the other hand, it seems we left no real rules for the Force/Fortune there, after all; it was just a way to describe high-EDG characters. Sucks to be the Emperor, I suppose.)

Of course, in my headcanon for the CNAZ, magic--including superpowers and the Force--are localized phenomena. Away from their worlds and/or systems, they're not supposed to keep working. Some of the more mundane abilities might linger a bit, but the notion is that something has warped the very laws of physics in those systems just enough to make it possible for conscious minds to bend them.

Ooh so we might get myomer powered catapults and such?   ^-^

Don't expect me to stat them.

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Sorry for bringing it up again but I am confused. Rule wise, what's the difference between the SLDF LB-X-P, and the Clan LB-X-Ps? They seem to follow the same rules and use IS ranges. I know that the Clans made them, and "Clan Bad", but they use SLDF technology. The Clans just did what the SLDF didn't want to. So are they Clan because the Clans made them or are they SLDF because they use SLDF technology?  :-\ ???

Clan because the Clans made them and that means their engineering leads to Clan technology, whereas the only reason Inner Sphere tech is turning to Clan tech in the 3150s is because they're finally figuring out how to economically copy Clan engineering, instead of relying on tried-and-true Inner Sphere methods. If it really didn't matter what the difference was, the end points would be the same, but they're not.

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Was that the episode where Warpath went jousting?  Does that mean we can have AutoMechs riding other AutoMechs? Maybe Mech sized converting Motorcycles will work after all.  >:D

Well, now, those would be the old External Cargo rules, now, wouldn't they?

depends on how far you want to take the idea that the california nebula remains part of the BT setting.. true D&D or superhero settings certainly might have that sort of ability, but as part of the battletech setting where KF drives are the only way to get around, it is heavily implied that they don't have such stuff. that the Star Empire next door lacks FTL would seem to support that idea.

that said, i could see anyone with fusion based sublight drives attempting for slowboat non-ftl travel of some sort (Syberians of course could probably just wait it out, or go into a hibernation mode on their AI's, while the human denizens of the star empire might try for a generation ship or cryogenic sleep). given the signifigant fractions of C that BT fusion drives can conceivably acheive, such trips would be reduced to 'merely' decades rather than centuries or millennia.

The big trouble with sublight interstellar warfare boils down to it being impossible to coordinate anything between the worlds, and thus reinforcements and support takes years, decades, or even centuries to arrive. You could have everything from an Ender's Game scenario or an Independence Day Resurgence scenario happening, wherein the tech of each side becomes radically different between waves until suddenly the target world isn't conquerable without WMDs. Few human-driven factions would want to try that, though explorers and colonists could certainly try.

And yes, the Syberians simply don't care how long it takes to get from Point A to Point B in interstellar space; Original Grimdark made it to Toreel at sublight.

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and i also wonder how many jumpships might have found their way into the region. exploration groups, refugees, colony efforts, etc. it seems to me that there might well have been a jarnfolk style nomadic spacers culture present.(and Cannonshop's story even had the Star League sending caspar type warships into the area to supply syberia)

Enough to colonize way more systems than we saw in WttNC, that's for sure! My map shows at least 23 worlds' worth of potential human encroachment.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 March 2022, 13:07:17
Don't expect me to stat them.

I already have an idea about that.  >:D


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Clan because the Clans made them and that means their engineering leads to Clan technology, whereas the only reason Inner Sphere tech is turning to Clan tech in the 3150s is because they're finally figuring out how to economically copy Clan engineering, instead of relying on tried-and-true Inner Sphere methods. If it really didn't matter what the difference was, the end points would be the same, but they're not.

See that's what's confusing me. The prototypes I'm referring to were only expanded on what the Star League already had. Not unlike the IS expanding on PPCs with the  Light and Heavy classes. The Clans improved on the PPC and ERPPC with the Improved and Enhanced PPCs before improving them further with their ERPPC. So I'm confused. If they were prototypes for the improved Clan Tech, I'd understand but these are basically prototypes of IS production quality weapons. Oh well. It's not the first time BT has totally confused me.  :-\

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Well, now, those would be the old External Cargo rules, now, wouldn't they?

I'll have to look them up.  :thumbsup:

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Enough to colonize way more systems than we saw in WttNC, that's for sure! My map shows at least 23 worlds' worth of potential human encroachment.

- Herb

:) Lots of opportunities for other than normal to happen.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 March 2022, 14:42:53
See that's what's confusing me. The prototypes I'm referring to were only expanded on what the Star League already had. Not unlike the IS expanding on PPCs with the  Light and Heavy classes. The Clans improved on the PPC and ERPPC with the Improved and Enhanced PPCs before improving them further with their ERPPC. So I'm confused. If they were prototypes for the improved Clan Tech, I'd understand but these are basically prototypes of IS production quality weapons. Oh well. It's not the first time BT has totally confused me.  :-\

Technically speaking, all Clan tech derives from Star League tech, and is what you get when you focus on improving your gizmos over a few centuries instead of letting your enemies flatten all your manufacturers willy-nilly, while a shadowy "neutral" party casually erases all the back-ups even as you keep paying them for the phone service. But when you say "the prototypes are the same, whether Clan or Inner Sphere," I start hearing a whispered "...so it's only a matter of time before they work out Clan technology!" in there, and I get...irked. I don't want my Syberians tainted by anything with the Clan label. They're G1, damn it, not anime Transformers! The Clans, with their furry tendencies and rampant sexuality, are anime, and I won't have it in my Syberian headcanon, Cat damn it! Grrrr!  :ticked:

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 March 2022, 15:17:45
Technically speaking, all Clan tech derives from Star League tech, and is what you get when you focus on improving your gizmos over a few centuries instead of letting your enemies flatten all your manufacturers willy-nilly, while a shadowy "neutral" party casually erases all the back-ups even as you keep paying them for the phone service. But when you say "the prototypes are the same, whether Clan or Inner Sphere," I start hearing a whispered "...so it's only a matter of time before they work out Clan technology!" in there, and I get...irked. I don't want my Syberians tainted by anything with the Clan label. They're G1, damn it, not anime Transformers! The Clans, with their furry tendencies and rampant sexuality, are anime, and I won't have it in my Syberian headcanon, Cat damn it! Grrrr!  :ticked:

- Herb



:)  It wouldn't be me doing that. Things that are more advanced than Star League Tech are Clan Tech, post 3060 IS Tech, or Third League Tech.  ;D Some more advanced IS tech is arguable based on fluff. If I used those items they'd be very rare or limited just to special teams. But the advanced Clan Tech stuff is out.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 March 2022, 15:21:19
:)  It wouldn't be me doing that. Things that are more advanced than Star League Tech are Clan Tech, post 3060 IS Tech, or Third League Tech.  ;D Some more advanced IS tech is arguable based on fluff. If I used those items they'd be very rare or limited just to special teams. But the advanced Clan Tech stuff is out.  :thumbsup:

... Third League Tech... *sniff*

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 March 2022, 16:32:34
... Third League Tech... *sniff*

- Herb

 :-\  What's wrong with Third League Tech?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 March 2022, 16:42:05
:-\  What's wrong with Third League Tech?

Nothing... I just... had such high hopes for it...

*sigh*

So, anyway, about these AutoMechs?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 25 March 2022, 16:44:04
No! NO CLAN STUFF! *baps RifleMech on the nose with a rolled up AARP magazine*
the only clan item i could possibly see is chemical lasers, since they are supposed to be older tech from before even the development of standard lasers. but even then we don't know what an IS tech version would have for stats.


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PresiDom = Presidential Domains (Aligned with DemoCon).
what background did you have in mind?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 March 2022, 19:11:58
Nothing... I just... had such high hopes for it...

*sigh*

So, anyway, about these AutoMechs?

- Herb

Oh. I liked them. I'm hoping they'll become standard one day. Or maybe they could show up in the Nebula?

Third League Tech AutoMechs?  :o   >:D The Urbie LAM lives!  ;D :thumbsup:


the only clan item i could possibly see is chemical lasers, since they are supposed to be older tech from before even the development of standard lasers. but even then we don't know what an IS tech version would have for stats.

I was wondering about the Operation Klondike Prototypes because they just expanded on Star League tech the same way the IS did later on with Blazers and Light and Heavy PPCs. The Star League could have produced them. They just didn't.  Improved or more advanced though I would say is out. Except physical weapons, unless there's an IS version, and chemical lasers as they're an older weapon. There's other things that I'd be okay with in very limited quantities because fluff for SLDF units mentions those kind of abilities. Some would probably need quirks though do to crit limits. Beyond that though...it gets slippery.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 March 2022, 20:32:41
the only clan item i could possibly see is chemical lasers, since they are supposed to be older tech from before even the development of standard lasers. but even then we don't know what an IS tech version would have for stats.

I suppose, but we'd be talking something noticeably inferior to what the Clans made, which is basically a slightly cooler, ammo-dependent version of the standard Inner Sphere laser system. Their optimal value is on vehicles, because they get counted as ballistic weapons on those units, ProtoMechs, and conventional fighters--requiring no heat sinks or power amplifiers to maintain their effectiveness. But the Syberian AutoMechs are mostly 'Mechs and aerospace units, which DO require heat sinks to handle such weapons and usually DON'T require power amps for energy weapons anyway. Toss in the explosive chemical laser "ammo," and it's more risk to use them than it is to use a standard laser. (There was a reason such weapons went obsolete, as you can probably see now.)

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what background did you have in mind?

Honestly? Not sure. Similar to the Democratic Conglomerate, I imagined them to be something like a corporatocracy feigning or abusing democratic principles in the name of legitimacy. You know, the kind of state that claims it gives its people what they want by holding meaningless elections while ensuring that no foreign commercial competition exists within their borders that doesn't feed the money back toward its ruling elite in a closed cycle. The freedom of the company store. That kind of thing. And I kind of saw their AutoMechs taking animal and monster forms as a result of their initially being meant for entertainment like a kind of high-tech, robotic answer to Jurassic Park or as automated gladiators.

Oh. I liked them. I'm hoping they'll become standard one day. Or maybe they could show up in the Nebula?

AutoMechs? They're already there. That's kind of what this whole thread is about, isn't it?

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Third League Tech AutoMechs?  :o   >:D The Urbie LAM lives!  ;D :thumbsup:

Now you're just trying to piss me off...
*turns in the rolled up AARP magazine and reaches for the first edition of Strategic Operations*
C'mere, kid...

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I was wondering about the Operation Klondike Prototypes because they just expanded on Star League tech the same way the IS did later on with Blazers and Light and Heavy PPCs. The Star League could have produced them. They just didn't.  Improved or more advanced though I would say is out. Except physical weapons, unless there's an IS version, and chemical lasers as they're an older weapon. There's other things that I'd be okay with in very limited quantities because fluff for SLDF units mentions those kind of abilities. Some would probably need quirks though do to crit limits. Beyond that though...it gets slippery.

IF we were to allow prototyping of post-3050 Inner Sphere technology, my advocacy would be to apply the Inner Sphere Recovered Tech Prototype rules in conjunction with any new item added to the list as appropriate, limit everything strictly to its Inner Sphere format, and a MAXIMUM intro date of 3060 tech. This would give us:

*All the LB-X ACs
*All the Ultra ACs
*Light Gauss Rifle
*All the ER Lasers
*Snub-Nose PPC (gets a pass on its 3067 intro date by dint of having been in active development back in the 2780s)
*All Streak SRMs
*NO MRMs - They came out pre-3060, but are not really Star League derived.
*All Rocket Launchers (they were around as far back as the Reunification Wars in Primitive format, and the IS revived them in 3050, apparently, so...why not?)
*Special Exemption: NO C3 tech. I hate that crap! I DO like the proposed "C3-light" that was discussed here a few pages back, as it was solidly researched and traced back top SL origins, whereas the Dracs apparently devised their C3s independently; I could see using that "light C3" tech as an item specific to bonded teams, though. In other words, that tech is what makes the "combiners," "triple changers," and "mobile city groups" coordinate so well. (The cassettes are still drones linked to their host unit.)

As to small drones--the ones we've been talking about on a battle armor scale--I can actually see letting them have the BA-scale equivalents to all "unlocked" weapons, rather than sitting on them by intro date. But just remember that battle armor drones are built using Inner Sphere tech with the heavier Clan chassis weight to represent their internal robotics (which are tactically equivalent to the +1 point of "pilot" each suit gets in combat).

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 25 March 2022, 22:10:44
Honestly? Not sure. Similar to the Democratic Conglomerate, I imagined them to be something like a corporatocracy feigning or abusing democratic principles in the name of legitimacy. You know, the kind of state that claims it gives its people what they want by holding meaningless elections while ensuring that no foreign commercial competition exists within their borders that doesn't feed the money back toward its ruling elite in a closed cycle. The freedom of the company store. That kind of thing. And I kind of saw their AutoMechs taking animal and monster forms as a result of their initially being meant for entertainment like a kind of high-tech, robotic answer to Jurassic Park or as automated gladiators.
perhaps a collection of private holdings within or nearby to the Axilon facility belonging to various oligarchs? so they're fighting over much the same resources (including the dome itself) as a remnant of old internal power struggles over control of the project that built the biodome complex. would let them use much the same mix of automech types as the AxiMaLs, since they started as basically the private zookeepers and defenses of groups within the project's organization, using basically the same plans and factory sources.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 26 March 2022, 00:53:56
I suppose, but we'd be talking something noticeably inferior to what the Clans made, which is basically a slightly cooler, ammo-dependent version of the standard Inner Sphere laser system. Their optimal value is on vehicles, because they get counted as ballistic weapons on those units, ProtoMechs, and conventional fighters--requiring no heat sinks or power amplifiers to maintain their effectiveness. But the Syberian AutoMechs are mostly 'Mechs and aerospace units, which DO require heat sinks to handle such weapons and usually DON'T require power amps for energy weapons anyway. Toss in the explosive chemical laser "ammo," and it's more risk to use them than it is to use a standard laser. (There was a reason such weapons went obsolete, as you can probably see now.)

Yeah, I never got that. Did the Clans just build new chemical lasers from old plans or did they upgrade them? They match IS performance which makes me think that they just went with old plans. I would think that if they'd upgraded them, they'd be lighter. The exploding ammo would be a problem as well as heat for AutoMechs. I suppose if they were using FCE they might think about them. They wouldn't need power amplifiers. And they would be good for non-converting vehicle AIs. 


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AutoMechs? They're already there. That's kind of what this whole thread is about, isn't it?

I like them too. I meant Third League Tech though.

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Now you're just trying to piss me off...
*turns in the rolled up AARP magazine and reaches for the first edition of Strategic Operations*
C'mere, kid...

 :toofunny: :toofunny:


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IF we were to allow prototyping of post-3050 Inner Sphere technology, my advocacy would be to apply the Inner Sphere Recovered Tech Prototype rules in conjunction with any new item added to the list as appropriate, limit everything strictly to its Inner Sphere format, and a MAXIMUM intro date of 3060 tech. This would give us:

The cost modifiers in IO page 186 or do you mean the Primitive Prototype Equipment rules on page 118?  ???

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*All the LB-X ACs
*All the Ultra ACs
*Light Gauss Rifle
*All the ER Lasers
*Snub-Nose PPC (gets a pass on its 3067 intro date by dint of having been in active development back in the 2780s)
*All Streak SRMs
*NO MRMs - They came out pre-3060, but are not really Star League derived.
*All Rocket Launchers (they were around as far back as the Reunification Wars in Primitive format, and the IS revived them in 3050, apparently, so...why not?)

So the Light and Heavy PPCs, the Heavy Gauss Rifle and LACs don't make the list. Oh well. That's still a lot to play with. :) What about MMLs? They're 3068 but just odd sized LRMs and SRMs in the same package. Not that I use them much either. Just wondering.

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*Special Exemption: NO C3 tech. I hate that crap! I DO like the proposed "C3-light" that was discussed here a few pages back, as it was solidly researched and traced back top SL origins, whereas the Dracs apparently devised their C3s independently; I could see using that "light C3" tech as an item specific to bonded teams, though. In other words, that tech is what makes the "combiners," "triple changers," and "mobile city groups" coordinate so well. (The cassettes are still drones linked to their host unit.)

Do you mean the combat computer on the Fury Tank I mentioned earlier or something else? C3 isn't my favorite either but I'd only use it on combiners as a special team equipment.


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As to small drones--the ones we've been talking about on a battle armor scale--I can actually see letting them have the BA-scale equivalents to all "unlocked" weapons, rather than sitting on them by intro date. But just remember that battle armor drones are built using Inner Sphere tech with the heavier Clan chassis weight to represent their internal robotics (which are tactically equivalent to the +1 point of "pilot" each suit gets in combat).

- Herb

These would just be IS BA Weapons and equipment, right?

Thanks :)  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 March 2022, 08:32:42
perhaps a collection of private holdings within or nearby to the Axilon facility belonging to various oligarchs? so they're fighting over much the same resources (including the dome itself) as a remnant of old internal power struggles over control of the project that built the biodome complex. would let them use much the same mix of automech types as the AxiMaLs, since they started as basically the private zookeepers and defenses of groups within the project's organization, using basically the same plans and factory sources.

Could work, yeah.

Yeah, I never got that. Did the Clans just build new chemical lasers from old plans or did they upgrade them? They match IS performance which makes me think that they just went with old plans. I would think that if they'd upgraded them, they'd be lighter. The exploding ammo would be a problem as well as heat for AutoMechs. I suppose if they were using FCE they might think about them. They wouldn't need power amplifiers. And they would be good for non-converting vehicle AIs. 

It's implied, I think, that they did improve them to achieve the results they got. Remember that the Clan heavy lasers are also basically IS in terms of range and mass, but with heat and damage equal to double them. If a theoretical Clan version of the standard-strength laser is simply half the weight, you'd get the heavy laser simply by mounting such standard lasers in pairs.

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I like them too. I meant Third League Tech though.

*conspicuous silence*

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The cost modifiers in IO page 186 or do you mean the Primitive Prototype Equipment rules on page 118?  ???

Cost has nothing to do with it. The AutoMechs don't have an economic system as we know it. I mean the gameplay and construction rules, on whichever page of whichever book they happen to be in. (My books here are all from pre-2016.)

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So the Light and Heavy PPCs, the Heavy Gauss Rifle and LACs don't make the list. Oh well. That's still a lot to play with. :) What about MMLs? They're 3068 but just odd sized LRMs and SRMs in the same package. Not that I use them much either. Just wondering.

Nope.

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Do you mean the combat computer on the Fury Tank I mentioned earlier or something else? C3 isn't my favorite either but I'd only use it on combiners as a special team equipment.

Was that you who made up some rules for them? I can't recall.

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These would just be IS BA Weapons and equipment, right?

No, they'd be 1945 BA Weapons and equipment!  ::) Of course they'd be IS BA weapons, you goof! I said BA equivalents to all "unlocked" weapons, meaning all the weapons we allow the Syberians to have, and I also said that the BAs are built with IS tech, with Clan chassis weights used only to reflect the AI robotics inside.

Here, an example of what I mean:

Code: [Select]
Type: C-101 Legionnaire
Technology Base: Cyberic (Battlesuit)
Mass: 400 kg
Swarm/Leg Attack/Mechanized/AP: Yes/Yes/Yes/Yes
AToW BAR Values: 4/5/6/5; E/I/C: 0/0/0/0

Equipment Slots Mass (kg)
Internal Structure: Robotic 130
Motive System:
Ground MP: 3 50
Jump MP: 0 0
Manipulators:
Right Arm: Basic Manipulator 0
Left Arm: Basic Manipulator 0
Armor: Standard 100
Armor Value: 2 + 1 (Console)

Weapons and Ammo Location Slots Mass (kg)
None -- -- --

That is a battlesuit made as I recommended (unarmed because it's meant to carry weapons by hand). Every component in the construction data is of standard Inner Sphere weight except for the internal chassis, which uses the heavier Clan weight. (Inner Sphere chassis weights are lighter because they lack the HarJel sealing and other other life-sustaining subsystems the Clans use; at the scale of the suit shown here, an Inner Sphere version would have an 80 kg Internal Structure.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 26 March 2022, 08:52:54
You knew I'd have to ask eventually... Blazer Cannons?  ???  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 March 2022, 09:48:05
You knew I'd have to ask eventually... Blazer Cannons?  ???  :D

I do figure the Blazer is within their reach; it's development came less than 20 years later, and it was not really that clever an idea when you get down to it. 'Course, given its "iffy" nature, where it's basically not too viable without double heat sinks, anyone who thought "Ooo! Let's do this with other weapons!" would have been slapped, forestalling a whole series of "just glue two guns together" systems (outside of how we got all those extra missile launcher racks and probably the Ultra AC).

So, yeah, a blazer cannon might be possible for our Syberians.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 26 March 2022, 10:15:54
Woo!  Blazers FTW!  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 26 March 2022, 11:58:17
You know Wheeljack-analogue probably used one for a while  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 26 March 2022, 12:22:56
As far as doing the Blazer thing with Mediums or Smalls, Smalls are right out.  A single Medium Laser is better overall.  A Medium one MIGHT be useful (7 or 8 points of damage for 6 heat at 3/6/9 range could be worth it, but I'd usually rather have two Mediums).
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 March 2022, 13:00:56
You know Wheeljack-analogue probably used one for a while  ;D

And his shock-blast cannon was probably a faulty snub-nosed PPC prototype. ;)

As far as doing the Blazer thing with Mediums or Smalls, Smalls are right out.  A single Medium Laser is better overall.  A Medium one MIGHT be useful (7 or 8 points of damage for 6 heat at 3/6/9 range could be worth it, but I'd usually rather have two Mediums).

Which is why we won't be seeing those. :) Hell, I *considered* adding in an AC/15, but the last time I tried to stat one, I found that it was outperformed in every way by the Gauss Rifle, and thus was pointless.

And so... here we are.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 26 March 2022, 16:16:22
A 3025-tech AC/15 SHOULD be outperformed by a Gauss Rifle in every way... no worries on that score!  :thumbsup:

Seriously, 4/8/12 range, 5 heat, 13 tons, 9 crits and 7 (or even 6) rounds per ton would be absolutely perfect!  :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 26 March 2022, 19:18:40
It's implied, I think, that they did improve them to achieve the results they got. Remember that the Clan heavy lasers are also basically IS in terms of range and mass, but with heat and damage equal to double them. If a theoretical Clan version of the standard-strength laser is simply half the weight, you'd get the heavy laser simply by mounting such standard lasers in pairs.

That's the thing though. I'm not sure it's implied or not. We know they found chemical lasers in their archives and decided to try them. But did they go with the plans from the archives or did they reinvent them? I would have thought that if they'd reinvented them they'd be lighter.


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Cost has nothing to do with it. The AutoMechs don't have an economic system as we know it. I mean the gameplay and construction rules, on whichever page of whichever book they happen to be in. (My books here are all from pre-2016.)

So the Primitive Prototype Rules? The ones where energy weapons generate 50% more heat and ballistic weapons jam on a 2 and have 3/4s the ammo?


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Nope.

Was that you who made up some rules for them? I can't recall.

That's cool.

The ones for the Nirasaki Combat Computer on the Fury Tank? Yeah, that was me.


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No, they'd be 1945 BA Weapons and equipment!  ::) Of course they'd be IS BA weapons, you goof! I said BA equivalents to all "unlocked" weapons, meaning all the weapons we allow the Syberians to have, and I also said that the BAs are built with IS tech, with Clan chassis weights used only to reflect the AI robotics inside.

Oooh 1945 BA weapons!  ;D  IS is good. I'm going to guess IS Infantry weapons too.


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Here, an example of what I mean:

Looks good.

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That is a battlesuit made as I recommended (unarmed because it's meant to carry weapons by hand). Every component in the construction data is of standard Inner Sphere weight except for the internal chassis, which uses the heavier Clan weight. (Inner Sphere chassis weights are lighter because they lack the HarJel sealing and other other life-sustaining subsystems the Clans use; at the scale of the suit shown here, an Inner Sphere version would have an 80 kg Internal Structure.

- Herb

Sounds good.  :thumbsup:



Which is why we won't be seeing those. :) Hell, I *considered* adding in an AC/15, but the last time I tried to stat one, I found that it was outperformed in every way by the Gauss Rifle, and thus was pointless.

And so... here we are.

- Herb

I don't think the AC/15 would be pointless. Sure the Gauss Rifle is better but not every unit has an extra 2 tons to mount it. It'd also be easier to build for those who's lost the ability to make Gauss Rifles. The AC also has alternative munitions so that's another plus in the AC/15's favor.

A Small Blazer I can see being pointless. Just go with a Medium and get better range. A Blazer that fits in between the Medium and Large Lasers though. That I can see.

Something like
Light Blazer Cannon
Heat 6
Damage 7
Range 0/4/8/12
Weight 3 tons


A 3025-tech AC/15 SHOULD be outperformed by a Gauss Rifle in every way... no worries on that score!  :thumbsup:

Seriously, 4/8/12 range, 5 heat, 13 tons, 9 crits and 7 (or even 6) rounds per ton would be absolutely perfect!  :)

I think so. :) I think if the AC/15 had been available, a lot of units would have downgraded from the Gauss Rifle to it rather than the AC/10.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 26 March 2022, 19:48:03
That's not a Blazer, though... to make one, you take two existing laser cores, get all the heat, the same range, and 1.5 x the damage...
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 March 2022, 20:11:56
That's the thing though. I'm not sure it's implied or not. We know they found chemical lasers in their archives and decided to try them. But did they go with the plans from the archives or did they reinvent them? I would have thought that if they'd reinvented them they'd be lighter.

As the words (that I wrote) put it: "Seeking a more weight-economical alternative to vehicle-mounted lasers (which often require power amplifiers on non-fusion units), Clan Hell's Horses recently returned to the chemical laser concept. Though reliance on chemical "ammunition" (which remains as energetic and highly toxic as the early laser versions) promises to reduce their endurance in combat, the resulting weapons may be mounted on non-fusion vehicles without requiring power packs or heat sinks." (p. 320, TO).

The Horses returned to the concept of these weapons, not the actual lasers themselves, dusted off. A paragraph before, those lasers were classified as "the first effective energy weapons able to physically damage robust targets, like solid-fueled missiles and unarmored military vehicles," and were a reference weapons to basically the present state of laser weaponry today in 21st century. Even then, such weapons are useful only as anti-missile and anti-light vehicle weapons...things with a fairly thin skin of aluminum or sheet metal. In BT terms, we're talking maybe BAR 3-4, or maybe 5 if lucky...over the course of a second or three. That's early Tech C stuff, at best. What the Horses developed, at a tech rating of E, is powerful enough to slice into BAR 10 armor in a fraction of a second. It's not the same gear at all; it's an old idea that was reworked to 31st-century standards.

Quote
So the Primitive Prototype Rules? The ones where energy weapons generate 50% more heat and ballistic weapons jam on a 2 and have 3/4s the ammo?

... Have the Inner Sphere Recovered Tech Prototype rules been dropped? pp. 102-104, original IO? Where energy weapons had +1D6 heat and a +1 to-hit modifier (reducing pulse lasers to only a -1 bonus, and saddling ERs with a +1), Ultras jammed on 4 while LBs jammed on 2, cluster hit tables for LBs were -1, but most other range, damage, mass, ammo counts, and crit space stats (with a few minor exceptions) were as they were in their perfected form.

But still, if you already have the production models of all those SL weapons and their most logical updates available at my 3060 cut-off, what are you asking for that's worth it with such handicaps?

Quote
The ones for the Nirasaki Combat Computer on the Fury Tank? Yeah, that was me.

Yup. Not crazy with how light they are, and would likely have to indicate why they can't be used with just any old unit for our Syberians (maybe the networks are hard-wired and require extended reprogramming to link with other "combiners"), but you did the research, and found a way to justify it being "available" to our Syberian settlers, so it comes into the realm of the possible.

Quote
Oooh 1945 BA weapons!  ;D  IS is good. I'm going to guess IS Infantry weapons too.

Of course! (Also: Damn you for making me think up rules for building 1945 battle armor....)

Quote
I don't think the AC/15 would be pointless. Sure the Gauss Rifle is better but not every unit has an extra 2 tons to mount it. It'd also be easier to build for those who's lost the ability to make Gauss Rifles. The AC also has alternative munitions so that's another plus in the AC/15's favor.

IF your force commonly uses alternate munitions, which most don't.
Here are the only advantages over the Gauss Rifle I found with my AC/15 idea: 2 tons lighter. No Minimum Range. Weapon does not explode on a critical.
Here's where the GR outperforms it: 4 points less heat. 10 hexes greater Long range. 2 crits smaller. GR is already proven; AC/15 hasn't even been prototyped yet. (Unlike Daryk's version, I came to an ammo count equal to that of the GR, by splitting the difference between the AC/10 & AC/20, then rounding up instead of down.)
If you DO drag C-bill cost into this, BTW, the AC/15 comes in at 25K, which is 5K cheaper than the GR, but again, the Syberians don't have a money-driven economy.

So, you would really only be picking your AC/15 if you were tons-poor, crit-rich, had the heat sinks to spare, AND you were more confident than not that the weapon would take a hit. (Or you were just a cheap bastard in a C-bill economy.) Is that all worth the R&D costs?

Quote
A Small Blazer I can see being pointless. Just go with a Medium and get better range. A Blazer that fits in between the Medium and Large Lasers though. That I can see.

Something like
Light Blazer Cannon
Heat 6
Damage 7
Range 0/4/8/12
Weight 3 tons

How did your range go up? The Blazer uses the standard LL's range. A Medium Blazer would have the ML's range.

That's not a Blazer, though... to make one, you take two existing laser cores, get all the heat, the same range, and 1.5 x the damage...

And, what Daryk said...

Quote
I think so. :) I think if the AC/15 had been available, a lot of units would have downgraded from the Gauss Rifle to it rather than the AC/10.

Shame the IS factions decided it wasn't worth the R&D costs. ;) Or maybe the Blazer just won the generals over and took all the AC/15's funding...because if ANYONE was gonna throw money at a lower-tech answer to the GR, it WOULD be Steiner.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 26 March 2022, 20:25:08
I suppose there was always the Thumper...  ^-^
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Charistoph on 26 March 2022, 21:14:12
Shame the IS factions decided it wasn't worth the R&D costs. ;) Or maybe the Blazer just won the generals over and took all the AC/15's funding...because if ANYONE was gonna throw money at a lower-tech answer to the GR, it WOULD be Steiner.

Right...  It wouldn't be a faction known for autocannon love and which worked out how to make what was basically snub-nosed autocannons and then strap six of them together to go BRRRT, it would be the faction which developed Light and Silver Bullet Gauss.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 March 2022, 21:35:39
Right...  It wouldn't be a faction known for autocannon love and which worked out how to make what was basically snub-nosed autocannons and then strap six of them together to go BRRRT, it would be the faction which developed Light and Silver Bullet Gauss.

At the time, Davion was a little busy desperately trying not to die. The early Succession Wars weren't a great time to them.

Plus, Davion.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 26 March 2022, 21:38:52
That's not a Blazer, though... to make one, you take two existing laser cores, get all the heat, the same range, and 1.5 x the damage...

I suppose not but I was working backwards taking the Blazer and making it lighter. A 2 ton 8 damage 6 heat weapon might be nice but then 2 Medium Lasers can do more damage. I guess it'd depend on if you wanted 2 smaller hits or 1 bigger one.

As the words (that I wrote) put it: "Seeking a more weight-economical alternative to vehicle-mounted lasers (which often require power amplifiers on non-fusion units), Clan Hell's Horses recently returned to the chemical laser concept. Though reliance on chemical "ammunition" (which remains as energetic and highly toxic as the early laser versions) promises to reduce their endurance in combat, the resulting weapons may be mounted on non-fusion vehicles without requiring power packs or heat sinks." (p. 320, TO).

The Horses returned to the concept of these weapons, not the actual lasers themselves, dusted off. A paragraph before, those lasers were classified as "the first effective energy weapons able to physically damage robust targets, like solid-fueled missiles and unarmored military vehicles," and were a reference weapons to basically the present state of laser weaponry today in 21st century. Even then, such weapons are useful only as anti-missile and anti-light vehicle weapons...things with a fairly thin skin of aluminum or sheet metal. In BT terms, we're talking maybe BAR 3-4, or maybe 5 if lucky...over the course of a second or three. That's early Tech C stuff, at best. What the Horses developed, at a tech rating of E, is powerful enough to slice into BAR 10 armor in a fraction of a second. It's not the same gear at all; it's an old idea that was reworked to 31st-century standards.

Okay. Returning to the concept makes sense.  :thumbsup: I still don't think the primitive versions were that weak though. ICBMs are equivalent to Capital Scale Missile now so they'd need to be powerful enough to shoot them down. Spacecraft also had Primitive BAR-10 armor. They'd need to be able to damage them too.


Quote
... Have the Inner Sphere Recovered Tech Prototype rules been dropped? pp. 102-104, original IO? Where energy weapons had +1D6 heat and a +1 to-hit modifier (reducing pulse lasers to only a -1 bonus, and saddling ERs with a +1), Ultras jammed on 4 while LBs jammed on 2, cluster hit tables for LBs were -1, but most other range, damage, mass, ammo counts, and crit space stats (with a few minor exceptions) were as they were in their perfected form.

But still, if you already have the production models of all those SL weapons and their most logical updates available at my 3060 cut-off, what are you asking for that's worth it with such handicaps?

Oh those rules!  xp  I searched for Recovered and got cost modifiers. Those would work fine. The recovered LB-10-X-P's rules are the same as the original SLDF prototypes rules and they also match the Clan's expanded LB-X-CP classes. The Clan's UAC-CPs are a tiny bit better than the SLDF/Recovered UAC/5-P. Jamming on a 3 or less instead of a 4, but the UAC/5-P did come first. The UAC-CPs still follow IS versions. There isn't much difference between the ER-CP Small Laser and the IS production version. The ER-CP Medium does weigh 1,5 tons though.

I was thinking that AutoMechs built with prototype or even primitive weapons and equipment could either be old survivors or used by factions who's tech has degraded some but not so much as to completely lose that tech. Of course it depends on when we play too. We could play in Syberian's early years and the AutoMechs are being issued with experimental weapons.

Quote
Yup. Not crazy with how light they are, and would likely have to indicate why they can't be used with just any old unit for our Syberians (maybe the networks are hard-wired and require extended reprogramming to link with other "combiners"), but you did the research, and found a way to justify it being "available" to our Syberian settlers, so it comes into the realm of the possible.

Thanks. :)  Having the network be hard-wired and require reprogramming to work with other combiners would work.  :thumbsup:  I know they can swap team members now but they didn't used. So just working within specific teams without reprogramming totally fits. :)

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Of course!

:)


Quote
IF your force commonly uses alternate munitions, which most don't.
Here are the only advantages over the Gauss Rifle I found with my AC/15 idea: 2 tons lighter. No Minimum Range. Weapon does not explode on a critical.
Here's where the GR outperforms it: 4 points less heat. 10 hexes greater Long range. 2 crits smaller. GR is already proven; AC/15 hasn't even been prototyped yet. (Unlike Daryk's version, I came to an ammo count equal to that of the GR, by splitting the difference between the AC/10 & AC/20, then rounding up instead of down.)
If you DO drag C-bill cost into this, BTW, the AC/15 comes in at 25K, which is 5K cheaper than the GR, but again, the Syberians don't have a money-driven economy.

So, you would really only be picking your AC/15 if you were tons-poor, crit-rich, had the heat sinks to spare, AND you were more confident than not that the weapon would take a hit. (Or you were just a cheap bastard in a C-bill economy.) Is that all worth the R&D costs?

I think it would be if you were one of those or tech poor. Autocannons are Tech C while Gauss Rifles are tech E. If you can't build it, buy it, or steal it, the advantages of the Gauss Rifle don't matter much.



Quote
Something like
Light Blazer Cannon
Heat 6
Damage 7
Range 0/4/8/12
Weight 3 tons

How did your range go up? The Blazer uses the standard LL's range. A Medium Blazer would have the ML's range.

And, what Daryk said...

I was working backwards from the Blazer to something lighter. Something that would fit in between the Medium and Large as to be useful.


Quote
Shame the IS factions decided it wasn't worth the R&D costs. ;) Or maybe the Blazer just won the generals over and took all the AC/15's funding...because if ANYONE was gonna throw money at a lower-tech answer to the GR, it WOULD be Steiner.

- Herb

Yes, shame on them.  ;) It should have been developed during the age or war. :)  That does sounds like something Steiner would do.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 March 2022, 16:24:21
Okay. Returning to the concept makes sense.  :thumbsup: I still don't think the primitive versions were that weak though. ICBMs are equivalent to Capital Scale Missile now so they'd need to be powerful enough to shoot them down. Spacecraft also had Primitive BAR-10 armor. They'd need to be able to damage them too.

Yes, but our present-day lasers still need a few seconds on target to make the target ignite, kind of like the phasers in original Star Trek. BattleTech's lasers hit faster and harder. (I'm also not sure I would call what we put on our missiles and rockets today to be BAR 10. Not really, at any rate.)

Quote
Oh those rules!  xp  I searched for Recovered and got cost modifiers. Those would work fine. The recovered LB-10-X-P's rules are the same as the original SLDF prototypes rules and they also match the Clan's expanded LB-X-CP classes. The Clan's UAC-CPs are a tiny bit better than the SLDF/Recovered UAC/5-P. Jamming on a 3 or less instead of a 4, but the UAC/5-P did come first. The UAC-CPs still follow IS versions. There isn't much difference between the ER-CP Small Laser and the IS production version. The ER-CP Medium does weigh 1,5 tons though.

Yeah, but again, if our cutoff now is 3060 IS tech, the ER Lasers are proven. And, again, if it says "Clan" in the rules, I'm saying no. I don't care how similar it is, we use the Inner Sphere rules. Syberia is not a Kerensky brainchild.

Quote
I was thinking that AutoMechs built with prototype or even primitive weapons and equipment could either be old survivors or used by factions who's tech has degraded some but not so much as to completely lose that tech. Of course it depends on when we play too. We could play in Syberian's early years and the AutoMechs are being issued with experimental weapons.

I would imagine that, being automated and largely unable to creatively solve problems the humans did not anticipate for them, our AutoMechs will construct their units based on established specs, and repair/refit their units within an established range of products. At the time of the human extinction on Syberia, my presumption is that all factories were up to their intended specs, and the parts supplies and secondary manufacturers were as well. For salvaging purposes, a limited range would also need to be established for what is considered "salvageable" and what is considered "scrap and replace." The net effect of all this should be that units roll off the assembly lines in set configurations with no prototype gear (prototypes are built as one-offs and limited runs, generally because the components being prototyped are equally limited and unfinished to boot). Subsequent use of salvaged gear or personality-induced refits open up room for some variances, of course, which is how many of our named units--mostly veterans now--wind up with such different looks and loadouts than they probably came off the assembly line with...

That all being said, though, there IS a hand-wave if you want prototype AutoMechs on Syberia without regressing back to the days before humanity died out there: Factory defects. They happen, and after centuries without human supervision, it's likely they happen a wee bit more than any inspection agency would consider acceptable, even for government work. So an AutoMech working with a prototype-quality autocannon may have merely rolled off the assembly line with a gun that had some defects in it that impair its features. The impaired weapon, for gameplay purposes, functions like a prototype, rather than a production-model weapon, and its defect is such that even repairs to it end up with the same result.... at least until the AutoMech gets sick of it and asks the local Wrenchit or Spanner to rip the damn thing out and put something more reliable in its place.

Quote
Thanks. :)  Having the network be hard-wired and require reprogramming to work with other combiners would work.  :thumbsup:  I know they can swap team members now but they didn't used. So just working within specific teams without reprogramming totally fits. :)

Toy-wise, after Devastator, most combiner teams were made in such a way that you could swap in bots from other combiner teams, as long as they could assume the proper limb form. The more recent ones, though, have gone so far that those capable of being limbs can actually be either a leg or an arm depending on how you transform them. Still, I keep feeling there should be a way to further reinforce the selectiveness of a combiner-based networking system, because 0.5 tons/1 crit is really too easy to pop into any unit on the field and just say that, after a programming break later, now all the AutoMechs in a given army are in-network.

Quote
I think it would be if you were one of those or tech poor. Autocannons are Tech C while Gauss Rifles are tech E. If you can't build it, buy it, or steal it, the advantages of the Gauss Rifle don't matter much.

True enough... but nobody got around to it before the GR was everywhere, and the market never got there. FASAnomics!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 27 March 2022, 17:12:05
i have to say that the "no clantech" restriction does cause me one trouble.. figuring out how to handle (BW) Scorpinok's cyberbee  (https://tfwiki.net/wiki/Cyberbee)drone. without VTOL BA as an option, its hard to model. on the otherhand, VTOL BA is one of those crazy ideas that seems unlikely to be developed more than once.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 March 2022, 20:20:53
i have to say that the "no clantech" restriction does cause me one trouble.. figuring out how to handle (BW) Scorpinok's cyberbee  (https://tfwiki.net/wiki/Cyberbee)drone. without VTOL BA as an option, its hard to model. on the otherhand, VTOL BA is one of those crazy ideas that seems unlikely to be developed more than once.

An alternative is that the bee is just a tiny VTOL drone support vehicle, period. You avoid the needless complications of the battle armor rules, and just basically build a fancy version of today's quad-copter drones. Give it a couple of those 10kg vehicular manipulators and it basically latches onto things rather than picking anything up because it's weight is so small.

- Herb

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 27 March 2022, 20:27:11
That all being said, though, there IS a hand-wave if you want prototype AutoMechs on Syberia without regressing back to the days before humanity died out there: Factory defects. They happen, and after centuries without human supervision, it's likely they happen a wee bit more than any inspection agency would consider acceptable, even for government work. So an AutoMech working with a prototype-quality autocannon may have merely rolled off the assembly line with a gun that had some defects in it that impair its features. The impaired weapon, for gameplay purposes, functions like a prototype, rather than a production-model weapon, and its defect is such that even repairs to it end up with the same result.... at least until the AutoMech gets sick of it and asks the local Wrenchit or Spanner to rip the damn thing out and put something more reliable in its place.

- Herb

You might like the opening chapter for "Code of the Lifemaker", where the book describes what happens when a Von Neumann starship goofed up when setting up a self-replicating factory on a moon.  Basically the factories and robots are trying to use backup systems and partial instructions to continue their initial orders of expand and industrialize.  Because of the partial orders, the various factory expert systems are trying to patch programs together, while scrapper robots are consuming the poorly made/programmed robots.

Link:
http://www.baen.com/chapters/W200203/0743435265.htm
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 March 2022, 01:34:20
Yes, but our present-day lasers still need a few seconds on target to make the target ignite, kind of like the phasers in original Star Trek. BattleTech's lasers hit faster and harder. (I'm also not sure I would call what we put on our missiles and rockets today to be BAR 10. Not really, at any rate.)

I'm not sure we're dealing with currant lasers. BT history was more advanced than we are now in a lot of ways. They used the chemical lasers to shoot down ICBMs during the Second Soviet Civil War in 2014. I think ISP3 has ICBMs being equal to a capital missile. So the laser would need to be good enough to at least damage one if not kill it outright. I have wondered about applying the Primitive Prototype Rules to them. 50% more heat and 1/4 less ammo. I don't know what their stats would ultimately be but they should still shoot down missiles.


Quote
Yeah, but again, if our cutoff now is 3060 IS tech, the ER Lasers are proven. And, again, if it says "Clan" in the rules, I'm saying no. I don't care how similar it is, we use the Inner Sphere rules. Syberia is not a Kerensky brainchild.

 :thumbsup:


Quote
I would imagine that, being automated and largely unable to creatively solve problems the humans did not anticipate for them, our AutoMechs will construct their units based on established specs, and repair/refit their units within an established range of products. At the time of the human extinction on Syberia, my presumption is that all factories were up to their intended specs, and the parts supplies and secondary manufacturers were as well. For salvaging purposes, a limited range would also need to be established for what is considered "salvageable" and what is considered "scrap and replace." The net effect of all this should be that units roll off the assembly lines in set configurations with no prototype gear (prototypes are built as one-offs and limited runs, generally because the components being prototyped are equally limited and unfinished to boot). Subsequent use of salvaged gear or personality-induced refits open up room for some variances, of course, which is how many of our named units--mostly veterans now--wind up with such different looks and loadouts than they probably came off the assembly line with...

That all being said, though, there IS a hand-wave if you want prototype AutoMechs on Syberia without regressing back to the days before humanity died out there: Factory defects. They happen, and after centuries without human supervision, it's likely they happen a wee bit more than any inspection agency would consider acceptable, even for government work. So an AutoMech working with a prototype-quality autocannon may have merely rolled off the assembly line with a gun that had some defects in it that impair its features. The impaired weapon, for gameplay purposes, functions like a prototype, rather than a production-model weapon, and its defect is such that even repairs to it end up with the same result.... at least until the AutoMech gets sick of it and asks the local Wrenchit or Spanner to rip the damn thing out and put something more reliable in its place.

I hadn't thought about factory rejects.  :thumbsup:  That'll be fun! :) I was thinking prototypes could be like a MkI version with production quality being MkII. But that works as factory recalls too.  :thumbsup:


Quote
Toy-wise, after Devastator, most combiner teams were made in such a way that you could swap in bots from other combiner teams, as long as they could assume the proper limb form. The more recent ones, though, have gone so far that those capable of being limbs can actually be either a leg or an arm depending on how you transform them. Still, I keep feeling there should be a way to further reinforce the selectiveness of a combiner-based networking system, because 0.5 tons/1 crit is really too easy to pop into any unit on the field and just say that, after a programming break later, now all the AutoMechs in a given army are in-network.

I've seen how some of them have similar body stylings so they can be more than one body part for more than one big bot. Some teams even have more members than the big bot has body parts. (What do the left over team members do?   ???) They didn't do that in the G1 animation though. So each team is just those few members unless one's destroyed and replaced.

Well, it could be a factory refit only, so it can't be done in the field. And the whole team would have to go in to be recalibrated with the new unit. Then each team member would need a successful maintenance roll for proper calibration or the entire team would have to do it all over again. If you want it could even take a couple maintenance cycles. The first to reset to zero and the second to get all the team calibrated right. That would make the process take longer and it'd keep the entire team off the battlefield instead of just the new member.

Quote
True enough... but nobody got around to it before the GR was everywhere, and the market never got there. FASAnomics!

- Herb

Yeah. I wonder why FASA didn't go with a AC/15

An alternative is that the bee is just a tiny VTOL drone support vehicle, period. You avoid the needless complications of the battle armor rules, and just basically build a fancy version of today's quad-copter drones. Give it a couple of those 10kg vehicular manipulators and it basically latches onto things rather than picking anything up because it's weight is so small.

- Herb

- Herb

One issue with using tiny vehicles is that they can't use BA weapons or equipment. Unless we're changing that. Which I wouldn't mind really.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 28 March 2022, 02:44:56
Yeah. I wonder why FASA didn't go with a AC/15

Doesn't round as nicely.

Start with the ammo:
AC/2 --> 2 pts * 45 shot/ton = 90 damage/ton
AC/5 --> 5 pts * 20 shot/ton = 100 damage/ton
AC/10 --> 10 pts * 10 shot/ton = 100 damage/ton
AC/20 --> 20 pts * 5 shot/ton = 100 damage/ton

An AC/15 then would need to slot into this mix, and would presumably end up with 6 shots/ton, resulting in 90 damage/ton like an AC/2 does.

Then there's the matter of gun mass:

AC/2 = 6 tons
AC/5 = 8 tons
AC/10 = 12 tons
AC/20 = 14 tons

To make an AC/15 fit in, you'd really need to cut the weight of an AC/10 down to 10 tons, and set the AC/15 at 12 tons.  Heat we'd similarly need to slot in there in between the AC/10 and the AC/20, and the AC/15 works out to 5 heat/shot then.  Range, obviously, is 4/8/12, right in between the two canon cannons.

So, now, we have:

AC/5: 8 tons, 4 criticals, (3) 6/12/18 range, 5 damage, 20 shots/ton
AC/10: 10 tons, 7 criticals, 5/10/15 range, 10 damage, 10 shots/ton
AC/15: 12 tons, 9 criticals, 4//8/12 range, 15 damage, 6 shots/ton
AC/20: 14 tons, 10 criticals, 3/6/9 range, 20 damage, 5 shots/ton

So one problem is...why would you bother with an AC/20?  The AC/15 is more compact, has better range, more ammo per ton, and is still a headcapper.  It does, however, make the AC/10 a better competitor to the PPC, but it also makes the AC/5 even closer to being obsolete.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 March 2022, 04:07:58
Doesn't round as nicely.

Start with the ammo:
AC/2 --> 2 pts * 45 shot/ton = 90 damage/ton
AC/5 --> 5 pts * 20 shot/ton = 100 damage/ton
AC/10 --> 10 pts * 10 shot/ton = 100 damage/ton
AC/20 --> 20 pts * 5 shot/ton = 100 damage/ton

An AC/15 then would need to slot into this mix, and would presumably end up with 6 shots/ton, resulting in 90 damage/ton like an AC/2 does.

Since the AC/2 throws things off to start, the AC/15 with 6 shots for 90 damage or 7 for 105 should work okay too.

Quote
Then there's the matter of gun mass:

AC/2 = 6 tons
AC/5 = 8 tons
AC/10 = 12 tons
AC/20 = 14 tons

To make an AC/15 fit in, you'd really need to cut the weight of an AC/10 down to 10 tons, and set the AC/15 at 12 tons.  Heat we'd similarly need to slot in there in between the AC/10 and the AC/20, and the AC/15 works out to 5 heat/shot then.  Range, obviously, is 4/8/12, right in between the two canon cannons.

So, now, we have:

AC/5: 8 tons, 4 criticals, (3) 6/12/18 range, 5 damage, 20 shots/ton
AC/10: 10 tons, 7 criticals, 5/10/15 range, 10 damage, 10 shots/ton
AC/15: 12 tons, 9 criticals, 4//8/12 range, 15 damage, 6 shots/ton
AC/20: 14 tons, 10 criticals, 3/6/9 range, 20 damage, 5 shots/ton

That certainly would have been nice if FASA had started that way. They didn't so we have to stuff it in between the AC/10 and AC/20 as they are now.  At 13 tons and 8 or 9 crits.


Quote
So one problem is...why would you bother with an AC/20?  The AC/15 is more compact, has better range, more ammo per ton, and is still a headcapper.  It does, however, make the AC/10 a better competitor to the PPC, but it also makes the AC/5 even closer to being obsolete.


Because the AC/20 can be scary to even assault mechs. It'll also force a PSR with a hit. I also don't believe the AC/5 would be obsolete. I've heard all the reasons why PPCs are better but the AC/5 is still here. And there's always the Solaris VII rules for those who like them. I wish they were still legal. They really helped autocannons in an age of DHS.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 March 2022, 06:09:19
You might like the opening chapter for "Code of the Lifemaker", where the book describes what happens when a Von Neumann starship goofed up when setting up a self-replicating factory on a moon.  Basically the factories and robots are trying to use backup systems and partial instructions to continue their initial orders of expand and industrialize.  Because of the partial orders, the various factory expert systems are trying to patch programs together, while scrapper robots are consuming the poorly made/programmed robots.

I'd consider those 'bots much more adaptive than our Syberian AutoMech friends here. A broken core program for a Syberian will simply stop or error out, and probably jump to another program as a back-up or shut down in an endless loop of program failures. They might attempt a "factory reset" or a "reload last version that worked" kind of thing, but without a complete program, they'd be at a loss as to how to proceed with its task, and would not be able to conceive rewriting or patching the code for themselves. (If they could, they might actually learn how to override their dead masters' wartime directives, and what fun would THAT be?)

I'm not sure we're dealing with currant lasers. BT history was more advanced than we are now in a lot of ways. They used the chemical lasers to shoot down ICBMs during the Second Soviet Civil War in 2014. I think ISP3 has ICBMs being equal to a capital missile. So the laser would need to be good enough to at least damage one if not kill it outright. I have wondered about applying the Primitive Prototype Rules to them. 50% more heat and 1/4 less ammo. I don't know what their stats would ultimately be but they should still shoot down missiles.

Odd, I do not remember ICBM rules in ISP3 at all. But making something in BT's present day "equal to" something in the past is really just a shorthand, when you boil it down. Formal canonical rules for the pre-2300s are largely non-existent, because most of the devs (past and present) never really felt it worthwhile to cover that, and thus anchor the game TOO closely to real life. (And besides, BT became based in "alternate history" around 1990 anyway. Our universes are not the same.)

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I hadn't thought about factory rejects.  :thumbsup:  That'll be fun! :) I was thinking prototypes could be like a MkI version with production quality being MkII. But that works as factory recalls too.  :thumbsup:

Recalls? The humans decide when the gear is recalled! The factories just keep building in the absence of QC.

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I've seen how some of them have similar body stylings so they can be more than one body part for more than one big bot. Some teams even have more members than the big bot has body parts. (What do the left over team members do?   ???) They didn't do that in the G1 animation though. So each team is just those few members unless one's destroyed and replaced.

Yeah, IIRC, the Constructicons have at least 2 extra members. It's likely that--in character--they stand as back-ups in the event that one is incapacitated. All other post-Devastator combiners, though, largely ran on the same 1 leader that acts as torso and head, with 4 teammates that act as limbs. Cartoon-wise, we never saw them mix and match, but toy-wise, you could do it. The same applies with the Combiner Wars/Power of the Primes-era toys, but they made even more characters combiner-compatible than before, so you could mix and match all over the place...though the team leader units always remained in the torso/head role when combined (so Motor Master, Onslaught, Elita One, Silverbolt, Hot Spot, and others like them could never be a limb; the engineering would never allow it).

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Well, it could be a factory refit only, so it can't be done in the field. And the whole team would have to go in to be recalibrated with the new unit. Then each team member would need a successful maintenance roll for proper calibration or the entire team would have to do it all over again. If you want it could even take a couple maintenance cycles. The first to reset to zero and the second to get all the team calibrated right. That would make the process take longer and it'd keep the entire team off the battlefield instead of just the new member.

That's promising.

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One issue with using tiny vehicles is that they can't use BA weapons or equipment. Unless we're changing that. Which I wouldn't mind really.

I really don't see a problem there. Since we were discussing Beast Wars Scorponok's bees, though, I think we can live with that. They're basically just a BW variation on the cassette theme.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: DOC_Agren on 28 March 2022, 18:59:37
No humans means no Kiss Players, good!
Weird as it may sound, I really can't stand any of the anime interpretations of Transformers, and the more I hear of the Kiss Players series, the more I think there's something very wrong with the water in Japan....
- Herb

Kiss Players, I ask..  kinda scaried
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 March 2022, 19:10:21
Kiss Players, I ask..  kinda scaried

https://tfwiki.net/wiki/Transformers:_Kiss_Players_(franchise)

And that's all I will say on the matter.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: DOC_Agren on 28 March 2022, 19:35:08
https://tfwiki.net/wiki/Transformers:_Kiss_Players_(franchise)

And that's all I will say on the matter.

- Herb
Not at all what I expected..   WTF
I was expected something like this Destroyer (https://i1.wp.com/www.kissarmysweden.net/wp-content/uploads/2011/10/Robot.jpg?resize=719%2C474)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 March 2022, 20:10:51
Not at all what I expected..   WTF
I was expected something like this Destroyer (https://i1.wp.com/www.kissarmysweden.net/wp-content/uploads/2011/10/Robot.jpg?resize=719%2C474)

I wouldn't deal with that either.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 29 March 2022, 01:47:05
Odd, I do not remember ICBM rules in ISP3 at all. But making something in BT's present day "equal to" something in the past is really just a shorthand, when you boil it down. Formal canonical rules for the pre-2300s are largely non-existent, because most of the devs (past and present) never really felt it worthwhile to cover that, and thus anchor the game TOO closely to real life. (And besides, BT became based in "alternate history" around 1990 anyway. Our universes are not the same.)

Found it. Or them. It doesn't say ICBM but they're crude derived from an older technology silo based missiles. They sound like ICBMs.

ISP pg 86
Quote
To guard against external threats, the AAF maintains firebases housing crude but effective surface-to-orbit missile silos. Since these installations form a vital component of Covenant security, they are the only military target that both the ruling and dissident
factions have always agreed are completely off limits.

ISP pg 105
Quote
SDS FIREBASES
Each planet in the Alexandrian Covenant maintains at least one firebase capable of Surface-to-Orbit attacks (see pp. 109-110, Strategic Operations). These surface-to-orbit batteries are derived from older technology, but perform in gameplay in the same manner as a Barracuda capital missile. Each installation may house up to two capital missile launchers, equipped with 2 missiles each.

I know TPTB, past and present, don't care to give rules for pre-2300 tech but I wish they would because these weapons were still in use during the 2300s. It's a bit limiting and frustrating not having them and other ancient weapons. We can arm the TA and TH but what about the other Houses and the Periphery? It's like a PDF that came out not too long ago. It mentioned Black Powder Rifle Infantry but they didn't include stats for them. How do you play that scenario without their stats?  ???

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Recalls? The humans decide when the gear is recalled! The factories just keep building in the absence of QC.

Of course. :) And either they Humans died before they could stop production and send out the recall or they did recall the weapons but hadn't destroyed them. So when the factory was destroyed the AutoMechs of that faction had to rely on the older recalled equipment.


Quote
Yeah, IIRC, the Constructicons have at least 2 extra members. It's likely that--in character--they stand as back-ups in the event that one is incapacitated. All other post-Devastator combiners, though, largely ran on the same 1 leader that acts as torso and head, with 4 teammates that act as limbs. Cartoon-wise, we never saw them mix and match, but toy-wise, you could do it. The same applies with the Combiner Wars/Power of the Primes-era toys, but they made even more characters combiner-compatible than before, so you could mix and match all over the place...though the team leader units always remained in the torso/head role when combined (so Motor Master, Onslaught, Elita One, Silverbolt, Hot Spot, and others like them could never be a limb; the engineering would never allow it).

I suppose so and I guess they could. I never mixed them like that though. I suppose it's cool that they can be swapped that way. Then you wouldn't have to get the entire team to have a big bot.

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That's promising.

:)


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I really don't see a problem there. Since we were discussing Beast Wars Scorponok's bees, though, I think we can live with that. They're basically just a BW variation on the cassette theme.

- Herb

I suppose it isn't but the Cassettes, at least the Biped and Quad ones, would have BA weapons while vehicle cassettes would only have Infantry weapons.

These guys
https://tfwiki.net/wiki/Eject_(G1) (https://tfwiki.net/wiki/Eject_(G1))
https://tfwiki.net/wiki/Ramhorn_(G1) (https://tfwiki.net/wiki/Ramhorn_(G1))
would have much better weaponry, and armor, than these guys.
https://tfwiki.net/wiki/Grand_Slam_(G1) (https://tfwiki.net/wiki/Grand_Slam_(G1))
https://tfwiki.net/wiki/Raindance (https://tfwiki.net/wiki/Raindance)

Would hover plane equal WiGE?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 29 March 2022, 02:36:56
https://tfwiki.net/wiki/Transformers:_Kiss_Players_(franchise)

And that's all I will say on the matter.

- Herb

What the hell did I just read?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 29 March 2022, 07:36:23
Ignore everything about Kiss Players except for the 'formers and vehicles.  I kind of like the designs, but that's it.  The only other thing of note is Flint daughter is part of it.  But that's it.  I usually only mention it as a joke/threat because of how (rightly) obscure it is, and that it is in part of the Transformer canon.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 March 2022, 09:08:42
Found it. Or them. It doesn't say ICBM but they're crude derived from an older technology silo based missiles. They sound like ICBMs.
<snip>
I know TPTB, past and present, don't care to give rules for pre-2300 tech but I wish they would because these weapons were still in use during the 2300s. It's a bit limiting and frustrating not having them and other ancient weapons. We can arm the TA and TH but what about the other Houses and the Periphery? It's like a PDF that came out not too long ago. It mentioned Black Powder Rifle Infantry but they didn't include stats for them. How do you play that scenario without their stats?  ???

You don't. Or you make do with what rules already exist. It's really in how you want to play it on your table if it happens outside of canon. That's kind of the whole point of the gag products, to demonstrate ways one could go far afield in BattleTech and still keep a BattleTechy "feel."

But, sheesh! How did/would you survive playing this game in the 1990s if you find the lack of 1000 years of weaponry before the crop they had THEN so stifling?

Quote
Of course. :) And either they Humans died before they could stop production and send out the recall or they did recall the weapons but hadn't destroyed them. So when the factory was destroyed the AutoMechs of that faction had to rely on the older recalled equipment.

Pretty much. All the factory bots care about is whether the part fits where it's designed to be, and has all its proper connectors in place. If it turns out the part is broken in some other way, they simply don't notice it as they move on to the next part of the conveyor belt. Meanwhile, a new AutoMech comes on-line whose ER Large Laser periodically goes crazy hot when fired, and his diagnostic systems insist nothing's wrong with it...but his AI gradually realizes otherwise when it starts complaining to fellow AutoMechs about it.

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I suppose so and I guess they could. I never mixed them like that though. I suppose it's cool that they can be swapped that way. Then you wouldn't have to get the entire team to have a big bot.

As long a you had others who could stand in for the missing members, yeah. You STILL needed a core leader and four members who could pull limb duty. It was really just a simplification in engineering in the toy company, I'd say.

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I suppose it isn't but the Cassettes, at least the Biped and Quad ones, would have BA weapons while vehicle cassettes would only have Infantry weapons.

It's not a perfect system, but yeah, that's basically it. There are basically "back-door" rules you could use to get around it, of course, such as recalling which battlesuit weapons equate to which Inner Sphere support weapons, then simply using that rule to justify mounting the BA-version to your micro-vehicle. But the caution should be that such a back-door no longer applies after you pass the five-ton limit, where your vehicle is now being treated as a "medium or larger" unit.

Quote
These guys
https://tfwiki.net/wiki/Eject_(G1) (https://tfwiki.net/wiki/Eject_(G1))
https://tfwiki.net/wiki/Ramhorn_(G1) (https://tfwiki.net/wiki/Ramhorn_(G1))
would have much better weaponry, and armor, than these guys.
https://tfwiki.net/wiki/Grand_Slam_(G1) (https://tfwiki.net/wiki/Grand_Slam_(G1))
https://tfwiki.net/wiki/Raindance (https://tfwiki.net/wiki/Raindance)

Ah, I vaguely remember having them. They were also a combiner team. An option in the Syberia rules we now have would be to amalgamate them as a single 2-ton battle armor "cassette."

Quote
Would hover plane equal WiGE?

Since WiGEs don't properly hover, I'd say no. I'd make it either a fixed with with VSTOL or a VTOL.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: ckosacranoid on 30 March 2022, 00:35:43
We watch as riflemech opens the door to the Cali nebula.
Herbs cats escape.
They come back an hour later dragging anime and the clans with them back into the nebula.
Herbs finds put and starts pulling his hair out. Then grabs the rolled up AARP magazine and chases riflemech around like a bugs bunny cartoon till both are laying on the floor out of breath and the cats just lookmsmug off to the side.

Sorry, I had to post this silly thought.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 30 March 2022, 01:30:12
You don't. Or you make do with what rules already exist. It's really in how you want to play it on your table if it happens outside of canon. That's kind of the whole point of the gag products, to demonstrate ways one could go far afield in BattleTech and still keep a BattleTechy "feel."

I didn't think it was a gag product. It was a Spotlight On or Touring of the Stars or something.

Quote
But, sheesh! How did/would you survive playing this game in the 1990s if you find the lack of 1000 years of weaponry before the crop they had THEN so stifling?

Back in the 1990's the Abrams had an AC/5 or an AC/10 depending on which variant it was. :) Now it'd have a HRC. BT is a lot different now. In a lot of ways that's good but not in everything. We can build the vehicles. We can armor them, up BAR-10 armor, but only for aerospace but we're missing a lot of the weapons.


Quote
Pretty much. All the factory bots care about is whether the part fits where it's designed to be, and has all its proper connectors in place. If it turns out the part is broken in some other way, they simply don't notice it as they move on to the next part of the conveyor belt. Meanwhile, a new AutoMech comes on-line whose ER Large Laser periodically goes crazy hot when fired, and his diagnostic systems insist nothing's wrong with it...but his AI gradually realizes otherwise when it starts complaining to fellow AutoMechs about it.

:)

Quote
As long a you had others who could stand in for the missing members, yeah. You STILL needed a core leader and four members who could pull limb duty. It was really just a simplification in engineering in the toy company, I'd say.

It sure is now with the arms and legs being so similar.



Quote
It's not a perfect system, but yeah, that's basically it. There are basically "back-door" rules you could use to get around it, of course, such as recalling which battlesuit weapons equate to which Inner Sphere support weapons, then simply using that rule to justify mounting the BA-version to your micro-vehicle. But the caution should be that such a back-door no longer applies after you pass the five-ton limit, where your vehicle is now being treated as a "medium or larger" unit.


4.999 tons or less is where the back-door is needed as they can't mount vehicle scale weapons. Or even more equipment. So it's either back-door BA stuff or use back-door the old Combat Equipment Rules to bump up infantry weapons power. The latter also lets those larger than 4.999 tons mount infantry weapons. It's a fun old rule but it only covers weapons though.

Quote
Ah, I vaguely remember having them. They were also a combiner team. An option in the Syberia rules we now have would be to amalgamate them as a single 2-ton battle armor "cassette."

I was thinking of having them on their own, without the combiner part. Like the sensor drones from TRO:3026/3039. Sounder can release little drone bots or little vehicles. Only these little vehicles are armed.

Quote
Since WiGEs don't properly hover, I'd say no. I'd make it either a fixed with with VSTOL or a VTOL.

- Herb

Sounds like a plan.  :thumbsup:




We watch as riflemech opens the door to the Cali nebula.
Herbs cats escape.
They come back an hour later dragging anime and the clans with them back into the nebula.
Herbs finds put and starts pulling his hair out. Then grabs the rolled up AARP magazine and chases riflemech around like a bugs bunny cartoon till both are laying on the floor out of breath and the cats just lookmsmug off to the side.

Sorry, I had to post this silly thought.

 :toofunny:  What's up, Doc? ;D

How far does the line of Acme Products go?  >:D

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 30 March 2022, 15:43:15
We watch as riflemech opens the door to the Cali nebula.
Herbs cats escape.
They come back an hour later dragging anime and the clans with them back into the nebula.

Damn it, RM!

Quote
Herbs finds put and starts pulling his hair out.

That explains this bald spot...

Quote
Then grabs the rolled up AARP magazine and chases riflemech around like a bugs bunny cartoon till both are laying on the floor out of breath and the cats just lookmsmug off to the side.

I upgraded from the AARP magazine to the first printing of strategic Operations. From here, I may have to start throwing the entire Total Warfare line-up in a bundle... and my cats would just climb on top of me and start kneading. That seems to be their reaction any time they see me prone.

Quote
Sorry, I had to post this silly thought.

Suuuuuuure you're sorry!

I didn't think it was a gag product. It was a Spotlight On or Touring of the Stars or something.

I'm not recalling it either. Let me know when you find it.

Quote
Back in the 1990's the Abrams had an AC/5 or an AC/10 depending on which variant it was. :) Now it'd have a HRC. BT is a lot different now. In a lot of ways that's good but not in everything. We can build the vehicles. We can armor them, up BAR-10 armor, but only for aerospace but we're missing a lot of the weapons.

Sure. For a niche that doesn't really rake in money for the company. The golden rule of game design is to produce material for the majority of the audience, not the fringe groups. Sorry.

Quote
4.999 tons or less is where the back-door is needed as they can't mount vehicle scale weapons. Or even more equipment. So it's either back-door BA stuff or use back-door the old Combat Equipment Rules to bump up infantry weapons power. The latter also lets those larger than 4.999 tons mount infantry weapons. It's a fun old rule but it only covers weapons though.

That's the back door I was thinking of--the one where the BA weapons and Support Weapons had an equivalency chart. I recall having to explain to someone else that the reason they play differently when put on a BA vs being carried by Average Joe is that the BA version adds some more protection, stability, and the benefit of electronic targeting that Average Joe just can't compete with. Then the person I was explaining it to hammered me with so much minutia that I gave up and said the weapons were actually totally different. And that's why the under 5-ton crowd doesn't get any nice things unless they're battle armor.

Good news is, I don't have to really explain anything any more, nor do I have the power to make changes to anything. We all win!

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I was thinking of having them on their own, without the combiner part. Like the sensor drones from TRO:3026/3039. Sounder can release little drone bots or little vehicles. Only these little vehicles are armed.

Considering those two become a tank and a fighter jet, the question of "why make them small drones anyway?" comes to mind. Warpath may have once been a mini-Transformer, but I still gave him a much bigger chassis here than I did Bumblebee.

Quote
How far does the line of Acme Products go?  >:D

To Infinity and Beyond.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 01 April 2022, 02:58:58
Damn it, RM!

That explains this bald spot...

I upgraded from the AARP magazine to the first printing of strategic Operations. From here, I may have to start throwing the entire Total Warfare line-up in a bundle... and my cats would just climb on top of me and start kneading. That seems to be their reaction any time they see me prone.

Suuuuuuure you're sorry!

 :toofunny:


Quote
I'm not recalling it either. Let me know when you find it.

Found it! The Muskets were in Touring The Stars - Kerensky's Vision. It says that the "Lodgers" had worked their way back to black powder personal arms and that muskets weren't effective against battle armor and that 40,000 died fighting. I'm not arguing the results but disappointed at not being able to play them.

Quote
Sure. For a niche that doesn't really rake in money for the company. The golden rule of game design is to produce material for the majority of the audience, not the fringe groups. Sorry.

Battletechnology Magazine was a niche? Still, at the time it was canon, so it counted at one time and shows how much things have changed. If the Abrams were to appear in Shrapnel it'd have a Heavy Rifle Cannon and BAR-6 Armor. That's a lot different from an AC/5 or AC/10 and standard BAR-10 armor.

Quote
That's the back door I was thinking of--the one where the BA weapons and Support Weapons had an equivalency chart. I recall having to explain to someone else that the reason they play differently when put on a BA vs being carried by Average Joe is that the BA version adds some more protection, stability, and the benefit of electronic targeting that Average Joe just can't compete with. Then the person I was explaining it to hammered me with so much minutia that I gave up and said the weapons were actually totally different. And that's why the under 5-ton crowd doesn't get any nice things unless they're battle armor.

I really miss that rule. The RPG Support Weapon Conversion Table made so much sense. It also went a long way towards balancing BA and small vehicles as well as the RPG and BG. Right now the differences and disconnects between the AToW and TW give me a headache. It's like having the .50 cal machine gun having different stats based on what it's mounted on, infantry, vehicle, fighter/bomber.

Quote
Good news is, I don't have to really explain anything any more, nor do I have the power to make changes to anything. We all win!

I'm glad you do explain things. :)


Quote
Considering those two become a tank and a fighter jet, the question of "why make them small drones anyway?" comes to mind. Warpath may have once been a mini-Transformer, but I still gave him a much bigger chassis here than I did Bumblebee.

Because Warpath's altmode was a Sheridan Tank and Bumblebee's was a VW Bug. The toys may have made them the same size but their altmodes aren't really. Plus if I made them full sized vehicles, they couldn't be carried by Soundwave. Not without the whole size/weight change thing.

Quote
To Infinity and Beyond.

- Herb

 >:D  Delivery of 1 ACME BattleMech for Wile E. Coyote.
Hmm... CritterTek in Nebula California?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 April 2022, 09:56:08
Found it! The Muskets were in Touring The Stars - Kerensky's Vision. It says that the "Lodgers" had worked their way back to black powder personal arms and that muskets weren't effective against battle armor and that 40,000 died fighting. I'm not arguing the results but disappointed at not being able to play them.

Well, plugging in some rough ammo weight and muzzle velocity of an arquebus-style weapon (About 7 ounces of powder, and 500mps) into my black powder gun formulae, I get 0.1 damage vs BAR 3 Armor. But while a max extreme range of 167 hexes is computed, the real-world max range of these weapons was more like 36 hexes, and recomputing for that essentially treats the weapon as if it had a 110-mps muzzle velocity. I'd add a +2 modifier to attacks by this weapon to cover its notoriously limited accuracy. At an estimated 20-second reload time, and giving our musket infantry the benefit of the doubt that they will fire in alternating volleys, so that half of the troops are loading while the other half are firing, we have to halve the damage value again to 0.05 vs BAR 3. Locking that in, this sets the AP value for a musket at 3, as the damage reduces above that point....but now I have to calc what that is vs BAR 10... Let's see....A damage of 0.05 on tactical scale multiplies by 6 for its BD, so that 0.05 = 0.3 at BAR 3... Giving us a final AToW damage value of 3B/0.3, which REALLY sucks, (but makes sense for a weapon that, according to some contemporary pundits, "took a man's own weight in lead to kill him") I'm going to round this up to 3B/1 (rejoice, O 15th-19th century muskets!). Plugging those values and the 1-shot factor into our handy dandy AToW-to-TW formula (which adjusts any AP factors to BAR 10 standards), and we get.... 0.005 damage per rifle. A 30-man platoon of these things would deliver 0.15 points of damage vs BAR 10 armored units--and that's if ALL were firing at once, which we already established they are not due to terrible reload times. So, consolidating all that stuff, we end up with 0.08 damage, per 30-man musket platoon, against 31st century military armor. You say 40,000 musket troopers died fighting battle armor? Well, I think we can see here that that's gonna happen when it takes a minimum of 100 troopers, all firing in unison, at the same BAR 10 target, to put a 1-point dent in its armor (actually, 0.5 points, but we round up at that point, so...). If you put ALL 40,000 together, aimed them at one target, and they all hit, they'd give you 200 damage points, but I think we'd have to talk about stacking limits at that point.

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Battletechnology Magazine was a niche? Still, at the time it was canon, so it counted at one time and shows how much things have changed. If the Abrams were to appear in Shrapnel it'd have a Heavy Rifle Cannon and BAR-6 Armor. That's a lot different from an AC/5 or AC/10 and standard BAR-10 armor.

Actually, my latest tweaks have recalced the Abrams' main gun to be effectively equal to a Light AC/2 now, so... congrats on the upgrade(?) The BAR 6 armor remains unchanged, though.

Quote
I really miss that rule. The RPG Support Weapon Conversion Table made so much sense. It also went a long way towards balancing BA and small vehicles as well as the RPG and BG. Right now the differences and disconnects between the AToW and TW give me a headache. It's like having the .50 cal machine gun having different stats based on what it's mounted on, infantry, vehicle, fighter/bomber.

Yyyyyup. Because the firing platform matters. Vehicles and fighters can shoot accurately even on the run, while infantry tends to need pause and find a good cover/position to shoot from. And battle armor is basically a light vehicle.

Quote
I'm glad you do explain things. :)

Until I get tired and cranky anyway.

Quote
Because Warpath's altmode was a Sheridan Tank and Bumblebee's was a VW Bug. The toys may have made them the same size but their altmodes aren't really. Plus if I made them full sized vehicles, they couldn't be carried by Soundwave. Not without the whole size/weight change thing.

Right, and those micro-duocon cassettes of Blaster's turned into a tank and a jet that could as easily have been full-sized, and thus more full-fledged.

Quote
>:D  Delivery of 1 ACME BattleMech for Wile E. Coyote.
Hmm... CritterTek in Nebula California?

CritterTek was just a Disney-fied Version of 3025 BattleTech with literally no changes in gameplay at all. You could get there just by playing a regular intro-tech game at a furry convention.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 01 April 2022, 14:12:10
Well, plugging in some rough ammo weight and muzzle velocity of an arquebus-style weapon (About 7 ounces of powder, and 500mps) into my black powder gun formulae, I get 0.1 damage vs BAR 3 Armor. But while a max extreme range of 167 hexes is computed, the real-world max range of these weapons was more like 36 hexes, and recomputing for that essentially treats the weapon as if it had a 110-mps muzzle velocity. I'd add a +2 modifier to attacks by this weapon to cover its notoriously limited accuracy. At an estimated 20-second reload time, and giving our musket infantry the benefit of the doubt that they will fire in alternating volleys, so that half of the troops are loading while the other half are firing, we have to halve the damage value again to 0.05 vs BAR 3. Locking that in, this sets the AP value for a musket at 3, as the damage reduces above that point....but now I have to calc what that is vs BAR 10... Let's see....A damage of 0.05 on tactical scale multiplies by 6 for its BD, so that 0.05 = 0.3 at BAR 3... Giving us a final AToW damage value of 3B/0.3, which REALLY sucks, (but makes sense for a weapon that, according to some contemporary pundits, "took a man's own weight in lead to kill him") I'm going to round this up to 3B/1 (rejoice, O 15th-19th century muskets!). Plugging those values and the 1-shot factor into our handy dandy AToW-to-TW formula (which adjusts any AP factors to BAR 10 standards), and we get.... 0.005 damage per rifle. A 30-man platoon of these things would deliver 0.15 points of damage vs BAR 10 armored units--and that's if ALL were firing at once, which we already established they are not due to terrible reload times. So, consolidating all that stuff, we end up with 0.08 damage, per 30-man musket platoon, against 31st century military armor. You say 40,000 musket troopers died fighting battle armor? Well, I think we can see here that that's gonna happen when it takes a minimum of 100 troopers, all firing in unison, at the same BAR 10 target, to put a 1-point dent in its armor (actually, 0.5 points, but we round up at that point, so...). If you put ALL 40,000 together, aimed them at one target, and they all hit, they'd give you 200 damage points, but I think we'd have to talk about stacking limits at that point.

Sorry but I think that's very pessimistic of an arquebus-style weapon. Your formula didn't mention a drop in damage along with range. Sure the accuracy may be terrible but that doesn't mean they're less deadly. People behind the lines have been hit and killed by musket fire. There's also this rule in AToW pg 185.
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Regardless of the attack’s nature or the armor’s strength, an attack’s AP and BD may not be reduced below 0.
So 0.005 is way too little. A Dart Gun does .1 or 1B/3D. An Arquebus-style weapon is firing a much bigger heavier round, .30-.75 calibers or so, a whole lot further than the max 10 range of a Dart Gun. TM has Dart Guns doing 0.09 damage. They should do more damage than a Dart Gun.
At 3B/1 (which is still low) I get 0.0282 rounded up to 0.03. If an entire platoon hits, it'll do 1 point of damage. (0.9 rounded up.) It'll still take a large number of troops to kill a single BA but they'd do it faster with Arquebus weapons than they would with Dart Guns. Also with stacking limits 1 platoon would fire while the other platoon reloads so there's no need to divide the platoons damage in half. 

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Actually, my latest tweaks have recalced the Abrams' main gun to be effectively equal to a Light AC/2 now, so... congrats on the upgrade(?) The BAR 6 armor remains unchanged, though.

A vaguely remember something about that. I think I'd stick with a Heavy Rifle Cannon. It'd do more damage. Sure it's twice as heavy but it'll do 3 times the damage against BAR-10 Armor. Yes, the LAC/2's would have more ammo but would a tank with BAR-6 armor last that long?

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Yyyyyup. Because the firing platform matters. Vehicles and fighters can shoot accurately even on the run, while infantry tends to need pause and find a good cover/position to shoot from. And battle armor is basically a light vehicle.

That's why I don't have a problem with range (accuracy) or vehicles firing while moving but the damage per shot shouldn't change.


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Until I get tired and cranky anyway.

I hope you don't get cranky.

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Right, and those micro-duocon cassettes of Blaster's turned into a tank and a jet that could as easily have been full-sized, and thus more full-fledged.

But then he couldn't carry them and if they were full sized they could have a regular AI. I see them as like Blaster's version of the Hi-Scout Drone Carrier's NapFind and PathTrack.


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CritterTek was just a Disney-fied Version of 3025 BattleTech with literally no changes in gameplay at all. You could get there just by playing a regular intro-tech game at a furry convention.

- Herb

It doesn't have to be.  >:D Besides the "Alien Furries" the tech could be a little different. Coil Springs could just be their version of Mechanical Jump Boosters instead of Jump Jets. Other tech could be different, or just alternative tech could be included too. Like AC/15s. There aren't Gauss Rifles in CritterTek are there?
Going the baseball route, there's baseball bats and baseball ammo for AC/s. How much would a mech sized glove weigh? Are they in Noisel?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 April 2022, 17:56:10
I'd have to look up my copy of Crittertek again, but I wonder if the Pie Launcher was thier version of the NARC in hindsight now.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 April 2022, 21:14:39
Sorry but I think that's very pessimistic of an arquebus-style weapon. Your formula didn't mention a drop in damage along with range. Sure the accuracy may be terrible but that doesn't mean they're less deadly. People behind the lines have been hit and killed by musket fire. There's also this rule in AToW pg 185.  So 0.005 is way too little. A Dart Gun does .1 or 1B/3D. An Arquebus-style weapon is firing a much bigger heavier round, .30-.75 calibers or so, a whole lot further than the max 10 range of a Dart Gun. TM has Dart Guns doing 0.09 damage. They should do more damage than a Dart Gun.

Hmmm. What's the formulae for small arms to TW these days again? Is it still as written in AToW Companion, or have there been changes? Because my spreadsheet follows those formulae and when I plug in 1B/3D, 1-shot magazine, no splash, no incendiary, and non-support weapon into it, I get a TW value of 0.00525, which is basically where the musket ended up. (And a range of 0, with a non-lethal modifier because the dart gun is not only pathetically low-damage, it's damage type is disabling instead of lethal.)

That being said, the damage drop-off is based on info I found on what a typical musket's range was, contrasted with its muzzle velocity, and adjusted to fit the formula...that, I must point out, was really meant for cannons, and not small arms. (Also, my computations never dropped the damage values to less than 0, so I dunno why you cited that one.

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At 3B/1 (which is still low) I get 0.0282 rounded up to 0.03. If an entire platoon hits, it'll do 1 point of damage. (0.9 rounded up.) It'll still take a large number of troops to kill a single BA but they'd do it faster with Arquebus weapons than they would with Dart Guns. Also with stacking limits 1 platoon would fire while the other platoon reloads so there's no need to divide the platoons damage in half.

Again, my formulae seems to net a 0.00525. Hmmm, but if I classify the musket as a Support Weapon, it jumps to 0.0175 because the ammo factor changes. (That doesn't help in TW, though, as platoons receive only a small number of "support weapons," so I'd stick with the 0.00525.)

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A vaguely remember something about that. I think I'd stick with a Heavy Rifle Cannon. It'd do more damage. Sure it's twice as heavy but it'll do 3 times the damage against BAR-10 Armor. Yes, the LAC/2's would have more ammo but would a tank with BAR-6 armor last that long?

Against a 31st century Mech? No. And that's the point. So, I'm'a stick with the LAC/2.

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I hope you don't get cranky.

I'm medicated to keep my moods flat these days, but it can still happen. And when it does? I just stop working and interacting with people. Which, really, is better for everyone.

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But then he couldn't carry them and if they were full sized they could have a regular AI. I see them as like Blaster's version of the Hi-Scout Drone Carrier's NapFind and PathTrack.

Then you have the option to build them as combat vehicles or support vehicles, but yeah, you'd end up with support weapons at best for either one in a combat role. Me, I wouldn't bother. But you do you.

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It doesn't have to be.  >:D Besides the "Alien Furries" the tech could be a little different. Coil Springs could just be their version of Mechanical Jump Boosters instead of Jump Jets. Other tech could be different, or just alternative tech could be included too. Like AC/15s. There aren't Gauss Rifles in CritterTek are there?

None of that was what CritterTek was about. They just came up with cutesy anthropomorphized animal aesthetics, and zany cartoony explanations for the tech, but they literally just had the same gameplay as Introductory BattleTech. When they talked about the Clans--and they did so in barely a few paragraphs, they classified Clan weaponry as "just taping two things together and calling it better." Doing anything more with CritterTek basically nullifies the point of what they did there.

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Going the baseball route, there's baseball bats and baseball ammo for AC/s. How much would a mech sized glove weigh? Are they in Noisel?

Check out the Noisiel TtS book. It gives rules for playing sports with BattleMechs. They generally don't need all the safety equipment, though; BattleMech hand actuators tend to be pretty sturdy, since they're meant to carry multi-ton objects and punch through armored cockpits.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 April 2022, 01:27:09
Hmmm. What's the formulae for small arms to TW these days again? Is it still as written in AToW Companion, or have there been changes? Because my spreadsheet follows those formulae and when I plug in 1B/3D, 1-shot magazine, no splash, no incendiary, and non-support weapon into it, I get a TW value of 0.00525, which is basically where the musket ended up. (And a range of 0, with a non-lethal modifier because the dart gun is not only pathetically low-damage, it's damage type is disabling instead of lethal.)

You had the Arquebus at 3B/1. The Dart Gun is 1B/3D. And yes the formula is still in AToW Companion. And yes the Dart Gun is pathetically low. That makes me wonder why it does more damage.


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That being said, the damage drop-off is based on info I found on what a typical musket's range was, contrasted with its muzzle velocity, and adjusted to fit the formula...that, I must point out, was really meant for cannons, and not small arms. (Also, my computations never dropped the damage values to less than 0, so I dunno why you cited that one.

Why is the damage adjusted for the range? Rounds can go past their targets when using advanced rules. Damage also doesn't drop, for most weapons until extreme range. I can see a +1 modifier at medium range, +2 at long and +4 at extreme or worse but I don't know why the damage would decrease.
 
You said.
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Giving us a final AToW damage value of 3B/0.3, which REALLY sucks,
  0.3 is less than one.


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Again, my formulae seems to net a 0.00525. Hmmm, but if I classify the musket as a Support Weapon, it jumps to 0.0175 because the ammo factor changes. (That doesn't help in TW, though, as platoons receive only a small number of "support weapons," so I'd stick with the 0.00525.)

You had the Arquebus at 3B/1.
I did the math again and I get.75 x 4.7/50 x.1=0.07 That's with splash damage.  Buck and Ball loads were common, as was just loading Buck Shot. And I probably flipped something. I'm not sure. That's still better than .03. I think the damage would be closer to the Gatling Gun at 2B/3 but 3B/1 would work, I guess.


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Against a 31st century Mech? No. And that's the point. So, I'm'a stick with the LAC/2.

 ???  Against BAR-10 armor a Heavy Rifle Cannon does 6 points of damage. A LAC/2 does 2 points of damage. 2x3=6. I suppose you could mount 2 LAC/2s for 4 damage but the HRC still does more overall. Unless they're rapid firing then the 2 LAC/2s could do up to 8 damage. I still think I'll stick with the HRC.


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I'm medicated to keep my moods flat these days, but it can still happen. And when it does? I just stop working and interacting with people. Which, really, is better for everyone.

I suppose so. I know I prefer to be alone when I'm cranky.


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Then you have the option to build them as combat vehicles or support vehicles, but yeah, you'd end up with support weapons at best for either one in a combat role. Me, I wouldn't bother. But you do you.

I don't mind using support weapons as long as the Combat Equipment Rules are used.

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None of that was what CritterTek was about. They just came up with cutesy anthropomorphized animal aesthetics, and zany cartoony explanations for the tech, but they literally just had the same gameplay as Introductory BattleTech. When they talked about the Clans--and they did so in barely a few paragraphs, they classified Clan weaponry as "just taping two things together and calling it better." Doing anything more with CritterTek basically nullifies the point of what they did there.

CritterTek also had a baseball feel. I wouldn't want to add Cran weapons though. Just make it different. I don't know why it'd nullify CritterTek. We're not nullifying Transformers.

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Check out the Noisiel TtS book. It gives rules for playing sports with BattleMechs. They generally don't need all the safety equipment, though; BattleMech hand actuators tend to be pretty sturdy, since they're meant to carry multi-ton objects and punch through armored cockpits.

- Herb

There was safety equipment? I need to reread it. Gloves would help with catching though.


I'd have to look up my copy of Crittertek again, but I wonder if the Pie Launcher was thier version of the NARC in hindsight now.

It might be?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 02 April 2022, 07:22:38
The formula in the Companion is still current with your errata for Burst factor, Herb.

There has been an odd change to infantry platoon construction recently.  The change only affects a handful of weapons when they are used in a primary vice secondary role.  Anything that does over 0.6 damage is limited to 0.6 but gains the Heavy Burst special.  Given that all of the affected weapons from Tech Manual get over 0.6 via underbarrel grenade launchers, this is really strange.  A couple of the cool Sniper Rifles from Shrapnel #1 get there with huge caliber, but get Heavy Burst anyway too.  In both cases, the most affected factions are those with large squad sizes (Taurians, et al.).
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 April 2022, 07:39:10
You had the Arquebus at 3B/1. The Dart Gun is 1B/3D. And yes the formula is still in AToW Companion. And yes the Dart Gun is pathetically low. That makes me wonder why it does more damage.

As do I. Since my calcs have the 3B/1 arquebus and the 1B/3D dart gun at the same damage value. I can only shrug.

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Why is the damage adjusted for the range? Rounds can go past their targets when using advanced rules. Damage also doesn't drop, for most weapons until extreme range. I can see a +1 modifier at medium range, +2 at long and +4 at extreme or worse but I don't know why the damage would decrease.

Actually... I didn't drop the damage values due to range. My formulas use muzzle velocities only for range.
 
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You said.   0.3 is less than one.

Yeah, but you implied it was less than 0. That said, I ended up putting it at 1 anyway, because less than 1 was ridiculous to me. Remember, BTW, this was based on calcs that were meant to compute black powder guns relative to BAR 3 armor values, then readjusted for a BAR 10 world. ... Hmmm. You know, that might be where I erred. I set its AP value then and there, with its damage vs BAR 3 vehicular armor. But this is an infantry rifle, not a cannon, and its intended targets are generally more lightly armored...so an AP of 2B *IS* more likely. Then, following the "damage magnifying" effect of hitting something under the armor threshold approach, that 0.05 damage vs BAR 3 armor becomes 1.05 vs BAR 2--but, again, we halve it because of the extreme reload time (at an average 20 seconds to complete a reload cycle, we'd be talking 1 shot every other turn OR we'd just have half the platoon fire when the other half loads. This is where I get the 1/2 modifier from.) That gives a final shot value of 0.525. Multiplying THIS by the 6 times that happens when one is shot at tactical scale vs AToW scale, we get 3.15, which rounds down to 3. And we do NOT have to adjust for BAR 10, because that's covered in other rules (which would drop the whole platoon's attack down after they fired). We wind up at a 2B/3 weapon, with a +2 to-hit modifier per attack to cover inaccuracy (I'm too lazy for +1/+2/+3, so I'm averaging it out). Which is what it seems you wanted to see, so... Huh!

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You had the Arquebus at 3B/1.
I did the math again and I get.75 x 4.7/50 x.1=0.07 That's with splash damage.  Buck and Ball loads were common, as was just loading Buck Shot. And I probably flipped something. I'm not sure. That's still better than .03. I think the damage would be closer to the Gatling Gun at 2B/3 but 3B/1 would work, I guess.

Well, as we see above, I end up agreeing with you, just via different means.

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???  Against BAR-10 armor a Heavy Rifle Cannon does 6 points of damage. A LAC/2 does 2 points of damage. 2x3=6. I suppose you could mount 2 LAC/2s for 4 damage but the HRC still does more overall. Unless they're rapid firing then the 2 LAC/2s could do up to 8 damage. I still think I'll stick with the HRC.

Hmmm. Guess we'll see what happens when it comes up again in a product, because it seems numerous recent tweaks have left the equivalency tables pretty messed up, and I may just do away with equivalency entirely because it's too much hassle.

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I don't mind using support weapons as long as the Combat Equipment Rules are used.

Not how I'd do it, but hey, your table, your rules.

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CritterTek also had a baseball feel. I wouldn't want to add Cran weapons though. Just make it different. I don't know why it'd nullify CritterTek. We're not nullifying Transformers.

The Syberian AutoMechs aren't nullifying Transformers because we're using BT rules to mimic them, in their image, but with BT rules. If we used BT rules to mimic CritterkTek--which already uses BT rules verbatim--we just get a furry costume change. So, if we were to add anything to CritterTek, while remaining faithful to its image, we'd be replaying the Helm Core recovery and the recovery of Star League tech up to the coming of the Clans. It adds nothing to the rules we don't already have from BattleTech. You can play up the lore, but the conversion rate is 1:1.

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There was safety equipment? I need to reread it. Gloves would help with catching though.

Baseball gloves are safety equipment, yeah. For humans. Do you think they're there for dexterity? Catching a line drive bare-handed is gonna HURT, man! But BattleMechs do not get hurt the same way. For BattleMechs, your armor is all the safety gear you need.

...

Wasn't this thread supposed to be about Syberian AutoMechs?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 02 April 2022, 09:44:33
I have a whole thread on the Rifle Cannon nonsense.  Please let's not go there here.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 02 April 2022, 11:12:08
Baseball gloves are safety equipment, yeah. For humans. Do you think they're there for dexterity? Catching a line drive bare-handed is gonna HURT, man! But BattleMechs do not get hurt the same way. For BattleMechs, your armor is all the safety gear you need.

...

Wasn't this thread supposed to be about Syberian AutoMechs?

- Herb

A metal glove to catch stuff would still be useful for a Mech.  Better the chunk of metal takes the impact than the Mech's own fingers.  Design it using rules similar to Handheld weapons, where it is just a chunk of armor.  If the 'Mitt' takes enough damage to make it useless the Mech can drop it and grab a new one, instead of needing time in a repair bay for its own actuators.  There will be a penalty since the Mech has to handle an off-center catch.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 April 2022, 11:30:39
A metal glove to catch stuff would still be useful for a Mech.  Better the chunk of metal takes the impact than the Mech's own fingers.  Design it using rules similar to Handheld weapons, where it is just a chunk of armor.  If the 'Mitt' takes enough damage to make it useless the Mech can drop it and grab a new one, instead of needing time in a repair bay for its own actuators.  There will be a penalty since the Mech has to handle an off-center catch.

As tempting an idea as that sounds, the big issue is that what constitutes a hand actuator can vary wildly with the artist's style. Some Mechs have giant mitts, some have pincer claws, and then there's that "mace-fist" the Awesome has. We also have the claw physical combat weapon, which is a hand actuator that's been tweaked to deal more damage and have a superior grip, or some such. Rather than deal with WYSIWYG-inspired rules on what kind of hands can and cannot catch things and how, I just wrote the catching rules as generically as possible. An artist can just as easily create a hand actuator style to look like a catcher's mitt, and the way I see it, so can any tech with some spare sheet metal and a welding torch.

But, again, that's me. I don't have exclusive claim to what constitutes "fun."

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 April 2022, 11:33:35
...In the meantime, here's my first swing (baseball pun!) at a TRO (by way of IE reporting) for Syberian AutoMechs:

Beetle (Wheeled AutoMech)


Summary
The Beetle class is an example of a “ground scout” model, primarily used for eyes-on recon and message courier duty, with good ground speeds and a five-ton max weapons load. The AutoBoP forces appear to have exclusive access to this chassis type, as all positively identified Beetles have been sighted in their ranks only. In ’Mech form, most Beetles strongly resemble the Lyran-made Commando, with subtle cosmetic differences likely incorporated for ease of passive identification and differentiation. But their wheeled vehicular modes differ across distinct functionality classes that we have designated as “Common,” “Striker,” and “Communicator.” Common-configuration Beetles resemble civilian vehicles in much the same way as did the Star League’s Rotunda. Striker-configured Beetles, by comparison, look more like wheeled missile batteries akin to the modern Light SRM Carrier. Communicator-configured Beetles, meanwhile, more closely resemble rolling satellite uplink scouts like the classic Swift Winds of old.

Oddly enough, the notable Beetles we’ve observed do not always possess skills or temperament consistent with their configurations. Likely a result of their seemingly randomized personality programming, we have witnessed some Common-style Beetles performing reconnaissance, while others act more like foot soldiers, while some Striker-style Beetles have been acting more like pathfinders than fire support units. A quick summary of several selected Beetles is included to illustrate this point.

Type: Beetle
Technology Base: Syberian (Experimental)
Tonnage: 35

Equipment                        Mass
Internal Structure:                  3.5
Conversion Eqpt:   Wheeled      5.5
Engine:    210      9
   Walking MP:    6
   Running MP:    9
   Jumping MP:    0
   Wheeled Cruise MP:   7
   Wheeled Flank MP:   11
Heat Sinks (Double):    10 [20]   0
Gyro:                                 3
Cockpit:                                 3
Armor Factor:              96               6
      Internal   Armor
      Structure   Value
   Head                    3   9
   Center Torso           11   12
   Center Torso (rear)      7
   R/L Torso             8   10
   R/L Torso (rear)              5
   R/L Arms                   6   9
   R/L Rear Legs           8   10

Fixed Components   Location   Critical   Tonnage
Wheels                RA/RL/LA/LL    4   0

Weapons and Ammo   Location   Critical   Tonnage
Common Configuration A
ER Large Laser             RA       2   5

Common Configuration B
Medium Laser                RA           1   1
Small Laser                  RA        1   0.5
Streak SRM 2               RT        1   1.5
Ammo (SRM) 50           RT       1   1
Medium Laser                   LA           1   1

Striker Configuration A
Primitive RL-15             RA        2   1
Medium Pulse Laser       RA        1   2
Primitive RL-15              LA       2   1
Medium Laser               LA       1   1

Striker Configuration B
Primitive RL-10             RA       2   0.5
Medium Laser               RA       1   1
Jump Jets                    RT        2   1
Primitive RL-10             LA        2   0.5
Medium Laser               LA       1   1
Jump Jets                    LT       2   1

Communicator Configuration A

Small Laser                   RA       1   0.5
Communications Eqpt.   RT       3   3
Beagle Active Probe      LT       2   1.5

Communicator Configuration B

Communications Eqpt.   RT        3   3
Medium Pulse Laser       LA       1   2

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion), Ubiquitous (Syberia), Jettison-Capable Weapons (Hands).

Notable Beetles:
Beetle Type           Config.           Function      Skill Grade   Skill Set               ’Mech/Vehicle Form
Beetle Bee       Common (A)   ReconMech   Vet (2/1)     Scout                   Commando/Rotunda
Beetle Charger      Common (A)   ArtilleryMech   Vet (3/2)     Infantry               Commando/Rotunda
Beetle Jumper      Common (B)   ArtilleryMech   Vet (3/2)     Infantry                Commando/Rotunda
Beetle Tailer         Common (A)   ReconMech   Grn (5/4)     Scout                   Commando/Rotunda
Beetle Wheeler      Common (*)   NinjaMech    Vet (3/0)     Infantry-AntiMech   Commando/Rotunda
Metro-Scamp        Common (B)   ReconMech   Reg (3/2)     Scout                   Commando/Rotunda
Beetle Gear          Striker (B)   SpecMech    Vet (2/1)     Special Forces      Commando/Light SRM
Beetle Swerver      Striker (A)   Explorer       Reg (7/4)     Planet Surveyor     Commando/Light SRM
Beach Beetle        Comms (A)   Explorer       AbAvg (6/3)   Planet Surveyor    Commando/Swift Wind
Sandstormer-One   Comms (B)   ReconMech   Reg (3/2)     Scout                   Commando/Swift Wind
   
*This AutoMech mounts a peculiar weapon load: 1 Narc Missile Beacon launcher (RA, w/ 2t Ammo), and 1 Spot Welder (LA).
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 April 2022, 12:42:47
As do I. Since my calcs have the 3B/1 arquebus and the 1B/3D dart gun at the same damage value. I can only shrug.

Actually... I didn't drop the damage values due to range. My formulas use muzzle velocities only for range. ..

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Yeah, but you implied it was less than 0. That said, I ended up putting it at 1 anyway, because less than 1 was ridiculous to me. Remember, BTW, this was based on calcs that were meant to compute black powder guns relative to BAR 3 armor values, then readjusted for a BAR 10 world. ... Hmmm. You know, that might be where I erred. I set its AP value then and there, with its damage vs BAR 3 vehicular armor. But this is an infantry rifle, not a cannon, and its intended targets are generally more lightly armored...so an AP of 2B *IS* more likely. Then, following the "damage magnifying" effect of hitting something under the armor threshold approach, that 0.05 damage vs BAR 3 armor becomes 1.05 vs BAR 2--but, again, we halve it because of the extreme reload time (at an average 20 seconds to complete a reload cycle, we'd be talking 1 shot every other turn OR we'd just have half the platoon fire when the other half loads. This is where I get the 1/2 modifier from.) That gives a final shot value of 0.525. Multiplying THIS by the 6 times that happens when one is shot at tactical scale vs AToW scale, we get 3.15, which rounds down to 3. And we do NOT have to adjust for BAR 10, because that's covered in other rules (which would drop the whole platoon's attack down after they fired). We wind up at a 2B/3 weapon, with a +2 to-hit modifier per attack to cover inaccuracy (I'm too lazy for +1/+2/+3, so I'm averaging it out). Which is what it seems you wanted to see, so... Huh!

Well, as we see above, I end up agreeing with you, just via different means.

Maybe how it was originally written was confusing?

I'm still not understanding why the damage is halved do to rate of fire. No other infantry weapon, including field guns and field artillery has their damage halved when they fire every other turn. 2B/3 is a lot better. They just have a very slow rate of fire and aren't that accurate at range.


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Hmmm. Guess we'll see what happens when it comes up again in a product, because it seems numerous recent tweaks have left the equivalency tables pretty messed up, and I may just do away with equivalency entirely because it's too much hassle.

They've been tweaked more? Maybe open up equivalency to include other weapons?

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Not how I'd do it, but hey, your table, your rules.

I know. I like big vehicles too. But Blaster can't carry them.


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The Syberian AutoMechs aren't nullifying Transformers because we're using BT rules to mimic them, in their image, but with BT rules. If we used BT rules to mimic CritterkTek--which already uses BT rules verbatim--we just get a furry costume change. So, if we were to add anything to CritterTek, while remaining faithful to its image, we'd be replaying the Helm Core recovery and the recovery of Star League tech up to the coming of the Clans. It adds nothing to the rules we don't already have from BattleTech. You can play up the lore, but the conversion rate is 1:1.

I don't know. I think they could be mimicked without being exact. Things are changed with AutoMechs. Not so much that the feel is lost but there are changes. 


Quote
Baseball gloves are safety equipment, yeah. For humans. Do you think they're there for dexterity? Catching a line drive bare-handed is gonna HURT, man! But BattleMechs do not get hurt the same way. For BattleMechs, your armor is all the safety gear you need.

Yeah, those players from way back were pretty amazing as that's how they played. Bare-handed, with broken fingers. I was thinking about how much bigger a glove is compared to a hand and how it can still catch the ball even when it's past where your fingers are inside of it.

...
Quote

Wasn't this thread supposed to be about Syberian AutoMechs?

- Herb

We are talking about a couple of the cassettes. Only they wouldn't be cassettes but non-converting drones but same idea. Big AutoMech carries and deploys several little AutoMechs.


...In the meantime, here's my first swing (baseball pun!) at a TRO (by way of IE reporting) for Syberian AutoMechs:

Beetle (Wheeled AutoMech)


(snip)

Very way cool!  :thumbsup:  :rockon::clap: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 April 2022, 12:44:10
The formula in the Companion is still current with your errata for Burst factor, Herb.

There has been an odd change to infantry platoon construction recently.  The change only affects a handful of weapons when they are used in a primary vice secondary role.  Anything that does over 0.6 damage is limited to 0.6 but gains the Heavy Burst special.  Given that all of the affected weapons from Tech Manual get over 0.6 via underbarrel grenade launchers, this is really strange.  A couple of the cool Sniper Rifles from Shrapnel #1 get there with huge caliber, but get Heavy Burst anyway too.  In both cases, the most affected factions are those with large squad sizes (Taurians, et al.).


It is an odd change. Of course how infantry are treated is odd so I guess it fits.  :-\


A metal glove to catch stuff would still be useful for a Mech.  Better the chunk of metal takes the impact than the Mech's own fingers.  Design it using rules similar to Handheld weapons, where it is just a chunk of armor.  If the 'Mitt' takes enough damage to make it useless the Mech can drop it and grab a new one, instead of needing time in a repair bay for its own actuators.  There will be a penalty since the Mech has to handle an off-center catch.

I was thinking something more like the Claw only it aids in catching, maybe carrying, but picking up and physical attacks suffer penalties. But I need to read Noisiel to see what's in it.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 02 April 2022, 13:09:45
Why did you remove the code tags, Herb?  It looked fine before...  ???
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 02 April 2022, 14:34:55
Beetle class mech is pretty cool!  It's OmniMech or modular too.  Are the AutoMechs unable use melee weapon or is it because they've not been invented yet.  Like Dinobots swords and so forth.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 April 2022, 15:26:47
Maybe how it was originally written was confusing?

Maybe.

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I'm still not understanding why the damage is halved do to rate of fire. No other infantry weapon, including field guns and field artillery has their damage halved when they fire every other turn. 2B/3 is a lot better. They just have a very slow rate of fire and aren't that accurate at range.

Because of the scale of play and what we mean by a slow rate of fire. Field guns and arty, IIRC, are modern heavy weapons, which are just easier to track per platoon when firing. Their reload rate is basically 10 seconds between shots--a single BT turn, or 2 AToW turns. But muskets take twice as long as that for reloading--20 seconds, meaning 2 turns in BT, or 4 in AToW! If everyone fires together, we'd be ruling that they can only fire once every 3 rounds in BT. But in historical use, commanders got around this by alternating fire in formations, so that half the group could be firing, while the other half was reloading. Representing this with half-damage was the simplest way to enable this without giving everyone a combat tracker just for the musket guys.

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They've been tweaked more? Maybe open up equivalency to include other weapons?

Yeah, they have. And the trouble with equivalency is that it's causing a false impression that the weapons are interchangeable, which I am now regretting. A better approach, I'm starting to realize, is to do away with equivalency and just give them secondary damage and range values.

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I know. I like big vehicles too. But Blaster can't carry them.

He has plenty of other drones to play with.

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I don't know. I think they could be mimicked without being exact. Things are changed with AutoMechs. Not so much that the feel is lost but there are changes.

Yes, but that's because the transforming aspect IS different to BT rules. LAMs are one thing, and QuadVees another, but Transformers can be damn near anything. Meanwhile, CritterTek was just...BattleTech. IMHO, changing how it plays in any way would be unnecessary and kind of pointless.

Why did you remove the code tags, Herb?  It looked fine before...  ???

When I first posted it like that, I noticed the fluff paragraphs became single lines of text you'd have to scroll to read. Is there a way to tell the code to word wrap?

Beetle class mech is pretty cool!  It's OmniMech or modular too.  Are the AutoMechs unable use melee weapon or is it because they've not been invented yet.  Like Dinobots swords and so forth.

I would say that all Syberian AutoMechs are basically semi-modular in nature, with bodies that have the Mercury's Modular Design quirk, and weapons that use the jettison-capable quirk. They're not true Omnis in nature, but they're old hats when it comes to reconfiguration.

As to melee weapons, those are one of the main exceptions to the Star League-tech-only rule (beyond the other exceptions that have now come up throughout this discussion, that is): For whatever reasons, the human Syberians came up with the whole gamut of physical combat weapons we know today, before they all got wiped out. Grimdark, for instance, had Spikes, a Large Vibrosword, and a Tail for physical attack weapons. (The vibrosword and tail were available in alternating modes, however; he could only use the sword in Mech mode, and the tail was available only in Beast mode.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 02 April 2022, 15:36:44
Beetle class mech is pretty cool!  It's OmniMech or modular too.  Are the AutoMechs unable use melee weapon or is it because they've not been invented yet.  Like Dinobots swords and so forth.
the nebula california material estasblished that they had access to all of the mech melee weapons. it was the one callout from the otherwise "star league tech only" limitation.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 02 April 2022, 15:39:54
I think if you paste the text into Notepad, tell that program to word wrap, then copy and paste it back into the post, that will work.  I could be wrong...
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 02 April 2022, 16:11:50
As tempting an idea as that sounds, the big issue is that what constitutes a hand actuator can vary wildly with the artist's style. Some Mechs have giant mitts, some have pincer claws, and then there's that "mace-fist" the Awesome has. We also have the claw physical combat weapon, which is a hand actuator that's been tweaked to deal more damage and have a superior grip, or some such. Rather than deal with WYSIWYG-inspired rules on what kind of hands can and cannot catch things and how, I just wrote the catching rules as generically as possible. An artist can just as easily create a hand actuator style to look like a catcher's mitt, and the way I see it, so can any tech with some spare sheet metal and a welding torch.

But, again, that's me. I don't have exclusive claim to what constitutes "fun."

- Herb

Ah.  I was thinking 'expendable but clumsy catching surface' rather than modifying the hand actuator directly.  So you'd have the Mechs using a piece of metal to catch stuff when preventing damage to the Mech is a priority (and accepting the 'piloting' penalty), and using their hands to catch when preventing damage to the item being tossed is a priority (i.e. when Daniel (https://tfwiki.net/wiki/Daniel_Witwicky_(G1)) had to be caught safely).

I was guessing any handed Mech could use its hands to catch (with any piloting penalties appropriate for that type of hand), but sometimes the Mech would prefer not to get damaged in the process so it uses an expendable metal surface, or something fancy like a cesta from jai alai (https://en.wikipedia.org/wiki/Jai_alai) to do the catching instead.


When I first posted it like that, I noticed the fluff paragraphs became single lines of text you'd have to scroll to read. Is there a way to tell the code to word wrap?

- Herb

Not directly, my idea would be to take the fluff out of the code, leave the stats in the code.  Something like this:

Beetle (Wheeled AutoMech)


Summary
The Beetle class is an example of a “ground scout” model, primarily used for eyes-on recon and message courier duty, with good ground speeds and a five-ton max weapons load. The AutoBoP forces appear to have exclusive access to this chassis type, as all positively identified Beetles have been sighted in their ranks only. In ’Mech form, most Beetles strongly resemble the Lyran-made Commando, with subtle cosmetic differences likely incorporated for ease of passive identification and differentiation. But their wheeled vehicular modes differ across distinct functionality classes that we have designated as “Common,” “Striker,” and “Communicator.” Common-configuration Beetles resemble civilian vehicles in much the same way as did the Star League’s Rotunda. Striker-configured Beetles, by comparison, look more like wheeled missile batteries akin to the modern Light SRM Carrier. Communicator-configured Beetles, meanwhile, more closely resemble rolling satellite uplink scouts like the classic Swift Winds of old.

Oddly enough, the notable Beetles we’ve observed do not always possess skills or temperament consistent with their configurations. Likely a result of their seemingly randomized personality programming, we have witnessed some Common-style Beetles performing reconnaissance, while others act more like foot soldiers, while some Striker-style Beetles have been acting more like pathfinders than fire support units. A quick summary of several selected Beetles is included to illustrate this point.

Code: [Select]
Type: [b]Beetle[/b]
Technology Base: Syberian (Experimental)
Tonnage: 35

[b]Equipment                Mass[/b]
Internal Structure:         3.5
Conversion Eqpt: Wheeled 5.5
Engine: 210 9
Walking MP: 6
Running MP: 9
Jumping MP: 0
Wheeled Cruise MP: 7
Wheeled Flank MP: 11
Heat Sinks (Double): 10 [20] 0
Gyro:                         3
Cockpit:                         3
Armor Factor:           96           6
Internal Armor
Structure Value
Head                  3 9
Center Torso         11 12
Center Torso (rear) 7
R/L Torso          8 10
R/L Torso (rear)         5
R/L Arms                 6 9
R/L Rear Legs         8 10

[b]Fixed Components Location Critical Tonnage[/b]
Wheels              RA/RL/LA/LL 4 0

[b]Weapons and Ammo Location Critical Tonnage
[/b][i]Common Configuration A[/i]
ER Large Laser          RA    2 5

[i]Common Configuration B[/i]
Medium Laser              RA         1 1
Small Laser                RA      1 0.5
Streak SRM 2            RT      1 1.5
Ammo (SRM) 50        RT    1 1
Medium Laser                 LA         1 1

[i]Striker Configuration A[/i]
Primitive RL-15          RA      2 1
Medium Pulse Laser    RA      1 2
Primitive RL-15            LA    2 1
Medium Laser            LA    1 1

[i]Striker Configuration B[/i]
Primitive RL-10          RA    2 0.5
Medium Laser            RA    1 1
Jump Jets                  RT      2 1
Primitive RL-10          LA      2 0.5
Medium Laser            LA    1 1
Jump Jets                  LT    2 1
[i]
Communicator Configuration A[/i]
Small Laser                RA    1 0.5
Communications Eqpt. RT    3 3
Beagle Active Probe    LT    2 1.5
[i]
Communicator Configuration B[/i]
Communications Eqpt. RT      3 3
Medium Pulse Laser    LA    1 2

[b]Notes:[/b] Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion), Ubiquitous (Syberia), Jettison-Capable Weapons (Hands).

[b]Notable Beetles:
Beetle Type        Config.         Function    Skill Grade Skill Set            ’Mech/Vehicle Form
[/b]Beetle Bee    Common (A) ReconMech Vet (2/1)  Scout                Commando/Rotunda
Beetle Charger    Common (A) ArtilleryMech Vet (3/2)  Infantry            Commando/Rotunda
Beetle Jumper    Common (B) ArtilleryMech Vet (3/2)  Infantry              Commando/Rotunda
Beetle Tailer      Common (A) ReconMech Grn (5/4)  Scout                Commando/Rotunda
Beetle Wheeler    Common (*) NinjaMech Vet (3/0)  Infantry-AntiMech Commando/Rotunda
Metro-Scamp      Common (B) ReconMech Reg (3/2)  Scout                Commando/Rotunda
Beetle Gear        Striker (B) SpecMech Vet (2/1)  Special Forces    Commando/Light SRM
Beetle Swerver    Striker (A) Explorer    Reg (7/4)  Planet Surveyor  Commando/Light SRM
Beach Beetle      Comms (A) Explorer    AbAvg (6/3) Planet Surveyor Commando/Swift Wind
Sandstormer-One Comms (B) ReconMech Reg (3/2)  Scout                Commando/Swift Wind

[size=8pt]*This AutoMech mounts a peculiar weapon load: 1 Narc Missile Beacon launcher (RA, w/ 2t Ammo), and 1 Spot Welder (LA).
[/size]
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 April 2022, 20:08:57
Maybe.

Because of the scale of play and what we mean by a slow rate of fire. Field guns and arty, IIRC, are modern heavy weapons, which are just easier to track per platoon when firing. Their reload rate is basically 10 seconds between shots--a single BT turn, or 2 AToW turns. But muskets take twice as long as that for reloading--20 seconds, meaning 2 turns in BT, or 4 in AToW! If everyone fires together, we'd be ruling that they can only fire once every 3 rounds in BT. But in historical use, commanders got around this by alternating fire in formations, so that half the group could be firing, while the other half was reloading. Representing this with half-damage was the simplest way to enable this without giving everyone a combat tracker just for the musket guys.

Ah...in that case why not just multiply by the number of troopers firing? 15 troopers fire x Y = Z damage. Next turn they reload and the other 15 troopers fire. Dividing the damage at the start negates the possibility of all 30 troopers firing at one time. Which you might want to happen.

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Yeah, they have. And the trouble with equivalency is that it's causing a false impression that the weapons are interchangeable, which I am now regretting. A better approach, I'm starting to realize, is to do away with equivalency and just give them secondary damage and range values.

I suppose that could happen. I don't think they're interchangeable. Not in that an older weapon couldn't be used in place of a modern one but the older weapon isn't a newer weapon. I do think opening up the number of weapons would widen the range of weaponry. For example 120mm Howitzer being equivalent to a HVAC/5 while a 120mm Tank Cannon is equivalent to a LAC/5. But I suppose just listing BT ranges and damages would help prevent any confusion.  Would the -3 damage that Rifle Cannons have against BAR-8+ Armors work?


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He has plenty of other drones to play with.

True but more variety can be fun. :)

Quote
Yes, but that's because the transforming aspect IS different to BT rules. LAMs are one thing, and QuadVees another, but Transformers can be damn near anything. Meanwhile, CritterTek was just...BattleTech. IMHO, changing how it plays in any way would be unnecessary and kind of pointless.

That's the thing though. It doesn't have to be exactly the same. Coil Springs for example could be changed to only work in the legs as their version Mechanical Jump Boosters. ACs could have their ranges flipped. The Cran's UACs could be twice as heavy and work more like a Gas Gun. https://en.wikipedia.org/wiki/Gast_gun
https://en.wikipedia.org/wiki/Gryazev-Shipunov_GSh-23 All kinds of changes could be made while keeping it furry.


Quote
As to melee weapons, those are one of the main exceptions to the Star League-tech-only rule (beyond the other exceptions that have now come up throughout this discussion, that is): For whatever reasons, the human Syberians came up with the whole gamut of physical combat weapons we know today, before they all got wiped out. Grimdark, for instance, had Spikes, a Large Vibrosword, and a Tail for physical attack weapons. (The vibrosword and tail were available in alternating modes, however; he could only use the sword in Mech mode, and the tail was available only in Beast mode.)

- Herb

I was wondering about Grimdark. Since the Syberians created extra legs and tails, would they have made jaws or pincers?  Also could different sized cockpits be used to make smarter or less smart Drones without resorting to remote control drones? If yes to both, then a Grimdark like AutoMech could bite and still breath fire.  Otherwise, it's cosmetics for the jaws.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 April 2022, 21:04:38
Ah...in that case why not just multiply by the number of troopers firing? 15 troopers fire x Y = Z damage. Next turn they reload and the other 15 troopers fire. Dividing the damage at the start negates the possibility of all 30 troopers firing at one time. Which you might want to happen.

Then we're back to tracking off turns, but sure. I can't honestly care enough about cannon fodder this bad to deal with them any deeper than we've already come.

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I suppose that could happen. I don't think they're interchangeable. Not in that an older weapon couldn't be used in place of a modern one but the older weapon isn't a newer weapon. I do think opening up the number of weapons would widen the range of weaponry. For example 120mm Howitzer being equivalent to a HVAC/5 while a 120mm Tank Cannon is equivalent to a LAC/5. But I suppose just listing BT ranges and damages would help prevent any confusion.  Would the -3 damage that Rifle Cannons have against BAR-8+ Armors work?

As you've already managed to convince me to do away with equivalency, I'd have to go back to the drawing board before I can answer any of that. Sorry.

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I was wondering about Grimdark. Since the Syberians created extra legs and tails, would they have made jaws or pincers?  Also could different sized cockpits be used to make smarter or less smart Drones without resorting to remote control drones? If yes to both, then a Grimdark like AutoMech could bite and still breath fire.  Otherwise, it's cosmetics for the jaws.

Nah. Jaws won't count as limbs. And the rules were very specific on the cockpit types used. Small cockpits are out. Command consoles are iffy only because they are an add-on. So Grimdark can't actually bite, no.

-Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 April 2022, 22:47:12
Then we're back to tracking off turns, but sure. I can't honestly care enough about cannon fodder this bad to deal with them any deeper than we've already come.

Well, we'd have to track turns anyway so...


Quote
As you've already managed to convince me to do away with equivalency, I'd have to go back to the drawing board before I can answer any of that. Sorry.

No worries. :)


Quote
Nah. Jaws won't count as limbs. And the rules were very specific on the cockpit types used. Small cockpits are out. Command consoles are iffy only because they are an add-on. So Grimdark can't actually bite, no.

-Herb


Ahh :(   

Thanks :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 April 2022, 23:47:40
Well, we'd have to track turns anyway so...

My approach would have eliminated that need entirely, but whatevs.

Ah.  I was thinking 'expendable but clumsy catching surface' rather than modifying the hand actuator directly.  So you'd have the Mechs using a piece of metal to catch stuff when preventing damage to the Mech is a priority (and accepting the 'piloting' penalty), and using their hands to catch when preventing damage to the item being tossed is a priority (i.e. when Daniel (https://tfwiki.net/wiki/Daniel_Witwicky_(G1)) had to be caught safely).

I was guessing any handed Mech could use its hands to catch (with any piloting penalties appropriate for that type of hand), but sometimes the Mech would prefer not to get damaged in the process so it uses an expendable metal surface, or something fancy like a cesta from jai alai (https://en.wikipedia.org/wiki/Jai_alai) to do the catching instead.

I suppose, or even just a heavy layer of vulcanized rubber that slots over the existing hand, with maybe a powerful electromagnet, assuming the ball is ferrous enough. Makes it a lot easier to play catch, though some might complain that it's cheating. I guess I just occasionally hit a point where my mind says, "Do we really need to invent another thing with limited utility?"

...And then someone reminds me that I wrote the 1945 XTR....

Quote
Not directly, my idea would be to take the fluff out of the code, leave the stats in the code.  Something like this:

Good to know for later dates.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 03 April 2022, 00:23:01
My approach would have eliminated that need entirely, but whatevs.

It still could. It all depends. If you've just got the one platoon, then that'd be the way to go. If you've got more than one though, an entire platoon can fire while the other loads.


Quote
I suppose, or even just a heavy layer of vulcanized rubber that slots over the existing hand, with maybe a powerful electromagnet, assuming the ball is ferrous enough. Makes it a lot easier to play catch, though some might complain that it's cheating. I guess I just occasionally hit a point where my mind says, "Do we really need to invent another thing with limited utility?"

...And then someone reminds me that I wrote the 1945 XTR....

Which is very cool.  :thumbsup: :beer: It's one of my favorites.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 April 2022, 09:29:29
I suppose that could happen. I don't think they're interchangeable. Not in that an older weapon couldn't be used in place of a modern one but the older weapon isn't a newer weapon. I do think opening up the number of weapons would widen the range of weaponry. For example 120mm Howitzer being equivalent to a HVAC/5 while a 120mm Tank Cannon is equivalent to a LAC/5. But I suppose just listing BT ranges and damages would help prevent any confusion.  Would the -3 damage that Rifle Cannons have against BAR-8+ Armors work?

Okay, I worked out a fix. Equivalency is gone. In its place will be formulae that reduce the weapon's damage and effective range based on the target's BAR over 6. No more debating which gun is "like" this other gun. It's kinda neat if I do say so myself; the 88mm cannon drops to less than half its damage, with its effective long range falling to about a third of its 1945 reach. The modern 120mm cannon drops to a 5-pt weapon with a 49-hex long range against a modern BattleMech, while Yamato's main guns may deal 20pt hits at ranges comparable to the Clan ER Large Laser. Might add Crit roll modifiers to the effect as well, to reflect a loss of penetration, but the approach I'd use wouldn't hurt WWII guns nearly as much as it would Black Powder weapons.

Either way, back to Syberians!

Here's the Streaker class!

Streaker (Wheeled AutoMech)

Summary
In our original surveys, a number of sweeping generalizations were made about the AutoMechs of Syberia, based on quick and rather limited observations of them in action. Among such generalizations was neglecting to take a more critical look at the capabilities of the various AutoMech units, and so a number of the units we saw ended up mis-identified with each other. The Streaker class is but one example of this, with named members of this base chassis type being misconstrued as Beetles, or VeeMechs. From this, one must admit that we have not given these AutoMechs enough credit for the more diversionary aspects of their convertibility; between the sheer variety of their configurations, color schemes, and alternate forms, it can be truly difficult to know what one of these machines is capable of to the next.

The Streakers are but one of four classes that we collectively referred to as VeeMechs, only to realize that each had a different mass and loadout base. So reminiscent of the classic Griffin class are they, with the mass and performance profiles to match, that we can’t help but conclude the Streaker was based directly on the older machine. Even its most common loadout matches that of its progenitor, complete with a detachable “pistol” weapon, and a distinctive, shoulder-mounted missile tube. Superior in armor and firepower to most Beetles, while running only slightly slower overland, Streakers appear play a role best described as a mix of recon support and front-line soldier

Code: [Select]
Type: Streaker
Technology Base: Syberian (Experimental)
Tonnage: 55

Equipment Mass
Internal Structure: 5.5
Conversion Eqpt: Wheeled 8.5
Engine: 275 15.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Wheeled Cruise MP: 6
Wheeled Flank MP: 9
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 144 9
Internal Armor
Structure Value
Head 3 9
Center Torso 18 18
Center Torso (rear) 7
R/L Torso 13 18
R/L Torso (rear) 6
R/L Arms 9 14
R/L Rear Legs 13 17

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
Common Configuration A
ER PPC RA 2 7
LRM 5 RT 1 2
Ammo (LRM) 24 RT 1 1
CASE RT 1 0.5

Common Configuration B
Snub-Nose PPC RA 2 6
Streak SRM-2 RT 1 1.5
Ammo (Streak) 50 RT 1 1
CASE RT 1 0.5
Streak SRM-2 LT 1 1.5

Scrambler Configuration A
ER Large Laser RA 2 5
Guardian ECM RT 2 1.5
Lift Hoist LA 3 3
TAG HD 1 1

Scrambler Configuration B
ER Large Laser RA 2 5
Flamer RT 1 0.5
Flamer LT 1 0.5
CASE LT 1 0.5
Narc Missile Beacon LA 2 3
Ammo (Narc) 6 LA 1 1

Maintainer Configuration
Fluid Gun RA 2 2
Ammo (Fluid) 20 RA 1 1
SRM-6 RT 2 3
Ammo (SRM) 15 RT 1 1
CASE RT 1 0.5
Fluid Gun LA 2 2
Ammo (Fluid) 20 LA 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion). Battle Fists, Rugged (1), Ubiquitous (Syberia), Jettison-Capable Weapon (Right Hand)
Credit: Giovanni Blasini, for base chassis design

Notable Streakers:
Streaker Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Jazzy Scrambler (A) CommandMech Vet (2/1) Scout, Officer Griffin/Rotunda
Blue Streaker Common (B) ArtilleryMech Vet (3/2) Infantry Griffin/Rotunda
Smoke Streaker Common (A) ReconMech Reg (3/2) Scout Griffin/Rotunda
Prowler Common (B) ArtilleryMech Vet (3/2) Infantry Griffin/Rotunda
Sunny Streak Scrambler (B) ReconMech Grn (5/4) Scout Griffin/Rotunda
Street Streaker-P Common (A) NinjaMech Vet (3/0) Infantry-AntiMech Griffin/Rotunda
Metro-Scamp Scrambler (B) ReconMech Reg (3/2) Scout Griffin/Rotunda

Streak-Wiper Maintainer DoctorMech Reg (5/4) Technican-’Mech Griffin/Rotunda

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 04 April 2022, 10:22:28
Keep on making Automechs.
Would love to see a Perceptor because we all know that was our favorite one.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 April 2022, 10:25:52
Keep on making Automechs.
Would love to see a Perceptor because we all know that was our favorite one.

I have him as a Sounder-class VeeMech, which makes him akin to Soundwave and Blaster, who--in this setting--have PackRat-like vehicle modes and (mostly) Thunderbolt-like Mech forms. So, yeah, he's on the list.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 04 April 2022, 13:52:13
Loving the new writeups, Herb.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 04 April 2022, 17:36:38
Okay, I worked out a fix. Equivalency is gone. In its place will be formulae that reduce the weapon's damage and effective range based on the target's BAR over 6. No more debating which gun is "like" this other gun. It's kinda neat if I do say so myself; the 88mm cannon drops to less than half its damage, with its effective long range falling to about a third of its 1945 reach. The modern 120mm cannon drops to a 5-pt weapon with a 49-hex long range against a modern BattleMech, while Yamato's main guns may deal 20pt hits at ranges comparable to the Clan ER Large Laser. Might add Crit roll modifiers to the effect as well, to reflect a loss of penetration, but the approach I'd use wouldn't hurt WWII guns nearly as much as it would Black Powder weapons.

What's the fix? If the 8.8cm does less than half damage, how much damage do the smaller cannons do? 5 damage doesn't seem like a lot for a 120mm cannon but the range is great. I don't really expect Black Powder Weapons to do much damage, unless they're really big weapons. Considering how armor works though, I would think they'd do something. Not a lot but something. More than guys with clubs but less than those with WWI weapons.


Quote
Either way, back to Syberians!

:)

Quote
Here's the Streaker class!

Very cool!  :thumbsup:


Cassettes are limited to 2 tons, right?

I hope I did this right. It's been a while since I made a small support vehicle.

Grand Slammer is an example of an early Sybertonian remote drone used by Sound class AutoMech. Initially it functioned as a scout. It's small size and amphibious chassis allowed it to go places the larger Sounder class couldn't without risking being seen. As more sophisticated remote drones for the Sounders became available, the Grand Slammer's role changed to ambusher against and fire support for the newer drone models. How well they function in this roll is debatable however. The Grand Slammer.

Armed with a Heavy Recoilless Rifle, twin two-shot SRM packs and twin Grenade Launchers, and max of a half ton of armor, the Grand Slammer does not have the firepower or armor for a stand up fight against anything but another remote drone. As such it tries to get in the first shot and then use it's greater speed to get away.

The Grand Slammer's weaponry, meager though it is, does give it the flexibility to fire a variety of rounds in support of other drones. It can easily fire smoke or inferno rounds to conceal allied drone movement or block an enemy's advance. Still, most Syberian Factions have  replaced their Grand Slammer type drones with more sophisticated bipedal or quad drones. The few who continue to use them, so do in the supporting role.

Type: Vehicle Remote Drone      
Technology Base: Syberian   
Movement Type: Tracked      
Tonnage:   2 tons   
Battle Value:       
Equipment:              Mass
Internal Structure:       683
Engine Type:   Fusion       348
Cruising MP:   5   
Flank MP:           8   
Overdrive MP:   10   
Heat Sinks:        0
Control Equipment: Drone AI
           Seating (Pillion)      75
           Fire Control            13
Lift Equipment:      
Power Amplifier:      
Turret:      
Armor Factor:   8          504
                      Armor    
                 Value   
Front:   3   
R/L Side:   2/2   
Rear:   1   
Turret:   0   
   
Weapons and Ammo    Location   Mass
Heavy Recoilless Rifle   Front           60
Ammo (HRR) 20             -             80
SRM-2 Shot               Front        30
SRM-2 Shot               Front        30
Ammo (SRM) 4              -          40
Grenade Launcher      Front        5
Grenade Launcher      Front        5
Ammo (20) Grenades       -          9
Notes
armored and amphibious chassis mods 
hand held spotlights front

I forget, are they supposed to have Remote Operating Systems and Sensors too? I thought, no, but I don't remember. If yes, then it's back to the scribble pad.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 April 2022, 23:25:26
What's the fix? If the 8.8cm does less than half damage, how much damage do the smaller cannons do? 5 damage doesn't seem like a lot for a 120mm cannon but the range is great. I don't really expect Black Powder Weapons to do much damage, unless they're really big weapons. Considering how armor works though, I would think they'd do something. Not a lot but something. More than guys with clubs but less than those with WWI weapons.

The fix is: Reduce damage by 20% and range by 25% for each level of BAR above 6. The reductions are applied to the new values for each level, so BAR 7 = 80% damage and 75% range of values vs BAR 6; vs BAR 8 = 80% damage and 75% range vs BAR 7 values; vs BAR 9 = 80% damage and 75% range vs BAR 8; and vs BAR 10 = 80% damage and 75% range vs BAR 9. Black Powder guns begin these reductions for each BAR above 3, and so they suffer through 7 layers of similar reductions by the time they hit BAR 10. Use normal rounding for all values, to minimum values of 0. (0-damage weapons at BAR 10 are possible, but not very likely.)

Damage from physical attacks (such as ramming), and nuclear weapons are not reduced by BAR. Artillery and Minimum ranges, when given, are not affected by BAR. (It is therefore possible to see weapons reduced in effective range to a point where their Minimum range modifiers overlap across multiple range brackets.)

Some fun examples:
64-pound Black Powder Cannon (vs BAR 3): 16 damage; Ranges (Min/Sht/Med/Lng/Ext): 5/22/43/65/173
64-pound Black Powder Cannon (vs BAR 10): 3 damage; Ranges (Min/Sht/Med/Lng/Ext): 5/3/6/9/23
--
16-inch Naval Gun (vs. BAR 5-6): 40A   damage; Ranges (Min/Sht/Med/Lng/Ext): 5/25/50/75/200
16-inch Naval Gun (vs. BAR 10): 16A damage; Ranges (Min/Sht/Med/Lng/Ext): 5/8/16/24/63
--
125mm Smoothbore Tank Cannon (vs. BAR 5-6): 12 damage; Ranges (Min/Sht/Med/Lng/Ext): 11/56/113/168/280
125mm Smoothbore Tank Cannon (vs. BAR 10): 5 damage; Ranges (Min/Sht/Med/Lng/Ext): 11/18/36/53/89
--
30mm Fighter Cannon (vs. BAR 5-6): 3 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/23/45/68/180
30mm Fighter Cannon (vs. BAR 10): 1 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/7/14/22/57
--
30mm Gatling Fighter Cannon (vs. BAR 5-6): 11 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/35/71/105/175
30mm Gatling Fighter Cannon (vs. BAR 10): 5 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/11/22/33/55
--
.50 cal (U.S. [1945]) Machine Gun (vs. BAR 5-6): 2 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/15/29/44/145
.50 cal (U.S. [1945]) Machine Gun (vs. BAR 10): 1 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/5/9/14/46
--
7.62mm (European) Machine Gun (vs. BAR 5-6): 1 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/14/28/40/135
7.62mm (European) Machine Gun (vs. BAR 10): 0 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/4/9/13/43

Quote
Cassettes are limited to 2 tons, right?

If you're building them as robotic battle armor, yeah, but you can build the non-BA cassettes bigger.

Quote
I hope I did this right. It's been a while since I made a small support vehicle.
<snip>
I forget, are they supposed to have Remote Operating Systems and Sensors too? I thought, no, but I don't remember. If yes, then it's back to the scribble pad.

A quick review of your figures tells me you got it pretty much spot-on. Below 10-tons, robotics doesn't add any extra weight to a vehicle's control systems, and the Syberian version of AI is actually smaller in that they can fit their version inside a standard 3-ton  'Mech cockpit, so I think your control systems are fine. I was briefly worried you might have exceeded the vehicle's equipment slot  allowance, but you were even ok there. Nice job!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 April 2022, 01:31:50
The fix is: Reduce damage by 20% and range by 25% for each level of BAR above 6. The reductions are applied to the new values for each level, so BAR 7 = 80% damage and 75% range of values vs BAR 6; vs BAR 8 = 80% damage and 75% range vs BAR 7 values; vs BAR 9 = 80% damage and 75% range vs BAR 8; and vs BAR 10 = 80% damage and 75% range vs BAR 9. Black Powder guns begin these reductions for each BAR above 3, and so they suffer through 7 layers of similar reductions by the time they hit BAR 10. Use normal rounding for all values, to minimum values of 0. (0-damage weapons at BAR 10 are possible, but not very likely.)

Sounds good! :thumbsup: So if I've got this right, the 75mm would do 7 points of damage against BAR6, 6 against BAR7, 5 against BAR8, 4 against BAR9 and 3 against BAR10? And the 37mm would do 4 against BAR6, 3 against BAR7, 2 against BAR8, 2 against BAR9, and 1 against BAR10?


Quote
Damage from physical attacks (such as ramming), and nuclear weapons are not reduced by BAR. Artillery and Minimum ranges, when given, are not affected by BAR. (It is therefore possible to see weapons reduced in effective range to a point where their Minimum range modifiers overlap across multiple range brackets.)

Makes sense.


Quote
Some fun examples:
64-pound Black Powder Cannon (vs BAR 3): 16 damage; Ranges (Min/Sht/Med/Lng/Ext): 5/22/43/65/173
64-pound Black Powder Cannon (vs BAR 10): 3 damage; Ranges (Min/Sht/Med/Lng/Ext): 5/3/6/9/23
--
16-inch Naval Gun (vs. BAR 5-6): 40A   damage; Ranges (Min/Sht/Med/Lng/Ext): 5/25/50/75/200
16-inch Naval Gun (vs. BAR 10): 16A damage; Ranges (Min/Sht/Med/Lng/Ext): 5/8/16/24/63
--
125mm Smoothbore Tank Cannon (vs. BAR 5-6): 12 damage; Ranges (Min/Sht/Med/Lng/Ext): 11/56/113/168/280
125mm Smoothbore Tank Cannon (vs. BAR 10): 5 damage; Ranges (Min/Sht/Med/Lng/Ext): 11/18/36/53/89
--
30mm Fighter Cannon (vs. BAR 5-6): 3 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/23/45/68/180
30mm Fighter Cannon (vs. BAR 10): 1 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/7/14/22/57
--
30mm Gatling Fighter Cannon (vs. BAR 5-6): 11 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/35/71/105/175
30mm Gatling Fighter Cannon (vs. BAR 10): 5 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/11/22/33/55
--
.50 cal (U.S. [1945]) Machine Gun (vs. BAR 5-6): 2 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/15/29/44/145
.50 cal (U.S. [1945]) Machine Gun (vs. BAR 10): 1 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/5/9/14/46
--
7.62mm (European) Machine Gun (vs. BAR 5-6): 1 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/14/28/40/135
7.62mm (European) Machine Gun (vs. BAR 10): 0 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/4/9/13/43

Oooh fun!  >:D


Quote
If you're building them as robotic battle armor, yeah, but you can build the non-BA cassettes bigger.

That's cool. Thanks. :)


Quote
A quick review of your figures tells me you got it pretty much spot-on. Below 10-tons, robotics doesn't add any extra weight to a vehicle's control systems, and the Syberian version of AI is actually smaller in that they can fit their version inside a standard 3-ton  'Mech cockpit, so I think your control systems are fine. I was briefly worried you might have exceeded the vehicle's equipment slot  allowance, but you were even ok there. Nice job!

- Herb


Yay! Thanks. :) I thought I was going to go over the slot allowance too but TM said 5 slots which fit just right. :)  I don't know if Grand Slam is amphibious or not but he was way underweight so I added that chassis mod too. It's still a little underweight but there's not much I can do but add more ammo. Everything else is maxed out. :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 05 April 2022, 01:37:33
--
16-inch Naval Gun (vs. BAR 5-6): 40A   damage; Ranges (Min/Sht/Med/Lng/Ext): 5/25/50/75/200
16-inch Naval Gun (vs. BAR 10): 16A damage; Ranges (Min/Sht/Med/Lng/Ext): 5/8/16/24/63
--

Interesting how against BAR 10, it ends up being pretty comparable to a Sniper artillery piece, at least in terms of damage.  Are those ranges mapsheets, or hexes?  I ask because, against BAR 5-6, 200 hexes would work out to 6 kilometers, which seems awfully short for a 16-inch naval gun.  By way of comparison, a Sniper has a 9 km range, while the 16"/45 Mark 1/5/8 cannons on the Colorado class had a 21 km effective firing range.

Quote
125mm Smoothbore Tank Cannon (vs. BAR 5-6): 12 damage; Ranges (Min/Sht/Med/Lng/Ext): 11/56/113/168/280
125mm Smoothbore Tank Cannon (vs. BAR 10): 5 damage; Ranges (Min/Sht/Med/Lng/Ext): 11/18/36/53/89
--
30mm Fighter Cannon (vs. BAR 5-6): 3 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/23/45/68/180
30mm Fighter Cannon (vs. BAR 10): 1 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/7/14/22/57
--
30mm Gatling Fighter Cannon (vs. BAR 5-6): 11 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/35/71/105/175
30mm Gatling Fighter Cannon (vs. BAR 10): 5 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/11/22/33/55

It's like an HVAC/5, only lighter!

Quote
--
.50 cal (U.S. [1945]) Machine Gun (vs. BAR 5-6): 2 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/15/29/44/145
.50 cal (U.S. [1945]) Machine Gun (vs. BAR 10): 1 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/5/9/14/46
--
7.62mm (European) Machine Gun (vs. BAR 5-6): 1 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/14/28/40/135
7.62mm (European) Machine Gun (vs. BAR 10): 0 damage; Ranges (Min/Sht/Med/Lng/Ext): 0/4/9/13/43

Those make for interesting comparisons with the standard machine guns.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 05 April 2022, 03:25:01
I'm not a fan of the range reduction for the heavier guns.  A ton of HE is a ton of HE, and it goes as far as it does.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 05 April 2022, 09:07:14
I'm not a fan of the range reduction for the heavier guns.  A ton of HE is a ton of HE, and it goes as far as it does.

It's less about the weapon's ability to hit than it is about its ability to hit effectively; the range is not so much changing as it is its ability to penetrate well enough to break the newer armors. (Remember that, for all intents and purposes, this exercise is as much about trying to map "real world" weapons into BT, then show how BT technology is superior, as it is to justify why, if it's so superior, do the effective ranges SUCK so bad compared to real-life weapons.)

Interesting how against BAR 10, it ends up being pretty comparable to a Sniper artillery piece, at least in terms of damage.  Are those ranges mapsheets, or hexes?  I ask because, against BAR 5-6, 200 hexes would work out to 6 kilometers, which seems awfully short for a 16-inch naval gun.  By way of comparison, a Sniper has a 9 km range, while the 16"/45 Mark 1/5/8 cannons on the Colorado class had a 21 km effective firing range.

The ranges are in 30-meter hexes. And they are based on muzzle velocity and shell flight over the span of a 10-second turn, with the extreme range band representing the farthest possible reach in that time period. Naval guns, in my 1945 ruleset, also get an Artillery range, which I simply didn't cite in my examples because I didn't consider it relevant at the time. Those artillery ranges would remain unchanged by BAR anyway, though damage would still be reduced.

Quote
Those make for interesting comparisons with the standard machine guns.

No problem. Fun side fact: My first stab at this conversion method had ranges dropping by 50% per BAR level, rather than 25%. The result put the .50-cal at standard MG ranges in BT, which I saw as a GREAT selling point, until I saw how absolutely ridiculous it dropped the effective reach of the bigger guns (IIRC, I wound up having the 88mm so nerfed that it's long range was also within its minimum range band. Or something like that, anyway). So I decided to cut the effective range drop factor down, while bearing in mind that there would probably ALSO be other modifiers to attacks on BAR 10 that these rules don't yet address (namely, the often-implied "ambient ECM" for which standard BT fire control systems are able to compensate automatically, but which the "iron sights" of WWII guns cannot, though precisely how THAT explanation works here is a mystery even to me).

Sounds good! :thumbsup: So if I've got this right, the 75mm would do 7 points of damage against BAR6, 6 against BAR7, 5 against BAR8, 4 against BAR9 and 3 against BAR10? And the 37mm would do 4 against BAR6, 3 against BAR7, 2 against BAR8, 2 against BAR9, and 1 against BAR10?

Your rounding may be slightly off. A 7 vs BAR 6 would become a 6 v. BAR 7; 4 v. BAR 8-9; and 3 v. BAR 10; and a 4 vs BAR 6, would drop to 3 for BARs 7-8, and 2 vs BARs 9-10. But as I think about it, I see where the numbers can slip, as rounding for each step along the way, versus only rounding at the final step, can produce different results.

That's cool. Thanks. :)

Quote
Yay! Thanks. :) I thought I was going to go over the slot allowance too but TM said 5 slots which fit just right. :)  I don't know if Grand Slam is amphibious or not but he was way underweight so I added that chassis mod too. It's still a little underweight but there's not much I can do but add more ammo. Everything else is maxed out. :)

As I found in many of my old 1945 conversions, sometimes, you'll just *be* underweight no matter what you do (unless you're willing to REALLY go off-plan). In such cases, I just say "cargo!" and leave it at that...even if there's no slot space for it. The spare weight simply becomes an amount of external mass allowance the unit can take without losing any performance whatsoever. (In the case of BA, for instance, falling short just lets the suit carry even bigger guns in its hands before noticing any speed loss.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 05 April 2022, 18:24:38
My point is that works for the smaller guns.  Once you start lobbing volkswagons full of cordite around, the range and damage really don't change...
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 05 April 2022, 19:41:57
My point is that works for the smaller guns.  Once you start lobbing volkswagons full of cordite around, the range and damage really don't change...

I usually save lobbing volkswagens around for the race track (see attached).  I can neither confirm nor deny the presence of cordite.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 05 April 2022, 19:53:41
Love it Gio, LOVE IT!  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 05 April 2022, 20:29:11
Funniest part is it’s got a chrome Autobot logo on the hood and a big red Autobot logo on the roof.  It is, in fact, Bumblebee.

Meanwhile, my wife has dubbed my ‘82 AMC Concord  wagon “Groundwave”.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 05 April 2022, 22:25:09
Wow, I didn't think there were many those around.  Must be challenging to keep her running.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 05 April 2022, 23:03:30
My point is that works for the smaller guns.  Once you start lobbing volkswagons full of cordite around, the range and damage really don't change...

Does in BattleTech. I mean, these rules have to show how those WWII guns went obsolete, yes? That means range and damage drop. Plus, realism in BT--especially in the fun projects--is no damned fun at all! ;)

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 April 2022, 23:35:23
Your rounding may be slightly off. A 7 vs BAR 6 would become a 6 v. BAR 7; 4 v. BAR 8-9; and 3 v. BAR 10; and a 4 vs BAR 6, would drop to 3 for BARs 7-8, and 2 vs BARs 9-10. But as I think about it, I see where the numbers can slip, as rounding for each step along the way, versus only rounding at the final step, can produce different results.

So the damage drops 20% for every BAR above 5? And some damage might be the same do to rounding?



Quote
As I found in many of my old 1945 conversions, sometimes, you'll just *be* underweight no matter what you do (unless you're willing to REALLY go off-plan). In such cases, I just say "cargo!" and leave it at that...even if there's no slot space for it. The spare weight simply becomes an amount of external mass allowance the unit can take without losing any performance whatsoever. (In the case of BA, for instance, falling short just lets the suit carry even bigger guns in its hands before noticing any speed loss.)

- Herb

Cargo and bigger guns work. :)




Here's Randancer. Hope I did it right.

Raindancer is another example of an early remote drone used by Sounder class AutoMechs. Whereas the last one was a tracked vehicle, this on is a fixed wing aircraft. The Raindancer uses a recon camera and a pair of man-portable TAGs to scout and spot enemy targets for missile and artillery attacks. Although armed with a pair of heavy SRM Launchers these weapons are mostly defensive in nature but have been used to mark locations. While effective, the drone's, limited fuel and light armor limit's this drone's effectiveness.

A variant swaps the 2 light TAG systems and reduces the fuel carried for a pair of support lasers.  This version typically acts as either an escort for the TAG Variant or as a hunter of other light flying remote drones. The increase in firepower is dubious however as it doesn't have the armor to survive more than a single light hit.


Type: Raindancer       
Chassis Type: Fixed Wing (Small)       
Mass: 2 tons       
Technology Base: Syberian       
Battle Value:        
Equipment                   Mass
Chassis/Controls:            320
Engine/Trans: Fusion           200
Safe Thrust: 4       
Max Thrust: 6       
Structural Integrity: 4       
Heat Sinks:        
Fuel:
   Spotter Variant 50 (Petrochemical) 750
   Hunter Variant 43 (Petrochemical) 645
Armor Factor (BAR 2):          65
          Armor   
          Value   
Front      2   
R/L Side   1/1   
Rear             1   
Weapons and Ammo Location Mass


Weapons and Ammo Location Mass
Spotter Variant   
Recon Camera           Nose     500
TAG, (Man-Portable)   Nose      20
TAG, (Man-Portable)   Nose      20
Ammo (40)               -           4
Ammo (40)               -           4
SRM Launcher (Heavy)R Wing   20
SRM Launcher (Heavy)L Wing   20
Ammo (HSRM) 2       -         36
Ammo (HSRM) 2       -        36

Hunter Variant   
Recon Camera               Nose 500
Support Laser               Nose  72
Support Laser               Nose  72
SRM Launcher (Heavy)R Wing  20
SRM Launcher (Heavy)L Wing  20
Ammo (HSRM) 2       -        36
Ammo (HSRM) 2       -        36

Note:
Has the VSTOL chassis mod

Funniest part is it’s got a chrome Autobot logo on the hood and a big red Autobot logo on the roof.  It is, in fact, Bumblebee.

Meanwhile, my wife has dubbed my ‘82 AMC Concord  wagon “Groundwave”.

Cool! I hope you keep Groundwave running. Concords are great cars. I miss my '83 4 door sedan "George".  :'(


edit
Forgot to include the chassis mod. Oops!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 April 2022, 02:54:00
So the damage drops 20% for every BAR above 5? And some damage might be the same do to rounding?

For 20th/early 21st century guns, it's a drop when you pass BAR 6 (BAR 5-6 are the same now, as far as the damage and ranges go). And it's 20% from the previous drop, rather than 20% x the difference in BARs. The results are non-linear, and more like a curve toward zero. When you get to the lower numbers, yeah, you'll start seeing the same damage between levels as rounding takes place.

Quote
Here's Randancer. Hope I did it right...
<snip>

Looks like you built it mostly right, but the chassis seems to be twice as heavy as my calcs say it should be. Is there a chassis mod I'm not seeing? VSTOL mod, perhaps?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 06 April 2022, 05:33:47
For 20th/early 21st century guns, it's a drop when you pass BAR 6 (BAR 5-6 are the same now, as far as the damage and ranges go). And it's 20% from the previous drop, rather than 20% x the difference in BARs. The results are non-linear, and more like a curve toward zero. When you get to the lower numbers, yeah, you'll start seeing the same damage between levels as rounding takes place.

Lots of math but I think I've got it. :)  Sounds good.  :thumbsup:





Quote
Looks like you built it mostly right, but the chassis seems to be twice as heavy as my calcs say it should be. Is there a chassis mod I'm not seeing? VSTOL mod, perhaps?

- Herb


VSTOL it was. I forgot to list that.  xp
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 April 2022, 12:42:16
Lots of math but I think I've got it. :)  Sounds good.  :thumbsup:

Hey, that's what happens when you kill off equivalency. I personally hate excess math, especially when we jump from basic add/subtract/multiply to exponents, and it was for that reason that it took until IO before the custom-yield nukes came into play (as their formulae used exponents a-plenty). The new formulae I posted could be simplified using them, however, like this:

Damage Reductions: [Original Damage Value] x [0.8^X]
Range Reductions: [Original Range Value] x [0.75^X]

*In both formulae, X = The number of Levels your damage exceeds its default BAR level (6 for 20th-21st century weapons; 3 for black powder).
*And, of course, no change to Minimum and Indirect Artillery range. Round all final values normally.
*Do not use these formulae for BAR levels below the Default.

VSTOL it was. I forgot to list that.  xp

That's what I suspected. Then, yeah, looks correct.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 06 April 2022, 14:35:15
Wow, I didn't think there were many those around.  Must be challenging to keep her running.

Not too bad, actually.  They made this basic car in one form or another from 1971 to 1987, and variations on this engine from 1964 through 2006.

Cool! I hope you keep Groundwave running. Concords are great cars. I miss my '83 4 door sedan "George".  :'(

One of the cars I learned to drive on was my parents' '81 sedan.

So, looks like Rotunda is still my best bet for vehicle form, right?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 06 April 2022, 14:52:53
A bit of putty does wonders on the Rotunda
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 April 2022, 15:55:08
So, looks like Rotunda is still my best bet for vehicle form, right?

If you restrict yourself only to IWM figures, yeah, but, as Luciora says, you can do wonderful things with putty when you want to.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 06 April 2022, 19:11:30
Hey, that's what happens when you kill off equivalency. I personally hate excess math, especially when we jump from basic add/subtract/multiply to exponents, and it was for that reason that it took until IO before the custom-yield nukes came into play (as their formulae used exponents a-plenty). The new formulae I posted could be simplified using them, however, like this:

Damage Reductions: [Original Damage Value] x [0.8^X]
Range Reductions: [Original Range Value] x [0.75^X]

*In both formulae, X = The number of Levels your damage exceeds its default BAR level (6 for 20th-21st century weapons; 3 for black powder).
*And, of course, no change to Minimum and Indirect Artillery range. Round all final values normally.
*Do not use these formulae for BAR levels below the Default.

That's what I suspected. Then, yeah, looks correct.

- Herb

That might be easier if I knew what ^ was. That's beyond me.

Yay! :)



Not too bad, actually.  They made this basic car in one form or another from 1971 to 1987, and variations on this engine from 1964 through 2006.

One of the cars I learned to drive on was my parents' '81 sedan.

So, looks like Rotunda is still my best bet for vehicle form, right?


I passed my driver's test in George and he was the first car I drove regularly.

I guess so.


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 06 April 2022, 19:25:41
^ is internet shorthand for "to the power of"... hope that helps!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 April 2022, 23:48:48
That might be easier if I knew what ^ was. That's beyond me.

^ is internet shorthand for "to the power of"... hope that helps!  :thumbsup:

More than just internet shorthand, I'd say; I'm pretty sure Excel and other programs recognizes it that way too.

*tests that, just to be sure*

Yup. It still is.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 07 April 2022, 02:55:00
Hey, that's what happens when you kill off equivalency. I personally hate excess math, especially when we jump from basic add/subtract/multiply to exponents, and it was for that reason that it took until IO before the custom-yield nukes came into play (as their formulae used exponents a-plenty). The new formulae I posted could be simplified using them, however, like this:

- Herb

Can you use any remaining influence to edit a couple of the Strategic Operations formulas for Jumpship & Warship construction (from 4th edition, page 146, the Advanced Aerospace Unit Cost Tables)?

Basically these two formulas:
JumpShip Support Systems 10,000,000 x (Unit Tonnage ÷ 10,000)
WarShip Support Systems 20,000,000 x (50 + Unit Tonnage ÷ 10,000)

Could easily be simplified to:
JumpShip Support Systems: 1,000 x Unit Tonnage
WarShip Support Systems: 1,000,000,000 + 2,000 x Unit Tonnage
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 07 April 2022, 07:54:01
Can you use any remaining influence to edit a couple of the Strategic Operations formulas for Jumpship & Warship construction (from 4th edition, page 146, the Advanced Aerospace Unit Cost Tables)?

Basically these two formulas:
JumpShip Support Systems 10,000,000 x (Unit Tonnage ÷ 10,000)
WarShip Support Systems 20,000,000 x (50 + Unit Tonnage ÷ 10,000)

Could easily be simplified to:
JumpShip Support Systems: 1,000 x Unit Tonnage
WarShip Support Systems: 1,000,000,000 + 2,000 x Unit Tonnage

I think a billion+ tons is WAY over the mass any WarShip can be constructed, there. (But, if you're seriously proposing math corrections like that, might I recommend putting that in the errata discussion thread?)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 07 April 2022, 17:02:21
I think a billion+ tons is WAY over the mass any WarShip can be constructed, there. (But, if you're seriously proposing math corrections like that, might I recommend putting that in the errata discussion thread?)

- Herb

Sorry, those are the cost factors.

For example, this:
1,000,000,000 + 2,000 x Unit Tonnage
Means that for a 100 kton unit the total cost for this 'component' will be 1,200,000,000 (before the Warship Cost multiplier)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 07 April 2022, 18:04:15
Do NOT complain about the WarShip multiplier!  It's the most reasonable one of anything bigger than an ASF...  ::)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 07 April 2022, 19:10:35
Sorry, those are the cost factors.

For example, this:
1,000,000,000 + 2,000 x Unit Tonnage
Means that for a 100 kton unit the total cost for this 'component' will be 1,200,000,000 (before the Warship Cost multiplier)

Oh. Cost factors. Sorry. Again, though, I'd suggest sending along that recommendation to--oh, wait; you just did.

My work here is done. :)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 08 April 2022, 00:04:38
Ratchet and Ironhide are up!

https://bg.battletech.com/forums/miniatures/leakin-lubricants!-ironhide-and-ratchet-automechs/msg1822832/#new

This leaves me with Hound currently on my workbench.  I should do 1 more to keep them in paired releases.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 08 April 2022, 03:17:49
^ is internet shorthand for "to the power of"... hope that helps!  :thumbsup:

Sorry. Haven't done that kind of math in ages.  :(


More than just internet shorthand, I'd say; I'm pretty sure Excel and other programs recognizes it that way too.

*tests that, just to be sure*

Yup. It still is.

- Herb


You know more about excel than I do. Which isn't hard since I don't know very much and my book for excel is about 600 miles away.  :'(
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 April 2022, 06:49:19
Ratchet and Ironhide are up!
This leaves me with Hound currently on my workbench.  I should do 1 more to keep them in paired releases.

Sweet! Did you have any ideas who you'll do next?

You know more about excel than I do. Which isn't hard since I don't know very much and my book for excel is about 600 miles away.  :'(

Book?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 08 April 2022, 12:06:45
Did we have a list of someone the the other G1 formers and alt-modes?  I couldn't find it in all the messages.  Looking for the weirder minicons like Cosmos for example.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 April 2022, 12:59:46
Did we have a list of someone the the other G1 formers and alt-modes?  I couldn't find it in all the messages.  Looking for the weirder minicons like Cosmos for example.

Ask, and ye shall be updated! (Cosmos was a Daimyo.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 08 April 2022, 15:53:21
Thrush or Sholagar?

Ask, and ye shall be updated! (Cosmos was a Daimyo.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 April 2022, 16:14:41
Thrush or Sholagar?

*checks sheet*

Sholagar.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 08 April 2022, 18:08:14
Much obliged. Also, what about Warpath/Guzzle?  I'm eyeing the Scorpion light tank and Commando for them.   
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 08 April 2022, 19:33:44
So would Reflector be a regular light mech with two Drones on it?   He was a recon unit (aka he was camera)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 April 2022, 19:43:07
Much obliged. Also, what about Warpath/Guzzle?  I'm eyeing the Scorpion light tank and Commando for them.

Well, because I was thinking mainly of the version of Warpath with the BFG sticking out of his chest, I had him as a Hollander that transformed into a Rommel Howitzer (I dubbed it the Tanker class, not to be confused with the Tankus class that Megatron got).

Guzzle's toy reminds me more of the Combaticon Brawl's look in G1, and for that one, I had a Pulverizer that transformed into a Manticore (which I called the Brawler class).

TBH, I was not comfy with my choices for Warpath, but I was hard-pressed to find a beefier Mech that matched what I felt Warpath should be (I didn't see Warpath as a mini unit/tankette, even if that's how he started in G1).

So would Reflector be a regular light mech with two Drones on it?   He was a recon unit (aka he was camera)

Funny enough, in my listings, I made Reflector into the only named EmplacementMech, which I dubbed the Triad as a nod to him operating in threes (in the early cartoons, and in the recent War for Cyberton series, Reflectors/Refraktors were as common as Seekers). My list thus had the Triad class AutoMechs transforming from a Hankyu into the boxy turret of an Oro Heavy Tank.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 08 April 2022, 23:08:42
I must have missed that part of the sheet.  I was looking at the Marsden or Merkava for Warpath originally, but larger works too.  :)  Hollander seems a bit skinny, but I got what you were going for.  I'll play around with some ideas.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 April 2022, 00:13:42
I guess I'm thinking of a more modest Warpath  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 April 2022, 01:39:43
What do think of the Legionnaire or Shockwave for Warpath?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 April 2022, 08:05:14
I guess I'm thinking of a more modest Warpath  ;D

He interjects "BAM!" and "POW!" into his everyday speech, dude! "Modest" just isn't in this guy's vocabulary! Warpath is LOUD and PROUD in every sense of those words!

What do think of the Legionnaire or Shockwave for Warpath?

I did consider them, and it looks like I didn't give them to any other chassis, so... Let's go with the Shockwave (anyone else disappointed it didn't look more like the Transformer of the same name, or is that just me?); the Legionnaire looks like an upgunned Industrial, and should probably be reserved for something with an industrial vehicle mode.

Does Rommel Howitzer still work for you as his vee mode?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 April 2022, 08:43:50
Trying to mod a Shockwave to represent the cannon will be a interesting try for sure.  I was just going off your comment about how there wasn't a mech chassis that looked appropriately beefy.  Or maybe I'm misread that about Warpath.  It might have just been my conception about Warpath being a tankette because of the figure's minicon status that stuck with me. 

Also, for Whirl, what do you think about the Hyena/Balac combo? 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 April 2022, 09:05:20
Trying to mod a Shockwave to represent the cannon will be a interesting try for sure.  I was just going off your comment about how there wasn't a mech chassis that looked appropriately beefy.  Or maybe I'm misread that about Warpath.  It might have just been my conception about Warpath being a tankette because of the figure's minicon status that stuck with me.

Yeah. That's kind of what I'd figured, but many later versions and toys were much bigger in scale (hell, in TF Animated, he was freaking HUGE! and his WfC game version was easily equal to Prime in terms of size). Also, tankettes were nigh extinct even in the 1980s, so if he planned to hide that way... According to the TF Wiki, his original toy represented an M551A1 Sheridan, which weighed... Hah! Only 15.5 tons! I'm still going with a heavy tank. I mean, it's Warpath!

Quote
Also, for Whirl, what do you think about the Hyena/Balac combo?

Now that you mention it... Hmmm, I have a Cuirass/Balac transformer for Springer, but it would hardly be the first time two different Mechs had the same alt mode. I'll just need to name a new model for Whirl. The Hyena/Balac is a good combo for him, yeah.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 09 April 2022, 15:07:01
since he's been light tanks in most of his appearances, why not use a Vedette as the vehicle mode and go for a tonnage of 45-55 tons? basically split the difference as a BT medium tank/mech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 April 2022, 16:08:38
That was my original plan, but making him a larger tank works for me too.  Not like he has a ton of detail to begin with.

since he's been light tanks in most of his appearances, why not use a Vedette as the vehicle mode and go for a tonnage of 45-55 tons? basically split the difference as a BT medium tank/mech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 April 2022, 17:08:17
since he's been light tanks in most of his appearances, why not use a Vedette as the vehicle mode and go for a tonnage of 45-55 tons? basically split the difference as a BT medium tank/mech.
That was my original plan, but making him a larger tank works for me too.  Not like he has a ton of detail to begin with.

Hmm. Okay, how do we feel about a Quasimodo/Marsden II, or Rook/Goblin? (The latter pair has the advantage of having a round torso that translates to a rounded turret.) Both would fall into medium-weight categories.

The main reason I'd steer away from Commandos is just because there's 10 "Beetles" using that one. ;)

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 April 2022, 17:45:09
Funny, I was eyeing the Rook for Cosmos actually.   ;D  the Quasimodo i considered, as well as the Rook.  I felt the Rook was a bit too rounded at first, but then I forgot I'd be adding the turret detailing anyways. 

I have attached the tank candidates, Scorpion, Vedette, Merkeva, Rommel Howitzer and the Von Luckner, mainly for the turret replacement option on the lighter chassis.  I had also considered the Hunter base and the Chevalier turret.  The Manticore and Vedette have a secondary hull that kind of takes away from the pure tank aesthetic to me.


I also thought about the Merkeva, but would have to replace the turret, or modify it.


Hmm. Okay, how do we feel about a Quasimodo/Marsden II, or Rook/Goblin? (The latter pair has the advantage of having a round torso that translates to a rounded turret.) Both would fall into medium-weight categories.

The main reason I'd steer away from Commandos is just because there's 10 "Beetles" using that one. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 April 2022, 20:36:43
Funny, I was eyeing the Rook for Cosmos actually.   ;D  the Quasimodo i considered, as well as the Rook.  I felt the Rook was a bit too rounded at first, but then I forgot I'd be adding the turret detailing anyways.

I'm still liking my pick of the Daimyo, because to me it already looks like a UFO on legs...

Quote
I have attached the tank candidates, Scorpion, Vedette, Merkeva, Rommel Howitzer and the Von Luckner, mainly for the turret replacement option on the lighter chassis.  I had also considered the Hunter base and the Chevalier turret.  The Manticore and Vedette have a secondary hull that kind of takes away from the pure tank aesthetic to me.

I also thought about the Merkeva, but would have to replace the turret, or modify it.

Okay, so if we want to keep your necessary modding to a minimum (to avoid wasted parts, though I suspect that's hardly a problem to you), we eliminate the Manticore and Vedette. Looking over the others, I think the Merkava looks good--especially with a Rook for the Mech mode--but yeah, that missile launcher on top of the turret would need to go.

So, Rook/Merkava?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 April 2022, 22:53:25
Sorry, I'm getting the Marsden mixed up with the Merkava.  Both I think either would work fine for Warpath, with some modding of course.  So what's in the picture is the Marsden, but I'd have to get Merkava first to verify.

The mech form will be fun to work with with the Rook, and yeah, I'm keeping with your idea for the Daimyo for Cosmos. 

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 10 April 2022, 03:07:25
Sweet! Did you have any ideas who you'll do next?

Book?

- Herb

It's a book on how to use XL.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 10 April 2022, 03:20:39
Yeah. That's kind of what I'd figured, but many later versions and toys were much bigger in scale (hell, in TF Animated, he was freaking HUGE! and his WfC game version was easily equal to Prime in terms of size). Also, tankettes were nigh extinct even in the 1980s, so if he planned to hide that way... According to the TF Wiki, his original toy represented an M551A1 Sheridan, which weighed... Hah! Only 15.5 tons! I'm still going with a heavy tank. I mean, it's Warpath!

Now that you mention it... Hmmm, I have a Cuirass/Balac transformer for Springer, but it would hardly be the first time two different Mechs had the same alt mode. I'll just need to name a new model for Whirl. The Hyena/Balac is a good combo for him, yeah.

- Herb

Would the MGM-51 Shillelagh missile be considered Precision Ammo?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 10 April 2022, 07:51:28
Sorry, I'm getting the Marsden mixed up with the Merkava.  Both I think either would work fine for Warpath, with some modding of course.  So what's in the picture is the Marsden, but I'd have to get Merkava first to verify.

Let's lock in Rook/Marsden then for Warpath (Warp Tanker, on Syberia). My list has a variant of his chassis that becomes an Enyo for the DemoCons--a "retool," as it were.

It's a book on how to use XL.

I was being a bit silly. Virtually all of my Excel skills are self-taught nowadays.

Would the MGM-51 Shillelagh missile be considered Precision Ammo?

*looks over his 20th/21st century tables* I gave the missile a +2 to-hit and an artillery range of 7.5km for some reason. The to-hit modifier was probably an error on my part, and should have been a -1 to reflect its guidance, which would have made it a "Medium Guided Rocket" in my tables. Of course, that weapon system didn't really last long and was rarely fired in anger, it seems. That's neither here nor there, though, since the Syberian Warp Tanker will be using a good ol' Autocannon of some kind.

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 10 April 2022, 13:20:10
How difficult would be for autobop or DemoCon to spot for said artillery?  I am misremembering, but were drones pain to use as spotters? 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 10 April 2022, 14:29:41
How difficult would be for autobop or DemoCon to spot for said artillery?  I am misremembering, but were drones pain to use as spotters?

A quick perusal through TO and IO doesn't seem to say anything about spotting that I noticed. But since the AutoMechs of Syberia are basically "something different" so as to allow players to run them however they like, I'd say they can spot for artillery just as well as a human-controlled unit.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 10 April 2022, 16:41:59
I was being a bit silly. Virtually all of my Excel skills are self-taught nowadays.

*looks over his 20th/21st century tables* I gave the missile a +2 to-hit and an artillery range of 7.5km for some reason. The to-hit modifier was probably an error on my part, and should have been a -1 to reflect its guidance, which would have made it a "Medium Guided Rocket" in my tables. Of course, that weapon system didn't really last long and was rarely fired in anger, it seems. That's neither here nor there, though, since the Syberian Warp Tanker will be using a good ol' Autocannon of some kind.

- Herb


That's better than me. I had to buy a book and figure things out that way. Didn't cover everything either. Just enough for what I needed at the time.

There's tables for missiles and rockets?  :o  What kind of damage does a medium guided rocket do? I guess the TOW Missile would be slightly better than the Shillelagh since it is the Shillelagh's replacement?

That's cool but it would open the door to other ammo types. If a tank cannon can fire a missile, why not an autocannon? Precision Ammo is a modified Gyro Jet Round. That's kind of like a guided rocket, right?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 10 April 2022, 17:09:42
There's tables for missiles and rockets?  :o  What kind of damage does a medium guided rocket do? I guess the TOW Missile would be slightly better than the Shillelagh since it is the Shillelagh's replacement?

It was the same. What made the TOW more attractive was it was less cumbersome than the idea behind the Shillelagh.

Quote
That's cool but it would open the door to other ammo types. If a tank cannon can fire a missile, why not an autocannon? Precision Ammo is a modified Gyro Jet Round. That's kind of like a guided rocket, right?

Not if the folks on Syberia never went down that path.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 10 April 2022, 21:32:25
It was the same. What made the TOW more attractive was it was less cumbersome than the idea behind the Shillelagh.

Not if the folks on Syberia never went down that path.

- Herb


That's cool. Hopefully it'd do more damage than AToW Companion's Wire-Guided Missile.

If trying to build Warpath close to the Sheridan it'd work.1 ton for standard ammo and 1 ton for Precision. 

Does that mean they don't have alternative ammo loads for autocannons or only some alternative ammos? 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 10 April 2022, 21:56:50
If trying to build Warpath close to the Sheridan it'd work.1 ton for standard ammo and 1 ton for Precision. 

Looking at how the Sheridan's cannon translates... He'd get an UAC/5 or an LB-10X.

Quote
Does that mean they don't have alternative ammo loads for autocannons or only some alternative ammos?

What cut-off date did we come up with for their best tech? 3060? Looks like we got everything but the Precision Ammo.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 11 April 2022, 05:40:31
Looking at how the Sheridan's cannon translates... He'd get an UAC/5 or an LB-10X.

What cut-off date did we come up with for their best tech? 3060? Looks like we got everything but the Precision Ammo.

- Herb

So if I've go the damage right, A cannon round from a  152mm would do 15 points of damage to BAR 6, 12 against BAR 7, 10 against BAR 8, 8 against BAR 9, and 6 against BAR 10. That is pretty close to an AC/5. I guess it'd work Shillelagh too if we think about it being like an ancient Thunderbolt-15. I think I'd like my SRM Infantry armed with TOW Missiles.  >:D

20 regular rounds, and 10 Precision Rounds would be close to matching the ammo load of the Sheridan. I suppose AP rounds could be used instead of Precision though.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 April 2022, 07:49:55
So if I've go the damage right, A cannon round from a  152mm would do 15 points of damage to BAR 6, 12 against BAR 7, 10 against BAR 8, 8 against BAR 9, and 6 against BAR 10. That is pretty close to an AC/5. I guess it'd work Shillelagh too if we think about it being like an ancient Thunderbolt-15. I think I'd like my SRM Infantry armed with TOW Missiles.  >:D

You'll probably be disappointed to learn that my work set the Shillelagh's damage around 7 points, but it picked up an artillery range the standard rounds didn't have. This gave it a final damage drop to 3, which still isn't too shabby.

Quote
20 regular rounds, and 10 Precision Rounds would be close to matching the ammo load of the Sheridan. I suppose AP rounds could be used instead of Precision though.

There ya go.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 April 2022, 01:29:26
How does this work for Shockwave's alt mode?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 April 2022, 08:19:55
Interesting. I had Shockwave going from a Cyclops to a Marksman M1 (because I figured the bulkier kibble on the Cyclops would make for a bulkier tank). What your approach here?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 April 2022, 08:37:29
Another Syberian TRO entry... (BTW: Nothing quite like discovering only years after the fact that you screwed up the math in a very performance-defeating way. The Seekers we published were slower than they actually should have been.)

Seeker (Aerofighter AutoMech)

Summary
Perhaps the single most iconic unit type in the DemoCon forces, and quite possibly the most populous single AutoMech model in all of the Syberian system, is the Seeker. Often seen operating in three-unit demi-squadrons, these flying soldiers are not the fastest things in the Syberian skies, but they are nimble enough on the ground or in the air to present a dire threat to any who encounter them. An elite, but particularly eccentric Seeker, designated Star Seeker holds a vaunted position as commander of the Conglomerate’s aerospace forces, but we have also identified over fifteen other named Seekers who clearly function as its lieutenants, who often take to the field with their own underlings.

Like all convertible ’Mechs, Seekers struggle to excel in any one arena of combat, but most of this model type demonstrate a decent mix of speed and mid-range firepower that helps to offset their comparatively thin armor. Most Seekers can surprise a foe with extended jumps and high-gee maneuvers, thanks to the improved-power thrusters they possess, though many have been modified (likely in the field) to trade in some of that mobility for an extra weapon or two. Taken together, this all makes them ideal ambushers, swarmers, and heavy recon units. Meanwhile, the model’s unusually high production rate seems to give the DemoCons’ leadership—including Star Seeker itself—little pause when choosing to deploy them as particularly effective cannon fodder.

Code: [Select]
Type: Seeker
Technology Base: Syberian (Experimental)
Tonnage: 50

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Aero 7.5
Engine: 250 12.5
Walking MP: 5
Running MP: 8
Jumping MP: 8
Safe Thrust: 8
Max Thrust: 12
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Fuel: 80 0
Structural Integrity: 16 0
Armor Factor: 112 7
Internal Armor
Structure Value
Head 3 9
Center Torso 16 12
Center Torso (rear) 7
R/L Torso 12 10
R/L Torso (rear) 5
R/L Arms 8 12
R/L Rear Legs 12 15

Fixed Components Location Critical Tonnage
Avionics RT/LT/HD 3 0
Landing Gear RT/CT/LT 3 0
Improved Jump Jets RL/RT/LT/LL 8 4

Weapons and Ammo Location Critical Tonnage
Strafer A
Medium Pulse Laser RA 1 2
ER Medium Laser RA 1 1
Fuel (80) RT 1 1
Double Heat Sink LT 3 1
Medium Pulse Laser LA 1 2
ER Medium Laser LA 1 1

Strafer B
2 ER Medium Lasers RA 2 2
Double Heat Sink RT 3 1
Fuel (80) RT 1 1
TAG LT 1 1
Double Heat Sink LT 3 1
2 ER Medium Lasers LA 2 2

Interceptor A
Light PPC RA 2 3
Primitive Rocket Launcher-15 RT 2 1
Primitive Rocket Launcher-15 LT 2 1
Light PPC LA 2 3

Interceptor B
ER Medium Laser RA 1 1
LRM 5 RT 1 2
ER Small Laser CT 1 0.5
Ammo (LRM) 24 LT 1 1
CASE LT 1 0.5
LRM 5 LT 1 2
ER Medium Laser LA 1 1

Ambusher A
SRM 4 RA 1 2
Guardian ECM RT 2 1.5
CASE LT 1 0.5
SRM 4 LA 2 2
Machine Gun LA 1 0.5
Ammo (MG) 100 LA 1 0.5
Ammo (Streak) 25 LA 1 1

Ambusher B
ER Medium Laser RA 1 1
LRM-10 RT 2 5
Ammo (LRM) 12 LT 1 1
ER Medium Laser LA 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Fighter Conversion), Ubiquitous (Syberia)
 
Notable Seekers:
Seeker Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Star Seeker Strafer (B) CommandMech Elt (0/0) Scout, Officer Phoenix Hawk/Mechbuster
Sky Seeker Ambusher (A) SpecMech Vet (2/1) Special Forces Phoenix Hawk/Mechbuster
Thunder Seeker Ambusher (B) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Acid Seeker Interceptor (B) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Ion Seeker Interceptor (A) SpecMech Vet (2/1) Special Forces Phoenix Hawk/Mechbuster
Nova Seeker Strafer (A) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Bit Seeker Strafer (A) Analyzer Vet (3/2) Analysis Phoenix Hawk/Mechbuster
Heat Seeker Interceptor (B*) CraftsMech Vet (5/1) Engineer Phoenix Hawk/Mechbuster
Cell Seeker Ambusher (B) ArtilleryMech Reg (5/4) Infantry Phoenix Hawk/Mechbuster
Sun Seeker Strafer (B**) SpecMech Reg (4/3) Special Forces Phoenix Hawk/Mechbuster
Death Seeker Ambusher (A) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Ram Seeker Ambusher (A) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Thrust Seeker Ambusher (B) ReconMech Vet (2/1) Scout Phoenix Hawk/Mechbuster
Blast Seeker Ambusher (B) ReconMech Reg (3/2) Scout Phoenix Hawk/Mechbuster
Black Seeker Strafer (B) NinjaMech Vet (1/0) Infantry-AntiMech Phoenix Hawk/Mechbuster
Red Seeker Interceptor (A) GruntMech Reg (5/4) Minimal Phoenix Hawk/Mechbuster
Sand Seeker Ambusher (A) ReconMech Reg (3/2) Scout Phoenix Hawk/Mechbuster
Stream Seeker Ambusher (A) ReconMech Vet (2/1) Scout Phoenix Hawk/Mechbuster

*This AutoMech swaps its ER Small Laser for a Flamer
**This AutoMech swaps both extra double heat sinks for 2 more ER Medium Lasers

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 April 2022, 09:35:48
Ahh, I already had a Highlander done up as Shockwave, from before, and didn't realize you listed the alt as a Marksman M1.  That does look more imposing.  Hmm, reworking the Cyclops head would be interesting as well. 

Interesting. I had Shockwave going from a Cyclops to a Marksman M1 (because I figured the bulkier kibble on the Cyclops would make for a bulkier tank). What your approach here?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 April 2022, 10:37:26
Ahh, I already had a Highlander done up as Shockwave, from before, and didn't realize you listed the alt as a Marksman M1.  That does look more imposing.  Hmm, reworking the Cyclops head would be interesting as well.

Yeah, but now you went and showed me a SWEET Highlander Shockwave, which is just too hard to ignore. And a Highlander was my first pick for the Mech. What do you think? Did you want to try a Cyclops Shockwave, or stick with your Highlander? (I have been modifying my lists here with suggestions from the crowd, you know...)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 12 April 2022, 10:37:50
Ahh, I already had a Highlander done up as Shockwave, from before, and didn't realize you listed the alt as a Marksman M1.  That does look more imposing.  Hmm, reworking the Cyclops head would be interesting as well.

Holy awesome!!!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 April 2022, 12:34:13
The Highlander was easiest for me to mod to Shockwave, because I felt the Cyclops had too much of a lean, that the G1 Shockwave didn't have.   Mainly, it boiled down to how I would have worked the head, and the Highlander won that one for me, since it was the path of least resistance for modding.

I'll pick up a M1 on my next purchasing round then, but I really like the look of the Rommel with the different turret. Maybe I'll find another use for it 😀
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 April 2022, 12:36:21
I would have used the Highlander IIC head, if it wasn't smaller than the resculpt as well.  It has the proper hex shape, just not the size.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 12 April 2022, 17:51:33
That sounds like a job for a 3D printer...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 April 2022, 20:57:26
Thats a road I'd rather not travel 🙂

That sounds like a job for a 3D printer...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 April 2022, 22:59:10
Holy awesome!!!

I honestly can't think of any Transformers that would fit with an Awesome...

I would have used the Highlander IIC head, if it wasn't smaller than the resculpt as well.  It has the proper hex shape, just not the size.

TBH, before I was talked into using the Cyclops (the huge back and squared off torso and legs tended to fit the toy's look, but the head always seemed to ruin the effort for its sheer roundness of it all...Oooo, you see how I could *want* the Cyclops to fit, but the Highlander just somehow does it better), I considered the IIC a potentially better pick.

Eh, okay, so Highlander and M1 works! I'll update the list.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 13 April 2022, 00:52:41
and if you mirror flip the transformer's placement of the weapons, you can even leave the highlander's gun-arm intact.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 April 2022, 01:02:21
and if you mirror flip the transformer's placement of the weapons, you can even leave the highlander's gun-arm intact.

That's practically the only problem. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 13 April 2022, 10:14:27
The arm swap was kinda tricky, but all I needed was a right hand fist.  I do have another Highlander that was painted in a similar vein, in the stock config.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 April 2022, 11:16:07
The arm swap was kinda tricky, but all I needed was a right hand fist.  I do have another Highlander that was painted in a similar vein, in the stock config.

Heh. The colors have me thinking "Shattered Glass Shockwave." Though I don't know if they ever SHOWED a SG version of Shockwave...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 15 April 2022, 10:11:23
Another AutoMech briefing filled out!

Sounder (Wheeled AutoMech)

Summary

Originally identified as a dedicated officer-grade unit, the discovery of a wider range of configurations has forced us to reclassify the Sounder class AutoMech as more of a front-line supporter. Built with an impressive payload capacity just shy of twenty tons, with fair mobility for their heavyweight size, many of these units have acted as deployers for everything from mines and remote sensors to small, battle armor-sized drones. What’s more, while the VeeMech class favored by the AutoBoP faction was initially seen as a factional variant of this chassis—and, indeed, the two classes share many components in common—Sounders often feature a far greater array of enhanced electronics by comparison.

To be fair, the heavy use of electronics, communications, and sensor-enhancement gear tends to make Sounders an invaluable command asset in a combat area. Add to the fact that most named units of this class clearly specialize in everything from communications and reconnaissance to intelligence and analysis, and it’s little wonder that so many find their way into the upper echelons of their respective sides.

Code: [Select]
Type: Sounder
Technology Base: Syberian (Experimental)
Tonnage: 60

Equipment Mass
Internal Structure: 6
Conversion Eqpt: Wheeled 9
Engine: 240 11.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Wheeled Cruise MP: 5
Wheeled Flank MP: 8
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 144 9
Internal Armor
Structure Value
Head 3 9
Center Torso 20 15
Center Torso (rear) 10
R/L Torso 14 14
R/L Torso (rear) 8
R/L Arms 10 15
R/L Rear Legs 14 18

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
Common Configuration A
ER Large Laser RA 2 5
SRM 6 RT 1 2
Ammo (SRM) 15 RT 2 3
Cargo (3 tons) RT 3 3
CASE RT 1 0.5
Guardian ECM Suite LT 2 1.5
Beagle Active Probe LT 2 1.5
Cargo (3 tons) LT 3 3

Common Configuration B
ER PPC RA 3 7
ER Small Laser RA 1 0.5
Guardian ECM Suite RT 2 1.5
Cargo (4 tons) RT 5 4.5
Beagle Active Probe LT 2 1.5
Cargo (4 tons) LT 5 4.5

Scientist Configuration
Autocannon/5 RA 4 8
Ammo (AC/5) 20 RA 1 1
Ammo (Sensors) 30 RT 1 0.5
CASE RT 1 0.5
Large Pulse Laser LT 2 7
Remote Sensor Dispenser LT 1 0.5
Beagle Active Probe LT 2 1.5
Light TAG HD 1 0.5

Gunner Configuration
LB 10-X AC RA 6 11
Ammo (LB-X) 20 RA 2 2
Ammo (Narc) 12 RT 2 2
CASE RT 1 0.5
Narc Missile Beacon LA 2 3
TAG HD 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion). Rugged (1), Ubiquitous (Syberia), Jettison-Capable Weapon (Right Hand)

Notable Sounders:
Sounder Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Com Blaster Common (B) CommandMech Vet (2/1) Comms, Officer Thunderbolt*/Packrat
Com ’Ceptor Scientist Analyst Elt (2/1) Scientist Thunderbolt*/Packrat

Wave Sounder Common (A) CommandMech Elt (1/0) Comms, Officer Thunderbolt*/Packrat
Blast Sounder Common (A) ArtilleryMech Vet (3/2) Infantry Thunderbolt*/Packrat
Cast Sounder Common (B) ReconMech Grn (5/4) Scout Thunderbolt*/Packrat
Brute Swindler Gunner ArtilleryMech Vet (5/3) Infantry, Merchant Thunderbolt*/Packrat

*”Primitive”/RetroTech format

Have funsies!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 15 April 2022, 14:16:38
You'll probably be disappointed to learn that my work set the Shillelagh's damage around 7 points, but it picked up an artillery range the standard rounds didn't have. This gave it a final damage drop to 3, which still isn't too shabby.

There ya go.

- Herb


Not disappointed but surprised. 7 to 3 isn't bad though.  :)




Another Syberian TRO entry... (BTW: Nothing quite like discovering only years after the fact that you screwed up the math in a very performance-defeating way. The Seekers we published were slower than they actually should have been.)

Seeker (Aerofighter AutoMech)

Another AutoMech briefing filled out!

Sounder (Wheeled AutoMech)


  :):clap: :clap:  :thumbsup::beer:



Ahh, I already had a Highlander done up as Shockwave, from before, and didn't realize you listed the alt as a Marksman M1.  That does look more imposing.  Hmm, reworking the Cyclops head would be interesting as well.

Wow!  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 16 April 2022, 18:18:22
Is Sounder's Cargo capacity where the Drone-Battle Armor bots are being deployed from?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 April 2022, 02:04:06
Is Sounder's Cargo capacity where the Drone-Battle Armor bots are being deployed from?

Yarp.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 17 April 2022, 02:57:10
+1 for making me remember Hot Fuzz...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 April 2022, 14:47:41
Aaaaand, some cassettes!

Grunt Drone T1/T2

Summary

The Grunt Drones (T1 and T2) were undiscovered units at the time of our original survey of the Syberian system, and so it came as no small surprise to encounter them operating in the field. While we were aware that the deployment of smaller drones was a common feature of the Sounder-class AutoMechs, the drones we initially observed consisted exclusively of three-ton flying craft we have come to identify as the Spybird model type. But these Grunts—along with the Quad- and Thug-type drones we also eventually saw in action—revealed a whole new area of AutoMech design we didn’t expect: autonomous robotic battle armor.

Knowing as we do that the settlers of Syberia hailed from the Terran Hegemony somewhere near the peak of the Star League’s technological prowess, we never suspected that they would branch as deeply into the realm of battlesuits—after all, the first Power Armor suits were still considered experimental around the time of the Amaris Crisis. And yet, the Syberians not only managed to mature the technology to the level we would not see in the Inner Sphere until after the Clan Invasion, they managed to automate it to boot, creating AutoSuits, in effect.

The T1 and T2 series Grunts are favored scouts used by the DemoCon and AutoBoP factions, respectively. Although these “AutoSuits” appear to function just like any other AutoMech on their own, and even demonstrate the same tendency to showcase unique personalities, we have noticed hints they are, in fact, electronically tethered to the Sounders who deploy them. It remains unclear at this time whether this is merely a protocol used to ensure that they remain in synch with their “home ’Mechs” for purposes of navigational direction and covert communications, or if there is some kind of vital layer of their simulated intelligence that can only be managed by the greater computing power inherent to full-sized AutoMechs.

Code: [Select]
Type: Grunt Drone T1/T2
Technology Base: AutoMech (Battlesuit)
Mass: 2,000 kg
Swarm/Leg Attack/Mechanized/AP: No/No/Yes/No
AToW BAR Values: 10/9/9/8; E/I/C: 8/0/0 (T1a, T2a/b); E/I/C: 0/0/0 (T1b)

Equipment Slots Mass (kg)
Internal Structure: Robotic 700
Motive System:
Ground MP: 2 160
Jump MP: 1 125
Manipulators:
Right Arm: Modular Equipment Adaptor 2 0
Left Arm: Modular Equipment Adaptor 2 0
Armor: Advanced Standard 5 560
Armor Value: 14 + 1 (CPUs)

Weapons and Ammo Location Slots Mass (kg)
T1a Configuration
Small Laser (30) R. Arm 1 200
Heavy Vibro-Claws R. Hand 60
ECM Suite Body 1 100
Light TAG L. Arm 1 35
Heavy VibroClaws L. Hand 60

T1b Configuration
Small Laser (30) R. Arm 1 200
Industrial Drill R. Hand 30
ECM Suite Body 1 100
Micro Grenade Launcher (40) L. Arm 1 75
Industrial Drill L. Hand 30

T2a Configuration
Searchlight R. Arm 1 5
Vibro-Claws R. Hand 50
Improved Sensors Body 1 65
Medium Recoilless Rifle (20) L. Arm 2 250
Vibro-Claws L. Hand 50

T2b Configuration
Shotgun Microphone R. Arm 1 5
Vibro-Claws R. Hand 50
ECM Suite Body 1 100
Support PPC (15) L. Arm 2 250
Vibro-Claws L. Hand 50

Notes: Clan chassis weight used to reflect additional robotic systems. “Trooper” point replaced by “CPUs” to represent the Syberian robotics systems. Features the following Design Quirks: Illegal (Syberian Robotics AI, Drone Battle Armor Conversion), Code-Bonded (Unit may only operate within 100 km of its designated command unit)

Notable Grunt Drones:
Grunt Drone Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Red Rumbler Drone T1a ArtilleryMech Vet (3/2) Infantry Golem BA/None
Blue Frenzy Drone T1b SpecMech Vet (2/1) Special Forces Golem BA/None

Black Winder Drone T2a Analysis Vet (3/2) Intelligence Hauberk BA/None
Blue Winder Drone T2b Communicator Vet (3/1) Communications Hauberk BA/None

Enjoy!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 19 April 2022, 05:08:29
Way cool!  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 19 April 2022, 05:30:57
Meanwhile, it’s not Syberian, but I did envision it as being in the California Nebula:  https://bg.battletech.com/forums/aerospace/daedalus-class-science-frigate-california-nebula/
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 April 2022, 10:40:34
Meanwhile, it’s not Syberian, but I did envision it as being in the California Nebula:  https://bg.battletech.com/forums/aerospace/daedalus-class-science-frigate-california-nebula/

I saw her, and you would not believe how CLOSE you got to my own idea on a BattleTrek setting! It was neat!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 19 April 2022, 10:50:45
Would love  to see more  BattleTrek
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 April 2022, 11:15:07
Would love  to see more  BattleTrek

Hoping that you will. I did quite a bit of work with it. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 April 2022, 12:35:17
DynaBoGs! Attack!

Grimdark (Bestial AutoMech)

Summary
The Grimdark class is the heaviest example of the bestial AutoMechs—so named because these AutoMechs convert from bipedal to quadrupedal forms, as if from a man to a beast. This chassis type is favored by the Dynamic Barony of Grim, which built them with industrial-grade structure and armor components, possibly due to lower quality standards or resource limitations. Since noting these particular machines in our first visit, we’ve learned of even more bestial-style AutoMechs at large, some of which are even more convincing in their “beast” modes. We theorize these may have been meant to blend into select nature reserves on Syberia, for some reason, or (more likely) that they were created in such a way as to be used for commercial entertainment, before becoming militarized.

Our earlier report assigned a range of identities to the Grimdark class that we only learned were different chassis types after the fact. This is a testament to a degree in uniformity the DynaBoG faction has imposed when it comes to equipment and design aesthetics. DynaBoG units all seem to favor spiked protrusions, head-mounted flamers, and physical combat weapons that largely stye as swords or tails. With most lacking in energy weapons to boot (beyond the aforementioned flamers, that is), we surmise from their Grimdarks and Grimshadows that they are heavily reliant on munitions supply chains to keep their weapons fed, while simultaneously packing intense firepower ideal for quick and decisive combat. DynaBoG’s main warfighting strategy, we suspect, relies heavily on blitz tactics, even though many of their active units operate on the slow side.

Then again, given the characters we’ve identified in their ranks. “slow” seems to be core to their nature in more ways than one.

Code: [Select]
Type: Grimdark
Technology Base: Syberian (Experimental)
Tonnage: 100

Equipment Mass
Internal Structure: Industrial 20
Conversion Eqpt: Bestial 5
Engine: 200 8.5
Walking MP: 2
Running MP: 3
Jumping MP: 0
Heat Sinks (Double): 10 [20] 0
Gyro: 2
Cockpit: 3
Armor Factor (Heavy Ind.): 298 19
Internal Armor
Structure Value
Head 3 9
Center Torso 31 40
Center Torso (rear) 21
R/L Torso 21 26
R/L Torso (rear) 16
R/L Arms 17 30
R/L Legs 21 42

Fixed Components Location Critical Tonnage
Conversion Equipment RT/LT 2 0

Weapons and Ammo Location Critical Tonnage
Tyrant Configuration
Spikes RA 1 0.5
Spikes RT 1 0.5
Autocannon/10 RT 7 12
Ammo (AC/10) 10 RT 2 2
CASE RT 1 0.5
Tail CT(R) 2 6
Spikes LT 1 0.5
Autocannon/10 LT 7 12
Spikes LA 1 0.5
Large Vibroblade LA 4 7
Flamer HD 1 1

Apatos Configuration
Spikes RA 1 0.5
Autocannon/20 RT 10 14
Spikes RL 1 0.5
Tail CT(R) 2 6
LRM-20 LT 5 10
Ammo (AC/20) 10 LT 2 2
Ammo (LRM-20) 12 LT 2 2
CASE LT 1 0.5
Spikes LL 1 0.5
Spikes LA 1 0.5
Retractable Blade LA 5 5
Flamer HD 1 1

Notes: Features Advanced Fire Control and the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Quad ’Mech Conversion), Battle Fists, Distracting, Rugged (2), Cooling System Flaws, Non-Standard Parts

Notable Grimdarks:
Grimdark Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Grimdark Tyrant CommandMech Elt (1/0) Infantry, Officer Shiro/White Flame
Grim-Slugger Apatos ArtilleryMech Vet (3/2) Infantry Shiro/Balius


Grimshadow (Bestial AutoMech)


Summary
Dubbed so because of the way they always seem to operate under the command of Grimdarks, the Grimshadows are another assault-weight bestial AutoMech type favored by the Dynamic Barony of Grim. Like the Grimdarks, these are built using industrial-grade structure and armor components, with the same favoritism toward spikes, flame-spewing, and the use of physical attack weaponry. Twenty tons lighter than their larger cousins—a fact originally overlooked in our earlier surveys—the Grimshadows are more lightly armed and armored, but their increased speed has encouraged many to engage in short-run ramming charges that can deliver significant damage.

Curiously, we have spotted at least one Grimshadow that sports an all-energy ranged weaponry configuration, bucking the trend toward ballistic- and missile-boats that otherwise seems to dominate the DynaBoG militia. Centered on a rarely seen binary laser cannon, it is unknown if this is a variant or just an odd one-off indicative of some past overhaul.

Code: [Select]
Type: Grimshadow
Technology Base: Syberian (Experimental)
Tonnage: 80

Equipment Mass
Internal Structure: Industrial 16
Conversion Eqpt: Bestial 4
Engine: 240 11.5
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor (Heavy Ind.): 247 15.5
Internal Armor
Structure Value
Head 3 9
Center Torso 25 34
Center Torso (rear) 16
R/L Torso 17 22
R/L Torso (rear) 12
R/L Arms 13 26
R/L Legs 17 34

Fixed Components Location Critical Tonnage
Conversion Equipment RT/LT 2 0

Weapons and Ammo Location Critical Tonnage
Triceros Configuration
Spikes RA 1 0.5
Binary Laser Cannon RA 4 9
Spikes RT 1 0.5
Medium Pulse Laser RT 1 2
Tail CT(R) 2 6
Spikes LT 1 0.5
Medium Pulse Laser LT 1 2
Spikes LA 1 0.5
Medium Vibroblade LA 2 5
Flamer HD 1 1

Stegos Configuration
Spikes RA 1 0.5
Medium Vibroblade LA 2 5
2 Streak SRM-4s RT 2 6
Spikes RL 1 0.5
Tail CT(R) 2 6
2 Streak SRM-4s LT 2 6
Ammo (Streak SRM-4) 25 LT 1 1
Spikes LL 1 0.5
Spikes LA 1 0.5
Flamer HD 1 1

Notes: Features Advanced Fire Control and the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Quad ’Mech Conversion), Battle Fists, Cowl, Distracting, Rugged (2), Cooling System Flaws, Non-Standard Parts

Notable Grimshadows:
Grimshadow Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Grim-Slagger Triceros ArtilleryMech Vet (3/2) Infantry Ha Otoko/Treburana
Grim-Snarler Stegos ArtilleryMech Vet (3/2) Infantry Hatamoto-Suna/Treburana

Swooper class will come later.  Funnily enough, there are more of them among the PresiDom faction than the DynaBoG. Enjoy!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 19 April 2022, 20:14:54
Go Blazer Cannons!  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 19 April 2022, 20:47:58
 :) Very cool!  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 19 April 2022, 20:48:37
Just got an order in.  Kit bashing ahead!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 19 April 2022, 21:30:23
Ram Plate from Turning Points: Hanseatic Crusade would work well the the Grimdark class 'Mechs.  Such as mechs like Slag.
(https://tfwiki.net/mediawiki/images2/4/49/SlagWarofDinos.jpg)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 April 2022, 03:18:27
Ram Plate from Turning Points: Hanseatic Crusade would work well the the Grimdark class 'Mechs.  Such as mechs like Slag.
(https://tfwiki.net/mediawiki/images2/4/49/SlagWarofDinos.jpg)

I had to look that up. Unfortunately, that piece of tech would be incompatible with our convertible AutoMechs, especially our IndustrialMech-based DynaBoGs.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 April 2022, 11:08:00
Just got an order in.  Kit bashing ahead!

Let me know if you have any requests. I can try and give you some focused entries then.

-Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 21 April 2022, 10:32:35
Didn't turn out too bad.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 April 2022, 11:01:52
Didn't turn out too bad.

BAM! POW! KABLAM!!!

And now for yet another dino-themed model!

Swooper (Aerofighter AutoMech)


Summary


First observed in the ranks of the DynaBoG faction, where its use of more refined technologies threw into doubt our assumptions about their resource deficiencies, the Swooper is a particularly fascinating AutoMech. Although engineered as a jet-powered aerofighter conversion, its visual style is more reminiscent of the DynaBoG’s bestial format. Indeed, of the Swoopers observed to date, virtually all have taken on distinctly pterasaurian features, with immense, bat-like wings that have even been seen to flap at low speeds, long, beak-like head structures, and a landing form that resembles nothing so much as a perched avian dinosaur.
While equal in mass to the DemoCon Seekers, Swoopers use less powerful engines and thrusters, allowing them to divert more tonnage to armor and weaponry. This has produced some tough air combatants as a result, including not only the fire-breathing one actually named “Swooper” (for whom we named the class), but also a dedicated dogfighter and close-air support version, and another that appears to be more dedicated to melee fighting. With most Swoopers actually appearing in the ranks of the DemoCon-aligned PresiDom army, we have come to suspect that those among the DynaBoG forces are, in fact, defectors or captures taken from the PresiDom side, and that it is thus the latter faction who developed this AutoMech class, rather than the former.

Code: [Select]
Type: Swooper
Technology Base: Syberian (Experimental)
Tonnage: 50

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Aero 7.5
Engine: 200 8.5
Walking MP: 4
Running MP: 6
Jumping MP: 4
Safe Thrust: 4
Max Thrust: 6
Heat Sinks (Double): 10 [20] 0
Gyro: 2
Cockpit: 3
Fuel: 80 0
Structural Integrity: 16 0
Armor Factor: 128 8
Internal Armor
Structure Value
Head 3 9
Center Torso 16 15
Center Torso (rear) 8
R/L Torso 12 12
R/L Torso (rear) 6
R/L Arms 8 14
R/L Legs 12 16

Fixed Components Location Critical Tonnage
Avionics RT/LT/HD 3 0
Landing Gear RT/CT/LT 3 0
Jump Jets RT/LT 4 2

Weapons and Ammo Location Critical Tonnage
Inferno Configuration
Large Laser RA 2 5
SRM-4 RT 1 2
Flamer CT 1 1
SRM-4 LT 1 2
Ammo (SRM) 25 LT 1 1
Large Laser LA 2 5

Dogfighter Configuration
LB 10-X AC RA 6 11
Ammo (LB-X) 20 RA 2 2
Medium Laser RT 1 1
CASE RT 1 0.5
ER Small Laser CT 1 0.5
Medium Laser LT 1 1

Ripper Configuration
Binary Laser Cannon RA 4 9
Claws RA 4 3.5
Claws LA 4 3.5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI), Atmospheric Flyer, Distracting
 
Notable Swoopers:
Swooper Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Swooper Inferno SpecMech Vet (2/1) Special Ops Wasp-1 LAM (’Mech/AirMech)

Bomberking Inferno ArtilleryMech Vet (3/2) Infantry Wasp-1 LAM (’Mech/AirMech)
Eviscerator Ripper SpecMech Reg (4/3) Special Ops Wasp-1 LAM (’Mech/AirMech)
Terra Soar Dogfighter ReconMech Vet (2/1) Scout Wasp-1 LAM (’Mech/AirMech)

*The Mech and Vehicle forms are, indeed, those of the Wasp Mk I LAM. The Mech form is, of course, the Swooper in Mech mode. The Fighter mode, however, is the AirMech mode for that machine, rather than the Fighter mode. This gives them that more bestial look.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 April 2022, 12:15:56
Command-grade units? Why not?

Tankus (Tracked AutoMech)

Summary

The Tankus class AutoMech is a special command-grade model that appears to serve mainly with the armies of the DemoCon faction on Syberia, where one in particular—a ruthless, two-toned gray machine named “MechaTankus”—has achieved hyper-elite status and now functions as its faction’s supreme military commander. While “MechaTankus” does demonstrate superior tactical and strategic cunning, it is periodically compromised by a tendency to favor brute force over subtlety, a trait that appears frequently—but not universally—with this class.

Heavily armed and armored, Tankuses are truly fearsome battlefield units, regardless of their temperament. Heavy and assault-grade autocannons, extended-range particle cannons, and large LRM racks are commonplace across all known configurations, while many also boast the ability to jump. A few have been known to overdo it, however, such as a PPC-heavy variant known as “Galvan Tankus,” which has been known to overload its own heat capacity repeatedly in battle, forcing allied units to cover for its periodic shutdowns.

Code: [Select]
Type: Tankus
Technology Base: Syberian (Experimental)
Tonnage: 100

Equipment Mass
Internal Structure: 10
Conversion Eqpt: Tracked 15
Engine: 300 19
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 296 18.5
Internal Armor
Structure Value
Head 3 9
Center Torso 31 35
Center Torso (rear) 20
R/L Torso 21 27
R/L Torso (rear) 15
R/L Arms 17 34
R/L Legs 21 40

Fixed Components Location Critical Tonnage
Tracks RA/RT/LT/LA 4 0

Weapons and Ammo Location Critical Tonnage
Imperial Configuration A
ER PPC RA 3 7
AutoCannon/20 RT 10 14
Jump Jets CT 2 4
Ammo (AC/20) 10 LT 2 2
CASE LT 1 0.5
Wrecking Ball LA 5 4

Imperial Configuration B
ER PPC RA 3 7
ER PPC RT 3 7
Improved Jump Jet RL 2 4
Guardian ECM CT 2 1.5
Improved Jump Jet LL 2 4
ER PPC LT 3 7

Hunter Configuration
LRM-15 + Artemis IV RT 4 8
Ammo (LRM-15) 32 RT 4 4
CASE RT 1 0.5
Beagle Active Probe CT 2 1.5
LRM-15 + Artemis IV LT 4 8
ECM Suite LT 2 1.5
ER PPC LA 3 7
TAG HD 1 1

Thunder Configuration
LB 10-X AC RT 6 11
Ammo (LB-X) 20 RT 2 2
CASE RT 1 0.5
Jump Jet RL 1 2
Jump Jet LL 1 2
LB 10-X AC LT 6 11
Ammo (LB-X) 20 LT 2 2
CASE LT 1 0.5
ER Small Laser LA 1 0.5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Tracked ’Mech Conversion), Battle Fists, Command BattleMech, Cowl, Reinforced Legs, Searchlight

Notable Tankuses:
Tankus Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Mecha Tankus Imperial (A) CommandMech Elt (0/0) Infantry, Officer Shootist/Ajax
Shocker Tankus Hunter Analysis Elt (2/1) Scientist, Officer Highlander/Marksman M1
Alpha Blitzer Thunder ArtilleryMech Reg (3/2) Scout Highlander/Demolisher
Galvan Tankus Imperial (B) CommandMech Vet (2/1) Infantry, Officer Highlander/Morrigu

Yes, the Imperial B configuration is insane. That's the whole point.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 22 April 2022, 01:24:03
very cool  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 April 2022, 03:50:59
More...

AeroMech (Aerofighter AutoMech)


Summary

Likely conceived as a lighter—and therefore, cheaper—answer to the DemoCon Seeker, the AeroMech is one of the AutoBoP faction’s more populous units in the field of supersonic flight. On the ground or in the air, AeroMechs match the Seekers in terms of mobility, but do so at a significant cost in armor and payload. In what seems to be a tactical doctrine, they often make up for this by always operating in paired groups, even for reconnaissance missions, while their DemoCon counterparts are just as apt to fly solo as they are to patrol in three-unit demi-squadrons. The dubious reliability of such strategy may be one reason why the AeroMechs remain so outnumbered to this day, as the AutoBoPs appear hard-pressed to keep their fighter production rates high enough to cover yearly losses, let alone compete with the sheer volume of enemy Seekers.

In any case, the AeroMech remains a nimble combatant, and a decent enough dogfighter/interceptor to keep opposing air power tied up during pitched fights. When combined with their combat discipline and mindful of their own limits, crafty enough groups of this AutoMech type can thus balance what would ordinarily be a far more lopsided battle.

Code: [Select]
Type: AeroMech
Technology Base: Syberian (Experimental)
Tonnage: 40

Equipment Mass
Internal Structure: 4
Conversion Eqpt: Aero 6
Engine: 200 8.5
Walking MP: 5
Running MP: 8
Jumping MP: 8
Safe Thrust: 8
Max Thrust: 12
Heat Sinks (Double): 10 [20] 0
Gyro: 2
Cockpit: 3
Fuel: 80 0
Structural Integrity: 12 0
Armor Factor: 96 6
Internal Armor
Structure Value
Head 3 9
Center Torso 12 10
Center Torso (rear) 7
R/L Torso 10 10
R/L Torso (rear) 5
R/L Arms 6 10
R/L Legs 10 10

Fixed Components Location Critical Tonnage
Avionics RT/LT/HD 3 0
Landing Gear RT/CT/LT 3 0
Improved Jump Jets RL/RT/LT/LL 8 4

Weapons and Ammo Location Critical Tonnage
Interceptor Configuration
Light PPC RA 2 3
LRM-5 RT 1 2
LRM-5 LT 1 2
Ammo (LRM) 24 LT 1 1
Fuel (80) LT 1 1
CASE LT 1 0.5
Medium Laser LA 1 1

Dogfighter Configuration
Large Laser RA 2 5
SRM-4 RT 1 2
SRM-4 LT 1 2
Ammo (SRM) 25 LT 1 1
CASE LT 1 0.5

Bombardier Configuration
Medium Pulse Laser RA 1 2
SRM-6 RT 2 3
SRM-6 LT 2 3
Ammo (SRM) 30 LT 2 2
CASE LT 1 0.5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI), Atmospheric Flyer, Jettison-Capable Weapons (Hands), Nimble Jumper
 
Notable AeroMechs:
AeroMech Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Aero-Diver Interceptor Analysis Vet (3/2) Intelligence Wasp-1/Rapier
Aero-Shot Dogfighter GruntMech Vet (3/2) Minimal Wasp-1/Rapier
Aero-Fire Bombardier NinjaMech Vet (3/0) Infantry-AntiMech Wasp-1/Rapier
Aero-Raider Interceptor ArtilleryMech Vet (3/2) Infantry Wasp-1/S-Hawk LAM (ASF)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 April 2022, 05:55:06
AutoBoPs! Convert and Charge!

Leader (Wheeled AutoMech)

Summary


The more we see the Leader class AutoMechs in action, the more convinced we are that we couldn’t have picked a better name for them. While many of these machines appear under-armed for their mass, their thick armor and command-grade combat computers mesh with their Syberian AIs with astounding clarity. Because their battlefield role requires them to remain close to their subordinate troops, most Leaders perform their command duties from the front. As ground-fighters, they often work to counter similar assault-grade units such as the Tankus, Lieutenant, and Grimdark class AutoMechs. But we’ve also spotted a few that operate more like fire support units and logistics transports.

The Leader known as “Primus Optimal” remains at the head of the AutoBoP faction, but we have determined that at least two of its highest ranked sub-commanders are variants on the same chassis. That one of these is a unit known as “Primus Thermal,” however, has us somewhat confused as to how their faction handles its rank structure. (We were led to believe rather early on that the term “Primus” was effectively the AutoBoP military’s equivalent to a General of the Armies, but this clearly cannot be the case with more than one so-titled unit in active use. Interviews with other AutoBoP units have failed to clear this up conclusively, but one possibility is that “Primus Thermal” was commissioned during a brief period when “Optimal” was either crippled or otherwise incapacitated. If so, the elder Leader’s return to duty did not negate the other’s promotion…that, or the event was so unprecedented that it even the AutoBoPs themselves aren’t sure how to handle it.)

Code: [Select]
Type: Leader
Technology Base: Syberian (Experimental)
Tonnage: 85

Equipment Mass
Internal Structure: 8.5
Conversion Eqpt: Wheeled 13
Engine: 255 13
Walking MP: 3
Running MP: 5
Jumping MP: 0
Wheeled Cruise MP: 4
Wheeled Flank MP: 6
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 232 14.5
Internal Armor
Structure Value
Head 3 9
Center Torso 27 31
Center Torso (rear) 20
R/L Torso 18 20
R/L Torso (rear) 16
R/L Arms 14 20
R/L Legs 18 30

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
Prime Configuration A
Gauss Rifle RA 7 15
Ammo (Gauss) 16 RT 2 2
Large Pulse Laser CT 2 7
Hatchet LA 6 6

Prime Configuration B
2 ER PPCs RA 6 14
2 Double Heat Sinks RT 3 2
Large Pulse Laser CT 2 7
2 Double Heat Sinks LT 3 2
Chainsaw LA 5 5

Magna Configuration
Ultra AC/5 RA 5 9
Ammo (Ultra AC) 40 RA 2 2
Streak SRM-6 RA 2 4.5
Ammo (Streak) 30 RT 2 2
CASE RT 1 0.5
ER Large Laser CT 2 5
Ammo (Streak) 30 LT 2 2
CASE LT 1 0.5
Streak SRM-6 LA 2 4.5

Artillery Configuration A
Sword RA 6 5
LRM 15 RT 3 7
Ammo (LRM) 24 RT 3 3
CASE RT 1 0.5
Guardian ECM CT 2 1.5
LRM 15 LT 3 7
Double Heat Sink LT 3 1
ER Large Laser LA 2 5

Artillery Configuration B
Light PPC RA 2 3
LB 10-X AC RT 6 11
Ammo (LB 10-X) 20 RT 2 2
CASE RT 1 0.5
LB 10-X AC LT 6 11
Ammo (LB 10-X) 20 LT 2 2
CASE LT 1 0.5

Transport Configuration A
ER Large Laser RA 2 5
2 Flamers RA 2 2
Cargo (7 tons) RT 7 7
Jump Jet RT 1 1
CASE RT 1 0.5
Cargo (7 tons) LT 7 7
Jump Jet LT 1 1
CASE LT 1 0.5
2 Fluid Guns LA 2 4
Ammo (Fluid) 40 LA 2 2

Transport Configuration B
Snub-Nose PPC RA 2 6
Beagle Active Probe RT 2 1.5
Cargo (9 tons) RT 9 9
Jump Jet RT 1 1
Jump Jet CT 1 1
Guardian ECM Suite LT 2 1.5
Cargo (9 tons) LT 9 9
Jump Jet LT 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion), Battle Computer, Battle Fists, Command BattleMech, Jettison-Capable Weapon (Right Hand), Modular Weapons, Rugged (2), Searchlight

Notable Leaders:
Leader Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Primus Optimal Prime (A) CommandMech Elt (0/0) Analysis, Officer Grand Titan/HQ Vehicle
Primus Thermal Prime (B) CommandMech Vet (2/1) Infantry, Officer Banshee/Coolant Truck
Magnum Ultra Magna CommandMech Elt (1/1) Infantry, Officer Grand Titan/Indra

Master Motor Artillery (A) CommandMech Vet (2/1) Infantry, Officer Grand Titan/HQ Vehicle
Master Onslaught Artillery (B) CommandMech Vet (2/1) Infantry, Officer Grand Titan/Long Tom MV
Master Nemesis Prime (A) NinjaMech Vet (3/0) Infantry Grand Titan/HQ Vehicle
October Alpha Transport (A) Explorer Vet (4/2) Planetary Surveyor Grand Titan/Coolant Truck
Star Train Alpha Transport (B) ReconMech Vet (2/1) Scout Banshee/Long Tom MV

Have funsies!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 22 April 2022, 06:33:52
Question about the Leader.  Do they get the trailer?  Optimus was famous having a armed trailer with various equipment in it.  BattleTech has such a trailer, the Gun Trailer, only thing a Leader would need is a trailer hitch.

Gun Trailer could have repair gantry, communication equipment.  Wheelie, the drone vehicle for scouting, fixed gun placement etc.  Just suggestion. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 April 2022, 12:38:05
Question about the Leader.  Do they get the trailer?  Optimus was famous having a armed trailer with various equipment in it.  BattleTech has such a trailer, the Gun Trailer, only thing a Leader would need is a trailer hitch.

Gun Trailer could have repair gantry, communication equipment.  Wheelie, the drone vehicle for scouting, fixed gun placement etc.  Just suggestion.

I have a vague recollection that someone actually statted one up somewhere, years ago. I didn't give them one, though. The mini form I gave them was that of an HQ vehicle, which has a trailer built into it. So, I kind of handwaved that the Leader form took a bit of a G1 Motor Master approach to big rigs by integrating the trailer into the body itself (if only in my own mind).

Plus, much like the size-changing aspect of (many) G1 characters, I figured Prime's magic disappearing/reappearing trailer was best not appearing on Syberia, where they have a *little* more respect for physics (even if it's FASA Physics). ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 22 April 2022, 18:49:49
I thought the proper spelling was FASA Fisiks?  ???  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 April 2022, 19:33:05
I thought the proper spelling was FASA Fisiks?  ???  ;D

As a professional writer, I'm fluent in Typo. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 22 April 2022, 19:44:36
:toofunny:

Touché, good sir!  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 April 2022, 20:22:10
Oh, Seeker class updates!

Seeker (Aerofighter AutoMech)

Summary
(Fluff unchanged.)

Code: [Select]
Type: Seeker
Technology Base: Syberian (Experimental)
Tonnage: 50

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Aero 7.5
Engine: 250 12.5
Walking MP: 5
Running MP: 8
Jumping MP: 8
Safe Thrust: 8
Max Thrust: 12
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Fuel: 80 0
Structural Integrity: 16 0
Armor Factor: 112 7
Internal Armor
Structure Value
Head 3 9
Center Torso 16 12
Center Torso (rear) 7
R/L Torso 12 10
R/L Torso (rear) 5
R/L Arms 8 12
R/L Legs 12 15

Fixed Components Location Critical Tonnage
Avionics RT/LT/HD 3 0
Landing Gear RT/CT/LT 3 0
Improved Jump Jets RL/RT/LT/LL 8 4

Weapons and Ammo Location Critical Tonnage
Strafer Configuration A
Medium Pulse Laser RA 1 2
ER Medium Laser RA 1 1
Fuel (80) RT 1 1
Double Heat Sink LT 3 1
Medium Pulse Laser LA 1 2
ER Medium Laser LA 1 1

Strafer Configuration B
2 ER Medium Lasers RA 2 2
Double Heat Sink RT 3 1
Fuel (80) RT 1 1
TAG LT 1 1
Double Heat Sink LT 3 1
2 ER Medium Lasers LA 2 2

Interceptor Configuration A
Light PPC RA 2 3
Primitive Rocket Launcher-15 RT 2 1
Primitive Rocket Launcher-15 LT 2 1
Light PPC LA 2 3

Interceptor Configuration B
ER Medium Laser RA 1 1
LRM 5 RT 1 2
ER Small Laser CT 1 0.5
Ammo (LRM) 24 LT 1 1
CASE LT 1 0.5
LRM 5 LT 1 2
ER Medium Laser LA 1 1

Ambusher Configuration A
SRM 4 RA 1 2
Guardian ECM RT 2 1.5
CASE LT 1 0.5
SRM 4 LA 2 2
Machine Gun LA 1 0.5
Ammo (MG) 100 LA 1 0.5
Ammo (Streak) 25 LA 1 1

Ambusher Configuration B
ER Medium Laser RA 1 1
LRM-10 RT 2 5
Ammo (LRM) 12 LT 1 1
ER Medium Laser LA 1 1

Bladefighter Configuration
Medium Vibroblade RA 2 5
ER Medium Laser RT 1 1
ER Medium Laser CT 1 1
ER Medium Laser LT 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Fighter Conversion), Atmospheric Flyer, Nimble Jumper, Ubiquitous (Syberia)
 
Notable Seekers:
Seeker Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Star Seeker Strafer (B) CommandMech Elt (0/0) Scout, Officer Phoenix Hawk/Mechbuster
Sky Seeker Ambusher (A) SpecMech Vet (2/1) Special Forces Phoenix Hawk/Mechbuster
Thunder Seeker Ambusher (B) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Acid Seeker Interceptor (B) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Ion Seeker Interceptor (A) SpecMech Vet (2/1) Special Forces Phoenix Hawk/Mechbuster
Nova Seeker Strafer (A) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Bit Seeker Strafer (A) Analyzer Vet (3/2) Analysis Phoenix Hawk/Mechbuster
Heat Seeker Interceptor (B*) CraftsMech Vet (5/1) Engineer Phoenix Hawk/Mechbuster
Cell Seeker Ambusher (B) ArtilleryMech Reg (5/4) Infantry Phoenix Hawk/Mechbuster
Sun Seeker Strafer (B**) SpecMech Reg (4/3) Special Forces Phoenix Hawk/Mechbuster
Death Seeker Ambusher (A) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Ram Seeker Ambusher (A) ArtilleryMech Vet (3/2) Infantry Phoenix Hawk/Mechbuster
Thrust Seeker Ambusher (B) ReconMech Vet (2/1) Scout Phoenix Hawk/Mechbuster
Blast Seeker Ambusher (B) ReconMech Reg (3/2) Scout Phoenix Hawk/Mechbuster
Black Seeker Strafer (B) NinjaMech Vet (1/0) Infantry-AntiMech Phoenix Hawk/Mechbuster
Red Seeker Interceptor (A) GruntMech Reg (5/4) Minimal Phoenix Hawk/Mechbuster
Sand Seeker Ambusher (A) ReconMech Reg (3/2) Scout Phoenix Hawk/Mechbuster
Stream Seeker Ambusher (A) ReconMech Vet (2/1) Scout Phoenix Hawk/Mechbuster

Air Blade Bladefighter NinjaMech Vet (1/0) Infantry-AntiMech Phoenix Hawk/Mechbuster
Poniard Bladefighter† SpecMech Vet (2/1) Special Forces Phoenix Hawk/Mechbuster
Maximia Strafer (A) ReconMech Vet (2/1) Scout Phoenix Hawk/Mechbuster

*This AutoMech swaps its left ER Medium Laser for a Flamer
**This AutoMech swaps both extra double heat sinks for 2 more ER Medium Lasers
†This AutoMech swaps its Medium Vibroblade and central ER Medium Laser for 2 Small Vibroblades (one in each hand)

See if you can tell me what I added here.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 22 April 2022, 21:46:47
Herb, how about the Typhoon for Roadbuster?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 April 2022, 01:04:34
Herb, how about the Typhoon for Roadbuster?

Hmmm. Most of his toy forms are supposed to be jeeps, not tanks, but there does seem to be at least one that's patterned on an armored car. And the comics seem to depict him as being a rather large fellow, at least in bot mode, so... sure?

What are you thinking for his Mech form then?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 23 April 2022, 15:01:02
Didn't turn out too bad.

Looks good!  :thumbsup:


More...

AeroMech (Aerofighter AutoMech)



AutoBoPs! Convert and Charge!

Leader (Wheeled AutoMech)


Oh, Seeker class updates!

Seeker (Aerofighter AutoMech)


Very cool!  :) :thumbsup:



I have a vague recollection that someone actually statted one up somewhere, years ago. I didn't give them one, though. The mini form I gave them was that of an HQ vehicle, which has a trailer built into it. So, I kind of handwaved that the Leader form took a bit of a G1 Motor Master approach to big rigs by integrating the trailer into the body itself (if only in my own mind).

Plus, much like the size-changing aspect of (many) G1 characters, I figured Prime's magic disappearing/reappearing trailer was best not appearing on Syberia, where they have a *little* more respect for physics (even if it's FASA Physics). ;)

- Herb


I was just wondering if the Trailer would be an Emplacement/Wheeled AutoMech or just a Trailer with an AI. Probably just a Trailer. Folding walls isn't much of a transformation.
Plus it'd make building it easier. There could be multiple types too.



Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 23 April 2022, 16:44:01
I couldn't find any available battletech vehicles flat enough with 4 wheels that fit Roadbuster's look so felt the Typhoon was a good compromise.  I was thinking of maybe just putting a forward mounted off-center gun at first too, before using the Goblin turret since it had an offside barrel.  The mech mode will either be a Griffin IIC base or I'm eyeing a hybrid Griffin / Shadow Hawk build, because of the arms and his overall brick build.

Hmmm. Most of his toy forms are supposed to be jeeps, not tanks, but there does seem to be at least one that's patterned on an armored car. And the comics seem to depict him as being a rather large fellow, at least in bot mode, so... sure?

What are you thinking for his Mech form then?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 23 April 2022, 16:46:36
I also added a roll bar, right behind the driver area, so that kind of helps the overall look too, after the picture was taken.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 April 2022, 12:55:29
I was just wondering if the Trailer would be an Emplacement/Wheeled AutoMech or just a Trailer with an AI. Probably just a Trailer. Folding walls isn't much of a transformation.
Plus it'd make building it easier. There could be multiple types too.

If you wanted to make it an AutoMech, it would have to be wheeled rather than an emplacement, with a negligible fusion engine--lower than could give it even 1 MP. It would also have a Mech mode. Alternately, you'd could make it as a wheeled support vehicle with trailer and convertible chassis mods (to cover its fold-out configuration) and all the features you want to build into it. Roller would be its own vehicle drone, stored inside the trailer's cargo bay. The gun system would be built into the trailer, of course. (The TF wiki says the weapon system inside Prime's trailer features a mix of artillery and beam weapons, as well as one or two grapple manipulators, which basically operate on an internal turret. A Mobile Field Base or something like that could also be in there.)

That's if you wanted to futz with it, of course. I feel Primus Optimal is complete as it is.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 24 April 2022, 18:57:34
If you wanted to make it an AutoMech, it would have to be wheeled rather than an emplacement, with a negligible fusion engine--lower than could give it even 1 MP. It would also have a Mech mode. Alternately, you'd could make it as a wheeled support vehicle with trailer and convertible chassis mods (to cover its fold-out configuration) and all the features you want to build into it. Roller would be its own vehicle drone, stored inside the trailer's cargo bay. The gun system would be built into the trailer, of course. (The TF wiki says the weapon system inside Prime's trailer features a mix of artillery and beam weapons, as well as one or two grapple manipulators, which basically operate on an internal turret. A Mobile Field Base or something like that could also be in there.)

That's if you wanted to futz with it, of course. I feel Primus Optimal is complete as it is.

- Herb

I was wondering about something like the Thorizer only as a Trailer/Emplacement instead of a Hover/ASF and an AI instead of Crew. That way it could operate on it's own. Although I suppose just being a trailer with a remote drone system would work too. The convertible chassis mode would totally work for the folding walls.  :thumbsup:  Some trailers do have a more complex conversion than just folding down the walls though.  They're also a variety of weapons so there could be various.

There's also various Semi-Trucks and not all of them come with trailers. They could tow the drone trailer.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 24 April 2022, 19:03:59
If you wanted to make it an AutoMech, it would have to be wheeled rather than an emplacement, with a negligible fusion engine--lower than could give it even 1 MP. It would also have a Mech mode. Alternately, you'd could make it as a wheeled support vehicle with trailer and convertible chassis mods (to cover its fold-out configuration) and all the features you want to build into it. Roller would be its own vehicle drone, stored inside the trailer's cargo bay. The gun system would be built into the trailer, of course. (The TF wiki says the weapon system inside Prime's trailer features a mix of artillery and beam weapons, as well as one or two grapple manipulators, which basically operate on an internal turret. A Mobile Field Base or something like that could also be in there.)

That's if you wanted to futz with it, of course. I feel Primus Optimal is complete as it is.

- Herb

Give the trailer 5% of its mass taken up by the semi-transformation ability?

It also means you can have multiple types of trailers:
1) as described above, where it has a small drone in the cargo bay along with weapons
2) a trailer carrying a Heavy Vehicle Bay, so a Transformer that is damaged on the battlefield can be carted away in vehicle mode
3) A trailer with extra weapons/ammo for the units to shoot with (do the Transformers have access to CASE technology?)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 April 2022, 21:55:15
Give the trailer 5% of its mass taken up by the semi-transformation ability?

It also means you can have multiple types of trailers:
1) as described above, where it has a small drone in the cargo bay along with weapons
2) a trailer carrying a Heavy Vehicle Bay, so a Transformer that is damaged on the battlefield can be carted away in vehicle mode
3) A trailer with extra weapons/ammo for the units to shoot with (do the Transformers have access to CASE technology?)

Support Vehicle construction calls the Convertible mod a 1.1 multiplier (so, 10%), but the trailer mod has a 0.8 multiplier, for a final chassis multiplier mod of 0.88, unless you made it an armored vehicle. And you don't need to put an engine in for MP, so you can pick a minimal-size fusion plant to power any weapons and equipment. If you make the trailer as big as possible (160 tons), and used a Tech Rating of D that would get you 25.5 tons of structure, 10 tons of fusion power plant, leaving you the rest for equipment. At Tech E, the same size trailer with the same mods get a 22-ton chassis and a 9.5-ton power supply.

And yes, as they are of SL-era tech, plus IS-tech to 3060, they have access to CASE.

*Edit: Oops! Forgot it needs a robotic control system. That'll be another, um, 5% I think?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 April 2022, 00:39:09
Hounder (Wheeled AutoMech)

Summary

The Hounder is one of four classes we originally grouped under the name VeeMechs, believing at first that these machines were all built as variants of a single model. More study, of course, not only revealed that this was an error on our part, it also expanded our understanding of how many AutoMech body types evolved from what were, in essence, some of the Inner Sphere’s more popular standbys. As such, it is now our belief that these four models may have been among the earliest of the convertible wheeled AutoMechs to come into service.

The Hounder chassis type is built on the bones of the popular Wolverine BattleMech, and nowhere is this more apparent than in its most common weapons configuration. Though it gains five tons in its transition to a bimodal AutoMech, its performance remains unchanged, allowing it to act as both a heavy scout and a brawler. As might be expected, this comes at a significant cost in armor protection, but most of these machines appear to make up for that by carrying some of Syberia’s most advanced weaponry.

Code: [Select]
Type: Hounder
Technology Base: Syberian (Experimental)
Tonnage: 60

Equipment Mass
Internal Structure: 6
Conversion Eqpt: Wheeled 9
Engine: 300 19
Walking MP: 5
Running MP: 8
Jumping MP: 0
Wheeled Cruise MP: 6
Wheeled Flank MP: 9
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 152 9.5
Internal Armor
Structure Value
Head 3 9
Center Torso 20 20
Center Torso (rear) 7
R/L Torso 14 20
R/L Torso (rear) 6
R/L Arms 10 16
R/L Legs 14 16

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
Common Configuration A
ER Large Laser RA 2 5
SRM 6 LT 2 3
Ammo (SRM) 15 LT 1 1
CASE LT 1 0.5
Medium Laser HD 1 1

Common Configuration B
Light PPC RT 2 3
Guardian ECM Suite LT 2 1.5
ER Medium Laser LT 1 1
ER Large Laser LA 2 5

Maintainer Configuration
Lift Hoist RA 3 3
Light TAG LT 1 0.5
Large Laser LA 2 5
Spot Welder LA 1 2

Striker Configuration (A)
Snub-Nose PPC RA 2 6
Narc Missile Beacon LT 2 3
Ammo (Narc) 6 LT 1 1
CASE LT 1 0.5

Striker Configuration (B)
Binary Laser Cannon RA 4 9
Cargo (0.5 ton) LT 1 0.5
Flamer HD 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion). Extended Torso Twist, Improved Communications, Jettison-Capable Weapon (Right Hand), Protected Actuators, Ubiquitous (Syberia), Trailer Hitch (Vehicle Mode Only)
Credit: Giovanni Blasini, for base chassis design

Notable Hounders:
Hounder Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Hounder Common (A) ReconMech Vet (2/1) Scout Wolverine/Armed Ibex
Vee-Trailer Common (B) ArtilleryMech Vet (3/2) Infantry Wolverine/Striker
Vee-Hoister Maintainer DoctorMech Vet (4/2) Technician–’Mech Wolverine/Striker
Chroma-Vee Striker (A) SpecMech Vet (2/1) Special Forces Wolverine/Demon
Fire-Vee Striker (B) ReconMech Reg (4/3) Scout Wolverine/Demon

Tilt-Hounder Common (A) ArtilleryMech Reg (5/4) Infantry Wolverine/Armed Ibex

Have funsies!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 April 2022, 01:32:55
And now for something slightly different...

Spybird Recon Drone

Summary

Used by nearly every action on Syberia that fields Sounder Wheeled AutoMechs or their derivatives, the Spybird is a 3-ton reconnaissance drone small enough to be carried within the Sounder's internal cargo holds.

Thanks to their small size, and ability to hitch a ride inside another AutoMech's cargo hold, Spybirds can eschew fusion power, and instead use solar cells on their wings, to power the ducted fans that give them flight.  While this limits their speed, it also means their powerplants do not interfere with the Sounder's fusion reactor.  The fans also enable VSTOL capability, and run quietly enough that these small scouts can stealthily touch down close enough to enemy positions to overhear their chatter.

As can only be expected from such compact units, Spybirds are not well armored. And their armament is light, equivalent in power to a pair of Mauser 960 rifles that can barely scuff a larger AutoMech’s paint. But of course, they’re not meant to fight to begin with. The important parts of the Spybird drone are the intelligence- sophisticated recon camera mounted in its hawklike nose, and the aftward remote sensor dispensers that can be drop “bugs” for its parent unit.

Code: [Select]
Type: Spybird Recon Drone
Movement Type: Fixed Wing (Small)
Equipment Rating: E/X-X-X/D
Mass: 3 tons

Equipment Mass
Chassis: 288kg
Engine/Controls: Robotic 540kg
Type Solar
Safe Thrust 2
Max Thrust 3
Structural Integrity: 2
Fuel: 0kg
Armor Factor (BAR 4): 6 156kg
Armor
Value
Nose: 3
R/L Wing: 1/1
Aft: 1

Weapons and Ammo Location Slots Mass
Advanced Fire Control 0 2kg
Recon Camera Nose 1 500kg
2 Handheld Searchlights Nose 0 10kg
Mauser 960 Laser Rifle (75/10) R. Wing 1 12kg
Mauser 960 Laser Rifle (75/10) L. Wing 1 12kg
Remote Sensors/Dispenser (5) Aft 1 580kg

Crew: None
Cargo: None

Notes: Features Prop, Ultra-Light, and VSTOL chassis modifications. Features the following Design Quirks: Illegal (Syberian Robotics AI), Code-Bonded (Unit may only operate within 100 km of its designated command unit)
Credit: Giovanni Blasini for Original Design and Fluff

Notable Spybirds:
Spybird Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Laserbeam Drone Scrambler (A) ReconMech Vet (2/1) Scout NA/Aeshna (Micro)
Vibroblade Drone Common (B) ReconMech Reg (3/2) Scout NA/Aeshna (Micro)
Night Recon Drone Common (A) ReconMech Reg (3/2) Scout NA/Aeshna (Micro)

Gio, I went over your figures and built the Spybird in my Support Vehicle spreadsheet to match...and have come up with 900kg left over. Any thoughts here?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 April 2022, 21:22:41
Jack (Wheeled AutoMech)

Summary

Of the four body types (five, if one counts the Sounder) belonging to what we now jokingly call the “VeeMech clade,” the Jack is the lightest and most eclectic. Although its base frame clearly derives from that of the classic Shadow Hawk, this model drops five tons in its transition from a standard all-aspect BattleMech to a convertible wheeled AutoMech. What prompted this engineering choice isn’t entirely clear, but one potential explanation may lie in their vehicle forms, which stylistically blend in with both those of both the lighter Beetle class and the heavier Streakers.

Crafted as they are to resemble common civilian ground cars, most Jacks, Streakers, and Beetles look alike in their alternate forms, so much so that they could stump even the most sophisticated of onboard sensor systems. And with the sheer volume of each model that remain in service even today, it can be almost impossible to gauge an enemy strike force that stays in vehicle mode until their units have already reached optimal firing range. The profound impact this type of misdirection tactic offers cannot be overstated.

Making things even more interesting is the range of payload configurations we’ve seen Jacks use in action, and the extremes they have gone to. While some are basic adaptations of the Shadow Hawk theme, others boast jumping capacity the classic ’Mech could only dream of. Still others take an approach more suited to berserker tactics, with weapon loads that either leave their heat control systems quickly overwhelmed, or which encourage them to engage their enemies at point-blank range.

Code: [Select]
Type: Jack
Technology Base: Syberian (Experimental)
Tonnage: 50

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Wheeled 7.5
Engine: 250 12.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Wheeled Cruise MP: 6
Wheeled Flank MP: 9
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 152 9.5
Internal Armor
Structure Value
Head 3 9
Center Torso 16 23
Center Torso (rear) 8
R/L Torso 12 18
R/L Torso (rear) 6
R/L Arms 8 16
R/L Legs 12 16

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
Common Configuration A
Medium Laser RA 1 1
LRM 5 RT 1 2
Ammo (LRM) 24 RT 1 1
CASE RT 1 0.5
ER Large Laser LT 2 5

Common Configuration B
Light PPC RA 2 3
Beagle Active Probe CT 2 1.5
Narc Missile Beacon LT 2 3
Ammo (Narc) 6 LT 1 1
CASE LT 1 0.5
Light TAG HD 1 0.5

Leaper Configuration A
Medium Pulse Laser RA 1 2
Jump Jets RT 2 1
Jump Jet CT 1 0.5
Jump Jets LT 2 1
ER Large Laser LT 1 5

Leaper Configuration B
Medium Laser RA 1 1
Jump Jets RT 2 1
Streak SRM-2 RT 1 1.5
Guardian ECM Suite RT 2 1.5
Jump Jet CT 1 0.5
Jump Jets LT 2 1
Streak SRM-2 LT 1 1.5
Ammo (SRM) 50 LT 1 1
CASE LT 1 0.5

Maintainer Configuration
ER Medium Laser RA 1 1
Beagle Active Probe CT 2 1.5
Narc Missile Beacon LT 2 3
Ammo (Narc) 12 LT 2 2
CASE LT 1 0.5
ER Medium Laser LA 1 1
ER Small Laser HD 1 0.5

Rampager Configuration A
3 ER Medium Lasers RA 3 3
Double Heat Sink RT 3 1
Beagle Active Probe CT 2 1.5
Double Heat Sink LT 3 1
3 ER Medium Lasers LA 3 3

Rampager Configuration B
Small Vibroblade RA 1 3
ER Medium Laser RA 1 1
Jump Jets RT 2 1
Jump Jet CT 1 0.5
Jump Jets LT 2 1
Small Vibroblade LA 1 3

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Wheeled ’Mech Conversion), Battle Fists, Jettison-Capable Weapon (Right Hand), Rugged (1 Point), Ubiquitous (Syberia)
Credit: Giovanni Blasini for the base design

Notable Jacks:
Jack Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Lighter Jack Common (A) ReconMech Reg (3/2) Scout Shadow Hawk/Rotunda
Wheeler Jack Maintainer DoctorMech Vet (1/0) Tech–’Mech, Officer Shadow Hawk/Rotunda
Swiper Jack Leaper (A) ReconMech Reg (3/2) Scout Shadow Hawk/Rotunda
Red Jack Common (B) ArtilleryMech Vet (3/2) Infantry Shadow Hawk/Rotunda
Tracker Jack Leaper (B) ReconMech Reg (3/2) Scout Shadow Hawk/Rotunda
Luna Jack Common (A) NinjaMech Vet (3/0) Infantry-AntiMech Shadow Hawk/Rotunda
Heat Jack Rampager (A) ReconMech Reg (3/2) Scout Shadow Hawk/Rotunda
Trapspringer-One Rampager (B) SpecMech Elt (1/0) Infantry-AntiMech Shadow Hawk/Rotunda

Break Ender Common (B) ReconMech Vet (2/1) Scout Shadow Hawk/Rotunda
Dead Ender Common (A) ArtilleryMech Vet (3/2) Infantry Shadow Hawk/Rotunda
Wild Ender Rampager (A) ReconMech Vet (2/1) Scout Shadow Hawk/Rotunda

These were interesting.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 27 April 2022, 06:47:14
Question:  Would specific bots need to have skills uploaded to them or they built in?  Wheel Jack was a tinker/scientist while the Jet Fire was explorer.   I know there was never mention of skills, but Groundwave (character) shows more abilities than most.  I just wonder if these guys have a skill set that built or even listed.   Having tools, not necessary means you have know-how to use them. Ratchet would need know how to repair their fellow bots, perhaps improvise.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 April 2022, 08:32:44
Question:  Would specific bots need to have skills uploaded to them or they built in?  Wheel Jack was a tinker/scientist while the Jet Fire was explorer.   I know there was never mention of skills, but Groundwave (character) shows more abilities than most.  I just wonder if these guys have a skill set that built or even listed.   Having tools, not necessary means you have know-how to use them. Ratchet would need know how to repair their fellow bots, perhaps improvise.

That is basically one of the key differences between the Syberian drones and truly sapient AIs: they can't really learn what they aren't supposed to, and what they do learn is geared to what they are meant to do. This makes them incapable of pure innovation; they can fix, they can jury-rig, they can make substitutions within reason, but they can't really invent anything new. Every AutoMech body type was engineered by a human team, and their production since the humans died off is basically driven by factory specs. Core programming tends to occur at the factories. This initial programming, naturally, includes their operating systems and primary function programs. So, a DoctorMech is basically "born" a DoctorMech, while a NinjaMech is basically "born" a NinjaMech. (All AutoMechs get a Piloting and Gunnery Skill regardless of function, by the way; it basically represents their physical coordination, spacial awareness, and dexterity.) Also set at this time are their personalities, voices, accents, and such--often with a randomizing factor to make them a little more engaging. (This can have unforeseen consequences, of course, like creating a treacherous Star Seeker-like unit who's core programming to NOT betray the cause kicks in usually just as it stages a coup, thus making its every attempt to kill the resident Mechatankus doomed from the start. The human Syberians likely would have spotted those flaws and reformatted this Seeker's systems in quality control, but with no humans handling QC, dangerously self-destructive personas now make it to the field.) Part of these personality features may also include an odd "bonus" Skill or two, which is more a happy accident than a deliberate choice.

Now, their skills CAN improve over time as their pattern-recognition protocols enable them to spot better/more efficient ways to perform their tasks for same-or-better results. But learning a new function requires some additional reprogramming. Officer programming, for instance, is bestowed on those that demonstrate sufficient success ratios and superiority in their tasks. And at a certain level of mastery (experience), some AutoMechs may receive extra code for secondary functions. Our Wheeler Jack was built to serve as a DoctorMech, but its supplemental persona programming likely gave it a Skill or two that come from a more analytical field, likely to make use of the scouting equipment it mounts, while its personality is more curious than most, and asks "why?" a lot more than usual. As it reached a higher Skill level in Piloting and Gunnery, we can presume it honed those skills enough to do its job VERY well. The addition of an Officer program indicates that this combination may have made it particularly effective at repairs and refits, earning it a higher rank and some more tactical and command-related skills. Combined with all its other features and Skills, it is likely capable of some really unconventional thinking, which it can apply in combat and in repairs. It seems like a mad scientist/tinkerer, but its really just finding new ways to configure units on the fly that most AutoMechs simply wouldn't consider.

As to Groundwave in Giovanni's fanfic, the story behind him is that he's a true oddity and not an AutoMech at all. At least not in a conventional sense. Instead he's a perfect or near-perfect copy of an actual human persona translated into a 'Mech's control system. He thus can reason and think as creatively as any human being.

I'm not sure if that really clears things up for you or not, but I guess the point is that whatever intangible wall exists between a really clever AI and true sapience, it remains intact where the AutoMechs of Syberia are concerned.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 April 2022, 17:02:15
Spybird Drones, Eject! Operation: Enhancement!

Spybird Recon Drone

Summary


Used by nearly every action on Syberia that fields Sounder Wheeled AutoMechs or their derivatives, the Spybird is a 3-ton reconnaissance drone small enough to be carried within the Sounder's internal cargo holds.

Thanks to their small size, and ability to hitch a ride inside another AutoMech's cargo hold, Spybirds can eschew fusion power, and instead use solar cells on their wings, to power the ducted fans that give them flight.  While this limits their speed, it also means their powerplants do not interfere with the Sounder's fusion reactor.  The fans also enable VSTOL capability, and run quietly enough that these small scouts can stealthily touch down close enough to enemy positions to overhear their chatter.

As can only be expected from such compact units, Spybirds are not well armored. And their armament is light, restricted mainly to a pair of heavy support lasers that can barely scuff the paint on a larger AutoMech’s hide. Then again, they’re not meant to fight to begin with; the important parts of the Spybird drone are the sophisticated recon camera mounted in its hawklike nose, and the aft remote sensor dispensers, which drop “bugs” that its parent unit can then monitor as the Spybird flits off to a new roost.

Code: [Select]
Type: Spybird Recon Drone
Movement Type: Fixed Wing (Small)
Equipment Rating: E/X-X-X/D
Mass: 3 tons

Equipment Mass
Chassis: 288kg
Engine/Controls: Robotic 540kg
Type Solar
Safe Thrust 2
Max Thrust 3
Structural Integrity: 2
Fuel: 0kg
Armor Factor (BAR 7): 6 270kg
Armor
Value
Nose: 3
R/L Wing: 1/1
Aft: 1

Weapons and Ammo Location Slots Mass
Advanced Fire Control 0 60kg
Recon Camera Nose 1 500kg
2 Handheld Searchlights Nose 0 10kg
Heavy Support Laser (42) R. Wing 1 315kg
Heavy Support Laser (42) L. Wing 1 315kg
Remote Sensors/Dispenser (10) Aft 1 660kg

Crew: None
Cargo: 42kg

Notes: Features Prop, Ultra-Light, and VSTOL chassis modifications. Features the following Design Quirks: Illegal (Syberian Robotics AI), Code-Bonded (Unit may only operate within 100 km of its designated command unit)
Credit: Giovanni Blasini for Original Design and Fluff

Notable Spybirds:
Spybird Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Laserbeam Drone Scrambler (A) ReconMech Vet (2/1) Scout NA/Aeshna (Micro)
Vibroblade Drone Common (B) ReconMech Reg (3/2) Scout NA/Aeshna (Micro)
Night Recon Drone Common (A) ReconMech Reg (3/2) Scout NA/Aeshna (Micro)

Upgrades: The BAR value for the armor has been upped from 4 to 7. The Mauser 960 rifles have been swapped out for heavy support lasers, and the bug capacity for the sensor dispenser has been doubled. The resultant changes actually give these guys a chance to harry lighter AutoMechs and other small drones, while being instantly lethal to individual, unarmored humans. The result is still underweight, but only by enough mass to, say, carry a single, plucky, teen-aged hitchhiker.

Gio, let me know what you think!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 27 April 2022, 18:59:32
Spybird Drones, Eject! Operation: Enhancement!

Spybird Recon Drone
Thanks to their small size, and ability to hitch a ride inside another AutoMech's cargo hold, Spybirds can eschew fusion power, and instead use solar cells on their wings, to power the ducted fans that give them flight.  While this limits their speed, it also means their powerplants do not interfere with the Sounder's fusion reactor.  The fans also enable VSTOL capability, and run quietly enough that these small scouts can stealthily touch down close enough to enemy positions to overhear their chatter.

- Herb

No I'm wondering if you could make a Spybird with a 'pair' of engines:
1) Battery-powered electric for higher speed
2) Solar-powered (as above) for lower speed endurance

This would allow the Spybird to operate at maybe 5/8 for a short distance near its paired unit (for as long as the battery holds out), but at longer ranges would slow down due to only having Solar power for its engines.

The battery would be recharged by the AutoMech's fusion reactor, though I suppose a heat burden might be applied while doing so.

Unless this is the sort of thinking that Groundwave can do, and not the AutoMechs?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 April 2022, 01:27:44
No I'm wondering if you could make a Spybird with a 'pair' of engines:
1) Battery-powered electric for higher speed
2) Solar-powered (as above) for lower speed endurance

Well, technically speaking, a solar-powered system IS battery-driven. That's part of the reason why it has such a large multiplier. And I imagine that, in all the abstraction, it's generally presumed that they are constantly converting light (and other radiations) to power that goes into a bank of battery cells that are in constant rotation.

That being said, in construction and game play terms, it would probably be just as well to make a Spybird with one engine type or the other, rather than pour mass into both. I mean, there's only 3 tons to work with here.

Quote
This would allow the Spybird to operate at maybe 5/8 for a short distance near its paired unit (for as long as the battery holds out), but at longer ranges would slow down due to only having Solar power for its engines.

The battery would be recharged by the AutoMech's fusion reactor, though I suppose a heat burden might be applied while doing so.

Probably, though I don't think such a rule was ever made to cover recharging.

Quote
Unless this is the sort of thinking that Groundwave can do, and not the AutoMechs?

Groundwave would be more likely to devise that than any AutoMech, yeah. The AutoMechs' programming would only allow them to follow established construction norms and an acceptable range of bypasses, patches, and alterations. (Think core chassis stuff: armor, engine, control systems, gyro, structure, conversion gear, and the 10 free sinks. All of that would be rigidly set, while any gear beyond that could be added as tonnage/space allows.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 28 April 2022, 08:00:55
Oh It does clear stuff up. I was curious as a character/ non-player character that you would need list these preloaded skills their design like Tech (basic repair) level 5, need roll 2D6 to fix it. Would that be listed as a illegal design quirk bwith level?

I guess these machines weren't meant like to be needing get into that level of details .
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 April 2022, 09:22:51
Oh It does clear stuff up. I was curious as a character/ non-player character that you would need list these preloaded skills their design like Tech (basic repair) level 5, need roll 2D6 to fix it. Would that be listed as a illegal design quirk bwith level?

I guess these machines weren't meant like to be needing get into that level of details .

Well, in game terms, I've been using the AutoMech character creation rules from Welcome to the Nebula California, which establishes the Piloting/Gunnery Skills as well as the Skill Fields the AutoMechs get by character class. That's what's boiled down to in the Notable Units part of the stats. My presentation has been pretty ultra-simplified here, but they cover the bulk of what each named AutoMech is all about.

Here's the in-game character creation rules that give a broader explanation:

Quote
AutoMech “Character” Creation

AutoMechs are not truly sentient, of course, but their unique programming is adaptive enough to “learn” new skills and abilities as appropriate to their chassis configurations, equipment, and mission roles. These adaptive programs, generated using templates provided by central computers, establish the basic personalities and job responsibilities of these sophisticated drones in their “society”. The longer each drone remains on-line, the better it becomes at its assigned tasks and the more its personality will evolve.

But, rather than devising an elaborate set of rules about AutoMech character generation, how about if we just randomly roll for it, huh? (Or, you know, pretend that you rolled; that works too. It’s your game table, after all…)

So, to randomly determine a given AutoMech’s function and base skill set, start by deciding if it’s going to be a civilian (or military support) robot, or if it’s meant for security and/or battle. Hint: If you put any ranged weapons on the thing that have no industrial function, and aren’t a Nail Gun, Rivet Gun, Fluid Gun, or Sprayer, it’s probably a combat model. Then, roll 2D6 and consult the Random AutoMech Functions and Skills Table appropriate to that broad classification. This will give you the primary function (character class) of your AutoMech, and the A Time of War Skill Field it receives—in addition to Sensor Operations, Language/English, and all Piloting/Driving and Gunnery Skills relevant to the AutoMech’s modes of operation (e.g. ’Mech and Aerospace for Fighter AutoMechs; ’Mech and Air Vehicle for VTOL AutoMechs, and so forth. If you find a Skill in there that makes no sense for a robotic “species” (like MedTech, Disguise, or Tactics/Infantry), either ignore it, or replace it with something that makes sense (e.g. Technician/Mechanical or Cryptography or Tactics/Ground or something). For those of you less interested in role-playing and more into finding out their Gunnery and Piloting TNs, read on.

Your next step is to determine the AutoMech’s experience level. This uses the simple mechanic found under the Random Experience Levels Table. If the AutoMech is intended to oppose active player characters, apply a modifier of +2 to the roll if you feel like they’ve been having it too easy, and –2 if they really suck. (Use your own metrics to decide which; we won’t judge.) Another –1 should also be applied to the roll if the AutoMechs involved are truly civilian in nature.

A Time of War: For players interested in the AutoMech’s skills under A Time of War, use the AToW Skill Levels for the unit’s experience level, applying the number listed before the word “(Field)” to all Skills under the AutoMech’s Skill Field (as determined by the AutoMech’s function. Then, apply the number of Skill levels shown after the Field to the listed number of Skills in the AutoMech’s entire repertoire. These bonus Skill levels replace any Skill level the AutoMech already has (so, for instance, the player may opt to take one of the 3 +1 Skill levels a Green AutoMech receives, and apply it to one of the drone’s Field Skills, replacing the +0 it ordinarily gets by default.

Remember that, in addition to their Field Skills, all AutoMechs possess Piloting and Gunnery Skills appropriate to their available modes of operation, as well as Language/English, and Sensor Operations. If any of these Piloting, Gunnery, Sensor Operations, Language, or Field Skills is not assigned a modifier after this, it receives a Skill Level of +0.

Note also that AutoMechs rated Veteran and higher receive a second function (and its corresponding Skill Field), with Skill Levels equal to those of the primary Field for a n AutoMech three Experience Levels lower than its own. This Field may be selected randomly in the same fashion used to assign the AutoMech’s original Field. Reroll if this results in a duplicate Field.

Total Warfare: For those who care only for the basic Gunnery and Piloting Skill target numbers (as used in Total Warfare), use the numbers found under the TW Base Gunnery/Piloting column for a given experience level, and then apply the respective modifiers found under the TW Gunnery/Piloting Mods column for that AutoMech’s function. This gives the AutoMech’s final Gunnery and Piloting Skill TNs, which apply regardless of the unit’s mode of operation.

Special Pilot Abilities: For even more flavor, players can also add Special Pilot Abilities to the mix. This should be reserved for AutoMechs rated Veteran or better. Since AutoMechs lack the Attributes and Traits found in player-characters, these SPAs do not need to satisfy prerequisites. Instead, assign the unit 200 XP for Veteran Experience, 400 XP for Elite, and 600 XP for Superlative, then use these XPs to purchase the desired SPAs as per their costs in A Time of War and the A Time of War Companion (see pp. 219-225, AToW and pp. 63-71, AToWC). If a SPA is given variable XP costs, use the higher value for purchasing purposes (and stop whining! Sheesh! You’re lucky we even thought about this stuff!).

AutoMech Factions: Now that the primary function and experience level have been determined, your AutoMech should choose a side. Prior to the events that led to their demise, the colonists who created the AutoMechs splintered into at least two warring camps: The Democratic Industrial Conglomeration, and the Autonomous Barony of Primus. Other, smaller groups also exist (such as the Inter-Sect Confederacy and the Dynamic Barony of Grim), but these have mainly aligned with either the DemoCon or AutoBoP factions after more than a century of sustained conflict.

By and large, there is no significant distinction between these factions. The DemoCon factions claim to be fighting for their freedom from the AutoBoP factions, and are somewhat more aggressive and indirect in their tactics, much like a guerilla force. Meanwhile, the AutoBoP factions seem to focus more on maintaining a strict chain of command and sharp delineations of function, like an enforced feudal organization that even includes the use of titles among command units (with a unit titled as the “Primus” recognized as the absolute ruler of all AutoBoP forces).

What that means for AutoMech character creation is up to the gamemaster, ultimately. Wer’re sure you can figure it out, though. Look over the IE report on Syberia to get a better feel of the setting.

Code: [Select]
Random AutoMech Functions and Skills Table

2D6 Roll Primary Function AToW Skill Field* TW Gunnery/Piloting Mods
Civilian and Support AutoMechs
2 Dealer Merchant +2 / +1
3-5 LaborMech Technician – Civilian +2 / +1
6 Miner Archaeologist +2 / +0
7 Explorer Planetary Surveyor +2 / +0
8 ForeMech Manager +0 / +0
9 CraftsMech Engineer +2 / –1
10 Communicator Communications +1 / +0
11 DoctorMech Technician – ’Mech +1 / +0
12 Analyzer Scientist, Analysis, or Intelligence** +0 / +0

Combat and Security AutoMechs
2-3 NinjaMech Infantry – Anti-’Mech +0 / –2
4-6 ReconMech Scout –1 / –1
7-8 GruntMech None +0 / +0
9 ArtilleryMech Infantry +0 / +0
10-11 SpecMech Special Forces –1 / –1
12 CommandMech Officer† –2 / –1

*All AutoMechs automatically possess Gunnery and Piloting Skills applicable to their mode(s) of operation, as well as Sensor Operations and Protocol/AutoMech Faction
**Pick one Field only, please! Don’t get greedy.
†Replace Melee Weapons with two Tactics Skills appropriate to the AutoMech’s modes of operation.

Random Experience Levels

2D6 Roll Experience Level AToW Skill Levels TW Base Gunnery/Piloting
2 or less Possibly Defective +0 (Field), –1 (x2)* 7 / 7
3 Really Green +0 (Field), +1 (x1) 7 / 6
4-5 Green +0 (Field), +1 (x3) 6 / 5
6-7 Regular +1 (Field), +1 (x2), +2 (x1) 5 / 4
8-9 Above Average +2 (Field), +2 (x3), +3 (x2) 4 / 3
10-11 Veteran +3 (Field), +4 (x2), +5 (x2)** 3 / 2
12 Elite +4 (Field), +5 (x4), +7 (x2)** 2 / 1
13 or more Superlative +6 (Field), +7 (x4), +9 (x2)** 1 / 0

*Yes, it is possible for this one to be worse than base levels; you must apply these modifiers
**Add a second Field. Apply Field Modifiers to original Field only; New Field starts with Skill Levels from 3 levels lower on this table.

That's about it.

- Herb


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 April 2022, 15:35:11
No fluff prepared this time, but here is the Mirage Expy.

Code: [Select]
Type: Ghost
Technology Base: Syberian (Experimental)
Tonnage: 40

Equipment Mass
Internal Structure: 4
Conversion Eqpt: Wheeled 6
Engine: 280 16
Walking MP: 7
Running MP: 11
Jumping MP: 0
Safe Thrust: 8
Max Thrust: 12
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 80 5
Internal Armor
Structure Value
Head 3 5
Center Torso 12 10
Center Torso (rear) 5
R/L Torso 10 10
R/L Torso (rear) 4
R/L Arms 6 6
R/L Legs 10 10

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
Stealther Configuration
ER Medium Laser RA 1 1
Guardian ECM Suite CT 2 1.5
Prim. Rocket Launcher 10 LT 1 0.5

Racer Configuration
ER Medium Laser RA 1 1
Prim. Rocket Launcher 15 CT 2 1
ER Medium Laser LA 1 1

Scrapper Configuration
Spikes RA 1 0.5
Spikes RL 1 0.5
Spikes LA 1 0.5
Medium Laser LA 1 1
Spikes LL 1 0.5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion), Improved Sensors, Jettison-Capable Weapon (Right Hand), Power Reverse, Protected Actuators
 
Notable Seekers:
Seeker Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Sensor Ghost Stealther SpecMech Vet (2/1) Special Forces Assassin/Zephyros

Drag Ender Racer ArtilleryMech Vet (3/2) Infantry Assassin/Zephyros

Junker Scrapper Explorer Reg (3/2) Planetary Surveyor Assassin/Zephyros*
*This AutoMech uses standard Heat Sinks

Sensor Ghost is Mirage (AutoBoP faction); Drag Ender is Dragstrip (DemoCon faction); and Junker is Junkyard (JUniCom faction).

They're kinda flimsy, yeah, but they may be the fastest wheeled units on Syberia.

[EDIT: Some downgraded tech on Junker.]

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 30 April 2022, 00:50:25
a very cool!  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 04 May 2022, 10:16:14
Warpath and Roadbuster are now posted in the mini section.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 May 2022, 14:28:51
Warpath and Roadbuster are now posted in the mini section.

Very nice! So, here's the thing: Your vehicle choice is clearly a turreted tank, but the closest most incarnations of Roadbuster come is a really THICK jeep with a big gun on a swivel. Game-wise, they can be treated the same, so... Actually, there's no thing. Gimme a bit to stat him.

As to Warpath...

Tanker (Tracked AutoMech)

Summary
Half the weight of the Tankus class, the Tanker AutoMech is... (Sorry; that's as far as I got on the fluff text for now.)

Code: [Select]
Type: Tanker
Technology Base: Syberian (Experimental)
Tonnage: 50

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Tracked 7.5
Engine: 200 8.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Tracked Cruise MP: 4
Tracked Flank MP: 6
Heat Sinks (Double): 10 [20] 0
Gyro: 2
Cockpit: 3
Armor Factor: 120 7.5
Internal Armor
Structure Value
Head 3 9
Center Torso 18 15
Center Torso (rear) 8
R/L Torso 13 12
R/L Torso (rear) 6
R/L Arms 9 11
R/L Legs 13 15

Fixed Components Location Critical Tonnage
Tracks RA/RL/LL/LA 4 0
2 Double Heat Sinks RA/LA 6 0

Weapons and Ammo Location Critical Tonnage
Blaster Configuration
Sniper Cannon RT 10 15
Ammo (Sniper AC) 10 LT 1 1
CASE LT 1 0.5

Thunder Configuration
LB 10-X Autocannon RT 6 11
SRM-4 CT 1 2
Ammo (LB 10-X) 20 LT 2 2
Ammo (SRM-4) 25 LT 1 1
CASE LT 1 0.5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Tracked ’Mech Conversion), Battle Computer, Battle Fists, Reinforced Legs, Searchlight, Abnormal Conversion (Front Right Torso and Right Arm swap places on Firing Arcs/Hit Location Tables used while in vehicle mode)

Notable Tankers:
Tanker Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Warp Tanker Blaster ArtilleryMech Elt (0/0) Infantry, Officer Rook/Marsden II

(TCC) Blunter Thunder ArtilleryMech Vet (3/2) Infantry Rook/Enyo
[/quote]

And we have a rare one here: A Wheeled AutoMech that uses a variant transformation scheme! In the standard AutoMech conversion rules, arms become turrets, but Warpa--Warp Tanker--clearly has a huge, torso-mounted cannon. Using the precedent of the Marauder (which assigns the dorsal centerline gun to a side torso) the Tanker class "roots" its centerline weapon into a side torso rather than the Center Torso. Given this, the right torso becomes the turret in vehicle mode, while the right arm becomes the right side panels of this AutoMech when it goes into Vehicle mode--but only for the purposes of determining firing arcs and hit locations while in its tank form.

And yes, that's the Sniper Artillery Cannon that Warp Tanker is using. Not the larger Sniper Artillery Piece. In holding to the Star League-plus-Inner-Sphere-gear-up-to-3060 rule we agreed on many a page ago, the artillery cannons are fair game.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 04 May 2022, 15:48:09
Ideally I wanted something like the Galleon's top laser, but I didn't have any bits that looked right,  and I figured it was a close enough compromise for an off-set top mounted gun.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 May 2022, 15:59:05
Ideally I wanted something like the Galleon's top laser, but I didn't have any bits that looked right,  and I figured it was a close enough compromise for an off-set top mounted gun.

I see. That works. So, how about these specs?

Buster (Wheeled AutoMech)

Summary
Originally taken to be a variation on the Hounder or VeeMech theme, the Buster is, in fact, a larger cousin of the two... (Yup; I'm just statting them up these days, rather than fluffing them.)

Code: [Select]
Type: Buster
Technology Base: Syberian (Experimental)
Tonnage: 75

Equipment Mass
Internal Structure: 7.5
Conversion Eqpt: Wheeled 11.5
Engine: 225 10
Walking MP: 3
Running MP: 5
Jumping MP: 0
Wheeled Cruise MP: 4
Wheeled Flank MP: 6
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 200 12.5
Internal Armor
Structure Value
Head 3 9
Center Torso 23 25
Center Torso (rear) 14
R/L Torso 16 20
R/L Torso (rear) 8
R/L Arms 12 20
R/L Legs 16 28

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0
Double Heat Sink RT 3 0

Weapons and Ammo Location Critical Tonnage
Wrecker Configuration
Gauss Rifle RA 7 15
Ammo (Gauss) 16 RA 2 2
Light PPC RT 2 3
2 Medium Lasers CT 2 2
Ammo (SRM) 15 LT 1 1
CASE LT 1 0.5
SRM-6 LA 2 3
ER Medium Laser LA 1 1

Reacher Configuration
Gauss Rifle RA 7 15
Ammo (Gauss) 16 RA 2 2
Lift Hoist RT (R) 3 3
Guardian ECM Suite CT 2 1.5
Lift Hoist LT (R) 3 3
2 ER Medium Lasers LA 2 2
TAG HD 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion). Jettison-Capable Weapon (Right Hand), Protected Actuators, Trailer Hitch (Vehicle Mode Only)

Notable Busters:
Buster Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Road Wrecker Wrecker ArtilleryMech Elt (0/0) Infantry Shadow Hawk/Typhoon
Long Reacher Reacher ForeMech Grn (6/5) Manager Shadow Hawk/Typhoon

Road Wrecker is, of course, Roadbuster. Long Reacher is Longarm, but whether it's 2007 BayFormer Longarm the tow truck, or a take on Animated Longarm (who's actually Shockwave) is a coin toss best left up to the players; in either case, they tend to hide their main gun within the appearance of their towing cranes. (I got briefly confused as to whether or not Longarm was supposed to be Strongarm now, what with the color palette used between the tower and the modern female police SUV format, as well as the fact that at least one Roadbuster toy was supposed to share body types with one of the Strongarm toys, so I *almost* made the wrong AutoMech.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 04 May 2022, 16:05:27
 I have to remember that you need to stat them if I build them too.   ;D

Stats look good, and I'm waiting for a IWM order to show up,  as I have something else in the works you may like.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 May 2022, 16:14:18
I have to remember that you need to stat them if I build them too.   ;D

Stats look good, and I'm waiting for a IWM order to show up,  as I have something else in the works you may like.

Yup. And what's more, if you mod one up, I even try and adjust specs so at least one configuration matches what you make. I consider this a collaborative exercise.

In fact, attached is the latest iteration of the Syberians spreadsheet to date, organized by class name. When you see the class name in a bright green field, it means I statted it out down to weapons configurations and "notable personality" levels (if not fluff). As you can see, I've taken some huge chunks out of the list, mainly by focusing on the units with multiple personas. You'll also see notes that give nods to co-creators.

As ever, even when it's a silly project, I take things SERIOUSLY!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 04 May 2022, 19:06:33
+1 for the Artillery Cannon either way!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 May 2022, 03:42:36
ConstructorMechs UNITE! (And some others, too...)

Dozer (Wheeled AutoMech)

Summary
The Dozer is fascinating if only because its primary function is entirely industrial in nature, despite being built with military-grade equipment. In essence, this AutoMech is a dedicated combat engineering vehicle, with weaponry added only for defensive purposes.

Code: [Select]
Type: Dozer
Technology Base: Syberian (Experimental)
Tonnage: 40

Equipment Mass
Internal Structure: 4
Conversion Eqpt: Wheeled 6
Engine: 120 4
Walking MP: 3
Running MP: 5
Jumping MP: 0
Wheeled Cruise MP: 4
Wheeled Flank MP: 6
Heat Sinks (Standard): 10 0
Gyro: 2
Cockpit: 3
Armor Factor: 96 6
Internal Armor
Structure Value
Head 3 6
Center Torso 12 12
Center Torso (rear) 6
R/L Torso 10 10
R/L Torso (rear) 4
R/L Arms 6 10
R/L Legs 10 12

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0
6 Double Heat Sinks 3RT/3LT 6 0

Weapons and Ammo Location Critical Tonnage
Dozer Configuration
PPC RA 3 7
Ammo (Ultra AC/5) 20 RA 1 1
Bulldozer CT 1 2*
Cargo (2 tons) LT 2 2
Salvage Arm LA 2 3

Hoser Configuration
Light PPC RA 2 3
Cargo (4.55 tons, Fluid) RT 5 5
2 Flamers CT 2 2
Ammo (Fluid) 40 LT 2 2
Fluid Gun LA 2 2

Hauler Configuration
Dumper RT 1 0.5
Cargo (5 tons) RT 5 5
Dumper LT 1 0.5
Cargo (5 tons) LT 5 5
Light PPC LA 2 3
TAG HD 1 1

Notes: No turret in Vehicle Mode; Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion). Jettison-Capable Weapon (Right Hand), Protected Actuators, Trailer Hitch (Vehicle Mode Only); *Bulldozer can only be used in Vehicle Mode.

Notable Dozers:
Dozers Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Bug-Loader Hauler LaborMech Reg (7/5) Tech–Civilian Apollo/Flatbed Truck

Scrapper-D Scrapper CraftsMech Vet (3/0) Engineer, Officer Apollo/Turhan
Mixer-D Hoser Analyst Vet (3/2) Scientist Apollo/Coolant Truck
Hauler-D Hauler LaborMech Vet (5/3) Tech–Civilian Apollo/Indra

Grinder (Tracked AutoMech)

Summary
The Grinder AutoMech is...

Code: [Select]
Type: Grinder
Technology Base: Syberian (Experimental)
Tonnage: 45

Equipment Mass
Internal Structure: 4.5
Conversion Eqpt: Tracked 7
Engine: 180 7
Walking MP: 4
Running MP: 6
Jumping MP: 0
Tracked Cruise MP: 4
Tracked Flank MP: 6
Heat Sinks (Double): 10 [20] 0
Gyro: 2
Cockpit: 3
Armor Factor: 120 7.5
Internal Armor
Structure Value
Head 3 9
Center Torso 12 15
Center Torso (rear) 8
R/L Torso 11 12
R/L Torso (rear) 6
R/L Arms 7 11
R/L Legs 11 15

Fixed Components Location Critical Tonnage
Tracks RA/RL/LL/LA 4 0
3 Double Heat Sinks 2RT/1LT 9 0

Weapons and Ammo Location Critical Tonnage
Tunneller Configuration
Mining Drill RA 4 3
Beagle Active Probe LT 2 1.5
2 Medium Lasers CT 2 2
Large Pulse Laser LA 2 7
Light TAG HD 1 0.5

Crusher Configuration
Binary Laser Cannon RA 4 9
Bulldozer CT 1 2*
Claw LA 3 3

Digger Configuration
2 Medium Pulse Lasers RA 2 4
Ammo (SRM 4) 25 RT 1 1
CASE RT 1 0.5
SRM-4 CT 1 2
Beagle Active Probe LT 2 1.5
Backhoe LA 6 5

Notes: No turret in Vehicle Mode (Exception: Digger Configuration); Features the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Tracked ’Mech Conversion), Protected Actuators, Reinforced Legs, Searchlight, Trailer Hitch (Vehicle Mode Only); *Bulldozer can only be used in Vehicle Mode

Notable Grinders:
Grinder Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Cone Grinder Tunneller Miner AbvAvg (5/3) Archaeologist Beowulf/Hetzer (w/ Tracks)

Crusher-D Crusher ArtilleryMech Vet (3/2) Infantry Beowulf/Mithras
Salvager-D Digger Explorer Vet (5/2) Planetary Surveyor Beowulf/Zorya

Lifter (Wheeled AutoMech)

Summary

The Lifter is another in a series of engineering AutoMechs that the Syberians built to combat specs, rather than industrial…

Code: [Select]
Type: Lifter
Technology Base: Syberian (Experimental)
Tonnage: 75

Equipment Mass
Internal Structure: 7.5
Conversion Eqpt: Wheeled 11.5
Engine: 300 19
Walking MP: 4
Running MP: 6
Jumping MP: 0
Wheeled Cruise MP: 5
Wheeled Flank MP: 8
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 144 9
Internal Armor
Structure Value
Head 3 9
Center Torso 23 15
Center Torso (rear) 10
R/L Torso 16 14
R/L Torso (rear) 8
R/L Arms 12 15
R/L Legs 16 18

Fixed Components Location Critical Tonnage
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
Fire Control Configuration
ER Large Laser RA 2 5
Ladder (100m) RA 1 0.5
Cargo (5 tons) RT 5 5
Cargo (5 tons) LT 5 5
2 Fluid Guns LA 2 4
Ammo (Fluid) 40 LA 2 2
Small Laser HD 1 0.5

Crane Configuration
Large Pulse Laser RA 2 7
Beagle Active Probe RT 2 1.5
Guardian ECM Suite CT 2 1.5
Communications Equipment LT 6 6
2 Lift Hoists LA 6 6

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion). Command BattleMech, Improved Communications, Protected Actuators, Rugged (1), Searchlight, Trailer Hitch (Vehicle Mode Only); Jettison-Capable Weapon (Right Hand)

Notable Lifters:
Lifter Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Spot Lifter-P Fire Control CommandMech Vet (2/1) Infantry, Officer Grasshopper/Coolant Truck
Fire Crane Fire Control ArtilleryMech Vet (3/2) Infantry Grasshopper/Coolant Truck
Grapple Crane Crane CraftMech Vet (5/1) Engineer Grasshopper/JI-100
Hauler Crane Crane LaborMech Reg (7/5) Tech-Civilian Grasshopper/JI-100

Hooker-D Crane DoctorMech Elt (4/0) Tech-’Mech, Engineer Grasshopper/JI-100

All of the -D notables are DemoCon units that possess a unique Syberian Design Quirk called "Coordinated Team." This unique Quirk provides the team with a -1 bonus to Piloting and Gunnery as long as all team members are active on the battlefield.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 May 2022, 10:16:47
Just an FYI for those who still have at least a passing interest in this subject:

We're currently up to 41 base models fully designed either by myself or contributors in this thread. The light-green fields in the attached Excel spreadsheet indicate which ones have been finalized to the point where their expy "personas" have even been given a listing.

Enjoy!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 May 2022, 16:30:03
But what happens when the inevitable breakdowns happen?

Behold!

Cycler-C/D (Aerofighter AutoMech/Drone Fighter)

Summary
The origins of the Cycler-C AutoMech and its fighter-mode drone companions (Cycler-Ds) is, frankly, a mystery. The current working theory is that they—and the Sweeper-C/D units we often see them acting in concert with—were part of a late-stage experimental project for new centralized command system the DemoCon faction was working on just before its human masters perished. An equally possible alternative is that they are a remnant of some other faction the DemoCons conquered and sublimated somewhere along the way. Whatever the case, these units are a curious variation on the other known commander-and-drone technologies we’ve witnessed in the likes among the likes of the “greater VeeMech group” and their ultra-light companions. Key to this difference lies in the fact that the Cyclers and Sweepers share the same framework as one another, resulting in an array of clone machines that all operate with a unified “mind,” led by a single unit that is nigh impossible to pick out from the rest of its crowd.

This convergence in design specs is particularly pronounced with the Sweeper series, but a strange fault in manufacturing—which heavily supports the “experimental project” theory noted above—has left the Cycler-Cs and Cycler-Ds with one key differentiation between them (beyond mere payload variations, that is). For some systemic reason, the latter models cannot convert out of their fighter modes.

Automated manufacturing may be replenishing their ranks, and the various technical support AutoMechs in the DemoCon ranks may be capable of affecting repairs on all other units, but it seems that a flaw in the construction process along the Cycler-Ds’ line has resulted in the drone units rolling off their lines in permanent fighter mode, while every core spec and diagnostic insists that nothing at all is wrong with them. Wreckage of downed drones has clearly underscored the fact Cycler-Ds possess the same BattleMech components and the basic means to transform as their command counterparts, but something in their engineering interferes with the process. As a result, Cycler-Ds are always encountered in fighter mode, but the Cs can engage their enemies in the skies or on the ground as they please.

Code: [Select]
Type: Cycler-C/D
Technology Base: Syberian (Experimental)
Tonnage: 45

Equipment Mass
Internal Structure: 4.5
Conversion Eqpt: Aero 7
Engine: 200 8.5
Walking MP: 5
Running MP: 8
Jumping MP: 8
Safe Thrust: 8
Max Thrust: 12
Heat Sinks (Double): 10 [20] 0
Gyro: 2
Cockpit: 3
Fuel: 80 0
Structural Integrity: 14 0
Armor Factor: 96 6
Internal Armor
Structure Value
Head 3 9
Center Torso 14 10
Center Torso (rear) 7
R/L Torso 11 10
R/L Torso (rear) 5
R/L Arms 7 10
R/L Legs 11 10

Fixed Components Location Critical Tonnage
Avionics RT/LT/HD 3 0
Landing Gear RT/CT/LT 3 0
2 Double Heat Sinks RT/LT 6 0
4 Improved Jump Jets RL/RT/LT/LL 8 4

Weapons and Ammo Location Critical Tonnage
Cycler-C Configuration
Small Vibroblade RA 3 3
2 Prim. Rocket Launcher 10s RT 2 1
2 Prim. Rocket Launcher 10s LT 2 1
ER Large Laser RA 2 5

Cycler-D Configuration
Large Laser RA 2 5
Large Laser LA 2 5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI), Nonfunctional Item (Conversion System, -D model only), Atmospheric Flyer, Improved Communications (-C model only), Jettison-Capable Weapons (Hands), Nimble Jumper, Code-Bonded (Unit may only operate within 1,000 km of its designated air-command unit)
 
Notable Cyclers:
Cycler Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Cyclone Alpha Cycler-C CommandMech Vet (2/1) Artillery, Officer No-Dashi/Jagatai
Cyclone Drones Cycler-D GruntMech Reg (5/4) Minimal None/Jagatai

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 May 2022, 22:22:19
Sounds very cool. Which TFs are they representative though?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 May 2022, 00:24:56
Cyclonus and his armada. Since the Cyclonus clones ended up amounting to nothing at all--being virtually forgotten before the 1986 movie even ended--while the Sweeps made appearances in the series later on, I decided the Syberian version of them was defective. Originally, I was going to build them as straight aerofighters, but felt "broken convertibles" had more character.

I'm just about out of multi-character units now, too. Pretty soon, I'll just be looking at one-offs.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 May 2022, 00:35:06
Speaking of Cyclonus, Whirl and Hound are now up.   Hound is really lanky and skinny compared to the actual autobot.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 May 2022, 00:37:39
Yeah, I noticed. Was it the Reseen Wolverine you used as the basis there?

(And I see I must get to Whirl at some point now; he's one of the one-offs.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 May 2022, 00:58:50
Correct, for some reason, I thought the Reseen's chest was easier to mod.  Hound came out a bit more lanky than I liked though.

Yeah, I noticed. Was it the Reseen Wolverine you used as the basis there?

(And I see I must get to Whirl at some point now; he's one of the one-offs.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 May 2022, 03:06:14
Cyclonus and his armada. Since the Cyclonus clones ended up amounting to nothing at all--being virtually forgotten before the 1986 movie even ended--while the Sweeps made appearances in the series later on, I decided the Syberian version of them was defective. Originally, I was going to build them as straight aerofighters, but felt "broken convertibles" had more character.

I'm just about out of multi-character units now, too. Pretty soon, I'll just be looking at one-offs.

- Herb



Ah. Okay. I seem to remember seeing a couple of him. How about the other seeker variants? The Cybertionan fighter ones? Or subvariants like Thrust and Dirge?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 May 2022, 07:54:47
Correct, for some reason, I thought the Reseen's chest was easier to mod.  Hound came out a bit more lanky than I liked though.

Have to say I agree with you there.

Also, I have to ask: Isn't Whirl blue? Going over his toys in the TF Wiki, I found only one instance of a white version.

Ah. Okay. I seem to remember seeing a couple of him. How about the other seeker variants? The Cybertionan fighter ones? Or subvariants like Thrust and Dirge?

Those are all Seeker class. I show about...21 notable ones of those at present, and Thrust and Dirge are among them.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 14 May 2022, 10:16:44
Amazing work, Herb. I could use these things in a gaming con as special even.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 May 2022, 10:32:14
I painted Whirl up in a pale / sky blue.  It does look kinda washed out come to think of it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 May 2022, 13:27:04
I painted Whirl up in a pale / sky blue.  It does look kinda washed out come to think of it.

Yeah, I also noticed a number of comics where he seems to be white since then, and it seems his first toy was pale enough to pass for white from a distance as well. I'm more a fan of the darker blue, personally, but these are your figures.

Currently working on his stats.

Amazing work, Herb. I could use these things in a gaming con as special even.

At the rate I'm going, I could have a whole TRO covering the first three cartoon seasons, plus a few notable extras from other sources, in about a month. (Dunno if I want to bother with the spacecraft and cities, though; that may be a bridge too far for me.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 May 2022, 15:59:08
And, as promised, here's Whirl!

Whirly (VTOL AutoMech)

Summary
The Whirly VTOL AutoMech is a unit that is deceptively tough for its size, but pays for that resilience in the form of a low ground speed and limited firepower.

Code: [Select]
Type: Whirly
Technology Base: Syberian (Experimental)
Tonnage: 35

Equipment Mass
Internal Structure: 3.5
Conversion Eqpt: VTOL 5.5
Engine: 140 5
Walking MP: 4
Running MP: 6
VTOL MP: 4
Wheeled Cruise MP: 6
Wheeled Flank MP: 9
Heat Sinks (Double): 10 0
Gyro: 2
Cockpit: 3
Armor Factor: 104 6.5
Internal Armor
Structure Value
Head 3 9
Center Torso 11 15
Center Torso (rear) 6
R/L Torso 8 10
R/L Torso (rear) 5
R/L Arms 6 10
R/L Legs 8 12

Fixed Components Location Critical Tonnage
Conversion Gear RA/RL/LA/LL 4 0
Rotors 2RT/2LT 4 4
5 Heat Sinks 2RT/2LT/LA 15 0
5.5t

Weapons and Ammo Location Critical Tonnage
Common Configuration A
ER Medium Laser RA 1 1
ER Small Laser RA 1 0.5
2 ER Medium Lasers CT 2 2
ER Medium Laser LA 1 1
ER Small Laser LA 1 0.5
Light TAG HD 1 0.5

Common Configuration B
ER Medium Laser RA 1 1
2 Prim. Rocket Launcher 10s RA 2 1
Guardian ECM Suite CT 2 1.5
2 Prim. Rocket Launcher 10s LA 2 1
ER Medium Laser LA 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/VTOL Vehicle Conversion), Battle Fists, Improved Communications, Rugged (1)
Credit: Luciora, for visual design.

Notable Whirlys:
Whirly Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Storm Bird Common (B) ArtilleryMech Reg (4/3) Infantry Hyena/Balac Helicopter
Whirly Bird Common (A) SpecMech Vet (2/1) Special Forces Hyena/Balac Helicopter

Spinner Common (B) ReconMech AbvAvg (3/2) Scout Hyena/Balac Helicopter
Topper Common (A) ArtilleryMech Reg (4/3) Infantry Hyena/Balac Helicopter

Grabbed a few more units from the TF Wiki to share this body type. The trouble with Syberia's VTOLMechs is, of course, their limited mass, so making one that's "tough" basically means they lose the mobility that normally makes up for the lack of armor...

But, since Syberian AutoMechs are effectively immortal (so long as their brain cores and programming remain intact), I figure ol' Whirly Bird has been blown apart quite a few times in its career.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 May 2022, 19:47:57
Shockwave (Cyclops) up.  Made this one closer to the Transformer than a Cyclops in terms of weapons.  Yeah, you had better mental image than I did of it, Herb.   :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 15 May 2022, 01:42:48
Gio, I went over your figures and built the Spybird in my Support Vehicle spreadsheet to match...and have come up with 900kg left over. Any thoughts here?

- Herb

Mine had this:

Drone Operating System       BOD       0.8      -      -    -    -    -

Otherwise it was the same.  When I created the Spybird, I'd envisioned the really little drones as essentially that: drones.  They'd be controlled by the larger Syberian drones.

Spybird Drones, Eject! Operation: Enhancement!


Upgrades: The BAR value for the armor has been upped from 4 to 7. The Mauser 960 rifles have been swapped out for heavy support lasers, and the bug capacity for the sensor dispenser has been doubled. The resultant changes actually give these guys a chance to harry lighter AutoMechs and other small drones, while being instantly lethal to individual, unarmored humans. The result is still underweight, but only by enough mass to, say, carry a single, plucky, teen-aged hitchhiker.

Gio, let me know what you think!

- Herb

That's fantastic.  I seriously dig the upgrade/change.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 17 May 2022, 01:01:05
Those are all Seeker class. I show about...21 notable ones of those at present, and Thrust and Dirge are among them.

- Herb

So the "Cybertonian" Fighters have the same stats as the "Earth" Fighters? Cool. Makes things easier. :)


At the rate I'm going, I could have a whole TRO covering the first three cartoon seasons, plus a few notable extras from other sources, in about a month. (Dunno if I want to bother with the spacecraft and cities, though; that may be a bridge too far for me.)

- Herb


That would be very cool.  :thumbsup:


And, as promised, here's Whirl!



Very cool. :)  :thumbsup: :beer: The wheeled cruise/flank speeds confused me for a bit though. You had me thinking Springer or Sandstorm for a bit.  ;D

Looking at the toys, there's a Whirl with an intermediate form like that of a LAM's AirMech Mode. https://tfwiki.net/wiki/File:Whirl_generations_voyager.jpg Presuming Trimodal VTOLMechs were available, I'm not sure what it'd be good for other than the lighter conversion system and smaller size in that mode making it easier to hide. It'd be slower on the ground than Mech Mode and I don't the the Rotors would have an increased speed in that mode. It's still pretty cool though. What do you think?


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 17 May 2022, 03:57:19
especially since in mech mode it can still use the VTOL movement, so the "have both hands and VTOL MP" isn't a selling point the way it is with fighter-veemechs/LAMs
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 May 2022, 09:42:44
Mine had this:

Drone Operating System       BOD       0.8      -      -    -    -    -

Otherwise it was the same.  When I created the Spybird, I'd envisioned the really little drones as essentially that: drones.  They'd be controlled by the larger Syberian drones.

Ah, okay. You used the Remote Drones system. I got ya. Well, I opted for the Smart Robotics approach, which lets anything under 5 tons just count its existing system as an automated one. Since that was how the rest of our Syberian AutoMechs were working, I opted for that for the drones and introduced the "Code-Bonded" Quirk. Frees the Sounders and such from having to add more comm gear to run their deployers.

Quote
That's fantastic.  I seriously dig the upgrade/change.

Thanks!

So the "Cybertonian" Fighters have the same stats as the "Earth" Fighters? Cool. Makes things easier. :)

Ohyeah. In the base lore, at least as I understand it, Cybertronians didn't generally gain anything more than a new shape and movement mode when they adapted their appearances. Overall toughness and weaponry shouldn't change.

Quote
Very cool. :)  :thumbsup: :beer: The wheeled cruise/flank speeds confused me for a bit though. You had me thinking Springer or Sandstorm for a bit.  ;D

*looks* Cat damn it! That's supposed to be their VTOL-mode MP.

Quote
Looking at the toys, there's a Whirl with an intermediate form like that of a LAM's AirMech Mode. https://tfwiki.net/wiki/File:Whirl_generations_voyager.jpg Presuming Trimodal VTOLMechs were available, I'm not sure what it'd be good for other than the lighter conversion system and smaller size in that mode making it easier to hide. It'd be slower on the ground than Mech Mode and I don't the the Rotors would have an increased speed in that mode. It's still pretty cool though. What do you think?

Nope. Still no tri-modal Syberians. See, technically, the Seekers all could do the same thing (especially once the toys with better articulation came along), and were shown doing such in the cartoon a few times. But I'm not giving that to them because I *hate* AirMech modes. So Whirly gets only chopper and Mech modes.

especially since in mech mode it can still use the VTOL movement, so the "have both hands and VTOL MP" isn't a selling point the way it is with fighter-veemechs/LAMs

Ohyeah. I mean, why ever use full Mech mode if you can achieve a better mobility in the hybrid form? Another reason I won't be codifying AirMechs and their other hybrid-mode formats. Way easier and more credible that way.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 May 2022, 16:11:23
Vehicons? I think we need some Vehicons here.

AutoVee-1/AutoVee-2 (Aerofighter/Wheeled AutoMech)

Summary

It may seem a bit strange to combine two AutoMechs with very different alternate modes into a single entry, but the AutoVees are an interesting pair of twin designs that are best reviewed as one. The reason for this lies mainly in their appearance and overall equipment similarities, which conspire to result in two machines of equal weight, performance, and armor distribution, on chassis types that look almost identical as long as they remain in BattleMech mode. Even their head structures and color schemes tend to be identical across dozens—if not hundreds—of these units. Making distinctions by personalities is even harder, as any personas expressed seem almost bland and generic; indeed, the vast majority of those we have heard speaking even had matching voices, vocabularies, and cadences.

It takes a closer visual inspection to tell the two models apart in ’Mech mode, but it is possible, and all boils down to their alternate modes. For the AutoVee-1, which converts into an aerofighter, bits of their wings and air flaps can be spotted, mostly jutting out from their rear flanks, while the AutoVee-2s will lack these surfaces and instead have wheels partially visible behind their shoulders and lower legs. Armament-wise, the AutoVee-2s also possess a small forearm laser that the -1s lack.

AutoVees of both types turn up in both of the main Syberia factions, but are markedly absent from the ranks of the bestial-dominant ones like the DynaBoG, InterSectCon, AxiMaL and PresiDom. While their greatest numbers may be found in DemoCon ranks—suggesting a current or long-lasting DemoCon capture of their primary factories at some point in the past—their second most common affiliation appears to be none at all. By this we mean that there appear to be more “stray” AutoVees out here than there are affiliated with the AutoBoP.

Code: [Select]
Type: AutoVee-1/-2 (Aero-/Wheeled-Unit)
Technology Base: Syberian (Experimental)
Tonnage: 35

Equipment Mass
Internal Structure: 3.5
Conversion Eqpt: Aero/Wheeled 9
Engine: 140 5
Walking MP: 4
Running MP: 6
Jumping MP: 4
AutoVee-1
Safe Thrust: 4
Max Thrust: 6
AutoVee-2
Wheeled Cruise MP: 5
Wheeled Flank MP: 8
Heat Sinks (Double): 10 0
Gyro: 2
Cockpit: 3
AutoVee-1
Fuel: 80 0
Structural Integrity: 11 0
Armor Factor: 96 6
Internal Armor
Structure Value
Head 3 9
Center Torso 11 10
Center Torso (rear) 7
R/L Torso 8 10
R/L Torso (rear) 5
R/L Arms 6 10
R/L Legs 8 10

Fixed Components Location Critical Tonnage
6 Heat Sinks 3RA/3LA 6 0
2 Jump Jets RT/LT 2 1

AutoVee-1
Avionics RT/LT/HD 3 0
Landing Gear RT/CT/LT 3 0

AutoVee-2
Conversion Equipment RL/LL 2 0
Wheels RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Tonnage
AutoVee-1 Configuration
Large Laser RA 2 5
Fuel (40) LT 1 0.5

AutoVee-2 Configuration
Large Laser RA 2 5
Small Laser LA 1 0.5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI [Both], BattleMech/Wheeled Vehicle Conversion [AutoVee-2 only]), Atmospheric Flyer (AutoVee-1 only), Ubiquitous (Syberia)
 
Notable AutoVees:
AutoVee Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
AutoVee-1 AutoVee-1 GruntMech Reg (5/4) Minimal Clint IIC/Niso WiGE
AutoVee-2 AutoVee-2 GruntMech Reg (5/4) Minimal Clint IIC/Zibler*

*The vehicle form of this AutoMech resembles a turretless version of the listed vehicle type, with four wheels.

Thus do the Vehicons from TF Prime appear in the Syberia system. Twins in Mech form, but split between aerospace fighter and ground vehicle types.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 17 May 2022, 19:37:22
The Beastmachines sequal to beastwars had vehicons as well , sparkless bots created by BW megatron. Those versions had three very different chassis, with tank, jet  and cycle vehicle modes.
https://tfwiki.net/wiki/Tank_drone
https://tfwiki.net/wiki/Aero_Drone
https://tfwiki.net/wiki/Cycle_Drone

later in the show you had helicopter and wheeled "artillery" drones. each type also had a "general" which was a drone given the reformatted spark of a TF. (something that bit megatron in the rear end when it turned out Tankor, the tank drone general, was a reprogrammed Rhinox)

the tank drones seem like they'd be the easiest.. could probably modify a Tankus type to have a missile system in the torso instead of the AC20 (arrow IV, if it's allowed?) and drop the wrecking ball for a pair of secondary Medium lasers in the opposite torso.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 18 May 2022, 01:10:04
especially since in mech mode it can still use the VTOL movement, so the "have both hands and VTOL MP" isn't a selling point the way it is with fighter-veemechs/LAMs

Yeah. I suppose that could be why trimodal didn't take off there. It wasn't really a success for the VTOL so they didn't continue with it with the result being no AirMechs.



Ohyeah. In the base lore, at least as I understand it, Cybertronians didn't generally gain anything more than a new shape and movement mode when they adapted their appearances. Overall toughness and weaponry shouldn't change.

Cool.  :thumbsup:

Related question, how about the TFs with the same chassis but different motive systems?
Blur, Arcee - Hover
Arcee, Elita One - Wheeled (Blurr too if painted blue)
Brainstorm - WiGE/Fighter
Nautica - Sub

WiGEMechs being based on FighterMechs instead of VehicleMechs kind of throw things off but it does look like one basic chassis with different motive systems. Is that possible? Get a new variant just by changing the motive system?

Edit:
Looking at your next post, that's a yes. :)  :thumbsup:


Quote
*looks* Cat damn it! That's supposed to be their VTOL-mode MP.

Oops. :)


Quote
Nope. Still no tri-modal Syberians. See, technically, the Seekers all could do the same thing (especially once the toys with better articulation came along), and were shown doing such in the cartoon a few times. But I'm not giving that to them because I *hate* AirMech modes. So Whirly gets only chopper and Mech modes.

That's cool.


Quote
Ohyeah. I mean, why ever use full Mech mode if you can achieve a better mobility in the hybrid form? Another reason I won't be codifying AirMechs and their other hybrid-mode formats. Way easier and more credible that way.

- Herb


Higher mobility does have advantages but AirMechs do have disadvantages too. AirMech's mobility just over shadow them. But it's cool they're not available. :) I like bimodal units too.:)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 May 2022, 04:47:10
The Beastmachines sequal to beastwars had vehicons as well , sparkless bots created by BW megatron. Those versions had three very different chassis, with tank, jet  and cycle vehicle modes.
https://tfwiki.net/wiki/Tank_drone
https://tfwiki.net/wiki/Aero_Drone
https://tfwiki.net/wiki/Cycle_Drone

later in the show you had helicopter and wheeled "artillery" drones. each type also had a "general" which was a drone given the reformatted spark of a TF. (something that bit megatron in the rear end when it turned out Tankor, the tank drone general, was a reprogrammed Rhinox)

the tank drones seem like they'd be the easiest.. could probably modify a Tankus type to have a missile system in the torso instead of the AC20 (arrow IV, if it's allowed?) and drop the wrecking ball for a pair of secondary Medium lasers in the opposite torso.

Oh, they all definitely crossed my mind, don't worry. I just haven't decided if I want to add them to Syberia yet. (Tankor is REALLY tempting, though.)

Yeah. I suppose that could be why trimodal didn't take off there. It wasn't really a success for the VTOL so they didn't continue with it with the result being no AirMechs.


Maybe.

Quote
Related question, how about the TFs with the same chassis but different motive systems?
Blur, Arcee - Hover
Arcee, Elita One - Wheeled (Blurr too if painted blue)
Brainstorm - WiGE/Fighter
Nautica - Sub

For the most part, I have been keeping my selections to only one incarnation of the character (two for triple-changers and/or duocons). Blurr thus has a hover-based "Beetle II" chassis we've yet to see, while Arcee has been assigned to the Wheeled "Sneaker" chassis, along with a number of other "redecos/minor retools" in her frame. Brainstorm and Nautica are not currently on my list, but if they were...Brainstorm would likely get a new chassis type or be added to one of the aerofighter classes we already have ("Seeker," most likely, as his forms look close enough to me for the transition to make sense). And Nautica would get her own all-new chassis type, because there are currently no submarine Syberians on the list at all.

Quote
WiGEMechs being based on FighterMechs instead of VehicleMechs kind of throw things off but it does look like one basic chassis with different motive systems. Is that possible? Get a new variant just by changing the motive system?

That's what I'd do. In the case of the AutoVees, deliberate effort was taken to make them all identical to each other. But for more distinctive personas, I would likely be making more distinct Mech mode/vehicle mode choices.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 May 2022, 16:30:44
Given your fascination with amphibious units, RifleMech, this one might fascinate you...

AutoShark (Submarine AutoMech)

Summary

Like the AutoGator, the AutoShark is essentially a “feral” AutoMech, rarely sporting colors or insignia of any known, active faction. Lurking all but unopposed in Syberia’s murky, shallow seas, these amphibious, submersible AutoMechs are rarely seen in herds smaller than four units at a time, and appear to be automatically hostile to anything that moves that doesn’t look like their own chassis type. Although their non-BattleMech forms sport the bestial look of a bloated, toothy sphere with prehensile fore-claws, these are merely beast-styled variations applied to their hull design. That is not to say that they are harmless, by any stretch; it simply means that, much like the Cazador VTOLMech, and the Swooper and Saker AeroMechs, the AutoShark is a vehicle conversion and not a true bestial type.

Not that one would tell by their behavior. Fortunately, their overall threat is reduced by one simple thing—two, if one considers the fact that they’re basically never encountered more than five kilometers inland--and that is, like their AutoGator “cousins,” they lack ranged weaponry of any consequence.

Code: [Select]
Type: AutoShark
Technology Base: Syberian (Experimental)
Tonnage: 50

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Naval (Sub) 7.5
Engine: 200 8.5
Walking MP: 4
Running MP: 6
UMU MP: 4
Submarine Cruise MP: 4
Submarine Flank MP: 6
Heat Sinks (Standard): 10 0
Gyro: 2
Cockpit: 3
Armor Factor: 120 7.5
Internal Armor
Structure Value
Head 3 8
Center Torso 12 14
Center Torso (rear) 8
R/L Torso 10 12
R/L Torso (rear) 7
R/L Arms 6 12
R/L Legs 10 14

Fixed Components Location Critical Tonnage
Conversion Equipment RL/LL 2 0
2 Heat Sinks RT/LT 2 0
4 UMUs 2RT/2LT 4 2

Weapons and Ammo Location Critical Tonnage
Common Configuration
Spikes RA 1 0.5
Wrecking Ball RA 4 5
Spikes RT 1 0.5
Lift Hoist RT 3 3
Spikes RL 1 0.5
Spikes CT 1 0.5
Spikes LT 1 0.5
Lift Hoist LT 3 3
Spikes LL 1 0.5
Spikes LA 1 0.5

Notes: No turret in vehicle mode; Features the following Design Quirks: Illegal (Syberian Robotics AI, Naval/’Mech Conversion), Distracting (Animalistic Vehicle Form), Protected Actuators, Searchlight

Notable AutoSharks:
AutoShark Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
PiranhaShark Common* GruntMech Vet (4/3) Minimal Bowman/Octopus DS (Micro)**
AutoShark Common GruntMech Reg (5/4) Minimal Bowman/Octopus DS (Micro)**

*This AutoShark switches the Common configuration’s Wrecking Ball to the left arm.
**Remove all but two “arms.”

Beware. No amount of "Universal Greetings" will impress these guys.

My spreadsheets originally had me making these guys up as Bestials, but then I realized I never tried to make a submersible AutoMech, and THIS one was definitely a good candidate for one. So.... Yup, I tweaked it. PiranhaShark is the expy for Gnaw, by the way.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 May 2022, 20:15:08
So, in my ongoing play with what is fast becoming a completed TRO: Syberia, I have established a set of faction rules worth going by, setting what amounts to the "character" of how each of the known factions constructs its units:

----
Factional Features

The following rules apply only to the construction and game rules for the units “native to” (i.e. built by) the listed factions. Captured and reprogrammed units from other factions do not receive any features or restrictions from their new factions.

All Syberian Factions – All AutoMech units receive the Illegal Quirk for having Syberian AIs. AutoMechs with non-aerospace fighter alternate modes also receive the Illegal Quirk for their conversion system.

AutoBoP, DemoCon, Unaffiliated – No changes. No specials. No restrictions.

InterSectCon – Build all units with insectoid formats. Native unit design uses Industrial Structure and Armor (Bestial types only). At least 2 Extra Limbs per unit. May only build Bestial, Aero, and VTOL AutoMechs. Quirks: Distracting (Insectoid Bestial/Vehicular mode), Improved Sensors, Low Profile, Non-Standard Parts.

DynaBoG – Build all units with monstrous formats. Native unit design uses Industrial Structure and Armor (Bestial types only). At least 2 sets of Spikes and a Tail per unit. May only build Bestial and Aero AutoMechs. Quirks: Distracting (Monstrous Bestial/Vehicular mode), Battle Fists, Cooling System Flaws, Rugged (2), Non-Standard Parts

JUniCom – Build all units from scavenged parts. Native unit design uses Industrial Structure and Armor (All types). Quirks: Easy to Maintain, Extended Torso Twist, Full-Head Ejection System, Modular Weapons, Poor Performance, Non-Standard Parts

PresiDom – Build all units in monstrous, animalistic, or insectoid formats in compact forms. Native unit design uses military structure and armor only. May only build Bestial, Aero, and VTOL AutoMechs. Quirks: Distracting (Monstrous/Animalistic/Insectoid Bestial/Vehicular mode), Non-Standard Parts, Low Profile

AxiMaL – Build all units in animalistic or insectoid formats in compact forms. Native unit design uses military structure and armor only. May only build Bestial, Aero, and VTOL AutoMechs. Quirks: Distracting (Monstrous/Animalistic/Insectoid Bestial/Vehicular mode), Non-Standard Parts, Low Profile
----

Enjoy!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 20 May 2022, 06:39:28
Thank you, Herb this really looking good! With Luciora and other's miniature conversions a TRO could really be done!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 20 May 2022, 11:07:02
Picked up some of the mini transformer toys.
Think they work with the mechs.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 20 May 2022, 12:23:19
Definitely would need an artist to provide lineart of the units,  for a TRO.  The philosophy I'm taking with the kitbashes is, it isn't necessarily the same auto/demo-con in mech form and alt-form, but a representative of that specific type, to match the fluff of a singular factory mass producing the chassis, and either design drift or repairs altering the final mode.  Whirly for example uses a Balac base, while the Hyena Salvagemech actually lends itself more to a Hind style copter, after seeing the rounded backpack parts, but to maintain consistency, the paint work makes it stand out as Whirl.

Still more on my workbench, and I'm glad people are enjoying them!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 May 2022, 12:29:14
Picked up some of the mini transformer toys.
Think they work with the mechs.

Oh they certainly can!

Thank you, Herb this really looking good! With Luciora and other's miniature conversions a TRO could really be done!  :thumbsup:

Thank you! I'd be hard-pressed to put together any art for it, alas! But the stats... Well, let's say this has been diverting, at least!

And now for something completely different:

----

G-Turret (Emplacement AutoMech)

Summary


Have I mentioned how silly this “EmplacementMech” stuff is? I have a feeling I did. I also have a feeling I will do so again. Like, right now. The G-Turret emplacement AutoMech is a convertible gun battery, and quite possibly one of the most ridiculous ideas the Syberians came up with before they killed themselves off. Even the bestial AutoMechs, whose alternate modes accomplish little more than denying them the use of their hands, make more sense than these! Hell, it doesn’t even make sense that they endowed these things with their fancy faux-sentient AIs; a sensor system and basic fire control computers can do the job these machines fold themselves into!

Anyway… Here is an example of the most common direct-fire TurretMech we’ve encountered here.

Code: [Select]
Type: G-Turret
Technology Base: Syberian (Experimental)
Tonnage: 50

Equipment Mass
Internal Structure: 5
Conversion Eqpt: Emplacement 5
Engine: 250 12.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Emplacement MP: None
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: 3
Armor Factor: 168 10.5
Internal Armor
Structure Value
Head 3 9
Center Torso 16 16
Center Torso (rear) 15
R/L Torso 12 13
R/L Torso (rear) 11
R/L Arms 8 16
R/L Legs 12 24

Fixed Components Location Critical Tonnage
Conversion Equipment RA/RT/LA/LT 4 0

Weapons and Ammo Location Critical Tonnage
Blazer Configuration
Binary Laser Cannon RA 4 9

Laser Battery Configuration
Large Laser RA 2 5
Medium Laser RA 1 1
3 Medium Lasers LA 3 3

Pulse Battery Configuration
2 Medium Pulse Lasers RA 2 4
ER Medium Laser CT 1 1
2 Medium Pulse Lasers LA 2 4

Flak Gun Configuration
LB 5-X AutoCannon RA 5 8
Ammo (LB 5-X AC) 20 CT 1 1

Light PPC Configuration
Light PPC RA 2 3
Light PPC CT 2 3
Light PPC LA 2 3

Snub PPC Configuration
ER Medium Laser RA 1 1
Snub-Nose PPC CT 2 6
ER Medium Laser LA 1 1
ER Medium Laser HD 1 1

Watchpost Configuration
ER Medium Laser RA 1 1
Beagle Active Probe RT 2 1.5
Comms Equipment RT 2 2
TAG CT 1 1
TAG CT (R) 1 1
Guardian ECM Suite LA 2 1.5
ER Medium Laser LA 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Quad ’Mech Conversion), Improved Sensors, Improved Targeting (All), Searchlight

Notable G-Turrets:
G-Turret Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
G-Turret Blazer GruntMech Reg (5/4) Minimal Blackjack-O/Typhoon Tank*
G-Turret Laser Battery GruntMech Reg (5/4) Minimal Blackjack-O/DI Schmitt Tank*
G-Turret Pulse Battery GruntMech Reg (5/4) Minimal Blackjack-O/DI Schmitt Tank*
G-Turret Flak Gun GruntMech Reg (5/4) Minimal Blackjack-O/Thumper Towed
G-Turret Light PPC GruntMech Reg (5/4) Minimal Blackjack-O/Moltke Tank*
G-Turret Snub PPC GruntMech Reg (5/4) Minimal Blackjack-O/Typhoon Tank*
G-Turret Watchpost GruntMech Reg (5/4) Minimal Blackjack-O/Turhan Tank*

*Turret only

Our IE scouts on Syberia really don't know whether to laugh or weep that these are a thing.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 May 2022, 12:39:26
Definitely would need an artist to provide lineart of the units,  for a TRO.  The philosophy I'm taking with the kitbashes is, it isn't necessarily the same auto/demo-con in mech form and alt-form, but a representative of that specific type, to match the fluff of a singular factory mass producing the chassis, and either design drift or repairs altering the final mode.  Whirly for example uses a Balac base, while the Hyena Salvagemech actually lends itself more to a Hind style copter, after seeing the rounded backpack parts, but to maintain consistency, the paint work makes it stand out as Whirl.

Still more on my workbench, and I'm glad people are enjoying them!

Oh, I'm loving your kitbashes! (For Whirly, I must admit, my first thoughts on his Mech mode would've been the Pwwka LAM in Mech mode, with it's edgier look, backward-canted legs, and monocular head design, but you convinced me the Hyena was also a good fit, so I followed your lead there.)

As to getting someone to do the line-art, the BIG problem there is that we're talking about a very deliberate spoof on Transformers here, mixed with BattleTech. The history of lawsuits over trademarks across both franchises makes it a tad too "hot" for putting in a dedicated effort there, especially where money may have to change hands.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 20 May 2022, 18:02:09
WOO! Blazer Cannons FTW!  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 20 May 2022, 20:02:05
Wouldn't Shockwave (the original) consider to be emplacement / G-Turret? 

I personally felt they have some merit, but Soundwave (The original Cybertron form, episode 1, miniseries) transforming into fixture seem...to me suggest he could form other things so he could spy on them.

Lordy, its been eons since I seen the original G1 series. The plot was wee bit more cornier than i remembered. ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 20 May 2022, 22:49:47
Thats no light fixture!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 20 May 2022, 23:03:58
the original shockwave was technically a pistol. like megatron, he would size change between modes. later toys made him a vehicle. for pretty much the same reason megatron became a vehicle instead of a pistol. not only did it resole some child safety issues IRL, but it made them much more intimidating since they could fight and move on their own in both modes.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 May 2022, 00:02:32
WOO! Blazer Cannons FTW!  :D

As the writer who created them, I have a soft spot for them as well.

Wouldn't Shockwave (the original) consider to be emplacement / G-Turret? 

I personally felt they have some merit, but Soundwave (The original Cybertron form, episode 1, miniseries) transforming into fixture seem...to me suggest he could form other things so he could spy on them.

Lordy, its been eons since I seen the original G1 series. The plot was wee bit more cornier than i remembered. ;D

I took the liberty of giving all the gun-formers and tape-formers vehicle modes based largely on their WfC/FoC continuity formats, which gave Megatron a tank mode, and Soundwave (and Blaster, by extension) truck forms. For Shockwave, I went with a tank form inspired by his TF: Prime/TF: Animated units, because they looked so awesome to me. (Although my take on animated Longarm was separated from Shockwave, and placed properly in the AutoBoP ranks as a "cousin" to Buster.)

Thus, those big guys got to avoid the Emplacement Mode that would have robbed them of their agency.

But generics? Who cares about them? Thus, we have turrets! G-Turrets (Gun-Turrets), M-Turrets (Missile-Turrets), and a third one with a bit more profile that IE dubs the "Triad" for their habit of always working in threes.

the original shockwave was technically a pistol. like megatron, he would size change between modes. later toys made him a vehicle. for pretty much the same reason megatron became a vehicle instead of a pistol. not only did it resole some child safety issues IRL, but it made them much more intimidating since they could fight and move on their own in both modes.

Exactly!

- Herb


 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 21 May 2022, 04:04:02
For the most part, I have been keeping my selections to only one incarnation of the character (two for triple-changers and/or duocons). Blurr thus has a hover-based "Beetle II" chassis we've yet to see, while Arcee has been assigned to the Wheeled "Sneaker" chassis, along with a number of other "redecos/minor retools" in her frame. Brainstorm and Nautica are not currently on my list, but if they were...Brainstorm would likely get a new chassis type or be added to one of the aerofighter classes we already have ("Seeker," most likely, as his forms look close enough to me for the transition to make sense). And Nautica would get her own all-new chassis type, because there are currently no submarine Syberians on the list at all.

That's what I'd do. In the case of the AutoVees, deliberate effort was taken to make them all identical to each other. But for more distinctive personas, I would likely be making more distinct Mech mode/vehicle mode choices.

- Herb


Sounds cool. I did wonder how it'd be handled with so many characters being redecoed now. I would have made the G1 Brainstorm an Aerofighter and the later Brainstorm a VeeMech. That was before we had rules for WiGEMechs though. :) I suppose sharing the base chassis and some parts could still work though since they're Mechs that convert to something else.

:) Cool. I was wondering if some chassis' just naturally lent themselves to multiple motive types. It'd simplify construction and repairs some. It'd also mean one factory could produce units for a variety of terrain types. Something a smaller faction with less resources might like.


Given your fascination with amphibious units, RifleMech, this one might fascinate you...

AutoShark (Submarine AutoMech)



Love it!  :) Thanks  :thumbsup: :beer:  Did I miss the AutoGator?  :-\



So, in my ongoing play with what is fast becoming a completed TRO: Syberia, I have established a set of faction rules worth going by, setting what amounts to the "character" of how each of the known factions constructs its units:

----
Factional Features

The following rules apply only to the construction and game rules for the units “native to” (i.e. built by) the listed factions. Captured and reprogrammed units from other factions do not receive any features or restrictions from their new factions.



Looks great!  :thumbsup:


Is Environmental Sealing built in to AutoMechs with Industrial Structures? Would a FighterMech built with Industrial Structure be a Conventional Fighter instead of an Aerospace Fighter or would it still be an Aerospace Fighter? Similarly would SubMech build with an Industrial Structure need environmental sealing to operate under water or is it built in?

Also would AutoMechs built with Industrial Structures have a lower gunnery do to having basic fire controls unless upgraded with advanced  fire controls?

Since there's a couple AutoMechs that change things a bit, how far can things get pushed? I was thinking about Water Walk and his alt-mode being an amphibious sea-plane. http://images.shoutwiki.com/gbwiki/2/2f/GoBotsToyWaterWalk.jpg
Since he only lands on his legs, would it be too out of line to build him this way?

Build him with an Industrial Structure to use the flotation hull chassis mod. It's not available to aerospace fighters. Keep the 3 Avionics crits where they are but remove the Landing Gear crits from the Torso locations. Then place 1 Landing Gear Crit and 1 Float Crit (Chassis Mod) in each leg. Considering the small wheels, maybe give him the weak undercarriage quirk when landing on dry land?

Also would it be appropriate to use the AirMech hit chart instead of the Fighter one considering how close his plane mode is to an AirMech?

Thanks :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 21 May 2022, 04:04:17
Picked up some of the mini transformer toys.
Think they work with the mechs.

Where do you find those?  I've got some old ones that are mini sized but are a solid color. I've also got some from Dollar Tree that are about mini sized but I haven't seen those.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 May 2022, 06:57:27
Sounds cool. I did wonder how it'd be handled with so many characters being redecoed now. I would have made the G1 Brainstorm an Aerofighter and the later Brainstorm a VeeMech. That was before we had rules for WiGEMechs though. :) I suppose sharing the base chassis and some parts could still work though since they're Mechs that convert to something else.

:) Cool. I was wondering if some chassis' just naturally lent themselves to multiple motive types. It'd simplify construction and repairs some. It'd also mean one factory could produce units for a variety of terrain types. Something a smaller faction with less resources might like.

There are some units that are using the same components, but with different motive systems, such as the earlier example of the AutoVees, which used the same tonnage, engines, and so forth, to achieve their 'Mech forms, but then had different motive systems (in their case, Aerofighter and Wheeled). So, yeah, there are/were factories doing something like that, somewhere in the Syberia system. But the net result is still a new and different chassis when you tweak the motive systems. This is why the hover-driven Beetle II (which our Blurr expy is) is different from the standard Beetles. Now, I can see making a Nautica along their lines, but as she's a different unit, she'd end up being a de facto "Beetle III" or something else entirely.

Quote
Love it!  :) Thanks  :thumbsup: :beer:  Did I miss the AutoGator?  :-\

I don't think I posted it, no.

Quote
Is Environmental Sealing built in to AutoMechs with Industrial Structures? Would a FighterMech built with Industrial Structure be a Conventional Fighter instead of an Aerospace Fighter or would it still be an Aerospace Fighter? Similarly would SubMech build with an Industrial Structure need environmental sealing to operate under water or is it built in?

Well, shit. I've poured over a bunch of sources and, unless there's been an errata, I guess you'd be right and I'd have to re-engineer ALL the Industrial-based units. That, or handwave that the Syberians incorporated environmental sealing in their AutoMech chassis. *snaps fingers* Got it! What I've been calling IndustrialMech Structure is actually a variant of Primitive Structure with integrated enviro-sealing. As it is technically NOT primitive in nature per se, it can mount standard armor, rather than primitive armor. That way, I only need to add verbiage.

Quote
Also would AutoMechs built with Industrial Structures have a lower gunnery do to having basic fire controls unless upgraded with advanced  fire controls?

Nerp. If you look at the notes, fire control systems are addressed.

Quote
Since there's a couple AutoMechs that change things a bit, how far can things get pushed? I was thinking about Water Walk and his alt-mode being an amphibious sea-plane. http://images.shoutwiki.com/gbwiki/2/2f/GoBotsToyWaterWalk.jpg
Since he only lands on his legs, would it be too out of line to build him this way?

Blah. Go-Bots. Get away from me with that garbage!

Quote
Build him with an Industrial Structure to use the flotation hull chassis mod. It's not available to aerospace fighters. Keep the 3 Avionics crits where they are but remove the Landing Gear crits from the Torso locations. Then place 1 Landing Gear Crit and 1 Float Crit (Chassis Mod) in each leg. Considering the small wheels, maybe give him the weak undercarriage quirk when landing on dry land?

Yeah, probably something like that. Cat knows I've already had to make a couple new features.

Quote
Also would it be appropriate to use the AirMech hit chart instead of the Fighter one considering how close his plane mode is to an AirMech?

Nerp. We're sticking with the standard AutoMech hit tables. AirMechs don't exist as such in the Syberian system. (I mean, seriously, if we based it on the look of them, then the Marauder, Catapult, and any other Mech with chicken legs and a horizontal torso would use the AirMech table.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 21 May 2022, 16:38:25
Have you come up with a idea for a "Blackout" big vtol from the first Bay movie?

I thought his attack in the first minutes of the movie was just awesome.
I also have the small Titanium version of that and is a perfect size for the Battletech sized miniatures!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 May 2022, 17:40:54
Have you come up with a idea for a "Blackout" big vtol from the first Bay movie?

I thought his attack in the first minutes of the movie was just awesome.
I also have the small Titanium version of that and is a perfect size for the Battletech sized miniatures!

Hmmm. Mini-wise, looking at the Pinto, the Hawk Moth, and the Kestrel as closest visual fits to his chopper mode. Any preference?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 21 May 2022, 18:02:23
Hmmm. Mini-wise, looking at the Pinto, the Hawk Moth, and the Kestrel as closest visual fits to his chopper mode. Any preference?

- Herb

Pinto is the closest I would think. It was based of the CH53E and that is a big helo.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 May 2022, 19:09:07
Pinto is the closest I would think. It was based of the CH53E and that is a big helo.

Okay, so, that squares away the Vee form. What best fits his Mech form, now...? *searches* Getting the blades in the back is gonna be up to a modder, but he definitely has a recessed head with enough bulk about the shoulders to give him a hunched look. Seeing shoulder missiles. Sometime holds his blades as a weapon in his left hand (Cop-Tor style, IIRC). Toys give him a kind of dog-legged style.

Flamberge, Eyleuka, Dola, Cave Lion, Anvil, Gestalt, Spider-7K (MWDA), Shrike, Pariah, Jade Hawk... Do you have a favorite among those for Blackout?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 21 May 2022, 19:33:33
Okay, so, that squares away the Vee form. What best fits his Mech form, now...? *searches* Getting the blades in the back is gonna be up to a modder, but he definitely has a recessed head with enough bulk about the shoulders to give him a hunched look. Seeing shoulder missiles. Sometime holds his blades as a weapon in his left hand (Cop-Tor style, IIRC). Toys give him a kind of dog-legged style.

Flamberge, Eyleuka, Dola, Cave Lion, Anvil, Gestalt, Spider-7K (MWDA), Shrike, Pariah, Jade Hawk... Do you have a favorite among those for Blackout?

- Herb

Like the Cave Lion and a Jade Hawk. That look close enough..
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 21 May 2022, 19:37:34
honestly i'd go with the Dola, since it has the right posture and profile.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 May 2022, 19:43:36
honestly i'd go with the Dola, since it has the right posture and profile.

If he'd picked the Dola, I'd have a chassis type ready to go for him; that's the Rotor model, most of which have a Cavalry VTOL conversion, but it wouldn't be the first time a body changed looks within the class. (My Tankuses are horrendously inconsistent; guess they like to customize.)

The Jade Hawk, with its "plumage" looks like an easy mod (the winglets mostly become Blackout's rotors), so I think I'll use that one.

Which means, Blackout gets a whole new body type!

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 21 May 2022, 20:04:53
If he'd picked the Dola, I'd have a chassis type ready to go for him; that's the Rotor model, most of which have a Cavalry VTOL conversion, but it wouldn't be the first time a body changed looks within the class. (My Tankuses are horrendously inconsistent; guess they like to customize.)

The Jade Hawk, with its "plumage" looks like an easy mod (the winglets mostly become Blackout's rotors), so I think I'll use that one.

Which means, Blackout gets a whole new body type!

- Herb

Yeah the Dola looks better.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 21 May 2022, 20:06:59
Hmm, I could use some more decepticon balance.  :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 May 2022, 20:08:21
Hmm, I could use some more decepticon balance.  :)

Yup. You need more good guys!

Belch, did you change your mind? Because I'm halfway into the statting right now.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 21 May 2022, 20:12:07
I forgot about the Dola, I was probably too fixated on the skis and claws.  In the end the mini I made could just be a one off.  🙂
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 May 2022, 20:15:07
I forgot about the Dola, I was probably too fixated on the skis and claws.  In the end the mini I made could just be a one off.  🙂

*slap* *slap* *slap*

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 May 2022, 20:37:26
Okay. So.....

I have only 7 tons to play with for Blackout's weaponry. (He's 35 tons, maxed armor, and has a 3/5/3V [5/8 in VTOL form].) To reflect his rotor when used as a weapon--which is not always the case--I actually thought I'd have some fun and opt for the industrial Combine at 2.5 tons and 4 crits. (A retractable blade is an alternative, weighs the same, and takes up one less crit, but doesn't go spinny-spinny.) The rest of his weapons are currently 3 ERMLs and a pair of RL-10s.

Thoughts?

- Herb


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 21 May 2022, 21:09:06
There are some units that are using the same components, but with different motive systems, such as the earlier example of the AutoVees, which used the same tonnage, engines, and so forth, to achieve their 'Mech forms, but then had different motive systems (in their case, Aerofighter and Wheeled). So, yeah, there are/were factories doing something like that, somewhere in the Syberia system. But the net result is still a new and different chassis when you tweak the motive systems. This is why the hover-driven Beetle II (which our Blurr expy is) is different from the standard Beetles. Now, I can see making a Nautica along their lines, but as she's a different unit, she'd end up being a de facto "Beetle III" or something else entirely.

Cool. :) :thumbsup:


Quote
I don't think I posted it, no.

Well, I'm glad I didn't miss it but I'm sad its not posted. :(


Quote
Well, shit. I've poured over a bunch of sources and, unless there's been an errata, I guess you'd be right and I'd have to re-engineer ALL the Industrial-based units. That, or handwave that the Syberians incorporated environmental sealing in their AutoMech chassis. *snaps fingers* Got it! What I've been calling IndustrialMech Structure is actually a variant of Primitive Structure with integrated enviro-sealing. As it is technically NOT primitive in nature per se, it can mount standard armor, rather than primitive armor. That way, I only need to add verbiage.

:) Sounds like it's fixed.  :thumbsup:


Quote
Nerp. If you look at the notes, fire control systems are addressed.

Blah. Go-Bots. Get away from me with that garbage!

Cool.  :thumbsup:

 ;D They're actually Transformers now and some are pretty cool.


Quote
Yeah, probably something like that. Cat knows I've already had to make a couple new features.

 >:D Very cool :thumbsup:


Quote
Nerp. We're sticking with the standard AutoMech hit tables. AirMechs don't exist as such in the Syberian system. (I mean, seriously, if we based it on the look of them, then the Marauder, Catapult, and any other Mech with chicken legs and a horizontal torso would use the AirMech table.)

- Herb


That's cool. I have wondered about doing that but haven't bothered to try it in a game.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 21 May 2022, 21:24:25
I'm sorry!  I swear the next kitbash will be to your tech specs! 

*slap* *slap* *slap*

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 May 2022, 22:31:08
Well, I'm glad I didn't miss it but I'm sad its not posted. :(

Leaving aside the 12 DropShips/Mobile Structures/Large Naval Vessel, there is now a solid 242 units in my list here, spread across 78 chassis types. If I posted all of them, I'd be drowning out everyone else's input, and I don't think anyone wants that.

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:) Sounds like it's fixed.  :thumbsup:

Yeah. THAT one is fixed, but now I'm starting to suspect I ****** up everything with Improved Jump Jets here. I anticipate some real screw-ups here.

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That's cool. I have wondered about doing that but haven't bothered to try it in a game.

Long ago, I considered it for a gimmick in an altered form of BattleTech I was making for another setting. In addition to things like adding a "Lower Torso" location and a D20-driven combat system. I was going to work up a list of chassis types and different hit location tables by said types. Toward the end I started feeling like I was adding rules for their own sake, and sucking all the fun out of playing it.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 21 May 2022, 22:48:12
"Takes notes* Pinto and Jade Hawk.....
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 21 May 2022, 23:27:13
Leaving aside the 12 DropShips/Mobile Structures/Large Naval Vessel, there is now a solid 242 units in my list here, spread across 78 chassis types. If I posted all of them, I'd be drowning out everyone else's input, and I don't think anyone wants that.

:) Nope but they'd still be nice to see. I don't know why but I like the Sharkticons and Alicons.  :))


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Yeah. THAT one is fixed, but now I'm starting to suspect I ****** up everything with Improved Jump Jets here. I anticipate some real screw-ups here.

Why?  ??? Syberian Improved Jump Jets don't have to be the same as IS versions.


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Long ago, I considered it for a gimmick in an altered form of BattleTech I was making for another setting. In addition to things like adding a "Lower Torso" location and a D20-driven combat system. I was going to work up a list of chassis types and different hit location tables by said types. Toward the end I started feeling like I was adding rules for their own sake, and sucking all the fun out of playing it.

- Herb

Sounds interesting.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 22 May 2022, 04:59:35
Okay. So.....

I have only 7 tons to play with for Blackout's weaponry. (He's 35 tons, maxed armor, and has a 3/5/3V [5/8 in VTOL form].) To reflect his rotor when used as a weapon--which is not always the case--I actually thought I'd have some fun and opt for the industrial Combine at 2.5 tons and 4 crits. (A retractable blade is an alternative, weighs the same, and takes up one less crit, but doesn't go spinny-spinny.) The rest of his weapons are currently 3 ERMLs and a pair of RL-10s.

Thoughts?

- Herb

I like it, sounds good to me. I wish he was a little more than 35 tons and got a SRM rack of some size instead of the RL-10s.
I just make them a lot to powerful and large for this.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 May 2022, 08:31:23
"Takes notes* Pinto and Jade Hawk.....

 :)

:) Nope but they'd still be nice to see. I don't know why but I like the Sharkticons and Alicons.  :))

I don't know why either, but okay....

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Why?  ??? Syberian Improved Jump Jets don't have to be the same as IS versions.

I could, but it feels like cheating. Then again, the entire premise of the Syberian robots is a cheat. But, looking over these designs, I have to say that far too many would flop if I tried to fix their functionality legally (where did I get the impression that 1 Improved Jump Jet delivered 2 Jump MP?)

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Sounds interesting.

After a while, it really wasn't, which is why I abandoned it. Well, that, and it was about the time I started actually writing for BattleTech professionally. Since then, I've been more of a proponent for faster-play systems and would likely end up creating a game system closer to Alpha Strike.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 22 May 2022, 13:38:41
Isn't the LAM's jump jets essentially Improved Jump Jet's for conventional 'mechs?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 May 2022, 14:09:22
Isn't the LAM's jump jets essentially Improved Jump Jet's for conventional 'mechs?

Is it? I stopped paying attention to errata years ago, but the last I knew, there wasn't anything, mechanically, in the LAM construction rules that made the jets used on LAMs different from normal jets. The only thing that mattered was how many Jump MP you got in the end.

The trouble is, the IJJ still gives only 1 Jump MP apiece; it weighs twice as much and takes up two slots, but it still delivers only 1 Jump MP. IJJs can also get you jump distances up to your Mech's Run speed, so if you made an LAM with a 4/6 Walk/Run, you could get up to only 4 Jump MP with standard jets, but up to 6 Jump MP with IJJs. The thing is, mass-wise, that 6 Jump cost you the equivalent weight to *12* standard jets! Looking over my specs, I apparently presumed that each IJJ delivered 2 Jump MPs. Fixing that in the rules would basically halve all offending units' Jump MP--and, with them, their Safe Thrust rates.

But, as RifleMech says, there's no real reason I can't just make up a Syberian tech item that negates my error and provides 2 Jump MP per IJJ-equivalent weight/space.

And thus, a piece of my revised AutoMech construction rules now dives into the Sybertian Tech Base at length thusly:

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Syberian Technology Base


The technology base used by the Syberian AutoMechs is roughly equal to that of the Inner Sphere in 3060. Any technology with an introduction date of 3060 or sooner is thus available for AutoMech use, unless it is specifically restricted by the rules below. (Note that even though Syberia may have been colonized prior to 2765, we’re just going to presume that either the AutoMechs’ original creators survived long enough to assimilate and produce the newer tech items of the Inner Sphere up to 3060. As they are not truly sentient, and are thus incapable of improvising or innovating outside of programmed parameters, it is nigh impossible that the factory drones themselves somehow managed to perfect technologies their human masters could not.)

Exceptions: There following key exceptions to the Syberian technology base apply to the general rules described above:

•   Improved Industrial Structure – The Syberians wanted all their AutoMechs to function equally well on Syberia itself as well as in the various hostile environments elsewhere in the Syberian system. This included those units built to industrial standards. Therefore, they developed an improved form of Industrial Structure. Available only to AutoMechs, Improved Industrial Structure (IIS) weighs the same as standard Industrial internal structure and takes up no critical space, with all the associated limitations and rules, but incorporates the environmental sealing modification by default. AutoMechs with IIS thus do not need to spend additional tonnage on environmental sealing in order to function underwater or in hazardous environments like vacuum.

•   Jump Rockets – Essentially the Syberian form of the Improved Jump Jet, the Jump Rocket system produces twice the thrust for the same weight and size as an Improved Jump Jet by firing longer bursts through their thrust nozzles—a feature only possible with engines designed for sustained thrust (such as those found on Aerofighter and WiGE units). Jump Rockets follow all the same construction and gameplay rules as an Improved Jump Jet of equal weight, but provides 2 Jump MP per Rocket, rather than 1. Because they are meant specifically for Aerofighter AutoMechs and WiGEMechs, Jump Rockets may not be used with any other unit type.

•   C3 Computers – The Syberians never developed an equivalent to the C3 Computer technologies developed in the Inner Sphere, and thus may not install C3 or Improved C3 Computers or their corresponding Slave units. However, some AutoMech-specific Design Quirks—such as Team-Coded—may offer vaguely similar capabilities (see AutoMech-Unique Design Quirks).

•   Physical Attack Weapons – All ’Mech- and vehicle-based physical combat weapons featured in TechManual and Tactical Handbook are available to the AutoMechs of Syberia, regardless of when they were introduced. For whatever reason (likely their own amusement), the creators of these machines devised the whole spectrum of fun melee weapons, even though the rest of the Inner Sphere would not see such items until the late 3050s or later.

It's a kludge, but it gets around some inconvenient rules.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 May 2022, 14:19:23
And since those rules I just posted brought it up, here are some new Design Quirks just for the AutoMechs of Syberia:

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AutoMech-Unique Design Quirks: A few new Design Quirks are available to AutoMechs only, with most reflecting their unique programming and engineering. These include the following:

•   Code-Bonded: This unit is more dependent on direct orders from a superior unit, to which it has been digitally bonded. A Code-Bonded unit may not willingly operate father than 100 kilometers from its master unit (or 1,000 kilometers if the both the Code-Bonded unit and its master are airborne).

•   Team-Bonded: Units that are Team-Bonded are highly coordinated with others in their team. Team-Bonded units gain a –1 target number bonus to all Skills when operating within 10 kilometers of another active member of their designated team. If all members of the team are within 10 kilometers of a Team-Bonded unit, this bonus becomes –2. Up to six units may be Team-Bonded to each other.

•   Abnormal Conversion: This convertible unit is arranged to change forms differently from the norm. Components of a unit with this Quirk thus do not follow the same Firing Arcs and Hit Locations Table normally indicated by their form. Instead, one (or more) pairs of body locations trade places on the corresponding Firing Arc and Hit Locations tables when the AutoMech assumes its alternate form. The traded locations must be noted in the Quirk. (For example, the Tanker AutoMech swaps its right torso and its right arm locations in its Tracked mode, which makes its right arm its right side in vehicle mode, while its right torso gains the turret firing arc.)

•   Semi-Quad: This Quirk is for Bestial units whose quadruped modes aim to mimic the traits of a biped without actually being one (such as those with a more simian or saurian style). Units with this Quirk still follow the movement rules and restrictions for Quad ’Mechs while in their four-legged mode, but lose the ability to execute rearward kick attacks (the “mule-kick”), but gain the ability to execute a Punch attack with an additional +1 to-hit modifier. If this Punch attack fails, however, the bestial ’Mech must make an immediate Piloting Skill check (applying the same +1 target number modifier) to prevent falling. Note that this Quirk does not enable the AutoMech to use any arm-mounted melee weapons in the process.

Enjoy!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 22 May 2022, 18:50:53
Okay. So.....

I have only 7 tons to play with for Blackout's weaponry. (He's 35 tons, maxed armor, and has a 3/5/3V [5/8 in VTOL form].) To reflect his rotor when used as a weapon--which is not always the case--I actually thought I'd have some fun and opt for the industrial Combine at 2.5 tons and 4 crits. (A retractable blade is an alternative, weighs the same, and takes up one less crit, but doesn't go spinny-spinny.) The rest of his weapons are currently 3 ERMLs and a pair of RL-10s.

Thoughts?

- Herb


I think I'd go with the Combine. Either that of a small Vibrosword fluffed to have it spinning. It's .5 tons heavier though so something  else would have to give.



I don't know why either, but okay....


:)

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I could, but it feels like cheating. Then again, the entire premise of the Syberian robots is a cheat. But, looking over these designs, I have to say that far too many would flop if I tried to fix their functionality legally (where did I get the impression that 1 Improved Jump Jet delivered 2 Jump MP?)

Not really. AutoMechs are a bit more advanced than QuadVees after all. They don't pay tonnage for their motive systems. So why shouldn't Improved Jump Jets be a bit improved over IS versions? I haven't looked at all of them but it does look like you've kept the Jump MP/Safe Thrust to the Mech's Running MP.

The Seekers only have 4 Improved Jump Jets for 8 Jump//Thrust points, takig 8 crits and 4 tons. I also seem to remember you capping the Jump/Thrust/Cruise MP at the Running MP when I asked about WiGE Mechs so that odd MPs couldn't be used. If I've got that right, a Mech with a Walk/Run of 6/9 using IJJ would be capped at 4 IJJ with 8 MP because 10 would exceed the Running MP. So Syberian IJJ would be an improvement but also a limitation.

But the fix below is good too.  :thumbsup:  Actually, since some TFs are supposed to be really fast this helps them. At least it helps FighterMechs. WiGEMechs still seem awfully slow.

I don't know either. Maybe, 2 crits per 2 Jump MP?


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After a while, it really wasn't, which is why I abandoned it. Well, that, and it was about the time I started actually writing for BattleTech professionally. Since then, I've been more of a proponent for faster-play systems and would likely end up creating a game system closer to Alpha Strike.

- Herb

It would be a pain trying to figure out which mech gets what hit chart. Especially since a lot depends on cockpit location.

I can understand wanting faster game play but I haven't been able to get into Alpha Strike. I've wondered about playing with how heat is handled to cut that part out but never got the details fully workout out.


I like the fixes and the new quirks. I really like the Abnormal Conversion Quirk. I was wondering how to make TFs/GBs with motive systems in their torsos when the rules put them in the arms and legs.


Couple silly questions that popped into my head. Can JJs be mounted in the Arms for a JJ Punch?
Are Mechanical Jump Boosters available to Non-Converting AutoMechs? Either the TacHandbook or the TacOps versions?
Partial Wings?
Would the Humans of Syberia have had AutoMechs with a cockpit system once upon a time? Like a Command Console or Dual Cockpit to take over incase the Drones had a problem during their development? Something that would have fallen into disuse once the Drones were perfected and gone extinct along with the Humans?
Since some items can only be used in a single mode, how firm is the rule prohibiting items that can't be used by BattleMechs, IndustrialMechs, and AerospaceFighters and the rule prohibiting items with crits in more than one location?
I was just wondering about putting a Satellite Imager or Look Down Radar in a FighterMech that's only usable in FighterMode or putting Chameleon Light Polarization Shield a anAutoMech that's only usable in mech mode.







Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 22 May 2022, 19:23:34
Not sure if this goes here but I was thinking about Hound, if Recon Cameras are .5 tons and Searchlights are .5 tons, how heavy would Projectors and Holoprojectors be?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 May 2022, 22:43:56
I think I'd go with the Combine. Either that of a small Vibrosword fluffed to have it spinning. It's .5 tons heavier though so something  else would have to give.

Yeah, the Combine being used to represent a spinning rotor weapon would be fluffed that way. But the alternative is not giving him a physical combat weapon at all and using that tonnage to give him proper SRMs. Blackout doesn't ALWAYS use the rotor, after all.

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Not really. AutoMechs are a bit more advanced than QuadVees after all. They don't pay tonnage for their motive systems. So why shouldn't Improved Jump Jets be a bit improved over IS versions? I haven't looked at all of them but it does look like you've kept the Jump MP/Safe Thrust to the Mech's Running MP.

Well, the backstory is that the Syberians managed to develop a convincing fake with their AIs, but one that was good enough to automate pretty much everything that moves (and more than a few that don't), without delving into the robotics rules as they were in IO. As for the motive system weights, bear in mind that AutoMechs with vehicular modes pay 15% for conversion equipment. That would include the wheels and tracks and such as well...of course, that too is inferior to the Standard LAM/QuadVee systems, which only run 10%, so... My only problem is that I'm basically patching up my own mistake here with the jump jets by changing the rules for the improved jets. Either way, I did it, so...

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The Seekers only have 4 Improved Jump Jets for 8 Jump//Thrust points, takig 8 crits and 4 tons. I also seem to remember you capping the Jump/Thrust/Cruise MP at the Running MP when I asked about WiGE Mechs so that odd MPs couldn't be used. If I've got that right, a Mech with a Walk/Run of 6/9 using IJJ would be capped at 4 IJJ with 8 MP because 10 would exceed the Running MP. So Syberian IJJ would be an improvement but also a limitation.

Ahyup. My change merely makes each Improved Jump Jet (now called a Jump Rocket) capable of delivering 2 MPs per jet. They otherwise work like Improved Jets in that they weigh twice as much as standard jets, take up 2 slots each, generate double heat when used, and can be used to provide up to the unit's Running MP in Jumping MP. As IJJs work under the rules, you need 4 IJJs to get 4 Jump MPs; in my change for Jump Rockets, you would get 8 Jump MPs from 4 Jump Rockets.

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But the fix below is good too.  :thumbsup:  Actually, since some TFs are supposed to be really fast this helps them. At least it helps FighterMechs. WiGEMechs still seem awfully slow.

I've allowed the WiGEMechs to use Jump Rockets as well, but truth be told, I can't think of a single Transformer that would become a WiGE. And so it's unlikely the Syberians have any at all.

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It would be a pain trying to figure out which mech gets what hit chart. Especially since a lot depends on cockpit location.

Right. And my rules allowed designers to put the cockpit in any torso or head location. It got messy.

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I can understand wanting faster game play but I haven't been able to get into Alpha Strike. I've wondered about playing with how heat is handled to cut that part out but never got the details fully workout out.

Weird that your idea of a fix for Alpha Strike is to take out a core mechanic of the base game.

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I like the fixes and the new quirks. I really like the Abnormal Conversion Quirk. I was wondering how to make TFs/GBs with motive systems in their torsos when the rules put them in the arms and legs.

For the most part, I'm making my AutoMechs with the standard rules, regardless of part locations, but the Warpath conversion was an extreme departure that demanded a special variance.

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Couple silly questions that popped into my head. Can JJs be mounted in the Arms for a JJ Punch?

Nope. That's too silly for me.

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Are Mechanical Jump Boosters available to Non-Converting AutoMechs? Either the TacHandbook or the TacOps versions?

Yes. They came into use in 3060.

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Partial Wings?

For Battle Armor, yes. But not for 'Mechs.

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Would the Humans of Syberia have had AutoMechs with a cockpit system once upon a time? Like a Command Console or Dual Cockpit to take over incase the Drones had a problem during their development? Something that would have fallen into disuse once the Drones were perfected and gone extinct along with the Humans?

It's unknown. The humans of Syberia are long gone, and no examples of such tech appear to have survived to present day.

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Since some items can only be used in a single mode, how firm is the rule prohibiting items that can't be used by BattleMechs, IndustrialMechs, and AerospaceFighters and the rule prohibiting items with crits in more than one location?

The rule there is that, unless specifically noted otherwise (typically for Aerefighter AutoMechs), industrial items that are allowed on Mechs, or which are allowed in the Mech's alternate mode, can be mounted. Since the convertible AutoMech's various hit locations assume their respective vehicle's hit locations, the item would need to conform to its legal hit locations. IOW, if you wanted to have a bulldozer in vehicle mode, you could only mount it in a front side hit location, so the Mech--which normally cannot mount a bulldozer blade--would have to install the blade in a location that becomes the vehicle's front side.

And the ban on multi-location items other than the unit's own conversion equipment is absolute.

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I was just wondering about putting a Satellite Imager or Look Down Radar in a FighterMech that's only usable in FighterMode or putting Chameleon Light Polarization Shield a anAutoMech that's only usable in mech mode.

I have at least one unit with a satellite imager that can only be used in its flight mode. It's intended function is that of an orbiter unit. So that's okay. But the Chameleon LPS is out, sorry.

Not sure if this goes here but I was thinking about Hound, if Recon Cameras are .5 tons and Searchlights are .5 tons, how heavy would Projectors and Holoprojectors be?

Guess it depends on what you're holo-projecting. AToW has weights for holo-projectors from 2kg for a "holomap" to 2 tons for a "holotank."

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 23 May 2022, 03:35:57
Yeah, the Combine being used to represent a spinning rotor weapon would be fluffed that way. But the alternative is not giving him a physical combat weapon at all and using that tonnage to give him proper SRMs. Blackout doesn't ALWAYS use the rotor, after all.

Sounds cool. :)


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Well, the backstory is that the Syberians managed to develop a convincing fake with their AIs, but one that was good enough to automate pretty much everything that moves (and more than a few that don't), without delving into the robotics rules as they were in IO. As for the motive system weights, bear in mind that AutoMechs with vehicular modes pay 15% for conversion equipment. That would include the wheels and tracks and such as well...of course, that too is inferior to the Standard LAM/QuadVee systems, which only run 10%, so... My only problem is that I'm basically patching up my own mistake here with the jump jets by changing the rules for the improved jets. Either way, I did it, so...

Don't QuadVees pay 10% for their conversion systems and 10%-15% for their wheeled or tracked motive systems?  ???

So it's fixed :)



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Ahyup. My change merely makes each Improved Jump Jet (now called a Jump Rocket) capable of delivering 2 MPs per jet. They otherwise work like Improved Jets in that they weigh twice as much as standard jets, take up 2 slots each, generate double heat when used, and can be used to provide up to the unit's Running MP in Jumping MP. As IJJs work under the rules, you need 4 IJJs to get 4 Jump MPs; in my change for Jump Rockets, you would get 8 Jump MPs from 4 Jump Rockets.

Cool. :thumbsup:


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I've allowed the WiGEMechs to use Jump Rockets as well, but truth be told, I can't think of a single Transformer that would become a WiGE. And so it's unlikely the Syberians have any at all.

They're probably aren't any Transformers that became WiGEs. WiGEs aren't that know of. Most probably get confused as Hovers or Airplanes. There's even a few that can fly like Airplanes so I'm not sure what they're really classified as. I could see Brainstorm as one of those though going by the newer toy being a redeco of Blurr. 


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Right. And my rules allowed designers to put the cockpit in any torso or head location. It got messy.

I don't have a problem with putting the cockpit in the head or any torso location. I can see it getting messy though not so much because of the cockpit but where the head is located.

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Weird that your idea of a fix for Alpha Strike is to take out a core mechanic of the base game.

Its not so much a fix for Alpha Strike but Battletech and it wouldn't take it out completely. It's more a Mech that runs hot is always hot, neutral is always neutral, and cold is always cold with disadvantages or advantages always applied. That way there's no adding up heat generated and looking at the heat scale. But I never really sat down to completely figure it out. It's more an idea that popped into my head. 


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For the most part, I'm making my AutoMechs with the standard rules, regardless of part locations, but the Warpath conversion was an extreme departure that demanded a special variance.


That's cool. I like that there's extreme departures though.  :thumbsup:


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Nope. That's too silly for me.

Don't know why. It'd just be a mega flamer. Rocket Fists that return would be silly.  :D

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Yes. They came into use in 3060.

For Battle Armor, yes. But not for 'Mechs.

Cool and cool.  :thumbsup:

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It's unknown. The humans of Syberia are long gone, and no examples of such tech appear to have survived to present day.

That's cool.  :)


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The rule there is that, unless specifically noted otherwise (typically for Aerefighter AutoMechs), industrial items that are allowed on Mechs, or which are allowed in the Mech's alternate mode, can be mounted. Since the convertible AutoMech's various hit locations assume their respective vehicle's hit locations, the item would need to conform to its legal hit locations. IOW, if you wanted to have a bulldozer in vehicle mode, you could only mount it in a front side hit location, so the Mech--which normally cannot mount a bulldozer blade--would have to install the blade in a location that becomes the vehicle's front side.

And the ban on multi-location items other than the unit's own conversion equipment is absolute.

Very cool.  :thumbsup:


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I have at least one unit with a satellite imager that can only be used in its flight mode. It's intended function is that of an orbiter unit. So that's okay. But the Chameleon LPS is out, sorry.

Very cool.  :thumbsup:  Aw. Poor Mirage. Can't turn invisible.  :thumbsup:



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Guess it depends on what you're holo-projecting. AToW has weights for holo-projectors from 2kg for a "holomap" to 2 tons for a "holotank."

- Herb

I was thinking projecting other units, building or fake terrain as visual Ghost Targets. ECM and Com Equipment can generate sensor ghosts. What about making a visual one for cameras or the eyeball? 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 May 2022, 08:30:43
Don't QuadVees pay 10% for their conversion systems and 10%-15% for their wheeled or tracked motive systems?  ???

*checks* Hah! Shows how long it's been for me that I forgot the rules *I* wrote. Of course, one could argue that this was done to make them about equal in spent tonnage to LAMs, which need to buy their jump jets. Or it could be argued that it was an indication of their prototypical nature. *shrug* Either way; one more indication of how our Syberian AutoMechs are just different.

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They're probably aren't any Transformers that became WiGEs. WiGEs aren't that know of. Most probably get confused as Hovers or Airplanes. There's even a few that can fly like Airplanes so I'm not sure what they're really classified as. I could see Brainstorm as one of those though going by the newer toy being a redeco of Blurr. 

You *really* want Brainstorm to be something unique there, don't you?

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I don't have a problem with putting the cockpit in the head or any torso location. I can see it getting messy though not so much because of the cockpit but where the head is located.

Well, again, the system I was working on was ultimately abandoned. But, TBH, it was also made complex to cover the fact that I was going to be using it to make Mech types created by a host of alien races, including quite a few who didn't conform to standard humanoid body plans.

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That's cool. I like that there's extreme departures though.  :thumbsup:

Of course. It adds a level of uniqueness. But it's also a Quirk that can be abused with overuse, so I intend to use it VERY sparingly. Otherwise it's that old case of "when everyone's special, then no one is."

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Don't know why. It'd just be a mega flamer. Rocket Fists that return would be silly.  :D

Rocket punches generally include the mass of the fist being shot at someone. Hand actuators may be one of the most sophisticated bits of tech on a BattleMech after the fusion engine and DI Computers; using them like warheads is just throwing resources away, especially when you can accomplish much the same with a missile launcher.

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Very cool.  :thumbsup:  Aw. Poor Mirage. Can't turn invisible.  :thumbsup:

Yeah, I know. But, alas, that's a core part of convertible Mech design. Mirage--err, Sensor Ghost--thus had to make do with an ECM. (Remember, though; AutoMechs rely primarily on their sensors, not simple video. ECM is very much an invisibility cloak to them on some scans.)

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I was thinking projecting other units, building or fake terrain as visual Ghost Targets. ECM and Com Equipment can generate sensor ghosts. What about making a visual one for cameras or the eyeball?

Fake visuals would be doable, I suppose, but at larger scales, you're talking larger gear, so I would probably represent those as 2-ton holoprojectors, if I were to use them. But again, see my statement above about how AutoMechs are primarily reliant on their sensor suites to know what's real and what's not. Mere visual tricks may not fool them.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 23 May 2022, 14:29:38
looking it up.. Brainstorm (https://tfwiki.net/wiki/Brainstorm_(G1)) doesn't look much like a WIGE. too little wing surface. his profile looks like a BT Stuka (https://www.sarna.net/wiki/Stuka) or maybe a Visigoth (https://www.sarna.net/wiki/Visigoth).. long narrow, with canards and small aft mount wings.

for a WiGE you need lots of wing surface.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 May 2022, 14:58:15
And there! Aside from 12 large units, including 2 Mobile Structures, a large aircraft carrier, and 9 DropShips, I have finished statting out just under 250 AutoMechs of varying classes, sources, and alternate modes.

I thank everyone who contributed ideas and input!

Maybe I'll get back to painting my kitchen now...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 23 May 2022, 15:11:24
Do you have the stats for the Auto Vees like Ferro-Vee and others??
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 May 2022, 15:24:24
Yup.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 23 May 2022, 15:51:13
Yup.

- Herb

Could you post to this happy place of Expanded Universe.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 May 2022, 16:38:00
Sure.

Meet, the VeeMech!

VeeMech (Wheeled AutoMech)

Summary

As has now been established with the Hounder, Jack, Sounder, and Streaker-class AutoMechs, the range of units we originally assessed to be part of the VeeMech series is truly epic. With so many rooted in the engineering of classic BattleMechs—often to the point that their modern resemblance is uncanny—and with so many sharing vehicle mode similarities to boot, one can hardly fault our initial impressions. A more careful and extensive study has, of course, cleared up most of the confusion, but not before we gained a whole new appreciation for the extra layers of misdirection built into these AutoMechs by their long-lost creators.

Of the heavyweights in what we’re now calling “the greater VeeMech category,” the AutoMech we have formally bestowed the name to boasts the heaviest armor and the largest payload capacity… [Text incomplete]

Code: [Select]
Type: VeeMech
Technology Base: Syberian (Experimental)
Tonnage: 60

Equipment Mass
Internal Structure: 6
Conversion Eqpt: Wheeled 9
Engine: 180 7
Walking MP: 3
Running MP: 5
Jumping MP: 0
Wheeled Cruise MP: 4
Wheeled Flank MP: 6
Heat Sinks (Double): 10 [20] 0
Gyro: 2
Cockpit: 3
Armor Factor: 200 12.5
Internal Armor
Structure Value
Head 3 9
Center Torso 20 25
Center Torso (rear) 14
R/L Torso 14 20
R/L Torso (rear) 8
R/L Arms 10 20
R/L Legs 14 28

Fixed Components Location Critical Tonnage
Conversion Gear RA/RL/LA/LL 4 0
Wheels RA/RL/LA/LL 4 0
3 Double Heat Sinks RT/2LT 9 0

Weapons and Ammo Location Critical Tonnage
Common Configuration A
Mace RA 6 6
Ultra AC/5 RT 5 9
Ammo (UAC/5) 20 RT 1 1
CASE RT 1 0.5
Medium Shield LA 5 4*

Common Configuration B
ER PPC RA 3 7
Fluid Gun RA 2 2
Streak SRM-4 RT 1 3
Ammo (Streak SRM 4) 25 RT 1 1
CASE RT 1 0.5
Beagle Active Probe CT 2 1.5
Ammo (Fluid) 60 LT 3 3
CASE LT 1 0.5
Fluid Gun LA 2 2

Maintainer Configuration
Large Laser RA 2 5
Spot Welder RA 1 2
TAG RT 1 1
Guardian ECM Suite RT 2 1.5
Beagle Active Probe CT 2 1.5
Cargo (5 tons) LT 5 5
Salvage Arm LA 2 3
Rivet Gun LA 1 0.5
Ammo (Rivet Gun) 300 LA 1 1

Striker Configuration
LB 10-X AC RA 6 11
Ammo (LB 10-X) 20 RA 2 2
Streak SRM 4 RT 1 3
Ammo (Streak SRM 4) 25 RT 1 1
CASE RT 1 0.5
Streak SRM 4 LT 1 3

Notes: No turret in Vehicle Mode; Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion). Battle Fists, Improved Communications, Jettison-Capable Weapon (Right Hand; Exception: Maintainer Configuration), Protected Actuators, Rugged (2), Trailer Hitch (Vehicle Mode Only);* Medium Shield reduces this unit’s Walk/Cruise MPs by 1.
Credit: Giovanni Blasini, for the Hounder chassis design upon which this is based

Notable VeeMechs:
VeeMech Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Aider-Vee-P Maintainer DoctorMech Reg (5/3) Technician – ’Mech Wolverine/MASH Vehicle*
Brawny Common (B) ArtilleryMech Vet (3/2) Infantry Wolverine/Striker
Ferro-Vee Common (B) ArtilleryMech Elt (0/0) Infantry, Officer Wolverine/MASH Vehicle*
Wrenchit Maintainer DoctorMech Vet (2/1) Tech–’Mech, Officer Wolverine/MASH Vehicle*
Vee-Picker Striker SpecMech Vet (2/1) Special Forces Wolverine/Light SRM
Vee-Back Common (A) ReconMech Reg (4/3) Scout Wolverine/Striker
Bulk-Vee Common (A) ArtilleryMech Reg (5/4) Infantry Wolverine/Striker

*Shortened vehicle form

Enjoy!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 23 May 2022, 17:55:41
I'm more interested to know if his "kitchen" will be seeing time on the table top now...  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 May 2022, 18:56:15
I'm more interested to know if his "kitchen" will be seeing time on the table top now...  :D

...Whose? Mine? I'm honestly been remodeling my kitchen a little. New floor. New trim. Refreshing the paint... But I ran out of steam just as I was starting to paint the walls.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 23 May 2022, 19:01:37
Thank you very much Herb.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 23 May 2022, 19:13:02
...Whose? Mine? I'm honestly been remodeling my kitchen a little. New floor. New trim. Refreshing the paint... But I ran out of steam just as I was starting to paint the walls.

- Herb
Of course yours, good sir!  What lies beneath that veneer you're working on... perhaps a transforming robot?  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 23 May 2022, 20:31:50
I have doubts I'd mention this but I'll throw this out.  Headmasters.

Only that I don't think they'd be needed.  Syberian wise I'd think they be excellent to getting into narrow spaces, but these are essentially drones and not main brains of the body running around.  Exploring human ruins essentially or sneaking into enemy facilities.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 May 2022, 21:25:27
I have doubts I'd mention this but I'll throw this out.  Headmasters.

Only that I don't think they'd be needed.  Syberian wise I'd think they be excellent to getting into narrow spaces, but these are essentially drones and not main brains of the body running around.  Exploring human ruins essentially or sneaking into enemy facilities.

The way I'd approach them, there are no Headmasters, Targetmasters, or Powermasters as such, nor are there 3+-Changers, or Combiners. For me, that would just push things too far from what ultimately is a BattleTech-rooted re-imagining of the Transformers property here. And so, here is how I'd delve/have delved into these concepts:

Cassette Minions (a-la Soundwave's and Blaster's little friends): Each of this is a "Code-Bonded" robotic unit of generally 3 tons or less in mass. These would be built as Support Vehicles or Battle Armor units, and they do not transform.

Headmasters, Targetmasters, and Powermasters: These could all be treated as Cassette Minions, but exclusively built as robotic battlesuits. They can't transform, and definitely do not have to connect to their master unit, but they could be "Team-Bonded." "Team-Bonded" units can operate just fine independently, and do not need to keep to a maximum radius from each other; instead, they get bonuses when operating within 5-10 km of each other.

3+ Changers:
Depending on the modes their original inspirations transform into, Triple-Plus Changers are basically broken up into their component units. For medium-sized units, the changer can be presented as a convertible AutoMech. For large-sized units, the unit is a separate, non-transforming unit. The various changers MAY be Team-Bonded to each other, but the bottom line is, the rules can only handle Mech-to-Non-Mech transformations at the same scale, in a strictly bimodal sense. (Examples of how this works: Astrotrain's expy on Syberia is known as Star Train, and has two units associated with him: a Mech-to-Wheeled conversion that covers his robot and train modes, and a second unit that is an automated DropShip, representing his shuttle form, which was canonically large enough to hold fellow AutoMechs. Blitzwing's translation, meanwhile, resulted in two convertible AutoMechs, with one going from Mech to Tracked vehicle, and the other going Mech to Fighter.)

Combiners:
These are "Team-Bonded" units. Up to 6 can be assigned to a Team. They gain bonuses when operating in close proximity, with an extra bonus if ALL are within range. But they do not physically unite. They suffer no penalties if separated beyond their bonded range; they simply lose any bonuses.

Pretenders: Nope! The closest to technorganics we're going are the bestials, which are just exotically decorated Mechs.

MiniCons: See Cassette Minions/Headmasters/Targetmasters/Powermasters. And like those, they can't transform.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 24 May 2022, 01:14:13
*checks* Hah! Shows how long it's been for me that I forgot the rules *I* wrote. Of course, one could argue that this was done to make them about equal in spent tonnage to LAMs, which need to buy their jump jets. Or it could be argued that it was an indication of their prototypical nature. *shrug* Either way; one more indication of how our Syberian AutoMechs are just different.

 ;D   I like different.  :thumbsup:



Quote
You *really* want Brainstorm to be something unique there, don't you?

Maybe the newer one since is shares so much in common with others. I'd make the G1 Brainstorm a FighterMech.


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Well, again, the system I was working on was ultimately abandoned. But, TBH, it was also made complex to cover the fact that I was going to be using it to make Mech types created by a host of alien races, including quite a few who didn't conform to standard humanoid body plans.

Oooh. Very interesting. I'd love to hear more.  :thumbsup:



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Of course. It adds a level of uniqueness. But it's also a Quirk that can be abused with overuse, so I intend to use it VERY sparingly. Otherwise it's that old case of "when everyone's special, then no one is."

Yeah, I can see that.  :(



Quote
Rocket punches generally include the mass of the fist being shot at someone. Hand actuators may be one of the most sophisticated bits of tech on a BattleMech after the fusion engine and DI Computers; using them like warheads is just throwing resources away, especially when you can accomplish much the same with a missile launcher.

Plus hand actuators don't have any weight so how would one determine how much damage they do? Then there's tethered hands that get reeled back in vs completely flying hands that return on their own.


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Yeah, I know. But, alas, that's a core part of convertible Mech design. Mirage--err, Sensor Ghost--thus had to make do with an ECM. (Remember, though; AutoMechs rely primarily on their sensors, not simple video. ECM is very much an invisibility cloak to them on some scans.)

That's cool. Plus a Mirage with those systems could be a non-converting AutoMech.


Quote
Fake visuals would be doable, I suppose, but at larger scales, you're talking larger gear, so I would probably represent those as 2-ton holoprojectors, if I were to use them. But again, see my statement above about how AutoMechs are primarily reliant on their sensor suites to know what's real and what's not. Mere visual tricks may not fool them.

- Herb

That's cool. I was thinking, in part, that AutoMechs would see ECM was a trick if they switched to visuals or had ECCM going, so this would be a way to completely trick them. Or at least make them question themselves. I was also thinking about using noncombat tech for combat. Humans use visuals more so seeing something that isn't there would be as bad as not seeing something that is, or making something look like something else.




And there! Aside from 12 large units, including 2 Mobile Structures, a large aircraft carrier, and 9 DropShips, I have finished statting out just under 250 AutoMechs of varying classes, sources, and alternate modes.

I thank everyone who contributed ideas and input!

Maybe I'll get back to painting my kitchen now...

- Herb

What color are you painting it?

I'd rather be painting and remodeling anything than dealing with the problems I've got right now. Even doing this :bang: would be more fun but I'd probably break the wall and I've got enough headaches and stress already.  :'(

Sure.

Meet, the VeeMech!

Cool!  :thumbsup:



The way I'd approach them, there are no Headmasters, Targetmasters, or Powermasters as such, nor are there 3+-Changers, or Combiners. For me, that would just push things too far from what ultimately is a BattleTech-rooted re-imagining of the Transformers property here. And so, here is how I'd delve/have delved into these concepts:

After thinking about it, I can see tiny AutoMechs taking advantage of vehicle forms. These would be like Wheelie. Tiny drone, tiny vehicle. I can't really see this working for Cassettes, Headmasters, or Powermasters though. Their alt-form would be an emplacement?
I also think most MiniCons would probably work better as full sized AutoMechs but it'd depend on the drone. I don't think there'd be any "special powers" granted to the bigger drone, outside of being in the bubble of whatever equipment/weapons the little drone is carrying.

TargetMasters I can see as a way to have handheld guns without the extra weight of heat sinks. The only issues are if you can build a 1-3 ton GunMech, why not a 20 ton GunMech? and how would GunMechs weighing 4-9 tons be built? Protos aren't available. So, I'm not sure about it.

I think bonding, like a C3 system, works better than physically combining. Doesn't mean a big Drone couldn't be made to look like they had been made up of smaller ones though.

3+ so each alt mode would have a different DroneMech to go with it? That or a really heavy conversion system?

Pretenders; I'm glad they're not included. At least the "shells" aren't. They don't really fit with BT. Plus, they'd have to be limited to small BA Drones (PA/ES) if they wanted to pass for Humans.  I'm going to guess that even if they did exist at one time, they've gone extinct now along with the Humans they were pretending to be.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 24 May 2022, 01:15:31
looking it up.. Brainstorm (https://tfwiki.net/wiki/Brainstorm_(G1)) doesn't look much like a WIGE. too little wing surface. his profile looks like a BT Stuka (https://www.sarna.net/wiki/Stuka) or maybe a Visigoth (https://www.sarna.net/wiki/Visigoth).. long narrow, with canards and small aft mount wings.

for a WiGE you need lots of wing surface.


I don't know. Most of the WiGEs I've seen look like they have less wing than airplanes.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 May 2022, 09:11:51
Maybe the newer one since is shares so much in common with others. I'd make the G1 Brainstorm a FighterMech.

No doubt. Glitterboy's suggestion of the Stuka for the alt mode was a perfect choice, I think.

...*sigh* So, I'm designing more, huh?

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That's cool. Plus a Mirage with those systems could be a non-converting AutoMech.

If you prioritized those features over transformation, yeah, we could make a non-transforming Sensor Ghost.

Quote
That's cool. I was thinking, in part, that AutoMechs would see ECM was a trick if they switched to visuals or had ECCM going, so this would be a way to completely trick them. Or at least make them question themselves. I was also thinking about using noncombat tech for combat. Humans use visuals more so seeing something that isn't there would be as bad as not seeing something that is, or making something look like something else.

To be honest, this veers toward the fun bit of how sensors in BT are so comprehensive that there really is no such thing as an invisibility field for Mechs short of the standing still while using the Chameleon/Null-Sig System combo (or standing still with an active Void-Sig System). Magscan and radar are blocked by ECM, IR is blocked by stealth armors. And visuals are fooled by camouflage systems and mimetics...but nothing blots out the seismics of a moving BattleMech. Heck, visual camos really just produce a stealth modifier, as they're more or less like the Predator's cloaking field, which still produces a rippling and lensing effect. (This is why the Void-Sig is easier to target for conventional infantry than for any other unit types.)

...I have no idea where I was going with this, really.

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What color are you painting it?


Mostly a shade of blue so light that it looks almost white, with white baseboards and white ceiling. The flooring is a laminate designed to resemble bleached wood.

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I'd rather be painting and remodeling anything than dealing with the problems I've got right now. Even doing this :bang: would be more fun but I'd probably break the wall and I've got enough headaches and stress already.  :'(

Sorry to hear that, bud. Hope it's nothing too serious and that things get better for you over there.

Quote
After thinking about it, I can see tiny AutoMechs taking advantage of vehicle forms. These would be like Wheelie. Tiny drone, tiny vehicle. I can't really see this working for Cassettes, Headmasters, or Powermasters though. Their alt-form would be an emplacement?

In the case of our Syberians, they couldn't develop a practical conversion system that works on anything smaller than a BattleMech. Since every one of the Cassettes and *-master units is 5 tons or less, I translated them to their most useful form, which also happens to be the one that can move on its own.

Quote
I also think most MiniCons would probably work better as full sized AutoMechs but it'd depend on the drone. I don't think there'd be any "special powers" granted to the bigger drone, outside of being in the bubble of whatever equipment/weapons the little drone is carrying.

Historically, most Minicons were depicted as being at or just over human-size, so I'd stick with the automated battle armor our IE friends are now calling "MiniMechs".

Quote
TargetMasters I can see as a way to have handheld guns without the extra weight of heat sinks. The only issues are if you can build a 1-3 ton GunMech, why not a 20 ton GunMech? and how would GunMechs weighing 4-9 tons be built? Protos aren't available. So, I'm not sure about it.

If I were to introduce handheld weapons into Syberia's mechanoid eco-system, I'd leave them "brainless." But it COULD be fun if one of the battle armor-based "Target Masters" could operate them as up-scaled towed guns.

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I think bonding, like a C3 system, works better than physically combining. Doesn't mean a big Drone couldn't be made to look like they had been made up of smaller ones though.

Sure, it can LOOK like it, but mechanically, it'd be one unit in each form.

Quote
3+ so each alt mode would have a different DroneMech to go with it? That or a really heavy conversion system?

It depends on the unit, but generally, a triple-plus changer on Syberia would translate to two-plus AutoMechs, each representing a different alt mode, with the transformable ones having variations on the same robot mode. (And I likely wouldn't even do a bunch of the more ridiculous modes, because I found too many just...sucked.)

Quote
Pretenders; I'm glad they're not included. At least the "shells" aren't. They don't really fit with BT. Plus, they'd have to be limited to small BA Drones (PA/ES) if they wanted to pass for Humans.  I'm going to guess that even if they did exist at one time, they've gone extinct now along with the Humans they were pretending to be.

LONG extinct. If they ever existed. But I'm not sure there is anything in BT lore to suggest that they ever had robots or androids that could truly mimic a natural human appearance. So I'm thinking a definite no-go there. As you mention, though, the organic parts were shells; the robots inside tended to be more conventionally Transformer-ish. So it's possible to bring the Pretenders in as regular ol' Transforming AutoMechs.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 24 May 2022, 15:27:56
No doubt. Glitterboy's suggestion of the Stuka for the alt mode was a perfect choice, I think.

...*sigh* So, I'm designing more, huh?

It does look like a good fit. :)

 ;D


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If you prioritized those features over transformation, yeah, we could make a non-transforming Sensor Ghost.

No priorities right now. Not concerning this anyway.:(  Just making sure what can be done. :)


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To be honest, this veers toward the fun bit of how sensors in BT are so comprehensive that there really is no such thing as an invisibility field for Mechs short of the standing still while using the Chameleon/Null-Sig System combo (or standing still with an active Void-Sig System). Magscan and radar are blocked by ECM, IR is blocked by stealth armors. And visuals are fooled by camouflage systems and mimetics...but nothing blots out the seismics of a moving BattleMech. Heck, visual camos really just produce a stealth modifier, as they're more or less like the Predator's cloaking field, which still produces a rippling and lensing effect. (This is why the Void-Sig is easier to target for conventional infantry than for any other unit types.)

...I have no idea where I was going with this, really.

I'm not looking for an invisibility field. I am looking to explore all the options to trick sensors though. Using projectors seems like one way of tricking visuals. It wouldn't be perfect though. 2D aren't as likely to be noticed during the day. There's also a chance that 2D and 3D could be tracked back to their source, especially at night. Still, they could work. They'd be distracting if nothing else.

I wonder if putting big speakers on the ground or using pile drivers could help mask a mech's steps. Not make it invisible. Just harder to detect.



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Mostly a shade of blue so light that it looks almost white, with white baseboards and white ceiling. The flooring is a laminate designed to resemble bleached wood.

Sounds nice. :)


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Sorry to hear that, bud. Hope it's nothing too serious and that things get better for you over there.

Thanks.  :) Unfortunately, I don't have money for a engine or the three weeks it'd take to replace it.  :'( I'm also in the middle of nowhere so walking isn't practical. It'd be real nice if things got better in a hurry.


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In the case of our Syberians, they couldn't develop a practical conversion system that works on anything smaller than a BattleMech. Since every one of the Cassettes and *-master units is 5 tons or less, I translated them to their most useful form, which also happens to be the one that can move on its own.

Sounds good. :)


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Historically, most Minicons were depicted as being at or just over human-size, so I'd stick with the automated battle armor our IE friends are now calling "MiniMechs".

Some do look like they'd be good MiniMechs. I like some of the vehicle modes though so whether or not it's a Mini or full size Mech would depend on the MiniCon.


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If I were to introduce handheld weapons into Syberia's mechanoid eco-system, I'd leave them "brainless." But it COULD be fun if one of the battle armor-based "Target Masters" could operate them as up-scaled towed guns.

Wouldn't brainless non converting handheld weapons be available to Syberians as the SLDF was using them?  Having MiniMechs firing Field Guns would be fun. There were play sets that could represent that. I was thinking the converting ones. AutoMech carries them into battle firing then drops them to use onboard weapons. Then the "guns" convert and attack on their own. But if GunMechs can't be made that small then only 100 ton and heavier AutoMechs could use them. Oh well. :)


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Sure, it can LOOK like it, but mechanically, it'd be one unit in each form.

 :thumbsup:


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It depends on the unit, but generally, a triple-plus changer on Syberia would translate to two-plus AutoMechs, each representing a different alt mode, with the transformable ones having variations on the same robot mode. (And I likely wouldn't even do a bunch of the more ridiculous modes, because I found too many just...sucked.)

Makes sense. :) And I agree. Some of the modes were ridiculous and sucked.



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LONG extinct. If they ever existed. But I'm not sure there is anything in BT lore to suggest that they ever had robots or androids that could truly mimic a natural human appearance. So I'm thinking a definite no-go there. As you mention, though, the organic parts were shells; the robots inside tended to be more conventionally Transformer-ish. So it's possible to bring the Pretenders in as regular ol' Transforming AutoMechs.

- Herb

I can't think of any human looking androids either. Probably the closest would be to use the best prosthetics possible. Basically a Cyborg with an AI for a brain. That or their humanness is a hologram. I can't see them surviving long after the humans either. They'd stick out, get captured, and then destroyed. So I think Pretenders would be out. Not the inner TF. Just the shell part. I normally played with mine that way anyway. :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 May 2022, 23:51:17
I'm not looking for an invisibility field. I am looking to explore all the options to trick sensors though. Using projectors seems like one way of tricking visuals. It wouldn't be perfect though. 2D aren't as likely to be noticed during the day. There's also a chance that 2D and 3D could be tracked back to their source, especially at night. Still, they could work. They'd be distracting if nothing else.

Oh, to be sure! I'd say they'd be just as distracting to the AutoMechs of Syberia as they would to human-piloted 'Mechs.

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I wonder if putting big speakers on the ground or using pile drivers could help mask a mech's steps. Not make it invisible. Just harder to detect.

If nothing else, it would definitely serve as a kind of seismic white noise generator.

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Thanks.  :) Unfortunately, I don't have money for a engine or the three weeks it'd take to replace it.  :'( I'm also in the middle of nowhere so walking isn't practical. It'd be real nice if things got better in a hurry.

Ouch, man. That sucks!

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Some do look like they'd be good MiniMechs. I like some of the vehicle modes though so whether or not it's a Mini or full size Mech would depend on the MiniCon.

Exactly. We'd have to handle them on an individual basis, and choose the modes that are coolest.

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Wouldn't brainless non converting handheld weapons be available to Syberians as the SLDF was using them?  Having MiniMechs firing Field Guns would be fun. There were play sets that could represent that. I was thinking the converting ones. AutoMech carries them into battle firing then drops them to use onboard weapons. Then the "guns" convert and attack on their own. But if GunMechs can't be made that small then only 100 ton and heavier AutoMechs could use them. Oh well. :)

Yeah, sorry. Come to think of it, a field gun is basically a handheld weapon without armor, so I can see Syberian AutoMechs alternating between letting MiniMechs operate them as Field Guns, and having AutoMechs grab them and fire them like regular weapons.

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I can't think of any human looking androids either. Probably the closest would be to use the best prosthetics possible. Basically a Cyborg with an AI for a brain. That or their humanness is a hologram. I can't see them surviving long after the humans either. They'd stick out, get captured, and then destroyed. So I think Pretenders would be out. Not the inner TF. Just the shell part. I normally played with mine that way anyway. :)

Heh. You know, it would probably take only a small bit of programing to alter a battlesuit-mounted Camo System to create a human-like virtual skin. I'd have it look all video-gamey, and it would look even weirder as it won't hide the suit's actual shape beneath. Instead it looks more like someone just painted an unmodified battlesuit to look like a human, and everyone agreed to just go along with it like nothing was wrong.

I never got any Pretenders, but weren't those shells basically like Kinder eggs, anyway? No articulation at all, just a human/monster-shaped sarcophagus the Transformer burst out of?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 25 May 2022, 01:45:08
I had one. And pretty much. It had rotatable arms but that was it. The toy inside was much more fun to play with.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Charistoph on 25 May 2022, 02:17:47
Sounds like the Cobra S.N.A.K.E. Suits, too.  Talk about your original Battle Armor...
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 May 2022, 02:30:35
Oh, to be sure! I'd say they'd be just as distracting to the AutoMechs of Syberia as they would to human-piloted 'Mechs.

If nothing else, it would definitely serve as a kind of seismic white noise generator.

 >:D  Cool!


Ouch, man. That sucks!

Totally!  :(


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Exactly. We'd have to handle them on an individual basis, and choose the modes that are coolest.

 Cool. :thumbsup:



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Yeah, sorry. Come to think of it, a field gun is basically a handheld weapon without armor, so I can see Syberian AutoMechs alternating between letting MiniMechs operate them as Field Guns, and having AutoMechs grab them and fire them like regular weapons.

Sounds cool. How many MiniMechs would it take to operate Field Guns?


Quote
Heh. You know, it would probably take only a small bit of programing to alter a battlesuit-mounted Camo System to create a human-like virtual skin. I'd have it look all video-gamey, and it would look even weirder as it won't hide the suit's actual shape beneath. Instead it looks more like someone just painted an unmodified battlesuit to look like a human, and everyone agreed to just go along with it like nothing was wrong.

Yeah, I can see that happening. Looks like a person with bits of BA sticking out here and there. Maybe a glitch or two in the projection.


Quote
I never got any Pretenders, but weren't those shells basically like Kinder eggs, anyway? No articulation at all, just a human/monster-shaped sarcophagus the Transformer burst out of?

- Herb

I think the arms moved but I don't remember. It's been a while since I played with them. If I can get to storage I'll let you know.

What glitterboy said. :)


I had one. And pretty much. It had rotatable arms but that was it. The toy inside was much more fun to play with.

Thanks. :) I wanted to say that but wasn't sure. And I agree. The toy inside was more fun to play with. :)



Sounds like the Cobra S.N.A.K.E. Suits, too.  Talk about your original Battle Armor...

I remember those.  :) They had this rubber skeleton thing that the legs and body would close around if you weren't putting it over an action figure. Those are old but I liked them more than those suits seen in the movie.  xp


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 May 2022, 10:56:10
Virtual camo system to mimic a human, is that the equivalent of Syberian-cosplay?   ;D. Are we gonna discuss cultural aspects of the Syberians now?   ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 May 2022, 14:04:33
Sounds cool. How many MiniMechs would it take to operate Field Guns?

Sounds like something I'll have to make rules for. I'm going (for the moment) with 1 per 4 tons of weapon weight, rounded normally. The suits MUST be humanoid-type. They cannot jump and are limited to 1 MP/turn while carting a field gun around. Finally, a BA unit with a field gun cannot engage in antiMech attacks or use any suit-mounted weapons in the same turn it fires its field gun.

Quote
Yeah, I can see that happening. Looks like a person with bits of BA sticking out here and there. Maybe a glitch or two in the projection.

More like a human skin stretched to the point of nightmares over a battlesuits armor plates, while each unarmored joint is conspicuously apparent as they don't have the same mimicry features as the armored shell. Probably would resemble those low-polygon 3D characters from games like the first Tomb Raider.

Virtual camo system to mimic a human, is that the equivalent of Syberian-cosplay?   ;D. Are we gonna discuss cultural aspects of the Syberians now?   ;D

I can't think of a legitimate reason they'd keep using it once they realized the humans were gone. But they DO get randomized personality quirks, and so some might try it. But as it only works on the battle armored units or non-transforming AutoMechs, that's about the limits of their cosplay ability. Well, I mean, that and customized parts and paint work. They can easily cosplay each other, after all, especially if they have a matching body type to their subject.

It would be less a culture, though, and more of a personality quirk, to them. Their pseudo-cultures are more or less chains of command. (I know you were likely kidding, Luciora, but if we've demonstrated anything from having this discussion, it's that some jokes are fun as hell to explore in depth.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Charistoph on 25 May 2022, 15:31:56
I remember those.  :) They had this rubber skeleton thing that the legs and body would close around if you weren't putting it over an action figure. Those are old but I liked them more than those suits seen in the movie.  xp

The one I got didn't have that.  If you didn't have a figure to put in it, then the legs didn't work too well.

In the TV show, they were often autonomous like the B.A.T.S., even though the lore itself stated that they required pilots.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 May 2022, 15:46:14
I know I'm dragging in the series that should not be mentioned, but programming for some, especially the cassette types (Glit, Sundor, Roseanna) did include entertainment, so...it may not be so far fetched, assuming a player would want to go there.

*But probably not  :))*
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 May 2022, 16:32:29
Sounds like something I'll have to make rules for. I'm going (for the moment) with 1 per 4 tons of weapon weight, rounded normally. The suits MUST be humanoid-type. They cannot jump and are limited to 1 MP/turn while carting a field gun around. Finally, a BA unit with a field gun cannot engage in antiMech attacks or use any suit-mounted weapons in the same turn it fires its field gun.

Sounds good. May I suggest they only have 1 Ground MP while using Field Guns? If they abandon the guns they can move normally.


Quote
More like a human skin stretched to the point of nightmares over a battlesuits armor plates, while each unarmored joint is conspicuously apparent as they don't have the same mimicry features as the armored shell. Probably would resemble those low-polygon 3D characters from games like the first Tomb Raider.

Yeah. I can see it being all pixely. My first thought reading this was the Alien Roach in the Edgar Suit in MiB.  ;D


Quote
I can't think of a legitimate reason they'd keep using it once they realized the humans were gone. But they DO get randomized personality quirks, and so some might try it. But as it only works on the battle armored units or non-transforming AutoMechs, that's about the limits of their cosplay ability. Well, I mean, that and customized parts and paint work. They can easily cosplay each other, after all, especially if they have a matching body type to their subject.

It would be less a culture, though, and more of a personality quirk, to them. Their pseudo-cultures are more or less chains of command. (I know you were likely kidding, Luciora, but if we've demonstrated anything from having this discussion, it's that some jokes are fun as hell to explore in depth.)

- Herb

Didn't they do that in the cartoon/anime? Dress up like each other?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 May 2022, 19:45:06
I know I'm dragging in the series that should not be mentioned, but programming for some, especially the cassette types (Glit, Sundor, Roseanna) did include entertainment, so...it may not be so far fetched, assuming a player would want to go there.

*But probably not  :))*

No. You have an absolutely valid point there, and it is effectively one of those things I can definitely see happening with the Syberian AutoMechs. With some forms being very questionable in nature, the possibility is certainly there that some of the AutoMech types we see today began their existence as entertainment machines. In Transformers Animated, the Dinobots were the result of the Allspark bringing to life some animatronic dinosaurs that were meant to be part of a theme park. I see that as definitely happening here, at least among some factions. (Glitterboy's approach to the Maximals of Beast Wars has their AutoMechs starting their lives as security for a special eco-zone; I see the Predacon analogs as an attempt to make a monster-themed adventure park. The Junkion faction is just a resource-collection and recycling operation. All of them militarized when the last wars started, but what they were meant for, and how they were meant to behave, likely still exist in the depths of their programming.)

Although the humans died off in the Syberia system, the presence of their machines still manufacturing, harvesting resources, and fighting today suggests that a lot of automated industry remained operational. And we've seen indications that the AutoMechs have a deep desire for their humans to return, despite not being truly sentient; their logic centers are coded around the very notion that there are humans, somewhere, who could outrank and command them. That they all appear to have ended up militarized in some way doesn't actually erase what they were at the start, and it's almost a certainty that other aspects of human culture and entertainment yet survive in the ruins. Machines once coded for entertainment value could absolutely exist, their codes just waiting for an opportunity to surface that has been exceedingly rare since the human extinction.

Sounds good. May I suggest they only have 1 Ground MP while using Field Guns? If they abandon the guns they can move normally.


That goes without saying.

Quote
Yeah. I can see it being all pixely. My first thought reading this was the Alien Roach in the Edgar Suit in MiB.  ;D

Yeah, but far less convincing as it amounts to electronic "paint" rather than skin. Imagine it like when someone uses a movie projector and stands in front of it; only the projected image in this case actively follows every move the person makes.

Quote
Didn't they do that in the cartoon/anime? Dress up like each other?

There were a couple in which they donned disguises, but, hey, this is a BattleTech-themed reimagination exercise. It's doubtful the AutoMechs will be anywhere near as goofy.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 May 2022, 19:55:39
Fan funding for the Celerity can't come soon enough.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 May 2022, 21:53:41
Fan funding for the Celerity can't come soon enough.

Why that one?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 May 2022, 22:00:06
Just my preferred choice for the 4 legged chassis and I feel would be a good base for Ravage for example.

Why that one?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 May 2022, 22:41:15
No. You have an absolutely valid point there, and it is effectively one of those things I can definitely see happening with the Syberian AutoMechs. With some forms being very questionable in nature, the possibility is certainly there that some of the AutoMech types we see today began their existence as entertainment machines. In Transformers Animated, the Dinobots were the result of the Allspark bringing to life some animatronic dinosaurs that were meant to be part of a theme park. I see that as definitely happening here, at least among some factions. (Glitterboy's approach to the Maximals of Beast Wars has their AutoMechs starting their lives as security for a special eco-zone; I see the Predacon analogs as an attempt to make a monster-themed adventure park. The Junkion faction is just a resource-collection and recycling operation. All of them militarized when the last wars started, but what they were meant for, and how they were meant to behave, likely still exist in the depths of their programming.)

Although the humans died off in the Syberia system, the presence of their machines still manufacturing, harvesting resources, and fighting today suggests that a lot of automated industry remained operational. And we've seen indications that the AutoMechs have a deep desire for their humans to return, despite not being truly sentient; their logic centers are coded around the very notion that there are humans, somewhere, who could outrank and command them. That they all appear to have ended up militarized in some way doesn't actually erase what they were at the start, and it's almost a certainty that other aspects of human culture and entertainment yet survive in the ruins. Machines once coded for entertainment value could absolutely exist, their codes just waiting for an opportunity to surface that has been exceedingly rare since the human extinction.
 

Yeah, I can see AutoMechs continuing to keep and use noncombat and even nonmilitary programming in case their Humans ever come back.


Quote
That goes without saying.

Yeah, but far less convincing as it amounts to electronic "paint" rather than skin. Imagine it like when someone uses a movie projector and stands in front of it; only the projected image in this case actively follows every move the person makes.

I can see that.


Quote
There were a couple in which they donned disguises, but, hey, this is a BattleTech-themed reimagination exercise. It's doubtful the AutoMechs will be anywhere near as goofy.

- Herb

Probably not without orders to do so. :)



Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 May 2022, 08:30:17
Just my preferred choice for the 4 legged chassis and I feel would be a good base for Ravage for example.

Heh. Because he was a cassette, I translated him into a medium battlesuit drone and used the Rottweiler.

Yeah, I can see AutoMechs continuing to keep and use noncombat and even nonmilitary programming in case their Humans ever come back.

Exactly.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 May 2022, 18:55:21
Nine. Nine new designs to come up with, after I integrated the G1 Headmasters and Targetmasters, and Beast Machines.

And a bunch more characters who fell into extant models.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 May 2022, 21:02:20
New AutoMech-unique Design Quirk!

•   Peculiar Mobility: This convertible AutoMech has been carefully built and balanced to take advantage of its alternate, vehicle-mode motive system while still in ’Mech mode. This Quirk is available only to Wheeled, Tracked, and Hover-type AutoMechs; it cannot be taken by Aerofighter, Bestial, Emplacement, Naval, VTOL, or WiGE-type AutoMechs. At the start of their Movement phase while in BattleMech mode, units with this Quirk can declare that they are switching to their alternate mobility while remaining in ’Mech mode, and then take their Movement action using their alternate mode’s MP values in place of their current Walking/Running MPs. While using this alternate movement in ’Mech mode, the unit must adhere to the terrain and planetary condition restrictions of its alternate mode, and will suffer a +2 target number penalty on all of its Piloting Skill rolls to avoid falling. A unit with this Quirk may not use this ability if it has suffered any critical hits to its legs, or has lost one or more legs in their entirety. If a unit with Peculiar Mobility suffers a critical hit to its legs when using their alternate movement in ’Mech mode, it immediately loses the ability and falls where it stands. Units with Peculiar Mobility can only switch between movement modes at the start of their Movement Phase, not during, after, or in any other combat Phase. This ability can only be used while in ’Mech mode; it is unavailable in vehicle mode.

We can thank Beast Machines for this one!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 27 May 2022, 00:43:19
Nine. Nine new designs to come up with, after I integrated the G1 Headmasters and Targetmasters, and Beast Machines.

And a bunch more characters who fell into extant models.

- Herb


Sounds cool! :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 28 May 2022, 10:25:48
I don't remember seeing the stats for Arcee and other like.
Can you assist. Its the only one from that set that I don't have a record sheet for.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 May 2022, 11:00:25
I don't remember seeing the stats for Arcee and other like.
Can you assist. Its the only one from that set that I don't have a record sheet for.

Arcee and the other...what?

In this set, I gave Arcee (Arc Sneaker) a narrow vehicle form.

Sneaker (Wheeled AutoMech)

Summary

The Sneaker class isn’t the lightest of the ground scouts we’ve seen on Syberia, but it may be a good contender for the toughest. Bigger than a Bug, smaller than a Beetle, but slower than both, this AutoMech body type is built with a lithe and compact frame that often results in a rather feminine silhouette when in BattleMech mode. This look is deceptive, however, as its armor is remarkably thick, and the Sneaker can still pack up to six tons of armament to boot—more than most light AutoMechs.

Sneakers mainly seem to serve in a harrying role, with weapon loadouts optimized for close range engagements, target spotting, and communications. Taken together, these AutoMechs make for prime guerilla fighters within the confines of any city or densely packed industrial site. (And there are certainly plenty of those on Syberia, even if you discount the larger ruins.) If partnered with other light ground units using effective ECM, these AutoMechs can make holding any territory difficult to impossible, even if the bulk of their allies have been forced to flee the area. With so many Sneakers specialized in infiltration tactics, these lightweights and their hit-and-fade capabilities can raise holy hell in just about any built-up environment.

Code: [Select]
Type: Sneaker
Technology Base: Syberian (Experimental)
Tonnage: 30

Equipment Mass
Internal Structure: 3
Conversion Eqpt: Wheeled 4.5
Engine: 150 5.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Wheeled Cruise MP: 6
Wheeled Flank MP: 9
Heat Sinks (Double): 10 [20] 0
Gyro: 2
Cockpit: 3
Armor Factor: 96 6
Internal Armor
Structure Value
Head 3 8
Center Torso 10 13
Center Torso (rear) 7
R/L Torso 7 9
R/L Torso (rear) 5
R/L Arms 5 10
R/L Legs 7 10

Fixed Components Location Critical Tonnage
Conversion Gear RL/LL 2 0
Wheels RA/RL/LA/LL 4 0
4 Double Heat Sinks 2RT/2LT 12 0

Weapons and Ammo Location Critical Tonnage
Striker Configuration A
Small Vibroblade RA 3 3
2 ER Small Lasers CT 2 1
2 ER Medium Lasers LA 2 2

Striker Configuration B
Streak SRM 2 RA 1 1.5
Ammo (Streak SRM 2) 50 RA 1 1
Beagle Active Probe CT 2 1.5
2 ER Medium Lasers LA 2 2

Communicator Configuration
Medium Pulse Laser RA 1 2
Small Laser RT 1 0.5
Communications Equipment RT 3 3
Small Laser LT 1 0.5

Notes: No turret in Vehicle Mode; Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion), Compact ’Mech, Improved Communications, Improved Sensors, Low Profile (Vehicle mode only), Modular Weapons, Jettison-Capable Weapons (Hands).

Notable Sneakers:
Sneaker Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Groove-Sneaker Communicator ReconMech AbvAvg (3/2) Scout Hermes*/Centipede*
After-Sneaker Striker (B) ArtilleryMech Vet (3/2) Infantry Hermes*/Centipede*
Green-Sneaker Striker (A) SpecMech Vet (1/0) Scout, Spec Ops Hermes*/Centipede*
Lance-Sneaker Striker (B) SpecMech Vet (2/1) Spec Ops Hermes*/Centipede*
Arc Sneaker Striker (A) NinjaMech Vet (3/0) Infantry-AntiMech Hermes*/Centipede*

*Add 4 wheels (and a left hand, in Mech mode)

Currently on my specs table: A superheavy EmplacementMech that takes the form of three connected gun batteries.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 28 May 2022, 11:51:26
Thanks Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 May 2022, 12:15:14
Nerproblem!

And now for something completely frightening...

Fortress (Emplacement AutoMech)


Summary
The super-massive EmplacementMech we have identified as the Fortress class is the biggest AutoMech we have seen on Syberia. That this 200-ton monstrosity can transform and walk at all nearly defies explanation…

Code: [Select]
Type: Fortress
Technology Base: Syberian (Experimental)
Tonnage: 200

Equipment Mass
Internal Structure: Superheavy 40
Conversion Eqpt: Emplacement 20
Engine: 200 8.5
Walking MP: 1
Running MP: 2
Jumping MP: 0
Emplacement MP: None
Heat Sinks (Double): 10 [20] 0
Gyro: Superheavy 4
Cockpit: Superheavy 4
Armor Factor: 600 37.5
Internal Armor
Structure Value
Head 4 12
Center Torso 60 60
Center Torso (rear) 60
R/L Torso 42 50
R/L Torso (rear) 34
R/L Arms 33 66
R/L Legs 42 84

Fixed Components Location Critical Tonnage
Conversion Equipment RA/RL/LA/LL 4 0
2 Double Heat Sinks RT/LT 4 0

Weapons and Ammo Location Critical Tonnage
Common Configuration
ER PPC RA 2 7
2 Double Heat Sinks RA 4 2
Gauss Rifle RT 4 15
Ammo (Gauss Rifle) 32 RT 2 4
Double Heat Sink RT 4 2
Gauss Rifle CT (R) 4 15
Double Heat Sink CT 2 1
2 ER Medium Lasers RL 1 2
Gauss Rifle LT 4 15
Ammo (Gauss Rifle) 32 LT 2 4
2 Double Heat Sinks LT 4 2
2 ER Medium Lasers LL 1 2
2 ER PPCs LA 4 14
Double Heat Sink LA 2 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Emplacement ’Mech Conversion), Command BattleMech, Difficult to Maintain, Distracting (Massive!), Improved Communications, Improved Sensors, Improved Targeting (All), Multi-Trac, Non-Standard Parts, Oversized, Poor Performance, Protected Actuators, Rugged (2), Searchlight

Notable Fortresses:
Fortress Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Maxim Fortifica Common CommandMech Elt (4/0) Engineer, Officer Jupiter/Buildings (3)*

*Central hex = 2 levels tall (plus Schrek PPC Turret); forward-side hexes = 1 level tall (plus Nuberu Turret), each.

And the special rules it comes with!

Quote
Emplacement AutoMechs: The Firing Arcs Table for Emplacement AutoMechs in their Emplacement mode refers to the hexside relative to the AutoMech’s normal facing, with Front being the hexside directly ahead of the Emplacement AutoMech, and Rear being the hexside directly behind the Emplacement AutoMech. When an Emplacement AutoMech suffers damage in its Emplacement mode, resolve the direction of fire as if the Emplacement AutoMech were a vehicle (evenly distributing the arcs, and allowing the defender’s choice if the attack comes down right on the line between two arcs).

In addition, Emplacement AutoMechs are unique in that their Emplacement Mode actually serves to obstruct line of sight through the hex that they occupy, as if the Emplacement AutoMech were an actual building. Regardless of the Emplacement AutoMech’s size, this Emplacement mode obstruction is treated as a 2-level high structure for line of sight purposes, but cannot be entered or passed through as a building by any unit except for friendly infantry.

Superheavy Emplacement AutoMechs: By dint of their sheer size, Emplacement AutoMechs over 100 tons in size add two adjacent hexes to their footprint while in Emplacement Mode—one to each forward-side facing, relative to the ’Mech’s front side. These hexes are also considered to be structures for line of sight purposes, but stand only 1 level tall. Each represents one of the Emplacement AutoMech’s legs, and may be attacked separately, but only if the attacker can trace a line of sight to them without passing through the central hex. (The central hex otherwise blocks line of sight to the leg hex in question.) Attacks against these “leg hexes” will damage only that leg of the Emplacement AutoMech, so no Hit Location is rolled for any successful attacks delivered to these hexes.

The firing arc for any weapon mounted in the Superheavy EmplacementMech’s leg is treated as a BattleMech’s forward arc, centered on the appropriate leg hex, and facing out from the central hex’s appropriate forward-side. (In other words, the left leg occupies the forward-left adjacent hex, and its weapons face to the AutoMech’s forward-left direction, while the right leg occupies the forward-right adjacent arc and faces to the AutoMech’s forward-right direction.) Needless to say, an Emplacement AutoMech’s leg-mounted weapons may not—and, in fact, cannot—fire through any other hex of its own unit. Likewise, attacks from the Emplacement AutoMech’s central hex may not target the unit’s own leg hexes. The Emplacement AutoMech’s leg hexes do not block line of sight from its central hex in any way.

Rather than make this guy a city/mobile structure unit, I opted for a much smaller SuperheavyMech because most depictions of Fort Max in robot form put him only about half again the size of most "regular" Transformers.  So, instead, we get this maxed-out monstrosity with 86 tons of firepower. I don't know if I want to do the Scorponok version, if only because we already have his Beast Wars version done.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 28 May 2022, 19:33:26
Won't be possible to just have it as variant of Scorponok, Fort Max needs someone else to "play with".

You also have Omega Supreme, (Guardian Class if you remember the episode where "brother" version of it was seen, resurrected briefly without its head.)
Metroplex would also be one as well, but different role, like out post or something. 

I'd thought it would make sense for Fort Max have artillery guns since it's so big.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 May 2022, 19:56:33
Won't be possible to just have it as variant of Scorponok, Fort Max needs someone else to "play with".

You know, I *am* considering that. I think big Scorpy would even have the same weapon configuration in the end as well.

Quote
You also have Omega Supreme, (Guardian Class if you remember the episode where "brother" version of it was seen, resurrected briefly without its head.)
Metroplex would also be one as well, but different role, like out post or something. 

I currently have Omega and his Guardian brothers as DropShips, but I'm starting to think, now that I've done this, that a Superheavy version would work after all...

Quote
I'd thought it would make sense for Fort Max have artillery guns since it's so big.

Nearly did, but tonnage and crit space issues made me reconsider. As a conversion-capable unit, and even with the half-crit sizes effect of equipment on superheavies, there are some gear that have a tough time fitting.

- Herb

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 May 2022, 21:46:44
Revised Fortress specs:

Code: [Select]
Type: Fortress
Technology Base: Syberian (Experimental)
Tonnage: 200

Equipment Mass
Internal Structure: Superheavy 40
Conversion Eqpt: Emplacement 20
Engine: 200 8.5
Walking MP: 1
Running MP: 2
Jumping MP: 0
Emplacement MP: None
Heat Sinks (Double): 10 [20] 0
Gyro: Superheavy 4
Cockpit: AutoMech 3
Armor Factor: 600 37.5
Internal Armor
Structure Value
Head 4 12
Center Torso 60 60
Center Torso (rear) 60
R/L Torso 42 50
R/L Torso (rear) 34
R/L Arms 33 66
R/L Legs 42 84

Fixed Components Location Critical Tonnage
Conversion Equipment RA/RL/LA/LL 4 0
2 Double Heat Sinks RT/LT 4 0

Weapons and Ammo Location Critical Tonnage
Base Configuration
ER PPC RA 2 7
2 Double Heat Sinks RA 4 2
Gauss Rifle RT 4 15
Ammo (Gauss Rifle) 32 RT 2 4
Double Heat Sink RT 4 2
Gauss Rifle CT (R) 4 15
Ammo (Gauss Rifle) 8 CT 1 1
Double Heat Sink CT 2 1
2 ER Medium Lasers RL 1 2
Gauss Rifle LT 4 15
Ammo (Gauss Rifle) 32 LT 2 4
2 Double Heat Sinks LT 4 2
2 ER Medium Lasers LL 1 2
2 ER PPCs LA 4 14
Double Heat Sink LA 2 1

Assault Configuration
2 ER PPC RA 4 14
Double Heat Sink RA 2 1
Long Tom Artillery Cannon RT 8 20
Ammo (LTAC) 20 RT 2 4
3 Double Heat Sinks CT 6 3
2 Medium Pulse Lasers RL 1 4
Long Tom Artillery Cannon LT 8 20
Ammo (LTAC) 20 LT 2 4
2 Medium Pulse Lasers LL 1 4
2 ER PPCs LA 4 14
Double Heat Sink LA 2 1

Guardian Configuration
4 Snub-Nose PPCs RA 4 24
Double Heat Sinks RA 2 1
LRM 15 RT 2 7
Ammo (LRM-15) 32 RT 2 4
CASE RT 1 0.5
Double Heat Sink RT 2 1
2 ER Large Lasers CT 2 10
2 Double Heat Sinks CT 4 2
2 ER Medium Lasers RL 1 2
LRM-15 LT 2 7
Ammo (Arrow IV) 20 LT 2 4
2 Double Heat Sinks LT 4 2
CASE LT 1 0.5
2 ER Medium Lasers LL 1 2
Arrow IV Missile Launcher LA 8 15
ER Large Laser HD (R) 1 5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Biped/Emplacement ’Mech Conversion), Command BattleMech, Difficult to Maintain, Distracting (Massive!), Improved Communications, Improved Sensors, Improved Targeting (All), Multi-Trac, Non-Standard Parts, Oversized, Poor Performance, Protected Actuators, Rugged (2), Searchlight
Credit: Wrangler, for configuration concepts

Notable Fortresses:
Fortress Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Maxim Fortifica Base CommandMech Elt (4/0) Engineer, Officer Jupiter/Buildings (3)*
Sentinel Omega Guardian ArtilleryMech Elt (2/1) Infantry Mackie/Buildings (3)*

Juggernaut Scorpia Assault CommandMech Elt (1/0) Infantry, Officer Jupiter/Buildings (3)*

*Central hex = 2 levels tall (plus Schrek PPC Turret); forward-side hexes = 1 level tall (plus Nuberu Turret), each.

Fortress configs now include Omega Sentinels and big Scorponok. Note that the Guardian configuration (Omega Supreme, et al) uses a Mackie 'Mech form, but would need to mod the arms a bit. As his claw hand is also supposed to be the base of a rocket, I opted to put some hellish firepower in it to mimic the rocket exhaust. I thought it was funny, anyway.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 May 2022, 23:28:17
In this set, I gave Arcee (Arc Sneaker) a narrow vehicle form.

Sneaker (Wheeled AutoMech)
And now for something completely frightening...

Fortress (Emplacement AutoMech)

Revised Fortress specs:


Look great.  :thumbsup:

Just curious. Why not a Thumper Artillery variant? It's lighter than the Long Tom Artillery Cannon and takes as many slots.



Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 29 May 2022, 05:41:40
+1 for the LTACs!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 May 2022, 08:26:46
Just curious. Why not a Thumper Artillery variant? It's lighter than the Long Tom Artillery Cannon and takes as many slots.

You'd be amazed how much tonnage you can waste on a Superheavy; you can run out of crit space long before you run out of payload weight.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 29 May 2022, 11:05:23
You'd be amazed how much tonnage you can waste on a Superheavy; you can run out of crit space long before you run out of payload weight.

- Herb

Love those super heavies. Want to see ALL of the AutoMechs. Then again I need a miniature "Battletech" sized mini at the same time.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 May 2022, 11:36:57
Love those super heavies. Want to see ALL of the AutoMechs. Then again I need a miniature "Battletech" sized mini at the same time.

I have statted about 200 AutoMechs across about 85 chassis types now, covering all the named characters in the original G1 cartoon, and the US versions of Beast Wars/Beast Machines, plus a few extras. The document is over 105 pages and includes some updated AutoMech construction rules from Welcome to the Nebula California. I started to make a slicker TRO: Syberia, but it's a ways from done and I'm not sure I have the energy for the art.

This is what happens when I really dig into my fun projects... Last time I went this deep, I created a full BattleTech Adventure e-book about the Tetatae.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 29 May 2022, 12:02:22
At this point I think my Syberians outnumber my Azur Lane fleet.  Although the Dougram and Macross collection still is my most favorite.  ;D.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 May 2022, 12:18:24
At this point I think my Syberians outnumber my Azur Lane fleet.  Although the Dougram and Macross collection still is my most favorite.  ;D.

They say while having a King Star Seeker avatar. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 31 May 2022, 09:01:19
He hasn't posted them here, but Luciora has made a lot miniatures for this Syberian TRO and put them on Sarna.net discord & i think another one as well.   Good stuff, Herb!  Thank you for taking the time for doing this for us.

I kept thinking mobile structures could be like external fitting for the Superheavy/Fortification.  Since they can move and not worry about transforming, while the center controling machine could be the superheavy automech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 31 May 2022, 09:23:25
He hasn't posted them here, but Luciora has made a lot miniatures for this Syberian TRO and put them on Sarna.net discord & i think another one as well.   Good stuff, Herb!  Thank you for taking the time for doing this for us.

I kept thinking mobile structures could be like external fitting for the Superheavy/Fortification.  Since they can move and not worry about transforming, while the center controling machine could be the superheavy automech.

Oh, in my list, Metroplex and Trypticon are translated into mobile structures, because they are supposed to be full-scale cities. I have no real plan to stat them, of course, but they did make the list. I just chose to give Fort Max the Superheavy treatment because most of the time, his robot mode is not much bigger than the likes of Prime and Jetfire. And then there are the DropShip-translated personas, which includes Omega Supreme's rocket mode, and the shuttle modes for Astrotrain and Sky Lynx. I even have a Luftenburg acting as Broadside's aircraft carrier mode.

(And I've been loving Luciora's customizations. He also did the Royal Fantasy Tournament 'Mechs, which were another set of my creation.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 31 May 2022, 09:26:52
Oh, and here's some more fun stuff. (Attached.)

[Edit: Map modified with a scale notation.]

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 31 May 2022, 09:30:54
One more!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 31 May 2022, 10:20:22
I have statted about 200 AutoMechs across about 85 chassis types now, covering all the named characters in the original G1 cartoon, and the US versions of Beast Wars/Beast Machines, plus a few extras. The document is over 105 pages and includes some updated AutoMech construction rules from Welcome to the Nebula California. I started to make a slicker TRO: Syberia, but it's a ways from done and I'm not sure I have the energy for the art.

This is what happens when I really dig into my fun projects... Last time I went this deep, I created a full BattleTech Adventure e-book about the Tetatae.

- Herb

I know I would love to see a TRO:Syberia book or at least something close to it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 01 June 2022, 16:38:30
Question;  Are the other worlds of the system occupied in some manner?  I would imagine they would have colonies since they do have dropships and resources are always needed feed factories.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 June 2022, 17:09:50
Question;  Are the other worlds of the system occupied in some manner?  I would imagine they would have colonies since they do have dropships and resources are always needed feed factories.

Yup. Many of those worlds and moons are "inhabited," as it were, by AutoMechs. Junc, in fact, is home to an entire faction.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 June 2022, 23:41:30
Faction Primers!

Quote
The Autonomous Barony of Primus
The Autonomous Barony of Primus is the second largest active faction in the Syberia system. (To call them “surviving” groups, after all their human masters died ages ago, seems silly.) Once the heart of a pseudo-feudal alliance of other baronies (including the Dynamic Barony of Grim), its territory stretches across the rubble-strewn badlands between the western coast of the Great Sea and the eastern coast of the Northern Sludge. A combination of natural terrain—namely, the Grim Range and the equatorial Tanglewood Jungles—and the bulk of the DynaBoG state splits the AutoBoP lands into two regions, but it is no stretch to presume that there was once a time when their borders were more contiguous.

The contaminated remains of no less than ten major cities lie within AutoBoP territory, including the partially reconstructed “capital” of Primus itself near Lake Rust. Numerous factory sites, mines, refineries, and the like can be found throughout these regions as well, but many have either fallen to ruin or function at minimal capacity for want of resources. Nevertheless, these production centers are among the most sophisticated of those still found on the planet, which explains how the AutoMechs of this faction can continue to field equipment on par with the late 3050s.

The war machines defending AutoBoP holdings are—outwardly, at least—friendly toward non-aligned parties, and particularly welcoming to humans, but it should be noted that this is not necessarily a unified front. Although they affect a certain degree of nobility and honor in their speech and behaviors, the fact remains that these AutoMechs function in a perpetual state of wartime footing, and it would take little effort to invite their hostilities. Furthermore, while many claim that they are fighting for lofty goals like “freedom from tyranny” and “defending the innocent,” most individual AutoBoP AutoMechs seem hard-pressed to identify exactly what tyranny and which innocents they are talking about. In fact, after years of research in the Syberian system, we believe that the baronial nation states here were every bit as autocratic as the corporate states they came to blows with.

In addition to their main territories on Syberia, AutoBoP holdings are also known to exist on both of Syberia’s moons, as well as the moons of Amnicus, Nimbus, Vectoria, and Tumult.

Brute-Force Industry: The Dynamic Barony of Grim
Named for the mountain range it calls home (which was almost certainly named for its ruling baronial family), the Dynamic Barony of Grim represents the last of Syberia’s neo-feudal powers outside of the Autonomous Barony of Primus itself. Although most of its industry apparently revolved around mining and manufacturing, its wealth and technical capabilities fell short of its AutoBoP neighbors.

When war erupted on Syberia, the DynaBoG leaned into its industrial-grade AutoMechs rather than investing in upgrading their infrastructure to the AutoBoP’s level. With many of their convertible chassis types built to bestial body plans—the better to handle the rocky crags of the Grim Range—they modified their toughest designs with some of the largest weapons and thickest armor in all of the warring armies. For added psychological effect, they gave their AutoMechs more animalistic traits (although not nearly to the extent of creating the synthetic organic skin, fur, and feathers seen in AxiMaL and PresiDom units), and slanted their personality programs to be more aggressive and fearless in battle. The result was a line of towering, heavy weapons platforms that behaved almost as brutish as they looked.

Centuries of chaotic, highly aggressive, and brave-to-the-point-of-suicide personality programs have given DynaBoG’s AutoMechs a reputation for “prideful ignorance,” however. Most of their units tend toward stubbornness, and are more prone to snarling and roaring than engaging in coherent speech. At times, this behavior has proven to be a hindrance to the united baronies’ war effort, as DynaBoG command ’Mechs tend to resist requests from their more articulate allies. Fighting has even broken out between the two factions on several occasions, but only in brief spurts as safeguards against destroying friendly units—a universal feature in Syberian programming—usually kick in before either faction can suffer significant losses.

Interestingly enough, DynaBoG AutoMechs of both military and civil types have been identified elsewhere in the Syberia system, despite their faction’s relatively limited state of technological development. Outside of their Grim Range holdings on Syberia itself, major enclaves of DynaBoG units can be found on Tumult, Surekai, and several moons of Demonia.

The BeastMechs of Axilum
Located in Syberia's southern hemisphere, the bio-dome preserve of Axilum covers a massive canyon similar in many ways to the Valles Marineris on Mars. Syberian conservationists domed over this region and converted it into a nature preserve to shelter a portion of the planet’s pre-colonial ecosystem from human contamination. (In its primitive state of Syberia’s development, it seems, much of its flora and fauna proved entirely too sensitive to the encroachment of humans and their imported animals.) When war spread between the various political and corporate factions, this gigantic zoo and its supporting infrastructure came under the protection of Axilum Management and Logistics (AxiMaL), a semi-neutral agency who quickly supplemented their conventional security forces with AutoMechs.

To police the Axilum preserve with minimal disruption, AxiMaL developed AutoMechs heavily modified to better blend in with the environment. Using synthetic fibers and flexible polymers, they covered their bestial machines with simulated flesh, feathers, scales, and hide, creating the uncanny appearance of (mostly) organic animals. Although mostly styled along the lines of terrestrial creatures and built as compact as possible—an effort that also led to lighter AutoMechs overall—these “BeastMechs” accomplished their tasks as much by dint of their huge size and unnatural features as they did otherwise.

Today, the AxiMaL faction remains one of the smallest and lightest of the active entities on Syberia. Their creators’ emphasis on limited-scale designs has left them deficient, compared to other AutoMechs, in terms of armor and firepower. But this handicap tends to be somewhat offset on how unsettling their organic features are to the planet’s more conventional robots.

The Democratic Industrial Conglomerate
Presently the faction with the largest holdings on Syberia, the Democratic Industrial Conglomerate controls much of Syberia’s northern hemisphere, starting from the northern coastlines of the Great Sea, before crossing over its northeast stretch, then following the vast Valley of Glass to the Southern Sludge. The wreckage of at least sixteen major cities covers much of the DemoCon’s landscape, while numerous semi-active factory sites and assembly plants are known to reside within the foothills of heir mountainous fringes.

Like the AutoBoP faction, the DemoCons possess the most advanced technologies to be found in the Syberia system, but is largely resource starved on their homeworld after centuries of fighting and destruction. However, two neighboring states in the Southern Sludge region—the InterSect Confederation and the Presidential Domains—augment their military might on most battlefronts. These allied powers, we believe, represent the remains of two client states who used to rely on the Conglomerate for much of its proprietary technologies as the war between the baronies and the corporate powers expanded.

To hear the AutoMechs of the AutoBoP faction tell it, the DemoCon is an evil entity, ruled by megalomaniacs bent on system-wide domination—a point proven, they claim, by the “Cons’” far more aggressive stance and ruthless tactics, even against neutrals. But further research, including the recovery of historical data in several abandoned ruin sites, paints a very different picture. If true, these records suggest that the baronial factions, led by Primus, sparked the Syberian wars through decades of increasing economic and political interference—all aimed at bringing the independent corporate powers to heel. It thus may be argued that the DemoCons, and not the AutoBoPs, were the truer champions of “freedom” back when the inevitable fighting started.

Of course, who was right and who was wrong is academic, at best, now that the human populations who controlled the AutoMechs are long dead. After all, in the absence of human intent, can either of these robotic factions truly be considered evil?

Beyond their holdings on Syberia, the DemoCon faction also lays claim to enclaves and outposts on Ash, Tumult, Gaolog, and several of the moons orbiting Nimbus, Demonia, Gaolog, and Omnikra.

The Inter-Sect Swarm
The Inter-Sect Confederation (InterSectCon) is one of the more enigmatic of the Syberian AutoMech factions (if not the most enigmatic). Judging by their faction’s name, and the remains of numerous cathedral-style structures in their bombed-out cities, their masters were neither baronial nor corporate in nature, but instead anchored their society around a host of religious agencies. How this worked exactly—if it was a true theocracy, or more of a collective of faiths united under an alliance of mutual respect—is still unknown.

Also unknown is exactly why their AutoMech forces appear to be filled out exclusively by industrial-grade bestial models designed to resemble gigantic insects in both form and function. Adding to the mystery is the fact that only a handful of these units ever seem to speak at all; of those few that do so, practically all tend to favor a form of broken English in which words are frequently repeated and strangely distorted. The combined result of these quirks of form and behavior effectively enhances the sense that these AutoMechs are navigated by some other-worldly, hive-like intelligence. This could all just be a planned side-effect of some psychological warfare strategy their creators embraced, of course—but it is just as likely that these bug-like robots simply prefer radio communication to voice-casting, and probably do so using machine code instead of any human language.

The InterSectCon holdings on Syberia are scarcely larger than those of the AxiMaL’s bio-dome region, and is largely covered in desert badlands and patchy savannahs that surround the flattened remains of at least nine major population centers. No functional factory sites have been spotted in this region, but the close alliance with the DemoCons has seen InterSect units working at virtually every off-world DemoCon enclave. It is therefore surmised that the continuous replenishment of their combat losses comes from production centers beyond the Syberian atmosphere. Additional “nests” of InterSectCom AutoMechs have also turned up on the inmost world of Junc over the last few decades, apparently. This relatively recent encroachment has naturally brought them into regular conflict with the JUniCom faction, and may be one major reason the JUniComs are so permissive of the AutoBoP forces that periodically visit their world to deal with them.

The Monstrosities of the Presidential Domains
Early observations concluded that the advanced bestial-styled AutoMechs of the Presidential Domains (PresiDom) faction were modeled after the similar machines fielded by the AxiMaL group, and therefore posited that this was done for similar reasons. Coupled with the nearby presence of the larger, but less sophisticated, insect-AutoMechs of the Inter-Sect Confederation, it was thus presumed that a Axilum-style bio-dome must have once existed on or around the Southern Sludge, which both minor factions still border. But if such a preserved habitat ever existed, its remains have never been found.

What has been spotted—admittedly from a distance—are the ruins of several cities and coastal sites that heavily feature residences, visiting centers, casinos, and parks. Amid this wreckage are signs of artwork, sculptures, murals, and the like, all of fantastical nature. Taken together with the outlandishly distorted bestial forms of their dominant AutoMechs, and the lack of apparent wildlife reservations anywhere nearby, our theory is that the PresiDom was a state that devoted much of its economy to exotic tourism. And that their star attractions were likely beast ’Mechs of their own making.

If this is true, it essentially follows that the autonomous war machines of this nation likely began their existence as sophisticated animatronics—robotic entertainment meant to resemble organic monstrosities of legend and fable more than any real-world animal kind. As war overtook their world, the PresiDom then followed the same path to militarization as their AxiMaL neighbors, and modified these designs for combat.

The PresiDom’s beast ’Mechs share many features in common with those of the AxiMaL, with many (but not all) using similar outer coverings meant to simulate hide, fur, and scales. But where AxiMaL’s AutoMechs were deliberately built to compact forms as a means of minimizing their impact on the Axilum bio-domes, the PresiDom’s more fantastical design aesthetics have resulted in bigger and heavier models.

Repair, Reuse, Recycle: The Joint Unifications Committee
Officially neutral in the system-wide conflict between Syberia’s baronial and corporate alliances, the Joint Unifications Committee (JUniCom) faction ostensibly lays claim to the entirety of the system’s innermost planet, Junc, but is welcoming to any visitor that doesn’t fire on them. It is unclear what type of polity this group was supposed to be when it was formed. Its awkward name suggests a government agency, but its robotic leftovers behave more like they were part of some commercial endeavor.

An airless and water-barren planet, Junc is roughly two-thirds the size of Syberia, with mean surface temperatures north of 250C. Human habitation on Junc is thus impossible without sealed, climate-controlled environmental technology, and some means of producing or importing potable water. Complicating this are higher-than-average concentrations of heavy metals and radioactives that make even sub-surface dwellings a risky proposition. Still, some evidence suggests that humans did once live here, likely in spacecraft hulls repurposed to serve as long-term habitats. Unfortunately, this evidence lies somewhere in the endless heaps of scrapped and contaminated metals that the local AutoMechs salvaged after their masters died off.

What facilities are left standing on Junc are a mix of mining and drilling rigs, ore processing and smelting centers, repair shops and fabricators. The majority of these have been devoted toward the production and maintenance of industrial, military, and aerospace technologies, and all of them are completely automated or crewed by specialized AutoMechs.

Since the loss of their human creators, the JUniCom AutoMechs have carried on with their primary mission of harvesting their planet for all the industrial resources it’s worth, only to stack much of the refined product in warehouses and fields all over the place. Numerous unmanned spaceports function as commercial centers for visiting traders, most of which either hail from the AutoBoP and DynaBoG factions, or are unaffiliated. Even the normally hostile DemoCons have managed to deal with the JUniCom, so long as they keep their weapons lowered. InterSectCom “swarms” that turned up on this world in the last few decades may, in fact, be the only foreigners the JUniCom consider entirely unwelcome; clashes between the two groups are frequent.

(Curiously, while the JUniCom have their own interplanetary craft, their travel and trading habits seem entirely homebound by default. JUniCom DropShips are such a rare sight anywhere beyond Junc’s gravity well that even the AutoBoP leadership can’t seem to recall the last time one visited Syberia.)

Most JUniCom AutoMechs look as though they have themselves been assembled from salvaged materials, and it was not uncommon to witness some of the shoddier models breaking down under even the most mundane of tasks—only to pop their broken parts back into place and carry on as if nothing happened. Equally disorienting is how much of a challenge these robots are to converse with, as many demonstrate a fragmented style of speech and data processing comparable to severe software corruption. Indeed, many times in our discussions with them, even the highest-ranked JUniCom AutoMechs have digressed into random bouts of song and dramatic quotes from what sound like old holovids or novels. But if their electronic brains are faulty in some way, it does not appear to affect their understanding and skill with technological systems, which seems to rival the best AutoBoP CraftsMechs. We have seen them restore machines to “life” that any Inner Sphere army would pass over as unrecoverable, and one JUniCom even performed maintenance on our Union’s landing struts that corrected balance issues we’ve dealt with since we bought the thing some fifty years ago.

Enjoy!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 04 June 2022, 01:14:51
Real Life issues have been getting in the way lately, so I've not been following the BT forums as closely lately.  Lemme get caught up.

Why?  ??? Syberian Improved Jump Jets don't have to be the same as IS versions.

PLZ NO.  Let's try to keep extra tech to a minimum.

Isn't the LAM's jump jets essentially Improved Jump Jet's for conventional 'mechs?

No?  When they're in 'Mech mode they work just like standard jump jets.

Quote
Syberian Technology Base

The technology base used by the Syberian AutoMechs is roughly equal to that of the Inner Sphere in 3060. Any technology with an introduction date of 3060 or sooner is thus available for AutoMech use, unless it is specifically restricted by the rules below. (Note that even though Syberia may have been colonized prior to 2765, we’re just going to presume that either the AutoMechs’ original creators survived long enough to assimilate and produce the newer tech items of the Inner Sphere up to 3060. As they are not truly sentient, and are thus incapable of improvising or innovating outside of programmed parameters, it is nigh impossible that the factory drones themselves somehow managed to perfect technologies their human masters could not.)

Exceptions: There following key exceptions to the Syberian technology base apply to the general rules described above:

•   Improved Industrial Structure – The Syberians wanted all their AutoMechs to function equally well on Syberia itself as well as in the various hostile environments elsewhere in the Syberian system. This included those units built to industrial standards. Therefore, they developed an improved form of Industrial Structure. Available only to AutoMechs, Improved Industrial Structure (IIS) weighs the same as standard Industrial internal structure and takes up no critical space, with all the associated limitations and rules, but incorporates the environmental sealing modification by default. AutoMechs with IIS thus do not need to spend additional tonnage on environmental sealing in order to function underwater or in hazardous environments like vacuum.

Not sure how I feel about this one, honestly.

Quote
•   Jump Rockets – Essentially the Syberian form of the Improved Jump Jet, the Jump Rocket system produces twice the thrust for the same weight and size as an Improved Jump Jet by firing longer bursts through their thrust nozzles—a feature only possible with engines designed for sustained thrust (such as those found on Aerofighter and WiGE units). Jump Rockets follow all the same construction and gameplay rules as an Improved Jump Jet of equal weight, but provides 2 Jump MP per Rocket, rather than 1. Because they are meant specifically for Aerofighter AutoMechs and WiGEMechs, Jump Rockets may not be used with any other unit type.

I was leaning more towards using a refined version of the Prototype Improved Jump Jet, but I guess this works.  What does heat generation look like on these, and how many can you put onto a 'Mech?

Quote
•   C3 Computers – The Syberians never developed an equivalent to the C3 Computer technologies developed in the Inner Sphere, and thus may not install C3 or Improved C3 Computers or their corresponding Slave units. However, some AutoMech-specific Design Quirks—such as Team-Coded—may offer vaguely similar capabilities (see AutoMech-Unique Design Quirks).

•   Physical Attack Weapons – All ’Mech- and vehicle-based physical combat weapons featured in TechManual and Tactical Handbook are available to the AutoMechs of Syberia, regardless of when they were introduced. For whatever reason (likely their own amusement), the creators of these machines devised the whole spectrum of fun melee weapons, even though the rest of the Inner Sphere would not see such items until the late 3050s or later.

No issues here, or with the AutoMech-Unique Design Quirks in the next post.  Still getting caught up.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 04 June 2022, 01:22:12
Oh, and here's some more fun stuff. (Attached.)

[Edit: Map modified with a scale notation.]

- Herb

Holy crap is this helpful.  I don't even have words.  Is there a standard legend anywhere to break down the non-blue colors?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 June 2022, 08:23:37
PLZ NO.  Let's try to keep extra tech to a minimum.

I tend to agree, especially since the net effect of these rules meant to reflect an inferior tech level to the Inner Sphere of 3150. But when I caught my mistakes, I'd built a LOT of units....

Quote
No?  When they're in 'Mech mode they work just like standard jump jets.

Too true.

Quote
Not sure how I feel about this one, honestly.

Yeah, that was simply due to the nuisance of sealing AutoMechs for alternate environments. In theory, they shouldn't have a problem since there are no humans involved, but BT rules really don't leave an "out" for robotics like that, which would mean cutting another 10% of the Industrial-grade AutoMechs' mass to make them vacuum capable. So, instead, I went with what is, in effect, double-weight BattleMech IS, which the Syberians developed specifically for such occasions.

Quote
I was leaning more towards using a refined version of the Prototype Improved Jump Jet, but I guess this works.  What does heat generation look like on these, and how many can you put onto a 'Mech?


As the text says, they work like improved jump jets, save for the fact that each jump rocket generates 2 Jump MP rather than 1. This means they generate the same heat per jump (2 per Jump MP), and max out at the unit's Running MP. That they also are usable only with Aerofighter and WiGE AutoMechs is meant to be suggestive of their functional roots in aerospace engine thurters, but that's more of a fluffy thing.

Holy crap is this helpful.  I don't even have words.  Is there a standard legend anywhere to break down the non-blue colors?

Given the planet's heat and water-to-land ratio, the world is a touch less green than those maps suggest, I'd say:
* Light Tan represents desert and badlands terrain, with little to no vegetation
* Light Green represents more grassy plains, with limited arability and sparse woodlands
* Dark Green represents thicker woodlands and jungle. "Tanglewoods," as the locals call them, refers to a series of native, drought-resistance trees that tend to spread more outward than upward, producing broad, twisting branches and partly exposed root systems that combine to make navigation through them a real pain in the aft-plates. Tanglewoods are more common toward the equator than the poles, where the woods more closely resemble rainforests.
* Dark Brown represents rocky, mountainous terrains that are mostly devoid of vegetation.
* Gray splotches represent large-scale urban/industrial ruins and other artificial detritus. Most of these on Syberia tend to be surrounded on all sides by a mix of blast craters, glassed sands, ash, and rust. Those that are not are typically functional sites that, while cleaner and more organized, are invariably found to be in some state of decay.

And, as you can see from orbit, there is at least one giant site that's clearly the result of human activity, once upon a time...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 04 June 2022, 14:55:52
This is really fascinating. I love the history background, Herb.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 June 2022, 15:09:00
This is really fascinating. I love the history background, Herb.

I may love world-building entirely too much. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 04 June 2022, 15:15:30
No such thing as too much of that!  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 04 June 2022, 15:25:59
Oh, and here's some more fun stuff. (Attached.)

[Edit: Map modified with a scale notation.]

- Herb

given i'd written the Axilum as inhabiting a domed over canyon similar to mars's Valles Marineris (https://en.wikipedia.org/wiki/Valles_Marineris), wouldn't it show up on the map?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 June 2022, 15:39:35
No such thing as too much of that!  :D

You say that, and then this happens...

Quote
The Syberia System

Syberia (SLSC A6V.1499-05a), located approximately 1,335 light-years rim-spinward of Terra, is one of several unusual solar systems in the California Nebula Anomalous Zone (CNAZ). Centered on a white, A6IV-class star, it is host to eleven major planetary bodies, of which, it is the fourth that lends its name to the system as a whole. As the only world naturally capable of supporting life—despite widespread, man-made ecological damage, that is—the planet Syberia and its two moons (Syberluna I and II) was, and remains, the heart for all system-wide activities and conflicts. Syberia’s habitability was also the primary reason our original surveys to this system immediately focused on it, rather than any of the other planetary bodies found here.

Well, that, and the detection of active radio emissions from a number of comm-sats in circling the place.

Before delving into Syberia itself, though, a breakdown of the system at large:

Our knowledge of the Syberian system comes from a combination of observations—both direct and indirect—and interviews with the more amenable of its robotic denizens. In one way or another, each of the system’s worlds is host to these “AutoMechs,” with most enclaves originating from the time when their human masters lived among them. Established to explore and exploit resources beyond Syberia itself, many of these sites still function as they did in the centuries before, their mechanical residents continuing to gather materials, manufacture products, and ship them back to their homelands as they did before their eternal war erupted ages ago.

Junc, the innermost planet, is a prime example of this. Lacking air and water, and constantly baked by the intense rays of its sun, the world is covered in mining and processing facilities dutifully tended to by the only major AutoMech faction not openly engaged in hostilities: the Joint Unifications Committee. Though strange in behavior, these machines enthusiastically offer their service to any who visit them under the flag of truce, whereupon their vast stores of both raw material and salvaged junk are made ready for sale or trade.

For the next two worlds, Amnicus and Ash, respectively, only the sturdiest of AutoMechs can survive the hellish atmospheres and crushing gravity well enough to find and gather the heavy metals and rare earth ores that help fuel their own industries. Indeed, between the two planets, only Ash hosts permanent facilities on its surface, controlled mostly by the Democratic Industrial Conglomerate. For Amnicus, the Autonomous Barony of Primus prefers to keep its operations centered on the planet’s sole moon and a cluster of zero-gee refineries at the local LaGrange points.

Syberia and its twin moons lie in an orbit that averages just over five AUs from the sun (and about 33 days from the system’s standard jump points), placing the only naturally habitable planet here close to the outermost edge of the local Goldilocks Zone. Despite this, numerous factors have conspired against this world to keep things hot and dry, including a thin atmosphere with limited oxygen, tainted by toxic particles, and soot ash so ubiquitous as to lower the planet’s overall albedo. Syberia thus almost never sees a flake of snow, even at high altitudes, or in the depths of its local winter, but periodic monsoon seasons and trickling river channels have encouraged the regrowth of inland vegetation nevertheless. In addition to the ashy particles in the atmosphere and sandscapes, of course, signs of the wars that destroyed this planet’s human populace remain evident everywhere, from the wreckage of cities to the tattered ozone layer and severe lack of native fauna.

Five and a half more AUs outward of Syberia is the orbit of Nimbus, the innermost of the system’s four gas giants. On the largest nine of its seventeen natural moons can be found numerous AutoMech-staffed facilities, claimed by both the AutoBoP faction and its DemoCon enemy. Here, high above the swirling purple-gray clouds of the planet below, is where most of the spaceborne fighting between the two factions tends to occur.

Following Nimbus, a celestial tug-of-war rages as the system’s next two gas giants—Vectoria and Demonia—continuously pull the small, icy rock known as Tumult back and forth between them. Over the millions of years, these ringed giants, passing closest to each other every fifty-two years or so, have likely traded moons and other debris back and forth, and might have even snagged Tumult itself from a more outward path. Today, of course, they are joined by the armies of Syberian AutoMechs, who hold outposts and bases on several of the gas giants’ moons—and on the cracked and tortured surface of the world that rocks between them. (As of this writing, in fact, Tumult may be the second-hottest ground-war theater in the system, as the baronial forces of Primus and Grim are constantly challenged there by the DemoCon and its allied states.)

Beyond Vectoria, Tumult, and Demonia are the giant, icy terrestrials known as Surekai and Gaolog. Although much of the metallic resources on these worlds lie buried beneath seas of liquid methane and frozen ammonia-ice, and despite surface gravities of 1.6 and 2.12, respectively, AutoMechs dig and drill for them year after year. Interestingly enough, the intact remains of human habitats have been found on the moons of Gaolog. When asked about these, those AutoMechs who knew of them claimed that these were penal colonies established prior to the start of their war. It was unclear to them, however, what types of crime would merit shipping people to a barren, airless rock on the far end of their solar system, or what such prisoners were expected to do when they got there.

The last planet in the Syberia system, Omnikra, floats so far out from its sun that its vast, gaseous form looks almost ephemeral against the void of space, even on its daylit side. At roughly 200,000 kilometers in diameter, and just massive enough to begin emitting its own infrared light, it can be classed as either a “super-Jupiter” or a T-class brown dwarf, depending on the criteria being used. Six large moons and countless minor moonlets orbit this world, but only two of these are host to AutoMech activities—both claimed by the DemoCon faction.

given i'd written the Axilum as inhabiting a domed over canyon similar to mars's Valles Marineris (https://en.wikipedia.org/wiki/Valles_Marineris), wouldn't it show up on the map?

Check the map again, and note the conspicuously large ring-shaped terrain in the southeast area. I took some liberties, to be sure, as Syberia is a much bigger (and wetter) world than Mars, so the canyon valley actually has an active river system coursing through it, feeding (or fed by) the Great Sea. This lets it have both mountainous terrain and jungles fit for the Beastie Wars. Note that the dome and its surrounding environs are roughly 4,500km across. Valles Marineris is about 4,000km long and 200km wide by comparison, which gives the Axilum dome a lot more volume by comparison. (Also, as the purpose was to preserve pre-colonial flora and fauna, I figured it would need to have a variety of terrain types to boot, and so you can see desert, lakefront, heavy woods, grasslands, and mountains all throughout the region, plus some small ruins that are either AxiMaL support facilities or wreckage from the global wars.)

Is that alright?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 04 June 2022, 16:07:00
that works.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 June 2022, 19:57:35
that works.

Coolness!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 June 2022, 00:01:35
And now for a little something else...

Go here. (https://bg.battletech.com/forums/fan-fiction/endless-loop-a-syberian-vignette/)

Thanks,

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 07 June 2022, 13:21:24
So, of course, I had to add even more details to the maps now...

Have funsies!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 07 June 2022, 14:25:38
Man this is a great setting.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 June 2022, 00:47:40
So, bought a Pinto and Jade Hawk.  The Jade Hawk is a nice base, but the Pinto mini is flatter than the TRO art leads one to believe, and I was slightly disappointed by it.  Its still workable, so I'll see what I can do with it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 June 2022, 01:34:43
The rotor will be repurposed for the mech mode of course.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 June 2022, 02:19:02
So, bought a Pinto and Jade Hawk.  The Jade Hawk is a nice base, but the Pinto mini is flatter than the TRO art leads one to believe, and I was slightly disappointed by it.  Its still workable, so I'll see what I can do with it.

I've come to start by looking up the minis on IWM's site first, then look at the TRO images (via Sarna) only if the IWM photo isn't clear (usually due to a paint scheme or an awkward angle). You're an accomplished modder, though; what if we looked to something a little less conventional for the VTOL mode? Something like a DropShip or WarShip hull, with rotors added, or a Neptune mini?

Just tossing it out there. Alternately, what about the Peregrine VTOL? It's certainly not flat...but it does seem to lack a rear section and tail rotors....

The rotor will be repurposed for the mech mode of course.

Not just going to repurpose the Mech's partial wings?


- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 June 2022, 10:10:59
I do reference IWM first, then Sarna, (even though I have the TROs  ;D)  so while I do agree on the TRO art of the Pinto, the mini doesn't quite match.  Out of the current metal VTOL releases, the majority don't quite have the overall look of the
Pave Low used.  I think I did briefly consider the Kestrel, as well as the Cyrano, but the suggested mini was the Pinto, so stuck with that  :)

As for starting from a non-vtol.... I'm not *that* good with modding.   ;D

As for the partial wings vs rotors, the partial wings are a bit chunkier than what I kind of mentally have envisioned for Blackout, so maybe the Pinto works more in favor of a leaner look.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 June 2022, 10:16:34
I do reference IWM first, then Sarna, (even though I have the TROs  ;D)  so while I do agree on the TRO art of the Pinto, the mini doesn't quite match.  Out of the current metal VTOL releases, the majority don't quite have the overall look of the
Pave Low used.  I think I did briefly consider the Kestrel, as well as the Cyrano, but the suggested mini was the Pinto, so stuck with that  :)

As for starting from a non-vtol.... I'm not *that* good with modding.   ;D

As for the partial wings vs rotors, the partial wings are a bit chunkier than what I kind of mentally have envisioned for Blackout, so maybe the Pinto works more in favor of a leaner look.

Ah, yeah, and after actually seeing the mini images from you (didn't see them at the time I was making that last post), I'm thinking its probably still the best for us here. Short of looking for something from another game line, that is.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 10 June 2022, 03:15:12
I know I would love to see a TRO:Syberia book or at least something close to it.

+1 :)


Real Life issues have been getting in the way lately, so I've not been following the BT forums as closely lately.  Lemme get caught up.

PLZ NO.  Let's try to keep extra tech to a minimum.

No?  When they're in 'Mech mode they work just like standard jump jets.

Not sure how I feel about this one, honestly.

I was leaning more towards using a refined version of the Prototype Improved Jump Jet, but I guess this works.  What does heat generation look like on these, and how many can you put onto a 'Mech?

No issues here, or with the AutoMech-Unique Design Quirks in the next post.  Still getting caught up.


To each their own. I like more tech. Plus going by some of the backgrounds many FighterMechs would be faster than LAMs.

I like the Prototype Improved Jump Jets. Those are what we used for our VF-1 Valkyries. We just haven't finished the TRO. Life...ugg!



I tend to agree, especially since the net effect of these rules meant to reflect an inferior tech level to the Inner Sphere of 3150. But when I caught my mistakes, I'd built a LOT of units....

I think that's cool but think there's room for some improvements while still being inferior in most other ways.

Quote
Too true.

Yeah, that was simply due to the nuisance of sealing AutoMechs for alternate environments. In theory, they shouldn't have a problem since there are no humans involved, but BT rules really don't leave an "out" for robotics like that, which would mean cutting another 10% of the Industrial-grade AutoMechs' mass to make them vacuum capable. So, instead, I went with what is, in effect, double-weight BattleMech IS, which the Syberians developed specifically for such occasions.

Plus Environmental Sealing takes a crit in each location so that'd be against the rules too.



Quote
As the text says, they work like improved jump jets, save for the fact that each jump rocket generates 2 Jump MP rather than 1. This means they generate the same heat per jump (2 per Jump MP), and max out at the unit's Running MP. That they also are usable only with Aerofighter and WiGE AutoMechs is meant to be suggestive of their functional roots in aerospace engine thurters, but that's more of a fluffy thing.


I think that's cool. :) A bit more advanced in some ways but not in others.


Quote
Given the planet's heat and water-to-land ratio, the world is a touch less green than those maps suggest, I'd say:
* Light Tan represents desert and badlands terrain, with little to no vegetation
* Light Green represents more grassy plains, with limited arability and sparse woodlands
* Dark Green represents thicker woodlands and jungle. "Tanglewoods," as the locals call them, refers to a series of native, drought-resistance trees that tend to spread more outward than upward, producing broad, twisting branches and partly exposed root systems that combine to make navigation through them a real pain in the aft-plates. Tanglewoods are more common toward the equator than the poles, where the woods more closely resemble rainforests.
* Dark Brown represents rocky, mountainous terrains that are mostly devoid of vegetation.
* Gray splotches represent large-scale urban/industrial ruins and other artificial detritus. Most of these on Syberia tend to be surrounded on all sides by a mix of blast craters, glassed sands, ash, and rust. Those that are not are typically functional sites that, while cleaner and more organized, are invariably found to be in some state of decay.

And, as you can see from orbit, there is at least one giant site that's clearly the result of human activity, once upon a time...

- Herb

Loving it all!  :thumbsup: :beer:



Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 10 June 2022, 05:21:18
New chapter of the "Endless Loop" story just posted to the fanfic board.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 10 June 2022, 16:51:45
And it's amusing too!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 10 June 2022, 19:09:25
And it's amusing too!  :thumbsup:

Hey, do you know what could be even funnier? For the life of me, I can't think of even ONE time the Autobots went on the offensive; every action they seem to have made was defensive or reactive, not proactive. I mean, I suppose it's that old saw about how "the good guy never starts the fight" trope, but...wow. Anyone else notice that?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 10 June 2022, 19:56:36
What's even funnier is posting that the week of the anniversaries of Midway and D-Day...  ^-^
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 10 June 2022, 20:04:26
Hey, do you know what could be even funnier? For the life of me, I can't think of even ONE time the Autobots went on the offensive; every action they seem to have made was defensive or reactive, not proactive. I mean, I suppose it's that old saw about how "the good guy never starts the fight" trope, but...wow. Anyone else notice that?

- Herb


Wasn't there a couple times where they attacked the Decepticon's Space Bridge to get to Cybertron? I think there were a couple other attacks to rescue someone or stop the Decepticons from using something. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 10 June 2022, 20:10:27

Wasn't there a couple times where they attacked the Decepticon's Space Bridge to get to Cybertron? I think there were a couple other attacks to rescue someone or stop the Decepticons from using something.

In every case I can think of for all of the above, those actions tended to be small-scale and in direct response to something the Cons had just done to them. But no big, iconic fights started by Autobots; nothing like the 'Con assaults on Autobot City, or strategic resource claims like the seizure of power plants and dams. The Autobots always acted on the defensive, waiting for the enemy to make the first move, rather than hitting them first.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 10 June 2022, 20:14:04

Wasn't there a couple times where they attacked the Decepticon's Space Bridge to get to Cybertron? I think there were a couple other attacks to rescue someone or stop the Decepticons from using something.
i think those would count as "reactive".. they're responding to something going on, usually trying to prevent a decepticon plot-in-the-forming, or dealing with an issue that is not immediately decepticon related but ends up with their involvement.

i know in beast wars there was a little bit of proactive stuff going on, but not a lot. mostly just sneaking into the predacon base to steal intel or parts, and searching the planet for clues to the various mysteries it held. even the maximals didn't usually go out of their way to hunt predacons or go on the attack.. no matter how much dinobot urged that. (and given how his plans usually failed, they were wise to ignore them.)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 10 June 2022, 21:47:51
i know in beast wars there was a little bit of proactive stuff going on, but not a lot. mostly just sneaking into the predacon base to steal intel or parts, and searching the planet for clues to the various mysteries it held. even the maximals didn't usually go out of their way to hunt predacons or go on the attack.. no matter how much dinobot urged that. (and given how his plans usually failed, they were wise to ignore them.)

I dunno, though. We saw what could happen when Dinobot went full bot-hunter on the Preds during his last stand. Can you imagine how much more effective that could have been if he got backup?

Either way, yeah, the standard approach for Autobots seems to be--almost regardless of continuity--to either wait for the Cons to make a move, then counter it, or to execute stealth missions...often in response to something the Cons did...

So, if I want to describe a major combat action where Autobots are on the offense, and still evoke the right sense of Transformers nostalgia, I need to get just a bit more creative.

...which I think I can do.

- Herb

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 10 June 2022, 22:15:22
In every case I can think of for all of the above, those actions tended to be small-scale and in direct response to something the Cons had just done to them. But no big, iconic fights started by Autobots; nothing like the 'Con assaults on Autobot City, or strategic resource claims like the seizure of power plants and dams. The Autobots always acted on the defensive, waiting for the enemy to make the first move, rather than hitting them first.

- Herb
i think those would count as "reactive".. they're responding to something going on, usually trying to prevent a decepticon plot-in-the-forming, or dealing with an issue that is not immediately decepticon related but ends up with their involvement.

i know in beast wars there was a little bit of proactive stuff going on, but not a lot. mostly just sneaking into the predacon base to steal intel or parts, and searching the planet for clues to the various mysteries it held. even the maximals didn't usually go out of their way to hunt predacons or go on the attack.. no matter how much dinobot urged that. (and given how his plans usually failed, they were wise to ignore them.)

So counter attack and counter raid but they don't launch the initial attacks themselves. Except for stealing intel and energon cubes.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 11 June 2022, 09:40:01
Hey, do you know what could be even funnier? For the life of me, I can't think of even ONE time the Autobots went on the offensive; every action they seem to have made was defensive or reactive, not proactive. I mean, I suppose it's that old saw about how "the good guy never starts the fight" trope, but...wow. Anyone else notice that?

- Herb

One person compared Transformers to an isekai (https://en.wikipedia.org/wiki/Isekai) (where a person is put into another world, and they have to show who they really are, like Buck Rogers).  In this case Autobots were put into a world and their reaction was to protect and let the locals take the lead.  The Decepticons also had a chance to get a fresh start, and went straight to the theft/domination role.

https://www.youtube.com/watch?v=au602osClyY (https://www.youtube.com/watch?v=au602osClyY)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 11 June 2022, 10:31:55
"I was a Cybertronian living in the 80s, but then got dropped into the middle ages!"

They forgot that episode already?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 11 June 2022, 12:34:05
"I was a Cybertronian living in the 80s, but then got dropped into the middle ages!"

They forgot that episode already?

In the case of Transformers, it is a case of going from a high-tech society with autonomous robots, to being on a planet with poor industry and inhabited by organics that need a wide variety of perishable raw materials (can't store apples for as long as you can store steel ingots).

So in that episode (https://tfwiki.net/wiki/A_Decepticon_Raider_in_King_Arthur%27s_Court_(episode)) it was a double isekai for Autobots Hoist, Warpath, and Spike, vs Decepticons Starscream, Ramjet, Ravage, and Rumble. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 June 2022, 09:23:30
Herb, could we amend some units, with the newly released minis?  (This means I may have to redo some  :P)  like Roadbuster being a Wheeled Scout (BT-466)  or Kup being a Prime Mover (BT-465).
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 June 2022, 11:03:19
Herb, could we amend some units, with the newly released minis?  (This means I may have to redo some  :P)  like Roadbuster being a Wheeled Scout (BT-466)  or Kup being a Prime Mover (BT-465).

That's quite a bit of shrinkage for Road Buster there. I had him at 75 tons for the sheer size of him. Hmmm. Kup is a little closer, and I'm pretty sure we won't find a better fit, so, he's good.

Thinking the whole "Sneaker" line will get Scout and/or Prime Mover vee modes as well.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 June 2022, 11:08:37
Or how about alternative type shenanigans, to reflect different portrayals from the different series and movies?  Roadbuster being a heavy and a light type, unless that's too much background work. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 June 2022, 11:22:23
Or how about alternative type shenanigans, to reflect different portrayals from the different series and movies?  Roadbuster being a heavy and a light type, unless that's too much background work.

Not the first time on my list that's happened, so let's say....

Dozer class is 40 tons, and currently uses the Apollo Mech form, with vehicle forms that run the gamut from Flatbed truck to Coolant Truck. How does that feel?

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 June 2022, 11:40:52
It can be chalked it up to lazy programming or corrupted programming from damage or spaghetti code  ^-^
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 June 2022, 11:52:20
It can be chalked it up to lazy programming or corrupted programming from damage or spaghetti code  ^-^

Definitely. But if our goal is two different forms of Roadbuster, I'm good with simply giving him two units. The heavy one is the Wolverine/Typhoon, and the lighter one is Apollo/Scout?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 June 2022, 12:47:26
Sounds good to me!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 June 2022, 16:19:50
Sounds good to me!

(Cool! Because, full disclosure: I have been working on a scene that actually uses our heavy version of Roadbuster!)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 12 June 2022, 17:28:28
I don't know why there couldn't be multiple AutoMechs with different weights. There's lots of Mechs already that already do that. It could be an upgrade that needed a larger size or maybe a smaller size is needed. It could even be a new design going from FC to SF Engine.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 June 2022, 18:14:06
I don't know why there couldn't be multiple AutoMechs with different weights. There's lots of Mechs already that already do that. It could be an upgrade that needed a larger size or maybe a smaller size is needed. It could even be a new design going from FC to SF Engine.

There are lots of chassis designs, but the AutoMechs don't often copy the personas. As we (almost) saw in "Endless Loop (Part 2)", Star Seeker was in the process of being transplanted into a new body, rather than simply having itself built whole and digitally copied. Related units may also have the Code-Bonded or Team-Bonded Traits, which *could* be signs of a duplicated persona going into multiple chassis types.

Anything can happen, really, if you want it to, but I'm tending toward "one persona/one frame." Roadbuster and Starscream may be   my first multi-frame personas, although even then, they'll get different names. (Starscream = Star Seeker and Lordstar Seeker; Roadbuster = Road Wrecker and ... hm... Path Dozer!) I suppose, though, you could say I've done even more, if you count that I have Megatron and Galvatron coexisting, along with Cyclonus and Scourge with at least some of the named Seekers they were made from.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 12 June 2022, 18:40:37
when writing up the Aximals i considered hinting that the base OS used comes with various 'personality subroutines' that can be uploaded when the automech is built. which give the same baseline starting points to the new AI, which then evolves over time as they experience things, creating different individuals.
this was to help explain why "Optimum Primate"* the leader of the Aximals is so similar to "Primus Optimal" the leader of the AutoBoP's. they're both using the same base AI personality model, but with different chassis and experiences.



*i seriously considers naming him "primate principo" but i figured the name similarity would be better than a schlock mercenary reference. :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 June 2022, 18:44:02
when writing up the Aximals i considered hinting that the base OS used comes with various 'personality subroutines' that can be uploaded when the automech is built. which give the same baseline starting points to the new AI, which then evolves over time as they experience things.
this was to help explain why "Optimum Primate " the leader of the Aximals is so similar to "Primus Optimal" the leader of the AutoBoP's. they're both using the same base AI personality model, but with different chassis and experiences.

Certainly possible. The OS used by the Barony of Primus and Axilum Management & Logistics could easily be the same one, coded by the same development team.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 June 2022, 11:02:49
Giovanni! Sorry to take this out of PMs, but I can't seem to figure out any way to post images to you in the forum DMs. Hope this isn't too "spoilery" or anything.

This tweaked map gives you the site you were looking for where that old THAF fire base could have been found, based on your descriptions to me. I'll note again: That site lies outside the current active borders as of 3120-3150. It *may* have been part of the AutoBoP lands at some point, but whether or not it was should be immaterial. It's in no-bot's-land now.


- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 13 June 2022, 13:36:02
Giovanni! Sorry to take this out of PMs, but I can't seem to figure out any way to post images to you in the forum DMs. Hope this isn't too "spoilery" or anything.

This tweaked map gives you the site you were looking for where that old THAF fire base could have been found, based on your descriptions to me. I'll note again: That site lies outside the current active borders as of 3120-3150. It *may* have been part of the AutoBoP lands at some point, but whether or not it was should be immaterial. It's in no-bot's-land now.


- Herb

Dude, that's perfect.  Thank you so much.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 June 2022, 14:06:15
There are lots of chassis designs, but the AutoMechs don't often copy the personas. As we (almost) saw in "Endless Loop (Part 2)", Star Seeker was in the process of being transplanted into a new body, rather than simply having itself built whole and digitally copied. Related units may also have the Code-Bonded or Team-Bonded Traits, which *could* be signs of a duplicated persona going into multiple chassis types.

Anything can happen, really, if you want it to, but I'm tending toward "one persona/one frame." Roadbuster and Starscream may be   my first multi-frame personas, although even then, they'll get different names. (Starscream = Star Seeker and Lordstar Seeker; Roadbuster = Road Wrecker and ... hm... Path Dozer!) I suppose, though, you could say I've done even more, if you count that I have Megatron and Galvatron coexisting, along with Cyclonus and Scourge with at least some of the named Seekers they were made from.

- Herb


Makes sense. I was thinking about how there's a number of similar vehicles but they're still different that aren't clones. Inferno and Hot Spot. First Aid and Ratchet. Springer (Helicopter) Whirl, Blades. Warpath and Blitzwing (Tank). If they need a bigger or smaller AutoMech for their needs would't they make one?
Title: Re: Filling in the Syberian AutoMechs (Windblade)
Post by: idea weenie on 13 June 2022, 19:31:11
The other reason MechaTankus might get angry is that a professor of logic (https://youtu.be/xV1aKUdlljU?t=406) programmed his minion-bots, rather than a military specialist

Still, Groundwave might meet another Transformer and get along nicely with her (https://tfwiki.net/wiki/Windblade).  Especially if her chassis was designed and built by the Furai subcontractor (https://www.reddit.com/r/transformers/comments/sde7la/new_pics_of_flametoys_furai_model_windblade/).  Not that heavily armored (just under 50% of capacity), no ranged weapons, but two small Vibroblades with a set of AES in all four limbs mean she is much more nimble and dangerous than others might expect.

Here is a rough design of her:
Code: [Select]
Chassis designation Windblade
Mass: 35 tons
Chassis: Standard LAM
Power Plant: 175 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 150 meters
Armor: Standard
Armament:
2 * Small Vibroblades
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: N/A
Tech Rating/Availability: E/X-X-X-F
Cost: 3,166,335 C-bills

Type: New
Technology Base: Mixed (Experimental)
Tonnage: 35
Battle Value: 628

Equipment                                          Mass
Internal Structure                                  3.5
LAM Conversion Equipment                            3.5
Engine                        175 Fusion              7
Walking MP: 5
Running MP: 8
Jumping MP: 5 (LL, RL, RT, LTx2)
AirMech Cruising MP: 15
AirMech Flanking MP: 23
Safe Thrust: 5
Max Thrust: 8
Heat Sink                     10                      0
LA, CT, RA
Gyro                                                  2
Cockpit                                               3
Armor Factor                  56                    3.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            11        7     
     Center Torso (rear)               2     
     R/L Torso               8         7     
     R/L Torso (rear)                  1     
     R/L Arm                 6         5     
     R/L Leg                 8         6     

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

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
Actuator Enhancement System      LL        1        -       1.0   
Actuator Enhancement System      LA        1        -       1.0   
Vibroblade                       LA        1        -       3.0   
Actuator Enhancement System      RL        1        -       1.0   
Actuator Enhancement System      RA        1        -       1.0   
Vibroblade                       RA        1        -       3.0   
Illegal items: Actuator Enhancement System

Design rules posts that I have found (or been provided):
https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1836559/#msg1836559


Herb, in your spreadsheet listing the various designs (most recent one found here (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1833760/#msg1833760)), can you add a tab listing the rules for creating the Syberians?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 June 2022, 19:31:43

Makes sense. I was thinking about how there's a number of similar vehicles but they're still different that aren't clones. Inferno and Hot Spot. First Aid and Ratchet. Springer (Helicopter) Whirl, Blades. Warpath and Blitzwing (Tank). If they need a bigger or smaller AutoMech for their needs would't they make one?

That's definitely possible. The sheer variety of chassis types and the variability of the programmed personas, which are meant to learn and self-modify over time (to a point), makes it easily likely--and, over a long enough timeline, inevitable--that you'll get just similar mind/different bodies approach. But, as with humans, the experience of the machines and their physical gifts are what will define them after that. As Glitterboy suggested in the case of Primus Optimal, Silverback, and likely Primal-C (another Optimus Primal configuration I added to the list), all three of those machines--and possibly others--got the same base OS and persona programming, and since then have adapted to their experiences and the abilities of their alternate forms.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Windblade)
Post by: HABeas2 on 13 June 2022, 20:03:06
The other reason MechaTankus might get angry is that a professor of logic (https://youtu.be/xV1aKUdlljU?t=406) programmed his minion-bots, rather than a military specialist

Possibly. But considering how effective the DemCons are (they ARE still winning on Syberia, if you track that by the size of their controlled territories), I'm guessing that they had SOME decent tactical programmers on staff that day.

Quote
Still, Groundwave might meet another Transformer and get along nicely with her (https://tfwiki.net/wiki/Windblade). 

I currently have her as "Sky Blade" and she is a Seeker model, like Star Seeker. ;)


Quote
Especially if her chassis was designed and built by the Furai subcontractor (https://www.reddit.com/r/transformers/comments/sde7la/new_pics_of_flametoys_furai_model_windblade/).  Not that heavily armored (just under 50% of capacity), no ranged weapons, but two small Vibroblades with a set of AES in all four limbs mean she is much more nimble and dangerous than others might expect.

Here is a rough design of her:
Code: [Select]
Chassis designation Windblade
Mass: 35 tons
Chassis: Standard LAM
Power Plant: 175 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 150 meters
Armor: Standard
Armament:
2 * Small Vibroblades
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: N/A
Tech Rating/Availability: E/X-X-X-F
Cost: 3,166,335 C-bills

Type: New
Technology Base: Mixed (Experimental)
Tonnage: 35
Battle Value: 628

Equipment                                          Mass
Internal Structure                                  3.5
LAM Conversion Equipment                            3.5
Engine                        175 Fusion              7
Walking MP: 5
Running MP: 8
Jumping MP: 5 (LL, RL, RT, LTx2)
AirMech Cruising MP: 15
AirMech Flanking MP: 23
Safe Thrust: 5
Max Thrust: 8
Heat Sink                     10                      0
LA, CT, RA
Gyro                                                  2
Cockpit                                               3
Armor Factor                  56                    3.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            11        7     
     Center Torso (rear)               2     
     R/L Torso               8         7     
     R/L Torso (rear)                  1     
     R/L Arm                 6         5     
     R/L Leg                 8         6     

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

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
Actuator Enhancement System      LL        1        -       1.0   
Actuator Enhancement System      LA        1        -       1.0   
Vibroblade                       LA        1        -       3.0   
Actuator Enhancement System      RL        1        -       1.0   
Actuator Enhancement System      RA        1        -       1.0   
Vibroblade                       RA        1        -       3.0   
Illegal items: Actuator Enhancement System

Design rules posts that I have found (or been provided):
https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1836559/#msg1836559

... Whoa! That's pretty close to at least one variant configuration I gave her sister-bot, an expy of Stiletto I've named "Poinard". And you did it without having to hack the rules as I did.

Quote
Herb, in your spreadsheet listing the various designs (most recent one found here (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1833760/#msg1833760)), can you add a tab listing the rules for creating the Syberians?

How would you feel about a full sourcebook called TRO: Syberia that includes construction rules and backdrop information on the factions and everything? Because I'm working on THAT as we speak.

But if you're in a rush, attached are the full Syberia rules as they stand now.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Windblade)
Post by: idea weenie on 13 June 2022, 21:50:17
I currently have her as "Sky Blade" and she is a Seeker model, like Star Seeker. ;)

... Whoa! That's pretty close to at least one variant configuration I gave her sister-bot, an expy of Stiletto I've named "Poinard". And you did it without having to hack the rules as I did.

Unfortunately, she is still illegal as I used LAM tech (10% of mass) instead of Conversion equipment (15% of mass).  As a 35-tonner she still needs 1.75 tons more allocated to conversion equipment, and the earliest that I can fit 15% Conversion Equipment with the listed equipment and armor is at 50 tons.

(A decent upgrade for her would be trading out one Small Vibroblade for 3 Medium Lasers to give her some ranged combat ability, but that didn't fit with her 'style')

Code: [Select]
Chassis designation Windblade
New Mek

Mass: 50 tons
Chassis: Standard LAM
Power Plant: 250 Fusion
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: Standard
     Jump Capacity: 150 meters
Armor: Standard
Armament:
2xSmall Vibroblade
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-F
Cost: 4,959,500 C-bills

Type: New
Technology Base: Mixed (Experimental)
Tonnage: 50
Battle Value: 827

Equipment                                          Mass
Internal Structure                                    5
LAM Conversion Equipment                            5.0 (plus another 2.5 tons allocated to Cargo, to a total of 7.5 tons between cargo and LAM equipment)
Engine                        250 Fusion           12.5
Walking MP: 5
Running MP: 8
Jumping MP: 5 (LTx2, CT, RTx2)
AirMech Cruising MP: 15
AirMech Flanking MP: 23
Safe Thrust: 5
Max Thrust: 8
Heat Sink                     10                      0
Gyro                                                  3
Cockpit                                               3
Armor Factor                  72                    4.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            16        10   
     Center Torso (rear)               3     
     R/L Torso               12        8     
     R/L Torso (rear)                  2     
     R/L Arm                 8         6     
     R/L Leg                 12        9     

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

Weapons
and Ammo                      Location  Critical   Heat    Tonnage
Actuator Enhancement System      LL        2        -       1.5   
Actuator Enhancement System      LA        2        -       1.5   
Actuator Enhancement System      RL        2        -       1.5   
Actuator Enhancement System      RA        2        -       1.5   
Vibroblade                       LA        1        -       3.0   
Vibroblade                       RA        1        -       3.0   
Title: Re: Filling in the Syberian AutoMechs (Windblade)
Post by: HABeas2 on 13 June 2022, 22:18:02
Unfortunately, she is still illegal as I used LAM tech (10% of mass) instead of Conversion equipment (15% of mass).  As a 35-tonner she still needs 1.75 tons more allocated to conversion equipment, and the earliest that I can fit 15% Conversion Equipment with the listed equipment and armor is at 50 tons.

(A decent upgrade for her would be trading out one Small Vibroblade for 3 Medium Lasers to give her some ranged combat ability, but that didn't fit with her 'style')

And yet that was EXACTLY how I statted her! 8) Only she got a single Medium Vibroblade and 3 ERMLs (I didn't use the Actuator Enhancement System, as the Syberians never developed it [post-3060 tech].) Admittedly, I was using her Cyberverse incarnation as my inspiration, and she only uses one blade there, most of the time.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 13 June 2022, 22:24:56
What’s funny is that I kept trying to stat Windblade out as a VTOL AutoMech and failing miserably, but let’s face it, her alt form has a lot in common with a Karnov or Cobra VTOL.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 June 2022, 22:27:46
What’s funny is that I kept trying to stat Windblade out as a VTOL AutoMech and failing miserably, but let’s face it, her alt form has a lot in common with a Karnov or Cobra VTOL.

But at heart she was still a jet. Those rotors in her wings are almost superfluous. Thrust has them too, for instance, and he's DEFINITELY Seeker-type. And when you take into account that aerospace fighters have VTOL by default nowadays, well... why make her a VTOL at all when the aerospace fighter is just as good?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 June 2022, 21:11:27
That's definitely possible. The sheer variety of chassis types and the variability of the programmed personas, which are meant to learn and self-modify over time (to a point), makes it easily likely--and, over a long enough timeline, inevitable--that you'll get just similar mind/different bodies approach. But, as with humans, the experience of the machines and their physical gifts are what will define them after that. As Glitterboy suggested in the case of Primus Optimal, Silverback, and likely Primal-C (another Optimus Primal configuration I added to the list), all three of those machines--and possibly others--got the same base OS and persona programming, and since then have adapted to their experiences and the abilities of their alternate forms.

- Herb

That's cool. :)

How would you feel about a full sourcebook called TRO: Syberia that includes construction rules and backdrop information on the factions and everything? Because I'm working on THAT as we speak.

But if you're in a rush, attached are the full Syberia rules as they stand now.

- Herb


I'd love to have that TRO.  :thumbsup:

Thanks :)


But at heart she was still a jet. Those rotors in her wings are almost superfluous. Thrust has them too, for instance, and he's DEFINITELY Seeker-type. And when you take into account that aerospace fighters have VTOL by default nowadays, well... why make her a VTOL at all when the aerospace fighter is just as good?

- Herb


When I first thought about stating Thrust and Windblade I used Industrial Structure so they'd be conventional fighters and then added in VTOL Equipment. Going with them as aerospace fighters, their big wing thrusters just get fluffed as older equipment. Although I have considered using Rotors so they can hover and move about in Fighter Mode like a VTOL. Battletech doesn't really cover that aspect of aircraft too well. We can build Harrier's we just can't operate them.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 15 June 2022, 03:25:11
You can hover an ASF if you really want to... I just don't recommend it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 15 June 2022, 13:06:54
Other than take off and landing where are the rules for hovering?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 15 June 2022, 17:10:02
Other than take off and landing where are the rules for hovering?

I don't think there are rules for hovering aerospace fighters as such...but, tbh, my familiarity with the rules has waned a LOT over a decade-plus of not playing.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Charistoph on 15 June 2022, 17:35:08
I don't think there are rules for hovering aerospace fighters as such...but, tbh, my familiarity with the rules has waned a LOT over a decade-plus of not playing.

- Herb

There have been such rules, but I can't recall where they used to be.  They could have been in AeroTech, Compendium, or Master Rules.  It's literally been decades since I read them.

Since I don't have any AeroSpace models at present, I haven't tried learning even Total Warfare's rules on AeroSpace, much less the more advanced rule books of Aerospace.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 15 June 2022, 19:06:08
Other than take off and landing where are the rules for hovering?
TW, page 84:
Quote
Fighters, aerodyne DropShips and aerodyne small craft that drop to a Velocity of 0 stall. Stalled units fall one altitude and must make a Control Roll. Units equipped with VSTOL do not stall if their Velocity is 0, provided they can still expend thrust. If the aerospace fighter, aerodyne small craft or DropShip still has unspent thrust for this turn they may expend thrust to hover, requiring 2 Thrust Points to do so. If insufficient thrust is available to hover then the craft will stall. If hovering thrust expenditure causes the craft to exceed safe thrust for the turn a control roll is required.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 16 June 2022, 14:32:03
TW, page 84:


Cool! Thanks!  :thumbsup:   Unfortunately, I'm not sure how that helps here. I was hoping there'd be rules for hovering like there are for taxiing.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 16 June 2022, 17:40:55
What do you mean?  You simply pay 2 thrust points to hover with 0 velocity, more if you want to change facing...
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 16 June 2022, 17:51:10
When the fighter is taxing it's treated as a ground unit. Thrust becomes cruise/flank. I would have thought that, while hovering, the fighter would be treated the same, only as a VTOL than as a wheeled vehicle. As it is the fighter even when hovering is still on the aerospace side of things.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 16 June 2022, 18:06:49
That way lies Fan Rules...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 16 June 2022, 18:13:57
given the size of aerospace maps (even the atmosppheric ones) per hex, i'm not sure that the perpendicular mobility of a VTOL fighter in a hover would even register. and IRL it is noteworthy that most non-rotor based VTOL craft aren't particularly mobile in a hover. at least not in the side to side or front and back directions.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 16 June 2022, 18:45:46
That way lies Fan Rules...  8)

True :)


given the size of aerospace maps (even the atmosppheric ones) per hex, I'm not sure that the perpendicular mobility of a VTOL fighter in a hover would even register. and IRL it is noteworthy that most non-rotor based VTOL craft aren't particularly mobile in a hover. at least not in the side to side or front and back directions.

That's the thing though, most of the time you see these aircraft hovering, it's when they're close to the ground where VTOLs would be operating. Only they aren't operating on the ground map but the aerospace map. Granted I don't think anyone ever thought someone would want use a VTOL fighter to shoot at infantry inside a building or hover along side and shoot at a command truck but if these fighters can be used that way, why not have rules for it?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 16 June 2022, 21:12:37
That's the thing though, most of the time you see these aircraft hovering, it's when they're close to the ground where VTOLs would be operating. Only they aren't operating on the ground map but the aerospace map. Granted I don't think anyone ever thought someone would want use a VTOL fighter to shoot at infantry inside a building or hover along side and shoot at a command truck but if these fighters can be used that way, why not have rules for it?

I see someone wants to recreate a certain movie scene - https://www.youtube.com/watch?v=_g1Td351PWc (https://www.youtube.com/watch?v=_g1Td351PWc)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 17 June 2022, 01:13:44
I see someone wants to recreate a certain movie scene - https://www.youtube.com/watch?v=_g1Td351PWc (https://www.youtube.com/watch?v=_g1Td351PWc)


LOL!  ;D  I don't know if I want to recreate it but I did have it in mind.  ;)   It would also make Clan duals more interesting.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 17 June 2022, 01:41:19
I know Tilt-Rotor/Tilt-Wing Aircraft have been discussed in other threads but I have been wondering about them. In real life, tilting the rotors/wings forward makes the VTOL fly faster. There aren't any game rules for them though. They're just VTOLs. Still it'd be nice to make them a bit different than regular VTOLs. It'd have to be a quirk so not to invalidate any currant  Tilt-Rotor/Tilt-Wing. I think I suggested a +1 when the Rotors are forward but I'm wondering if the cruise speed should be doubled instead? Plus a roll to determine if the rotor mechanism gets jammed or not?

What about VTOLMechs? There are TFs that are based on Tilt-Rotors. Other than putting the Rotors in the side torsos, would they be handled like vehicles or would they be more complicated with extra weight and crits for the rotation mechanisms? Would tilting the rotor/wings forward gain the VTOLMech any additional speed? If there are crits for the rotation and one is hit, can it still convert? If it's a Prop, would it have to convert or crash if stuck forward while a Jet could still land with a runway?

I suppose, if there are HydrofoilMechs a similar question would apply to them and their hydrofoils.







Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 June 2022, 22:29:00
Part 3 of Endless Loop posted up on the fanfic board.

Have funsies!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 18 June 2022, 05:15:57
Totally worth the read!  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 18 June 2022, 19:49:11
So so cool.  Star Train Beta sounds like he annoyed.  I do find myself wondering why he doesn't have any remote Battle Armor drones he could attack the Autobops.

Wasn't  Magnum Ultra a Leader Class AutoMech?  I was having trouble telling if he was or wasn't.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 June 2022, 21:09:36
So so cool.  Star Train Beta sounds like he annoyed.  I do find myself wondering why he doesn't have any remote Battle Armor drones he could attack the Autobops.

Nope. Beta's basically a DropShip with a brain and a giant, thousand-ton cargo bay to play taxi with. It has a partner unit--Star Train Alpha--but the two can operate independently and often do. We'll be seeing another "triple-changer-partners" group in the next chapter, as well as a mini drone.

Quote
Wasn't  Magnum Ultra a Leader Class AutoMech?  I was having trouble telling if he was or wasn't.

Yes, Magnum Ultra is a Leader class. A slight problem with the classes and their names is that the ones we've been using are names the IE teams gave to the various chassis types as they identified them. Rather than introduce a clump of alternate names in this series, though, I have been using more generic type names or career names for the various Mechs (e.g. AerofighterMech/FighterMech for those that transform into aerospace fighters; WheelMechs for anything that becomes a vehicle Mech; TrackMech for tread-driven alt moders; TankMech for those that become dedicated tanks of any type; MaintenanceMech/DoctorMech for units specialized in repairs, and so on.) Magnum, in this case, would end up being called a WheelMech, a CommandMech, or just an AssaultMech.

Also, Magnum Ultra uses a different weapon payload from Primus Optimal. Where Optimal has a Gauss Rifle, LPL, and Hatchet, Magnum carries an Ultra AC/5, an ERLL, and two Streak-6s. When Magnum Alpha-Striked Swindle, everything hit, since they were basically 1 hex apart and Magnum has an effective Gunnery Skill of 1.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 June 2022, 21:35:55
And, speaking of the next chapter...

It's up on the fan fic board.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 19 June 2022, 04:07:11
And it's good too!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 June 2022, 21:34:26
And now, the Endless Loop comes to its close! Final chapter posted on the fan fic board!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 22 June 2022, 15:50:16
Always some good reading. Thanks
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 22 June 2022, 18:03:37
Totally worth the read, too!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 June 2022, 09:25:43
Okay, so...

Try not to get too distracted by the placeholder art, but here is a preliminary PDF of the Syberia TRO I've been talking about. No specs in this part; it's all about explaining what's what and where we are...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 23 June 2022, 10:12:12
What!  I have to change all my decals now?!?   :flame: :bang:

 ;D ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 23 June 2022, 10:28:48
Okay, so...

Try not to get too distracted by the placeholder art, but here is a preliminary PDF of the Syberia TRO I've been talking about. No specs in this part; it's all about explaining what's what and where we are...

- Herb

Wow is that awesome. cant wait to see more.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 June 2022, 12:58:34
What!  I have to change all my decals now?!?   :flame: :bang:

 ;D ;D

I won't tell if you won't. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 23 June 2022, 17:28:50
Awesome, Herb!  :thumbsup:

Thanks for the nod in the credits, and LOVE the placeholder art at the end!  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 23 June 2022, 17:38:35
I was hoping to have Cosmos done this week, but apparently I lost the Sholagar mini I had prepped for the project somewhere on the work table.  Blackout is primed and just needs paint.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 23 June 2022, 19:42:53
Okay, so...

Try not to get too distracted by the placeholder art, but here is a preliminary PDF of the Syberia TRO I've been talking about. No specs in this part; it's all about explaining what's what and where we are...

- Herb
I like how when I open the file in Firefox, the tab title at the top starts with "Rise of the Tetakuni"   :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 June 2022, 19:51:15
I like how when I open the file in Firefox, the tab title at the top starts with "Rise of the Tetakuni"   :D

Then you can see what I was using as my base template. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 June 2022, 00:52:51
Hm. So, problem... As a TRO, it needs art, and a lot of it. Since I picked proxy units, my plan was to basically use the images found on Sarna, most of which would go unmodified, but some of which just kind of have to be... I am, of course, conflicted here: this is proprietary material from very respective artists. There will, of course, be the common disclaimer that all of this is unofficial, not for profit, and used without permission, but, um.... I dunno what else to do here, folks!

Thoughts?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 25 June 2022, 02:02:48
Plog has very reasonable commission rates...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 June 2022, 02:28:54
Plog has very reasonable commission rates...  8)

80 designs, each based on an IS model morphed into a Transformers-esque clone, plus their alternate modes? I don't care how reasonable his rates are, that's asking a lot of him, and I doubt my remaining savings will cover it and keeping my lights on for another month.

Hmmm. I could just do without, I suppose... It WOULD be shorter and less memory intensive.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 25 June 2022, 02:39:02
Maybe just spring for cover art?  ::)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 June 2022, 03:24:57
I could run pictures I take of the minis through a line art or cartoon filter?  😅
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 25 June 2022, 05:03:02
That's a good idea!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 25 June 2022, 05:15:03
Might need to commission somebody for the Aximal and Presidom stuff, given their less mechanical looks.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 25 June 2022, 05:23:08
I say Luciora's miniatures works are the best solution.  Another solution is making/drawing the art by making composite images from existing ones. They used to do that when players back in the day their own version of OmniMechs. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 June 2022, 09:39:46
I could run pictures I take of the minis through a line art or cartoon filter?  😅
That's a good idea!  :thumbsup:
I say Luciora's miniatures works are the best solution.  Another solution is making/drawing the art by making composite images from existing ones. They used to do that when players back in the day their own version of OmniMechs.

I would LOVE that, but Luciora: Again, we're talking about 80 units, most with one or more alt modes. You've been doing that all for fun so far, at your own expense. Would you really want to do a whole TRO's worth?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 June 2022, 10:12:27
Just to show what happens when I make alterations, here are the two I worked up when I started questioning whether I really wanted to do this...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 June 2022, 11:44:06
Well, not all 80, maybe a select few.  I have other aspects of Battletech I want to expand on as well.   ;) 

I should revist Megs and Optimus as well, make a set more  line with the stats.  My current Optimus actually represents the T-IT-N11M version and not Optimus specifically.

And running the pictures through a filter means it hides the painting flaws easier.  😅
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 25 June 2022, 11:50:49
Well, Luciora is at least offering to cut the number down from 80...  ^-^
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 June 2022, 11:56:47
Well, Luciora, if you're game for it despite a lack of compensation, then so am I. But I want this to remain purely a labor of love, here.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 June 2022, 12:26:03
I wouldn't be able to do all 80, plus I'd end up deviating alot. 

As it is, I have Blackout, and Beachcomber on the workbench in painting stages, have to source or find the lost Sholagar for Cosmos, as the mech form is finished.  Looking at maybe ordering the minis for Waspinator, will probably have to aquire another Grand Titan to do a more proper Prime. Kup is on my possible to-do list also. 

I know the list specified Beachcomber as a Swift Wind, but how would you feel as a Ibex like Hound? 

As it is, I need to balance it with more DemoCons, so will have to go over the list and see what looks possible for me to mod. 

Now is a good time for requests, within reason.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 June 2022, 13:44:05
I wouldn't be able to do all 80, plus I'd end up deviating alot. 

As it is, I have Blackout, and Beachcomber on the workbench in painting stages, have to source or find the lost Sholagar for Cosmos, as the mech form is finished.  Looking at maybe ordering the minis for Waspinator, will probably have to aquire another Grand Titan to do a more proper Prime. Kup is on my possible to-do list also. 

I know the list specified Beachcomber as a Swift Wind, but how would you feel as a Ibex like Hound? 

As it is, I need to balance it with more DemoCons, so will have to go over the list and see what looks possible for me to mod. 

Hmmm. Okay. Change made in my spreadsheet. New version attached here to make sure we're on the same page. Yellow cells indicate entries I have yet to make/introduce to the TRO itself. (Everything on the list with a green- or yellow-shaded cell in the C column has been designed and statted. As you'll see, that now leaves only a Luftenburg carrier, a couple city-sized mobile structures, and a few DropShips unspecified.) Anyone interested in seeing specs, feel free to ask.

Quote
Now is a good time for requests, within reason.

I have nothing at the moment, if only because I am overloaded with options as it is, and you've already done most of my favorites.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 25 June 2022, 15:27:41
I keep thinking MegaTankus should be a Banshee, it has face, the gun barrels.  Angry look on it's mug.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 25 June 2022, 15:44:05
Wouldn't a stock Banshee be closer? ???
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 25 June 2022, 16:51:42
the PDF uses a mirrored shootist silhouette for the Tankus class.

(attached: a trimmed down snapshot from the record sheet)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 June 2022, 17:05:09
The Tankus class has possibly the broadest range of looks, given that there are 3 Mech modes (Shootist, Highlander, and Cyclops) and four tank modes (Ajax, Morrigu, Marksman M1, and Demolisher). I have the Banshee as an alternate Mech form for the Leader class, specifically used for the Primus Thermal (Rodimus Prime) and Star Train Alpha (Astrotrain's Mech/"Train" mode).

And since I already "canonized" MechaTankus as a Shootist in the original WttNC, I'm sticking with that. ;)

Also, I kind of already drew MechaT here...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 25 June 2022, 17:12:31
Well, that settles that then!  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 June 2022, 17:48:09
As the Aerosmith song said, and i don't have to change a thing!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 25 June 2022, 17:50:18
Yep!  Filter that one and call it good!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 June 2022, 18:43:47
Herb, what do you think of the Czin? I think it looks appropriate to Blur and maybe Wheelie.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 June 2022, 19:21:44
As the Aerosmith song said, and i don't have to change a thing!

Of course! I based the drawing mostly on your mini.

Herb, what do you think of the Czin? I think it looks appropriate to Blur and maybe Wheelie.

Hmmm. Seeing as how I used the Cizin as Nautica's submarine mode and Blurr has a similar body type, even though he's a hovercar, I'll go with that. In the case of Wheelie, though, you'd be looking at needing to add wheels to him, but that should be no problem for you.

Okay, then. I'll make those changes to the list.

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 June 2022, 19:25:28
There's alot of minis, it is hard to remember them all, having a few of the more obscure ones helps
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 June 2022, 20:02:13
Cool art and minis.  :thumbsup: I wish I could help but my art is less than good.  :(
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 June 2022, 21:20:53
I have to say, just opened up the Cyrano I ordered, and...that is Springer.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 June 2022, 21:29:44
I have to say, just opened up the Cyrano I ordered, and...that is Springer.

Interesting. We had a Balac for that class, but I can give Trapspringer-Two the Cyrano.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 26 June 2022, 20:17:46
Been either sleeping or working on ham radio stuff all weekend, so I've not finished going through the working doc, but I'm really liking what I've seen so far, @HABeas2.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 June 2022, 00:21:19
Luciora and everyone else interested:

Attached is the latest spreadsheet data. Note that now all the AutoDropShips are highlit as being statted. Also, Big Lug (Lugnut) is now properly sorted into the models list. If I stat any of the leftover units from this list, it'll only be that Luftenburg representing Broadside's carrier mode. I REFUSE to stat the mobile cities at this point.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 June 2022, 20:05:47
I know the Daimyo was picked to be Cosmos but I just say this pic and I couldn't help thinking of Cosmos. https://cfw.sarna.net/news/wp-content/uploads/2022/06/Hoplite_Slapshot_2.jpg  It'd need "arms" and a head but I think the Hoplite would work for Cosmos.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 June 2022, 01:50:34
I know the Daimyo was picked to be Cosmos but I just say this pic and I couldn't help thinking of Cosmos. https://cfw.sarna.net/news/wp-content/uploads/2022/06/Hoplite_Slapshot_2.jpg  It'd need "arms" and a head but I think the Hoplite would work for Cosmos.

Heheh. That IS cute. But I still like the Daimyo, if only because you don't have to add in the arms and head that you'd have to do for the Hoplite.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 29 June 2022, 17:40:26
Heheh. That IS cute. But I still like the Daimyo, if only because you don't have to add in the arms and head that you'd have to do for the Hoplite.

- Herb

:) No prob. Easy is good.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 29 June 2022, 20:19:59
Chopping up a Hoplite for Cosmos wouldn't be easy either, as I'm mentally considering it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 29 June 2022, 20:47:51
Chopping up a Hoplite for Cosmos wouldn't be easy either, as I'm mentally considering it.

Probably not. I just saw it and it reminded me of Cosmos.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 29 June 2022, 23:08:41
there is going to be a plastic hoplite in the upcoming kickstarter.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 29 June 2022, 23:23:10
I plan to keep things in metal, for consistency sake.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 July 2022, 11:00:21
Bleh. Adding art is making the sections too big, and using the compact format means the fonts get lost.

So, anyway, here's the Intro segment (pp. 4-12) with art!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 02 July 2022, 11:18:21
Looking good!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 02 July 2022, 11:43:11
Hahah, roaches check in,  but they don't check out.   ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 July 2022, 12:25:16
Hahah, roaches check in,  but they don't check out.   ;D

Offer expires while you wait. Operators are standing by...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 July 2022, 13:52:19
(I have decided, BTW, to handle the art for the TRO section with "placeholder" images.)

So, using mainly Record Sheet templates, I came up with the attached compilation of images, covering all the AutoMech and MiniMech units in this book. (Plus one extra. Seems I have no AutoMechs that transform into surface boats.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 July 2022, 17:09:06
(I have decided, BTW, to handle the art for the TRO section with "placeholder" images.)

So, using mainly Record Sheet templates, I came up with the attached compilation of images, covering all the AutoMech and MiniMech units in this book. (Plus one extra. Seems I have no AutoMechs that transform into surface boats.)

- Herb

You missed the boats? :o Oops!  ;D There are a few options if you want to include some.

Depthcharge. He's supposed to be a larger ship but I think he could be lighter. Something like a Sea Skimmer.
Broadsword could be smaller and carry drones.
There's an unused paddle steamer design that combines with other classic vehicles. Soundwave turns into an ironclad in a comic book.
A couple mini-cons convert to boats.
There's also an Elita-1 that converts into a boat.

I'm sure there's more but some like Man-O-War would probably be non converting drones.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 02 July 2022, 19:26:23
Aww.  I thought Luciora miniature work be cool to add. Oh well!  I'm so delighted what been rolling out! Thank you Herb, this is truly :D a gift in the making.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 July 2022, 19:35:47
You missed the boats? :o Oops!  ;D There are a few options if you want to include some.

Depthcharge. He's supposed to be a larger ship but I think he could be lighter. Something like a Sea Skimmer.
Broadsword could be smaller and carry drones.
There's an unused paddle steamer design that combines with other classic vehicles. Soundwave turns into an ironclad in a comic book.
A couple mini-cons convert to boats.
There's also an Elita-1 that converts into a boat.

I'm sure there's more but some like Man-O-War would probably be non converting drones.

That's pretty much what we have here. I have Broadside and Tidal Wave in the list now, and both basically are modified Luftenburg carriers, so they don't transform. I haven't yet determined if I should be including them and the DropShip units in this book (though I probably will, in the end).

Shockwave was the ironclad, though. I'm not sure what Soundwave transformed into.

I found a page on the TFWiki for watercraft units, and Depthcharge does have promise, I must admit. Sea Skimmer feels pretty good, but maybe Monitor would be a better fit as the boat-style minis for that guy show more weaponry.

Food for thought anyway.

Aww.  I thought Luciora miniature work be cool to add. Oh well!  I'm so delighted what been rolling out! Thank you Herb, this is truly :D a gift in the making.  :thumbsup:

Oh, Luciora mini art would go in with units they've done. The rest will be openly posted as "Image Pending". So, if Luciora and folks like him want to keep going, I'd be happy to integrate their work as an "Updated File".

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 02 July 2022, 19:37:08
What's the best way to submit the art?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 July 2022, 19:56:16
What's the best way to submit the art?

Message me and I'll give you my e-mail. Then you can send them to me that way (try to keep e-mails less than 4MB, though; anything larger stands a fair chance of getting lost in the aether). :)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 02 July 2022, 19:58:09
I feel like I need to balance my minis with more 'cons first 😅  feels a bit lopsided at the moment. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 02 July 2022, 20:30:46
So is there life left in the biodomes of the Axilum?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 July 2022, 21:36:44
I feel like I need to balance my minis with more 'cons first 😅  feels a bit lopsided at the moment.

I will NEVER say no to more 'Cons!

So is there life left in the biodomes of the Axilum?

Not nearly as much as there used to be, after all this time. I figure that by the 3100s, the domes have been compromised. There was, after all, a nuclear war, and by that point, the AxiMaL faction had already picked a side and started arming its AutoMechs. That would have made them a target. Of course, the AxiMaL AutoMechs that have survived are still holding to their old priorities, which means they'll still fight titanium tooth and tungsten claw to protect what's left.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 02 July 2022, 23:07:10
i'd assume it has a higher concentration of whatever plant and animal species still survive on the planet, and that they did manage to avoid complete failure for as many decades as they could before any damage it took caused unfixable breaches. fixing the dome would be a high priority directive for them.. not that there would be any of the parts needed for it. but i figure they'd probably keep as much of the surviving environmental control facilities working as they can (since their engineering support automechs would never have been told to stop) so the land below the remains of the dome would have more water, fertilizers, etc being delivered to it, leading to more plantlife and the concommitant wildlife. (possibly, they might even send expeditions out to the rest of the planet to grab samples to bring back, following really old directives. giving an excuse for teams of them to show up just about anywhere.)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 July 2022, 05:15:08
i'd assume it has a higher concentration of whatever plant and animal species still survive on the planet, and that they did manage to avoid complete failure for as many decades as they could before any damage it took caused unfixable breaches. fixing the dome would be a high priority directive for them.. not that there would be any of the parts needed for it. but i figure they'd probably keep as much of the surviving environmental control facilities working as they can (since their engineering support automechs would never have been told to stop) so the land below the remains of the dome would have more water, fertilizers, etc being delivered to it, leading to more plantlife and the concommitant wildlife. (possibly, they might even send expeditions out to the rest of the planet to grab samples to bring back, following really old directives. giving an excuse for teams of them to show up just about anywhere.)

That all seems perfectly reasonable. We've not really seen any AxiMaL maintainers, but that doesn't mean they don't exist, and I too imagined that these would be some repair units that try/tried to keep things going as long as possible. The funny part there would be that they likely spend a lot of time killing off any of the hardier imported species they see meander into their zones, since the whole reason the domes existed was to protect Syberia's eco-sensitive native life forms from the harm created by offworld species encroachment. Some of those expeditions may even be good old-fashioned safaris!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 03 July 2022, 15:16:07
That's pretty much what we have here. I have Broadside and Tidal Wave in the list now, and both basically are modified Luftenburg carriers, so they don't transform. I haven't yet determined if I should be including them and the DropShip units in this book (though I probably will, in the end).

Shockwave was the ironclad, though. I'm not sure what Soundwave transformed into.

I found a page on the TFWiki for watercraft units, and Depthcharge does have promise, I must admit. Sea Skimmer feels pretty good, but maybe Monitor would be a better fit as the boat-style minis for that guy show more weaponry.

Food for thought anyway.

I hope they get included.

Oops! Flipped them. Shockwave is the ironclad. Soundwave converted to a train engine.

Why not use both? Other AutoMechs have different classes. Why not BoatMechs? The Sea Skimmers could be scouts and strikers and Monitors or even the Mauna Keas (does it have a mini?) could be the main combatants and commanders. I suppose there could even be some salvage variants to rescue sunk Boat and Sub Mechs.



Quote
Oh, Luciora mini art would go in with units they've done. The rest will be openly posted as "Image Pending". So, if Luciora and folks like him want to keep going, I'd be happy to integrate their work as an "Updated File".

- Herb


Sounds like it's going to be a great TRO. :)  :thumbsup:


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 03 July 2022, 15:27:38
I was always through that such larger mechs would either have drone like battle armor to handle things it needed manipulated such as cargo or do repairs. Have non-transformable ultralight mech so it have something of a defense against commandos like for broadside.

Funny thing, I thought a massive space only transformer would be possible since would need worry about gravity messing you up.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 03 July 2022, 16:45:30
I was always through that such larger mechs would either have drone like battle armor to handle things it needed manipulated such as cargo or do repairs. Have non-transformable ultralight mech so it have something of a defense against commandos like for broadside.

Funny thing, I thought a massive space only transformer would be possible since would need worry about gravity messing you up.


Space is where I use my Scorpion and Champion LAMs for that reason, no gravity. >:D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 July 2022, 20:28:17
Why not use both? Other AutoMechs have different classes. Why not BoatMechs? The Sea Skimmers could be scouts and strikers and Monitors or even the Mauna Keas (does it have a mini?) could be the main combatants and commanders. I suppose there could even be some salvage variants to rescue sunk Boat and Sub Mechs.

The only surface naval vessels available as minis (from the BT line, anyway) are the Sea Skimmer and the Monitor. If I'm willing to look into hover-vehicles (many of which have a quasi-naval look), I open the field a wee bit more. And I have multiple submarine units already.

I was always through that such larger mechs would either have drone like battle armor to handle things it needed manipulated such as cargo or do repairs. Have non-transformable ultralight mech so it have something of a defense against commandos like for broadside.

Funny thing, I thought a massive space only transformer would be possible since would need worry about gravity messing you up.


In the case of most Syberian AutoShips and AutoShuttles (read "big boats and DropShips"), they're largely designed to haul other units while their brains and automated systems handle all crew-served needs. As a result, rather than a series of decks and bays and the like, they are mostly cavernous, "open-concept" jobs. Any on-board services needed would fall to their passengers, which can include as many as their tonnage would allow (though a comfortable content would be 1 unit per 100 tons of cargo mass, they can stuff units aboard until they run out of tons). See my Endless Loop fanfic on the Fanfic boards to see how that worked out for our Leopard-sized Astrotrain shuttle analog.

Transforming is right out for anything bigger than 200 tons as they are far too massive (and even then, anything the Syberians made above 100 tons that transformed, did so into a stationary emplacement). Weight has little to do with it; we're talking mass and the need for parts to move with serious precision, often by only a single joint, as they go from one mode to another. That...and I just don't want to try and figure out how to make DropShips and Space Stations transform.

I was always through that such larger mechs would either have drone like battle armor to handle things it needed manipulated such as cargo or do repairs. Have non-transformable ultralight mech so it have something of a defense against commandos like for broadside.

Funny thing, I thought a massive space only transformer would be possible since would need worry about gravity messing you up.

For my Broadsider and Tsunami supercarriers (equivalent to Broadside's and Tidal Wave's carrier modes, respectively), there are 90 fighter cubicles and 60 BattleMech cubicles, plus an additional 10K tons in extra bulk cargo space. This is ample room for units to stroll about and tend to various systems, with MiniMechs (battle-armor sized drones) being just as legitimate for on-board service duties as the automated gantries and service systems of the cubicles (as far as Syberian AutoMechs are concerned, cubicles are basically MASH units with extra launch/recovery capabilities...or, as they might be called in Beast Wars parlance, CR Chambers). Despite being fusion powered, the carriers also have another 13K tons in liquid storage that tends to be entirely devoted toward fuel for the onboard fighters.

So, no worries; the giant non-transforming Syberian automatons are getting along just fine.

Space is where I use my Scorpion and Champion LAMs for that reason, no gravity. >:D

Fluff-wise, it wasn't really gravity that killed either of those units. The Scorpion LAM didn't work because the transformation system simply wouldn't balance right and/or just wouldn't work at all--something that two attempts, centuries apart, failed to work out--while the Champion LAM showed excess stress to both the joints and the jets due to mass (again, not weight, but mass; in space, the problem would have likely been just as bad). But, then again, why am I arguing this, when I have the Syberians here violating all KINDS of transformation limitations?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 03 July 2022, 20:38:17
Grand Titan LAM????
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 July 2022, 12:50:43
Okay, then....

A new AutoMech--currently the only transforming surface BoatMech--just for you guys:

Code: [Select]
Type: Mariner
Technology Base: Syberian (Experimental)
Tonnage: 90

Equipment Mass
Internal Structure: 9
Conversion Eqpt: Naval 13.5
Engine: 270 14.5
Walking MP: 3
Running MP: 5
Jumping MP: 0
Cruise MP: 3
Flank MP: 5
Heat Sinks (Double): 10 [20] 0
Gyro: 4
Cockpit: AutoMech 3
Armor Factor: 240 15
Internal Armor
Structure Value
Head 3 9
Center Torso 29 31
Center Torso (rear) 16
R/L Torso 19 25
R/L Torso (rear) 14
R/L Arms 15 25
R/L Legs 19 28

Fixed Components Location Critical Tonnage
Conversion Equipment RA/RL/LA/LL 4 0
Floats RT/RL/LT/LL 4 0

Weapons and Ammo Location Critical Tonnage
Common Configuration
ER Large Laser RA 2 5
LRM 10 RA 2 5
SRT 6 RT 2 3
Ammo (LRM 10) 36 RT 3 3
SRT 6 LT 2 3
Ammo (SRM 6) 30 LT 2 2
ER Large Laser LA 2 5
LRM 10 LA 2 5

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Naval/BattleMech conversion), Anti-Aircraft Targeting, Improved Sensors, Protected Actuators, Searchlight
 
Notable Mariners:
Mariner Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Depth Charger Common ArtilleryMech AbvAvg (4/3) Infantry Bandersnatch/Sea Skimmer*
Dock Watcher Common ArtilleryMech Reg (5/4) Infantry Bandersnatch/Sea Skimmer*

*Remove hydrofoil fins

Enjoy!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 04 July 2022, 13:31:50
It's kind of like a double Manticore that floats...  ^-^
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 04 July 2022, 14:44:04
Awesome more Automechs!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 July 2022, 17:26:08
The only surface naval vessels available as minis (from the BT line, anyway) are the Sea Skimmer and the Monitor. If I'm willing to look into hover-vehicles (many of which have a quasi-naval look), I open the field a wee bit more. And I have multiple submarine units already.

Hmm. That isn't a lot of choices. :(

Quote
Fluff-wise, it wasn't really gravity that killed either of those units. The Scorpion LAM didn't work because the transformation system simply wouldn't balance right and/or just wouldn't work at all--something that two attempts, centuries apart, failed to work out--while the Champion LAM showed excess stress to both the joints and the jets due to mass (again, not weight, but mass; in space, the problem would have likely been just as bad). But, then again, why am I arguing this, when I have the Syberians here violating all KINDS of transformation limitations?

- Herb


If I remember right, the Scorpion LAM couldn't fly. It converted in the bay but it just couldn't get enough thrust from it's jump jets to get lift or something.  Of course in space lift isn't a problem.  Weren't the Champion's myomer's fraying or something? In addition to the slow thrust from the jump jets? Either way mass would still be an issue in space but lack of gravity would help. A lot of exercises are done in pools because the buoyancy helps the joints. Wouldn't zero g also help?


Grand Titan LAM????

Would be interesting. :)



Okay, then....

A new AutoMech--currently the only transforming surface BoatMech--just for you guys:

(snip)
Enjoy!

- Herb


Very Cool!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 05 July 2022, 19:39:51
Hmm. That isn't a lot of choices. :(

Well, to be fair, there aren't a lot of boat Transformers, which should be little surprise, as much of TF's canon have Cybertron being devoid of water.

Quote
If I remember right, the Scorpion LAM couldn't fly. It converted in the bay but it just couldn't get enough thrust from it's jump jets to get lift or something.  Of course in space lift isn't a problem.  Weren't the Champion's myomer's fraying or something? In addition to the slow thrust from the jump jets? Either way mass would still be an issue in space but lack of gravity would help. A lot of exercises are done in pools because the buoyancy helps the joints. Wouldn't zero g also help?

The Scorpion LAM's key paragraph is thus:
Quote
While the ’Mech was able to transform on a gantry in a testing
facility, in the field it simply collapsed while attempting to convert to
AirMech or fighter modes. A frustrated design team decided to send
the design out in AirMech mode and demonstrated that it could
transform back into BattleMech form in the field, albeit with little
grace. Empowered by this small victory, the team pressed onward,
but ultimate success eluded them. Even when the Scorpion could
convert into another mode, its jump jets could not generate enough
force to create lift. Brigadier’s testing division even attempted to airdrop
one of the prototypes from a shuttle, to see if it could manage
sustained flight in its fighter configuration. While the ’Mech did not
fall like the proverbial brick, neither did it perform anything that
could have been considered flight. After something of a controlled
decent, its pilot ejected 300 meters from impact, and the LAM
crashed into a rocky outcropping on the test fields.

Stat-wise, it suffered from the Non-Functional Item (Conversion System) Trait to reflect this factor, which basically covers the system's inability to provide that boost in power LAM jump jets receive to achieve actual Thrust-grade acceleration. If kept to its canon, a Scorpion LAM would probably work like a normal Jump Jet-equipped BattleMech in space.

As to the Champion LAM:
Quote
Next they tested the prototype’s ability to transform
while stationary, and were encouraged to see the craft achieve
relatively smooth transitions between fighter and BattleMech with
only minor manual adjustments required between modes.

The disappointment came when it was time for the Champion
LAM to take flight. After launching in fighter mode, the pilot quickly
noticed that the LAM’s turns were sluggish. The on-board diagnostics
and remote viewing could not find a problem during the maiden
flight, so the pilot successfully landed after just a few minutes airborne.
Further analysis of the footage and the Champion discovered that the
larger jump thrusters that were required for a ’Mech of the Champion’s
size struggled to meet the maneuvering needs for combat flying,
and made for a poor substitute for the dedicated engines of a true
fighter. Left as is, the Champion LAM would be an easy target in the
air, even for an LAM. Worse, after-flight servicing reports found signs
of extreme wear on the conversion equipment, especially in the hip
and waist assemblies, and a few frayed myomer bundles and power
feeds that suggested the potential for catastrophic failure from
repeated transformations. Though the Champion LAM successfully
flew, landed, and transformed, its capabilities in all three respects in
battle—or even over a short round of routine non-combat patrols—
were questionable, at best.

Attempts were made to use lighter jump jets to achieve thrust,
but those jets failed to produce enough power to keep the LAM aloft
or achieve stable, sustained flight. After a few test pilots were injured,
that fix was abandoned and other solutions were proposed. Outfitting
the jump jets with additional motors to move them worked, but
required so much additional mass that the Champion would have
to dump additional weapons to accommodate those changes—and
that change still did not rectify the structural weakening caused by
conversions. With the entire project going nowhere and stock prices
falling amid news of a spectacular crash caught on tri-vid, Bergan
Industries finally canceled the Champion LAM project, and shipped
its remaining prototypes to their storehouses on New Dallas.

Again, we see failure in the jets to get as much power as they should have on paper, as well as needing "only minor adjustments" after transformations, and the underlying structural weakening of conversions, which would still be a mass issue. Reflecting this again with the Nonfunctional Conversion System Quirk. It's hinted that one COULD fix the problem by increasing the conversion gear mass, though, so... hmmm. (No, Herb; that way lies madness!)

Anyway, as to the buoyancy of water equating to the vacuum of space in cancelling out weight, it doesn't really work that way. Being surrounded by water on all sides actively slows you down because the water around you actively counters some of your mass. In space, there's nothing at all doing that. NASA more or less uses water training to get astronauts used to low grav walking (which tends to force one to hop about for short distances), and for reinforcing the sense of slow-motion one has to do in space in order to avoid too much inertia. Apparently, astronauts in space COULD try and move faster than they often seem to, but they do so at the risk of spinning out of control by actions as simple as raising their arm at the wrong moment. Strap rockets on your feet and back, and raise the total mass of your body and limbs to 60 tons, and you'll probably only magnify such problems by a couple orders of magnitude or so. (BTW, myomer musculature is actually part of the whole actuation system, so frayed muscles can be just as debilitating to a 'Mech's actuator as any blown joints.) Throw in the fact that you can spend half your time in a form where your thrust approaches four gees of acceleration, and inertial effects probably compound this matter enough to compromise the actuators and myomers of giant walking robots.

The bottom line: For whatever reason, the materials science of the BT universe can't deal with the strain of transforming 'Mechs into jets past 55 tons without some mass-eating extras and reinforcements that were deemed impractical by the universe's engineers. (And I may be talking my way into madness here, as the Syberians CLEARLY rewrote their LAM playbooks to make other transformers...)

Quote
Would be interesting. :)

MADNESS!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 05 July 2022, 20:05:47
As to the Champion LAM:
Again, we see failure in the jets to get as much power as they should have on paper, as well as needing "only minor adjustments" after transformations, and the underlying structural weakening of conversions, which would still be a mass issue. Reflecting this again with the Nonfunctional Conversion System Quirk. It's hinted that one COULD fix the problem by increasing the conversion gear mass, though, so... hmmm. (No, Herb; that way lies madness!)

- Herb

You also have the problem of going from 10% to 15% of the mass means a much nastier penalty.  My original Windblade design was ~35 tons but illegally only 10% of its mass for 'LAM' systems.  When increasing the transformation systems to 15% I had to bring the platform up to 50 tons to keep the same equipment.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 05 July 2022, 20:40:31
You also have the problem of going from 10% to 15% of the mass means a much nastier penalty.  My original Windblade design was ~35 tons but illegally only 10% of its mass for 'LAM' systems.  When increasing the transformation systems to 15% I had to bring the platform up to 50 tons to keep the same equipment.

Ergo my comments on this being madness. In thinking about the fact that the Syberian conversion systems tend to be heavier, I realized it COULD follow that they might be robust enough to deal with 60+ ton convertible aerospace units. But if I went that way, a LOT of AutoMechs would need total rewrites, and at this stage in the game, I'm just not up for that...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 July 2022, 23:05:52
Well, to be fair, there aren't a lot of boat Transformers, which should be little surprise, as much of TF's canon have Cybertron being devoid of water.

Makes sense but Cybertron wasn't the only world with converting robotic lifeforms. But I get why there's not a lot. Land offers more opportunities and more varieties of action.   


Quote
The Scorpion LAM's key paragraph is thus:
Stat-wise, it suffered from the Non-Functional Item (Conversion System) Trait to reflect this factor, which basically covers the system's inability to provide that boost in power LAM jump jets receive to achieve actual Thrust-grade acceleration. If kept to its canon, a Scorpion LAM would probably work like a normal Jump Jet-equipped BattleMech in space.

I don't remember seeing that in there but the conversion system giving a boost to the Jump Jets is pretty interesting and makes sense.


Quote
As to the Champion LAM:
Again, we see failure in the jets to get as much power as they should have on paper, as well as needing "only minor adjustments" after transformations, and the underlying structural weakening of conversions, which would still be a mass issue. Reflecting this again with the Nonfunctional Conversion System Quirk. It's hinted that one COULD fix the problem by increasing the conversion gear mass, though, so... hmmm. (No, Herb; that way lies madness!)

It hinted a heavier conversion gear would fix the problem?  >:D  Visually it'd make sense for both too. I still can't picture what the AirMech Mode for the Scorpion LAM would look like. I figured BiModal would work better for it. I'm not sure which mode the Champion LAM is in. AirMech or BattleMech? I'm leaning towards BattleMech but I can't see AirMech being all that different. BiModal would seem to work better for it too. At least as far as conversion goes.


Quote
Anyway, as to the buoyancy of water equating to the vacuum of space in cancelling out weight, it doesn't really work that way. Being surrounded by water on all sides actively slows you down because the water around you actively counters some of your mass. In space, there's nothing at all doing that. NASA more or less uses water training to get astronauts used to low grav walking (which tends to force one to hop about for short distances), and for reinforcing the sense of slow-motion one has to do in space in order to avoid too much inertia. Apparently, astronauts in space COULD try and move faster than they often seem to, but they do so at the risk of spinning out of control by actions as simple as raising their arm at the wrong moment. Strap rockets on your feet and back, and raise the total mass of your body and limbs to 60 tons, and you'll probably only magnify such problems by a couple orders of magnitude or so. (BTW, myomer musculature is actually part of the whole actuation system, so frayed muscles can be just as debilitating to a 'Mech's actuator as any blown joints.) Throw in the fact that you can spend half your time in a form where your thrust approaches four gees of acceleration, and inertial effects probably compound this matter enough to compromise the actuators and myomers of giant walking robots.

I know water slows things. I wouldn't want to try to move around with ligament or muscle problems but it does help joints. I could see mass moving about at zero g being a problem if it applied to all mechs but it doesn't. Moving about at 4 gees could be an issue though. I still think operating in space would be less hazardous than in an atmosphere. If they have a problem in an atmosphere they're in for a less than gentle landing.


Quote
The bottom line: For whatever reason, the materials science of the BT universe can't deal with the strain of transforming 'Mechs into jets past 55 tons without some mass-eating extras and reinforcements that were deemed impractical by the universe's engineers. (And I may be talking my way into madness here, as the Syberians CLEARLY rewrote their LAM playbooks to make other transformers...)

MADNESS!

- Herb


"mass-eating extras and reinforcements that were deemed impractical by the universe's engineers" sounds very interesting.  >:DAnd yes they did.   :thumbsup:


Hmm...Does Madness have cookies like the Dark Side?


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 06 July 2022, 00:33:07
Ergo my comments on this being madness. In thinking about the fact that the Syberian conversion systems tend to be heavier, I realized it COULD follow that they might be robust enough to deal with 60+ ton convertible aerospace units. But if I went that way, a LOT of AutoMechs would need total rewrites, and at this stage in the game, I'm just not up for that...

- Herb


Why not follow Superheavy Mechs' example? Double the weight for the conversion systems for Superheavy AutoMechs? Then have some cookies.  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 July 2022, 05:40:39

Why not follow Superheavy Mechs' example? Double the weight for the conversion systems for Superheavy AutoMechs? Then have some cookies.  ;D

That's 30 percent of your frame going into conversion, plus another 10% for your frame, then add engines, gyro, and control system, and what's left for armor and weaponry?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 06 July 2022, 06:21:49
That's 30 percent of your frame going into conversion, plus another 10% for your frame, then add engines, gyro, and control system, and what's left for armor and weaponry?
- Herb
External weaponry.   If you recall, not many actual Transformers had weapons built in.  They had hand-held weapons.  Optimus Prime had only the laser rifle, only built in weapon was the one-time ever seen energy Battle Ax.  Most of the Automechs had external hand held weapons.

So heavier conversion systems could be dealt with somewhat with everything being externally clamped to the outsider like a Robotech's Alpha Fighter gun being under slungged on its chassis or its later newer weapon between its arms. You have actual transformer planes with their arm mounted lasers being externally mounted on wing pylons.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 July 2022, 08:01:11
External weaponry.   If you recall, not many actual Transformers had weapons built in.  They had hand-held weapons.  Optimus Prime had only the laser rifle, only built in weapon was the one-time ever seen energy Battle Ax.  Most of the Automechs had external hand held weapons.

We've been representing those as jettison-capable and modular weapons Quirks. In my Endless Loop story, we see Primus Optimal do that with its Gauss rifle. Granted I show them doing it with the speed of a handheld weapon, but I'd handwave that as a benefit of the fully automated nature of AutoMech designs.

Quote
So heavier conversion systems could be dealt with somewhat with everything being externally clamped to the outsider like a Robotech's Alpha Fighter gun being under slungged on its chassis or its later newer weapon between its arms. You have actual transformer planes with their arm mounted lasers being externally mounted on wing pylons.

That might be an approach, but means the Syberian AutoMechs get one more advantage over LAMs in the ability to external-mount weapons.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 06 July 2022, 15:29:27
That's 30 percent of your frame going into conversion, plus another 10% for your frame, then add engines, gyro, and control system, and what's left for armor and weaponry?

- Herb


Not a lot but I'm going to guess they shouldn't be too powerful do to the original LAM rules. If that's too much though how about just adding 50% to the  conversion system? So if a standard conversion system is 15%, a superheavy conversion system would be 22.5 %? That'd be 13.5 tons for a 60 ton FighterMech compared to just 9 tons with 15%. It's a bit of an increase but not as much 30%.  It'd be a bit rough for 60 ton FighterMechs but weight is rough for 20 ton FighterMechs too. It wouldn't be as crippling to a 100 ton FighterMech.



External weaponry.   If you recall, not many actual Transformers had weapons built in.  They had hand-held weapons.  Optimus Prime had only the laser rifle, only built in weapon was the one-time ever seen energy Battle Ax.  Most of the Automechs had external hand held weapons.

So heavier conversion systems could be dealt with somewhat with everything being externally clamped to the outsider like a Robotech's Alpha Fighter gun being under slungged on its chassis or its later newer weapon between its arms. You have actual transformer planes with their arm mounted lasers being externally mounted on wing pylons.


I always presumed that those hand held weapons were carried internally but weren't available in vehicle mode. Like the shoulder mounted weapons on the cars. https://tfwiki.net/mediawiki/images2/0/0a/DiacloneBluestreakColours.jpg (https://tfwiki.net/mediawiki/images2/0/0a/DiacloneBluestreakColours.jpg)   Otherwise, where'd they come from?

Many Macross Valkyries have a port in the arms where the handle of the gun pod can be held when not held in the hand. You can see the arm mount for the VF-1's gun pod here. The gun pod is also a part of the Valkyrie's take off mass. Not empty weight. So it's kind of factored into everything unlike Battletech's hand held weapons which are completely external. I'm going to presume the Alpha has something similar.
http://www.macross2.net/m3/sdfmacross/vf-1a-valkyrie/vf-1-transformation2.gif (http://www.macross2.net/m3/sdfmacross/vf-1a-valkyrie/vf-1-transformation2.gif)


We've been representing those as jettison-capable and modular weapons Quirks. In my Endless Loop story, we see Primus Optimal do that with its Gauss rifle. Granted I show them doing it with the speed of a handheld weapon, but I'd handwave that as a benefit of the fully automated nature of AutoMech designs.

That might be an approach, but means the Syberian AutoMechs get one more advantage over LAMs in the ability to external-mount weapons.

- Herb


I don't know that I'd go completely external-mounted weapons since the drag would slow already slow LAMs down. This might be letting the Cat Girl out of her bag but when working on stats for the VF-1 we built things internally, like physical weapons, but we applied the open bomb bay rules to all the "external" items. Since the VF-1's only built in weapons are the head lasers, that's pretty much everything else they can carry. Their "external mounting" meant they could be hit and damaged without having to go through the armor first. Then we removed the limits for Jettison Capable weapons. We also had things linked together like the gun pod and ammo. Drop the gun and the ammo goes with it.

Linked items also had to be together on the record sheet. So the gun pod and ammo took 3 continuous lines on the right arm and we drew lines connecting them. That way we could mount the Armor and FAST Packs. Each group of linked items was Jettisoned as a single item. To fit everything in, we used maximum take off weight we could find for any VF-1 variant of 72 tons, and rounded it to 75. To be in keeping with Battletech's 5 ton increments. Plus the armor would have been even less. Total weight did end up varying a little between A and S variants ,but we didn't worry about that as it gave us room to upgrade to later models.. We really should get them all typed up and posted one day.



Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 July 2022, 15:29:23
Not a lot but I'm going to guess they shouldn't be too powerful do to the original LAM rules. If that's too much though how about just adding 50% to the  conversion system? So if a standard conversion system is 15%, a superheavy conversion system would be 22.5 %? That'd be 13.5 tons for a 60 ton FighterMech compared to just 9 tons with 15%. It's a bit of an increase but not as much 30%.  It'd be a bit rough for 60 ton FighterMechs but weight is rough for 20 ton FighterMechs too. It wouldn't be as crippling to a 100 ton FighterMech.

I've put one superheavy into this project as it is (the Fort Max/Omega Supreme ground mode analog), and didn't change its conversion system weight. So, wouldn't go that way.

Quote
I always presumed that those hand held weapons were carried internally but weren't available in vehicle mode. Like the shoulder mounted weapons on the cars.

That's how I've been treating them, yes.

Quote
Many Macross Valkyries have a port in the arms where the handle of the gun pod can be held when not held in the hand. You can see the arm mount for the VF-1's gun pod here. The gun pod is also a part of the Valkyrie's take off mass. Not empty weight. So it's kind of factored into everything unlike Battletech's hand held weapons which are completely external. I'm going to presume the Alpha has something similar.

From what I've seen in some animated sequences, the gun pod outright pops off during the transformation process, and the Veritech dramatically grabs it once it's completed its conversion--which is fine, I suppose, if you transform in about a second and have mecha that react and maneuver with the speed and agility of the human body...

But our Syberians are in the BattleTech universe, where things a lot slower, clunkier, and more robotic than Macross/Robotech goes, and that kind of thing would end up with gun pods dropping like bombs. I'm not much of a fan of parts-formers, which transform by basically disassembling themselves and popping themselves back together, including the dropping of their weapons, because I see that kind of thing as a feature that begs for trouble or asks for a bit of magic we just don't find much in real life. So, yeah, our Syberians are using jettison-capable weapons that are basically built into their hands, but capable of ejecting and being remounted as needed.

Quote
I don't know that I'd go completely external-mounted weapons since the drag would slow already slow LAMs down. This might be letting the Cat Girl out of her bag...

Shit! Now I suddenly have an idea on what to do with that story I thought up a few years back....

Anyway, yeah, I'm steering away from external-mounts for now, but there's technically no reason a Syberian couldn't just pick up and use a handheld weapon system as long as they have the actuators and musculature to do so. (Idea for that "mounted gun" feature in the War for/Fall of Cybertron games, where they basically amounted to the Cybertronian equivalent of an M-60.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 08 July 2022, 17:35:25
I've put one superheavy into this project as it is (the Fort Max/Omega Supreme ground mode analog), and didn't change its conversion system weight. So, wouldn't go that way.

Wasn't he an Emplacement Mech which can be up to 200 tons? Maybe, I'm using the wrong terms but with combat vehicles there's standard and there's superheavy. I was thinking the same could be for AutoMechs. FighterMechs weigh up to 55 tons have a standard conversion system. FighterMechs 60+ tons would have a superheavy conversion system. And so on.At least that was what I was thinking. Of course any Mech over 100 tons would still follow the rules for superheavies.


Quote
That's how I've been treating them, yes.

 :thumbsup:


Quote
From what I've seen in some animated sequences, the gun pod outright pops off during the transformation process, and the Veritech dramatically grabs it once it's completed its conversion--which is fine, I suppose, if you transform in about a second and have mecha that react and maneuver with the speed and agility of the human body...

But our Syberians are in the BattleTech universe, where things a lot slower, clunkier, and more robotic than Macross/Robotech goes, and that kind of thing would end up with gun pods dropping like bombs. I'm not much of a fan of parts-formers, which transform by basically disassembling themselves and popping themselves back together, including the dropping of their weapons, because I see that kind of thing as a feature that begs for trouble or asks for a bit of magic we just don't find much in real life. So, yeah, our Syberians are using jettison-capable weapons that are basically built into their hands, but capable of ejecting and being remounted as needed.

I agree. Battletech isn't that fast. I also don't like it when parts drop off and pop back on, or disappear and reappear. The point was, like you said, they're built in, and for Syberians, already being held in the hand. It's just sometimes, the weapon isn't usable in one mode. Like Primus's axe in vehicle mode. Although, I have seen pics of an Autobot with a robot arm sticking out of the back shooting at a Decepticon Jet. So maybe it does work in vehicle mode? Maybe he was a logging truck in a previous life?

Now that I think about i though, sometimes guns could be mounted on the outside of the vehicle, so I guess drop and pick up could work. It would be limiting though since they'd have to stop and be an easier target. Plus if they drop the weapon someone else could pick it up and use it against them.

Quote
Shit! Now I suddenly have an idea on what to do with that story I thought up a few years back....

That's good. :)



Quote
Anyway, yeah, I'm steering away from external-mounts for now, but there's technically no reason a Syberian couldn't just pick up and use a handheld weapon system as long as they have the actuators and musculature to do so. (Idea for that "mounted gun" feature in the War for/Fall of Cybertron games, where they basically amounted to the Cybertronian equivalent of an M-60.)

- Herb

No problem. :) I'm not sure if completely external weapons, hand-helds aside, would be a good idea. I was just trying to show how a built in weapon could be made to look external. I haven't played those games but it sounds cool. :)


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 July 2022, 15:25:21
I've got world building question and a mech construction one. I'm presuming there are highways and roads within and connecting the various the various factions from before the world fell to war. The AutoMechs would still want to get around their own territory and visit friendly ones. If there's TrainMechs, would there also be rail lines or would the TrainMechs just travel over the roads? If yes to rail lines, would any of the TrainMechs be Maglevs or just wheeled?

Thanks :)


Edit
Was there an example of a HoverMech that I missed?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 July 2022, 18:38:25
I've got world building question and a mech construction one. I'm presuming there are highways and roads within and connecting the various the various factions from before the world fell to war. The AutoMechs would still want to get around their own territory and visit friendly ones. If there's TrainMechs, would there also be rail lines or would the TrainMechs just travel over the roads? If yes to rail lines, would any of the TrainMechs be Maglevs or just wheeled?

There are roads and highways, but a great many of them outside of held territories are likely more rubble-y than not. (The convertible AutoMechs with vehicle forms are off-road capable by default, BTW.) Rail systems, if any, would be for non-convertible "non-Mech AutoMechs," though. There are no TrainMechs.

Quote
Was there an example of a HoverMech that I missed?

Seaspray's and Blurr's AutoMech equivalents are HoverMechs.

Here's Blurr (Blurry Beetle):

Code: [Select]
Type: Beetle II
Technology Base: Syberian (Experimental)
Tonnage: 35

Equipment Mass
Internal Structure: 3.5
Conversion Eqpt: Hover 5.5
Engine: 210 9
Walking MP: 6
Running MP: 9
Jumping MP: 0
Hover Cruise MP: 8
Hover Flank MP: 12
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: AutoMech 3
Armor Factor: 96 6
Internal Armor
Structure Value
Head 3 9
Center Torso 11 12
Center Torso (rear) 7
R/L Torso 8 10
R/L Torso (rear) 5
R/L Arms 6 9
R/L Legs 8 10

Fixed Components Location Critical Tonnage
Conversion Gear RL/LL 2 0
Hover Fans RA/RL/LA/LL 4 0
2 Double Heat Sinks RT/LT 6 0

Weapons and Ammo Location Critical Tonnage
Common Configuration
ER Large Laser RA 2 5

Notes: No turret in Vehicle Mode; Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Hover Vehicle Conversion), Compact ’Mech, Improved Sensors, Modular Weapons, Jettison-Capable Weapons (Hands).

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 July 2022, 19:22:51
There are roads and highways, but a great many of them outside of held territories are likely more rubble-y than not. (The convertible AutoMechs with vehicle forms are off-road capable by default, BTW.) Rail systems, if any, would be for non-convertible "non-Mech AutoMechs," though. There are no TrainMechs.

So Astrotrain type Drones would have only a single mode as either a Dropship or a Locomotive, or if convertible either an AeroFighterMech or a WheeledMech made to look like a shuttle or a locomotive?


Quote

Seaspray's and Blurr's AutoMech equivalents are HoverMechs.

Here's Blurr (Blurry Beetle):


So I did miss one!  xp
Thanks :)


Code: [Select]
Type: Beetle II
Technology Base: Syberian (Experimental)
Tonnage: 35
(snip)

Very cool!  :thumbsup:



Another silly question, if the Syberian Drone's creators made Drones to look like animals, would they have also made them to look like plants? I just saw this guy https://tfwiki.net/wiki/Flytrap and a few others and wondered. They could be a variant of the BeastMech or Emplacement type drones.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 July 2022, 20:20:33
So Astrotrain type Drones would have only a single mode as either a Dropship or a Locomotive, or if convertible either an AeroFighterMech or a WheeledMech made to look like a shuttle or a locomotive?

Star Train (Astrotrain) has two identities on Syberia. One is a Leader-class WheelMech (covering the train-like form, but one that doesn't need rails), and the other is a DropShip.

Quote
Another silly question, if the Syberian Drone's creators made Drones to look like animals, would they have also made them to look like plants? I just saw this guy https://tfwiki.net/wiki/Flytrap and a few others and wondered. They could be a variant of the BeastMech or Emplacement type drones.

Flytrap wasn't immobile, so he'd probably get a monstrous BeastMech translation here. A stationary "PlantMech" would be an EmplacementMech translation. You may notice that the flying beast Mechs we have are built as FighterMechs and VTOLMechs; they just got animal/monster makeovers. The PresiDom faction on Syberia uses bizarre monstrous forms, while the InterSectCon and AxiMaL use more "terrestrial" forms.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 13 July 2022, 21:22:08
I'm highly amused as Syberian tech and mechs crosses over very easily to other Japanese transforming series, many of which use other non-military vehicles, like trains, police cars and construction vehicles.  Been playing alot of Super Robot Wars 30 lately and a number of the robots from Brave Police J-Decker seem to share art.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 14 July 2022, 00:14:57
Flytrap wasn't immobile, so he'd probably get a monstrous BeastMech translation here. A stationary "PlantMech" would be an EmplacementMech translation. You may notice that the flying beast Mechs we have are built as FighterMechs and VTOLMechs; they just got animal/monster makeovers. The PresiDom faction on Syberia uses bizarre monstrous forms, while the InterSectCon and AxiMaL use more "terrestrial" forms.
yeah, "plantformers" would be really hard to adapt over. if i ever tried to tackle Botanica (https://tfwiki.net/wiki/Botanica_(BM)) from Beast machines for example, i'd probably drop the entire transforming aspect since it didn't really give much to work with in BT (and her weapons are all similarly "out of box" things), and instead make it a class of Industrialmech grade agricultural support mech. possibly named the Treant class after the tongue in cheek "ask vector prime" examples of other plant form transformers. (https://tfwiki.net/wiki/Treant_Troop)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 July 2022, 02:11:16
Slightly off topic, but this just came up from a site I get models from:

https://www.1999.co.jp/eng/m/image/10902258
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 14 July 2022, 05:43:04
What the heck? ???
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 14 July 2022, 05:52:04
My Eyes.... xp
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 July 2022, 13:10:52
Star Train (Astrotrain) has two identities on Syberia. One is a Leader-class WheelMech (covering the train-like form, but one that doesn't need rails), and the other is a DropShip.

Flytrap wasn't immobile, so he'd probably get a monstrous BeastMech translation here. A stationary "PlantMech" would be an EmplacementMech translation. You may notice that the flying beast Mechs we have are built as FighterMechs and VTOLMechs; they just got animal/monster makeovers. The PresiDom faction on Syberia uses bizarre monstrous forms, while the InterSectCon and AxiMaL use more "terrestrial" forms.

- Herb

Cool! Wheeled mech they are!  :thumbsup:

and Cool! I did notice that flying BeastMechs were built FighterMechs and VTOLMechs. That's why I was wondering if PlantMechs would be builtas BeastMech and EmplacementMech.:thumbsup: 

Thanks :)  :thumbsup:



I'm highly amused as Syberian tech and mechs crosses over very easily to other Japanese transforming series, many of which use other non-military vehicles, like trains, police cars and construction vehicles.  Been playing alot of Super Robot Wars 30 lately and a number of the robots from Brave Police J-Decker seem to share art.

I think it's great that Syberian tech and mechs can cross over so well. I haven't seen Brave Police J-Decker but it looks cool. I'll have to see if I can check it out.


yeah, "plantformers" would be really hard to adapt over. if i ever tried to tackle Botanica (https://tfwiki.net/wiki/Botanica_(BM)) from Beast machines for example, i'd probably drop the entire transforming aspect since it didn't really give much to work with in BT (and her weapons are all similarly "out of box" things), and instead make it a class of Industrialmech grade agricultural support mech. possibly named the Treant class after the tongue in cheek "ask vector prime" examples of other plant form transformers. (https://tfwiki.net/wiki/Treant_Troop)


Yeah, Botanica doesn't look like she'd be easy to do. I'd probably go with the others. They look more like transformers, if a bit goofy.


Slightly off topic, but this just came up from a site I get models from:

https://www.1999.co.jp/eng/m/image/10902258

Whaaaa?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 July 2022, 17:23:44
Beachcomber and Full Tilt are up!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 14 July 2022, 21:22:27
Slightly off topic, but this just came up from a site I get models from:

https://www.1999.co.jp/eng/m/image/10902258
After thinking about it, this is the logical conclusion of the war.  They repopulated the humans with themselves!  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 July 2022, 21:28:20
Beachcomber and Full Tilt are up!

And they look fantastic!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 16 July 2022, 18:01:05
Beachcomber and Full Tilt are up!


Where Im missing where it is??
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 16 July 2022, 18:04:24
They're in the miniatures subforum...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 17 July 2022, 02:17:56
sorry to add an extra unit but i decided to give it a go..
---------------------------------------------

The Saurus class bestial automech is a PresiDom exclusive design, and a rare one at that. Outwardly it is similar in gross physical form to the Grimdark class Beastmech, but the fauxflesh conceals a very different machine, and one that is arguably more advanced. Which design came first is unknown, and it is likely that even both the Presidential Domains and Barony of Grim do not now know whether the two designs were related, or merely a case convergent design. The Saurus make use of standard mech structure and engines, with slightly inferior protection than the more mechanistic Grimdark class. however the Saurus class is clearly designed more for mobility, with a 300 rated engine and MASC technology giving it greatly increased ground speed in both mech and quad modes. in terms of firepower it is less potent, possessing Tail useable in bestial mode, a single arm mounted Snub PPC with its firing aperture located within robust melee Claw, and a quartet of small lasers, curiously mounted in pairs in its legs. more notable however is the large shield mounted in its opposite arm, which establishes the focus of this automech's weaponry is not in direct assault, as much as self defense, to protect its most valuable tool, five tons of communications equipment by which it coordinates PresiDom units under its command. for the Saurus class of beastmech is seen almost exclusively as a leader type unit, Indeed one unit, calling himself "MechaSaurus" has become recognized as the faction's chief commander after a long career. Devious, Egotistic, with a tendency to almost vaudevillian melodrama, MechaSaurus often takes direct command on the frontlines, frequently leading the PresiDom forces on raids of AxiMaL facilities to steal resources.



Code: [Select]
Mechasaurus

Mass: 100 tons
Chassis: Standard Biped
Power Plant: 300 Fusion
Cruising Speed: 21.6 kph
Maximum Speed: 43.2 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     4 Small Laser
     1 Snub-Nose PPC
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-E
Cost: 11,850,000 C-bills

Type: Mechasaurus
Technology Base: Inner Sphere (Experimental)
Tonnage: 100
Battle Value: 877

Equipment                                          Mass
Internal Structure                                   10
Engine                        300 Fusion             19
Walking MP: 2
Running MP: 3(4)
Jumping MP: 0
Heat Sink                     16                      6
Gyro                                                  3
Cockpit                                               3
Conversion Gear                                  5
Armor Factor                  0                      17

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            31        38   
     Center Torso (rear)               13   
     R/L Torso               21        28   
     R/L Torso (rear)                  10   
     R/L Arm                 17        34   
     R/L Leg                 21        34   


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

Weapons
and Ammo                   Location  Critical   Heat    Tonnage
2 Small Lasers                LL        2        1       1.0   
2 Heat Sinks                  RT        2        -       2.0   
Communications Equipment      RT        5        -       5.0   
Shield                        LA        7        -       6.0   
MASC                          LT        5        -       5.0   
2 Heat Sinks                  LT        2        -       2.0   
2 Small Lasers                RL        2        1       1.0   
Snub-Nose PPC                 RA        2        10      6.0   
Claw                          RA        7        -       7.0   
Tail (quad mode)              RA        2        0      6.0


(also i really wish someone would add the Syberian stuff to Megamek)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 July 2022, 08:42:45
sorry to add an extra unit but i decided to give it a go..
---------------------------------------------

The Saurus class bestial automech is a PresiDom exclusive design, and a rare one at that. Outwardly it is similar in gross physical form to the Grimdark class Beastmech, but the fauxflesh conceals a very different machine, and one that is arguably more advanced. <snip>

Huh! Based on your idea that they'd be smaller, I made my version--which I dubbed the Tyrannis--at 70 tons.

As the one who gave us most of the Beast Wars expies, I'm okay with swapping out my Tyrannis for your MechaSaurus.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 17 July 2022, 09:32:59

Seaspray's and Blurr's AutoMech equivalents are HoverMechs.

Here's Blurr (Blurry Beetle):

Code: [Select]
Type: Beetle II
Technology Base: Syberian (Experimental)
Tonnage: 35

Equipment Mass
Internal Structure: 3.5
Conversion Eqpt: Hover 5.5
Engine: 210 9
Walking MP: 6
Running MP: 9
Jumping MP: 0
Hover Cruise MP: 8
Hover Flank MP: 12
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: AutoMech 3
Armor Factor: 96 6
Internal Armor
Structure Value
Head 3 9
Center Torso 11 12
Center Torso (rear) 7
R/L Torso 8 10
R/L Torso (rear) 5
R/L Arms 6 9
R/L Legs 8 10

Fixed Components Location Critical Tonnage
Conversion Gear RL/LL 2 0
Hover Fans RA/RL/LA/LL 4 0
2 Double Heat Sinks RT/LT 6 0

Weapons and Ammo Location Critical Tonnage
Common Configuration
ER Large Laser RA 2 5

Notes: No turret in Vehicle Mode; Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Hover Vehicle Conversion), Compact ’Mech, Improved Sensors, Modular Weapons, Jettison-Capable Weapons (Hands).

- Herb
Does Blurry have a small shield? usually it's part of the nose.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 17 July 2022, 09:35:15
Herb, what do you think about the Banshee 11X / Neptune for HMS Alliance / Deepdive, Astro-sinker, Diveplane?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 July 2022, 13:15:53
Does Blurry have a small shield? usually it's part of the nose.

I mean, I *could* give it one, but it would come with a significant downgrade in firepower. I'd have to swap its large laser for a snubby or something to make room for a small shield. I don't think the shield came much into use in any of Blurr's fictional appearances (cartoon or comics). Could easily be wrong, though. (A perusal of the tfwiki shows most of Blurr's toys had some form of shield, but not all; a search for the word "shield" on his character page also came up empty on its in-fiction usage.)

Herb, what do you think about the Banshee 11X / Neptune for HMS Alliance / Deepdive, Astro-sinker, Diveplane?

Any particular reason for the Banshee 11X there?

I have a 55-tonner with a Neptune vehicle mode already in play--representing one of Six-shot's alt modes (apparently his gun mode is now a "submarine" mode, simply by being inverted)--and could easily integrate these three in that class, but I used the Crusader-5K for that 'Mech. With Banshees also appearing as alternate Mech forms of the Leader class (one represents Rodimus Prime, and the other is Astrotrain), there's no reason they can't also be alternative Mech forms for my 55-ton Ironfish model. Just wondering how you came to the 11X?

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 17 July 2022, 13:38:43
Felt like an appropriate overall look from some of the art i was perusing.  I was finding concept art for HMS alliance and it was a.big hulking looking robot with a snorkel face that I felt could be proxied well with the Banshee 11X
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 July 2022, 14:06:46
Felt like an appropriate overall look from some of the art i was perusing.  I was finding concept art for HMS alliance and it was a.big hulking looking robot with a snorkel face that I felt could be proxied well with the Banshee 11X

Really? *looks* Hmmm. She looks impressive, but she's also rounded all over the place. The Banshee-11X is a bit bricky compared to that, methinks.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 17 July 2022, 14:13:44
That's what a modified Neptune hull and putty is for  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 July 2022, 14:49:21
That's what a modified Neptune hull and putty is for  :D

hehehe. Well, if you really want to use the Banshee-11X, I won't stop you. Those three models will get those specs, then.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 17 July 2022, 20:58:38
Huh! Based on your idea that they'd be smaller, I made my version--which I dubbed the Tyrannis--at 70 tons.

As the one who gave us most of the Beast Wars expies, I'm okay with swapping out my Tyrannis for your MechaSaurus.

- Herb
no reason why you couldn't have both running around. perhaps the 70 tonner could be the Dinobot type. :)

and i'm drawing as much on the "war for cybertron: kingdom" series as i am from beast wars itself.. Beast wars had all of the maximals and decepticons being about the size of soundwave's 'cassette' bots (with Ravage even making a guest appearance), making them much much smaller than their G1 predecessors, but Kingdom has them somewhat closer to each other in size, with some of them being fairly close to the same size*. for Syberia it made more sense to lean more towards the Kingdom depiction. especially since the Beast wars series was never very good at sticking to consistent sizes.


*Rhinox dwarfing Hound (https://www.youtube.com/watch?v=yr1CCZS1v-0) for example, and BW Megatron being nearly the same size as G1 megatron (https://www.youtube.com/watch?v=7eTGpWPPbqM). compare to the Beast Wars version of the scale difference for the Optimuses (https://www.youtube.com/watch?v=3NtaL2j2eVg) and and the Megatrons (https://www.youtube.com/watch?v=wnK0x2r_ZMw)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 July 2022, 21:55:41
Herb, what do you think about the Banshee 11X / Neptune for HMS Alliance / Deepdive, Astro-sinker, Diveplane?

Deepdive, it seems, has at least one toy that shared a model with Seaspray, and so I made him the Coaster-class HoverMech.

The others I'll add to the Ironfish class, though.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 17 July 2022, 22:14:35
The Skorpios is one of the PresiDom 'trooper' designs seen in large numbers, yet it is highly unconventional design that does not follow conventional combat design logic, leading one to assume that it originally was designed for a less frontline role. It is slow, not particularly well armored, and has limited ranged firepower with only a pair of SRM two packs in the arms, and a pair of melee claws. It also devotes mass to largely cosmetic additional legs and a tail in 'beastmech' mode, apparently designed to render it visually similar to a native scorpion like arthropod. Where the Skorpios falls short in direct combat however it makes up in flexibility, containing drone control hardware allowing it to command a swarm of smaller units, and 8 tons of storage racks distributed across the Mech's arms and torsos for the carriage of smaller drones, allowing the Skorpios to control a wider part of the battlefield than a single mech would be capable of, as well as act as a cargo carrier during raids. It posesses two known smaller drones, each also with an arthropod visual theme, the Flydrone VTOL and the Mite Quad BA-drone, which while limited in firepower can be carried in number.


Code: [Select]
Skorpios Bestial Automech

Mass: 60 tons
Chassis: Standard Biped
Power Plant: 240 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     2 SRM 2
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-F
Cost: 4,272,000 C-bills

Type: Skorpios
Technology Base: Inner Sphere (Advanced)
Tonnage: 60
Battle Value: 708

Equipment                                          Mass
Internal Structure                                    6
Engine                        180 Fusion              7
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  2
Cockpit                                               3
Armor Factor                  128                     8

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            20        17   
     Center Torso (rear)               6     
     R/L Torso               14        14   
     R/L Torso (rear)                  4     
     R/L Arm                 10        15   
     R/L Leg                 14        15   

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

Weapons
and Ammo                       Location  Critical   Heat    Tonnage
Cargo                             RT        2        -       2.0   
Additional Leg                    RT        1        -       1.0   
Additional Leg                    RT        1        -       1.0   
SRM 2 Ammo (50)                   RT        1        -       1.0   
Remote Drone Command Console      RT        1        -       2.0   
Cargo                             LA        2        -       2.0   
SRM 2                             LA        1        2       1.0   
Claw                              LA        4        -       4.0   
Cargo                             LT        2        -       2.0   
Additional Leg                    LT        1        -       1.0   
Additional Leg                    LT        1        -       1.0     
Heat Sink                         LT        1        -       1.0   
Remote Drone Command Console      LT        1        -       2.0   
SRM 2                             RA        1        2       1.0   
Cargo                             RA        2        -       2.0   
Claw                              RA        4        -       4.0   
Tail (beast)                      CT        2        -       6.0


Code: [Select]
FlyDrone Support VTOL
<p>
<b>Mass: </b>2 tons<br/>

<b>Movement Type: </b>VTOL<br/>

<b>Power Plant: </b> Fuel Cell<br/>
<b>Cruising Speed: </b>75.6 kph<br/>
<b>Maximum Speed: </b>118.8 kph<br/>
<b>Armor: </b>BAR 2</b><br/>
<b>Armament:</b><br/>
  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1 Particle Cannon (Semi-Portable)<br/>


<b>Communication System: </b>Unknown<br/>
<b>Targeting & Tracking System: </b>Unknown<br/>
<b>Introduction Year:</b> 3145<br/>
<b>Tech Rating/Availability:</b> E/X-X-X-E<br/>
<b>Cost:</b> 43,440 C-bills<br/>
</p>




 
Type: FlyDrone
Chassis Type: VTOL (Small)
Technology Base: Inner Sphere (Advanced)
Mass: 2,000 kg
Battle Value: 14

Equipment                                         Mass (kg)
Chassis/Controls                                  925.0
Engine/Trans.                                     212.0
    Cruise MP:7
Flank MP:11
Heat Sinks                    0                     0.0
Fuel                                                4.0
Armor Factor (BAR 2)          6                    78.0

                          Internal   Armor   
                          Structure  Value   
     Front                   1         2     
     R/L Side               1/1       1/1   
     Rear                    1         1     
     Rotor                   1         1     


Weapons
and Ammo              Location    Tonnage   
Particle Cannon        Front        40.0   

Cargo
    None

Notes:
Features Environmental Sealing Chassis and Controls Modification
Manipulator(2; 10 kg each)
Drone Operating System(700 kg)


Code: [Select]
Mite DroneArmor
Type: Mite
Manufacturer: Unknown
    Primary Factory: Unknown

Tech Base: Inner Sphere (Standard)
Chassis Type:  Quad
Weight Class: Light
Maximum Weight: 750 kg
Battle Value: 87
Swarm/Leg Attack/Mechanized/AP: No/No/No/No
</p>

Equipment                                     Slots      Mass
Chassis:                                               100 kg
Motive System:                                               
     Ground MP:          5                              90 kg
     Jump MP:            0                               0 kg
Manipulators:                                                 
    Left Arm:            None                            0 kg
    Right Arm:           None                            0 kg
Armor:                   Standard (Basic)       0      100 kg
    Armor Value:         3 (Trooper)                         

                                         Slots           
Weapons and Equipment         Location (Capacity)   Mass 
Small Laser                     Body       1       200 kg

(since MML doesn't allow for single BA design or PAL weight quads, i went with a light quad BA nad just kept the mass down to .5 tons each, allowing a full 4 suit squad to be carried in each of the drone bays of the mech.

in the series Scorponok never had any drone other than the 'cyberbee' (which is turned into a fly because on the toys it often looked like one) but i saw potential for a micro-drone carrier focus and decided to run with it, remembering that scorpions sometimes play host to parasitic mites. given that when docked there is no reason why you couldn't recharge the battery packs for the drones, it could probably get away with running a double load of drones and cycling them in and out of the storage bays when not in combat. (and then send all of them out once combat starts)

the beast form of this would have 8 legs. no way to have actual scorpion layout so i went with a native lifeform.. perhaps the native bugs just have dual use claws on the front walking legs. the tail was to get the scorpion tail thing, also gives it some melee options in quad mode when the claws aren't available. though i mostly see the quad mode being used for rough terrain mobility, and perhaps to help cart off cargo externally.

i fluffed it as a "sort of trooper" since in WFC:Kingdom scorponok was used as the 'generic minion' model for the Predacons, with at least a half dozen of them seen.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 17 July 2022, 23:33:16
The Mesothelae class is the other main trooper design of the PresiDom's, and shows a marked family resemblance to the Skorpios, sharing mostly the same chassis and appearance, except with a more spider like visual design. Designed to be a straight combat unit, it combines an array of machineguns in the torso's for point blank critseeking with an arm mounted class 10 autocannon for ranged firepower. This all ballistic weapons load however limits its operational endurance, a flaw found with several other PresiDom units.




Code: [Select]
Mesothelae Bestial Automech

Mass: 60 tons
Chassis: Standard Biped
Power Plant: 240 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     8 Machine Gun
     1 AC/10
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-D
Cost: 4,442,560 C-bills

Type: Mesothelae
Technology Base: Inner Sphere (Standard)
Tonnage: 60
Battle Value: 829

Equipment                                          Mass
Internal Structure                                    6
Engine                        240 Fusion           11.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  3
Cockpit                                               3
Armor Factor                  168                  10.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            20        23   
     Center Torso (rear)               8     
     R/L Torso               14        19   
     R/L Torso (rear)                  5     
     R/L Arm                 10        20   
     R/L Leg                 14        20   


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

Weapons
and Ammo                 Location  Critical   Heat    Tonnage
4 Machine Guns              RT        4        0       2.0   
2 Additional Legs           RT        2        -       2.0   
AC/10 Ammo (20)             RT        2        -       2.0   
Heat Sink                   RT        1        -       1.0   
Machine Gun Ammo (200)      LT        1        -       1.0   
4 Machine Guns              LT        4        0       2.0   
2 Additional Legs           LT        2        -       2.0   
AC/10                       RA        7        3       12.0 


and that should cover just about all of the units for both sides. Terrorsaur works as a Seeker class with its lasers switched to torso mounts, and i don't see how Inferno is worth tackling. (honestly, a pyromaniac ant with a rocket butt and flamethrower was a weird design to start)
and as neat as some of the later 'fuzors' and transmetals characters were in the show, they were kinda silly concepts and clearly just a plot to sell more toys. and they're pretty much impossible too build in BT anyway.

Tarantulas didn't appear in WFC:Kingdom, probably for the best honeslty, but he fits well into a syberian take as a general trooper design. i basically hybridized his season 1 spider form with the weapons placement off his season 2 transmetal due to crit issues. as i did these a theme came out where while the PresiDom units are heavier than the Aximals, they largely aren't packing that much better firepower over all, and faced with the Aximal's greater mobility the sides would end up more even than it might seem.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 19 July 2022, 21:10:44
it has been pionted out to me that using the optional rules for variable weight BA squad carriage, light suits all count as .5 tons.. even though the suits themselves can weight up to .75 tons. so in theory i could boost the armor and firepower of the Mite drones.

(playing around, could fit a support PPC instead of the Small laser and up the armor to 6 points. giving it better range and protection)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 24 July 2022, 13:53:11
Where are Seaspray's stats again?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 July 2022, 14:28:54
Coaster (Hover AutoMech)

 
Summary
Although the Coaster AutoMech is one of the few known units on Syberia designed to convert into a hovercraft mode, the AutoBoP faction prefers to use this particular model mainly around coastlines and over water....





Code: [Select]
Type: Coaster
Technology Base: Syberian (Experimental)
Tonnage: 55

Equipment Mass
Internal Structure: 5.5
Conversion Eqpt: Wheeled 8.5
Engine: 275 15.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Hover Cruise MP: 7
Hover Flank MP: 11
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: AutoMech 3
Armor Factor: 120 7.5
Internal Armor
Structure Value
Head 3 9
Center Torso 18 15
Center Torso (rear) 8
R/L Torso 13 12
R/L Torso (rear) 6
R/L Arms 9 12
R/L Legs 13 14

Fixed Components Location Critical Mass
Conversion Gear RA/RL/LA/LL 4 0
Hover Fans RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Mass
Common Configuration
Streak SRM-6 RA 2 4.5
Ammo (Streak SRM-6) 15 RA 1 1
CASE RT 1 0.5
CASE LT 1 0.5
Streak SRM-6 LA 2 4.5
Ammo (Streak SRM-6) 15 LA 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion), Improved Sensors, Modular Weapons, Jettison-Capable Weapons (Hands).


Notable Coasters:
Coaster Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Coast Diver Common ArtilleryMech Reg (5/4) Infantry Axman-2N/Maxim Hovertank
Sea Coaster Common ReconMech Elt (1/0) Scout Axman-2N/Maxim Hovertank
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 24 July 2022, 14:31:36
Thanks!  Wanted to figure out how to rebuild the turret of the Maxim.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 24 July 2022, 19:03:45
That's different. So it only fires from it's broadsides?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 July 2022, 22:38:36
That's different. So it only fires from it's broadsides?

Nope. If a vehicle AutoMech has a turret in its vehicle mode (which the Coaster does), the 'Mech's arms, head, and rear center torso facings all receive the turret firing arc. Those SRMs thus get a 360-degree field of fire.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 25 July 2022, 01:25:06
Seaspray preview.  Was originally going to do more with the vee mode, but couldn't figure out anything good with the parts I currently have on hand aside from the SRM turret.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 July 2022, 09:17:14
Looking good! (Although, honestly, I picked the 2N because I felt those missile tubes best approximated Seaspray's prop motors, in terms of placement.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 31 July 2022, 20:11:09
Ok, gonna call this one Deepdive, need more Deceptions to balance out my Autobots
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 31 July 2022, 22:19:10
Too bad this can't count.  This was made by a fan (https://youtu.be/fPWnVuIHv8M), released 20 days ago roughly.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 August 2022, 00:34:21
Too bad this can't count.  This was made by a fan (https://youtu.be/fPWnVuIHv8M), released 20 days ago roughly.

Saw that. It's awesome!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 01 August 2022, 00:55:50
too bad we can't really do a proper flying MechaTankus. though if we we were i'd say the Transformers Prime version would be more BT-compatible. (honestly, the F-117 mode just doesn't feel right for G1 Megatron.)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 01 August 2022, 03:48:32
Ok, gonna call this one Deepdive, need more Deceptions to balance out my Autobots


I can't remember. Has Misfire been done?
https://tfwiki.net/wiki/Misfire (https://tfwiki.net/wiki/Misfire)
The Valkyrie might work for MechMode and the Samurai for Fighter Mode if the mini is available.


Out of curiosity have you looked at any of the Renegades from GoBots? They're They are Transformers now.

The Stinger Mech might work for Night Fright in MechMode. I'm not sure which VTOL has a mini though.
http://gbwiki.shoutwiki.com/wiki/Night_Fright

Is it just me or does the animated version of Ace kind of look like a Jagermech with a face and rotor?  http://gbwiki.shoutwiki.com/wiki/Ace


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 01 August 2022, 04:15:53
I still say that a gobot is just a syberian automech who had its brain ripped out by Manei Domini to mount a VDNI equipped cockpit. :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 01 August 2022, 04:25:18
I still say that a gobot is just a syberian automech who had its brain ripped out by Manei Domini to mount a VDNI equipped cockpit. :)

lol ;D


Wasp and Stuka for Triggerhappy?
https://tfwiki.net/wiki/Triggerhappy_(G1)#Toys (https://tfwiki.net/wiki/Triggerhappy_(G1)#Toys)

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 August 2022, 13:39:10
lol ;D


Wasp and Stuka for Triggerhappy?
https://tfwiki.net/wiki/Triggerhappy_(G1)#Toys (https://tfwiki.net/wiki/Triggerhappy_(G1)#Toys)

I actually have Tiggerhappy as a Seeker class (he transforms different, but the body parts all basically end up in the same places between modes).


I can't remember. Has Misfire been done?
https://tfwiki.net/wiki/Misfire (https://tfwiki.net/wiki/Misfire)
The Valkyrie might work for MechMode and the Samurai for Fighter Mode if the mini is available.

Misfire also became a Seeker class, but holds a distinction from the others that his alt mode is a Gotha instead of a Mechbuster.

Quote
Out of curiosity have you looked at any of the Renegades from GoBots? They're They are Transformers now.

Nope, because so far as I can tell, the GoBots are being treated as alt universe Transformers...and I rather disliked their general aesthetic, which I often felt was TOO clunky and unrefined.

too bad we can't really do a proper flying MechaTankus. though if we we were i'd say the Transformers Prime version would be more BT-compatible. (honestly, the F-117 mode just doesn't feel right for G1 Megatron.)

Hey, I made a Lugnut expy; just because it won't be a 100-tonner, doesn't mean it's gotta look small, either.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 01 August 2022, 15:08:15
I actually have Tiggerhappy as a Seeker class (he transforms different, but the body parts all basically end up in the same places between modes).

Misfire also became a Seeker class, but holds a distinction from the others that his alt mode is a Gotha instead of a Mechbuster.

That's cool. Sorry I couldn't remember or find them in the spreadsheet. How about Slugslinger? If it hasn't, Pixie Hawk and Gotha?

Scrapmetal?  Phoenix Scorpion or Fire Scorpion and Shadow Hawk?
https://tfwiki.net/wiki/Scrapmetal_(race)

Thunderhead? Tarantula or Stalking Spider 2 for "beast mode" I want to say Hammerhands for MechMode but I'm not sure.
https://tfwiki.net/wiki/Thunderhead

Have the Tetrajet Seekers been covered? Can't remember.  :-[
https://tfwiki.net/wiki/File:WFCT-toy_SparklessSeeker.jpg

Megatron with a Demolisher altmode?
https://tfwiki.net/wiki/File:CV-toy_RollCombine_Megatron.jpg

Quote
Nope, because so far as I can tell, the GoBots are being treated as alt universe Transformers...and I rather disliked their general aesthetic, which I often felt was TOO clunky and unrefined.

That's cool. I suppose most are clunky and unrefined although I do like some better than their Transformers versions.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 01 August 2022, 16:53:30
Since we already have most of the rules for transforming Mechs, how about Veh-Veh (https://www.youtube.com/watch?v=1K7WYAC4H8g) conversion rules?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 August 2022, 19:54:35
Since we already have most of the rules for transforming Mechs, how about Veh-Veh (https://www.youtube.com/watch?v=1K7WYAC4H8g) conversion rules?

Could be something the human Syberians used, before they all died. Or could be something seen elsewhere. But I'd leave them to you.

That's cool. Sorry I couldn't remember or find them in the spreadsheet. How about Slugslinger? If it hasn't, Pixie Hawk and Gotha?

Scrapmetal?  Phoenix Scorpion or Fire Scorpion and Shadow Hawk?
https://tfwiki.net/wiki/Scrapmetal_(race)

Thunderhead? Tarantula or Stalking Spider 2 for "beast mode" I want to say Hammerhands for MechMode but I'm not sure.
https://tfwiki.net/wiki/Thunderhead

Have the Tetrajet Seekers been covered? Can't remember.  :-[
https://tfwiki.net/wiki/File:WFCT-toy_SparklessSeeker.jpg

Megatron with a Demolisher altmode?
https://tfwiki.net/wiki/File:CV-toy_RollCombine_Megatron.jpg

That's cool. I suppose most are clunky and unrefined although I do like some better than their Transformers versions.

A lot of those would basically be minis swaps; no need for new stats to go with them. The tetrajets would likely use Corsairs as a starting point. That Demolisher-tank-Megatron would just be Mechatankus again. The Scrapmetals look like they'd get Seeker bodies in biped form (they look so similar that way, to me), and Scorpion/Fire Scorpion bodies in quad (BestialMechs with decidedly non-bestial aesthetics), sure. Thunderhead...could be another Scrapmetal, or an H-tank model, given how its legs seem to double as tracks in quad mode. Depends on how you want to play it.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 August 2022, 00:07:17
Since we already have most of the rules for transforming Mechs, how about Veh-Veh (https://www.youtube.com/watch?v=1K7WYAC4H8g) conversion rules?
Could be something the human Syberians used, before they all died. Or could be something seen elsewhere. But I'd leave them to you.

There is the Thorizer and a few other vehicles with converting motive systems in XTRO:Boondoggles. I'm not sure how many of the later ones would fit but the Thorizer should be good.



Quote
A lot of those would basically be minis swaps; no need for new stats to go with them. The tetrajets would likely use Corsairs as a starting point. That Demolisher-tank-Megatron would just be Mechatankus again. The Scrapmetals look like they'd get Seeker bodies in biped form (they look so similar that way, to me), and Scorpion/Fire Scorpion bodies in quad (BestialMechs with decidedly non-bestial aesthetics), sure. Thunderhead...could be another Scrapmetal, or an H-tank model, given how its legs seem to double as tracks in quad mode. Depends on how you want to play it.

- Herb

They could be different weights though or have different weapons. Right now there's a 50 and 100 ton tracked AutoMechs. There could be more. could be a
https://tfwiki.net/wiki/Heavytread_(Generations)  Rommel/Patton or Gürteltier Tank.
https://tfwiki.net/wiki/Half-Track_(G1) Partisan AA Tank
https://tfwiki.net/wiki/Landquake_(Timelines)   different mech Partisan AA Tank
https://tfwiki.net/wiki/Killbison   different mech Partisan AA or maybe a behemoth II?
https://tfwiki.net/wiki/Rescue_Force_1   different mech Partisan engineering equipment replaces guns.

I was thinking Corsair for the tetrajets too.  :thumbsup:

Sounds good for Thunderhead and Scrapmetals.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 02 August 2022, 00:58:07
Corsair would work, or the Banshee ASF.

personally i'd try to use the newer style from the war for cybertron part of the franchise, it has a shape that is a little more Battletech friendly.

(https://tfwiki.net/mediawiki/images2/thumb/0/05/WFCS-Voyager-Starscream.jpg/800px-WFCS-Voyager-Starscream.jpg)

that one you could do as a Malaika ASF (https://www.sarna.net/wiki/Malaika)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 August 2022, 03:42:20
Corsair would work, or the Banshee ASF.

personally i'd try to use the newer style from the war for cybertron part of the franchise, it has a shape that is a little more Battletech friendly.

that one you could do as a Malaika ASF (https://www.sarna.net/wiki/Malaika)


Yeah, the Banshee or Malaika could work for a Tetrajet.  :thumbsup:



Herb would these Seekers still be 50 tons? 
These look like they'd be lighter than the classic Seeker.
https://tfwiki.net/wiki/File:RID15-toy_StarscreamWarrior.jpg
https://tfwiki.net/wiki/File:Ani-toy_Sunstorm_VoyH.jpg
https://tfwiki.net/wiki/File:Primetoy-Thundercracker.jpg

This one looks like it'd be heavier.
https://tfwiki.net/wiki/File:Generationstoy-Thrilling30Thundercracker.jpg

Are there variants for Seekers like Bitstream? The F-15s with the F-14's canopy. https://tfwiki.net/wiki/File:TL_Bitstream-toy.jpg  I was wondering about a Beagle Active Probe for the "RIO" position.

I really can't remember. Is the Centurion Weapon System effective against AutoMechs?

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 August 2022, 04:36:06
Yeah, the Banshee or Malaika could work for a Tetrajet.  :thumbsup:

Are minis of those available? If so, go for it!

Quote
Herb would these Seekers still be 50 tons? 
These look like they'd be lighter than the classic Seeker.
https://tfwiki.net/wiki/File:RID15-toy_StarscreamWarrior.jpg
https://tfwiki.net/wiki/File:Ani-toy_Sunstorm_VoyH.jpg
https://tfwiki.net/wiki/File:Primetoy-Thundercracker.jpg

This one looks like it'd be heavier.
https://tfwiki.net/wiki/File:Generationstoy-Thrilling30Thundercracker.jpg

I'd use the Seeker stats for all of them, my philosophy being that the majority of these incarnations are cosmetic variations of the same machines. They might get different minis picked out (RiD and Animated incarnations would probably use the Stingray for fighter mode, for instance, while the Prime incarnation might be done using a modified Rapier, Turk, or Sulla mini.)

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Are there variants for Seekers like Bitstream? The F-15s with the F-14's canopy. https://tfwiki.net/wiki/File:TL_Bitstream-toy.jpg  I was wondering about a Beagle Active Probe for the "RIO" position.

Yes, Bitstream (Bit Seeker) has its own variant. And it uses a BAP.

Quote
I really can't remember. Is the Centurion Weapon System effective against AutoMechs?

I'd say no. The CWS works a lot like how, in that one Star Trek movie and that one TNG episode, the Federation had prefix codes that could turn off a fellow starship's shields when transmitted. In the SLDF era, that was commonplace as a means to keep SLDF/TH units in SLDF/TH hands, but post-League, it stopped being as reliable, which is why the rules for the CWS were written to reflect that. Think of it as basically a hacking program that's become less effective simply due to software and BIOS updates over time. The Syberian AI system was specifically noted to be really hacking-resistant, and so shouldn't recognize the CWS (although, in RPG terms, one might consider a bonus to hacking efforts if the hacker has a CWS handy--just remember that hacking a Syberian AI effectively "kills" the AI entirely and turns the machine into a remote-controlled drone).

 
There is the Thorizer and a few other vehicles with converting motive systems in XTRO:Boondoggles. I'm not sure how many of the later ones would fit but the Thorizer should be good.

Sure, but remember the Thorizer was a failure. We'd just be presupposing it didn't and setting up a world where such things flourished. That world was probably not Syberia, though, or if it was, that was when there were still humans there.

Quote
They could be different weights though or have different weapons. Right now there's a 50 and 100 ton tracked AutoMechs. There could be more. could be a
https://tfwiki.net/wiki/Heavytread_(Generations)  Rommel/Patton or Gürteltier Tank.
https://tfwiki.net/wiki/Half-Track_(G1) Partisan AA Tank
https://tfwiki.net/wiki/Landquake_(Timelines)   different mech Partisan AA Tank
https://tfwiki.net/wiki/Killbison   different mech Partisan AA or maybe a behemoth II?
https://tfwiki.net/wiki/Rescue_Force_1   different mech Partisan engineering equipment replaces guns.

Of course more Tracked AutoMechs are possible. I just have a LOT of models in my TRO already.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 August 2022, 15:23:38
Are minis of those available? If so, go for it!

Don't look like it. :(


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I'd use the Seeker stats for all of them, my philosophy being that the majority of these incarnations are cosmetic variations of the same machines. They might get different minis picked out (RiD and Animated incarnations would probably use the Stingray for fighter mode, for instance, while the Prime incarnation might be done using a modified Rapier, Turk, or Sulla mini.)

That's cool. I'd go with various weights but making variants of the same base unit works too.  :)


Quote
Yes, Bitstream (Bit Seeker) has its own variant. And it uses a BAP.

That's cool.  :thumbsup:

Quote
I'd say no. The CWS works a lot like how, in that one Star Trek movie and that one TNG episode, the Federation had prefix codes that could turn off a fellow starship's shields when transmitted. In the SLDF era, that was commonplace as a means to keep SLDF/TH units in SLDF/TH hands, but post-League, it stopped being as reliable, which is why the rules for the CWS were written to reflect that. Think of it as basically a hacking program that's become less effective simply due to software and BIOS updates over time. The Syberian AI system was specifically noted to be really hacking-resistant, and so shouldn't recognize the CWS (although, in RPG terms, one might consider a bonus to hacking efforts if the hacker has a CWS handy--just remember that hacking a Syberian AI effectively "kills" the AI entirely and turns the machine into a remote-controlled drone).

Makes sense. I was thinking it might knock them offline for a while. Instakill is a bit much. 

Quote
Sure, but remember the Thorizer was a failure. We'd just be presupposing it didn't and setting up a world where such things flourished. That world was probably not Syberia, though, or if it was, that was when there were still humans there.

Sure. Maybe they started with converting vehicles like the Thorizer and then moved on to Mechs. Any left would be the last of a dying breed but there could be a wide variety of them.

Quote
Of course more Tracked AutoMechs are possible. I just have a LOT of models in my TRO already.

- Herb

That's cool. :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 August 2022, 23:44:43
Makes sense. I was thinking it might knock them offline for a while. Instakill is a bit much. 

That was my way of preventing players from "enslaving" AutoMechs and getting around the whole "can't stop their war" bit.

Quote
Sure. Maybe they started with converting vehicles like the Thorizer and then moved on to Mechs. Any left would be the last of a dying breed but there could be a wide variety of them.

Maybe, but as they would have been human-controlled (MASK vehicles were never "alive," right?), they would basically vanish with the rest of the people. And so the AutoMechs inherited the system.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 03 August 2022, 01:34:25
That was my way of preventing players from "enslaving" AutoMechs and getting around the whole "can't stop their war" bit.

Makes sense.

Quote
Maybe, but as they would have been human-controlled (MASK vehicles were never "alive," right?), they would basically vanish with the rest of the people. And so the AutoMechs inherited the system.

- Herb


Could be but if they have non-converting drone vehicles, why wouldn't they have converting drone vehicles?   ???  And if converting vehicles were piloted, would there have been piloted converting mechs?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 August 2022, 10:41:11
Could be but if they have non-converting drone vehicles, why wouldn't they have converting drone vehicles?   ???  And if converting vehicles were piloted, would there have been piloted converting mechs?

*ponders* Nah.

On your table, have funsies. But in my headcanon, nope. Sorry, but MASK's vehicles don't inspire me enough, and Battletech-ifying them makes their use questionable at best when you already have the ability to build Mech-to-vehicle conversions.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 03 August 2022, 12:00:41
honestly you could basically treat most of the ground vehicles as Rotunda variants, with the 'flying' types mounting kanga style jumpjet arrays.

personally i'd saythat if M.A.S.K. appears in the nebula, it would be on 'Earth' alongside the superbeings, perhaps combined with GIJoe as part of a SHIELD expy.

alternately you could just make the flying cars as support aircraft and just claim they look like cars when taxing.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 August 2022, 12:41:38
personally i'd saythat if M.A.S.K. appears in the nebula, it would be on 'Earth' alongside the superbeings, perhaps combined with GIJoe as part of a SHIELD expy.

Oooo! That WORKS for me!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 03 August 2022, 14:24:35
*ponders* Nah.

On your table, have funsies. But in my headcanon, nope. Sorry, but MASK's vehicles don't inspire me enough, and Battletech-ifying them makes their use questionable at best when you already have the ability to build Mech-to-vehicle conversions.

- Herb

That's cool.  :thumbsup:


honestly you could basically treat most of the ground vehicles as Rotunda variants, with the 'flying' types mounting kanga style jumpjet arrays.

personally i'd saythat if M.A.S.K. appears in the nebula, it would be on 'Earth' alongside the superbeings, perhaps combined with GIJoe as part of a SHIELD expy.

alternately you could just make the flying cars as support aircraft and just claim they look like cars when taxing.


Sounds good to me too!  :thumbsup:


Would there be converting Joe and Cobra vehicles. Cause crossovers. Just curious.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 August 2022, 22:44:54
Would there be converting Joe and Cobra vehicles. Cause crossovers. Just curious.

Not until the Syberians and the Earthlings cross paths. And judging by the maps and the opening fiction from WttNC, only one Syberians has made it even half the way there, only to land on Toreel....

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 04 August 2022, 23:31:18
So not any time soon.  ;)  Kind of a bummer. The crossovers are pretty cool. Megatron as a HISS Tank would be fun.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 05 August 2022, 01:39:14
So not any time soon.  ;)  Kind of a bummer. The crossovers are pretty cool. Megatron as a HISS Tank would be fun.
in the 2003 crossover comics, Megatron was still a pistol (was actually stuck as a pistol) but Cobra reprogrammed autobots and used them as shocktroops disguised as Cobra vehicles. Optimus Prime, Ironhide and Ratchet were all HISS tanks. (the alt-timeline story went that Cobra found the Ark before the occupants woke up, and they took advantage of the offline Autobots and Decepticons, with only megatron waking up. it ends with a few autobots that got missed helping GIjoe rescue the rest)
though there was a toy made of Megatron as a HISS tank as part of a  limited editions line. (https://tfwiki.net/wiki/Transformers_Collaborative)

(man the transformers wiki is almost as bad a timesink as TVtropes.)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 August 2022, 03:04:55
in the 2003 crossover comics, Megatron was still a pistol (was actually stuck as a pistol) but Cobra reprogrammed autobots and used them as shocktroops disguised as Cobra vehicles. Optimus Prime, Ironhide and Ratchet were all HISS tanks. (the alt-timeline story went that Cobra found the Ark before the occupants woke up, and they took advantage of the offline Autobots and Decepticons, with only megatron waking up. it ends with a few autobots that got missed helping GIjoe rescue the rest)
though there was a toy made of Megatron as a HISS tank as part of a  limited editions line. (https://tfwiki.net/wiki/Transformers_Collaborative)

(man the transformers wiki is almost as bad a timesink as TVtropes.)

That's cool. I didn't know about those ones. I'd seen Soundwave and Megatron as HISS Tanks, Seekers as Rattler Fighters, and Jetfire as Skystriker fighter but not those others. I'll have to look for pictures.

LOL.. That's true.  ;D

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 05 August 2022, 08:17:03
Not until the Syberians and the Earthlings cross paths. And judging by the maps and the opening fiction from WttNC, only one Syberians has made it even half the way there, only to land on Toreel....

- Herb
Automech won't last too long if they ran into the super humans of "Earth".
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 05 August 2022, 09:45:03
Automech won't last too long if they ran into the super humans of "Earth".

That's kind of why Marvel decided (after dropping Spider Man in for one issue) to keep the TF universe as a separate universe.

...And why I gave neither world in the Nebula FTL travel. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Charistoph on 05 August 2022, 10:38:25
That's kind of why Marvel decided (after dropping Spider Man in for one issue) to keep the TF universe as a separate universe.

That one with Spiderman was my first comic book, I believe.  I lost it, I don't know how long ago, then came across another copy and got it again.  This was when Spider-man was with the Venom symbiote, but before he knew it was a symbiote.  He teamed up with Gears for a part of it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 05 August 2022, 14:23:12
That's kind of why Marvel decided (after dropping Spider Man in for one issue) to keep the TF universe as a separate universe.
...And why I gave neither world in the Nebula FTL travel. ;)
- Herb
Wasn't the Fantastic Four in one issue? I collected the entire US Marvel series. I think they were on the 22nd issue. Maybe cover through.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 August 2022, 15:59:34
Wouldn't the existence of supers be a reason for normals to make mechs and powered armor? So they'd have a bit of a chance rather than no chance at all?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 05 August 2022, 16:54:28
Can't prepare for what you don't know exists.  I'm sure those in the supers area have thier own tech to deal.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 05 August 2022, 17:14:33
in the 2003 crossover comics, Megatron was still a pistol (was actually stuck as a pistol) but Cobra reprogrammed autobots and used them as shocktroops disguised as Cobra vehicles. Optimus Prime, Ironhide and Ratchet were all HISS tanks. (the alt-timeline story went that Cobra found the Ark before the occupants woke up, and they took advantage of the offline Autobots and Decepticons, with only megatron waking up. it ends with a few autobots that got missed helping GIjoe rescue the rest)
though there was a toy made of Megatron as a HISS tank as part of a  limited editions line. (https://tfwiki.net/wiki/Transformers_Collaborative)

(man the transformers wiki is almost as bad a timesink as TVtropes.)

Is that where the image of Baroness with Ravage on a leash (https://tfwiki.net/mediawiki/images2/a/ab/BaronessRavageDevilsDue1.jpg) came from?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 05 August 2022, 18:37:58
Wouldn't the existence of supers be a reason for normals to make mechs and powered armor? So they'd have a bit of a chance rather than no chance at all?

Oh sure! Sentinels would be BattleMechs; most of Iron Man's suits are BA. Some others might count as Protos.

And their effectiveness against supers is whatever your GM can justify.

-Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 06 August 2022, 04:32:08
Is that where the image of Baroness with Ravage on a leash (https://tfwiki.net/mediawiki/images2/a/ab/BaronessRavageDevilsDue1.jpg) came from?
i believe so

Oh sure! Sentinels would be BattleMechs; most of Iron Man's suits are BA. Some others might count as Protos.

And their effectiveness against supers is whatever your GM can justify.

-Herb
and IIRC it is implied that the average tech level of 'earth' is basically late 20th century*, the whole 'lost colony' bit of the BT side of the setting and the 'superscience' stuff of the Comicbook side of the setting would allow for small numbers of more advanced hardware.. probably primitive tech level stuff for most of the more mass produced items, but one or two off units could easily be using succession wars or even star league level tech systems.

*though whether this is IRL 20th century or Battletech 20th century is probably up to the gamemaster.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 06 August 2022, 16:40:45
Can't prepare for what you don't know exists.  I'm sure those in the supers area have thier own tech to deal.


I would think so but you don't see them much in in the comics.


Oh sure! Sentinels would be BattleMechs; most of Iron Man's suits are BA. Some others might count as Protos.

And their effectiveness against supers is whatever your GM can justify.

-Herb

That's cool. :)



and IIRC it is implied that the average tech level of 'earth' is basically late 20th century*, the whole 'lost colony' bit of the BT side of the setting and the 'superscience' stuff of the Comicbook side of the setting would allow for small numbers of more advanced hardware.. probably primitive tech level stuff for most of the more mass produced items, but one or two off units could easily be using succession wars or even star league level tech systems.

*though whether this is IRL 20th century or Battletech 20th century is probably up to the gamemaster.


I would think that with so many supers that norms would need a way to deal with them. That would mean making things like Power Armor and Mechs would be a priority.

Maybe a different 20th Century? Patlabor takes place in the late 1990's. I don't think even military Labors would be as good as mechs but they'd be better than nothing. They also use 20th Century weaponry and materials.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 08 August 2022, 15:09:15
Getting caught back up on the thread:

Ergo my comments on this being madness. In thinking about the fact that the Syberian conversion systems tend to be heavier, I realized it COULD follow that they might be robust enough to deal with 60+ ton convertible aerospace units. But if I went that way, a LOT of AutoMechs would need total rewrites, and at this stage in the game, I'm just not up for that...

- Herb

Actually, it could also prove to be an interesting way to make Bimodal LAMs an option people want to take, versus Trimodal.  Limit Bimodal LAMs to, say, 75-tons, and suddenly transforming Gundams become an option.


Why not follow Superheavy Mechs' example? Double the weight for the conversion systems for Superheavy AutoMechs? Then have some cookies.  ;D

That way lies the VB-6 Koenig Monster (http://www.macross2.net/m3/macrossga/vb-6-konig.htm):

(https://hosting.photobucket.com/albums/p311/PYLclark/Meme%20pics/i_like_where_this_thread_is_going.jpg)

Slightly off topic, but this just came up from a site I get models from:

https://www.1999.co.jp/eng/m/image/10902258

What the heck? ???

I really shouldn't be surprised, given the existence of "shipgirls", which has bled over into games like Worlds of Warships, but I am anyway.

After thinking about it, this is the logical conclusion of the war.  They repopulated the humans with themselves!  ;D

All of this has happened before and will happen again.

Coaster (Hover AutoMech)

 
Summary
Although the Coaster AutoMech is one of the few known units on Syberia designed to convert into a hovercraft mode, the AutoBoP faction prefers to use this particular model mainly around coastlines and over water....





Code: [Select]
Type: Coaster
Technology Base: Syberian (Experimental)
Tonnage: 55

Equipment Mass
Internal Structure: 5.5
Conversion Eqpt: Wheeled 8.5
Engine: 275 15.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Hover Cruise MP: 7
Hover Flank MP: 11
Heat Sinks (Double): 10 [20] 0
Gyro: 3
Cockpit: AutoMech 3
Armor Factor: 120 7.5
Internal Armor
Structure Value
Head 3 9
Center Torso 18 15
Center Torso (rear) 8
R/L Torso 13 12
R/L Torso (rear) 6
R/L Arms 9 12
R/L Legs 13 14

Fixed Components Location Critical Mass
Conversion Gear RA/RL/LA/LL 4 0
Hover Fans RA/RL/LA/LL 4 0

Weapons and Ammo Location Critical Mass
Common Configuration
Streak SRM-6 RA 2 4.5
Ammo (Streak SRM-6) 15 RA 1 1
CASE RT 1 0.5
CASE LT 1 0.5
Streak SRM-6 LA 2 4.5
Ammo (Streak SRM-6) 15 LA 1 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, BattleMech/Wheeled Vehicle Conversion), Improved Sensors, Modular Weapons, Jettison-Capable Weapons (Hands).


Notable Coasters:
Coaster Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Coast Diver Common ArtilleryMech Reg (5/4) Infantry Axman-2N/Maxim Hovertank
Sea Coaster Common ReconMech Elt (1/0) Scout Axman-2N/Maxim Hovertank

Wait, that's showing as wheeled, not hover?

Too bad this can't count.  This was made by a fan (https://youtu.be/fPWnVuIHv8M), released 20 days ago roughly.

Neat!  :thumbsup:

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 08 August 2022, 18:50:16
Getting caught back up on the thread:

Actually, it could also prove to be an interesting way to make Bimodal LAMs an option people want to take, versus Trimodal.  Limit Bimodal LAMs to, say, 75-tons, and suddenly transforming Gundams become an option.

I like it!  :thumbsup:


Quote
That way lies the VB-6 Koenig Monster (http://www.macross2.net/m3/macrossga/vb-6-konig.htm)

 >:D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 August 2022, 19:27:13
I would think so but you don't see them much in in the comics.

Of course not! The moment the normies have parity with the supers, what makes the supers necessary? The Marvel universe uses its Sentinel robots not as a means to level the playing field, but as a threat to super-kind that happens when the normies try to create something as a check on their powers. So, most often, only the villains tend to show up with the equalizing tech--or a super who didn't really need them anyway.

Quote
I would think that with so many supers that norms would need a way to deal with them. That would mean making things like Power Armor and Mechs would be a priority.

Maybe a different 20th Century? Patlabor takes place in the late 1990's. I don't think even military Labors would be as good as mechs but they'd be better than nothing. They also use 20th Century weaponry and materials.

Mixing the standard BT and 1945 rules could be a hoot. But my hands are full as it is...

Actually, it could also prove to be an interesting way to make Bimodal LAMs an option people want to take, versus Trimodal.  Limit Bimodal LAMs to, say, 75-tons, and suddenly transforming Gundams become an option.

That way lies the VB-6 Koenig Monster (http://www.macross2.net/m3/macrossga/vb-6-konig.htm):

Meh. I mean, TBH, eliminating the AirMech mode WOULD make me for amenable to the idea, but... nah. I think I gave the Syberians more than enough toys to play with as it is.

Quote
All of this has happened before and will happen again.

Not yet!

Quote
Wait, that's showing as wheeled, not hover?

Copy/Paste error. Thanks for the catch. Coaster is a HoverMech.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 08 August 2022, 20:49:04

Mixing the standard BT and 1945 rules could be a hoot. But my hands are full as it is...

You've been reading my notes on the Ianus system i see.. going to have to check my computer for backdoors.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 08 August 2022, 21:23:38
Of course not! The moment the normies have parity with the supers, what makes the supers necessary? The Marvel universe uses its Sentinel robots not as a means to level the playing field, but as a threat to super-kind that happens when the normies try to create something as a check on their powers. So, most often, only the villains tend to show up with the equalizing tech--or a super who didn't really need them anyway.

I don't think they'd have parity. A more level playing field but not parity.


Quote
Mixing the standard BT and 1945 rules could be a hoot. But my hands are full as it is...

I might give it a try. It could be fun. There's a couple details I'm not sure about though but I'll give them a thought.

Quote
Meh. I mean, TBH, eliminating the AirMech mode WOULD make me for amenable to the idea, but... nah. I think I gave the Syberians more than enough toys to play with as it is.

Enough toys to play with?  :o   What a silly idea.  ;D :))

There are other worlds. Maybe one of them has 75 ton Bimpdal LAMs?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 10 August 2022, 08:43:43
Side note, i kept thinking about it (Yes, I'm slow.) In comparison, the Quadvees are technically close cousins with the Bi-Mod Syberian ground "LAM" mechs aren't they?  Except no full mech mode, just half tank/ half quad-ish Mech with turret.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 10 August 2022, 10:46:31
Side note, i kept thinking about it (Yes, I'm slow.) In comparison, the Quadvees are technically close cousins with the Bi-Mod Syberian ground "LAM" mechs aren't they?  Except no full mech mode, just half tank/ half quad-ish Mech with turret.

Unless the rules have been tweaked, QuadMechs in quad form act just like quad Mechs, but yes, they are.

I don't think they'd have parity. A more level playing field but not parity.

A lot of that would come down to how the GM wanted to play things. There would likely be a lot of exotic materials and alloys introduced to negate the abilities of various supers--a 'Mech armor and structure that uses non-magnetic composites for its structure and armor to deal with Magnetman; some variation on the Blue Shield tech that offsets electrical super-powers; the odd tac-nuke for the super-supers; lead-alloy-lined helmets and head gear to deal with the psychics; lead-lined everything else for the X-ray vision pervs; strategic nukes for the super-supers who survive tac-nukes or super-speedsters that can outrun the smaller nukes' blast radii; bases deep underground/underwater/in space/inside volcanoes, where most authorities or civilians are loathes to look. You know, all the usual!

Quote
I might give it a try. It could be fun. There's a couple details I'm not sure about though but I'll give them a thought.

If one of those is crit space, I took care of that in my latest revision, about the same point where I deleted the weapon equivalency data.

Quote
Enough toys to play with?  :o   What a silly idea.  ;D :))

After a while, you know, you're just asking your players to carry around an encyclopedia just for the weapons, then spending pages of text defending how you arrived at those stats and/or justifying why such weapons are necessary when about 20 others do the same thing. And I'm looking for a fun game. Odds are, only one of us will be happy there.

Quote
There are other worlds. Maybe one of them has 75 ton Bimpdal LAMs?

Maybe on your table. Maybe even someday on mine. But for right now? ... Ugh! Here's a challenge: Give us a 60-ton and a 100-ton AutoMech Aerofighter conversion using the extant 15% mass for conversion gear. (Put them in a separate thread, though, please!) When done, explain where you may have had trouble, and where you felt it was better. We don't need fluff; just build them.

You've been reading my notes on the Ianus system i see.. going to have to check my computer for backdoors.

Well, I mean, "12345" is a pretty lame password, you have to admit.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 10 August 2022, 13:37:29
A lot of that would come down to how the GM wanted to play things. There would likely be a lot of exotic materials and alloys introduced to negate the abilities of various supers--a 'Mech armor and structure that uses non-magnetic composites for its structure and armor to deal with Magnetman; some variation on the Blue Shield tech that offsets electrical super-powers; the odd tac-nuke for the super-supers; lead-alloy-lined helmets and head gear to deal with the psychics; lead-lined everything else for the X-ray vision pervs; strategic nukes for the super-supers who survive tac-nukes or super-speedsters that can outrun the smaller nukes' blast radii; bases deep underground/underwater/in space/inside volcanoes, where most authorities or civilians are loathes to look. You know, all the usual!

Makes sense. And it seems like a lot of work. It might be easier to have rules for creating tech and let the players make their own than to make it all oneself.


Quote
If one of those is crit space, I took care of that in my latest revision, about the same point where I deleted the weapon equivalency data.

I must have missed that one. What is it? 


Quote
After a while, you know, you're just asking your players to carry around an encyclopedia just for the weapons, then spending pages of text defending how you arrived at those stats and/or justifying why such weapons are necessary when about 20 others do the same thing. And I'm looking for a fun game. Odds are, only one of us will be happy there.

That's true. That's why I don't mind Cannons being placed in classes too much. I just figure a high velocity 80mm could do as much as a low velocity 120mm. Not sharing ammo would be an optional thing. Still, I do think there's room for some more toys. Some, do have some stats but they're either not in the core books or they're AToW only. :(


Quote
Maybe on your table. Maybe even someday on mine. But for right now? ... Ugh! Here's a challenge: Give us a 60-ton and a 100-ton AutoMech Aerofighter conversion using the extant 15% mass for conversion gear. (Put them in a separate thread, though, please!) When done, explain where you may have had trouble, and where you felt it was better. We don't need fluff; just build them.

That's cool. I do do that on my table. It was the only way we could make a close to anime VF-1 Valkyrie.

Hmm... I think I can do that. :)

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Well, I mean, "12345" is a pretty lame password, you have to admit.

- Herb

Who told!?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 10 August 2022, 14:13:35
Makes sense. And it seems like a lot of work. It might be easier to have rules for creating tech and let the players make their own than to make it all oneself.

...So, you want rules on how to make more rules?

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I must have missed that one. What is it? 

I might not have posted it; I don't quite remember. As side projects go, it was kind of shelved.

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That's true. That's why I don't mind Cannons being placed in classes too much. I just figure a high velocity 80mm could do as much as a low velocity 120mm. Not sharing ammo would be an optional thing. Still, I do think there's room for some more toys. Some, do have some stats but they're either not in the core books or they're AToW only. :(

Meh. I guess that's what Shrapnel's for...

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That's cool. I do do that on my table. It was the only way we could make a close to anime VF-1 Valkyrie.

Why? The Valkyrie is only 14-15 tons!

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Who told!?

You did. It was only glitterboy's code, after all...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 10 August 2022, 19:02:00
That's cool. I do do that on my table. It was the only way we could make a close to anime VF-1 Valkyrie.

Why? The Valkyrie is only 14-15 tons!

and is doable within the canon rules if you handwave the tonnage thing.
https://bg.battletech.com/forums/battlemechs/extra-universal-design-derivative-challenge/msg1741483/#msg1741483

regular and 'super' VF-1's, and if you scroll down a bit i tackle the VF-4 as well. (given the limitations of the mechanics, the difference between a -1A, -1J, and -1S would be cosmetic and the model of pulse laser/number of barrels the laser uses.)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 10 August 2022, 20:11:24
...So, you want rules on how to make more rules?

Nope. Rules to make custom equipment. It wouldn't do for things to be too munchkiny.  ;D



Quote
I might not have posted it; I don't quite remember. As side projects go, it was kind of shelved.

Bummers.


Quote
Meh. I guess that's what Shrapnel's for...

I thought they just had new infantry weapons.

Quote
Why? The Valkyrie is only 14-15 tons!

The empty weight for the VF-1 is just over 13 tons empty. Fuel, Gun Pod, and Missiles add more weight. Then there's the FAST Packs and Armor Packs, along with upgrades. The Valkyrie's max take off weight with FAST Packs is 72 tons. I rounded up to 75. That gave me room to upgrade them to VF-1X Plus and later variants.

Quote
You did. It was only glitterboy's code, after all...

- Herb


 :yikes:


I posted some superheavy AeroMechs here. I'll post some more heavies and some lights later.
https://bg.battletech.com/forums/battlemechs/some-aeromechs-for-syberia/
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 August 2022, 12:18:03
After seeing at least two really good UrbanMech-based amalgamations made to resemble Devastator, I decided to create a Superheavy for his united form as a Syberian class known as the Deconstructor. I think it may also work for any merger team, really.

Deconstructor (Non-Convertible AutoMech)

Summary

As one of just a few super-heavy AutoMechs known to exist on Syberia, the Deconstructor class is nothing short of a titan unto itself. Although other superheavies, like the Fortress class, have also been sighted in the ranks of the two major Syberian power blocs, the Deconstructor is remarkable in that it is a non-convertible design, devoted exclusively to mobile combat. But the really confusing part, to us, is how much this particular model looks less like a single, unified machine, and more like an unholy combination of smaller ’Mechs. The Deconstructor known specifically as "Destroyer," in fact, resembles nothing so much as five UrbanMechs merged into a composite of domed heads, legs, and gun muzzles.

And damn me for saying this, but it pulls that look off gloriously!

Code: [Select]
Type: Deconstructor
Technology Base: Syberian (Experimental)
Tonnage: 150

Equipment Mass
Internal Structure: Superheavy Endo 15
Conversion Eqpt: None 0
Engine: 300 XL 9.5
Walking MP: 2
Running MP: 3
Jumping MP: 0
Heat Sinks (Double): 18 [36] 8
Gyro: Superheavy 6
Cockpit: AutoMech 3
Armor Factor: 456 28.5
Internal Armor
Structure Value
Head 4 12
Center Torso 45 58
Center Torso (rear) 30
R/L Torso 32 44
R/L Torso (rear) 20
R/L Arms 25 50
R/L Legs 32 64

Fixed Components Location Critical Mass
Endo Steel RT/CT/LT 7 --
2RL/2LL
6 Double Heat Sinks 3LT/3RT 12 --

Weapons and Ammo Location Critical Mass
Destroyer Configuration
Long Tom Artillery Cannon RA 8 20
ER Large Laser RA 1 5
Gauss Rifle RT 4 15
Ammo (LTAC) 20 RT 2 4
ER Large Laser CT 1 5
PPC CT (R) 2 7
Gauss Rifle LT 4 15
Ammo (Gauss) 32 LT 2 4
ER Large Laser LA 1 5

[b]Notes:[/b] Features the following Design Quirks: Illegal (Syberian Robotics AI), Difficult to Maintain, Distracting (Massive!), Improved Communications, Improved Sensors, Improved Targeting (All), Multi-Trac, Non-Standard Parts, Oversized, Protected Actuators, Rugged (2), Searchlight
[b]Credit:[/b] Jason Coffey, for the awesome miniature

Have funsies!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 August 2022, 21:00:18
Nope. Rules to make custom equipment. It wouldn't do for things to be too munchkiny.  ;D

Right, so... rules to make rules. The trouble with supers-vs-tech, especially in the way we handled them in Nebula California, is that the rules for super-powers are broadly based and not really balanced in any way. But so are the "rules" for how super-powers work in comics to begin with. Superman can do anything...except see through lead, and somehow rocks from his homeworld make him spontaneously weak like he was allergic to them, as does changing the sun's color to match Krypton's own? I mean, holy cow, how did the Kryptonians live BEFORE they all blew up? Wolverine can respawn as long as a drop of his blood remains and connects to a suitable McGuffin? Green Lantern is stymied by...the color yellow? Weaknesses and boons like these, you can see, are basically random, meaning that making BT tech that works against it requires building in some similarly random solutions. With the D20/PF1 rules, we had a slightly more familiar basis to work from, but while Paul clearly saw BT equipment being just entirely too powerful against magic, the fanfic I see keeps showing magic trouncing BT characters. (FWIW, I think maybe the random EM "noise" generated by fusion reactors and high-grade ECM should make scrying and telepathy ineffective, but not every GM would like to play it that way.)

And since making fuller rules would require an expense in time and resources CGL just wouldn't want to pay for in the name of a gag product, the ultimate onus is on you, the players, and your GMs, to take the samples we gave, and extrapolate them as far as you like.

Quote
I thought they just had new infantry weapons.

Do they? TBH, I've not read a single issue. I just knew they were putting some game stuff in there, which kind of defeats the purpose of having a compilation of core rulebooks for everything...but it's the crunch that moves copies, so more crunch it is!

Quote
The empty weight for the VF-1 is just over 13 tons empty. Fuel, Gun Pod, and Missiles add more weight. Then there's the FAST Packs and Armor Packs, along with upgrades. The Valkyrie's max take off weight with FAST Packs is 72 tons. I rounded up to 75. That gave me room to upgrade them to VF-1X Plus and later variants.

Where did you find that figure? It didn't turn up in my quick searches.

Quote
I posted some superheavy AeroMechs here. I'll post some more heavies and some lights later.
https://bg.battletech.com/forums/battlemechs/some-aeromechs-for-syberia/

Saw them. What I noticed was a tendency for slow craft--like, near minimum legal takeoff speeds--with armament not dissimilar to what you could get on the 50-55 ton units already. So, it's like most of that tonnage is just going to armor? I will admit Fright Face looks pretty interesting, but you got that at 60 tons, just a single increment up from 55, while your 100-tonners habitually came in pretty undergunned (though I guess the cargo bays make for great bomb payloads).

I did like your second "Apollo" with the Gas Hog Trait and the MINIMUM fuel capacity. That poor lad might not even make it to the space-atmo interface, but I've not really paid a lot of attention to aerospace rules lately.

So, the question becomes...are the AeroMechs over 55 tons really worth it? How did you feel about the whole exercise?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 12 August 2022, 23:03:05
After seeing at least two really good UrbanMech-based amalgamations made to resemble Devastator, I decided to create a Superheavy for his united form as a Syberian class known as the Deconstructor. I think it may also work for any merger team, really.

Deconstructor (Non-Convertible AutoMech)

Summary

As one of just a few super-heavy AutoMechs known to exist on Syberia, the Deconstructor class is nothing short of a titan unto itself. Although other superheavies, like the Fortress class, have also been sighted in the ranks of the two major Syberian power blocs, the Deconstructor is remarkable in that it is a non-convertible design, devoted exclusively to mobile combat. But the really confusing part, to us, is how much this particular model looks less like a single, unified machine, and more like an unholy combination of smaller ’Mechs. The Deconstructor known specifically as "Destroyer," in fact, resembles nothing so much as five UrbanMechs merged into a composite of domed heads, legs, and gun muzzles.

And damn me for saying this, but it pulls that look off gloriously!

Code: [Select]
Type: Deconstructor
Technology Base: Syberian (Experimental)
Tonnage: 150

Equipment Mass
Internal Structure: Superheavy Endo 15
Conversion Eqpt: None 0
Engine: 300 XL 9.5
Walking MP: 2
Running MP: 3
Jumping MP: 0
Heat Sinks (Double): 18 [36] 8
Gyro: Superheavy 6
Cockpit: AutoMech 3
Armor Factor: 456 28.5
Internal Armor
Structure Value
Head 4 12
Center Torso 45 58
Center Torso (rear) 30
R/L Torso 32 44
R/L Torso (rear) 20
R/L Arms 25 50
R/L Legs 32 64

Fixed Components Location Critical Mass
Endo Steel RT/CT/LT 7 --
2RL/2LL
6 Double Heat Sinks 3LT/3RT 12 --

Weapons and Ammo Location Critical Mass
Destroyer Configuration
Long Tom Artillery Cannon RA 8 20
ER Large Laser RA 1 5
Gauss Rifle RT 4 15
Ammo (LTAC) 20 RT 2 4
ER Large Laser CT 1 5
PPC CT (R) 2 7
Gauss Rifle LT 4 15
Ammo (Gauss) 32 LT 2 4
ER Large Laser LA 1 5

[b]Notes:[/b] Features the following Design Quirks: Illegal (Syberian Robotics AI), Difficult to Maintain, Distracting (Massive!), Improved Communications, Improved Sensors, Improved Targeting (All), Multi-Trac, Non-Standard Parts, Oversized, Protected Actuators, Rugged (2), Searchlight
[b]Credit:[/b] Jason Coffey, for the awesome miniature

Have funsies!

- Herb

Looks great! I'll have to look up the miniature.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 12 August 2022, 23:54:45
btw, on the battletech international facebook group, a guy posted pics of his repaints and reposes of some dolalr tree Trandfomer figures that are mech sized. so if you have a dollar tree around and need some seekers, megatron, soundwave, and optimus, they might be useful.
https://www.facebook.com/photo/?fbid=10225590274597576&set=pcb.10225590279797706

pics attached (the seekers were repainted and reposed starscreams. apparently none of the figures have poseability, so he had to do some saw work)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 August 2022, 00:09:23
Right, so... rules to make rules. The trouble with supers-vs-tech, especially in the way we handled them in Nebula California, is that the rules for super-powers are broadly based and not really balanced in any way. But so are the "rules" for how super-powers work in comics to begin with. Superman can do anything...except see through lead, and somehow rocks from his homeworld make him spontaneously weak like he was allergic to them, as does changing the sun's color to match Krypton's own? I mean, holy cow, how did the Kryptonians live BEFORE they all blew up? Wolverine can respawn as long as a drop of his blood remains and connects to a suitable McGuffin? Green Lantern is stymied by...the color yellow? Weaknesses and boons like these, you can see, are basically random, meaning that making BT tech that works against it requires building in some similarly random solutions. With the D20/PF1 rules, we had a slightly more familiar basis to work from, but while Paul clearly saw BT equipment being just entirely too powerful against magic, the fanfic I see keeps showing magic trouncing BT characters. (FWIW, I think maybe the random EM "noise" generated by fusion reactors and high-grade ECM should make scrying and telepathy ineffective, but not every GM would like to play it that way.)

And since making fuller rules would require an expense in time and resources CGL just wouldn't want to pay for in the name of a gag product, the ultimate onus is on you, the players, and your GMs, to take the samples we gave, and extrapolate them as far as you like.

Makes sense. Led lined Mechs, with yellow spotlights, with anti-magic runes painted on the insides. I don't think tech can be made to cover every specific thing without having lots of specific units. Most I think would try to cover the main areas. That doesn't mean rules to create tech wouldn't be nice. Not that it would just be used against supers. I'd still like to see a streetsweeper Mech and a studio tri-d Mech and so on. Heck, I'd like TW rules for popup camper infantry and rules for the fold out camper in the Marc Exploration Mech. That doesn't mean items fans create should be munchkiny.


Quote
Do they? TBH, I've not read a single issue. I just knew they were putting some game stuff in there, which kind of defeats the purpose of having a compilation of core rulebooks for everything...but it's the crunch that moves copies, so more crunch it is!

I don't know. I haven't either. I don't mind new things being put in new products. It would be nice if those new things would be included in the next edition of a core book. But then they haven't included everything yet so I guess I'll be waiting a while on that. :(




Quote
Where did you find that figure? It didn't turn up in my quick searches.

Several places
https://macross.anime.net/wiki/VF-1_Valkyrie
https://www.mahq.net/vf-1a-tv/
http://www.macross2.net/m3/sdfmacross/vf-1s-fastpack.htm
http://www.macross2.net/m3/macrossdyrl/vf-1s-strike.htm
http://www.macross2.net/m3/macrossdyrl/ve-1-elintseeker-valkyrie.htm
http://www.macross2.net/m3/sdfmacross/vf-1j-gbp.htm


Quote
Saw them. What I noticed was a tendency for slow craft--like, near minimum legal takeoff speeds--with armament not dissimilar to what you could get on the 50-55 ton units already. So, it's like most of that tonnage is just going to armor? I will admit Fright Face looks pretty interesting, but you got that at 60 tons, just a single increment up from 55, while your 100-tonners habitually came in pretty undergunned (though I guess the cargo bays make for great bomb payloads).

Yeah they're slow. I wanted to be close to the image at least. That kind of limited their speed some. Tonnage going places varies. The first Pathfinder has greater firepower at the cost in speed and armor. The second one is more comparable to the 55 tonners. Sky-Jack though is a lot slower than the Seekers but it does have almost twice as much payload as them though. I have most of it as bomb bays but other weapons could be used. It could even be faster if I didn't limit jump jet locations to the legs. Thanks, I thought about making Fang Face heavier but I wasn't sure what equipment to give him. I am thinking about some heavier LAMs though. And yeah, the 100 tonners are kind of under gunned. The cargo bays could be used to carry bombs though. I was also thinking of them as more recon units. Pull out the imagers and a lot of other weapons can be put in their place.

Quote
I did like your second "Apollo" with the Gas Hog Trait and the MINIMUM fuel capacity. That poor lad might not even make it to the space-atmo interface, but I've not really paid a lot of attention to aerospace rules lately.


:) Thanks. I thought that would be fun. I'm not sure if he'll get into space either.  ;D

Quote
So, the question becomes...are the AeroMechs over 55 tons really worth it? How did you feel about the whole exercise?

- Herb

I think so. It's all about balancing speed, armor, and weapons. The Seekers are twice as fast as SkyJack but he has twice the payload. I could reduce the payload for additional speed and armor and still outgun the Seekers. I'll post additional AeroMechs in a bit but I do think heavier AeroMechs are worth it.

As for the exercise. It was fun. I'm surprised at how rust I am at making mechs though. :(




btw, on the battletech international facebook group, a guy posted pics of his repaints and reposes of some dolalr tree Trandfomer figures that are mech sized. so if you have a dollar tree around and need some seekers, megatron, soundwave, and optimus, they might be useful.
https://www.facebook.com/photo/?fbid=10225590274597576&set=pcb.10225590279797706

pics attached (the seekers were repainted and reposed starscreams. apparently none of the figures have poseability, so he had to do some saw work)


They look great. I wish I were better at painting and sawing. I picked up a few just because they were mech sized.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 August 2022, 06:04:07
btw, on the battletech international facebook group, a guy posted pics of his repaints and reposes of some dolalr tree Trandfomer figures that are mech sized. so if you have a dollar tree around and need some seekers, megatron, soundwave, and optimus, they might be useful.
https://www.facebook.com/photo/?fbid=10225590274597576&set=pcb.10225590279797706

pics attached (the seekers were repainted and reposed starscreams. apparently none of the figures have poseability, so he had to do some saw work)

Yeah, that's Daemion's work. He also posted them on the Miniatures board here.

Makes sense. Led lined Mechs, with yellow spotlights, with anti-magic runes painted on the insides. I don't think tech can be made to cover every specific thing without having lots of specific units. Most I think would try to cover the main areas. That doesn't mean rules to create tech wouldn't be nice. Not that it would just be used against supers. I'd still like to see a streetsweeper Mech and a studio tri-d Mech and so on. Heck, I'd like TW rules for popup camper infantry and rules for the fold out camper in the Marc Exploration Mech. That doesn't mean items fans create should be munchkiny.

The ultimate arbiter of munch really comes down to your table and your players. For myself, I consider the supers of the CNAZ to be deriving their powers from the same kind of localized reality bending that gives the fantasy worlds of the CNAZ their "magic." (It is even possible that a wee bit of that magic, or a more diffuse form of it, is happening in the Star Empire systems to give us their Fortune effects, BTW.) Not having made rules for how it all works, though, allows gamers to quite liberally adapt whatever game system/setting they fancy, and with that kind of freedom, there's no way we could establish a unified ruleset for it that meshes seamlessly into the reality of BattleTech's universe as we know it.

Quote
I don't know. I haven't either. I don't mind new things being put in new products. It would be nice if those new things would be included in the next edition of a core book. But then they haven't included everything yet so I guess I'll be waiting a while on that. :(

My point is, as long as it take crunchy new rules and gear to drive book sales, you'll never see a true "here's everything" kind of rulebook.

Quote
Several places
https://macross.anime.net/wiki/VF-1_Valkyrie
https://www.mahq.net/vf-1a-tv/
http://www.macross2.net/m3/sdfmacross/vf-1s-fastpack.htm
http://www.macross2.net/m3/macrossdyrl/vf-1s-strike.htm
http://www.macross2.net/m3/macrossdyrl/ve-1-elintseeker-valkyrie.htm
http://www.macross2.net/m3/sdfmacross/vf-1j-gbp.htm

*squints* Okay, so the 75-ton mass (and the 100+ ton mass) appear to be related only to the use of the FAST pack and atmo-escape booster system. Those are literally just giant rockets that I think can be/are jettisoned in combat. I'd not count those weights as integral to the unit itself. Take them away and the heaviest they seem to go becomes about 45-50 tons on the BT scale, which is inside the extant rules.

Quote
Yeah they're slow. I wanted to be close to the image at least. That kind of limited their speed some. Tonnage going places varies. The first Pathfinder has greater firepower at the cost in speed and armor. The second one is more comparable to the 55 tonners. Sky-Jack though is a lot slower than the Seekers but it does have almost twice as much payload as them though. I have most of it as bomb bays but other weapons could be used. It could even be faster if I didn't limit jump jet locations to the legs. Thanks, I thought about making Fang Face heavier but I wasn't sure what equipment to give him. I am thinking about some heavier LAMs though. And yeah, the 100 tonners are kind of under gunned. The cargo bays could be used to carry bombs though. I was also thinking of them as more recon units. Pull out the imagers and a lot of other weapons can be put in their place.

I did notice that, yeah.

Quote
I think so. It's all about balancing speed, armor, and weapons. The Seekers are twice as fast as SkyJack but he has twice the payload. I could reduce the payload for additional speed and armor and still outgun the Seekers. I'll post additional AeroMechs in a bit but I do think heavier AeroMechs are worth it.

Maybe it's just that I don't want to change the rules again and have to redo a bunch of "should be bigger" AeroMechs, but I'm not so convinced. It looks increasingly like a diminishing return as we go into the heavy/assault ranges...

Quote
They look great. I wish I were better at painting and sawing. I picked up a few just because they were mech sized.  :thumbsup:

We do have a Dollar Tree or two in my area. Maybe I should go looking.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 August 2022, 05:08:57
The ultimate arbiter of munch really comes down to your table and your players. For myself, I consider the supers of the CNAZ to be deriving their powers from the same kind of localized reality bending that gives the fantasy worlds of the CNAZ their "magic." (It is even possible that a wee bit of that magic, or a more diffuse form of it, is happening in the Star Empire systems to give us their Fortune effects, BTW.) Not having made rules for how it all works, though, allows gamers to quite liberally adapt whatever game system/setting they fancy, and with that kind of freedom, there's no way we could establish a unified ruleset for it that meshes seamlessly into the reality of BattleTech's universe as we know it.

I get that and I'm glad about it. I do think other things though could be done. Some of which have been talked about here in the forums like making SRM-3 Launchers or AC/6 Cannons and so on. Things like that I think could be done and mesh well enough with regular Battletech.



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My point is, as long as it take crunchy new rules and gear to drive book sales, you'll never see a true "here's everything" kind of rulebook.

I'm not sure that's possible since there's always something new coming out. Still, what's already out could be included with a new edition. The new version of IO added Prototype Improved Jump Jets. Other items could have been added at the same time but weren't for reasons.


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*squints* Okay, so the 75-ton mass (and the 100+ ton mass) appear to be related only to the use of the FAST pack and atmo-escape booster system. Those are literally just giant rockets that I think can be/are jettisoned in combat. I'd not count those weights as integral to the unit itself. Take them away and the heaviest they seem to go becomes about 45-50 tons on the BT scale, which is inside the extant rules.


The escape booster is just a big rocket the FAST Packs are more involved. The regular FAST Packs contain fuel in the legs, missiles in the arms, and thrusters, fuel, and missiles or lasers in the back units. The Elintseeker has additional sensors and com equipment instead of weaponry. They're pretty integrated. They're just jettisonable. Without them the weight does drop a lot but some of that is still the wing mounted missiles and the gun pod, and fuel.   Anyway, if we build the Valkyries lighter then there's no weight to add the FAST Packs or the Armor Packs. It also doesn't leave room for the different variants or upgrades. Some have two seats. The newest one even has a BA cockpit now. Doing things the way we did, the "early" VF-1s are a bit over engineered but they have room to grow. Otherwise, each variant would have to have their own stats from the ground up. The VF-1S is heavier than the VF-1A so it's need different engines, structure and conversion system for each variant. It'd be like each of the Seekers having their own stats because they weigh from 45-70 tons.

 
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I did notice that, yeah.

Maybe it's just that I don't want to change the rules again and have to redo a bunch of "should be bigger" AeroMechs, but I'm not so convinced. It looks increasingly like a diminishing return as we go into the heavy/assault ranges...

The only rule would be no heavy AeroMechs and I don't think you'd have to redo anything. There are some diminishing returns. 65 tons isn't much better than 60 tons but a lot of it still depends on speed, armor and weapons. If you try to make a 60 ton AeroMech as fast as a 50 ton AeroMech, the 60 tonner won't be much better than the lighter AeroMech. If you slow it down some though, the amount of armor and weapons the 60 ton can carry goes up. It's like comparing a Stinger Mech and a Stinger LAM. There's not a lot of difference between the two in Mech Mode. There's a lot of differences between a Stinger LAM and a Phoenix Hawk LAM though. A Champion LAM though isn't much better than a Phoenix Hawk LAM. I'd still use a Champion LAM though. :)

It is up to you though but I think they're worth it.  :thumbsup:



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We do have a Dollar Tree or two in my area. Maybe I should go looking.

- Herb


I think it'd be worth it. As far as I know there's 6 total. Optimus, Bumblebee, and Grimlock, and Megartron, Starscream, and Soundwave. There's probably more that size but you'd have to get them from Japan.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 August 2022, 10:14:29
Heads up:

I have to finish just two more blurbs, and then  I should be able to post the first portion of the TRO section of my TRO: Syberia. (Model types from A through F.) But I'm tired and have stuff I gotta do first.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 22 August 2022, 10:16:53
Oh wow!  Thank you for doing this project Herb! 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 22 August 2022, 10:17:03
Yay!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 22 August 2022, 10:24:07
The escape booster is just a big rocket the FAST Packs are more involved. The regular FAST Packs contain fuel in the legs, missiles in the arms, and thrusters, fuel, and missiles or lasers in the back units. The Elintseeker has additional sensors and com equipment instead of weaponry. They're pretty integrated. They're just jettisonable. Without them the weight does drop a lot but some of that is still the wing mounted missiles and the gun pod, and fuel.   Anyway, if we build the Valkyries lighter then there's no weight to add the FAST Packs or the Armor Packs. It also doesn't leave room for the different variants or upgrades. Some have two seats. The newest one even has a BA cockpit now. Doing things the way we did, the "early" VF-1s are a bit over engineered but they have room to grow. Otherwise, each variant would have to have their own stats from the ground up. The VF-1S is heavier than the VF-1A so it's need different engines, structure and conversion system for each variant. It'd be like each of the Seekers having their own stats because they weigh from 45-70 tons.
Personally, not get side tracked from the Syberian AutoMechs, the FAST PAC/Boosters could be treated like either as External items that can mount in the Bomb slots normal aerospace fighter has, likely have to eject it ANYWAYS because it can't transform or enter atmosphere.
Since Lams have only Bomb Bays, it would be funky to have them plug into THAT and treat the rocket pack as add-on vehicle of some sort, with armor (fuselage Legs) , fuel, etc  until it gets into mech parts aside from crits.   Quirk could solve the problem, but not many people use them (Quirk: Attachable External Vehicle Pack.) 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 August 2022, 15:06:45
Aaaaand...

BAM! Unit models from A (AeroMech) through F (Flybee Ultralight). That's about 30 chassis types, covering 83 named convertible Syberian AutoMechs. (Excluding large naval vessels, mobile structures, and spacecraft, of course.)

If I continue in this vein, the next batch will likely be G through P (28 chassis types) or G through R (32 chassis types), followed by R (or S) through W (for 29-33 chassis types). (There are currently no chassis types beginning with Q, X, Y, or Z.) After which I may toss in a few more entries for the 6 or so non-mobile structure units that I have, in fact, already statted.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 22 August 2022, 15:34:32
Personally, not get side tracked from the Syberian AutoMechs, the FAST PAC/Boosters could be treated like either as External items that can mount in the Bomb slots normal aerospace fighter has, likely have to eject it ANYWAYS because it can't transform or enter atmosphere.
Since Lams have only Bomb Bays, it would be funky to have them plug into THAT and treat the rocket pack as add-on vehicle of some sort, with armor (fuselage Legs) , fuel, etc  until it gets into mech parts aside from crits.   Quirk could solve the problem, but not many people use them (Quirk: Attachable External Vehicle Pack.)

In a way we did that. We had it so that available slots can mount "external" Jettisonable items. Kind of like how a Hatchet is external but still takes internal crits. The "wing mounted" bomb bays received the open bomb bay quirk since the missiles or bombs are exposed to enemy fire. I'll try to post stats soon.


Aaaaand...

BAM! Unit models from A (AeroMech) through F (Flybee Ultralight). That's about 30 chassis types, covering 83 named convertible Syberian AutoMechs. (Excluding large naval vessels, mobile structures, and spacecraft, of course.)

If I continue in this vein, the next batch will likely be G through P (28 chassis types) or G through R (32 chassis types), followed by R (or S) through W (for 29-33 chassis types). (There are currently no chassis types beginning with Q, X, Y, or Z.) After which I may toss in a few more entries for the 6 or so non-mobile structure units that I have, in fact, already statted.

- Herb


 :rockon: :excited: :smitten:  I've only take a quick look and it looks great so far. I'm looking forward to spending more time looking it over.  >:D :thumbsup:   :beer: :clap: :clap:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 22 August 2022, 18:17:28
Downloaded for later reading (probably this weekend)... congrats on a finished project good sir!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 22 August 2022, 19:07:30
That is some awesome and great product. Reading thru it now!!!!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 August 2022, 22:11:16
Downloaded for later reading (probably this weekend)... congrats on a finished project good sir!  :thumbsup:

Finished? My boy, I am SO FAR from finished with this one!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 22 August 2022, 22:48:44
light PPC's and ER mediums and smalls on the Aeromechs? wasn't aware those were options on syberia. i thought their weaponry was mostly restricted to the Star league era stuff, aside from the melee weapons.

also, wasn't the flybee drone one of mine?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 August 2022, 00:19:21
light PPC's and ER mediums and smalls on the Aeromechs? wasn't aware those were options on syberia. i thought their weaponry was mostly restricted to the Star league era stuff, aside from the melee weapons.

Someone twisted my arm until I conceded to Star League-plus-any-Inner Sphere-tech-up-to-3060-except-for-C3s. The construction rules section will note that.

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also, wasn't the flybee drone one of mine?

*checks spreadsheet* Yup! Sorry about that; will correct the credit. (You may be happy to know I didn't make that same error on all of your designs.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 23 August 2022, 01:36:53
you may also want to list the attribution as "glitterboy2098", instead of just 'glitterboy'. (mostly for accuracy's sake. i could provide my real name instead if you'd prefer)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 23 August 2022, 09:16:36
you may also want to list the attribution as "glitterboy2098", instead of just 'glitterboy'. (mostly for accuracy's sake. i could provide my real name instead if you'd prefer)

I've been told that requesting a real name was a faux pas in internetiquette, so for now I've made the 2098 correction. How would you prefer to be credited here? (And remember that this is just a fan work; I'm not gonna be able to sell this to CGL or anything.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 23 August 2022, 11:46:32
screename is fine, given this won;t go to print. i just figured i'd offer, since sometimes people doing fan projects liek to make their stuff look like the official stuff, and real names rather than screennames are the typical there.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 23 August 2022, 14:39:32
I'm happy its been made!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: grimlock1 on 02 September 2022, 07:54:45
I've seen the paragraph on rotors for VTOL Automechs a bunch of times.  1 ton, 2 crits, up to running speed, yeah, yeah, reskinned improved jump jets... VTOL mode cruise equals rotors*1.5, yeah, yeah.
I never glomed onto the fact that rotors provide VTOL MP in mech mode!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 02 September 2022, 13:37:53
personally i keep looking for whether there is a limit on how many you can mount. as written, rotors are the same weight regardless of your mechs size, and the more you mount the fasteryou go. so there is no reason to ever build a VTOL-Mech lighter than the max size, because the smaller the mech the fewer rotors you can include and the slower it goes.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 September 2022, 14:41:31
personally i keep looking for whether there is a limit on how many you can mount. as written, rotors are the same weight regardless of your mechs size, and the more you mount the fasteryou go. so there is no reason to ever build a VTOL-Mech lighter than the max size, because the smaller the mech the fewer rotors you can include and the slower it goes.

Yeah, the VTOL units are really strapped for variation. Though I think we managed some nevertheless, in the end it comes down to more cosmetic differences and armaments than speed and mass. I *have* tweaked the upper mass limits for AerofighterMechs and VTOLMechs, but not by a terrible lot. There really is, after all, only so much one can do with some things when you're trying to maintain a sense of standards in line with established rules and canon.

That being said....

At present, I'm 4 entries away from completing the second part of the main TRO section (Units G through R). For a fan project, this may be one of my longest slogs, let me tell you!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 02 September 2022, 15:23:03
When i get a chance, I'll ping you on FB about how you want the pictures done Herb.  Been really busy at work and a bunch of other projects I've been doing.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 September 2022, 20:10:40
Okay, Luc. Looking forward to those images.

And for now, folks, here's part 2 of the TRO section of TRO: Syberia (Units G through R). Enjoy the hysteria!

(And for those recently discussing the pros and cons of VTOLMech design, check out the Rotor.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 04 September 2022, 17:10:39
I've seen the paragraph on rotors for VTOL Automechs a bunch of times.  1 ton, 2 crits, up to running speed, yeah, yeah, reskinned improved jump jets... VTOL mode cruise equals rotors*1.5, yeah, yeah.
I never glomed onto the fact that rotors provide VTOL MP in mech mode!


I thought that the 2 crits for Rotors had been changed?
https://bg.battletech.com/forums/errata/welcome-to-the-nebula-california/msg1093924/#msg1093924


Yeah, the VTOL units are really strapped for variation. Though I think we managed some nevertheless, in the end it comes down to more cosmetic differences and armaments than speed and mass. I *have* tweaked the upper mass limits for AerofighterMechs and VTOLMechs, but not by a terrible lot. There really is, after all, only so much one can do with some things when you're trying to maintain a sense of standards in line with established rules and canon.

What are the tweaks?

I have noticed that there's only so much variation one can do without getting creative with the rules. LAMs are limited too. They all start to feel the same since there's so little variation in Aerospace Speed. I have thought of a work around for LAMs but seeing how it'd effect Aerospace too I'm not sure about it.


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That being said....

At present, I'm 4 entries away from completing the second part of the main TRO section (Units G through R). For a fan project, this may be one of my longest slogs, let me tell you!

- Herb



And we appreciate it! Thank you!  :beer: :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 04 September 2022, 21:30:48
Side question on your awesome book.  The Hopper, that's suppose to be the grasshopper shaped Insectacon.  Was it possible have partial wings to help it fly and stay cool?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 September 2022, 23:12:53
I thought that the 2 crits for Rotors had been changed?
https://bg.battletech.com/forums/errata/welcome-to-the-nebula-california/msg1093924/#msg1093924

Yes. VTOL Rotors are 1 ton/1 crit. A VTOLMech can mount up to its Running MP's worth of Rotors. The Rotors provide 1 VTOL MP each in BattleMech mode, and 1.5 Cruising VTOL MP each in VTOL mode.

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What are the tweaks?

You really didn't notice the 75-ton BomberMech or the 50-ton VTOLMech? Welp. I tweaked those two classes' max tonnage. Syberian FighterMechs can now be built up to 75 tons, and VTOLMechs can now be built up to 50 tons. That's about it, really. I wanted to make more convincing Lugnut and Blackout expies.

Side question on your awesome book.  The Hopper, that's suppose to be the grasshopper shaped Insectacon.  Was it possible have partial wings to help it fly and stay cool?

The Partial Wing was a post-3060 creation and not a physical attack weapon, so the Syberians didn't develop it. There are a number of flight-capable Decepticons who become ground-bound in this realm; the classic Insecticons fall into that category.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 September 2022, 22:26:38
Yes. VTOL Rotors are 1 ton/1 crit. A VTOLMech can mount up to its Running MP's worth of Rotors. The Rotors provide 1 VTOL MP each in BattleMech mode, and 1.5 Cruising VTOL MP each in VTOL mode.

I thought so. Thanks!:)


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You really didn't notice the 75-ton BomberMech or the 50-ton VTOLMech? Welp. I tweaked those two classes' max tonnage. Syberian FighterMechs can now be built up to 75 tons, and VTOLMechs can now be built up to 50 tons. That's about it, really. I wanted to make more convincing Lugnut and Blackout expies.

 :-[ Sorry. I haven't gotten that far yet. I hate power outages. I like the tweaks though.  :) :thumbsup:

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The Partial Wing was a post-3060 creation and not a physical attack weapon, so the Syberians didn't develop it. There are a number of flight-capable Decepticons who become ground-bound in this realm; the classic Insecticons fall into that category.

- Herb


Syberians did develop extra legs and tails. Partial Wings kind of go along with them. If they're too good maybe something similar but not as good?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 September 2022, 07:25:11
Syberians did develop extra legs and tails. Partial Wings kind of go along with them. If they're too good maybe something similar but not as good?

A couple things here.

Firstly, Wrangler was asking for the Hopper (a 40-ton bestial AutoMech) to get Partial Wings. While this would give it a 4/6/4 (6) and an effective heat control system of 13 points/turn...they'd cost the 'Mech another 3 tons. Swapping its Jump Jets with Jump Rockets and changing its sinks to Doubles would only cost it 1 and provide superior benefits, although the torsos become super-cramped in the bargain. Note that this is one of the few AutoMechs to have Commercial armor, because it just didn't have the tonnage for good protection. Even an extra 1-ton requirement gets expensive for a unit like it.

Secondly, Partial Wings are specifically prohibited to LAMs. In this case, I would put all Syberian convertible units into that same prohibition, because the Partial Wing is supposed to be a single, fixed component, while the torso segments of many convertible Syberians shift in the transformation process.

Thirdly, it appears that it was the Clans who developed Partial Wings first, and it was still in prototype phases in 3067. The Inner Sphere only got the tech from copying it later on. They Syberians never reached Clan-level engineering, and given how easily this tech can be substituted using extant rockets and double heat sinks, they probably would see such things as pointless.

Fourthly, given the above, making a Syberian equivalent that works differently/not as good would be redundant with the other stuff they made.

So... I'm gonna pass on that.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 06 September 2022, 12:07:01
I just finished the 2nd PDF of mechs you wrote, Herb. I was very overwhelmingly happy with all of it. You have your finger nearly all the Transformers I've ever heard of before. Nevermind things I never heard before.

While illegal for sure, the Bi-mod LAMs certainly offer perhaps less complication to the concept of LAMs.  Then again, these guys will never be official.

Thank you again working on this passion project. I may sound like I'm kissing ass, but really grateful such breath fresh air this is.  Its fantastic.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 September 2022, 14:05:21
I just finished the 2nd PDF of mechs you wrote, Herb. I was very overwhelmingly happy with all of it. You have your finger nearly all the Transformers I've ever heard of before. Nevermind things I never heard before.

To be fair, I started out only planning to cover the G1 units from the cartoons, but some other items leaked in as others in this thread suggested and/or built them.

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While illegal for sure, the Bi-mod LAMs certainly offer perhaps less complication to the concept of LAMs.  Then again, these guys will never be official.

Honestly, if LAMs did away with the AirMech mode, I probably would have no problem with them whatsoever, because it's the AirMech mode that always causes the problems.

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Thank you again working on this passion project. I may sound like I'm kissing ass, but really grateful such breath fresh air this is.  Its fantastic.

I thank you much!

Aside to All: Be advised that the documents I've posted so far are still basically first drafts. I have made some tweaks across all the recent documents that will have to be re-released (for instance, I just upgraded the Cyclers to 75-tonners, because they were supposed to be BIG).

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 06 September 2022, 19:13:30
And here I thought it was the ASF mode...  ::)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 07 September 2022, 02:37:34
A couple things here.

Firstly, Wrangler was asking for the Hopper (a 40-ton bestial AutoMech) to get Partial Wings. While this would give it a 4/6/4 (6) and an effective heat control system of 13 points/turn...they'd cost the 'Mech another 3 tons. Swapping its Jump Jets with Jump Rockets and changing its sinks to Doubles would only cost it 1 and provide superior benefits, although the torsos become super-cramped in the bargain. Note that this is one of the few AutoMechs to have Commercial armor, because it just didn't have the tonnage for good protection. Even an extra 1-ton requirement gets expensive for a unit like it.

Secondly, Partial Wings are specifically prohibited to LAMs. In this case, I would put all Syberian convertible units into that same prohibition, because the Partial Wing is supposed to be a single, fixed component, while the torso segments of many convertible Syberians shift in the transformation process.

Thirdly, it appears that it was the Clans who developed Partial Wings first, and it was still in prototype phases in 3067. The Inner Sphere only got the tech from copying it later on. They Syberians never reached Clan-level engineering, and given how easily this tech can be substituted using extant rockets and double heat sinks, they probably would see such things as pointless.

Fourthly, given the above, making a Syberian equivalent that works differently/not as good would be redundant with the other stuff they made.

So... I'm gonna pass on that.

- Herb



That's all cool and I'm totally okay with no Partial Wings. That said it's a physical thing and Syberians were a bit ahead of the IS and Clans in that area but it's okay. I wasn't thinking of an exact IS or Clan version anyway. Something similar yet different based on limbs.

Extra Legs are 2 tons and 2 crits per pair and function like Modular Armor. What if there was "Imitation Wings" that followed that example but worked like DHS  or DHS-P? At 2 tons and 2 crits per pair they'd be lighter and less bulky than Partial Wings or even DHS but they're also more susceptible to damage. A hit to the torso could damage them. While they work they'd also provide -4 heat but no added Jump MP. Granted I don't know where they'd be squeezed into the Hopper. Still for other BugMechs, the wings could help it look like an insect.

Question
Aren't the Extra Limbs supposed to be mounted in the Side Torsos?  ??? 1 Crit each side per pair of legs?

I also agree with Wranger. I haven't gotten through it all yet but they are fantastic and I'm grateful for them too.  :bow: :beer:



And here I thought it was the ASF mode...  ::)

That's what I thought. ;D   
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 07 September 2022, 04:21:04
Question
Aren't the Extra Limbs supposed to be mounted in the Side Torsos?  ??? 1 Crit each side per pair of legs?

Yup. I caught the error.

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I also agree with Wranger. I haven't gotten through it all yet but they are fantastic and I'm grateful for them too.  :bow: :beer:

Thanks!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 07 September 2022, 05:03:05
Yup. I caught the error.

Thanks!

- Herb


Cool.  :thumbsup:

Thank you.  :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 07 September 2022, 11:28:46
Will we see civilian AutoMechs as well? I noticed that was mentioned here and there. I'd assume the classic Crosscut, Harvest Ant etc.

Funny thing there was abandoned what I would say was "Farmbots" which were suppose to be foil for Insecticons.  They extremely briefly appeared in animated commercial for the toys back ground where you could see briefly farm machines transforming. (https://youtu.be/xSzdW9k8ayY)  I guess it was cut since it seem to be bit too far out concept.  Why.....well it was bit silly.  ;D  Its at :08 in the video. Quality quite bad.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 07 September 2022, 14:04:19
Will we see civilian AutoMechs as well? I noticed that was mentioned here and there. I'd assume the classic Crosscut, Harvest Ant etc.

I didn't have any here that are based on WorkMechs...at least not until we get to the Hyena SalvageMech, which becomes Whirl's Mech mode; that one will be in the final section of the TRO chapter. But, I mean, WERE there any Transformers that could legitimately match the WorkMechs we have on hand? There's also a dearth of minis that would serve as civilian support vehicles. 

None of that is to say they'd be impossible to see; just that I've found nothing that would go with the WorkMechs we have to date. A few Support Vees made it, though...

Quote
Funny thing there was abandoned what I would say was "Farmbots" which were suppose to be foil for Insecticons.  They extremely briefly appeared in animated commercial for the toys back ground where you could see briefly farm machines transforming. (https://youtu.be/xSzdW9k8ayY)  I guess it was cut since it seem to be bit too far out concept.  Why.....well it was bit silly.  ;D  Its at :08 in the video. Quality quite bad.

It's really difficult to see what's happening in that scene between the bad quality and the few frames we got on the action, so I'm not even sure they were supposed to be farm vehicles transforming...

But if we're thinking about THOSE kind of civilian units, a number of units in this book are based on Transformers that become civilian vehicles in their alternate modes.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 07 September 2022, 18:49:26
Just go through the list of non-weapon options for Vehs and Mechs, and see if any AutoMechs can have then attached.  For example, put two Mining Drills (https://www.sarna.net/wiki/Mining_Drill) on a Veh mode and you can get Twin Twist (https://tfwiki.net/wiki/Twin_Twist_(G1))

A few Equipment (https://www.sarna.net/wiki/Category:Equipment) and Melee Weapon (https://www.sarna.net/wiki/Category:Melee_Weapons) ideas would be:
- Mining Drill (https://www.sarna.net/wiki/Mining_Drill) - Mech sized
- Industrial Drill (https://www.sarna.net/wiki/Industrial_Drill)-  BA sized
- Lift Hoist (https://www.sarna.net/wiki/Lift_Hoist) - Mech sized
- Cargo Lifter (https://www.sarna.net/wiki/Cargo_Lifter_(Battle_Armor)) - BA sized
- Salvage Arm (https://www.sarna.net/wiki/Salvage_Arm) - both Mech & BA sized
- Rock Cutter (https://www.sarna.net/wiki/Rock_Cutter) - Mech sized
- Chainsaw (https://www.sarna.net/wiki/Chainsaw) - Mech sized

And before I forget, you have the Constructicons (https://tfwiki.net/wiki/Constructicons), Sixbuilder (https://tfwiki.net/wiki/Sixbuilder), and Landfill (https://tfwiki.net/wiki/Landfill_(RID)).

The original Autobots had several civilian vehicles as well.

Possible ideas are:
- a Support Vehicle train engine (https://tfwiki.net/wiki/Rail_Racer_(RID)) that pulls basic train cars to transport goods (and other Automechs)
- a flyer that can carry cargo as well
- an Automech that can become the brain (https://tfwiki.net/wiki/Headmaster_(technology)) for a Dropship (or other type of large vehicle)
- an Automech that transforms into a repair station (https://tfwiki.net/wiki/Construction_station)
- Automechs who have above a certain percentage of their mass devoted to a non-combat items (https://tfwiki.net/wiki/Perceptor)

Besides, some Automech classes might not be useful (https://tfwiki.net/wiki/Disposable_class)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 07 September 2022, 19:25:28
I didn't have any here that are based on WorkMechs...at least not until we get to the Hyena SalvageMech, which becomes Whirl's Mech mode; that one will be in the final section of the TRO chapter. But, I mean, WERE there any Transformers that could legitimately match the WorkMechs we have on hand? There's also a dearth of minis that would serve as civilian support vehicles. 

None of that is to say they'd be impossible to see; just that I've found nothing that would go with the WorkMechs we have to date. A few Support Vees made it, though...

It's really difficult to see what's happening in that scene between the bad quality and the few frames we got on the action, so I'm not even sure they were supposed to be farm vehicles transforming...
But if we're thinking about THOSE kind of civilian units, a number of units in this book are based on Transformers that become civilian vehicles in their alternate modes.

- Herb
If you look frame where Insecticons arrived on the barn, you can see the yellow farm vehicles.

I was just mentioning them.  Its very little known about them.  I wished I could find better footage of it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 07 September 2022, 23:38:46
Just go through the list of non-weapon options for Vehs and Mechs, and see if any AutoMechs can have then attached.  For example, put two Mining Drills (https://www.sarna.net/wiki/Mining_Drill) on a Veh mode and you can get Twin Twist (https://tfwiki.net/wiki/Twin_Twist_(G1))

A few Equipment (https://www.sarna.net/wiki/Category:Equipment) and Melee Weapon (https://www.sarna.net/wiki/Category:Melee_Weapons) ideas would be:
- Mining Drill (https://www.sarna.net/wiki/Mining_Drill) - Mech sized
- Industrial Drill (https://www.sarna.net/wiki/Industrial_Drill)-  BA sized
- Lift Hoist (https://www.sarna.net/wiki/Lift_Hoist) - Mech sized
- Cargo Lifter (https://www.sarna.net/wiki/Cargo_Lifter_(Battle_Armor)) - BA sized
- Salvage Arm (https://www.sarna.net/wiki/Salvage_Arm) - both Mech & BA sized
- Rock Cutter (https://www.sarna.net/wiki/Rock_Cutter) - Mech sized
- Chainsaw (https://www.sarna.net/wiki/Chainsaw) -  sized

And before I forget, you have the Constructicons (https://tfwiki.net/wiki/Constructicons), Sixbuilder (https://tfwiki.net/wiki/Sixbuilder), and Landfill (https://tfwiki.net/wiki/Landfill_(RID)).

The original Autobots had several civilian vehicles as well.

Possible ideas are:
- a Support Vehicle train engine (https://tfwiki.net/wiki/Rail_Racer_(RID)) that pulls basic train cars to transport goods (and other Automechs)
- a flyer that can carry cargo as well
- an Automech that can become the brain (https://tfwiki.net/wiki/Headmaster_(technology)) for a Dropship (or other type of large vehicle)
- an Automech that transforms into a repair station (https://tfwiki.net/wiki/Construction_station)
- Automechs who have above a certain percentage of their mass devoted to a non-combat items (https://tfwiki.net/wiki/Perceptor)

Besides, some Automech classes might not be useful (https://tfwiki.net/wiki/Disposable_class)

And a number of those have made their appearances in this project. :) (Hmmm. Sixbuilder may be the closest thing to a Transformer that would work with an IndustrialMech mini, particularly the ConstructionMech...)

If you look frame where Insecticons arrived on the barn, you can see the yellow farm vehicles.

I was just mentioning them.  Its very little known about them.  I wished I could find better footage of it.

Same. That aside, though, I think we have a lot of civvie AutoMechs in this project already, if your criteria is for units that transform into civilian/industrial vehicles. I've also got a good number of named AutoMechs in the listings whose functions are non-combat, if you are looking for that. Just want to be sure what itch you're looking to scratch.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 September 2022, 00:26:35
Crude stats report:

In this project of mine, you'll find some 91 AutoMech classes that fall into the categories of 'Mechs, battle armor, and ultra-light support vehicles (under 5 tons).

They represent some 315 named (and/or generic) Transformers.

I have statted an additional 10 non-'Mech AutoMechs that fall into the categories of DropShips and Large Naval Support Vehicles...

I have identified an additional 3 non-'Mech AutoMechs that fall into the category of Mobile Structures...

I am currently 20 entries away from complete write-ups on all the 91 classes, and will likely add the 10 DropShip/Large Naval units as an addendum. Those 10 DropShip/Large Naval units may get the briefest of overviews. I have NO current plans to tackle the Mobile Structures, as they scare the freaking crap out of me.

I've received 52 miniature images that I will try and integrate into the entries once all the principal writing is completed. All but one of the images come from Luciora. (Thanks, Luc!)

The rules and TRO section will get need some extra writing to polish them off. There may be additional line-art from me added to both.

I don't have the talent to produce proper Record Sheets for this project, and honestly would probably not do so if I could because that would add about another 200+ pages to the thing, after including all variants.

My efforts to do this as cheaply as possible means that nobody is getting paid for it, including myself.

I am 50 years old. My cats Kurita, Luna, and Oreo are 12, 2, and 2, respectively.

There are 6 books and 4 sets of glasses on my desk at the moment. From my vantage point, I am surrounded by 75 Transformers toys and 2 starships Enterprise.

I have a lot more Transformers toys and Enterprises than what I see.

There are roughly 365.25 days in a Terrestrial Day...

I may be going number-crazy...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 08 September 2022, 01:37:37
I have more planned hahah
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 08 September 2022, 18:56:06
Cant wait for more Automechs.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 08 September 2022, 21:17:13
Dear god, this going be good. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 September 2022, 15:29:30
Another bit of original art for this project.

Enjoy!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 11 September 2022, 15:40:53
You can draw TOO!  Who knew!?  ???  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 September 2022, 15:42:43
You can draw TOO!  Who knew!?  ???  :D

 ???

Did you miss the other pieces I did for this project and the Tetakuni adventure?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 11 September 2022, 15:43:19
Hence my ":D"...  ^-^
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 September 2022, 15:58:07
Hence my ":D"...  ^-^

Well, I mean, CGL has always rejected my line art and redid them from scratch, so...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 11 September 2022, 15:59:22
Only when they had money to do so... your bar is actually a good one: "You must PAY an artist to exceed this level".   :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 11 September 2022, 17:34:18
Nice artwork.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 September 2022, 21:50:20
Thanks!

12 AutoMech write-ups to go.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 11 September 2022, 21:51:44
Herb, your art is very on par with Shrapnel's retro art. Its very good!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 September 2022, 16:49:58
8 to go...

Also, the number of named AutoMechs has gone up to 334 (although, to be fair, some of them are "generics").

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 September 2022, 22:53:04
All AutoMech 'Mech units, ultralight drones, and MiniMechs are now fluffed and statted!

Presenting Part 3 of the TRO section of TRO: Syberia (pre-miniature art, of course). Units S through W.

I'll need a little bit to figure out how I plan to tackle the non-'Mech AutoMechs I've got statted. Working them into the formats I have promises to be a bit wonky.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 16 September 2022, 18:33:04
Whoo hoo! So looking forward to reading this.  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 16 September 2022, 19:48:58
Whoo hoo! So looking forward to reading this.  :thumbsup: :beer:

Oh, so someone DID notice!

-Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 16 September 2022, 19:57:51
You're a more than fine writer, and a TOTALLY fine artist... please keep up the good work!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 16 September 2022, 19:58:04
I'm been reading it. Sorry I hadn't said anything yet. It's really has some really has interesting ideas in these books!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 17 September 2022, 04:37:53
Oh, so someone DID notice!

-Herb

I noticed. :) I'm a bit slow at reading right now but I have read is great!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 17 September 2022, 11:49:42
may i suggest a chart at the back listing all the unit types (including variants) and which factions use what? sort of Syberian MUL?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 September 2022, 16:22:15
I'm been reading it. Sorry I hadn't said anything yet. It's really has some really has interesting ideas in these books!

I just get so lonely without acknowledgement.  :-[

may i suggest a chart at the back listing all the unit types (including variants) and which factions use what? sort of Syberian MUL?

In a way, that's what the "Notable Specs" are for at the bottom of each entry's stat blocks. In addition to identifying "named units," their configurations, skills, and fields of expertise, they are color coded by faction. But a dedicated list of who makes what? I'm gonna avoid that, I think. The IE guys making this report are just guessing, after all. And after a few hundred years of continuous fighting, repairs, rebuilds, and reprogrammings, things get muddy.

Plus, whoo! This project is WAY larger than I ever meant it to be! I think it'll clock in at about 300 pages, when I get it done--and that's without a ToC, an Index, or Record Sheets! (I think I overdid it!)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 17 September 2022, 16:26:33
Regular acknowlegement can be arranged, good sir...   ^-^
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 17 September 2022, 21:37:16
I just get so lonely without acknowledgement.  :-[

In a way, that's what the "Notable Specs" are for at the bottom of each entry's stat blocks. In addition to identifying "named units," their configurations, skills, and fields of expertise, they are color coded by faction. But a dedicated list of who makes what? I'm gonna avoid that, I think. The IE guys making this report are just guessing, after all. And after a few hundred years of continuous fighting, repairs, rebuilds, and reprogrammings, things get muddy.

Plus, whoo! This project is WAY larger than I ever meant it to be! I think it'll clock in at about 300 pages, when I get it done--and that's without a ToC, an Index, or Record Sheets! (I think I overdid it!)

- Herb
No worries it will be treasured.  People will be playing stuff in the future. Its too interesting and cool not to!   
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 18 September 2022, 01:36:27
btw, on the battletech international facebook group, a guy posted pics of his repaints and reposes of some dolalr tree Trandfomer figures that are mech sized. so if you have a dollar tree around and need some seekers, megatron, soundwave, and optimus, they might be useful.
https://www.facebook.com/photo/?fbid=10225590274597576&set=pcb.10225590279797706

pics attached (the seekers were repainted and reposed starscreams. apparently none of the figures have poseability, so he had to do some saw work)

My wife picking me up some of these, and me thinking of using them on the tabletop, was literally one of the inspirations that led to Exile in Syberia.  They're great.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 18 September 2022, 01:48:06
Aaaaand...

BAM! Unit models from A (AeroMech) through F (Flybee Ultralight). That's about 30 chassis types, covering 83 named convertible Syberian AutoMechs. (Excluding large naval vessels, mobile structures, and spacecraft, of course.)

If I continue in this vein, the next batch will likely be G through P (28 chassis types) or G through R (32 chassis types), followed by R (or S) through W (for 29-33 chassis types). (There are currently no chassis types beginning with Q, X, Y, or Z.) After which I may toss in a few more entries for the 6 or so non-mobile structure units that I have, in fact, already statted.

- Herb

Well this was a fantastic thing to come back to!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 September 2022, 12:07:55
Aaaaaand now for the non-'Mech AutoMechs that I've statted.

I have not statted the mobile structures. And I don't really plan to. Because they scare me. So this is the last of the units for my Syberia TRO.

Revisions will eventually come, after I finish and post the last chapter: the rules!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 18 September 2022, 16:14:42
I just get so lonely without acknowledgement.  :-[

You are to be commended. These are great!  :thumbsup: :beer:


Aaaaaand now for the non-'Mech AutoMechs that I've statted.

I have not statted the mobile structures. And I don't really plan to. Because they scare me. So this is the last of the units for my Syberia TRO.

Revisions will eventually come, after I finish and post the last chapter: the rules!

- Herb

Whoo hoo!





If anyone is interested, I saw a pack of 18? Transformers in "Robot" mode that were about the same size as the Dollar Store Transformers. Which means they should work on a mapsheet. There was a selection from each season. I think it was around $20 at Wallmart.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 18 September 2022, 19:05:58
Wow 4 books now..great job everyone.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 18 September 2022, 21:21:31
Wholly crap-olly.  The AutoCarrier is a bloody titan with no transformer!  That sucker's armor is crazy strong, amazing job, Herb! 

If I dare suggest something however. I'm actually surprised there no vehicle bays to launch hovercraft and sea-based automechs.  Unless this will appear in the record sheet your creating for it.  I know support naval vehicles are super complicated, including flight deck, armored chassis related features.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 September 2022, 00:48:04
Wholly crap-olly.  The AutoCarrier is a bloody titan with no transformer!  That sucker's armor is crazy strong, amazing job, Herb! 

If I dare suggest something however. I'm actually surprised there no vehicle bays to launch hovercraft and sea-based automechs.  Unless this will appear in the record sheet your creating for it.  I know support naval vehicles are super complicated, including flight deck, armored chassis related features.

Record Sheets!?

No, no. I can't do Record Sheets. Can't even figure out how to do them, and there would be hundreds of them in this project as it is!

The hovertanks would be convertible AutoMechs who transform on the decks and glide right off it. :) We'd have to handwave how they get back on without the ship docking first... AutoCarrier is mainly about the planes, anyway.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 September 2022, 02:08:12
Part 1 of the TRO section, Redux!

Now featuring the miniature arts of Luciora and Jason Coffey!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 19 September 2022, 02:25:55
Man, I need to diversify a bit more.  Good to see someone else's mini work too!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 September 2022, 02:43:36
Man, I need to diversify a bit more.  Good to see someone else's mini work too!


Maybe. Here's part 2! The Leader class gave me more trouble than I anticipated. So much squeezing.

Of course, the switch to pictures has increased the file-size by about a third so far. More pics may put it past the 900KB limit even with me making these files as small as possible. I'd just have to re-sort them if I go over, I guess...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 September 2022, 02:56:10
Man, I need to diversify a bit more.  Good to see someone else's mini work too!


Heheh. You also gave me four Streaker models to pick from!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 September 2022, 03:43:01
And lo, it has happened...

Part 3 is too big for posting here right now. I must cogitate....

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 September 2022, 03:49:40
Cogitation complete.

Part 3 now covers units S through T! Woo!

- Herb

[EDIT: Updated File with colorized Seekers art. I hope.]
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 September 2022, 03:55:56
And Part 4!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 19 September 2022, 04:36:16
And downloaded!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 19 September 2022, 07:12:10
Loving it so far.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 19 September 2022, 10:24:27
Herb, if I wanted to share these files on FB or Discord, would that be ok?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 September 2022, 14:05:01
So, I colorized something...

Herb, if I wanted to share these files on FB or Discord, would that be ok?

As long as you make it clear this was a for-fun project, not commissioned by anyone who owns the proper rights to BattleTech and/or Transformers.... I think so.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 19 September 2022, 18:00:08
I find TWO hilarious things since I last checked here:

1) Part 3 is TWO letters!  ;D

2) Two frowns and one smirk...  ^-^
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 20 September 2022, 01:17:29
Just a FTI about that pack of metal Transformers minifigs. The pack includes; Optimus Prime, Bumblebee, Hot Rod, Cliffjumper, Jazz, Prowl, Sideswipe, Sunstreaker, Wheeljack, Arcee, Ironhide, Ultra Magnus, Megatron, Starscream, Skywarp, Thundercracker, Shockwave, and Soundwave. They're metal, nicely painted and very similar in size to the ones from the Dollar Store. There's a picture here.

https://www.seibertron.com/transformers/news/new-jada-transformers-minifigs-found-at-walmart-with-lucky-pricing-error/46799/

The article says that Walmart is selling them for $12. I got it for $11. Amazon has them has at $20.02 down from $24. Even that's pretty good for fully painted metal minis but I really didn't mind paying a lot less.  >:D  I'd of been tempted to get another one if they had one. The pack also says Series One so there could be more in the future. Time will tell.

The metal minis are very similar in size to the plastic ones found at the Dollar Tree. The plastic Bumblebee and Starscream are a little taller than their metal versions but that shouldn't be a problem. The others are really close in size with more active poses. Over all, I think they're both types pretty good and I'm glad I got them. Now if I just had my BT Minis.  >:D


I also have to say that the minis in the PDFs look great. You all have done an amazing job. :clap: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 20 September 2022, 08:36:38
Love Herb-art.  Very well done!  I like how the metal is reflecting facial expressions without having any mouths.   ;D

As side note, the earlier Spreadsheet mentioned a dropship that was shaped like Pursuit Cruiser, was that dropped?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 September 2022, 09:54:23
Love Herb-art.  Very well done!  I like how the metal is reflecting facial expressions without having any mouths.   ;D

As side note, the earlier Spreadsheet mentioned a dropship that was shaped like Pursuit Cruiser, was that dropped?

Pursuit Cruiser?

As to the faces, yeah, the idea with the Seeker faces is that they have some kind of LCD overlay that they can project expressions on, hence them being just a bunch of faint gray lines that probably wouldn't show as well at long range. I toyed with the idea that MechaTankus's canopy also projects a face on it, if only just the eyes, but a Shootist cockpit isn't conducive to such things...

- Herb

Oh, and the latest spreadsheet is attached here, for anyone interested.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 20 September 2022, 13:40:55
The hovertanks would be convertible AutoMechs who transform on the decks and glide right off it. :) We'd have to handwave how they get back on without the ship docking first... AutoCarrier is mainly about the planes, anyway.

- Herb

The answer is simple - there is a giant ladder on the side of the ship that the transforming craft extend one limb to grab, then climb up.   ^-^
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 20 September 2022, 21:16:30
Thanks for the Assist Herb.
I got the "Binder" Titanium series....and now I can play it.
The opening part in the 2007 movie was really awesome to me and really show some capable mechs.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 20 September 2022, 22:29:39
that scene with Blackout attacking the army base (https://www.youtube.com/watch?v=ATRmESixBBc) was the closest we'll get to a film with a BT mech. (and honestly i kinda wish that the following films had focused more on the military troops instead of Whitwicky. especially since those guys felt more like GI-Joe than the entire cast of the 2009 GI-Joe film.)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 21 September 2022, 02:55:33
that scene with Blackout attacking the army base (https://www.youtube.com/watch?v=ATRmESixBBc) was the closest we'll get to a film with a BT mech. (and honestly i kinda wish that the following films had focused more on the military troops instead of Whitwicky. especially since those guys felt more like GI-Joe than the entire cast of the 2009 GI-Joe film.)



 ???  There's this scifi franchise with space wizards that has BT like mechs. There's a couple actually. There's also episodes of other scifi series with BT like mechs.

The military does feel a lot like GI-Joe. I guess that helps explain why the TF LA movies didn't feel very TF to me.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 September 2022, 05:55:05
Semi-final draft of the expanded and improved rules section (final part of the book) here!

Not sure if I want to add more Q&As at the end, and/or what to do with some of the empty space. (Maybe more original art?)

Either way, with the exception of maybe one page way back toward the beginning, that's the whole project basically done, now!

Weeeeeee!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 21 September 2022, 09:31:44
That's interesting stuff!  I love the Q/A at the end.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 September 2022, 11:17:21
That's interesting stuff!  I love the Q/A at the end.

If you or anyone else feels a need to ask more, go ahead! I'm not 100% I'm done with that part, and there is still space for some more.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 September 2022, 11:39:38
*sigh*

Some days, I swear.... Found a unit in the TRO section that was out of alphabetical order. And I also have to flip all the Skill values, because they show Piloting/Gunnery, not Gunnery/Piloting.

Ah well...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 21 September 2022, 12:05:19


 ???  There's this scifi franchise with space wizards that has BT like mechs. There's a couple actually. There's also episodes of other scifi series with BT like mechs.

The military does feel a lot like GI-Joe. I guess that helps explain why the TF LA movies didn't feel very TF to me.
AT-ATs, AT-ST's, and the like don't have the same kind of presence as a BT mech would have.. they're slow, clumsy, and ungainly.

and according to some interviews, the studio had wanted to do a GI Joe film originally but the start of gulf war 2 had Hasbro suggest Transformers instead. i suspect that much of the military side of the film retains a bit of GI Joe DNA.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 21 September 2022, 14:15:00
Considering they are Has-bros anyways being owned by the same company, and have a canon link with a daughter of a Joe, maybe its intentional as a potential spin-off just in case.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 22 September 2022, 16:21:43
AT-ATs, AT-ST's, and the like don't have the same kind of presence as a BT mech would have.. they're slow, clumsy, and ungainly.

and according to some interviews, the studio had wanted to do a GI Joe film originally but the start of gulf war 2 had Hasbro suggest Transformers instead. i suspect that much of the military side of the film retains a bit of GI Joe DNA.


I suppose they  look like they're slow, clumsy, and ungainly but I think part of that is their design. Their official speed would make many of them either 4/6 or 6/9 Mechs. Their movement looks good for that.


Considering they are Has-bros anyways being owned by the same company, and have a canon link with a daughter of a Joe, maybe its intentional as a potential spin-off just in case.

There is?



Semi-final draft of the expanded and improved rules section (final part of the book) here!

Not sure if I want to add more Q&As at the end, and/or what to do with some of the empty space. (Maybe more original art?)

Either way, with the exception of maybe one page way back toward the beginning, that's the whole project basically done, now!

Weeeeeee!

- Herb


Wow! Way cool!   :beer: :clap: :thumbsup:




Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 September 2022, 16:44:47
AT-ATs, AT-ST's, and the like don't have the same kind of presence as a BT mech would have.. they're slow, clumsy, and ungainly.

Star Empire is about 85 LY away if you want ATs...

I suppose they  look like they're slow, clumsy, and ungainly but I think part of that is their design. Their official speed would make many of them either 4/6 or 6/9 Mechs. Their movement looks good for that.

We put the Scout Walker at 5/8, IIRC, and the AT-AT at 3/5. I recall doing the research to make a lot of stats as close as possible to canon, though looking at Wookieepedia, the AT-AT should be more like 4/6. But then again, Wookieepedia puts the cargo capacity of an AT-AT at over 3,000 tons, with the AT-ST getting a 500-ton cargo capacity. Neither of which are even POSSIBLE in BT tech, so....

- Herb

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 22 September 2022, 17:11:00
Marissa Fairborn, daughter of Flint and Lady Jaye.  That may have been retconned out though.

https://tfwiki.net/wiki/Marissa_Faireborn
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 22 September 2022, 19:26:49
We put the Scout Walker at 5/8, IIRC, and the AT-AT at 3/5. I recall doing the research to make a lot of stats as close as possible to canon, though looking at Wookieepedia, the AT-AT should be more like 4/6. But then again, Wookieepedia puts the cargo capacity of an AT-AT at over 3,000 tons, with the AT-ST getting a 500-ton cargo capacity. Neither of which are even POSSIBLE in BT tech, so....
to be fair a lot of the wookiepedia entries on the technical specs come from that cross section books, which were being written by some of the most ardent "argue and 'win' debates on the internet" types (http://www.st-v-sw.net/STSWICS.html) (more (http://www.st-v-sw.net/Warsiegroup.html)), and they tended to inflate the specs to make SW stuff superior to everyone. its where the 'gigaton turbolasers' came from for example. and a lot of their figures are just weird to start with. star destroyers apparently burn more fuel per second in their reactors than they mass as a ship for example.

when adapting SW stuff to any gaming ruleset you pretty much have to throw out their wiki stats and go by general feel. at best you can use the weapon mounts data.. but even that is suspect sometimes (i once got banned because i edited the liberator class cruiser to have a more reasonable weapons mount, based on an analysis i'd found of its videogame stats vs other ships in the setting. it had incorrectly been listed as mounting more guns than a Super Star destroyer.. because someone had listed the firepower values from the game as the # of guns) the page was a mod's pet project, and he banned me for half a year because i edited the page twice a month apart.. citing a rule that punishes edit wars that take place within the span of a day. and he banned me in such a way that my entire IP address was blocked, so i couldn't appeal, despite being told that i was allowed to. so so bad info can find its way onto that wiki and stick around) and that page still has the wrong info years later
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 September 2022, 20:29:25
Eh. We eventually came up with figures that made them work for us.

Of course, they ended up sucking when compared to BT, but not everyone in the CNAZ managed to surpass the Star League the way Syberia did.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 22 September 2022, 20:35:32
Star Empire is about 85 LY away if you want ATs...

We put the Scout Walker at 5/8, IIRC, and the AT-AT at 3/5. I recall doing the research to make a lot of stats as close as possible to canon, though looking at Wookieepedia, the AT-AT should be more like 4/6. But then again, Wookieepedia puts the cargo capacity of an AT-AT at over 3,000 tons, with the AT-ST getting a 500-ton cargo capacity. Neither of which are even POSSIBLE in BT tech, so....

- Herb

- Herb


:)


So you rounded down? That's cool. 5/8 works for me. :) I'm not sure about the cargo weights. I saw 500 kilograms for that AT-ST and several thousand tons for the AT-ACT. I can kind of believe it considering how massive the AT-AT style Walkers are. They don't even fit in a single hex space so they're not possible with BT Tech.  But we can make something that looks like it.  >:D



I'm still going over the Syberian Rules PDF. I'm still a bit concerned with how nerfed WiGE Mechs Cruise/Flank speed is. They're using the same Jump Jets/Jump Rockets as Fighter Mechs but they move so much slower. I know you don't want anything like AirMechs but they really shouldn't be so slow. Not when HoverMechs get a +2 to their Cruising MP. Speed bump or not, may suggest giving WiGEMechs fluffed reason for why they're so much slower than FighterMechs?

Here's a few more questions to ponder. Apologies if the answer is already in the PDF. I'm still trying to get through it. Darn distractions! 

Are there any restrictions to which AutoMech types can use Jump Jets, Jump Rockets, or UMUs or which modes those items can be used in? Besides Superheavy AutoMechs. For example, can a Submarine Mech mount Jump Jets? If so, can it use the Jump Jets in Vehicle Mode?

Never mind. Found it!   :)

Are AutoMechs with Vehicle to Vehicle Conversions like that used by the Thorizer possible?

Would FighterMechs with a Prop-Flight Quirk follow the rules for Prop-Air Craft?
Can a FighterMech mount both Turbo-Prop and a Jump Jet? May I presume that Turbo-Props don't work in space? Unless they're based on the Spitfire.  :))




For the purposes of damage, does it matter or not if the Prop is located in the Front?

FighterMechs require 3 Jump Jets. Presumably so they can get into space. Can non space going AirMechs mount fewer Jump Jets? Without having to resort to the Illegal Quirk?
https://tfwiki.net/mediawiki/images2/d/d2/ROTFtoy-RansackScout.jpg
http://images.shoutwiki.com/gbwiki/8/8c/GoBotsToyZero.jpg


Does it matter how VTOL Mechs have their Rotors in Mech Mode when it comes to VTOL Movement in Mech Mode and terrain restrictions?
Out and available.
http://images.shoutwiki.com/gbwiki/8/8b/AceCOTGModel.jpg 
https://tfwiki.net/mediawiki/images2/9/9d/TF-Generations-JP-TG-29-Sandstorm.jpg

Folded up but could possibly be unfolded while still in Mech Mode.
http://images.shoutwiki.com/gbwiki/1/1a/GBWFlipTop.jpg
https://tfwiki.net/mediawiki/images2/1/17/Movie_Blackout_Legends_toy.jpg

Locked out of the way.
https://tfwiki.net/mediawiki/images2/1/18/G1_Sandstorm_toy.jpg
http://images.shoutwiki.com/gbwiki/e/e4/GoBotsToyTwinSpin.jpg

I ask because if they're always out, would VTOL Mechs be prohibited from  entering certain terrain, like Level 2 Woods in either mode?

Out or in, are VTOL Mechs prohibited from using VTOL Movement, in Mech Mode, while in terrain prohibited to VTOLs? Or are the like AirMechs? They can walk into woods and fly out but not fly in or through.

If VTOLMech's rotors are out of the way in Mech mode would they have their own Custom Quirk like; Locked Rotors; This VTOL Mech can't use VTOL Movement while in Mech Mode or something?

Naval Mech movement rules says that Naval Mechs can't use their vehicle motive systems in Mech Mode. I thought it was ruled that Naval Mechs could use their floats in Mech Mode because of Depthcharge. https://tfwiki.net/wiki/File:ROTF_Depthcharge_concept.jpg  Has that been changed?   ???

I'm presuming there's no prohibition from converting while under water?

Can AutoMechs mount turrets or additional turrets for those that come with them? For example can I give a Beast Mech a Head Turret so it can turn it's head when it uses it's flame thrower?  Or a Head Turret on a Hover Mech being a lower front turret and the arms the main turret?

Never mind. Found it!  :thumbsup:  I'm loving this project!


Thanks. :) Off to read more! Whoo hoo!  :thumbsup:






Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 22 September 2022, 21:32:00
i guess now that this thread is winding down i really should start cracking on my own Nebula California Star System. writing up the IE exploration report part has been tougher than i'd like.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 23 September 2022, 02:19:21
Marissa Fairborn, daughter of Flint and Lady Jaye.  That may have been retconned out though.

https://tfwiki.net/wiki/Marissa_Faireborn


I suppose it depends on which timeline you use. I figured her for mid twenties in the cartoon as she's a captain. If she was 20 in 2005 she'd of been born in 1985. The year Flint and Lady Jay were introduced. I suppose Marissa could have been born before they joined the Joes but when would they have had time to be parents?




to be fair a lot of the wookiepedia entries on the technical specs come from that cross section books, which were being written by some of the most ardent "argue and 'win' debates on the internet" types (http://www.st-v-sw.net/STSWICS.html) (more (http://www.st-v-sw.net/Warsiegroup.html)), and they tended to inflate the specs to make SW stuff superior to everyone. its where the 'gigaton turbolasers' came from for example. and a lot of their figures are just weird to start with. star destroyers apparently burn more fuel per second in their reactors than they mass as a ship for example.

when adapting SW stuff to any gaming ruleset you pretty much have to throw out their wiki stats and go by general feel. at best you can use the weapon mounts data.. but even that is suspect sometimes (i once got banned because i edited the liberator class cruiser to have a more reasonable weapons mount, based on an analysis i'd found of its videogame stats vs other ships in the setting. it had incorrectly been listed as mounting more guns than a Super Star destroyer.. because someone had listed the firepower values from the game as the # of guns) the page was a mod's pet project, and he banned me for half a year because i edited the page twice a month apart.. citing a rule that punishes edit wars that take place within the span of a day. and he banned me in such a way that my entire IP address was blocked, so i couldn't appeal, despite being told that i was allowed to. so so bad info can find its way onto that wiki and stick around) and that page still has the wrong info years later


Yeesh!




Eh. We eventually came up with figures that made them work for us.

Of course, they ended up sucking when compared to BT, but not everyone in the CNAZ managed to surpass the Star League the way Syberia did.

- Herb

I like that they sucked compared to BT. I don't think everything needs to be as good or better, or even equal to.


Did you mean to reference Tactical Handbook when discussing what Physical Weapons were allowed? Since Tactical Handbooks is before 3060 would items in it be available?

It just hit me. FighterMechs have a minimum 3 Jumping MP requirement. It's just the Jump MP that needs to be at least 3. So 2 Jump Rockets providing 4 Jump MP would be legal. Right?

Would the Water Lander Quirk be available to VTOL Mechs?

Can non converting vehicle drones under 5 tons use Battle Armor equipment? I know that's a "no" for non Syberian small vehicles but it always seemed more than odd that a 1 ton unit can out gun a unit that weighs 5 times as much.

Never mind. It's a nope. Would of been nice but oh well. Maybe when we get to the Third League the rules will change. And thank you for the credit Herb. I'm glad I could help contribute. :)




i guess now that this thread is winding down i really should start cracking on my own Nebula California Star System. writing up the IE exploration report part has been tougher than i'd like.


It is?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 23 September 2022, 02:41:43
AT-ATs, AT-ST's, and the like don't have the same kind of presence as a BT mech would have.. they're slow, clumsy, and ungainly.

and according to some interviews, the studio had wanted to do a GI Joe film originally but the start of gulf war 2 had Hasbro suggest Transformers instead. i suspect that much of the military side of the film retains a bit of GI Joe DNA.

For me, I figure the AT-AT is a long-range armored energy artillery platform with inherent troop transport ability.  It is taller to see over the curve of the local planet, compared to putting the guns closer to the ground (like the turbolaser artillery seen in Attack of the Clones).  There is an Earth horizon distance calculator here (https://calculator.academy/horizon-distance-calculator/).  Basic equation is:
horizon distance = SQRT[(Planet radius + your height)^2 - (Planet radius)^2]

Obviously this equation will fail when your height is a noticeable fraction of the planet's radius


AT-STs are little more than 2-legged jeeps, with a pair of anti-infantry direct-fire weapons on either side and the equivalent of a grenade launcher in the chin.  That chin gun was mainly used to back-shoot the others.


i guess now that this thread is winding down i really should start cracking on my own Nebula California Star System. writing up the IE exploration report part has been tougher than i'd like.

And I need to make more Mobile Structures for my Mortal Engines planet.  They were completely illegal due to these Mobile Structures having a speed higher than 1, but it was fun
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 23 September 2022, 10:56:49
Considering Marissa's heritage, maybe a boarding school or something?   She may have been staying with relatives the whole time too.  But yes, her age is of some dispute.  I think its a fun nod to the other series as it is. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 23 September 2022, 19:24:38
I know this is coming out of the blue. Are the bimodal AutoMech "LAM"s different from the ones normal ones aside from the mode difference (Aside more than one mode, illegal ground/air/sea etc abilities)?  Do Bimodal have less criticals used up vs the normal LAMs?  Aside from ignoring 1st damage gyro, do the ground AutoMechs have advantage construction wise over the tri-mode ones?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 23 September 2022, 22:44:59
Considering Marissa's heritage, maybe a boarding school or something?   She may have been staying with relatives the whole time too.  But yes, her age is of some dispute.  I think its a fun nod to the other series as it is.

I think, Marissa's father having the same name as Flint is just a fun nod to the other series than a real crossover.


I know this is coming out of the blue. Are the bimodal AutoMech "LAM"s different from the ones normal ones aside from the mode difference (Aside more than one mode, illegal ground/air/sea etc abilities)?  Do Bimodal have less criticals used up vs the normal LAMs?  Aside from ignoring 1st damage gyro, do the ground AutoMechs have advantage construction wise over the tri-mode ones?


Bimodal and Trimodal LAMs have the same criticals. FighterMechs have the same number but the cockpit and life support crits are swapped for CPU crits.

Bimodal LAMs and AutoMechs conversion system is heavy than a Trimodal LAM's.  15% rather than 10%.

Bimodal LAMs and FighterMechs have to take off in Fighter Mode. That makes them a bit more vulnerable than Trimod LAMs which can convert to AirMech Mode and fly away. Bimodal LAMs and Fighter Mechs also have to land as fighters or convert and land as dropped Mechs.



There aren't any Trimodal AutoMechs. Not that I wouldn't mind. AutoMechs also don't get a free gyro hit. AutoMechs can mount more items than LAMs or Quadvees. Ground AutoMechs also have more variety in motive systems than Quadvees. Tracked, Wheeled, and Hover AutoMechs also don't have to pay for motive systems.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 September 2022, 09:12:03
So you rounded down? That's cool. 5/8 works for me. :) I'm not sure about the cargo weights. I saw 500 kilograms for that AT-ST and several thousand tons for the AT-ACT. I can kind of believe it considering how massive the AT-AT style Walkers are. They don't even fit in a single hex space so they're not possible with BT Tech.  But we can make something that looks like it.  >:D

Wookieepedia put AT-ATs at 25m in length, so they definitely fit in one BT hex. We set them up as Superheavies. They're in Welcome to the Nebula California. We even got in the cargo for speeder bikes.

Quote
I'm still going over the Syberian Rules PDF. I'm still a bit concerned with how nerfed WiGE Mechs Cruise/Flank speed is. They're using the same Jump Jets/Jump Rockets as Fighter Mechs but they move so much slower. I know you don't want anything like AirMechs but they really shouldn't be so slow. Not when HoverMechs get a +2 to their Cruising MP. Speed bump or not, may suggest giving WiGEMechs fluffed reason for why they're so much slower than FighterMechs?

Count how many WiGE units we have in BT, and in Transformers, and you may notice I have *none* in the entire TRO. WiGEs are just so damned niche that even the Syberians found little to no use for them. If they're nerfed, that simply reinforces their rarity. Plus, in BT, when did the WiGE ever get to be as fast as fighters?

Quote
Are AutoMechs with Vehicle to Vehicle Conversions like that used by the Thorizer possible?

Nope. The Syberians went straight to Mechs. (The Thorizer had been a failure a good century and a half before they came here, but converting 'Mechs were fresh, new territory to them, and they went all-in there.)

Quote
Would FighterMechs with a Prop-Flight Quirk follow the rules for Prop-Air Craft?
Can a FighterMech mount both Turbo-Prop and a Jump Jet? May I presume that Turbo-Props don't work in space? Unless they're based on the Spitfire.  :))

For the purposes of damage, does it matter or not if the Prop is located in the Front?

I don't think that Quirk exists, does it? And where are the rules for prop aircraft these days?

Quote
FighterMechs require 3 Jump Jets. Presumably so they can get into space. Can non space going AirMechs mount fewer Jump Jets? Without having to resort to the Illegal Quirk?
https://tfwiki.net/mediawiki/images2/d/d2/ROTFtoy-RansackScout.jpg
http://images.shoutwiki.com/gbwiki/8/8c/GoBotsToyZero.jpg

Y'know, I know we discussed this someplace, but can you link me what I said back then?

Quote
Does it matter how VTOL Mechs have their Rotors in Mech Mode when it comes to VTOL Movement in Mech Mode and terrain restrictions?
Out and available...
Folded up but could possibly be unfolded while still in Mech Mode...
Locked out of the way...

I ask because if they're always out, would VTOL Mechs be prohibited from  entering certain terrain, like Level 2 Woods in either mode?
Out or in, are VTOL Mechs prohibited from using VTOL Movement, in Mech Mode, while in terrain prohibited to VTOLs? Or are the like AirMechs? They can walk into woods and fly out but not fly in or through.
If VTOLMech's rotors are out of the way in Mech mode would they have their own Custom Quirk like; Locked Rotors; This VTOL Mech can't use VTOL Movement while in Mech Mode or something?

For the purposes of gameplay (and our sanity), it doesn't matter, really. I mean, bear in mind that in order to achieve their speeds, VTOLMechs tend to end up putting rotors in almost every torso location, even though their vee forms typically have just one big rotor and a tail rotor. Since the rules enable them to use such rotors to fly even in Mech form (albeit more slowly), we can just handwave that, however their rotors are actually stored, they can pop out as needed for that feature. (Otherwise, I'd be making special rules for each and every transforming helicopter toy out there, and that is anti-fun.)

Quote
Naval Mech movement rules says that Naval Mechs can't use their vehicle motive systems in Mech Mode. I thought it was ruled that Naval Mechs could use their floats in Mech Mode because of Depthcharge. https://tfwiki.net/wiki/File:ROTF_Depthcharge_concept.jpg  Has that been changed?   ???


Yeah, because just look at that image again! That's NOT buoyant! Anything allowing for standing on the water, all Jesus-like, would sink unless it was a broader platform, like a 'Mech-scaled surfboard. And Water-ski mobility requires constant high-speed movement to maintain itself, which WOULD be a good place for WiGE AutoMechs... But, again, the Syberians didn't make many WiGEMechs, and I could think of no examples to work from.

Quote
I'm presuming there's no prohibition from converting while under water?

Nah. Otherwise, the various BoatMechs would never be able to transition.

i guess now that this thread is winding down i really should start cracking on my own Nebula California Star System. writing up the IE exploration report part has been tougher than i'd like.

Please don't get mad if anything in the possibly-upcoming sequel product (Plenty of Room in the Nebula California) happens to tackle a similar concept. (I wrote it way early this year/late last year, and submitted it months ago. Still don't know if/when it will be published.)

I like that [the Star Empire stuff] sucked compared to BT. I don't think everything needs to be as good or better, or even equal to.

Except for their shielding tech, the effectiveness of their "proton torpedoes" (I think), and their super-alarming, super-massive tech and population base, yeah they suck. Also that "Fortune" stuff, which may be another localized magic effect.

Quote
Did you mean to reference Tactical Handbook when discussing what Physical Weapons were allowed? Since Tactical Handbooks is before 3060 would items in it be available?

Yeah, I meant Tactical Operations, not the long OOP Handbook.

Quote
It just hit me. FighterMechs have a minimum 3 Jumping MP requirement. It's just the Jump MP that needs to be at least 3. So 2 Jump Rockets providing 4 Jump MP would be legal. Right?

Yup. Though remember that Jump Rocket MPs cannot exceed running MP. You'll see at least one FighterMech in the TRO section that carries Jump Rockets which would otherwise exceed its Run MP. The excess point of MP/thrust is basically "wasted" as a result. Rules is rules!

Quote
Would the Water Lander Quirk be available to VTOL Mechs?

Is that a real quirk, or another one I talked about adding and never got around to? (If the latter, let me know where I said it.)

Quote
Never mind. It's a nope. Would of been nice but oh well. Maybe when we get to the Third League the rules will change. And thank you for the credit Herb. I'm glad I could help contribute. :)

I *think* I may have bent that rule at least once in the TRO, but only in terms of mounting non-weapon items. In all honestly, I would relax the rules if I didn't feel I was opening a floodgate of potential problems there...

And of course you got credit; you helped me refine the rules as I went through them again (and, given the above, may have to remind me if/where/what I said previously that I may have missed.)

For me, I figure the AT-AT is a long-range armored energy artillery platform with inherent troop transport ability.  It is taller to see over the curve of the local planet, compared to putting the guns closer to the ground (like the turbolaser artillery seen in Attack of the Clones).  There is an Earth horizon distance calculator here (https://calculator.academy/horizon-distance-calculator/).  Basic equation is:
horizon distance = SQRT[(Planet radius + your height)^2 - (Planet radius)^2]
...
AT-STs are little more than 2-legged jeeps, with a pair of anti-infantry direct-fire weapons on either side and the equivalent of a grenade launcher in the chin.  That chin gun was mainly used to back-shoot the others.

Yeah, basically, we treated our AT-AT expy as a superheavy Mech, so it stood about 18m tall, while the AT-ST was an ultra-light 12-tonner.

That horizon distance calculator's neat; basically shows that the typical BattleMech sees about three times as far as a foot trooper.

Quote
And I need to make more Mobile Structures for my Mortal Engines planet.  They were completely illegal due to these Mobile Structures having a speed higher than 1, but it was fun

Erf! Mobile Structures! Have fun with that! Did you apply any special rule to getting speeds over 1 MP?

I know this is coming out of the blue. Are the bimodal AutoMech "LAM"s different from the ones normal ones aside from the mode difference (Aside more than one mode, illegal ground/air/sea etc abilities)?  Do Bimodal have less criticals used up vs the normal LAMs?  Aside from ignoring 1st damage gyro, do the ground AutoMechs have advantage construction wise over the tri-mode ones?

There's no real difference between FighterMechs and bimodal LAMs, no. That's why you'll find that most of them list their only Illegality is that they are driven by Syberian AI, while just about every other convertible unit type also mentions its conversion system as being illegal. (Note: This means that the ground vehicle Mech conversions are a bit more distinct from QuadVees. Somehow.)

There aren't any Trimodal AutoMechs. Not that I wouldn't mind. AutoMechs also don't get a free gyro hit. AutoMechs can mount more items than LAMs or Quadvees. Ground AutoMechs also have more variety in motive systems than Quadvees. Tracked, Wheeled, and Hover AutoMechs also don't have to pay for motive systems.

That's partly true. The Syberian vehicle conversion gear masses DO allow you to avoid having to mount Tracks as separate items, but it's more of a catch-all system, in that the tracks are just counted as part of the conversion gear's weight. This makes a Syberian TrackedMech's total conversion costs about 25% lighter than those of the QuadVee (plus 1 ton for the Syberian AutoMech cockpits, as QuadVees use 4-ton cockpits.) The savings is even better for Syberian WheeledMechs vs Wheeled QuadVees. And then, yeah, there's the added motive types not seen in conversion forms in the IS. How the Syberians came up with conversion systems superior to the Clans? They had time to perfect the tech before they all managed to die out. And they still force you to pay for jump jets, Rotors, and UMUs, so any units using those end up suffering just a wee bit more.

And no, no tri-modes. That's in the back FAQ, along with what one can do instead to deal with such multimodals.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 24 September 2022, 09:14:38
Props are in the Support Vehicle rules (in Tech Manual), if I remember right...
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 September 2022, 09:34:49
Props are in the Support Vehicle rules (in Tech Manual), if I remember right...

As a chassis modification, sure, but not a quirk.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 24 September 2022, 09:48:04
Right... I thought you were looking for the rules that exist.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 September 2022, 13:57:12
Right... I thought you were looking for the rules that exist.

Good point. Maybe that's the way to go with it, I suppose?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 24 September 2022, 14:00:23
That's what I'd recommend...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 24 September 2022, 14:27:12
I had one last question, is it possible to have a mini Mech remoted from the parent mech.

I got the impression from the original fan story, that it was possible to do that so the auto mech can be able to go into smaller spaces promoting into the smaller machine into like say human ruins for stuff.

I understand the limitations of the rules, so I wasn't sure if that was a possibility.p
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 September 2022, 15:26:21
I had one last question, is it possible to have a mini Mech remoted from the parent mech.

I got the impression from the original fan story, that it was possible to do that so the auto mech can be able to go into smaller spaces promoting into the smaller machine into like say human ruins for stuff.

I understand the limitations of the rules, so I wasn't sure if that was a possibility.p

MiniMechs are always code-bonded by their construction rules, as are any Syberian drones less than 5 tons in mass. They're not truly "remote controlled" so much as reliant on their master unit for part of their processing power, which allows them to remain active even in the event of interference, but their range is limited. In game terms, this lets the player run a MiniMech as they would a human-operated battle armor unit. In fiction, it's kind of like having a continuous back-channel of telepathic-style communication that the MiniMech can call upon to handle things beyond its ken. Cinematically speaking, it's like Soundwave's cassettes, capable of operating separately and even showing some personality, but always operating in conjunction with and ultimately loyal to their master.

This is my verbose way of saying that, yeah, you can absolutely scout out human-scale ruins with AutoMech MiniMechs, and most can do so just fine as long as their master's still within 100 clicks of them.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 24 September 2022, 15:40:08
as a fan of Aoki Hagane No Arpeggio/Arpeggio of Blue Steel, the code bonding thing never gave me trouble in understanding.. its very similar to how the flagship models in the Fleet of Fog would link to the cores of their escort ships and donate runtime, allowing the escort ships to operate at a fully sentient level they normally wouldn't be able to achieve. being split across multiple bodies too, as the flagships can actually operate multiple independent personalities off the same core using similar set ups. (the manga spends a fair bit of time going into how this works because it ties into some long running storyline stuff. mostly storylines the anime version dropped due to being too underdeveloped at the time, or tied into setting elements they cut for runtime, like all of the Hakugei stuff)

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 24 September 2022, 16:04:11
Erf! Mobile Structures! Have fun with that! Did you apply any special rule to getting speeds over 1 MP?
- Herb

A lot (https://bg.battletech.com/forums/fan-designs-rules/nebula-california-mortal-engines-ideas/) of special rules.  Mobile structures have distributed movement systems, so a chaser can't damage a hex to slow the target down.  The other part is if you have two Mobile structures that have Speed 2, you can't have good chase scenes like London going Om-non-nom (https://www.youtube.com/watch?v=plA7N05y81M).  Mobile Structures can go slower via fractional MP, but with a hard limit of Speed 2 every ground Mobile Structure would have the same speed (predators to chase, prey to get away).  I went with a form of MP^2 so faster Mobile Structures paid a worse penalty.


Superheavy vehicles might be able to simulate some of the capabilities, though that turns into almost a regular Battletech game.  You would have Mobile Structures or fixed cities sending out swarms of Superheavy vehicles to attack others.  A Superheavy with artillery would be a good reason to live in a Mobile Structure, instead of a stationary city just waiting to get shelled by a Superheavy vehicle.  Figure the Italian city-states for politics, where a giant city is trying to amalgamate with the smaller cities around it, while the smaller cities are trying to make good neighbors so they don't get attacked/absorbed.

I had one last question, is it possible to have a mini Mech remoted from the parent mech.

I got the impression from the original fan story, that it was possible to do that so the auto mech can be able to go into smaller spaces promoting into the smaller machine into like say human ruins for stuff.

I understand the limitations of the rules, so I wasn't sure if that was a possibility.p

Check out the MiniMechs in the Syberian Rules (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1868104/#msg1868104).  They are essentially Exoskeleton/Battlearmor in size, so they can get into smaller areas.  And if they cannot get into the smaller areas, that is what their bigger brother is for.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 24 September 2022, 19:02:43
Wookieepedia put AT-ATs at 25m in length, so they definitely fit in one BT hex. We set them up as Superheavies. They're in Welcome to the Nebula California. We even got in the cargo for speeder bikes.

I tried to get to Wookiepedia but got here instead.
https://starwars.fandom.com/wiki/All_Terrain_Armored_Cargo_Transport
It puts the length at 34.90 meters


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Count how many WiGE units we have in BT, and in Transformers, and you may notice I have *none* in the entire TRO. WiGEs are just so damned niche that even the Syberians found little to no use for them. If they're nerfed, that simply reinforces their rarity. Plus, in BT, when did the WiGE ever get to be as fast as fighters?

Not many and they don't which is why the question about jump jets not providing as much thrust. Maybe they're turboprops? Do WiGE Mechs follow the same movement rules as WiGEs? If so it costs 5 MP to take off and they have to move forward 5 hexes. That's 10 MP Total. WiGE Mechs would need a minimum of 7 JJ or 4 JR to give them the minimum 7/11 or 8/12 movement to stay airborne.

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Nope. The Syberians went straight to Mechs. (The Thorizer had been a failure a good century and a half before they came here, but converting 'Mechs were fresh, new territory to them, and they went all-in there.)

That's cool and makes sense. :) Would have been nice but that's okay.  :thumbsup:


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I don't think that Quirk exists, does it? And where are the rules for prop aircraft these days?

It was the example quirk you used in the PDF.  TW gives some movement restrictions and TM the construction rules.


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Y'know, I know we discussed this someplace, but can you link me what I said back then?


My search foo is working today. :) I found these posts way back in the old Nebula California thread. Here's the main parts about it.

https://bg.battletech.com/forums/general-discussion/nebula-california-what-a-nice-surprise-bring-your-alibis/msg1052309/#msg1052309
https://bg.battletech.com/forums/general-discussion/nebula-california-what-a-nice-surprise-bring-your-alibis/msg1052906/#msg1052906

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Honestly, I'd just use the VTOL AutoMech rules if you want the props to actually be functional, or a Fighter AutoMech with a low Jump MP if you want something that works at prop fighter speeds--at which point you can just "fluff" it to say it has turboprop engines in place of its jump jets.
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Ah! According to my Total Warfare, the minimum Safe Thrust of 3 is for VERTICAL takeoff. Horizontal liftoff has no such restriction, beyond needing runways. Also of note: Prop-Driven aircraft have a max velocity of 1 on the High Altitude/Space scale maps, and even then can only fly at the Ground and Altitude 1 Rows (so, max altitude for them is basically 35,000 meters). You can build a Fighter AutoMech with only one Jump Jet, fluff it as a propeller aircraft in fighter mode, and have fun puttering over the combat zone.

I thought that was hilarious!  :))  And then she went and made one!
https://bg.battletech.com/forums/battlemechs/syberian-dron-automech-ransak'/msg1054611/#msg1054611

 :toofunny:

Would this make him a TriModal FighterMech with an AirMech mode?
https://tfwiki.net/wiki/File:ROTF_Ransack_BattleMode.JPG
https://tfwiki.net/wiki/File:ROTFtoy-RansackScout.jpg

??? Hmm? Maybe an Extendable Wings Quirk instead of being Trimodal? Kind of like the Peculiar Mobility Quirk but available to FighterMechs and WiGE Mechs only. The quirk allows the AutoMechs wings to extend some to act as Partial Wings in Mech Mode? Maybe add the Nimble Jumper Quirk too?


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For the purposes of gameplay (and our sanity), it doesn't matter, really. I mean, bear in mind that in order to achieve their speeds, VTOLMechs tend to end up putting rotors in almost every torso location, even though their vee forms typically have just one big rotor and a tail rotor. Since the rules enable them to use such rotors to fly even in Mech form (albeit more slowly), we can just handwave that, however their rotors are actually stored, they can pop out as needed for that feature. (Otherwise, I'd be making special rules for each and every transforming helicopter toy out there, and that is anti-fun.)

Makes sense. It would be challenging to make special rules for everything. Although, I did wonder about location swapping to put Rotors in the arms but I think I'll stick with retractable blades fluffed to look like rotors.


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Yeah, because just look at that image again! That's NOT buoyant! Anything allowing for standing on the water, all Jesus-like, would sink unless it was a broader platform, like a 'Mech-scaled surfboard. And Water-ski mobility requires constant high-speed movement to maintain itself, which WOULD be a good place for WiGE AutoMechs... But, again, the Syberians didn't make many WiGEMechs, and I could think of no examples to work from.


It looks like buoyant to me but it also looks like it's moving at flank speed. I'd probably have him move at flank speed or double the piloting modifiers. Otherwise they're going to have to have UMUs or they'd have to sink in Mech Mode and wade ashore. I'm pretty sure sinking would cause damage when they hit bottom.

I know he's supposed to be a starfighter but he kind of looks like a WiGE.
https://tfwiki.net/wiki/Cad_Bane
https://en.wikipedia.org/wiki/File:Beriev_VVA-14_in_2010.jpg

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Nah. Otherwise, the various BoatMechs would never be able to transition.

Cool.  :thumbsup:

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Please don't get mad if anything in the possibly-upcoming sequel product (Plenty of Room in the Nebula California) happens to tackle a similar concept. (I wrote it way early this year/late last year, and submitted it months ago. Still don't know if/when it will be published.)

 :o A sequel? Ooooo


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Except for their shielding tech, the effectiveness of their "proton torpedoes" (I think), and their super-alarming, super-massive tech and population base, yeah they suck. Also that "Fortune" stuff, which may be another localized magic effect.

Shields and Proton torpedoes are nice. Did you stat out concussion missiles?

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Yeah, I meant Tactical Operations, not the long OOP Handbook.

Yup. Though remember that Jump Rocket MPs cannot exceed running MP. You'll see at least one FighterMech in the TRO section that carries Jump Rockets which would otherwise exceed its Run MP. The excess point of MP/thrust is basically "wasted" as a result. Rules is rules!

I kinda thought so. :)   Are items from Tactical Handbook available?

That's cool. It isn't a big thing but can add a bit of variety.

Might want to include that in the PDF. Jump MP can't exceed Running MP is different from  number of JJ/JR can't exceed Running MP. Right now, it looks 4/6/6 / 12/18  using 6 Jump Rockets compared to 4/6/6 / 6/9 using 3 Jump Rockets. Which is an easy mistake to make since 1 Rotor provides 1.5 MP.

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Is that a real quirk, or another one I talked about adding and never got around to? (If the latter, let me know where I said it.)

It was the second example you gave in the PDF.


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I *think* I may have bent that rule at least once in the TRO, but only in terms of mounting non-weapon items. In all honestly, I would relax the rules if I didn't feel I was opening a floodgate of potential problems there...

And of course you got credit; you helped me refine the rules as I went through them again (and, given the above, may have to remind me if/where/what I said previously that I may have missed.)

Being able to mount non-weapons would be a help to small vehicle drones. Weapons would've been nice but I suppose I could always use the Equivalent Weapon Table in Combat Equipment.   >:D

I'm glad I could help and if I can help I'll keep helping.  :)


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Yeah, basically, we treated our AT-AT expy as a superheavy Mech, so it stood about 18m tall, while the AT-ST was an ultra-light 12-tonner.

That horizon distance calculator's neat; basically shows that the typical BattleMech sees about three times as far as a foot trooper.

How much would that AT-PT weight? It felt too big for BA but too small for a mech. I suppose it'd be 2 ton BA now. It would be nice if automatic grenade launchers were available to mechs and larger vehicles.


Cool.


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That's partly true. The Syberian vehicle conversion gear masses DO allow you to avoid having to mount Tracks as separate items, but it's more of a catch-all system, in that the tracks are just counted as part of the conversion gear's weight. This makes a Syberian TrackedMech's total conversion costs about 25% lighter than those of the QuadVee (plus 1 ton for the Syberian AutoMech cockpits, as QuadVees use 4-ton cockpits.) The savings is even better for Syberian WheeledMechs vs Wheeled QuadVees. And then, yeah, there's the added motive types not seen in conversion forms in the IS. How the Syberians came up with conversion systems superior to the Clans? They had time to perfect the tech before they all managed to die out. And they still force you to pay for jump jets, Rotors, and UMUs, so any units using those end up suffering just a wee bit more.

And no, no tri-modes. That's in the back FAQ, along with what one can do instead to deal with such multimodals.

- Herb

Plus the AutoMechs can be Bipeds. Not that everything about QuadVees is bad. They don't have any restrictions on Engine, Structure, or Armor types. They can be OMNIs and they can continue to move and convert with Gyro damage. The also have a turret in both modes. So it's not all bad. Its more they different evolutionary path. It'd be interesting to see how QuadVees would be if they were available. Even if they're built using IS Tech. I imagine Hover, Float, and Submarine types would be available. Subs would have UMUs for their motive system but I'm not sure about the weight Hover and Floats would be.


Can Tracked and Wheeled AutoMechs be amphibious? I'm sure they can drive along the bottom but I was wondering about the floating on the water. Or would they just mount UMUs and convert to Mech mode to get across?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 24 September 2022, 19:10:33
One thing I missed earlier: you need 3/5 thrust to get out of the atmosphere.  2/3 will get you off the ground, but not past the interface...
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 September 2022, 01:44:01
One thing I missed earlier: you need 3/5 thrust to get out of the atmosphere.  2/3 will get you off the ground, but not past the interface...

Which makes sense with LAMs and FighterMechs with Aerospace Fighter being one of their modes. It makes less sense for an aircraft that doesn't need to get into space. Not that I find that Aerospace Thrust speeds make sense. :(





 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 September 2022, 03:00:16
I tried to get to Wookiepedia but got here instead.
https://starwars.fandom.com/wiki/All_Terrain_Armored_Cargo_Transport
It puts the length at 34.90 meters

I guess, then, we're back to not being able to say for sure what specs are what. Although, IMO, anything less than 40m (and possibly as big as 44m) probably can be considered a single-hex item, thanks to rounding and the fact that most units can't hope to fill all that space. Still, I stuck it at 120 tons, making it a superheavy, which I *think* gives it an Oversized Quirk...while ALSO giving it Narrow Profile, because the things height-to-width ratio is so ridiculous...

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Not many and they don't which is why the question about jump jets not providing as much thrust. Maybe they're turboprops? Do WiGE Mechs follow the same movement rules as WiGEs? If so it costs 5 MP to take off and they have to move forward 5 hexes. That's 10 MP Total. WiGE Mechs would need a minimum of 7 JJ or 4 JR to give them the minimum 7/11 or 8/12 movement to stay airborne.

Y'know... After all this, I've come to realize...why the hell am I even dealing with WiGEs if the Syberians never made any? Consider the WiGEs cut, and their options closed. Thanks for helping me declutter this mess.

Quote
It was the example quirk you used in the PDF.  TW gives some movement restrictions and TM the construction rules.

This is what happens when you keep adding to stuff you originally wrote years ago and never bother to reread the whole thing again. *sigh*

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My search foo is working today. :) I found these posts way back in the old Nebula California thread. Here's the main parts about it...
I thought that was hilarious!  :))  And then she went and made one!
https://bg.battletech.com/forums/battlemechs/syberian-dron-automech-ransak'/msg1054611/#msg1054611

Dear Cat! I miss FedComGirl! She could bog one down in endless question-and-quote threads, and she could latch onto arguments well past their expiration date, but she was just so EARNEST! I would've made her a PT/FC back in those days if I wasn't positive her thoroughness would reduce product development to a crippled snail's pace! ... Your posting style is similar to hers, sometimes, RifleMech. (Are you two related? ;) )

*looks at those specs* ... I just may have to add that Ransack biplane to the TRO as an homage. Damn. This project is already 90.6K words/220 pages long!

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Would this make him a TriModal FighterMech with an AirMech mode?
https://tfwiki.net/wiki/File:ROTF_Ransack_BattleMode.JPG
https://tfwiki.net/wiki/File:ROTFtoy-RansackScout.jpg

Nah. I'm not breaking the "no more than two modes" rule. I'd just pick one, and the wings-out one is really, when you look at it, basically the Seeker template. (Which is, of course, funny in that the Bayformer version of Ransack is actually called a Seeker.)

Quote
Makes sense. It would be challenging to make special rules for everything. Although, I did wonder about location swapping to put Rotors in the arms but I think I'll stick with retractable blades fluffed to look like rotors.

Why not? Cat knows I picked a number of blade-wielding minis to represent VTOLMechs in BattleMech mode. And we also have fun bits like "Blinder's" rotor-style combine on the arm as a physical combat weapon.

Quote
It looks like buoyant to me but it also looks like it's moving at flank speed. I'd probably have him move at flank speed or double the piloting modifiers. Otherwise they're going to have to have UMUs or they'd have to sink in Mech Mode and wade ashore. I'm pretty sure sinking would cause damage when they hit bottom.

Right. It's moving to stay like that, like a water-skier. But that's not buoyancy; that's momentum and surface tension. The thing would sink the moment it stopped "skiing" in robot mode. I made it one of the Mariner class.

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I know he's supposed to be a starfighter but he kind of looks like a WiGE.

Yes. It does. A lot like Grievous's fighter, too, I think. But you've already convinced me the WiGE is impractical and pointless here, so we're saved!

Quote
:o A sequel? Ooooo

Yup. A bunch of new worlds.

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Shields and Proton torpedoes are nice. Did you stat out concussion missiles?

No. That was Paul's bit, and we were working on a tight deadline.

Quote
I kinda thought so. :)   Are items from Tactical Handbook available?

Nothing that didn't end up in TacOps and TW, and then only using the TW/TO rules. TH is obsolete.

Quote
Might want to include that in the PDF. Jump MP can't exceed Running MP is different from  number of JJ/JR can't exceed Running MP. Right now, it looks 4/6/6 / 12/18  using 6 Jump Rockets compared to 4/6/6 / 6/9 using 3 Jump Rockets. Which is an easy mistake to make since 1 Rotor provides 1.5 MP.

I thought I was rather explicit in what the various systems did.

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It was the second example you gave in the PDF.

Blah.

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Being able to mount non-weapons would be a help to small vehicle drones. Weapons would've been nice but I suppose I could always use the Equivalent Weapon Table in Combat Equipment.   >:D

Y'know I'm not gonna enforce that kind of rule, but you already taught me that Weapon Equivalency Tables were a BAD idea. I was working on a TRO1945 ruleset that would have done away with that stuff.

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How much would that AT-PT weight? It felt too big for BA but too small for a mech. I suppose it'd be 2 ton BA now. It would be nice if automatic grenade launchers were available to mechs and larger vehicles.

No idea. Could be a 10-ton Mech.

Quote
Can Tracked and Wheeled AutoMechs be amphibious? I'm sure they can drive along the bottom but I was wondering about the floating on the water. Or would they just mount UMUs and convert to Mech mode to get across?

I'm gonna look into the options a bit, but the notion of using the Support Vehicle chassis mods as a basis intrigues me.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 25 September 2022, 18:19:12
I guess, then, we're back to not being able to say for sure what specs are what. Although, IMO, anything less than 40m (and possibly as big as 44m) probably can be considered a single-hex item, thanks to rounding and the fact that most units can't hope to fill all that space. Still, I stuck it at 120 tons, making it a superheavy, which I *think* gives it an Oversized Quirk...while ALSO giving it Narrow Profile, because the things height-to-width ratio is so ridiculous...

I'd go with the older stats. I would think 120 tons would be oversized. The narrow profile would fit the AT-AT well.


Quote
Y'know... After all this, I've come to realize...why the hell am I even dealing with WiGEs if the Syberians never made any? Consider the WiGEs cut, and their options closed. Thanks for helping me declutter this mess.

You're welcome,  I guess.   :-\   So I guess making the Snowspeeder as a WiGE is out.
https://tfwiki.net/mediawiki/images2/d/dc/SWTF-toy_LukeSnowspeeder.JPG


Quote
This is what happens when you keep adding to stuff you originally wrote years ago and never bother to reread the whole thing again. *sigh*

I guess it is a good idea to check your work once in a while.

Quote
Dear Cat! I miss FedComGirl! She could bog one down in endless question-and-quote threads, and she could latch onto arguments well past their expiration date, but she was just so EARNEST! I would've made her a PT/FC back in those days if I wasn't positive her thoroughness would reduce product development to a crippled snail's pace! ... Your posting style is similar to hers, sometimes, RifleMech. (Are you two related? ;) )

*looks at those specs* ... I just may have to add that Ransack biplane to the TRO as an homage. Damn. This project is already 90.6K words/220 pages long!

Yes, and she can be very earnest and have a difficult time dropping things.

That would be cool. I think she'd get a thrill out of that.


Quote
Nah. I'm not breaking the "no more than two modes" rule. I'd just pick one, and the wings-out one is really, when you look at it, basically the Seeker template. (Which is, of course, funny in that the Bayformer version of Ransack is actually called a Seeker.)

Huh. I suppose it is. (I thought that was funny too.)

Quote
Why not? Cat knows I picked a number of blade-wielding minis to represent VTOLMechs in BattleMech mode. And we also have fun bits like "Blinder's" rotor-style combine on the arm as a physical combat weapon.

Cool!

Quote
Right. It's moving to stay like that, like a water-skier. But that's not buoyancy; that's momentum and surface tension. The thing would sink the moment it stopped "skiing" in robot mode. I made it one of the Mariner class.

That's why I wondered about it. So it can go to and from shore without sinking.


Quote
Yes. It does. A lot like Grievous's fighter, too, I think. But you've already convinced me the WiGE is impractical and pointless here, so we're saved!

It does kind of but it isn't. Grievous's fighter would be a good candidate for a WiGE Mech too.
https://tfwiki.net/mediawiki/images2/2/25/Crossovers-toy_GrievousStarfighter.JPG

I suppose but I still like the idea of a WiGE Mech. Maybe more as a variant of the HoverMech instead of a Fighter Mech?   


Quote
Yup. A bunch of new worlds.

No. That was Paul's bit, and we were working on a tight deadline.

Cool!

Oh. I wonder what they would have been stated.



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Nothing that didn't end up in TacOps and TW, and then only using the TW/TO rules. TH is obsolete.

I know but some are referenced in TO and still make for good prototypes.  Plus I thought using the TH Mechanical Jump Boosters on a non-converting beast mech might be kind of cool. Oh well.

Quote
I thought I was rather explicit in what the various systems did.

Blah.

You were. In the thread you limited the Jump MP to the Running MP with any exceeding being wasted. The PDF says,
Quote
Jump Rockets follow all the same construction and gameplay rules as an Improved Jump Jet of equal weight, but provides 2 Jump MP per Rocket, rather than 1.

That gives room for faster speeds if the number of Jump Rockets can equal the Running MP.

Quote
Y'know I'm not gonna enforce that kind of rule, but you already taught me that Weapon Equivalency Tables were a BAD idea. I was working on a TRO1945 ruleset that would have done away with that stuff.

I don't know if they were bad but I do like your rules for converting RL to BT. With the CE Table though there's already plenty of references saying that Infantry and Vehicle weapons are the same. And then the rules go and do something else.  ::)


Quote
No idea. Could be a 10-ton Mech.

I'm gonna look into the options a bit, but the notion of using the Support Vehicle chassis mods as a basis intrigues me.

- Herb


Maybe. 

Cool! :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 25 September 2022, 21:46:20
I'd go with the older stats. I would think 120 tons would be oversized. The narrow profile would fit the AT-AT well.

Too late; they were published years ago.

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You're welcome,  I guess.   :-\   So I guess making the Snowspeeder as a WiGE is out.

Star Empire is 80-something light years thataway.


Quote
Yes, and she can be very earnest and have a difficult time dropping things.
That would be cool. I think she'd get a thrill out of that.

Maybe. I think the mods perma-banned her from the forums, though. She may never know.

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I suppose but I still like the idea of a WiGE Mech. Maybe more as a variant of the HoverMech instead of a Fighter Mech?

Hovers or Fighters only would I say. Some WiGEs in real life double as actual aircraft already, since they use most of the same engineering principles.

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Oh. I wonder what they would have been stated.

*shrug*

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You were. In the thread you limited the Jump MP to the Running MP with any exceeding being wasted. The PDF says,
That gives room for faster speeds if the number of Jump Rockets can equal the Running MP.

I added some polished up wording about them just to be sure.

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I don't know if they were bad but I do like your rules for converting RL to BT. With the CE Table though there's already plenty of references saying that Infantry and Vehicle weapons are the same. And then the rules go and do something else.  ::)

No, they were. You beat me over the head with them far too many times and so I decided to ditch equivalency entirely. Nothing but pain that way.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 26 September 2022, 01:23:12
Too late; they were published years ago.

Star Empire is 80-something light years thataway.

I don't know. Maybe it just needs the right inspiration to revisit it?

 :D ;D



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Maybe. I think the mods perma-banned her from the forums, though. She may never know.


That's what I heard. Caused her to lose a lot of interest in BT. If you decide to include it I'll send her a message and let her know.


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Hovers or Fighters only would I say. Some WiGEs in real life double as actual aircraft already, since they use most of the same engineering principles.

*shrug*

I have read that. I think trying to make them work might be a pain though. Just look at all the problems AirMechs have and these would be going faster. I think I'd go with Hovers. I would lean towards having them use IS Partial Wings as a combination wings and thrusters. They'd give WiGE movement but not AirMech Movement. Each crit hit drops the MP. Although, I want to lean towards allowing limited flight if jump jets are installed but not as high as AirMechs. Maybe +1 elevation per jump jet to a max of 8 elevations with the same +1 MP cost per hex. Then WiGE Mech could slowly fly over trees and buildings. I think that'd be a nice in between Hover and Fighter without being as good as an AirMech.


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I added some polished up wording about them just to be sure.

 :thumbsup:


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No, they were. You beat me over the head with them far too many times and so I decided to ditch equivalency entirely. Nothing but pain that way.

- Herb

I wouldn't say that. I do like them better than Rifle Cannons and it's fun using the lighter Tank Cannons on smaller vehicles. They don't do a lot of damage but give some fun choices besides MGs, Flamers, and Missiles. The formula though gives even more variety between weapons and eras.  :thumbsup:  :beer:



Did the Syberians create Tripods?  I haven't seen any so far. I was wondering about the restrictions against tripods and wondered wouldn't a trimaran be a good vehicle mode for a Float Tripod, a Vedette Light Tank for a tracked tripod, and a three wheeler for a wheeled Tripod?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 September 2022, 05:01:05
I don't know. Maybe it just needs the right inspiration to revisit it?

Go ahead. I'm not doing it this time! I need to be doing work that actually earns money here!

Quote
That's what I heard. Caused her to lose a lot of interest in BT. If you decide to include it I'll send her a message and let her know.

Huh. Well, if you can contact her, I tell you what: Ask her if it's okay for me to add that one in. I shouldn't be nicking someone else's fan material without them having a say (I used everyone else's in this thread because that basically felt like the right way to go, given the stated purpose of this discussion, and I feel like the permission was implicit--not to mention that everyone in here has the right to tell me to take them out, if desired.)

Quote
I have read that. I think trying to make them work might be a pain though. Just look at all the problems AirMechs have and these would be going faster. I think I'd go with Hovers. I would lean towards having them use IS Partial Wings as a combination wings and thrusters. They'd give WiGE movement but not AirMech Movement. Each crit hit drops the MP. Although, I want to lean towards allowing limited flight if jump jets are installed but not as high as AirMechs. Maybe +1 elevation per jump jet to a max of 8 elevations with the same +1 MP cost per hex. Then WiGE Mech could slowly fly over trees and buildings. I think that'd be a nice in between Hover and Fighter without being as good as an AirMech.

That we'd even now still be debating the concept tells me that deleting them was the right call.

Quote
Did the Syberians create Tripods?  I haven't seen any so far. I was wondering about the restrictions against tripods and wondered wouldn't a trimaran be a good vehicle mode for a Float Tripod, a Vedette Light Tank for a tracked tripod, and a three wheeler for a wheeled Tripod?

The Syberians have access to tripod designs, and can make them into convertibles, but in the spirit of what we are emulating here, we simply haven't seen any (ARE there any tripod Cybertronians out there? I couldn't find any in a quick search). So, this is one case where you can make up an all-new model.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 September 2022, 11:37:38
Rule Section! Second-Final Draft!

Come and see the modifications inherent in the system!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 26 September 2022, 13:18:40
Go ahead. I'm not doing it this time! I need to be doing work that actually earns money here!

I hear ya. We could use money coming in here too. It might be fun to try while waiting for things to get sorted but we'll see.


Quote
Huh. Well, if you can contact her, I tell you what: Ask her if it's okay for me to add that one in. I shouldn't be nicking someone else's fan material without them having a say (I used everyone else's in this thread because that basically felt like the right way to go, given the stated purpose of this discussion, and I feel like the permission was implicit--not to mention that everyone in here has the right to tell me to take them out, if desired.)

I can do that. I'll let you know what she says.


Quote
That we'd even now still be debating the concept tells me that deleting them was the right call.

I suppose but they're still an interesting concept.


Quote
The Syberians have access to tripod designs, and can make them into convertibles, but in the spirit of what we are emulating here, we simply haven't seen any (ARE there any tripod Cybertronians out there? I couldn't find any in a quick search). So, this is one case where you can make up an all-new model.

- Herb


That's cool. Nothing official that I know of. I did find this one based on the Focke-Wulf Triebflügel. It'd be a FighterMech  ;D  and probably the only way it'd really work. It'd also make Emplacement Mechs seem perfectly normal.
https://web.archive.org/web/20050219081640/http://www22.pos.to/~butto/tttf-07.html   I also found a Starscream as a Fokker Triplane to go along with Ransack if you like. 
https://www.reddit.com/r/transformers/comments/nxr21a/the_many_formats_of_starscream/
Would you want any other Prop FighterMechs?

Would Tripods still have 4 ton cockpits?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 September 2022, 13:33:39
I can do that. I'll let you know what she says.

Cool.

Quote
I suppose but they're still an interesting concept.

To each their own, I guess. I don't feel they were worth the effort in game terms. They basically are aircraft that function like hovercraft, and we had both of those things already.

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That's cool. Nothing official that I know of. I did find this one based on the Focke-Wulf Triebflügel. It'd be a FighterMech  ;D  and probably the only way it'd really work. It'd also make Emplacement Mechs seem perfectly normal.

EmplacementMechs will NEVER be normal as far as these IE folks are concerned... (Interesting take on the Aerialbots, there...)

Quote
I also found a Starscream as a Fokker Triplane to go along with Ransack if you like. 
Would you want any other Prop FighterMechs?

Ah, so many of those unofficials are so awesome; shame they cost an arm and a leg. I'll pass on more prop-fighter Mechs for now. I just thought it'd be neat to include FCG's Ransack expy since she went through the trouble there.

Quote
Would Tripods still have 4 ton cockpits?

Nope. All 'mech-type AutoMechs need the 3-ton AutoMech cockpit to be driven by the AutoMech AI. They don't need the extra seat.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 26 September 2022, 13:43:21
Would there been civilian vehicles that had automech technology. They'd need a cockpit of some kind wouldn't they?

Not say its worth our while having transforming airliner, but be cool to seen conventional air support vehicle transform and deploy it's MiniMech battalion/platoon.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 September 2022, 13:46:41
Would there been civilian vehicles that had automech technology. They'd need a cockpit of some kind wouldn't they?

Not say its worth our while having transforming airliner, but be cool to seen conventional air support vehicle transform and deploy it's MiniMech battalion/platoon.

They have civilian units, sure, but if they put an AutoMech brain in it, they left no room for a human copilot. Otherwise, why wouldn't ALL AutoMechs have a seat for human pilots? The Syberians REALLY trusted their self-driving vehicles! Passengers would go into a cargo space, if any.

Fun image I drew to fill some dead space in the rules attached!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 26 September 2022, 13:56:11
Fun image I drew to fill some dead space in the rules attached!
- Herb
That's auto picture, it looks like the insignias are transforming from left to right.  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 September 2022, 14:03:27
That's auto picture, it looks like the insignias are transforming from left to right.  :D

AutoBoP logo to DemoCon. I originally considered a simpler G1-style "spin around and find the other logo on the back" dealie, but I like the more modern idea of showing one transform into the other.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 26 September 2022, 15:22:45
Cool.

To each their own, I guess. I don't feel they were worth the effort in game terms. They basically are aircraft that function like hovercraft, and we had both of those things already.

I'll play around with them some more. Maybe I'll have a world where the Star Empire crossed with Syberians? We could throw in other crossovers for kicks.  ;D


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EmplacementMechs will NEVER be normal as far as these IE folks are concerned... (Interesting take on the Aerialbots, there...)


 ;D :))   I thought so. I'll try giving them a whirl and post them in the other thread when I'm done.


Quote
Ah, so many of those unofficials are so awesome; shame they cost an arm and a leg. I'll pass on more prop-fighter Mechs for now. I just thought it'd be neat to include FCG's Ransack expy since she went through the trouble there.

Yes they are and yes it is. I like some of them more than the official ones but I can't afford those either right now.  :'(   Yeah, it would be neat if you included it.

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Nope. All 'mech-type AutoMechs need the 3-ton AutoMech cockpit to be driven by the AutoMech AI. They don't need the extra seat.

- Herb

Cool! Here's the Vedette Tripod TankMech. I went with the 3 ton cockpit but I also added 10% to the conversion system for the third leg and rounded up. It ended up coming out even. I also added a conversion slot and track slot for the center leg.  I also tried to put it in your format.

The configurations revolve around cannons. The first three use an AC/5, LB/5X, or UAC/5 with 2 tons of ammo. That lets the first two use multiple ammo types and the third to rapid fire without worrying about running out of ammo. The remaining three are more mission specific and they use Rifle Cannons.  :D  The  first uses the HRC as a bunker buster. The second uses the LRCs to hunt for MiniMechs and MiniDrones. The third is a cross between the first two and uses a LRC and a MRC to support them. FedComGirl suggested using class 2 autocannons and EW gear to be scouts and snipers. So I added them in too.  She was also surprised you remembered her and flattered you want to use Ransack. She says you can use him and that it was nice of you to ask.

I think the armor is a bit light. A part of me wants to drop the engine rating for a 4/6 speed and put that weight into the armor. That'd give it 160 points of armor so it could survive more than one big hit to any location. Other than that I think it came out pretty good. What do you think?


Vedette Tripod TankMech            50 Tons
Internal Structure                      5.5
Conversion System    Tracked     8.5
Engine                   250 Fusion   12.5
     Walking MP             5
     Running MP             8
     Jumping MP             0
     Cruising MP             5
     Flank MP                 8
Heat Sinks                   10
Gyro                                        3
Cockpit                     Drone       3
Armor                        96          6
                 Internal     Armor
                Structure    Value
Head             3              6
Center Torso  16            15/3
R/L Torso       12            10/3
R/L Arm         8             8
R/C/L Leg      12            10

Fixed                             Location      Critical   Mass
Conversion System   RA/LA/RL/CL/LL   5          0
Tracks                      RA/LA/RL/CL/LL   5          0

Weapons and Amm
Primary Configuration
AC/5                                RT              4          8
Ammo (AC)  40                 LT              2          2
CASE                                LT              1         .5
ER Medium Laser               RA             1          1

Flak Configuration   
LB-5X                               RT             5           8
Ammo (40)                       LT              2           2
CASE                                LT              1           .5
ER Medium Laser               RA             1            1

Assault Configuration
UAC/5                              RT             5            9
Ammo (UAC) 40                LT              2           2
CASE                                LT              1          .5

Bunker Buster Configuration 
Heavy Rifle Cannon           RT              3            8
Ammo (HDC) 12               LT               2            2
CASE                                LT              1           .5
ER Medium Laser               RA             1            1

Anti-MiniMech/Drone Configuration
2x Light Rifle Cannon         RT             2            6
VGL                                  RT             1            .5
Ammo (LRC) 36                 LT             2            2
CASE                                LT             1             .5
VGL                                  LT             1             .5
Small Pulse Laser              RA             1             1
Small Pulse Laser              LA              1             1

Support Configuration
Light Rifle Cannon             RT             1            3
Medium Rifle Cannon         RT             1            5
Ammo (LRC) 18                LT              1            1
Ammo (MRC) 9                 LT              1            1
CASE                                LT             1            .5
ER Small Laser                 RA              1           .5
ER Small Laser                 LA              1            .5

Sniper/Scout A  Configuration
AC/2                               RT              1             6
Beagle Active Probe          CT             2            1.5
Ammo (AC) 90                 LT              2             2
CASE                               LT              1            .5
ER Medium Laser              RA              1             1
ER Small Laser                 LA              1             .5

Sniper/Scout B Configuration
LB/2X                              RT              4             6
Guardian ECM Suite          CT              2             1.5
Ammo 90                         LT              2             2
CASE                               LT              1             .5
ER Medium Laser              RA              1             1
ER Small Laser                 LA              1             .5

Sniper/Scout C Configuration
UAC/2                              RT              3             7
Remote Sensor Dispenser  CT              1             .5
Com. Equipment               CT              1             1
Ammo (AC) 90                  LT              2             2
CASE                               LT              1             .5
ER Small Laser                 LA              1             .5
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 26 September 2022, 15:36:06
Would there been civilian vehicles that had automech technology. They'd need a cockpit of some kind wouldn't they?

Not say its worth our while having transforming airliner, but be cool to seen conventional air support vehicle transform and deploy it's MiniMech battalion/platoon.


Wouldn't the cockpit be replaced by the Drone's CPUs?   I also imagine there'd be cargo planes and other transports. Although an AirlinerMech would be cool. I'd imagine many of the passenger versions would have been reconfigured to tankers or cargo planes. 

I imagine there'd be other kinds or civilian vehicles/mechs with most pressed into military service. Like a Agro Mech swapping the harvester for a mine sweeper and cargo bay for mine dispensers.




They have civilian units, sure, but if they put an AutoMech brain in it, they left no room for a human copilot. Otherwise, why wouldn't ALL AutoMechs have a seat for human pilots? The Syberians REALLY trusted their self-driving vehicles! Passengers would go into a cargo space, if any.

Fun image I drew to fill some dead space in the rules attached!

- Herb


Humans don't have to ride in the head do they? The Star Empire puts people in any location. The Sandman LAM also had those rescue pods carrying 2 passengers per .5 tons. And wasn't there a rule somewhere were extra crew weigh .5 tons each? That could be three different passenger classes, infantry, second class, and first class.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 26 September 2022, 15:53:14
I always though passengers had to be in Infantry Bay of some kind.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 26 September 2022, 15:59:26
I always though passengers had to be in Infantry Bay of some kind.

Infantry can ride in cargo compartments.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 September 2022, 02:40:29
I'll play around with them some more. Maybe I'll have a world where the Star Empire crossed with Syberians? We could throw in other crossovers for kicks.  ;D

Suit yourself. The California Nebula is a crossover playground. We just presented each system with a lacking in FTL as a means of keeping franchises separate and "unspoiled." Things get very weird when they mix and match (as we saw in WttNC's opening fic, when Grimdark killed one of the Fellowship.)

Quote
Yeah, it would be neat if you included it.


As soon as she gives the okay, sure.

Quote
Cool! Here's the Vedette Tripod TankMech. I went with the 3 ton cockpit but I also added 10% to the conversion system for the third leg and rounded up. It ended up coming out even. I also added a conversion slot and track slot for the center leg.  I also tried to put it in your format.

I'd have let you get away with the conversion system staying the same mass as normal. Tripods already take the hit on tonnage for their configurations in the increased internal structure and armor mass. The added slots I would keep, yes. That is, if I were to introduce tripod AutoMechs beyond the Emplacement and non-converting ones. I just didn't want to add more complexity to something that we don't really see in our Transformers. That's why the convertible schemes tended to get chassis locked to Biped or Biped/Quad limits. (My War of the Tripods adventure shows some neat tripod 'Mechs that could easily be AutoMech-driven, and fluffed out as a heretofore-undiscovered "alien" faction.)

Wouldn't the cockpit be replaced by the Drone's CPUs?   I also imagine there'd be cargo planes and other transports. Although an AirlinerMech would be cool. I'd imagine many of the passenger versions would have been reconfigured to tankers or cargo planes. 

I imagine there'd be other kinds or civilian vehicles/mechs with most pressed into military service. Like a Agro Mech swapping the harvester for a mine sweeper and cargo bay for mine dispensers.

Humans don't have to ride in the head do they? The Star Empire puts people in any location. The Sandman LAM also had those rescue pods carrying 2 passengers per .5 tons. And wasn't there a rule somewhere were extra crew weigh .5 tons each? That could be three different passenger classes, infantry, second class, and first class.

I always though passengers had to be in Infantry Bay of some kind.

A few things worth note: Cargo space on BattleMechs is not that new a concept, but is generally illegal in standard unit construction, especially in the case of bays for infantry. (And yeah, Wrangler, you'd ideally want an infantry bay for human passengers, because that represents a space in which there's seating, maybe some safety equipment, and gear stowage compartments.) The Syberians would have generally kept any human-transporting capacity to their vehicle AutoMechs, eschewing the conversion capabilities for more comfortable passenger/cargo space. Converting vehicle AutoMechs could also have some space set aside like that, but it would only be considered safe as long as the unit remained in vehicle mode. (After that, Syberian health/life insurance companies probably just wouldn't cover.)

As I indicated earlier in this thread (somewhere), the only reason you aren't seeing civilian/human-passenger units among the AutoMechs of this Syberia TRO is that they've naturally fallen into disuse by the time IE's teams arrived. Covering units such as those would almost certainly require a Syberian version of the Support Vehicle TRO, which would skew toward more vehicle/aerospace AutoMech-driven units than 'Mechs.

(I know nothing of this Sandman LAM. Was that an official design someplace?)

Infantry can ride in cargo compartments.

They can; it's just not as safe or comfortable. That wouldn't stop a Syberian AutoMech from putting their smaller drones in the same space, though. That's how we get our deployer units, after all.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 27 September 2022, 08:44:41
The Sandman LAM was a fan design from battletechnology. It had a pair of 1ton infantry bays fluffed as search and rescue pods.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 September 2022, 10:42:10
The Sandman LAM was a fan design from battletechnology. It had a pair of 1ton infantry bays fluffed as search and rescue pods.

Funny. Who was the LD back then? Because I was told waaaaaaay back when I started, by Bryan Nystul, that infantry bays on a BattleMech were verbotten. (Because I tried to make a quadruped APC called the Clydesdale for Clan Hell's Horses.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 27 September 2022, 11:32:04
We're talking really early "we had to rename from battledroids its now battletech" stuff here. I'm not sure they'd clarified the no way nrantry bays on a mech thing at the time. Plus again, fan design in a fan publication. The battletechnology fanzine was full of stuff the rules didn't cover yet, and which saw no official stance, despite the magazine technically being recognized by FASA.

(In fact i beleive that the issie in question came out before the clans were introduced)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 September 2022, 12:26:49
We're talking really early "we had to rename from battledroids its now battletech" stuff here. I'm not sure they'd clarified the no way nrantry bays on a mech thing at the time. Plus again, fan design in a fan publication. The battletechnology fanzine was full of stuff the rules didn't cover yet, and which saw no official stance, despite the magazine technically being recognized by FASA.

(In fact i beleive that the issie in question came out before the clans were introduced)

Okie. Then we're not talking canon. Sweet!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 27 September 2022, 12:31:20
Pretty much. Though some stuff from there did get intergrated over the following decades. Tripods, the Osprey, various lore stuff, etc. But never in exactly the same form.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 September 2022, 12:34:02
Very true, but canonizing the Sandman without changes sounds like it would have undone that restriction, allowing my Clydesdale Quad OmniMech to ride again! Sixty-ton Trojan Horse BattleMech for the win!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 27 September 2022, 13:18:46
What you need is a SAR Quad Battlemech, with 3 slots of emergency equipment divided between the Head and Center torso.  Call it the St Bernard   ;)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 27 September 2022, 13:48:28
Suit yourself. The California Nebula is a crossover playground. We just presented each system with a lacking in FTL as a means of keeping franchises separate and "unspoiled." Things get very weird when they mix and match (as we saw in WttNC's opening fic, when Grimdark killed one of the Fellowship.)
 

Oops! :)

They could slow boat into each other.


Quote
As soon as she gives the okay, sure.

She said it was okay.


Quote
I'd have let you get away with the conversion system staying the same mass as normal. Tripods already take the hit on tonnage for their configurations in the increased internal structure and armor mass. The added slots I would keep, yes. That is, if I were to introduce tripod AutoMechs beyond the Emplacement and non-converting ones. I just didn't want to add more complexity to something that we don't really see in our Transformers. That's why the convertible schemes tended to get chassis locked to Biped or Biped/Quad limits. (My War of the Tripods adventure shows some neat tripod 'Mechs that could easily be AutoMech-driven, and fluffed out as a heretofore-undiscovered "alien" faction.)

That'd be cool. It'd give extra tonnage to something else. Those tripods are net and would make for good minimech carriers.  :thumbsup:



Quote
A few things worth note: Cargo space on BattleMechs is not that new a concept, but is generally illegal in standard unit construction, especially in the case of bays for infantry. (And yeah, Wrangler, you'd ideally want an infantry bay for human passengers, because that represents a space in which there's seating, maybe some safety equipment, and gear stowage compartments.) The Syberians would have generally kept any human-transporting capacity to their vehicle AutoMechs, eschewing the conversion capabilities for more comfortable passenger/cargo space. Converting vehicle AutoMechs could also have some space set aside like that, but it would only be considered safe as long as the unit remained in vehicle mode. (After that, Syberian health/life insurance companies probably just wouldn't cover.)

As I indicated earlier in this thread (somewhere), the only reason you aren't seeing civilian/human-passenger units among the AutoMechs of this Syberia TRO is that they've naturally fallen into disuse by the time IE's teams arrived. Covering units such as those would almost certainly require a Syberian version of the Support Vehicle TRO, which would skew toward more vehicle/aerospace AutoMech-driven units than 'Mechs.

I can see passenger areas in Mechs. I can even see quarters being installed in Mechs. If the Marco Exploration Mech can have a fold out two person cabin why wouldn't a Uni Cargo Mech be converted into an RV?  I don't think many such mechs would still exist though with everything being converted to a war use. It might be nice to have rules for that as a last remaining example or to play around before the Syberians were killed and left. 

Does anyone remember the movie Robot Wars?  https://en.wikipedia.org/wiki/Robot_Wars_(film) The Scorpion Mech carried passengers on tours. There could be SafariMechs carrying passengers with portals/windows though their faux flesh, to study all the native flora and fauna.



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(I know nothing of this Sandman LAM. Was that an official design someplace?)

It used to be. It's in Battletechnology: The Early Years. Here's a thread about it. https://bg.battletech.com/forums/general-discussion/another-official-lam/msg1857870/#msg1857870    According to the fluff it was a a custom made rescue LAM that mounted rescue pods. Each weighed .5 tons, took 1 critical slot, and could carry 2 passengers. They were mounted in the arms and the passengers shook up when they were rescued but they should be safer in a torso.  Another company liked it so much that they licensed their own variant.

I forget where, but there was also a rule about extra crew/passengers weighing .5 tons each. Between single seat, dual seat and 10 for a infantry compartment there could be different passenger classes. Actually, you can have 13 passenger seats (75kg each) per ton. They're not carrying gear so you can get more people in, maybe. The princess might have brought her matched luggage with industrial sized hairdryer.  :D


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They can; it's just not as safe or comfortable. That wouldn't stop a Syberian AutoMech from putting their smaller drones in the same space, though. That's how we get our deployer units, after all.

- Herb


Yeah. Although when converted to vehicle mode, it'd be easier for infantry to load and deploy without boarding ramps, ladders, or ziplines.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 27 September 2022, 14:05:37
Funny. Who was the LD back then? Because I was told waaaaaaay back when I started, by Bryan Nystul, that infantry bays on a BattleMech were verbotten. (Because I tried to make a quadruped APC called the Clydesdale for Clan Hell's Horses.)

- Herb
Very true, but canonizing the Sandman without changes sounds like it would have undone that restriction, allowing my Clydesdale Quad OmniMech to ride again! Sixty-ton Trojan Horse BattleMech for the win!

- Herb

That'd be a fun Mech for XTRO:Boondoggles; The Clan Edition!  ;D  The early Fire Moth could be included too for carrying infantry in arm pods.

I don't know that you'd be canonizing the Sandman LAM but the door to Mechs carrying infantry was opened with Clan LAMs carrying a passenger. That was followed by TRO:3050U's fluff for the Fire Moth and then your Tripods in War of the Tripods carrying battle armor.  I don't think Syberian AutoMechs carrying passengers would cause a problem. Besides, there is the Illegal Quirk.  ^-^


 
What you need is a SAR Quad Battlemech, with 3 slots of emergency equipment divided between the Head and Center torso.  Call it the St Bernard   ;)


 :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 27 September 2022, 16:09:36
What you need is a SAR Quad Battlemech, with 3 slots of emergency equipment divided between the Head and Center torso.  Call it the St Bernard   ;)

Get on that, IW! (Would that be a BattleMech or an IndyMech? I know BT has at least one emergency rescue Mech.)

Oops! :)

Grimdark SAID it was sorry!

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They could slow boat into each other.

That's basically how Grimmy made it to Toreel, at least.

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She said it was okay.

That was quick! (I half expected a "no". Not sure if she'd be mad at me or something.)

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That'd be cool. It'd give extra tonnage to something else. Those tripods are net and would make for good minimech carriers.  :thumbsup:

At least one of my WotT Tripods did that, I think. (Although, in their case, they were bona fide battlesuited troops.)

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I can see passenger areas in Mechs. I can even see quarters being installed in Mechs. If the Marco Exploration Mech can have a fold out two person cabin why wouldn't a Uni Cargo Mech be converted into an RV?  I don't think many such mechs would still exist though with everything being converted to a war use. It might be nice to have rules for that as a last remaining example or to play around before the Syberians were killed and left. 

I'd leave that to you guys, or a random bunch of "pre-holocaust" Syberian machines that didn't survive to modern times, but were built to ferry humans and such. Some might be commercial/industrial precursors to the AutoMechs of today, even.

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Does anyone remember the movie Robot Wars?  https://en.wikipedia.org/wiki/Robot_Wars_(film) The Scorpion Mech carried passengers on tours. There could be SafariMechs carrying passengers with portals/windows though their faux flesh, to study all the native flora and fauna.

Probably something the AxiMaL and PresiDom factions might have had, maybe.

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I forget where, but there was also a rule about extra crew/passengers weighing .5 tons each. Between single seat, dual seat and 10 for a infantry compartment there could be different passenger classes. Actually, you can have 13 passenger seats (75kg each) per ton. They're not carrying gear so you can get more people in, maybe. The princess might have brought her matched luggage with industrial sized hairdryer.  :D

Dunno where that might have been in canon rules.

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Yeah. Although when converted to vehicle mode, it'd be easier for infantry to load and deploy without boarding ramps, ladders, or ziplines.

Right. My thinking is that it would be just like how the Transformers handled things, where they arrive on the scene in vehicle mode, wait for the fleshlings to get out, and go robot mode only then. (As opposed to the one or two GoBots eps where they could hold humans inside them the whole time.

That'd be a fun Mech for XTRO:Boondoggles; The Clan Edition!  ;D  The early Fire Moth could be included too for carrying infantry in arm pods.

Someone else would likely want to tackle that one. (I *did* think it could get the multi-volume treatment of the Primitives XTRs, but then I lost any say in the matter.) Honestly, after writing, editing, illustrating, and laying out an ENTIRE 220-page TRO more or less solo--credit where it's due to those of you who assisted with your own designs, minis, and various forms of input--I'm kinda burned out on TROs for the time being.

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I don't know that you'd be canonizing the Sandman LAM but the door to Mechs carrying infantry was opened with Clan LAMs carrying a passenger. That was followed by TRO:3050U's fluff for the Fire Moth and then your Tripods in War of the Tripods carrying battle armor.  I don't think Syberian AutoMechs carrying passengers would cause a problem. Besides, there is the Illegal Quirk.  ^-^

Understand that I'm not canonizing anything. I'm just seeing what WAS canon, which the Sandman apparently wasn't. War of the Tripods was also considered non-canon (Halloween Gag), even though it was meant to be canon-compatible, like so many of my fun projects.

[SPECIAL REMINDER TO ALL: Aside from Necromo Nightmare, XTR: 1945 (sort of), and XTR: Royal Fantasy (maybe?), all April 1 and Halloween gag projects written or developed by me are officially considered non-canon, BUT were specially made to be "canon-compatible" as much as possible, so they could be seamlessly integrated into an otherwise above-board campaign. This also applies to my "fan-made" stuff, such as the Reign of the Tetakuni adventure and this Syberia TRO.]


Also, the Illegal Quirk's drawback is right in its name: Illegal. This means that the unit violates extant game rules in some way and thus cannot be canonized as a working game element. At least, not for very long.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 27 September 2022, 17:14:18
[quote author=HABeas2 link=topic=76748.msg1869609#msg1869609
Grimdark SAID it was sorry!

That's basically how Grimmy made it to Toreel, at least.

Yep ;D

Cool

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That was quick! (I half expected a "no". Not sure if she'd be mad at me or something.)

She wasn't mad at you that I know of. She was surprised you remembered her.



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At least one of my WotT Tripods did that, I think. (Although, in their case, they were bona fide battlesuited troops.)

I'm sure at least one did. :)


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I'd leave that to you guys, or a random bunch of "pre-holocaust" Syberian machines that didn't survive to modern times, but were built to ferry humans and such. Some might be commercial/industrial precursors to the AutoMechs of today, even.

Probably something the AxiMaL and PresiDom factions might have had, maybe.

Sounds good.

That's what I was thinking. That way scientists can observe up close and tourists can get a thrill. There could be other uses too.

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Dunno where that might have been in canon rules.

I don't either. It was before TW though.

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Right. My thinking is that it would be just like how the Transformers handled things, where they arrive on the scene in vehicle mode, wait for the fleshlings to get out, and go robot mode only then. (As opposed to the one or two GoBots eps where they could hold humans inside them the whole time.

Wasn't there an episode or two where one of the Decepticon Jets carried someone in their cockpit in both modes?  Quads, and Tripods, might be okay carrying passengers while converting between modes. Their torsos would change position so the ride would get rougher but that'd be part of the attraction. Drive up to a river, convert and wade in to look at all the fishies. For passengers in a converting Biped, I think it'd have to be like a Ferris wheel ride. The seat rotates as the Mech converts. Otherwise they'd end up laying down while the drone is in Mech Mode.



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Understand that I'm not canonizing anything. I'm just seeing what WAS canon, which the Sandman apparently wasn't. War of the Tripods was also considered non-canon (Halloween Gag), even though it was meant to be canon-compatible, like so many of my fun projects.

I believe it used to be but that was changed a really long time ago. It'd be nice if more things from it were brought back into canon.

Quote
[SPECIAL REMINDER TO ALL: Aside from Necromo Nightmare, XTR: 1945 (sort of), and XTR: Royal Fantasy (maybe?), all April 1 and Halloween gag projects written or developed by me are officially considered non-canon, BUT were specially made to be "canon-compatible" as much as possible, so they could be seamlessly integrated into an otherwise above-board campaign. This also applies to my "fan-made" stuff, such as the Reign of the Tetakuni adventure and this Syberia TRO.]


Also, the Illegal Quirk's drawback is right in its name: Illegal. This means that the unit violates extant game rules in some way and thus cannot be canonized as a working game element. At least, not for very long.

- Herb


I know. I didn't think you were trying to make them canon. It'd be great if they were though. They're very cool and work great with the rest of BT.  :thumbsup:

True. The unit does violate the rules. That doesn't mean the unit can't exist though. I think it's also a way to include something that TPTB don't want to bother with. Like the original version of the Fire Moth and Clan LAMs.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 27 September 2022, 18:39:14
This whole board and your great book, makes me wish there wear more scaled Transformers so I can play them in Battletech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 27 September 2022, 18:50:28
I recall BattleTechnology being canon for a time... Granted, that time is long past now.  :-\
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 27 September 2022, 19:06:10
This whole board and your great book, makes me wish there wear more scaled Transformers so I can play them in Battletech.

Me too. I hope Jada will make additional series of Transformers minifigs. Wish Micro Machines were still available too. They'd be a good fit with the Mechs.


I recall BattleTechnology being canon for a time... Granted, that time is long past now.  :-\

That's how I remember it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 27 September 2022, 19:32:06
With the exception of Rajah, I have minis for all of XTRO:Royal Fantasy  ;D ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 September 2022, 02:06:07
She wasn't mad at you that I know of. She was surprised you remembered her.

I have a rather impressive memory....sometimes. Decades of grudge-holding against companies and old classmates, you know. ;)

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I'm sure at least one did. :)

Yup. The "Harvester" has some 24 tons or cargo space, and I think I had the fluff suggesting the Lift Hoists were being used to fill and empty them, mimicking the tentacles of the various Martian machines.

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Wasn't there an episode or two where one of the Decepticon Jets carried someone in their cockpit in both modes?

I can't recall one. The closest I remember them coming is picking up a human, starting to transform, and tossing the human briefly into the air so they can then "catch" them in their cockpit/cabin sections. Starscream did that with Dr. Arkeville, Hot Rod with Daniel. Even in the live-action films, Bumblebee was shown tossing Sam out as part of his transformation, transforming to bot mode, then tossing him/catching him as he transformed back....in super slo-mo.

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I believe it used to be but that was changed a really long time ago. It'd be nice if more things from it were brought back into canon.

I wouldn't really no. That depends on some writer/dev being okay with it, which may venture into legal territory as well, given the source. Old copyrights, fractured licenses and whatnot.

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True. The unit does violate the rules. That doesn't mean the unit can't exist though. I think it's also a way to include something that TPTB don't want to bother with. Like the original version of the Fire Moth and Clan LAMs.

It's more a matter of the Illegal/Non-Functional Item Quirks reflecting in-universe attempts to get around known rules limitations, thereby explaining WHY they're illegal. The Scorpion and Champion LAM projects, for instance, explain why, in universe, these things just didn't work, while providing stats as they would have been otherwise. (The old "looks good on paper; fails utterly in practice" routine.)

I recall BattleTechnology being canon for a time... Granted, that time is long past now.  :-\

Necessary. As a source few authors have access to in their entirety, with a liberal mix of articles in varying degrees of quality, it would take a fresh run of review and playtest to canonize what was in those mags.

With the exception of Rajah, I have minis for all of XTRO:Royal Fantasy  ;D ;D

I know, and they were glorious! Makes me glad I followed up on that project, after I brainstormed it on the spot the prior GenCon.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 September 2022, 04:26:55
I have a rather impressive memory....sometimes. Decades of grudge-holding against companies and old classmates, you know. ;)

I can understand that. I've got a few myself.


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Yup. The "Harvester" has some 24 tons or cargo space, and I think I had the fluff suggesting the Lift Hoists were being used to fill and empty them, mimicking the tentacles of the various Martian machines.

Sounds familiar. :)


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I can't recall one. The closest I remember them coming is picking up a human, starting to transform, and tossing the human briefly into the air so they can then "catch" them in their cockpit/cabin sections. Starscream did that with Dr. Arkeville, Hot Rod with Daniel. Even in the live-action films, Bumblebee was shown tossing Sam out as part of his transformation, transforming to bot mode, then tossing him/catching him as he transformed back....in super slo-mo.

I remember those but I thought there was more. I could be wrong though. It's been a long time since I got to watch Transformers. :(


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I wouldn't really no. That depends on some writer/dev being okay with it, which may venture into legal territory as well, given the source. Old copyrights, fractured licenses and whatnot.

Since other things have made their way into canon I don't think licenses and copyrights is that much of a problem.

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It's more a matter of the Illegal/Non-Functional Item Quirks reflecting in-universe attempts to get around known rules limitations, thereby explaining WHY they're illegal. The Scorpion and Champion LAM projects, for instance, explain why, in universe, these things just didn't work, while providing stats as they would have been otherwise. (The old "looks good on paper; fails utterly in practice" routine.)


I totally get the old routine. In some cases though it works in universe. It's just a bad idea. Like mounting an AC/5, mostly, in the center torso. It worked. It was just easily disabled. There's also the Marco's collapsible two man cabin. It worked but I doubt we'll ever get rules for it. There's a few instances where the fluff allows things the rules wouldn't. And a few where changes in the rules make them no longer legal. The Scorpion and Champion LAMs, would be legal under older rules.    ^-^ They may not be a great idea but they'd of been legal. I think the rules are more a set of in universe standards. Most abide by them but we do have Fractional Accounting and FrankenMechs. Which along with the quirks are as far as I think TPTB want to go.


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Necessary. As a source few authors have access to in their entirety, with a liberal mix of articles in varying degrees of quality, it would take a fresh run of review and playtest to canonize what was in those mags.


Catalyst doesn't have a copy of them?


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Someone else would likely want to tackle that one. (I *did* think it could get the multi-volume treatment of the Primitives XTRs, but then I lost any say in the matter.) Honestly, after writing, editing, illustrating, and laying out an ENTIRE 220-page TRO more or less solo--credit where it's due to those of you who assisted with your own designs, minis, and various forms of input--I'm kinda burned out on TROs for the time being.

(Missed this earlier. Don't know how.  :-[ )

Being burned out is totally understandable. You did put in a lot of work on this. Great work though, and much appreciated. :thumbsup: A series of Boondoggles would be really great though. The Sandman, or something similar, and Clan LAMs would be great for them. As could the Marco with cabin, and infantry carrying Mechs. Maybe one day.  :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 28 September 2022, 05:45:29
Sandman is from Battletechnology.  Its essentially modified / one-off Phoenix Hawk LAM with no weapons with it's large laser (gun) a very claustrophobia cylinder which it MechWarrior/Pilot uses to load people their rescuing from prisons or from captures.  The person knows he coming, because usually a device is sent a head of time to the rescuee with recording of Metallica's Enter the Sandman.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 28 September 2022, 06:38:41
Get on that, IW! (Would that be a BattleMech or an IndyMech? I know BT has at least one emergency rescue Mech.)

- Herb

Consider it done:
https://bg.battletech.com/forums/battlemechs/st-bernard-25-ton-quad-rescue-industrialmech/ (https://bg.battletech.com/forums/battlemechs/st-bernard-25-ton-quad-rescue-industrialmech/)

Went with IndustrialMech to reflect its civilian purposes.  A Combat Mech would have likely been retrofitted with weapons and lost in combat (though the free Environmental Sealing was nice).
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 28 September 2022, 08:33:58
You should make a variant as a salvage mech given the nature of the Automechs.  Since everyone well..dead.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 28 September 2022, 10:02:06
You should make a variant as a salvage mech given the nature of the Automechs.  Since everyone well..dead.

I'd need a 30-tonner to fit a Salvage Arm in, and according to MML 0.48.0 Salvage Arms can't be placed in torso locations or legs.  Since this is a quad, it only has torso locations and legs.

A Lift Hoist did fit, but in order to fit the AutoMech transformation equipment I'd need to remove the Environmental Sealing on the IndustrialMech.

If I used a standard Mech, I could fit it into 25 tons, 5/8/3, 4.5 tons standard armor, a Recon Camera, a Searchlight, a Lift Hoist, with 3.5 tons and 22 crits left over.  That is the best version of an AutoMech rescue Mech I can make that is small.

As a 50-ton Standard Mech, I can get 5/8/3, 11.5 tons standard armor, a Recon Camera, a Searchlight, a Lift Hoist, with 10 tons and 27 crits left over.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 28 September 2022, 10:56:45
I'd need a 30-tonner to fit a Salvage Arm in, and according to MML 0.48.0 Salvage Arms can't be placed in torso locations or legs.  Since this is a quad, it only has torso locations and legs.

A Lift Hoist did fit, but in order to fit the AutoMech transformation equipment I'd need to remove the Environmental Sealing on the IndustrialMech.

If I used a standard Mech, I could fit it into 25 tons, 5/8/3, 4.5 tons standard armor, a Recon Camera, a Searchlight, a Lift Hoist, with 3.5 tons and 22 crits left over.  That is the best version of an AutoMech rescue Mech I can make that is small.

As a 50-ton Standard Mech, I can get 5/8/3, 11.5 tons standard armor, a Recon Camera, a Searchlight, a Lift Hoist, with 10 tons and 27 crits left over.
Technically Speaking, Salvage Arms have no function really.  I know their suppose to , but rules wise they don't.  It's one those glaring gaps in the rules that as far I can tell from old MechManuel onward, never fixed.   It should be able to act as second pair of arms, with properly bonus to gripping or doing repair work with hand tools etc.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 September 2022, 11:12:20
I remember those but I thought there was more. I could be wrong though. It's been a long time since I got to watch Transformers. :(

That's all I can readily recall. Meanwhile, I know some of the Renegades GoBots held people inside them as hostages/human shields.

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Since other things have made their way into canon I don't think licenses and copyrights is that much of a problem.

*shrug*
 
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I totally get the old routine. In some cases though it works in universe. It's just a bad idea. Like mounting an AC/5, mostly, in the center torso. It worked. It was just easily disabled. There's also the Marco's collapsible two man cabin. It worked but I doubt we'll ever get rules for it. There's a few instances where the fluff allows things the rules wouldn't. And a few where changes in the rules make them no longer legal. The Scorpion and Champion LAMs, would be legal under older rules.    ^-^ They may not be a great idea but they'd of been legal. I think the rules are more a set of in universe standards. Most abide by them but we do have Fractional Accounting and FrankenMechs. Which along with the quirks are as far as I think TPTB want to go.

The two-man cabin on the Marco, I think, was a reference to its cargo bay, and likely could have been ruled as a field tent or pop-up camper, or something like that, which fit inside. So that would have kept the Marco legal. 

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Catalyst doesn't have a copy of them?

*shrug*

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Being burned out is totally understandable. You did put in a lot of work on this. Great work though, and much appreciated. :thumbsup: A series of Boondoggles would be really great though. The Sandman, or something similar, and Clan LAMs would be great for them. As could the Marco with cabin, and infantry carrying Mechs. Maybe one day.  :)

Maybe.

Sandman is from Battletechnology.  Its essentially modified / one-off Phoenix Hawk LAM with no weapons with it's large laser (gun) a very claustrophobia cylinder which it MechWarrior/Pilot uses to load people their rescuing from prisons or from captures.  The person knows he coming, because usually a device is sent a head of time to the rescuee with recording of Metallica's Enter the Sandman.

...Was that really in its fluff?

Consider it done:...
Went with IndustrialMech to reflect its civilian purposes.  A Combat Mech would have likely been retrofitted with weapons and lost in combat (though the free Environmental Sealing was nice).

Good job! I was expecting cargo space for evacuees, given how this side trip started, but great job. Yeah, it's likely the only Syberian RescueMechs that survived to date would have been those that were easily upgraded to salvage duty. DoctorMechs to the rescue!

You should make a variant as a salvage mech given the nature of the Automechs.  Since everyone well..dead.

A number of those found in my TRO are exactly those.

I'd need a 30-tonner to fit a Salvage Arm in, and according to MML 0.48.0 Salvage Arms can't be placed in torso locations or legs.  Since this is a quad, it only has torso locations and legs.

Yeah, Salvage Arms on 'Mechs replace hand actuators only.

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A Lift Hoist did fit, but in order to fit the AutoMech transformation equipment I'd need to remove the Environmental Sealing on the IndustrialMech.

Good thing for the Syberians that they fixed that problem, eh? What would you have it turn into? Because then you might have to give up the TSM...

Technically Speaking, Salvage Arms have no function really.  I know their suppose to , but rules wise they don't.  It's one those glaring gaps in the rules that as far I can tell from old MechManuel onward, never fixed.   It should be able to act as second pair of arms, with properly bonus to gripping or doing repair work with hand tools etc.

To the AutoMechs of Syberia, they're surgeon's hands.

-Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Taron Storm on 28 September 2022, 15:44:49
Posted the Sandman LAM's here:

https://bg.battletech.com/forums/battlemechs/sandman-lam/new/#new
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 September 2022, 18:31:45
That's all I can readily recall. Meanwhile, I know some of the Renegades GoBots held people inside them as hostages/human shields.

*shrug*

I can't either. It's been even longer since I watched that.

 
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The two-man cabin on the Marco, I think, was a reference to its cargo bay, and likely could have been ruled as a field tent or pop-up camper, or something like that, which fit inside. So that would have kept the Marco legal. 

*shrug*

If it was just a tent and camping equipment carried in the cargo bay that'd be fine but why make that a standard feature? The text says its "a two-man cabin, a collapsible rear torso unit only usable when the Marco was stationary."  To me it sounds similar to the Collapsible Command Module.

AToW does have a pop-up camper weighing .5 tons for 6 people that can be expanded. It can't be used in TW though.  :-\   I just apply the rules for that to the Marco's cabin. I doubt we'll get anything official. It's peace tech. I can see military uses though.



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Maybe.

...Was that really in its fluff?

I'll be hoping. :)

The first Sandman was based on the Stinger LAM and the pilot played a song to let the scientist and his family know he was there to pick them up. It was kind of small for the job though. Two of the kids had to squeeze into one pod and there were injuries to other family members. (I wonder if the pods being mounted in the arms had some roll in that.)  So Snord's Irregulars licensed the idea and built a larger one based on the Phoenix Hawk LAM. The fluff ends saying that if you see a Stinger LAM or Phoenix Hawk LAM playing that song to keep an eye on your prisoners.


Are Reinforced Structure and Ram Plates available? Reinforced Structure weighs twice as much, doesn't take any added crits and was prototyped in 3057. The Ram Plate won't be introduced until a century later but it is a melee weapon for quads. It also requires the Reinforced Structure.  I just wondered as the Ram Plate popped in my head and it'd be a good fit for a BeastMech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 28 September 2022, 18:33:33
Posted the Sandman LAM's here:

https://bg.battletech.com/forums/battlemechs/sandman-lam/new/#new

Thanks  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 September 2022, 21:53:16
If it was just a tent and camping equipment carried in the cargo bay that'd be fine but why make that a standard feature? The text says its "a two-man cabin, a collapsible rear torso unit only usable when the Marco was stationary."  To me it sounds similar to the Collapsible Command Module.

AToW does have a pop-up camper weighing .5 tons for 6 people that can be expanded. It can't be used in TW though.  :-\   I just apply the rules for that to the Marco's cabin. I doubt we'll get anything official. It's peace tech. I can see military uses though.

Meh. Even a pop-up is too spacious for what it says the Marco's does. So, who knows? And ultimately, who cares?

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The first Sandman was based on the Stinger LAM and the pilot played a song to let the scientist and his family know he was there to pick them up. It was kind of small for the job though. Two of the kids had to squeeze into one pod and there were injuries to other family members. (I wonder if the pods being mounted in the arms had some roll in that.)  So Snord's Irregulars licensed the idea and built a larger one based on the Phoenix Hawk LAM. The fluff ends saying that if you see a Stinger LAM or Phoenix Hawk LAM playing that song to keep an eye on your prisoners.

Talk about telegraphing your moves!

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Are Reinforced Structure and Ram Plates available? Reinforced Structure weighs twice as much, doesn't take any added crits and was prototyped in 3057. The Ram Plate won't be introduced until a century later but it is a melee weapon for quads. It also requires the Reinforced Structure.  I just wondered as the Ram Plate popped in my head and it'd be a good fit for a BeastMech.

As the rules are written, Reinforced Structure is possible, as it is an item featured in TechManual and TacOps pre-3060. But the Ram Plate, unless it has shown up in either, would be out. Unfortunately, as the Ram Plate is a weapon system that requires mounting in multiple hit locations, would be disallowed on a convertible AutoMech. A non-converting quad with a Reinforced Structure would be possible--but only if the Ram Plate has made it into the TM/TO books.

As I am okay with those conditionals, I think I shall leave that ruling be. It would be a neat fit, mind you, but THE core drawback to convertibles is that pesky compartmentalization of weapon systems. Heck, transforming AutoMechs can't even mount modular armor, and that's really similar to what the Ram Plate is.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 29 September 2022, 00:11:09
Meh. Even a pop-up is too spacious for what it says the Marco's does. So, who knows? And ultimately, who cares?

Well, if .5 tons works for 6 people, it should work for 2. I use the rest of the cargo space for samples.


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Talk about telegraphing your moves!

Yeah. It sounds good but not the best idea. Although, I like the idea of using loud speakers to distract and annoy people.

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As the rules are written, Reinforced Structure is possible, as it is an item featured in TechManual and TacOps pre-3060. But the Ram Plate, unless it has shown up in either, would be out. Unfortunately, as the Ram Plate is a weapon system that requires mounting in multiple hit locations, would be disallowed on a convertible AutoMech. A non-converting quad with a Reinforced Structure would be possible--but only if the Ram Plate has made it into the TM/TO books.

As I am okay with those conditionals, I think I shall leave that ruling be. It would be a neat fit, mind you, but THE core drawback to convertibles is that pesky compartmentalization of weapon systems. Heck, transforming AutoMechs can't even mount modular armor, and that's really similar to what the Ram Plate is.

- Herb

Forgot about the prohibition for multiple locations. It'd be nice for a non converting BeastMech though.  Too bad it isn't in a core book. I really wish that all previous items were included in the core book with new items included as errata. Having to hunt for things is a pain.  :(  Having the core books mention them and not be able to use them is annoying.  >:(

Items from IO can be mounted, as long as they're introduced by 3060 and aren't Clan, right?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 September 2022, 01:10:50
Yeah. It sounds good but not the best idea. Although, I like the idea of using loud speakers to distract and annoy people.

Bah. Blame the Snords for that one.

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Items from IO can be mounted, as long as they're introduced by 3060 and aren't Clan, right?

What's in IO these days?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 29 September 2022, 03:52:00
Bah. Blame the Snords for that one.

What's in IO these days?

- Herb

:)


Various dates for tech items.

Clan tech from the Wars of Reaving
Pilot interface systems
Prototype SLDF Tech
Dark Age RISC Tech
Dark Age Tech
Augmented Warriors
Centurion Weapon System
Prototype Clan Tech
Expanded Protomech types and systems
IS Recovered Tech and alternative munitions
LAMs
Machina Domini Interface
Modular Space Stations
Primitive Prototype Tech
Construction rules for Primitive Units and RetroTech 
Prototype Specialty Missiles from the Clan Invasion
QuadVees
Robotic and Drone Systems
Superheavy ’Mechs
Tripod ’Mechs
Thermobaric Weapons
Fuel-Air Munitions
Weapons of Mass Destruction (NBC weapons)
Word of Blake Super-Jump Drive

That's most things not already in TM or TO but there's still items missing from sourcebooks that are still legal.  I'd also include things from MaxTech and TacHandbook too. MaxTech stuff to add to the few quirk like tech items.  TacHandbook because items are mentioned in TO or could still be used as prototypes or primitive versions. But that's me.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 September 2022, 09:15:35
Various dates for tech items....
<list>
That's most things not already in TM or TO but there's still items missing from sourcebooks that are still legal.  I'd also include things from MaxTech and TacHandbook too. MaxTech stuff to add to the few quirk like tech items.  TacHandbook because items are mentioned in TO or could still be used as prototypes or primitive versions. But that's me.

Looking through that IO list in detail, I'm not seeing much that would add anything to the Syberians. A lot of the gear either doesn't apply (pilot modifications/control systems), or is already perfected (prototype pulse lasers). Meanwhile, MT and TH gear was very deliberately folded into the stuff we got between TO and IO, so there's not much I can think of there that's worthwhile.

So....

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 29 September 2022, 17:13:55
Thermobarics at least should appeal to you, of all people...  ::)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 29 September 2022, 17:43:55
The prototype weapons could be cheap glitchy versions or used by factions who aren't quite as advanced to have full SLDF or 3060 IS Tech. 

There's a few things from TH and MT I think are still worthwhile. Even if only in a limited time span.

From TH, the Blazer and Glazed armor are good as prototypes of Reactive and Reflective Armors found in TO. Glazed Armor is even mentioned in TO, as is the Prototype Caseless Autocannon. AP Missiles are good against hoards of squishies. The Command Console is ideal for Primitive Command Mechs. I also like to use the Mechanical Jump Boosters as prototypes of the TO version.

With MT, I still like using the targeting systems as low tech, low cost, alternatives to quirks. I also like the bypass kits. The Critical Space Limits rule is interesting. (I'm thinking of them for IS Protos or Alien Mechs) There's the Additional Crewman Rule. (Found it! :) ) I like the Snow Mobile Chassis Mod. It's use would be rare but still useful. So are Hot Loaded Missiles.

So there's a few things in both these books that I think could have been included in TO or IO. For Syberians, some of these prototypes were introduced before the 3060 cut off date. They could be used on prototype drones. The bypass kits might be something Medical Drones might carry around to repair the wounded enough to get them to a repair bay.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 29 September 2022, 19:37:20
As much as I love Blazers, they weren't even prototyped until after the SLDF left...  :-\
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 30 September 2022, 01:36:44
Thermobarics at least should appeal to you, of all people...  ::)

Of course! I wrote all the WMD rules, after all, but for my Syberians... well....

The prototype weapons could be cheap glitchy versions or used by factions who aren't quite as advanced to have full SLDF or 3060 IS Tech.

That's already allowed. Under the Prohibited Tech part of the construction rules:

"Primitive Components: AutoMechs may not mount any primitive core components, such as engines, cockpits, gyros, and the like. Primitive and prototype weapons may be mounted on an AutoMech, however, reflecting flawed or low-resource technologies being produced in Syberia’s older manufacturing centers."

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From TH, the Blazer and Glazed armor are good as prototypes of Reactive and Reflective Armors found in TO. Glazed Armor is even mentioned in TO, as is the Prototype Caseless Autocannon. AP Missiles are good against hoards of squishies. The Command Console is ideal for Primitive Command Mechs. I also like to use the Mechanical Jump Boosters as prototypes of the TO version.

If we're talking about the convertible AutoMechs, those armors would be disallowed anyway, as would be the Command Console in any AutoMech type (I'd have a primitive AutoMech brain simply being a heavier brain, with no added bells and whistles, OR an honest-to-Cat ATAC drone system...but having to deal with those command flowcharts would drive me buggy.) Don't have an opinion on the rest, though I would come out with strong caveats about those mechanical boosters if someone put them on a FighterMech and claimed those mechanical boosters generated aerospace thrust (because they don't).

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With MT, I still like using the targeting systems as low tech, low cost, alternatives to quirks. I also like the bypass kits. The Critical Space Limits rule is interesting. (I'm thinking of them for IS Protos or Alien Mechs) There's the Additional Crewman Rule. (Found it! :) ) I like the Snow Mobile Chassis Mod. It's use would be rare but still useful. So are Hot Loaded Missiles.

Meh. But they're not really construction rules, and some of those rules might really handicap your AutoMechs, what with the lighter ones not really having a lot of space in them to begin with. A Snowmobile chassis mode being tossed in as a Quirk could be interesting, but it's worth noting that there's no snow on Syberia, so they'd be meant for one of the few worlds in their system where there is enough of an atmosphere for something *like* snow to happen.

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So there's a few things in both these books that I think could have been included in TO or IO. For Syberians, some of these prototypes were introduced before the 3060 cut off date. They could be used on prototype drones. The bypass kits might be something Medical Drones might carry around to repair the wounded enough to get them to a repair bay.

Given that the Salvage Arm is fluffed as having multiple "powered tools" to aid in its work, bypass kits may be one of said tools, so there's that.

As much as I love Blazers, they weren't even prototyped until after the SLDF left...  :-\

They fall into the category of "Inner Sphere pre-3060" though. How/Why the Syberians arrived at them is open to debate. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 30 September 2022, 03:20:51
Part of the fluff did cover the fact that all the Successor States eventually did TRY it, so you could sneak it in that way...  ^-^
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 30 September 2022, 04:08:44
Of course! I wrote all the WMD rules, after all, but for my Syberians... well....

Maybe they have them but can't use them because they're not authorized to use the command keys?


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That's already allowed. Under the Prohibited Tech part of the construction rules:

"Primitive Components: AutoMechs may not mount any primitive core components, such as engines, cockpits, gyros, and the like. Primitive and prototype weapons may be mounted on an AutoMech, however, reflecting flawed or low-resource technologies being produced in Syberia’s older manufacturing centers."

Would that include the prototype Clan Tech? The stuff that's not quite as good as IS 3060 tech.


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If we're talking about the convertible AutoMechs, those armors would be disallowed anyway, as would be the Command Console in any AutoMech type (I'd have a primitive AutoMech brain simply being a heavier brain, with no added bells and whistles, OR an honest-to-Cat ATAC drone system...but having to deal with those command flowcharts would drive me buggy.) Don't have an opinion on the rest, though I would come out with strong caveats about those mechanical boosters if someone put them on a FighterMech and claimed those mechanical boosters generated aerospace thrust (because they don't).

That's cool. I just wondered about them as a failed experiment. ATAC drone systems would be cool but the flowcharts drive me buggy too. :) Yeah, that's not something I'd do. I was thinking more on beast mechs to help them blend in.


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Meh. But they're not really construction rules, and some of those rules might really handicap your AutoMechs, what with the lighter ones not really having a lot of space in them to begin with. A Snowmobile chassis mode being tossed in as a Quirk could be interesting, but it's worth noting that there's no snow on Syberia, so they'd be meant for one of the few worlds in their system where there is enough of an atmosphere for something *like* snow to happen.

Hadn't thought about using them in AutoMechs but the targeting systems could be used by less advanced factions. The smaller mech chassis I hadn't thought about using here at all. I have been thinking of using them for mechs between 2-9 tons though as kind of a cross between a mech and a protomech. That would be cool. Does something like snow happen on the other planets?

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Given that the Salvage Arm is fluffed as having multiple "powered tools" to aid in its work, bypass kits may be one of said tools, so there's that.

I suppose you could fluff it like that.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 30 September 2022, 04:34:27
Maybe they have them but can't use them because they're not authorized to use the command keys?

Possible. Or most were used up in the holocaust. It's up to whoever runs your Syberian AutoMech campaigns.

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Would that include the prototype Clan Tech? The stuff that's not quite as good as IS 3060 tech.

No.

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That's cool. I just wondered about them as a failed experiment. ATAC drone systems would be cool but the flowcharts drive me buggy too. :) Yeah, that's not something I'd do. I was thinking more on beast mechs to help them blend in.

All props given to the writer who came up with the flowcharts as a way to characterize the AIs AS AIs, but there was a reason I let the Syberian AutoMechs just be run any old way the players wish.  (Indeed, it may be argued that IE is wrong about their sentience, were it not for the few clear examples that they lack free will...)

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Hadn't thought about using them in AutoMechs but the targeting systems could be used by less advanced factions. The smaller mech chassis I hadn't thought about using here at all. I have been thinking of using them for mechs between 2-9 tons though as kind of a cross between a mech and a protomech. That would be cool. Does something like snow happen on the other planets?

Snow *might* happen if the planet has an atmosphere and a water/water-like cycle of some kind. The snow could be comprised of other crystalized compounds, is all. If more silicates, we're talking sand, but if it's, say, something like crystalized nitrogen, maybe? Who knows? I wasn't planning on delving too deeply there, and would definitely need to call in Cray to work such things out.

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I suppose you could fluff it like that.

And so I have!

Part of the fluff did cover the fact that all the Successor States eventually did TRY it, so you could sneak it in that way...  ^-^

Yarp!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 30 September 2022, 07:58:59
Possible. Or most were used up in the holocaust. It's up to whoever runs your Syberian AutoMech campaigns.

That's cool.  :thumbsup:

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No.

:) I would allow them as they wouldn't be "Clan weapons" but the experimental weapons the Syberians used before perfecting full SLDF and IS 3060 tech. And for some factions they were as far as they managed to get before the war ended further advancement.


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All props given to the writer who came up with the flowcharts as a way to characterize the AIs AS AIs, but there was a reason I let the Syberian AutoMechs just be run any old way the players wish.  (Indeed, it may be argued that IE is wrong about their sentience, were it not for the few clear examples that they lack free will...)

Agree. They did a good job on them. I'm not opposed to using them in a game. Outside of a game, they're just complicated enough that if I can hand wave what the drones do, I'll do that.

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Snow *might* happen if the planet has an atmosphere and a water/water-like cycle of some kind. The snow could be comprised of other crystalized compounds, is all. If more silicates, we're talking sand, but if it's, say, something like crystalized nitrogen, maybe? Who knows? I wasn't planning on delving too deeply there, and would definitely need to call in Cray to work such things out.

If there's ice, I would imagine there could be something like snow. I'd use a lot of handwavium though since those kind of weather patterns are beyond me.

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And so I have!

Yarp!

- Herb

Yep but will they have the same effect on the patient?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 30 September 2022, 08:39:46
:) I would allow them as they wouldn't be "Clan weapons" but the experimental weapons the Syberians used before perfecting full SLDF and IS 3060 tech. And for some factions they were as far as they managed to get before the war ended further advancement.

Nope. I see "Clan" in the description, I say "nope."

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If there's ice, I would imagine there could be something like snow. I'd use a lot of handwavium though since those kind of weather patterns are beyond me.

That's just it. You still need an atmosphere for there to be snow. Otherwise, it's just ice on the ground, in one big, solid clump

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Yep but will they have the same effect on the patient?

If you want it to. I'm not gonna tell you how to play your games.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 30 September 2022, 08:59:40
Well, I'm not going ask for anymore Herb has done.  He done waaaaaaaaaaay more than anything I could ever dream.   

I'm just been commenting on minor things or asking questions on it.

People can make their own Fan-Source books add-on to what work been made.  With Herb credit to making it and the original one!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 30 September 2022, 16:40:09
Nope. I see "Clan" in the description, I say "nope."

That's just it. You still need an atmosphere for there to be snow. Otherwise, it's just ice on the ground, in one big, solid clump

If you want it to. I'm not gonna tell you how to play your games.

- Herb


 ;D  I thought you'd say that. Which is why I haven't posted anything using them. To me "clan" is only a location to find their stats.

Snow is just tiny ice so if something impacted and sent ice flying, snow could settle on the ground. I wouldn't want to try to ski on it though. :)

Thanks. I just have to figure out how many a MedicMech can carry.  :)


Well, I'm not going ask for anymore Herb has done.  He done waaaaaaaaaaay more than anything I could ever dream.   

I'm just been commenting on minor things or asking questions on it.

People can make their own Fan-Source books add-on to what work been made.  With Herb credit to making it and the original one!


He has and it is much appreciated. And I'm not telling, just saying what I'd do and asking questions. And since I have a question; 

Herb, would it be okay if Tail Sitter FighterMechs had 2 Landing Gear Crits in each side torso and none in the center torso?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 30 September 2022, 22:24:16

 ;D  I thought you'd say that. Which is why I haven't posted anything using them. To me "clan" is only a location to find their stats.

But to me, that's all it takes to deny their use. :p

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Snow is just tiny ice so if something impacted and sent ice flying, snow could settle on the ground. I wouldn't want to try to ski on it though. :)

Yeah but I don't see that accumulating enough to create snowfield conditions too quickly. But, hey, you go, guy!

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Herb, would it be okay if Tail Sitter FighterMechs had 2 Landing Gear Crits in each side torso and none in the center torso?

Hmmmm. You would want to codify that in a custom quirk, though I might argue for putting landing gear in each leg, as they become part of the tail in fighter mode.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 01 October 2022, 05:37:25
While Syberia itself can make any sort of snow fall, there are other planets / moons out there. 
Not breathable but they do have conditions to allow for snow like conditions. Such as ice spewing from a moon's inner reservoir of water. Heck it doesn't even need to be water, such as methane or other types of liquid like substances.


Remember there a lot of world options for say a ultralight snowmobile mech be cruise around to do harassing attacks or deploying minimechs.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 October 2022, 09:49:19
While Syberia itself can make any sort of snow fall, there are other planets / moons out there. 
Not breathable but they do have conditions to allow for snow like conditions. Such as ice spewing from a moon's inner reservoir of water. Heck it doesn't even need to be water, such as methane or other types of liquid like substances.

That's exactly what I was thinking. We just need an atmosphere of some kind, and something that can freeze in particulate form and drift back down to become something snow-like.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 October 2022, 10:53:39
For you, Rifleman, I added the following to the Q&A section. Hope you like it:

Quote
Q: What about Clan tech?
A: No.

Q: What about prototype Clan tech?
A: Still no.

Q: What if the prototype Clan tech is inferior to Inner Sph—?
A: I said NO! Let it go, man!

Q: …What about stuff from XTR: 1945?
A: Why are you like this?

I am adapting FedComGirl's biplane AutoMech to the TRO. Adjusting it to fit the current rules. Need to look up some fun proxy minis for it, though. Hmmm.... Crimson Skies' A2 Thunderbird looks good. And an Incubus II Mech form...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 October 2022, 14:38:59
A bi-plane former?  Now I'm interested in tackling that one ahead of the others in the queue. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 01 October 2022, 15:20:24
I am adapting FedComGirl's biplane AutoMech to the TRO. Adjusting it to fit the current rules. Need to look up some fun proxy minis for it, though. Hmmm.... Crimson Skies' A2 Thunderbird looks good. And an Incubus II Mech form...
- Herb
I like idea of adapting a Crimson Skies plane.  Its sound cool.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 October 2022, 15:26:52
I was looking for an excuse to get another Crimson Skies Mini  :D

Huh and would pair nicely with Deepdive as a movieverse former from an earlier era. 

I like idea of adapting a Crimson Skies plane.  Its sound cool.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 October 2022, 18:24:04
I like idea of adapting a Crimson Skies plane.  Its sound cool.

Thanks. I had been tempted to look at them for other units, but this time around, given that we're dealing with a biplane conversion... kind of nowhere else to go and still be in the IWM/CGL orbit.

I was looking for an excuse to get another Crimson Skies Mini  :D

Huh and would pair nicely with Deepdive as a movieverse former from an earlier era. 


Even CS doesn't offer much for biplanes without some extensive modding. The closest we have are the A2 Thunderbird and the Hughes Devastator (EDIT: And the Pacair Hammerfist). Beyond that, you'd be simply adding an extra top wing--and while I know that would be painfully simple for you, Luc, I also like to think of those who may not like modding so much. (In fact, one variant here may yet use the Devastator.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 October 2022, 18:31:51
It's amusing to think that IWM is the Nebula California  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 October 2022, 18:46:26
It's amusing to think that IWM is the Nebula California  ;D

If only they did all the minis the region needs. ;)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 October 2022, 21:16:11
RifleMech! Share the attached with FCG, please? It's the "Biplaner" entry I'm putting in the TRO.

I have, however, run into a slight problem.

In the conversion to Syberian rules compliance, he ends up with 2 unused tons. I could up the armor and mobility a bit, but just in case, check to see if she has a preference.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 02 October 2022, 00:36:10
The Devastator is one of my favorites from the PC game, though I usually preferred the Bloodhawk. 

I ended up picking up all the minis that were available for the PC game and painted them all appropriately.  The Fortune Hunters logo is another one of my favorites to use on minis.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 October 2022, 04:14:51
But to me, that's all it takes to deny their use. :p

Yeah but I don't see that accumulating enough to create snowfield conditions too quickly. But, hey, you go, guy!

Hmmmm. You would want to codify that in a custom quirk, though I might argue for putting landing gear in each leg, as they become part of the tail in fighter mode.

- Herb

:)

Cool

I guess that would work. I was thinking for the Triebflügel. It the side torsos have two landing gear each and then give it the Abnormal Conversion and swap the side torso for legs in Fighter Mode the side torsos would be the tail. But then it is a tripod so that doesn't really pair up but tripods aren't normal anyway.


For you, Rifleman, I added the following to the Q&A section. Hope you like it:

Quote
Q: What about Clan tech?
A: No.

Q: What about prototype Clan tech?
A: Still no.

Q: What if the prototype Clan tech is inferior to Inner Sph—?
A: I said NO! Let it go, man!

Q: …What about stuff from XTR: 1945?
A: Why are you like this?

 ;D

Awww...no 1945 tech.  :'(   I suppose Star Empire Tech is a no no too  >:D


Quote
I am adapting FedComGirl's biplane AutoMech to the TRO. Adjusting it to fit the current rules. Need to look up some fun proxy minis for it, though. Hmmm.... Crimson Skies' A2 Thunderbird looks good. And an Incubus II Mech form...

- Herb

That sounds cool.



RifleMech! Share the attached with FCG, please? It's the "Biplaner" entry I'm putting in the TRO.

I have, however, run into a slight problem.

In the conversion to Syberian rules compliance, he ends up with 2 unused tons. I could up the armor and mobility a bit, but just in case, check to see if she has a preference.

- Herb

 :toofunny:  I'm sure she'll love it. I'' see what she thinks and let you know.  :thumbsup:

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 October 2022, 05:23:44
:)

Cool

I guess that would work. I was thinking for the Triebflügel. It the side torsos have two landing gear each and then give it the Abnormal Conversion and swap the side torso for legs in Fighter Mode the side torsos would be the tail. But then it is a tripod so that doesn't really pair up but tripods aren't normal anyway.



 ;D

Awww...no 1945 tech.  :'(   I suppose Star Empire Tech is a no no too  >:D

You're already bending the rules with the tripod fighter conversion; don't let ME stop you...

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:toofunny:  I'm sure she'll love it. I'' see what she thinks and let you know.  :thumbsup:

Cool.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 October 2022, 09:45:24
Okay, finalized Biplaner specs! Did my best to keep the unit true to its write-up.

Code: [Select]
Type: Biplaner
Technology Base: Syberian (Experimental)
Tonnage: 15

Equipment Mass
Internal Structure: 1.5
Conversion Eqpt: Aero 2.5
Engine: 15 0.5
Walking MP: 1
Running MP: 2
Jumping MP: 1
Safe Thrust: 1
Max Thrust: 2
Heat Sinks (Standard): 10 0
Gyro: 1
Cockpit: AutoMech 3
Armor Factor (Commercial): 55 2

Internal Armor
Structure Value
Head 3 9
Center Torso 5 6
Center Torso (rear) 4
R/L Torso 4 5
R/L Torso (rear) 3
R/L Arms 2 4
R/L Legs 3 6

Fixed Components Location Critical Mass
Avionics RT/LT/HD 3 --
Landing Gear RT/CT/LT 3 --
Jump Jet (Turbo-Prop) CT 1 0.5
10 Heat Sinks 5 RT/5 LT 8 --

Weapons and Ammo Location Critical Mass
Bomber Configuration
Bomb Bay (2 ton) RT 2 2
Bomb Bay (2 ton) LT 2 2

Dogfighter Configuration
2 Machine Guns RA 2 1
Ammo (MG) 200 RA 1 1
CASE RT 1 0.5
Recon Camera LT 1 0.5
2 Small Lasers LA 2 1

Switcher Configuration
2 Machine Guns RA 2 1
Ammo (MG) 100 RA 1 0.5
Recon Camera RT 1 0.5
Bomb Bay (1 ton) RT 1 1
Bomb Bay (1 ton) LT 1 1

Zapper Configuration
Light PPC RA 2 3
2 Small Lasers LA 2 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Turbo-Prop “Jump Jet”), Atmospheric Flyer, Bad Reputation, Difficult to Maintain, Distracting (Archaic Appearance), Non-Standard Parts, Prop-Flyer, Obsolete (From the Start!)
Credit: FedComGirl for original design and fluff

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 02 October 2022, 09:48:53
4 tons of payload on a 15 ton frame is really good!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 02 October 2022, 10:10:46
4 tons of payload on a 15 ton frame is really good!  :thumbsup:

It can get out maneuvered by a Urbanmech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 02 October 2022, 10:13:17
Not when it's flying!  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 02 October 2022, 11:45:43
4 tons of payload on a 15 ton frame is really good!  :thumbsup:
It can get out maneuvered by a Urbanmech.
Not when it's flying!  8)

Yeah, when it's flying, it can get outmaneuvered by the most ungainly DropShips we have!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 02 October 2022, 12:01:03
Well, vertically at least (for spheroids)...  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 October 2022, 21:55:07
You're already bending the rules with the tripod fighter conversion; don't let ME stop you...

Cool.

- Herb


 ;D

Sorry I'm replying later. There were issues.  >:( Anyway, FedComGirl, says thank you and that she'd be okay with whatever you decide. She did suggeste primitive prototype lasers because he's old. She also suggested rearranging the Dog Fighter to more balance his attacks.

Weapon     Location      Crits     Tons
Recon Camera RT           1         .5
MG                 RA           1         .5
Ammo 100      RA           1         .5
Small Laser     RA           1         .5
Recon Camera LT            1         .5
MG                 LA           1         .5
Ammo 100      LA           1         .5
Small Laser     LA           1         .5

She also suggested a multi-role fighter with VGLs for light bombing attacks.
Recon Camera RT           1         .5
VGL                RT           1         .5
MG                 RA           1         .5
Small Laser     RA           1         .5
VGL                LT           1          .5
Ammo 100      LT           1          .5
MG                 LA           1         .5
Small Laser     LA           1         .5

She also suggested another bomb for the bomber which you've done. :)  She also says it's a shame she couldn't make him lighter. She says she got stuck at 10.5 tons.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 02 October 2022, 22:12:42
Tsk. Tsk.

HERB...  :beatdown: (https://tfwiki.net/wiki/Piranacon_(G1))

 :thumbsup:

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 October 2022, 12:44:07
Sorry I'm replying later. There were issues.  >:( Anyway, FedComGirl, says thank you and that she'd be okay with whatever you decide. She did suggeste primitive prototype lasers because he's old. She also suggested rearranging the Dog Fighter to more balance his attacks.

Recommended changes integrated. Sacker (Ransack) has been highlighted as having small lasers that have degraded to Primitive Prototype quality, giving them a +50% heat value. That they haven't been fixed all this time suggests that the problem is somehow with Sacker itself; other Dogfighter Biplaners don't have this issue.
[/quote]

Tsk. Tsk.

HERB...  :beatdown: (https://tfwiki.net/wiki/Piranacon_(G1))

What!?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 03 October 2022, 13:15:31
* whispers " Follow the internet crumb ".

 ;)

TT


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 October 2022, 13:24:05
* whispers " Follow the internet crumb ".

I did. Are you asking me to stat it, or add it? A united combiner, of course, would be a superheavy of the Deconstructor variety. Individual members, though...they look like PresiDom stock bestial-types to me...

(Gotta be honest here: I'm about out of steam now. The final section has three placeholders for art and I just can't seem to find the gumption to get any of them done. Two, I think, should be transformation sequences almost reminiscent of the instructions you might find in a toy's package--or a semi-official "blueprint" version thereof. The third should be a general scene of one or more AutoMechs on a rampage. I'm just really tired of late, though.

But otherwise, this project is looking like a done deal!)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 03 October 2022, 15:42:09
Recommended changes integrated. Sacker (Ransack) has been highlighted as having small lasers that have degraded to Primitive Prototype quality, giving them a +50% heat value. That they haven't been fixed all this time suggests that the problem is somehow with Sacker itself; other Dogfighter Biplaners don't have this issue.


What!?

- Herb


That's cool! :) I'll let her know. She'll be thrilled.



I did. Are you asking me to stat it, or add it? A united combiner, of course, would be a superheavy of the Deconstructor variety. Individual members, though...they look like PresiDom stock bestial-types to me...

(Gotta be honest here: I'm about out of steam now. The final section has three placeholders for art and I just can't seem to find the gumption to get any of them done. Two, I think, should be transformation sequences almost reminiscent of the instructions you might find in a toy's package--or a semi-official "blueprint" version thereof. The third should be a general scene of one or more AutoMechs on a rampage. I'm just really tired of late, though.

But otherwise, this project is looking like a done deal!)

- Herb

And you have done a most amazing job on it. Thank you.  :thumbsup: :clap: :beer:

I'm still going to make more of my own though.  :thumbsup: 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 03 October 2022, 18:09:20
I do believe that was the whole point of the exercise...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 03 October 2022, 20:25:02
I do believe that was the whole point of the exercise...  8)

 :thumbsup:



Herb
Can I suggest a change to this paragraph under Syberian Technology Base by adding the bold sentence at the end?
Quote
The technology base used by the Syberian AutoMechs is
roughly equal to that of the Inner Sphere in 3060. Any technology
with an introduction date of 3060 or sooner is thus available for
AutoMech use, unless it is specifically restricted by the rules below. Unless specifically stated, any item with an introduction date of 3061 or later is not allowed.

And then maybe giving a list of which post 3060 items are allowed? I say that because the Light PPC was introduced in 3067 and it's on a couple AutoMechs. So I'm not quite sure how much the Syberians expanded their weapons classes. I'm sure the post 3060 Autocannons are out along with post 3060 Lasers. I'm not sure about post 3060 PPCs, Gauss Rifles, Machine Guns, or Flamers.  Thanks :)


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 October 2022, 20:48:56
Can I suggest a change to this paragraph under Syberian Technology Base by adding the bold sentence at the end?
And then maybe giving a list of which post 3060 items are allowed? I say that because the Light PPC was introduced in 3067 and it's on a couple AutoMechs. So I'm not quite sure how much the Syberians expanded their weapons classes. I'm sure the post 3060 Autocannons are out along with post 3060 Lasers. I'm not sure about post 3060 PPCs, Gauss Rifles, Machine Guns, or Flamers.  Thanks :)

What the--? Why was I so sure the Light PPC was around early enough? Did something get changed someplace?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 03 October 2022, 21:26:17
light PPC has an introdate of 3067
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 03 October 2022, 23:07:50
What the--? Why was I so sure the Light PPC was around early enough? Did something get changed someplace?

- Herb

I don't know and I don't know.  ???  That's the date given in TM and in IO. IO does have it prototyped earlier in 3064.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 04 October 2022, 13:25:18

 :bang: :flame: :ticked:

Gonna have to rip up a rewrite a bunch of crap now...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 04 October 2022, 15:22:59
:bang: :flame: :ticked:

Gonna have to rip up a rewrite a bunch of crap now...

- Herb


 :(  Maybe not. The Syberians advanced further faster than the IS in many areas but they don't have everything the IS has. Maybe these are examples of that?  They developed a Light PPC but not a Heavy and so on.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 04 October 2022, 15:52:13
I could see them having the Light PPC and Heavy PPC without any problem. The have ERs and Pulse Lasers, and from the sounds of it didn't bomb themselves back to the stone age.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 04 October 2022, 16:10:37
I could see them having the Light PPC and Heavy PPC without any problem. The have ERs and Pulse Lasers, and from the sounds of it didn't bomb themselves back to the stone age.

So can I but there are limits as to how far the class expanded. No X Pulse Lasers for example. Otherwise the tech restrictions would No Clan Weapons except for Physical. So if some post 3060 items are okay, which ones are they?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 04 October 2022, 17:37:34
Let the Syberians have the light PPC, I'm sure Jack would have stumbled across it at some point.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 04 October 2022, 19:05:23
I don't mind if they have it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 04 October 2022, 19:26:56
Yes, but consistency is important for easy to understand rules.  Herb absolutely believes in those, or he never would have been a line developer.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 04 October 2022, 21:22:22
I agree. That's why I brought it up. If 3060 is the cut off date for everything but physical weapons that's okay. If there's exceptions, let them be listed so they can be followed.  :)   So far it just seems to be the Light PPC. Maybe the Syberians didn't have time to get other PPC types to the prototype stage or maybe we just haven't seen them yet. Or Maybe the Syberians just weren't keen on PPCs?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 05 October 2022, 05:55:32
Had a fun thought that since the Syberians are entirely mechanical, imagine a PPC that uses heavy metal ions being fired instead of something lighter.

Similar to the Mech Flamer (https://www.sarna.net/wiki/Flamer) or Plasma Rifle (https://www.sarna.net/wiki/Plasma_rifle), but instead of using superheated gas or plastic as ammo, it uses a tank of liquid mercury.

Nothing like a heavy metal toxin being sprayed across the battlefield to make the situation even worse.   ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 05 October 2022, 10:15:32
Well, the A2 Thunder and Incubus II mini are enroute.  I should work on the ones in the queue now.  :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 05 October 2022, 10:33:32
So...

As I have now come down with the Covid, I figured I'd better wrap up the construction rules...again.

Review and lemme know.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 October 2022, 15:23:02
Had a fun thought that since the Syberians are entirely mechanical, imagine a PPC that uses heavy metal ions being fired instead of something lighter.

Similar to the Mech Flamer (https://www.sarna.net/wiki/Flamer) or Plasma Rifle (https://www.sarna.net/wiki/Plasma_rifle), but instead of using superheated gas or plastic as ammo, it uses a tank of liquid mercury.

Nothing like a heavy metal toxin being sprayed across the battlefield to make the situation even worse.   ;D


That sounds like it'd be a bad thing.


Well, the A2 Thunder and Incubus II mini are enroute.  I should work on the ones in the queue now.  :)

I'm looking forward to seeing them.  :thumbsup:



So...

As I have now come down with the Covid, I figured I'd better wrap up the construction rules...again.

Review and lemme know.

- Herb

That sucks!  :( I hope you get better soon.

Quick review and looks good so far.  :thumbsup: I love the new quirks and the list of items helps a lot. Thanks.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 05 October 2022, 16:05:57
Thank you for writing this Herb.

All this makes me to want to find small transformer and make them Battletech scale.
Got to try to warm up the 3d printer.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 October 2022, 17:00:26
Thank you for writing this Herb.

All this makes me to want to find small transformer and make them Battletech scale.
Got to try to warm up the 3d printer.


I wish I had a 3d printer and the know how to use it. :(  I hope they come out good. :)

So...

As I have now come down with the Covid, I figured I'd better wrap up the construction rules...again.

Review and lemme know.

- Herb

A deeper look shows we lost a lot of things. I still like the list and think it will help a lot but I'll miss the things we lost.  :( 

Thank you again for this, Herb.  :beer: Get well soon!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 05 October 2022, 17:54:08
Adding in equipment tables without taking whole sections and chopping them out, while also basically softening all the pre-3060 stuff rules was a pain, and in my current state, I'm not 100% certain I didn't create a bunch of weird loopholes and contradictions.

But, hey, when you ask for a SPECIFIC listing, it should close all the loopholes just the same.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 05 October 2022, 19:05:08
Adding in equipment tables without taking whole sections and chopping them out, while also basically softening all the pre-3060 stuff rules was a pain, and in my current state, I'm not 100% certain I didn't create a bunch of weird loopholes and contradictions.

But, hey, when you ask for a SPECIFIC listing, it should close all the loopholes just the same.

- Herb


Oh I believe its a pain and I do appreciate the list and the work it took to make it. I think I asked about a list of post 3060 items though. After all it wasn't the pre-3060s stuff that was the issue. It was the stuff that came after. I'm sorry for any misunderstand.  :-[ I blame WoB.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 05 October 2022, 19:29:32
Get well soon, good sir!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 05 October 2022, 21:52:57
I do hope you feel better, you went WAY beyond anyone would think this would be going.

Whatever you feel up doing is more than anyone could hope for, Herb.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 06 October 2022, 00:48:58
Ok, finished Waspinator, kept it more modern looking and left the vee mode mostly alone.  Hoping the paint scheme carries the intent mostly.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 06 October 2022, 03:39:42
Looking good!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 October 2022, 03:58:30
Still alive so far...

Since we're hitting just about the end of my part of this project, I thought I'd send the final revisions of the other parts as well. NOW with full-color art!

Attached is the latest version of Herb Beas's Technical Readout: Syberia (Part 1: Opening Fiction), as of 6 October 2022.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 October 2022, 04:00:01
Attached is the latest version of Herb Beas's Technical Readout: Syberia (Part 2A: TRO-A to F), as of 6 October 2022.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 October 2022, 04:00:44
Attached is the latest version of Herb Beas's Technical Readout: Syberia (Part 2B: TRO-G to R), as of 6 October 2022.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 October 2022, 04:01:33
Attached is the latest version of Herb Beas's Technical Readout: Syberia (Part 2C: TRO-S and T), as of 6 October 2022.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 October 2022, 04:03:11
Attached is the latest version of Herb Beas's Technical Readout: Syberia (Part 2D: TRO-V and NMAs), as of 6 October 2022.

No new changes have been made to the rules, yet, so I won't repost them. They're good as of 6 October.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 06 October 2022, 18:33:05
NMAs? ???
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 06 October 2022, 19:12:33
Looks like I have new decals to make.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 October 2022, 21:33:47
NMAs? ???

Non-'Mech AutoMechs. MiniMechs are an example of this, as are the ultra-light drones. Any Syberian robot not built into a BattleMech or WorkMech body. But in this TRO, they only put the big NMAs in that section--DropShips and a large naval vessel.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 06 October 2022, 21:45:17
Looks like I have new decals to make.

Yeah, sorry; I mean, we are dealing with unauthorized usage of other peoples' properties... I didn't modify any of the images you sent me, though the thought crossed my mind, since I figure the audience here is too small and no money's changing hands.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 06 October 2022, 21:47:21
I should have thought about that sooner too, no fault of yours Herb.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 06 October 2022, 23:15:16
Luciora   
Looks great.

HABeas2
I'm looking forward to reading these through. Now that I've posted a few more AirMechs, maybe I can finish. :) Thanks.  :thumbsup:

Everyone
I posted some more AirMechs. There's a variety of weights and types from 15 tons to 75. Prop fighters to Jet Fighters, and support oriented aircraft. And I did include a Tripod Fighter for kicks.  ;D  They might have some items that didn't make the list but I don't feel like retyping them.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 06 October 2022, 23:59:44
Went back and did a bit more work to make the vee mode look more insectoid.  Now it looks like a cross between a Mosquito, Fly and Grasshopper.  I'm kinda creeped out by it now.

Added the extra legs to the mech mode, for completion sake.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 07 October 2022, 00:36:12
Looks good, and creepy.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 07 October 2022, 01:03:34
"Waspinator sees helpless target! Oooooh, happy day!"
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 07 October 2022, 02:23:33
Non-'Mech AutoMechs. MiniMechs are an example of this, as are the ultra-light drones. Any Syberian robot not built into a BattleMech or WorkMech body. But in this TRO, they only put the big NMAs in that section--DropShips and a large naval vessel.

- Herb
Thanks for the explanation, good sir!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 October 2022, 02:24:51
Parts came in today and I got to work.  Got to use some interesting parts for Ransack, and I like the rounded hood style more than the Cessna look the A2 Thunder had.  I wasn't going to modify the gull wings, as there was no real way, without a rebuild to keep the smaller underwings in sync with the top ones.   Used a medieval head that looked appropriate for the theme.  Then only thing I didn't like was the size of the Incubus II, being a tad smaller than I liked.  But I hope people like it!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 October 2022, 06:36:02
Since our prop Ransack expy (Sacker) is all of 15 tons, I think the small size is just fine. Looking great, Luc!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 12 October 2022, 14:26:32
Looks great! :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 12 October 2022, 16:21:27
so at the dollar store today i saw some figures at the Dollar Tree i couldn't pass up. and i now have a lance of Syberians. though they might need some touch ups (and possibly a new paintjob, in one case)

a Seeker and a Sounder Class
(https://live.staticflickr.com/65535/52423497056_cd515141d5_o.jpg) (https://live.staticflickr.com/65535/52423787139_7d1943e9a9_o.jpg)

and a Tankus and a Leader Class
(https://live.staticflickr.com/65535/52423955605_b9be3d70c6_o.jpg) (https://live.staticflickr.com/65535/52423786069_0d727b7081_o.jpg)

the Leader class needs to have his weaponry fitted but i'm sure i can dig up some bits for that, need to hit IWM for some micro-automechs for the Sounder anyway. and i might repaint the leader class into a snazzy black paintscheme.. not sure.


size, compared to a few recent metals i had on hand (sadly my kickstarter figures are buried at the moment)
(https://live.staticflickr.com/65535/52424014348_79b2e0373b_o.jpg) (https://live.staticflickr.com/65535/52423502396_e0e472fc7c_o.jpg)
and the packaging
(https://live.staticflickr.com/65535/52423788864_befa7ce277_o.jpg)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 October 2022, 17:47:12
Still need the vee forms!  😁
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 October 2022, 01:56:52
Octane, Mech, Vee and even Dropship mode.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 October 2022, 03:11:22
Very cool!   :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 October 2022, 10:13:25
Hehehe. I had Octane's Mech/Aerospace form as a Seeker II, using a Crusader for the 'Mech, and a Lucifer for the fighter mode.

But I do like that DropShip mod!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 October 2022, 10:42:06
I'm working off the older database then, has Octane down as a coolant truck and  Grand Titan.  :-[
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 October 2022, 10:44:42
I'm working off the older database then, has Octane down as a coolant truck and  Grand Titan.  :-[

That's his Mech/Wheeled mode. Since he's a triple-changer, he got two entries to cover his alt modes.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 October 2022, 10:46:42
Ahah, so I have to creatively fudge how a Grand Titan turns into a Lucifer then?   ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 October 2022, 11:42:26
Ahah, so I have to creatively fudge how a Grand Titan turns into a Lucifer then?   ;D

That's kind of why I made the Mech/Fighter mode a different class. (Yeah, we end up with two different Mech looks for Octane, but, well, I don't have much difficulty with that, personally.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 October 2022, 12:43:17
Gotcha, I did consider asking first about the aerial form, thought it was going to be one of the split types and a dropship alt because of the airliner size
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 October 2022, 13:00:40
Gotcha, I did consider asking first about the aerial form, thought it was going to be one of the split types and a dropship alt because of the airliner size

Yeah, I went with a fighter, and gave him an air-tanker variant instead. After all, unlike Astrotrain and SkyLynx, I don't think Octane was ever shown carrying other Transformers around. (The reason I made Astrotrain and SkyLynx have DropShip partners was because they often carried others.)

There was method to my madness!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 October 2022, 13:16:35
Can I repurpose the dropship as Skyfire? 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 October 2022, 13:22:25
Can I repurpose the dropship as Skyfire?

Sure!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 October 2022, 13:26:31
I swear, the resemblance was unintentional.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 14 October 2022, 13:57:22
Out of curiosity.. could the tracked and hover Veemech transformation systems be combined with torso cockpit placement?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 14 October 2022, 14:18:22
Out of curiosity.. could the tracked and hover Veemech transformation systems be combined with torso cockpit placement?

Only if it's a human-piloted unit. AutoMechs use the robotic cockpit otherwise, which is head-mounted only.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 14 October 2022, 14:22:13
Remind me what was Skyfire's mech base again?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 14 October 2022, 14:26:04
Only if it's a human-piloted unit. AutoMechs use the robotic cockpit otherwise, which is head-mounted only.

- Herb
That was the idea, mostly just wondering if things like crit layouts allow it. The LAM/flying veemech systems aren't compatible with torso cockpits for example, because there are fighter mode systems filling the torso crits
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 15 October 2022, 00:57:10
That was the idea, mostly just wondering if things like crit layouts allow it. The LAM/flying veemech systems aren't compatible with torso cockpits for example, because there are fighter mode systems filling the torso crits

It would work if the LAM/flying veemech used a compact gyro. I'd say a compact engine too but they're not on the list.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 October 2022, 11:36:40
Remind me what was Skyfire's mech base again?

The Syberian incarnation of Skyfire/Jetfire is a Seeker II, so it uses a Crusader BattleMech form. I gave it a Rusalka fighter mode, but let's see how you pull it off. (Kind of funny, of course; of all units, Skyfire/Jetfire could really use a classic P. Hawk LAM's fighter mode, but as far as I know, one was never made for BT.)

That was the idea, mostly just wondering if things like crit layouts allow it. The LAM/flying veemech systems aren't compatible with torso cockpits for example, because there are fighter mode systems filling the torso crits

That would be the main issue in a fighter-converting 'Mech, of course, yes. The funny part is, due to technicalities of how I wrote these rules, we only know that the fully robotic AutoMechs had the robotic (AutoMech) cockpit restrictions. How creative the Syberians got when it came to human-piloted convertibles could have been interesting...

...though, now that you mention it, there may be an error in that list regardless. I didn't include Superheavy options, did I?

It would work if the LAM/flying veemech used a compact gyro. I'd say a compact engine too but they're not on the list.

I wonder why I put compact gyros on the list, now that you've called attention to it? Amazing how quickly I can confuse myself!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 17 October 2022, 12:22:47
Rusalka and Crusader.  Got it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 17 October 2022, 15:27:28
I think the compact Gyro should exist, just sake of fuctionality.  Its not like its going cross-pollinate into canon.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 18 October 2022, 02:47:37
The Syberian incarnation of Skyfire/Jetfire is a Seeker II, so it uses a Crusader BattleMech form. I gave it a Rusalka fighter mode, but let's see how you pull it off. (Kind of funny, of course; of all units, Skyfire/Jetfire could really use a classic P. Hawk LAM's fighter mode, but as far as I know, one was never made for BT.)

If basing Skyfire/Jetfire on the toy, a Pixie LAM Fighter Mode mini would be ideal. I don't think any classic LAMs had a Fighter Mini though. I've never seen one. Not from RP or IWMs anyway. PB did have some for a while but I don't think they'd be easy to get now.


Quote
That would be the main issue in a fighter-converting 'Mech, of course, yes. The funny part is, due to technicalities of how I wrote these rules, we only know that the fully robotic AutoMechs had the robotic (AutoMech) cockpit restrictions. How creative the Syberians got when it came to human-piloted convertibles could have been interesting...

...though, now that you mention it, there may be an error in that list regardless. I didn't include Superheavy options, did I?

I'd love to know how creative the Syberians got with human-piloted convertibles.  >:D

Don't Superheavy AutoMechs use the same 3 ton drone cockpit?

Quote
I wonder why I put compact gyros on the list, now that you've called attention to it? Amazing how quickly I can confuse myself!

- Herb


I don't know why but I'd keep it, I'd even include the Compact Engine as they do open up some options even at the expense of added weight. They also don't add crits so wouldn't effect the conversion process any. Plus I like that they make the Center Torso more usable. And I think it helps with the visual aesthetics too. I know things don't have to be located in the CT to look like they're in the CT but if the CT is available, why not put them in the CT?



Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 October 2022, 09:48:03
If basing Skyfire/Jetfire on the toy, a Pixie LAM Fighter Mode mini would be ideal. I don't think any classic LAMs had a Fighter Mini though. I've never seen one. Not from RP or IWMs anyway. PB did have some for a while but I don't think they'd be easy to get now.

That's what I was saying. The P.Hawk LAM in fighter mode would work best for our Syberian-made Jetfire/Skyfire expy, but I don't know where one would find one. Who's "PB"?

Quote
I'd love to know how creative the Syberians got with human-piloted convertibles.  >:D

Have fun with that. By the time IE came by, they were as extinct as the system's human populace.

Quote
Don't Superheavy AutoMechs use the same 3 ton drone cockpit?

If built as an AutoMech, yes. But if the Standard and Torso-mounted cockpits are on the list for human-piloted units, and the Syberians also made superheavies, then a human-piloted superheavy would need a superheavy cockpit.

Quote
I don't know why but I'd keep it, I'd even include the Compact Engine as they do open up some options even at the expense of added weight. They also don't add crits so wouldn't effect the conversion process any. Plus I like that they make the Center Torso more usable. And I think it helps with the visual aesthetics too. I know things don't have to be located in the CT to look like they're in the CT but if the CT is available, why not put them in the CT?

Sure, but the issue is whether or not the Syberians reached that level of tech development. They got to something approaching the Inner Sphere in the late Clan Invasion era after extrapolating on the first Star League tech they had, but they didn't necessarily get EVERYTHING the IS had by that point, as our now-specific list of gear shows.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 18 October 2022, 09:55:37
In my case, I'm treating Skyfire and Jetfire as 2 separate bots, using Skyfire's bigger boxier form from the cartoon as the starting point.   Jetfire will always be a Strike Valkerie to me, since that's what his toy was.

And I always wondered aa a kid why there wasn't a proper Skyfire toy back then.  I knew who it was supposed to be, but I had no problem accepting Skyfire as a separate bot.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 18 October 2022, 10:04:59
Well i asked about the cockpit stuff mainly because a project I'm working on involves piloted multimode mechs in a few places, and I'm weighing options as to whether i want to tackle them and if so how to go about it. Though to be honest, they're rare enough in the inspirational material i could probably just drop the transforming aspect and they'd still work fine.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 October 2022, 11:31:21
In my case, I'm treating Skyfire and Jetfire as 2 separate bots, using Skyfire's bigger boxier form from the cartoon as the starting point.   Jetfire will always be a Strike Valkerie to me, since that's what his toy was.

And I always wondered aa a kid why there wasn't a proper Skyfire toy back then.  I knew who it was supposed to be, but I had no problem accepting Skyfire as a separate bot.

Yeah, that tended to puzzle me too.

Well i asked about the cockpit stuff mainly because a project I'm working on involves piloted multimode mechs in a few places, and I'm weighing options as to whether i want to tackle them and if so how to go about it. Though to be honest, they're rare enough in the inspirational material i could probably just drop the transforming aspect and they'd still work fine.

Yeah, sometimes that's how it works for me as well. As cool as transforming robots and walking tanks can be, sometimes they just add nothing at all to the story or setting.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 18 October 2022, 22:15:03
Super late though about the autosuits/MiniMechs, wouldn't they be able to have been fitted withe basic Camo? Its old but good stealth. The Spybirds can't u see them but minibots could I would think.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 19 October 2022, 00:57:54
That's what I was saying. The P.Hawk LAM in fighter mode would work best for our Syberian-made Jetfire/Skyfire expy, but I don't know where one would find one. Who's "PB"?

Just checking because the toy is very different from the animation. PB=Palladium Books. They had a Robotech Miniatures Game a few years ago. The Valkyrie and Destroid minis are about BT size. They had minis for each mode too. I'm not going to guess on the price though. 


Quote
Have fun with that. By the time IE came by, they were as extinct as the system's human populace.

I know but it's a fun area to explore.


Quote
If built as an AutoMech, yes. But if the Standard and Torso-mounted cockpits are on the list for human-piloted units, and the Syberians also made superheavies, then a human-piloted superheavy would need a superheavy cockpit.

So drone cockpits, of all kinds, are 3 tons. Human Piloted cockpits we as normal for their type. Cool!  :thumbsup:

Quote
Sure, but the issue is whether or not the Syberians reached that level of tech development. They got to something approaching the Inner Sphere in the late Clan Invasion era after extrapolating on the first Star League tech they had, but they didn't necessarily get EVERYTHING the IS had by that point, as our now-specific list of gear shows.

- Herb

I think if it would aid on construction of Convertible Mechs, they would have. They don't seem to mind heavier systems if it'd get them the Converting Mech they'd want. Developing smaller heavier engines and gyros to help them get the look of the mech/vehicle they're wanting doesn't seem out of line. But that's just me.

And maybe the Drones could have started off as a real sophisticated autopilots, or maybe a human pilot was included just incase there was a problem with the Drone's AI. Then the human could take over. Then when the AIs became more reliable regular cockpits stopped being included? If you told me that "back-up" human cockpits could be placed anywhere, and then made stats for an AutoMech with a cockpit in the legs or arm, I wouldn't be surprised that they exist. Surprised you made one but not that they exist.  ;D




In my case, I'm treating Skyfire and Jetfire as 2 separate bots, using Skyfire's bigger boxier form from the cartoon as the starting point.   Jetfire will always be a Strike Valkerie to me, since that's what his toy was.

And I always wondered aa a kid why there wasn't a proper Skyfire toy back then.  I knew who it was supposed to be, but I had no problem accepting Skyfire as a separate bot.


Since there's two different names, and two different designs, there being two different mechs works.  :thumbsup:



Super late though about the autosuits/MiniMechs, wouldn't they be able to have been fitted withe basic Camo? Its old but good stealth. The Spybirds can't u see them but minibots could I would think.

Wouldn't they have access to all BA systems including Camo?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 19 October 2022, 06:20:53
Wouldn't they have access to all BA systems including Camo?
I would agree, but Herb the one writing this baby.  At the time they established the colony with the Star League era colonlists, they at minium had some kind access to technology that lead to the Nighthawk.

Quote from: Sarna.net / Nighthawk Power Armor Article
The Nighthawk itself is little more than a heavily-armored Sneak Suit with an integral ECM suite. While it only has 120kg of armor, enough to stop a couple bursts from a Support Machine Gun, its protection against small arms was considered excellent. The armor plating has stealth capabilities similar to an IR/ECM sneak suit,

It depends if the sneak suit tech is older. Remember Nighthawk was the most secret of SLDF's techs. However, the Star League Era Sneak Suit tech maybe available.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 October 2022, 09:24:09
Super late though about the autosuits/MiniMechs, wouldn't they be able to have been fitted withe basic Camo? Its old but good stealth. The Spybirds can't u see them but minibots could I would think.

MiniMech gear is still limited by date of introduction, so the Camo System, introduced in 2800, is available to them.
All grades of stealth battle armor (excluding Mimetic) are also available to MiniMechs.

...PB=Palladium Books... 

Ah. Thought the P might have meant Paladium, but wasn't sure what the B was about.

Quote
I know but it's a fun area to explore.

Have at it.

Quote
So drone cockpits, of all kinds, are 3 tons. Human Piloted cockpits we as normal for their type. Cool!  :thumbsup:

For 'Mechs and Fighters, yup. Other units which use different control systems, follow the rules for their type when calculating weights (so, no 3-ton DropShip cockpits).

Quote
I think if it would aid on construction of Convertible Mechs, they would have. They don't seem to mind heavier systems if it'd get them the Converting Mech they'd want. Developing smaller heavier engines and gyros to help them get the look of the mech/vehicle they're wanting doesn't seem out of line. But that's just me.

After a while, there is a serious issue of diminishing returns, especially on units that already sacrifice 15 percent of their mass to transform. Either way, the Syberians just never made it that far, apparently. 

Quote
And maybe the Drones could have started off as a real sophisticated autopilots, or maybe a human pilot was included just incase there was a problem with the Drone's AI. Then the human could take over. Then when the AIs became more reliable regular cockpits stopped being included? If you told me that "back-up" human cockpits could be placed anywhere, and then made stats for an AutoMech with a cockpit in the legs or arm, I wouldn't be surprised that they exist. Surprised you made one but not that they exist.  ;D

No need to be surprised, then, as I never made one.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 19 October 2022, 12:29:21
I would agree, but Herb the one writing this baby.  At the time they established the colony with the Star League era colonlists, they at minium had some kind access to technology that lead to the Nighthawk.

It depends if the sneak suit tech is older. Remember Nighthawk was the most secret of SLDF's techs. However, the Star League Era Sneak Suit tech maybe available.

Yep. I thought all BA items are available but that could change. :)


MiniMech gear is still limited by date of introduction, so the Camo System, introduced in 2800, is available to them.
All grades of stealth battle armor (excluding Mimetic) are also available to MiniMechs.

Cool  :thumbsup:


Quote
Ah. Thought the P might have meant Paladium, but wasn't sure what the B was about.

Have at it.

It was books. :)

Cool  :)


Quote
For 'Mechs and Fighters, yup. Other units which use different control systems, follow the rules for their type when calculating weights (so, no 3-ton DropShip cockpits).

Aw.  ;D   



Quote
After a while, there is a serious issue of diminishing returns, especially on units that already sacrifice 15 percent of their mass to transform. Either way, the Syberians just never made it that far, apparently. 

No need to be surprised, then, as I never made one.

- Herb


True. There is that but sometimes I think it's worth it. Sometimes space is more important than weight.

So the list is changing again?  ???



That doesn't surprise me.  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 19 October 2022, 21:31:21
So how would I get my Syberian DemoCon / AutoMech into Beastial mode?

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 October 2022, 22:10:05
Yep. I thought all BA items are available but that could change. :)

We've pretty much reached the end of my work on this particular fan project, so any changes would have to come from someone else. About the only tweaks I see myself doing from here on out are likely to be art (such as the fact that I spent today revising several pieces due to changes in the DemoCon and InterSectCon faction logos).

Quote
True. There is that but sometimes I think it's worth it. Sometimes space is more important than weight.

So the list is changing again?  ???

Nope.

So how would I get my Syberian DemoCon / AutoMech into Beastial mode?

I'm not sure what you're asking here, TT...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 19 October 2022, 23:43:49
Beast Wars...

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 October 2022, 00:03:46
Beast Wars...

We have them in this TRO. Look for examples like the Silverback (Optimus Primal), Saurus (BW Megatron), Scorpios (BW Skorponok), Cynofelis (Cheetor), and the like... The factions translated into the PresiDom (Predacons) and AxiMaL (Maximal) factions on Syberia.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 20 October 2022, 00:07:53
Beast Wars...

TT
We have them in this TRO. Look for examples like the Silverback (Optimus Primal), Saurus (BW Megatron), Scorpios (BW Skorponok), Cynofelis (Cheetor), and the like... The factions translated into the PresiDom (Predacons) and AxiMaL (Maximal) factions on Syberia.

- Herb

yep, i got you covered. :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 20 October 2022, 01:11:09
We've pretty much reached the end of my work on this particular fan project, so any changes would have to come from someone else. About the only tweaks I see myself doing from here on out are likely to be art (such as the fact that I spent today revising several pieces due to changes in the DemoCon and InterSectCon faction logos).

Nope.

- Herb

And it's very good work.  :thumbsup:   Sounds cool.  :)

That's good.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 27 October 2022, 15:05:52
Walmart released a Wave 2 of the Transformers 18 pack. Some new stuff in that. Got to check that out and get that.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: ckosacranoid on 11 November 2022, 23:55:16
Any chance to get a thread for all the downloads too be able to find them all in one place.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 November 2022, 07:38:30
Erm, technically speaking, would that not be...this thread?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 12 November 2022, 08:12:26
Erm, technically speaking, would that not be...this thread?

- Herb
Have you had time to finsh it? There hasn't been much said. Once done it could have a listing on Fanon wiki for Battletech help people find it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 November 2022, 10:00:40
Have you had time to finsh it? There hasn't been much said. Once done it could have a listing on Fanon wiki for Battletech help people find it.

I mean, it can only get SO finished. I don't really have a cover for it, and most of the images are placeholders (Hmmm; I think Luc gave me two more minis to add, now that you mention it), but the writing's pretty done. File size limits here force me to keep the thing broken to <900KB segments...

A Fanon wiki link would be neat. One for the Reign of the Tetakuni adventure would be nice, too! But what happens the next time the forum resets?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 12 November 2022, 10:18:52
Ugh... that's a scary thought.  Any way we can ensure the backups aren't corrupted this time? ???
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 12 November 2022, 10:23:52
I mean, it can only get SO finished. I don't really have a cover for it, and most of the images are placeholders (Hmmm; I think Luc gave me two more minis to add, now that you mention it), but the writing's pretty done. File size limits here force me to keep the thing broken to <900KB segments...

A Fanon wiki link would be neat. One for the Reign of the Tetakuni adventure would be nice, too! But what happens the next time the forum resets?

- Herb
Like me to it and I will put up. All Battletech fan made stuff is welcome there.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 12 November 2022, 12:12:06
Any chance to get a thread for all the downloads too be able to find them all in one place.

Not a thread, but a post:
Gryphon Wheeled Automech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1811254/#msg1811254)
rough descriptions of types (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1811868/#msg1811868)
Link to Spybird (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1811961/#msg1811961)
Jack Wheeled Automech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1812027/#msg1812027)
Streaker Wheeled Automech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1812029/#msg1812029)
Hounder Wheeled Automech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1812032/#msg1812032)
Blitzwing (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1812461/#msg1812461)
Beastmechs (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1812682/#msg1812682)
5-ton Minimech? (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1814090/#msg1814090)
More models (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1814095/#msg1814095)
list of chasses (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1815333/#msg1815333)
Herb's spreadsheets (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1815827/#msg1815827)
car modes for 'femmes' (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1817067/#msg1817067)
Cazador VTOL Veemech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1818311/#msg1818311)
Names for the Beast Wars Automechs (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1818313/#msg1818313)
Saker Aerial Veemech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1818326/#msg1818326)
C-101 Legionnaire Battlesuit (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1818927/#msg1818927)
Beetle (Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1821138/#msg1821138)
Streaker (Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1821646/#msg1821646)
Vehicle Remote Drone (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1821797/#msg1821797)
Raindancer (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1822172/#msg1822172)
Attachment - Syberians.xlsx (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1822950/#msg1822950)
Seeker (Aerofighter AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1824022/#msg1824022)
Sounder (Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1824894/#msg1824894)
Grunt Drone T1/T2 (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1825827/#msg1825827)
Grimdark & Grimshadow (Bestial AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1826082/#msg1826082)
Swooper (Aerofighter AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1826542/#msg1826542)
Tankus (Tracked AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1826554/#msg1826554)
AeroMech (Aerofighter AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1826741/#msg1826741)
Leader (Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1826749/#msg1826749)
Seeker (Aerofighter AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1827102/#msg1827102)
Hounder (Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1828529/#msg1828529)
Spybird Recon Drone (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1828559/#msg1828559)
Jack (Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1828947/#msg1828947)
Spybird Recon Drone (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1829238/#msg1829238)
Automech Character creation (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1829510/#msg1829510)
Mirage Automech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1829963/#msg1829963)
Tanker (Tracked AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1831615/#msg1831615)
Buster (Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1831642/#msg1831642)
Attachment - Syberians.xlsx (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1831649/#msg1831649)
Dozer (Wheeled AutoMech), Grinder (Tracked AutoMech), Lifter (Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1832057/#msg1832057)
Attachment - Syberians.xlsx (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1833760/#msg1833760)
Cycler-C/D (Aerofighter AutoMech/Drone Fighter) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1834146/#msg1834146)
Whirly (VTOL AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1834418/#msg1834418)
AutoVee-1/AutoVee-2 (Aerofighter/Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1835155/#msg1835155)
AutoShark (Submarine AutoMech)  (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1835442/#msg1835442)
Factional Features (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1835725/#msg1835725)
G-Turret (Emplacement AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1835876/#msg1835876)
Syberian Tech Base (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1836559/#msg1836559)
Quirks - Automech Design (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1836565/#msg1836565)
VeeMech (Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1836899/#msg1836899)
Reasons for no extra changers (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1836965/#msg1836965)
Quirk - Peculiar Mobility (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1837923/#msg1837923)
Sneaker (Wheeled AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1838193/#msg1838193)
Fortress (Emplacement AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1838208/#msg1838208)
Fortress - revised (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1838281/#msg1838281)
Attachment - Planetary map (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1838574/#msg1838574)
Attachment - System map (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1838576/#msg1838576)
Faction Primers (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1839479/#msg1839479)
Planetary map color key (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1839514/#msg1839514)
Syberia system (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1839611/#msg1839611)
Story set on Syberia (https://bg.battletech.com/forums/fan-fiction/endless-loop-a-syberian-vignette/)
Attachment - Planetary map (with numbers) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1841670/#msg1841670)
Attachment - SyberiaRules-22-0613.docx (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1841768/#msg1841768)
Windblade Automech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1841781/#msg1841781)
Attachment - B701 - XTR-Syberia-Part1-Draft.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1843702/#msg1843702)
Attachment - Syberians.xlsx (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1844721/#msg1844721)
Attachment - B701B - XTR-Syberia-Intro.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1846077/#msg1846077)
Mariner Automech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1846585/#msg1846585)
Blurry Beetle Automech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1849144/#msg1849144)
Mechasaurus (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1850109/#msg1850109)
Skorpios, Flydrone, Mite (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1850350/#msg1850350)
Mesothelae Bestial Automech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1850378/#msg1850378)
Coaster (Hover AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1852060/#msg1852060)
Deconstructor (Non-Convertible AutoMech) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1857556/#msg1857556)
Attachment - B702A - XTR-Syberia-TRO Part1-AtoF.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1860795/#msg1860795)
Attachment - B702B - XTR-Syberia-TRO Part2-GtoR.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1863834/#msg1863834)
Attachment - B702C - XTR-Syberia-TRO Part3-StoW.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1866629/#msg1866629)
Attachment - B702D - XTR-Syberia-TRO Part4-NMAs.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1867401/#msg1867401)
Attachment - B702A - XTR-Syberia-TRO Part1-AtoF.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1867590/#msg1867590)
Attachment - B702B - XTR-Syberia-TRO Part2-GtoR.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1867599/#msg1867599)
Attachment - B702C - XTR-Syberia-TRO Part3-StoT.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1867612/#msg1867612)
Attachment - B702D - XTR-Syberia-TRO Part4-VtoNMAs.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1867614/#msg1867614)
Attachment - Syberians.xlsx (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1867938/#msg1867938)
Syberian Drone AutoMech Ransak (https://bg.battletech.com/forums/battlemechs/syberian-dron-automech-ransak'/msg1054611/#msg1054611)
Attachment - B703 - XTR-Syberia-Rulesv1.1.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1869302/#msg1869302)
Vedette Tripod TankMech (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1869360/#msg1869360)
Attachment - Biplaner.docx (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1870616/#msg1870616)
Biplaner (final) (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1870679/#msg1870679)
Attachment - B703 - XTR-Syberia-Rulesv1.5.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1871499/#msg1871499)
Attachment - B701 - XTR-Syberia-Part1.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1871706/#msg1871706)
Attachment - B702A - XTR-Syberia-TRO Part1-AtoF.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1871707/#msg1871707)
Attachment - B702B - XTR-Syberia-TRO Part2-GtoR.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1871708/#msg1871708)
Attachment - B702C - XTR-Syberia-TRO Part3-StoT.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1871709/#msg1871709)
Attachment - B702D - XTR-Syberia-TRO Part4-VtoNMAs.pdf (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1871710/#msg1871710)
Attachment - Syberia Cover art.jpg (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1884955/#msg1884955)
Attachment - Transformers Meme - Robots in Diguise.jpg (https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/msg1887352/#msg1887352)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 November 2022, 13:28:31
Hmm, I should probably try and finish up the other pending Syberians I have on my workbench.  ::)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 12 November 2022, 17:09:40
Ive had a lot of fun with this whole thing.
It also helped when you find "Mech" sized Transformers to make it work better.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 12 November 2022, 20:21:53
Hmm, I should probably try and finish up the other pending Syberians I have on my workbench.  ::)
I hope so, you're a good artist.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 November 2022, 12:14:30
Hmm, I should probably try and finish up the other pending Syberians I have on my workbench.  ::)

If you have more to come, I'm ready and waiting. I just folded in all of your images to date.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 18 November 2022, 13:18:24
Should I wait to put a profile for the XTRO on wiki? I can put one with no art withe Current version of the XTRO with some of the mini pictures included.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 November 2022, 15:56:09
Should I wait to put a profile for the XTRO on wiki? I can put one with no art withe Current version of the XTRO with some of the mini pictures included.

Well, like my Tetakuni adventure, this one has no cover art at this time, and I've a feeling I'll just end up revisiting it over and over as long as folks keep donating mini art to the project. This basically makes it a "semi-living" project, so feel free to use the latest documents in this thread. (The sheer size of this one has proven difficult for my computer to handle the editing of it as a single file here, so I've been editing it by the section, and don't have a most-current compilation of the whole thing at this stage.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 18 November 2022, 16:43:33
too bad you can't use unseen art designs,. or this would fit well:
https://www.deviantart.com/rex-203/art/Bot-vs-Battroid-colored-16450620

or this: https://safebooru.org/index.php?page=post&s=view&id=3258131 (which is a twofer)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 18 November 2022, 19:12:08
PLOG has extremely reasonable rates for commissions last I checked...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 18 November 2022, 20:28:23
should we take up a collection? :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 18 November 2022, 22:03:54
So the project is done.

I have compiled the sections together into singular book.  Its now downloadable from Battletech Fanon Wiki. (https://battletechfanon.fandom.com/wiki/Technical_Readout:_Syberia#Publisher%27s_Description)

I've cobbled together cover art for the age from Herb's art work he did for the book.

Wrangler
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 November 2022, 00:50:36
Well, aside from art, the project is done, anyway. In that I'm just not up for writing any more for it.

Meanwhile, I've been tinkering on a cover. Tell me what you guys think.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 24 November 2022, 00:51:58
Looks good!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 November 2022, 18:17:02
And now with more details, including insignia and battle damage. (Primus Optimal is coming in fresh, so it's the only one undamaged here.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 24 November 2022, 18:20:03
Looking sweet.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 24 November 2022, 20:49:32
Thanks!

Looking through the documents now, aside from any new minis images I might get, there are placeholders in the Rules chapter for a one-third page panel and a half-page panel.

I've been having too much fun doodling lately...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 25 November 2022, 20:48:40
That some great artwork.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 28 November 2022, 17:46:45
And now with more details, including insignia and battle damage. (Primus Optimal is coming in fresh, so it's the only one undamaged here.)

- Herb
which automechs are what here?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 November 2022, 20:04:15
which automechs are what here?

 :o

Are you kidding?

Okay, going left to right, by Syberian name (AutoMech class) and equivalent Transformer name:
Stream Seeker (Seeker-class) = Slipstream
MechaTankus (Tankus-class) = Megatron
Shocker (Tankus-class) = Shockwave

Beetle Bee (Beetle-class) = Bumblebee
Primus Optimal (Leader-class) = Optimus Prime
Ferro-Vee (VeeMech-class) = Ironhide

Stream Seeker's colors hearken to the Slipstream introduced in Transformers Animated, while Beetle Bee's colors are those of the 2007 movie Bumblebee. The rest are G1 colors all the way.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 28 November 2022, 20:12:07
He might be, but I'm sufficiently unfamiliar with the Transformers canon to the point of only recognizing just over half of those names...

It's helpful to list them either way!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 November 2022, 20:14:24
He might be, but I'm sufficiently unfamiliar with the Transformers canon to the point of only recognizing just over half of those names...

It's helpful to list them either way!  :thumbsup:

*ponders whether or not making a Syberia-themed scenario pack would be a good idea after all*

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 28 November 2022, 20:18:49
Oh, you should TOTALLY do the scenario pack... I'm pretty sure I'm alone in my ignorance...  ::)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 28 November 2022, 20:59:34
Include Alpha Strike rules please...

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 28 November 2022, 21:08:17
:o

Are you kidding?
not entirely? i wasn't sure which one the red one was (thought it might be G1 Cliffjumper's expy), and apparently i misidentified the seeker as Sky Seeker/Skywarp (who had a similar color scheme in G1)

i'm honestly not all that familiar with the classic transformers stuff, i'm just good at finding stuff on their Wiki. if it was Beastwars based stuff i'd be more familiar. (i caught a few G1 reruns growing up but was more into The Real Ghostbusters and Teenage Mutant Ninja Turtles, so my main exposure to transformers as a media franchise rather than just random toys was via Beastwars when it came out.)


Include Alpha Strike rules please...

TT
we'd need AS cards for all the new units. which would be a lot of hand converting then programming into the MUL's custom card maker.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 28 November 2022, 21:32:10
Won't Alpha Strike cards be difficult to do?  These are customized units, though I guess the Robotic controls won't as evident as they need to be in a AutoMech (BattleMech) record sheet.

It would be cool to see sourcebook, that's alot work for one guy doing something for free.  :o
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 November 2022, 11:56:59
Include Alpha Strike rules please...

I would have thought that virtually all their capabilities perfectly translated to Alpha Strike from their BattleTech stats. No?

not entirely? i wasn't sure which one the red one was (thought it might be G1 Cliffjumper's expy), and apparently i misidentified the seeker as Sky Seeker/Skywarp (who had a similar color scheme in G1)

Skywarp's G1 colors were black and light purple. His Seeker equivalent appears in the internal art that follows the Seeker class entry with that scheme. (On Star Seeker's left.)

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i'm honestly not all that familiar with the classic transformers stuff, i'm just good at finding stuff on their Wiki. if it was Beastwars based stuff i'd be more familiar. (i caught a few G1 reruns growing up but was more into The Real Ghostbusters and Teenage Mutant Ninja Turtles, so my main exposure to transformers as a media franchise rather than just random toys was via Beastwars when it came out.)

*gasp!*

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we'd need AS cards for all the new units. which would be a lot of hand converting then programming into the MUL's custom card maker.

Yeah. We're talking 335 entries there... And I couldn't even bring myself to doing standard record sheets for these guys!

Won't Alpha Strike cards be difficult to do?  These are customized units, though I guess the Robotic controls won't as evident as they need to be in a AutoMech (BattleMech) record sheet.

It would be cool to see sourcebook, that's alot work for one guy doing something for free.  :o

AutoMechs translated into AS units wouldn't be any different than human-driven units, really. As they use no real custom weaponry, armor, or structure, they should be easily converted by the basic rules. But I admit it's been a while since I converted any units, so, you tell me.

Bottom line: I'd LOVE to have been able to provide TW Record Sheets and AS Cards for these guys, but I just don't have the time and/or skills necessary to make it happen, especially by my lonesome. If any of YOU want to tackle that, however, know that I won't stop you.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 03 December 2022, 19:46:17
the new trailer for "TF: rise of the beasts" comes pretty close to how i imagined the Syberian Aximals would end up looking. not very natural (and way too big) but obviously meant to emulate animals.

https://www.youtube.com/watch?v=XiE38DvpZKI

though wrangler's meme applies:
(https://bg.battletech.com/forums/off-topic/transformers-rise-of-the-beasts-trailer/?action=dlattach;attach=69701)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 03 December 2022, 23:59:51
the new trailer for "TF: rise of the beasts" comes pretty close to how i imagined the Syberian Aximals would end up looking. not very natural (and way too big) but obviously meant to emulate animals.

Yeah, that's kind of how I saw them as well. Of course, with BattleTech's 'Mech technology underlying them, they're probably a little more blocky to boot. But not by much.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 04 December 2022, 00:43:43
You just need a more classic look and theme (https://www.youtube.com/watch?v=rUdWxhfUGfE)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 December 2022, 17:54:01
Some questions for you Herb. :)

1) Can Syberian Mechs use any type of armor available, besides converting mechs not using FF Armor? Currently, IndustrialMechs can use any armor type but BattleMechs aren't allowed Commercial. Does that apply to Syberian Mechs too?

2a) Do Syberian Mechs built with Industrial Structures have all the same functions as those built with BattleMech Structures? I know Enviromental Sealing is built in but would an Industrial FighterMech have VTOL capabilities or would that be extra?

2b) If extra, would they add VTOL Equipment they way Conventional Fighters do, or Rotors, or both?

3a)Do Prop FighterMechs include VTOL? My guess would be No since they're using a prop for movement not jet thrust.

3b) If 3a) is a No, can VTOL/VSTOL be added following the answer to 2b) 


Thanks :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 17 December 2022, 18:24:48
Rumors of my death have been slightly exaggerated.  Slightly due to having been sick with one thing or another since October.  There's nothing as awesome as having your head cold prevent you from getting a chest CT scan because you can't lay down without choking.

Ok, finished Waspinator, kept it more modern looking and left the vee mode mostly alone.  Hoping the paint scheme carries the intent mostly.

That was really cool, as was your Ransack expy.

to be fair a lot of the wookiepedia entries on the technical specs come from that cross section books, which were being written by some of the most ardent "argue and 'win' debates on the internet" types (http://www.st-v-sw.net/STSWICS.html) (more (http://www.st-v-sw.net/Warsiegroup.html)), and they tended to inflate the specs to make SW stuff superior to everyone. its where the 'gigaton turbolasers' came from for example. and a lot of their figures are just weird to start with. star destroyers apparently burn more fuel per second in their reactors than they mass as a ship for example.

Holy crap, that's a rabbit hill to fall down...

FighterMechs require 3 Jump Jets. Presumably so they can get into space. Can non space going AirMechs mount fewer Jump Jets? Without having to resort to the Illegal Quirk?
https://tfwiki.net/mediawiki/images2/d/d2/ROTFtoy-RansackScout.jpg
http://images.shoutwiki.com/gbwiki/8/8c/GoBotsToyZero.jpg

I seriously want to do a transforming GA bird, now, like a Cessna 172 or one of the crazy Cub-derived STOL birds, or a classic like the Beechcraft Staggerwing.

Still alive so far...

Since we're hitting just about the end of my part of this project, I thought I'd send the final revisions of the other parts as well. NOW with full-color art!

Attached is the latest version of Herb Beas's Technical Readout: Syberia (Part 1: Opening Fiction), as of 6 October 2022.

- Herb

Awesome.  I have so much reading to do now.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 18 December 2022, 00:57:17
Rumors of my death have been slightly exaggerated.  Slightly due to having been sick with one thing or another since October.  There's nothing as awesome as having your head cold prevent you from getting a chest CT scan because you can't lay down without choking.


Quote

I seriously want to do a transforming GA bird, now, like a Cessna 172 or one of the crazy Cub-derived STOL birds, or a classic like the Beechcraft Staggerwing.


That sounds fun.  I'm thinking of building a transforming early style Autogyro. One with wings like the Buhl A-1 or the Kamov A-7.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 December 2022, 12:22:53
More questions!? Still!?

1) Can Syberian Mechs use any type of armor available, besides converting mechs not using FF Armor? Currently, IndustrialMechs can use any armor type but BattleMechs aren't allowed Commercial. Does that apply to Syberian Mechs too?

Mmmm. Looking over the rules, it seems pretty cut and dry that the armoring rules are based on the underlying structure type, and that the Syberians only have standard and FF armor for military machines, while industrials can only use standard ind., heavy industrial (aka military-grade standard), and commercial armors only. That's the rules.

*tweaks rules*

Okay, I've now added the following paragraph to the Rules Chapter, covering armor:

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•   Armor – The need to improvise and make do with scraps taught the human Syberians to allow for unconventional “lower-grade” armor options in all their ’Mech designs. This ability remains available, even after the humans’ demise. As a consequence, all Syberian ’Mechs built using either an available military or industrial structure type (including Improved Industrial Structure), may mount armor types normally reserved for IndustrialMechs and Support Vehicles. The armor types available to the Syberian technology base are shown in the Core Construction Technologies List. Note that the available Industrial, Commercial, and Support Vehicle armor types occupy no slots on the unit’s Critical Hit Table, and thus can be mounted on convertible AutoMechs.

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2a) Do Syberian Mechs built with Industrial Structures have all the same functions as those built with BattleMech Structures? I know Enviromental Sealing is built in but would an Industrial FighterMech have VTOL capabilities or would that be extra?

Syberian industrial structure comes in standard and improved formats. Only the improved format has the built-in sealing. The tricky part not considered here, given how the Syberians militarized their industrial chassis, is whether an industrial with a fighter conversion is considered to be an atmospheric or aerospace fighter. I'm going to say (and codify into the rules, of course), that Prop-Flyers lose the VTOL capabilities in Fighter mode, with no work-around that doesn't involve NOT being prop-driven.

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2b) If extra, would they add VTOL Equipment they way Conventional Fighters do, or Rotors, or both?

Answered above. Industrial Prop-Flyers have to commit to one form of flight or the other.

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3a)Do Prop FighterMechs include VTOL? My guess would be No since they're using a prop for movement not jet thrust.

They do not. VTOLMechs are their own thing.

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3b) If 3a) is a No, can VTOL/VSTOL be added following the answer to 2b)

Narp. 

Hope that helps!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 18 December 2022, 16:39:09
i'd run an autogyro-bot as a VTOLmech with some plane visual styling. given that in media the line between helicopter and Autogyro is pretty blurry, i doubt that many people would even notice.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 December 2022, 17:25:13
i'd run an autogyro-bot as a VTOLmech with some plane visual styling. given that in media the line between helicopter and Autogyro is pretty blurry, i doubt that many people would even notice.

As would I.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 18 December 2022, 17:25:43
More questions!? Still!?

 ;D I'm sure I'll  think of more.


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Mmmm. Looking over the rules, it seems pretty cut and dry that the armoring rules are based on the underlying structure type, and that the Syberians only have standard and FF armor for military machines, while industrials can only use standard ind., heavy industrial (aka military-grade standard), and commercial armors only. That's the rules.

*tweaks rules*

Okay, I've now added the following paragraph to the Rules Chapter, covering armor:

Cool! Thanks! I'd like to see if playing with the armor will improve performance any at the cost of survivability.


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Syberian industrial structure comes in standard and improved formats. Only the improved format has the built-in sealing. The tricky part not considered here, given how the Syberians militarized their industrial chassis, is whether an industrial with a fighter conversion is considered to be an atmospheric or aerospace fighter. I'm going to say (and codify into the rules, of course), that Prop-Flyers lose the VTOL capabilities in Fighter mode, with no work-around that doesn't involve NOT being prop-driven.

I'm kind of hoping Industrial FighterMechs will be atmospheric fighters. If the Syberians converted all kinds of other vehicles, why not them? And it makes sense for a FighterMech with a standard Industrial Structure to be atmospheric only since it can't operate in space. The issue is VSTOL abilities. It's built in for ASF but optional for CF. Would VSTOL abilities be built in, optional, or not available for Industrial FighterMechs? Or would it depend on the structure type? Built in for Improved but not for Standard?


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Answered above. Industrial Prop-Flyers have to commit to one form of flight or the other.

They do not. VTOLMechs are their own thing.

Narp. 

Hope that helps!

- Herb


So no AutoGyroMechs? At least not built as FighterMechs? Cause I was thinking  about making a couple. The one without wings would be built as a VTOL Mech with a no hovering/VTOL Quirk. The one with wings would built as a Prop FighterMech with a single Rotor for VSTOL. Or would the Rotor just be a quirk for the FighterMech? Or maybe there should just be an AutoGyro Quirk?


i'd run an autogyro-bot as a VTOLmech with some plane visual styling. given that in media the line between helicopter and Autogyro is pretty blurry, i doubt that many people would even notice.


I'm definitely leaning towards VTOLmech for the wingless autogyros even though they're supposed to fly more like airplanes. They do look more like helicopters though. They also have tilting rotors like helicopters. Plus some helicopters even have propellers blurring things even more. So I think wingless autogyros would work as VTOLmechs.

The earlier autogyros with wings definitely flew more like airplanes though as they didn't have tilting rotors. They depended on ailerons, rudders and elevators to change direction. That's why I was thinking autogyros could be either VTOLmech or FighterMech depending on the presence of wings or not.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 December 2022, 17:42:15
I'm kind of hoping Industrial FighterMechs will be atmospheric fighters. If the Syberians converted all kinds of other vehicles, why not them? And it makes sense for a FighterMech with a standard Industrial Structure to be atmospheric only since it can't operate in space. The issue is VSTOL abilities. It's built in for ASF but optional for CF. Would VSTOL abilities be built in, optional, or not available for Industrial FighterMechs? Or would it depend on the structure type? Built in for Improved but not for Standard?

Conventional Fighters are only the way they are because they are made to be air-breathers and are thus reliant on the presence of air for at least some of their reaction mass. The Syberians were using fusion everywhere and wanted AutoMechs that could be deployed damned near everywhere, so they simply didn't make FighterMechs that weren't aerospace unless they were also prop-driven.

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So no AutoGyroMechs? At least not built as FighterMechs? Cause I was thinking  about making a couple. The one without wings would be built as a VTOL Mech with a no hovering/VTOL Quirk. The one with wings would built as a Prop FighterMech with a single Rotor for VSTOL. Or would the Rotor just be a quirk for the FighterMech? Or maybe there should just be an AutoGyro Quirk?

I did some quirk research on autogyros and have come to realize that they really do straddle a line between VTOLs and prop-planes. I could see arguments for building an autogyro using either approach, with faster autogyros built as FighterMechs using the Prop-Flyer Quirk, and slower ones built simply as VTOLMechs. Given the rulings I've made, that would mean the faster "AutoGyroMechs" would lose VTOL capabilities as a consequence.

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I'm definitely leaning towards VTOLmech for the wingless autogyros even though they're supposed to fly more like airplanes. They do look more like helicopters though. They also have tilting rotors like helicopters. Plus some helicopters even have propellers blurring things even more. So I think wingless autogyros would work as VTOLmechs.

Not gonna stop you either way.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 18 December 2022, 21:01:09
Herb, did you update the current PDF with these amendments?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 December 2022, 21:24:48
Herb, did you update the current PDF with these amendments?

Not yet. Because I suspect more to come, and because I found some issues in the text and layout along the way that I hadn't noticed before.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 18 December 2022, 21:31:56
Conventional Fighters are only the way they are because they are made to be air-breathers and are thus reliant on the presence of air for at least some of their reaction mass. The Syberians were using fusion everywhere and wanted AutoMechs that could be deployed damned near everywhere, so they simply didn't make FighterMechs that weren't aerospace unless they were also prop-driven.

So treat them all as ASF and hope those with Standard Industrial Structures don't suffer a breach while in space?


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I did some quirk research on autogyros and have come to realize that they really do straddle a line between VTOLs and prop-planes. I could see arguments for building an autogyro using either approach, with faster autogyros built as FighterMechs using the Prop-Flyer Quirk, and slower ones built simply as VTOLMechs. Given the rulings I've made, that would mean the faster "AutoGyroMechs" would lose VTOL capabilities as a consequence.

Not gonna stop you either way.

- Herb

They do straddle that line, which is why I was thinking of making two. One a VTOLMech and the other a FighterMech. I didn't think the faster AutoGyroMechs would have VTOL capabilities. They're more STOL aircraft. Plus the Rotor wouldn't provide enough Thrust points to VTOL or hover.  But would their rotor be equipment or a quirk? I want to lean towards equipment since it's not something they'd want to loose or be damaged.

Thanks :) I just don't want to overdo the Illegal Quirk.


Would it be fair to say that a mixed propulsion FighterMech, with turbo props and jets, like the Ryan_FR_Fireball, would follow the rules for PropFighterMechs but movement in trace/no atmosphere and under water would be limited to the number of which type of engines they have?
https://en.wikipedia.org/wiki/Ryan_FR_Fireball

Thanks :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 December 2022, 22:18:52
So treat them all as ASF and hope those with Standard Industrial Structures don't suffer a breach while in space?

Basically, yeah. But considering the fact that even fusion-powered BattleMechs with military structures break down from vacuum-voiding in space, well... Let's just say it's a funny rules area. (But remember that prop aircraft can't even rise higher than 18km above the surface in gameplay; Prop-Flyer FighterMechs are stuck in the same limits while in fighter mode.)

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They do straddle that line, which is why I was thinking of making two. One a VTOLMech and the other a FighterMech. I didn't think the faster AutoGyroMechs would have VTOL capabilities. They're more STOL aircraft. Plus the Rotor wouldn't provide enough Thrust points to VTOL or hover.  But would their rotor be equipment or a quirk? I want to lean towards equipment since it's not something they'd want to loose or be damaged.

Prop-Flyer FighterMechs can be built with a Safe Thrust as low as 1. And remember that Prop-Flyers substitute propellers for jet systems, which means even their jump MP is prop-driven (which is why Prop-Flyer FighterMechs can't use Jump MP in vacuum/trace atmospheres, either). No Rotor equipment required, because the jump jets are rotors--albeit rotors incapable of sustained hovering in 'Mech mode).

If you want alt-mode VTOL capabilities with a convertible Syberian AutoMech, you thus need to build them as standard (non-Prop) FighterMechs, or as VTOLMechs. If you want Mech-mode VTOL with a convertible Syberian AutoMech, your only option is a VTOLMech. And if you want propeller-based convertible FighterMechs that work using fighter speeds and fighter rules instead of VTOL rules, your only option is a FighterMech with the Prop-Flyer Quirk. The Syberians didn't develop much finer gradation than that, I'm afraid.

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Thanks :) I just don't want to overdo the Illegal Quirk.

If you're determined to keep bending even these rather broad and flexible rules, you may as well go in for a penny, in for a metric ton of pennies...

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Would it be fair to say that a mixed propulsion FighterMech, with turbo props and jets, like the Ryan_FR_Fireball, would follow the rules for PropFighterMechs but movement in trace/no atmosphere and under water would be limited to the number of which type of engines they have?

I wouldn't even try it. Hell, reading up on that plane, it was basically a failure, even if they did build about 75 of them. The dual power system arrangement was fraught with problems that affected everything from landing gear to structural integrity. No, I'd make a transforming Ryan Fireball up as a FighterMech with the Prop-Flyer Quirk and stick with Prop-Flyer rules.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 19 December 2022, 03:22:10
Basically, yeah. But considering the fact that even fusion-powered BattleMechs with military structures break down from vacuum-voiding in space, well... Let's just say it's a funny rules area. (But remember that prop aircraft can't even rise higher than 18km above the surface in gameplay; Prop-Flyer FighterMechs are stuck in the same limits while in fighter mode.)


 :thumbsup:


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Prop-Flyer FighterMechs can be built with a Safe Thrust as low as 1. And remember that Prop-Flyers substitute propellers for jet systems, which means even their jump MP is prop-driven (which is why Prop-Flyer FighterMechs can't use Jump MP in vacuum/trace atmospheres, either). No Rotor equipment required, because the jump jets are rotors--albeit rotors incapable of sustained hovering in 'Mech mode).

If you want alt-mode VTOL capabilities with a convertible Syberian AutoMech, you thus need to build them as standard (non-Prop) FighterMechs, or as VTOLMechs. If you want Mech-mode VTOL with a convertible Syberian AutoMech, your only option is a VTOLMech. And if you want propeller-based convertible FighterMechs that work using fighter speeds and fighter rules instead of VTOL rules, your only option is a FighterMech with the Prop-Flyer Quirk. The Syberians didn't develop much finer gradation than that, I'm afraid.


I'm not looking to give an AutoGyroMechs with wings VTOL capabilities though. I'm looking for a reason to explain the rotor on what looks like a prop airplane. The rotor is required for the autogyro to fly but they don't hover or take off and land vertically. It's a non MP Rotor. It provides lift but no MP on it's own. The AutoGyroMech would still require a Prop and a runway to take off and land. They just need less space to do so making them STOL aircraft. Not VTOL.

Since autogyros need the rotor to function I would think that would be a crit that could be damaged. Destroy it and the autogyro will crash. Would would that be an automatic crit like wheels or tracks or one that has weight like Props and Rotors? I'm leaning toward weight like props. And if a helicopter can have a propeller as part of it's motive system (Warrior H-7), why can't a propeller plane have a rotor as part of it's motive system?

This is what I was thinking.
20 ton winged AutoGyroMech   
Internal                            2
Conversion System  Aero   3
Engine         SFE   80        2.5
   Walking          4
   Running          6
   Sprinting         8
   Jumping          1
   Safe Thrust     1
   Max Thrust     2
Heat Sinks    Single    10
Gyro             Compact       1.5
Fuel             NA
Cockpit       Drone             3
Armor      Commercial  69  3
                  IS     AV
HD               3     9
CT                6    9/3
R/LT             5    8/2
R/LA             3    6
R/LL             4    8

Fixed Equipment
Avionics          1 HD, 1RT, 1LT   -
Landing Gear   1 CT, 1RT, 1 LT   -
Turbo-Prop "JJ"          1 CT       .5
Non MP Rotor "JJ"      1 CT       .5

Recon Configuration
Recon Camera         1 CT          .5
Remote Sensor Dispenser  1 CT .5
Machine Gun Ammo  1 RT         .5
Machine Gun            1 RT         .5
Machine Gun            1 LT         .5
Machine Gun Ammo  1 LT         .5
Small Laser              1 RA        .5
Small Laser              1 LA        .5


Quirks
Illegal (Syberian Robotics AI, Turbo-Prop “Jump Jet”, Non Powered Rotor "Jump Jet"), Atmospheric Flyer,
Notes
This FighterMech is STOL Aircraft requiring runway to take off and land. No VTOL or hovering.
Non Powered Rotor "Jump Jet" provides no Jump MP or Cruising MP.
Destruction of the NP Rotor Crit will cause the Mech to crash.
Destruction of the Prop will cause the AutoGyroMech to descend with a +2? modifier to land safely. All other STOL Landing rules apply.

Something like that. Then with non winged AutoGyroMechs,

20 ton wingless AutoGyroMech   
Internal                            2
Conversion System  VTOL   3
Engine         SFE   60         1.5
   Walking           3
   Running          5
   Sprinting         6
   Jumping         3
   Cruising          5
   Flank              8
Heat Sinks    Single    10
Gyro            Compact       1.5
Fuel             NA
Cockpit       Drone             3
Armor      Commercial  69  3
                  IS     AV
HD               3     9
CT                6    9/3
R/LT             5    8/2
R/LA             3    6
R/LL             4    8

Fixed Equipment
3x Rotors                  3 CT      3

Recon Configuration
Recon Camera           1 CT        .5
Machine Gun Ammo  1 CT         .5
Machine Gun            1 RT         .5
Machine Gun            1 RT         .5
Small Laser              1 RA        .5
Small Laser              1 LA        .5

Quirks
Illegal (Syberian Robotics AI), Rotor Arrangement "AutoGyro"

Note
Rotor Arrangement "AutoGyro" (This VTOLMech's vehicle form is a STOL Aircraft. As such it can not hover and requires equal number of hexes to take off as Cruising MP. Landing require half as many hexes, round up.)

One as a Prop FighterMech and one as a VTOLMech. What do you think?

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If you're determined to keep bending even these rather broad and flexible rules, you may as well go in for a penny, in for a metric ton of pennies...

A metric ton of pennies... is a lot of pennies. I suppose I could just slap Illegal on everything but that takes away some of the fun. Besides the regular (Syberian AI) I'd rather save it for special things. Like a TIE FighterMech, complete with Laser Cannons.  ;D :))


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I wouldn't even try it. Hell, reading up on that plane, it was basically a failure, even if they did build about 75 of them. The dual power system arrangement was fraught with problems that affected everything from landing gear to structural integrity. No, I'd make a transforming Ryan Fireball up as a FighterMech with the Prop-Flyer Quirk and stick with Prop-Flyer rules.

- Herb


Yeah. That plane had issues but it was just one example. There are other more successful dual power aircraft. Like the KC-97 Stratofreighter. https://en.wikipedia.org/wiki/Boeing_KC-97_Stratofreighter   The jets would let the PlaneMech fly higher but I think using both engine types at the same time would risk pushing the plane past Velocity 7.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 19 December 2022, 07:12:18
Props don't handle the sound barrier very well...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 19 December 2022, 15:15:25
Props don't handle the sound barrier very well...  8)

The props could add extra thrust for subsonic maneuvers?  Enough prop thrust and you basically have a VTOL (https://en.wikipedia.org/wiki/Helicopter).   ;)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 19 December 2022, 15:55:27
Which is why VTOLMechs are probably more appropriate than Fighter or ASF frames for this.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 December 2022, 16:09:18
And we've come all the way back to VTOLMechs.

:)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 19 December 2022, 16:13:48
Glad to have helped square the circle!  :D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 December 2022, 16:27:10
Glad to have helped square the circle!  :D

All these squares make a circle...
All these squares make a circle...
All these squares make a circle...

 :D

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 19 December 2022, 16:29:16
:toofunny:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 19 December 2022, 21:05:52
The props could add extra thrust for subsonic maneuvers?  Enough prop thrust and you basically have a VTOL (https://en.wikipedia.org/wiki/Helicopter).   ;)

They did make a few prop planes that were VTOL like the Convair Pogo.  ;D


The props could add extra thrust for subsonic maneuvers?  Enough prop thrust and you basically have a VTOL (https://en.wikipedia.org/wiki/Helicopter).   ;)

I have thought that VTOLs with props should get a speed bonus. The whole point of putting propellers on them, or converting rotors to propellers is to gain extra speed.


Which is why VTOLMechs are probably more appropriate than Fighter or ASF frames for this.


I agree with using VTOLs for wingless AutoGyros. They are closer to VTOLs with their tilting rotors providing some directional control. The ones with wings though, are more like airplanes as they use control surfaces in the wings. That's why I did one of each. Although, I suppose since wings do work for WiGEs they'd work for a VTOL chassis too, with a quirk like above, but I was hoping for something a little faster.  Maybe a +1 or +2 to cruising for VTOLs that fly like airplanes but require they move forward X number of hexes like WiGEs?  So instead of a 5/8 Cruise/Flank the AutoGyro (or tilt rotor) would move 6/9 or 7/11? A little faster than a regular VTOL but it can't climb vertically or hover.


 
All these squares make a circle...
All these squares make a circle...
All these squares make a circle...

 :D

- Herb


 ;D





Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 December 2022, 00:20:10
So, I kind of got into a coloring kick with MS Paint again, and decided to produce a kind of color guide to the twenty named Seekers on the DemoCon side that are listed in my Syberia TRO...

Here's the first ten...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 December 2022, 00:20:39
And here's the other ten...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 28 December 2022, 09:56:19
Supercool, that being MS Paint, that must have taken awhile.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 29 December 2022, 14:58:45
Vey Cool!  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 30 December 2022, 14:23:45
And a more radical Seeker refit, fielded by the AutoBoPs:

Here's Air Blade's model and scheme!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 31 December 2022, 23:59:02
Very cool!  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 January 2023, 03:37:38
I gotta say, making the seeker Jets are some of my favorite mods.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 January 2023, 04:34:18
I gotta say, making the seeker Jets are some of my favorite mods.

They are amazingly fun, aren't they?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 01 January 2023, 08:29:45
I thought the Reseen Phoenix Hawk's head was used.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 January 2023, 09:24:31
I messed up working on this one, so had to do a quick replacement. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 01 January 2023, 17:17:09
no reasons why they have to be completely uniform. cosmetic surgery is only a welder away, so if a automech wants, they can customize their face and other such features extensively.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 01 January 2023, 17:45:33
no reasons why they have to be completely uniform. cosmetic surgery is only a welder away, so if a automech wants, they can customize their face and other such features extensively.

Indeed. Heck, in the images I posted here, I may have used the Reseen P-Hawk's relatively featureless face as a base, but there are different head styles in there to reflect some distinctive forms, including "conehead" and blocky heads. Air Blade even has a frill. The head shapes can vary as long as they don't interfere with conversion. (And hell, as seen in some chassis types, even the whole body can be different in style and shape--as seen with the Tankus model.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 01 January 2023, 18:23:14
I was experimenting on doing the body slightly differently, when I found out the pixie head was too big, and the mods I did to the head were completely wrong.  I ended up using a reversed Wasp head because it fit and hopefully paint on it will make it look as intended.  So yeah, I really need to have another of my prior seekers out as a foundation.  :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 02 January 2023, 20:38:57
I gotta say, making the seeker Jets are some of my favorite mods.

Very cool! :thumbsup::beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 05 January 2023, 20:09:10
I gotta say, making the seeker Jets are some of my favorite mods.

Neat!  Was that a 'Mechbuster you used as the base for the fighter?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 05 January 2023, 20:10:50
MechBuster with added Phoenix Hawk jumpjets.  It really adds alot to the mini.

Neat!  Was that a 'Mechbuster you used as the base for the fighter?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 05 January 2023, 20:12:12
Your modding skills are awesome!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 January 2023, 05:53:37
Just a couple of non-Mech AutoMechs... Meet the AutoCarriers!

For the AutoBoP faction, in the reds and grays, we have Broadsider-Two. And for the DemoCons, in the purples, grays, and green, we have Tsunami.

Both are painstakingly rendered here in their (heavily) MSPaint-modified glory, complete with some familiar AutoMechs for scale.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 08 January 2023, 08:01:35
I updated the combined PDF for the TRO that i have in the Fanon Wiki's Cloud/GDrive thing. (https://battletechfanon.fandom.com/wiki/Technical_Readout:_Syberia)

The pictures were added as page 206.  I'm trying figure out where to insert Herb's awesome Seeker Pictures.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 09 January 2023, 19:19:54
After that Broadsider pic wouldn't be a bad place...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 January 2023, 20:10:11
Oh, right. I did the rest of the named Seekers (and a bunch of Seeker IIs).

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 17 January 2023, 20:35:26
Are the last 5 supposed to be Seeker IIs? They look more beefier than the previous ones.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 January 2023, 02:08:09
Are the last 5 supposed to be Seeker IIs? They look more beefier than the previous ones.

The Seeker IIs are 5 tons heavier. They put that mass into pretense. Lucioria's current avatar shows the Lordstar Seeker model, from which I draw the inspiration. ;)

And most of those are Seeker IIs, actually. Only the first three are the lighter Seeker model.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 18 January 2023, 05:30:10
Very cool!  :thumbsup: :beer:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 18 January 2023, 09:09:51
That's awesome, herb. I have limited access to an editing acrobat, I'll see if I can try to cobble something together so they can be a gallery in the PDF if I can add them.  I have ships added in current one in wiki
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 18 January 2023, 12:32:10
Hey, I remember this story from Space Battles. Good stuff!
I look forward to when they eventually find germanium, just to see what they do with it. I'm guessing they're gonna use it for electronics (like Silicon-Germanium Heterojunction Bipolar Transistors) rather than for KF drives.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 18 January 2023, 12:39:07
Hey, I remember this story from Space Battles. Good stuff!
I look forward to when they eventually find germanium, just to see what they do with it. I'm guessing they're gonna use it for electronics (like Silicon-Germanium Heterojunction Bipolar Transistors) rather than for KF drives.

KF required a fundamental breakthrough while monitoring fusion reactors.  The Automechs in this system aren't really clever enough to make those kinds of breakthroughs, as here is an example of Mechatankus (https://bg.battletech.com/forums/fan-fiction/endless-loop-a-syberian-vignette/) being stuck doing the same thing over and over.  Now if they had Groundwave (https://bg.battletech.com/forums/fan-fiction/exile-in-syberia/) to help them out, that might be another matter.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 18 January 2023, 14:26:30
Hence why they'd probably just make faster transistors. SiGe HBTs can *theoretically* get up to low-hundreds of GHz.


Even if Groundwave helped them construct a KF Drive, I don't think he's getting out of the California Nebula. You can check in, but you can never leave.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 18 January 2023, 20:53:12
Hey, I remember this story from Space Battles. Good stuff!

This story wound up on Space Battles somehow? Do you have a link?

KF required a fundamental breakthrough while monitoring fusion reactors.  The Automechs in this system aren't really clever enough to make those kinds of breakthroughs, as here is an example of Mechatankus (https://bg.battletech.com/forums/fan-fiction/endless-loop-a-syberian-vignette/) being stuck doing the same thing over and over.  Now if they had Groundwave (https://bg.battletech.com/forums/fan-fiction/exile-in-syberia/) to help them out, that might be another matter.

How's ol' Groundwave doing these days, IW?

Hence why they'd probably just make faster transistors. SiGe HBTs can *theoretically* get up to low-hundreds of GHz.

Even if Groundwave helped them construct a KF Drive, I don't think he's getting out of the California Nebula. You can check in, but you can never leave.

Haha! You're probably right on both counts there, Lycan. By the way, I see you're new to these forums, so let me just say, Welcome to this nuthouse!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 19 January 2023, 07:18:47
There different Exile from Syberia story?  I only know of the story here by Giovanni Blasini whom hasn't done much with the story for at least a year.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 19 January 2023, 11:24:25
How's ol' Groundwave doing these days, IW?

- Herb

No idea, have to ask Giovanni Blasini.

Closest I get is writing a one-off about a creepy-looking ship that pulled a HAL.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 January 2023, 13:37:45
No idea, have to ask Giovanni Blasini.

Closest I get is writing a one-off about a creepy-looking ship that pulled a HAL.

...I did it again, didn't I? My apologies!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 21 January 2023, 12:53:48

I have a small house rule regarding Welcome to the Nebula California.
If you combine a Blue Shield PFD with a Star Empire deflector shield, the two play off of eachother. The Deflector Shield keeps the Blue Shield PFD alive (as long as the Deflector Shield is up it can run indefinitely), and the Blue Shield PFD halves the amount of damage that the Deflector Shield needs to work with, even if it's not against PPCs.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 31 January 2023, 08:33:16
There different Exile from Syberia story?  I only know of the story here by Giovanni Blasini whom hasn't done much with the story for at least a year.

Exact same story.  I just crosspost between here, SpaceBattles and SufficientVelocity.  And hopefully I’ll be writing more soon.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 12 February 2023, 20:59:47
Still a work in progress, but Starscream gets his buddies.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 12 February 2023, 21:54:28
Still a work in progress, but Starscream gets his buddies.

Yay! The classic trio!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 13 February 2023, 00:25:16
Still a work in progress, but Starscream gets his buddies.

Badass!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 February 2023, 16:03:21
Way cool!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 13 February 2023, 19:18:58
Outstanding mod work as always!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 13 February 2023, 19:53:15
Great Job.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: S.gage on 14 February 2023, 18:18:08
Tagging :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 22 February 2023, 20:39:01
Side note: y'now, rather than a Vixen II, a Svartalfa ProtoMech would make a good stand-in for a Biplaner AutoMech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 23 February 2023, 12:29:03
"It seems they managed to invent protomechs..."
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 23 February 2023, 12:36:52
I mean, I wouldn’t go that far, but the Biplaner is a 15-ton LAM, and the Svartalfa is a 14-ton Glider ProtoMech, which is kind of like a LAM, so size-wise it should work, and the general body shape is about right.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 24 February 2023, 21:06:02
To me that the Biplaner roll wise is a close air support vehicle. They're able in being able bring down the pain but unlike modern jets , can linker longer on station. 

I'm curious how the rules would handle the ability of a lam such as the Biplaner.  Would they be able to do a strike like aerospac fighter.  Are they considered true aircraft and not ground vetoles like they're not going to be able to do the same thing I would imagine rules-wise. Especially when you can bring bombs down during a strike or a strafing run.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 24 February 2023, 23:14:37
To me that the Biplaner roll wise is a close air support vehicle. They're able in being able bring down the pain but unlike modern jets , can linker longer on station. 

CAS, forward air control, counter-insurgency, observation.  With their ability to loiter and, in one config, two two-ton bomb bays, they could easily have been the Predator/Reaper drones of their day...which is funny, 'cause there's one version of Soundwave that uses a Reaper drone as an alt-mode.

But, yeah, alt modes that look like Antonov An-2 biplanes (https://bg.battletech.com/forums/non-combat-vehicles/antonov-an-2-rl10/), Predator/Reaper drones, AT-802U / OA-1K Sky Warden (https://en.wikipedia.org/wiki/Air_Tractor-L3Harris_AT-802U_Sky_Warden), or, given one version of Ransack transformed into a Corsair, even WW2 fighters are all viable, and this handles a similar role to them.

Quote
I'm curious how the rules would handle the ability of a lam such as the Biplaner.  Would they be able to do a strike like aerospac fighter.  Are they considered true aircraft and not ground vetoles like they're not going to be able to do the same thing I would imagine rules-wise. Especially when you can bring bombs down during a strike or a strafing run.

Could also always use the aerospace units on the ground map rules from TW.  At 16 hexes per thrust point, they'd be pretty viable to play.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 25 February 2023, 05:43:07
A biplane sounds hard, but if anyone can make one, it's Luciora...  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 25 February 2023, 05:48:43
A biplane sounds hard, but if anyone can make one, it's Luciora...  8)

I'm still sorely tempted to pick up a Svartalfa mini, along with an extra pod and prop from a Karnov, and try it myself, but the number of pieces on the Svartalfa make me nervous.  If it's like assembling the Primitive Wasp, I can probably manage.  if it's like assembling a Project Phoenix mini, I want nothing to do with it.

(Why would I need a Biplaner?  Oh...no reason.)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 25 February 2023, 16:52:44
I'm tempted to write up some special Quirks/SPAs just for Ultralight AutoMechs, and maybe some optional rules for Ultralight mechs in general. It's a shame that MML doesn't have Fractional Accounting.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 25 February 2023, 17:18:41
That's one of the reasons I prefer SSW... even though it doesn't fully implement FA, it at least has the option.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 25 February 2023, 18:53:25
One SPA/Quirk for Ultralight AutoMechs might be giving the Biplane AutoMechs the benefit of a Partial Wing (both cooling and jump distance), along with the Atmospheric Flyer and Nimble Jumper quirks.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 25 February 2023, 19:04:20
Not a bad idea!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 08 March 2023, 01:04:32
Noticed an "Oops" in the Biplaner with its armor: it allocates 55 points on 2 tons of Commercial, which is too high.  Here's a revamped version with an extra configuration, that cuts the armor to 48 points.

Biplaner Aerofighter AutoMech Fireboss Config

Mass: 15 tons
Chassis: Bimodal LAM AutoMech
Power Plant: 15 Fusion
Cruising Speed: 10.8 kph
Maximum Speed: 21.6 kph
Jump Jets: Standard
     Jump Capacity: 30 meters
Armor: Commercial
Armament:
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3060
Tech Rating/Availability: D/X-X-E-E
Cost: 765,785 C-bills

Overview
Since the time of the original Land-Air ’Mech, it has been natural to assume that all convertible ’Mech-Fighter hybrids would fly using thruster jets exclusively. That the Syberians have since introduced us rotor-flight systems with their VTOLMechs shook this up, of course, but even then, we just weren’t prepared for Biplaner. In fact, we thought that these AutoMechs were VTOL-converters at first—until they changed forms and we realized that what we took to be collapsible rotors were actually nose-mounted propellers on fixed-wing flyers. That’s right; these AutoMechs transform into propeller-driven fighters.

We’re not quite sure why these machines were developed. Their turbo-prop “jump jets” can’t cope with high speeds or high altitudes, and can’t even function in space. Some of those we’ve seen are surprisingly nimble in flight, and are modestly capable of performing some basic ground attack missions. But we’ve also met one that looked so rickety, we weren’t sure how much longer it could even stay in the air! While we haven’t been able to discover why these AutoMechs were created, we have learned that most of them are old. Considering many borrow aesthetics straight out of Terra’s first global wars, we wouldn’t be surprised if they started out as nostalgia-born recreational creations. But what is surprising is that most other AutoMechs consider these units old and outdated as well, even as they revere them as “old Aces”. (Personally, I think someone was just having fun with their programming.)

Capabilities
Most Biplaners resemble one named Sacker, a DemoCon AutoMech whose vehicle form, I’m told, resembles a WWI “Albatross” biplane fighter. Sacker was the one we thought was going to crash as it puttered about in the sky over us, driven by a single turbo-prop. (Again, why anyone would think this a good idea for a combat unit, is beyond me, but there are some perks. Other jet- and rocket-based FighterMechs require reaction mass and a minimum 1.5-gee acceleration rate for stable flight. But apparently, prop-flyers can get airborne with as little as 1 gee’s thrust, provided endlessly to their props by the ’Mech’s own reactor. This enables them to carry more armor and equipment, theoretically, but at the expense of flight speed, a limited altitude, and the need for sufficient air to keep them aloft. I doubt that would work with a LAM back home!)

Given its ultra-light weight—the Biplaner weighs all of fifteen tons—and the use of what seems to be simple sheet-aluminum “armor,” what wasn’t shocking about Sacker was just how weak this unit is compared to others. Besides a pitiful speed, both in the air and on the ground (it makes an UrbanMech look fast!), its weaponry is consisted of just two machine guns and two small lasers. (I think there are battlesuits better armed and armored than this one!) But while others in its own faction regarded Sacker and its fellow Biplaners as outdated, the AutoMech refused to admit it. Even mentioning its age sent Sacker on a rant about what it used to do in the “good ole days.” It even punched one of its fellow DemoCons for being less than respectful during our interview—barely scratching its comrade’s paint job in the process—before converting and flying off in a huff.

Deployment
We initially identified two variants of this FighterMech class, but have recently confirmed two others. In addition to Sacker’s “air superiority” configuration (snicker), we’ve seen a dedicated bomber version, and a multi-role “switch” variant that mixes machine guns and grenade launchers. An AutoBoP-affiliated Biplaner was then seen which sports a light PPC, for far greater engagement reach.  Lastly, one configuration shared by both DemoCom- and AutoBoP-affiliated Biplaners is the Fireboss. These Biplaners differ from their Bomber cousins by the addition of floats, and conversion of bomb bays to liquid cargo storage, paired with sprayers originally meant to deliver pesticides, but adapted to fight fires. Fluid suction devices on the floats allows these Biplaners to refill from any of Syberia's dwindling waterways. These AutoMechs tend to be given a wide deference by either side, as it seems accepted that their firefighting mission is a neutral function that benefits all Syberian factions, making them rarely rargeted, and the only variant of the Biplaner still under construction.

Code: [Select]
Type: Biplaner Aerofighter AutoMech
Technology Base: Inner Sphere (Experimental)
Tonnage: 15
Battle Value: 129

Equipment                                          Mass
Internal Structure                                  1.5
Conversion Eqpt:   Aero (Bimodal LAM) 2.5
Engine                        15 Fusion             0.5
Walking MP: 1
Running MP: 2
Jumping MP: 1
Safe Thrust: 1
Max Thrust: 2
Heat Sink                     10                      0
Gyro                                                  1
Cockpit                                               3
Armor Factor (Commercial)     48                      2

                          Internal   Armor   
                          Structure  Value   
     Head                    3         7     
     Center Torso            5         6     
     Center Torso (rear)               3     
     R/L Torso               4         5     
     R/L Torso (rear)                  2     
     R/L Arm                 2         4     
     R/L Leg                 3         5     


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

Fixed Components Location Critical Mass
Avionics RT/LT/HD 3 --
Landing Gear RT/CT/LT 3 --
Jump Jet (Turbo-Prop) CT 1 0.5
10 Heat Sinks 5 RT/5 LT 8 --

Weapons
and Ammo                 Location  Critical   Heat    Tonnage
Fluid Suction System        RT        1        -       0.5   
Liquid Storage (1 ton)      RT        1        -       1.0   
Sprayer                     LA        1        -       0.5   
Fluid Suction System        LT        1        -       0.5   
Liquid Storage (1 ton)      LT        1        -       1.0   
Sprayer                     RA        1        -       0.5   

Bomber Configuration
Bomb Bay (2 ton) RT 2 2
Bomb Bay (2 ton) LT 2 2

Dogfighter Configuration
Machine Gun RA 1 0.5
Ammo (MG) 100 RA 1 0.5
Small Laser RA 1 0.5
Recon Camera RT 1 0.5
Recon Camera LT 1 0.5
Machine Gun LA 1 0.5
Ammo (MG) 100 LA 1 0.5
Small Laser RA 1 0.5

Switcher Configuration
Machine Gun RA 1 0.5
Small Laser RA 1 0.5
Recon Camera RT 1 0.5
Vehicular Grenade Launcher RT 1 0.5
Vehicular Grenade Launcher LT 1 0.5
Ammo (MG) 100 LT 1 0.5
Machine Gun LA 1 0.5
Small Laser LA 1 0.5

Zapper Configuration
Light PPC RA 2 3
2 Small Lasers LA 2 1

Notes: Features the following Design Quirks: Illegal (Syberian Robotics AI, Turbo-Prop “Jump Jet”), Atmospheric Flyer, Water-Lander, Bad Reputation, Difficult to Maintain, Distracting (Archaic Appearance), Non-Standard Parts, Prop-Flyer, Obsolete (From the Start!)

Credit: FedComGirl for original design and fluff

Notable Biplaners:
Biplaner Type Config. Function Skill Grade Skill Set ’Mech/Vehicle Form
Electrode Zapper NinjaMech AbvAv (1/2) Infantry-AntiMech Incubus II/Pacair Hammerfist*
Sacker Dogfighter** ReconMech Vet (1/1) Scout Incubus II/A2 Thunderbird*
Diver Bomber ArtilleryMech Reg (2/3) Infantry Incubus II/A2 Thunderbird*
Blue Top Switcher ReconMech Reg (2/3) Scout Incubus II/A2 Thunderbird*
Cropslinger Fireboss ExplorerMech Vet (4/2) Planetary Surveyor Stinger LAM/Vought Skewer*
*This is a Crimson Skies miniature (TM Microsoft)
**The small lasers on this unit have regressed to primitive prototype quality (+50% heat each, round up)

And, no, I could not possibly indicate why I would be looking at Biplaners so closely right now.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 08 March 2023, 12:01:00
Well, why does the BiPlaner have Spray/suction system????  I know it sucks (sorry) but i didn't think it was a refueling machine.  Sacker would never hear end of it!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 08 March 2023, 12:09:33
Sooo....insanity ensued, and i did this for the Biplaner.  Please bare in mind, i'm not a artist.  xp

(https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/?action=dlattach;attach=70965)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 08 March 2023, 12:43:37
Well, why does the BiPlaner have Spray/suction system????  I know it sucks (sorry) but i didn't think it was a refueling machine.  Sacker would never hear end of it!

(http://img3.wikia.nocookie.net/__cb20140312170001/disney/images/6/6b/Dusty_Crophopper_-_Planes_Fire_and_Rescue.jpg)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 08 March 2023, 12:45:11
Sooo....insanity ensued, and i did this for the Biplaner.  Please bare in mind, i'm not a artist.  xp

(https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/?action=dlattach;attach=70965)

That’s a good insanity to have.  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 08 March 2023, 16:42:45
Very nice!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 March 2023, 17:24:25
Noticed an "Oops" in the Biplaner with its armor: it allocates 55 points on 2 tons of Commercial, which is too high.  Here's a revamped version with an extra configuration, that cuts the armor to 48 points.

Huh! I somehow missed that armor error! Okay...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 08 March 2023, 19:08:26
Huh! I somehow missed that armor error! Okay...

- Herb

Any thoughts on adding my Dusty Crophopper knockoff?  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 March 2023, 14:43:23
Any thoughts on adding my Dusty Crophopper knockoff?  ;D

Sure is possible. Fire control units would be a good idea for the Syberians to have on hand. Tanker-configured ground and air units are in the TRO elsewhere, after all.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 09 March 2023, 16:16:16
There should be an ornithopter AutoMech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 March 2023, 16:39:32
A of variant of Waspinator's aero forms could do that

There should be an ornithopter AutoMech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 09 March 2023, 18:22:06
And you are the modder who could pull it off!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 March 2023, 20:06:54
I'm gonna need an address to send it to if I kitbash it  ;D. But swapping the rotor for wings isn't that hard, I did something similar when I made a Dragonfly with actual wings from a fly fishing kit
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 09 March 2023, 20:08:58
PM inbound shortly good sir!  :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 March 2023, 21:05:17
I sense the start of a cottage industry coming on...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 11 March 2023, 09:02:43
I was warned never to turn my hobby into work lest I want to loose interest in it.   :)

I sense the start of a cottage industry coming on...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 11 March 2023, 10:42:53
I was warned never to turn my hobby into work lest I want to loose interest in it.   :)

 :'(

Damn! I *felt* that...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 11 March 2023, 11:07:37
That's another reason I'm committed to sticking with Fan Fiction vice trying to get published.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 14 March 2023, 15:50:39
Noticed an "Oops" in the Biplaner with its armor: it allocates 55 points on 2 tons of Commercial, which is too high.  Here's a revamped version with an extra configuration, that cuts the armor to 48 points.

Biplaner Aerofighter AutoMech Fireboss Config

Very cool. I like the crop duster variant.  :thumbsup:

I was thinking about a Triplane variant for Skyscreamer.
https://news.tfw2005.com/2018/11/19/toyworld-tw-fs06-wwi-starscream-prototype-376862  I'm thinking 2 machine guns with a half ton of ammo, a retractable blade at 1.5 tons for the prop on the arm, and 2 RL-10s just because. Plus rockets were used in WWI to shoot down observation Balloons. No wonder Balloon retired.  ;D https://tfwiki.net/wiki/Balloon




To me that the Biplaner roll wise is a close air support vehicle. They're able in being able bring down the pain but unlike modern jets , can linker longer on station. 

I'm curious how the rules would handle the ability of a lam such as the Biplaner.  Would they be able to do a strike like aerospac fighter.  Are they considered true aircraft and not ground vetoles like they're not going to be able to do the same thing I would imagine rules-wise. Especially when you can bring bombs down during a strike or a strafing run.

I believe they'd be treated as an aerospace unit since anything that flies and isn't a WiGE or VTOL is an aerospace unit. I do wish there were rules that allowed slower flying airplanes but the closest there is are Aerospace units on the ground map rules. Something like the original Boomerang in TRO:3025.

Sooo....insanity ensued, and i did this for the Biplaner.  Please bare in mind, i'm not a artist.  xp


Cool insanity!  :thumbsup:




Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 14 March 2023, 21:37:40
STARSCREAM SKY STRIKER
XP-21F

(https://www.yojoe.com/images/resize/w/350/imagestore/2631/84674.jpg)

'The Starscream Sky Striker [XP-21F] was released as an exclusive to the 2011 San Diego Comic Con International. It included the pilot, Cobra Commander (v47) and a gun accessory intended to be Megatron, the Decepticon leader.'

Yes, a three-way verse!
TT

PS: And also that leads us to a four-way verse, Marvel!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 17 March 2023, 16:39:49
So, what do you think, Daryk?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 17 March 2023, 17:00:00
STARSCREAM SKY STRIKER
XP-21F

(https://www.yojoe.com/images/resize/w/350/imagestore/2631/84674.jpg)

'The Starscream Sky Striker [XP-21F] was released as an exclusive to the 2011 San Diego Comic Con International. It included the pilot, Cobra Commander (v47) and a gun accessory intended to be Megatron, the Decepticon leader.'

Yes, a three-way verse!
TT

PS: And also that leads us to a four-way verse, Marvel!
A F14 in Starscream colors vs a F15.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 17 March 2023, 17:51:30
Is that suppose to be Waspinator?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 17 March 2023, 17:53:08
An ornithopter variant of Waspinator. 

Is that suppose to be Waspinator?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 17 March 2023, 18:05:22
That is GLORIOUS!  :o
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 17 March 2023, 20:01:10
So, what do you think, Daryk?

That's freakin' awesome.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 17 March 2023, 20:08:15
That too!  ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 17 March 2023, 20:09:18
I'm eyeing a spare Cyrano and wondering if I should ornithopter it now too.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 17 March 2023, 20:09:48
Why not?  8)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 17 March 2023, 20:22:09
Depends if I can find my spare fly fishing wings i bought ages ago.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 17 March 2023, 20:24:35
That's fair... fingers crossed you can find them!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 17 March 2023, 20:59:04
I'm still trying to decide if an Unseen Stinger (plastic) or a Svartfalfa protomech would be the better base for a Biplaner based on this guy:

(https://www.thedrive.com/uploads/2022/08/02/AT-802U-copy.jpg)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 17 March 2023, 21:14:36
I'd go for the Svartfalfa, it was designed with the wings in mind of that style.

When I was doing the biplane image I did.  I remembered a Gobot type that does use propellar mech/robot bodies.

(https://bg.battletech.com/forums/battlemechs/gryphon-mirage-class-wheeled-syberian-automechs-looking-for-some-help/?action=dlattach;attach=71080)

They did quite number of theses for Gobots.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 17 March 2023, 22:55:48
I'd go for the Svartfalfa, it was designed with the wings in mind of that style.

When I was doing the biplane image I did.  I remembered a Gobot type that does use propellar mech/robot bodies.

They did quite number of theses for Gobots.

Oh.  Oh wow.  That's...something.

There are two versions of Ransack that are prop birds in the Transformers.  One gets mentioned in the original writeup, looking like an Albatross biplane:

(https://vignette.wikia.nocookie.net/michaelbaystransformers/images/2/2d/Titan2_Ransacktransforms.jpg/revision/latest?cb=20151114002727)

(https://vignette.wikia.nocookie.net/transformers/images/d/d4/Rotf-ransack-toy-scout.jpg/revision/latest?cb=20090727200932)


The other is based on the Vought F4U Corsair.  It feels...very GoBot-like:

(https://s3.amazonaws.com/tf.images/g2lransa-l.jpg)

(https://toys.tfw2005.com/wp-content/uploads/sites/12/2013/06/Ransack_1371338752.jpg)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 18 March 2023, 02:28:19
Is that a Tucano, Gio? ???
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 18 March 2023, 03:15:53
Is that a Tucano, Gio? ???

Air Tractor AT-802U / OA-1K Sky Warden (https://en.m.wikipedia.org/wiki/Air_Tractor-L3Harris_AT-802U_Sky_Warden)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 18 March 2023, 03:17:22
Ah, thanks Gio!  :thumbsup:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 18 March 2023, 07:07:39
Oh.  Oh wow.  That's...something.
They made a lot of those, they were originally Japanese toys before they were imported to US as GoBots.  Being a spoiled child in the 80s toys wise, I had many of them.

The image i showed you was Corsair.  I remembered it well, since it was with the Black Sheep Squadron (https://en.wikipedia.org/wiki/Baa_Baa_Black_Sheep_(TV_series)) Television Show.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 18 March 2023, 11:58:25
When I kitbashed my version of Ransack, there is alot of Corsair and biplane DNA mainly because of Crimson Skies mini that was chosen.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 20 March 2023, 03:01:55
They made a lot of those, they were originally Japanese toys before they were imported to US as GoBots.  Being a spoiled child in the 80s toys wise, I had many of them.

The image i showed you was Corsair.  I remembered it well, since it was with the Black Sheep Squadron (https://en.wikipedia.org/wiki/Baa_Baa_Black_Sheep_(TV_series)) Television Show.


GoBots may not have been as successful as Transformers but they had some cool toys.   :thumbsup:   
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 20 March 2023, 22:50:21
You know I've been reading the book lately, is it possible to designate automech as City Commander of a mobile structure such as the non-stated Metroplex?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 March 2023, 00:06:20
You know I've been reading the book lately, is it possible to designate automech as City Commander of a mobile structure such as the non-stated Metroplex?

You mean an Ultra-Magnus? (In Transformers lore, Ultra Magnus is often considered to be the city commander for Autobot City/Metroplex... That is, when they're not having him be leader of the Wreckers, the Autobot Second-in-Command, or a shell driven by a smaller bot in memory of the original.)

If so, Magnum Ultra is a Leader-class AutoMech with a Grand Titan-type Mech mode, and a Indra-like vehicle mode.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 21 March 2023, 00:51:46
GoBots may not have been as successful as Transformers but they had some cool toys.   :thumbsup:

Cyclops ala Battletech style...

(https://scontent-ord5-1.xx.fbcdn.net/v/t39.30808-6/332277891_1241590633128199_942416405562068252_n.jpg?stp=dst-jpg_p843x403&_nc_cat=1&ccb=1-7&_nc_sid=730e14&_nc_ohc=BJmZZm4QizkAX-3iqB1&_nc_ht=scontent-ord5-1.xx&oh=00_AfDKAUspeHEzB4QzbiXsv2xyHHmycSiYHGQKSBAKdoh7BQ&oe=641D5123)

Meanwhile, in the Periphery...

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 21 March 2023, 02:43:57
Cyclops ala Battletech style...

Meanwhile, in the Periphery...

TT


 :o  Ooo :smitten:  I want one!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 21 March 2023, 05:57:52
You mean an Ultra-Magnus? (In Transformers lore, Ultra Magnus is often considered to be the city commander for Autobot City/Metroplex... That is, when they're not having him be leader of the Wreckers, the Autobot Second-in-Command, or a shell driven by a smaller bot in memory of the original.)

If so, Magnum Ultra is a Leader-class AutoMech with a Grand Titan-type Mech mode, and a Indra-like vehicle mode.

- Herb
Sorry, I was typing on my phone. I'm talking about Metroplex.  (https://tfwiki.net/wiki/Metroplex_(G1)) I forgot Grand Titan / Magnum Ultra was the Metro's original commander [If I remember right, they did that to hide surprise of him becoming who would be the next Autobot leader toywise].   What I was ask if it possible for a non-Leader Class to be code-bonded or team-bonded to a non-Transforming Automech.  So Ultra is the commander, he can order the city and it's defenses to act, especially the lesser ones.  I remember right G1 toy had walking "Rifleman" like Mech and a small scout car which was extension of the city.  If they were team-bond they would all answer city commander.

The fluff for the XTR Syberia had suggested that Leaders were very rare automechs.  Thus why I wasn't initially thinking mentioning Ultra.  Fortress Maximus would be like that given the original version of him was a headmaster, thus smaller (normal size) transformer could do other things while not being stuck stationary (mostly).
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 21 March 2023, 06:12:12
Where would Headmasters (https://tfwiki.net/wiki/Headmaster_(technology)) come in?

I have a show box of them in my collection.

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 21 March 2023, 06:14:42
Where would Headmasters (https://tfwiki.net/wiki/Headmaster_(technology)) come in?

I have a show box of them in my collection.

TT
I was comparing them since their both Titan size Superheavy 'Mechs.  The Headmaster Fortress has smaller Mech in charge of it.  As does Metro has a City Commander. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 21 March 2023, 06:40:38
I was talking about the miniature robots that became the Heads of 'Formers to control... something like the Combiners... Were they themselves form a Titan. The Headmasters had Humans in, what I wanna say BA?, form a head.

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 21 March 2023, 07:02:13
I was talking about the miniature robots that became the Heads of 'Formers to control... something like the Combiners... Were they themselves form a Titan. The Headmasters had Humans in, what I wanna say BA?, form a head.

TT
Matter of scale, since Headmaster for Max isn't going be big enough if it's just a AutoSuite/MiniMech (Battle Armor). "Rifleman/Lancelot" Mech which was part Metroplex was clearly a fullsize 'Mech. The mini-vehicle that part of original Metroplex that came out "chest garage" is likely a Beetle Class if you scale it up to meet up with the size Metro.  However, it could go both ways.  Metro on Syberia is massively larger than even Metroplex is, mobile structure. Thus where I go say it's likely 'Mech scale or dozen mini-tank things.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Charistoph on 21 March 2023, 14:22:17
I was talking about the miniature robots that became the Heads of 'Formers to control... something like the Combiners... Were they themselves form a Titan. The Headmasters had Humans in, what I wanna say BA?, form a head.

TT

In the Japanese form, the Heads are the true Transformers and the bodies are Transtectors, basically the equivalent of Interface Mechs like the Skinwalker.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 21 March 2023, 21:42:36
That I did know...

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 22 March 2023, 05:31:30
To answer the question of Syberian units teamed up with the mobile structures, I have these.

Metro-Central = Metroplex
  Metro-Battery (Battery class) = Six-Gun
  Metro-Scamp (Beetle class) = Scamper
  Metro-Slammer (Brawler class) = Slammer

Tri-Central Command = Trypticon
  Tilt-Hounder (Hounder class) = Full-Tilt
  Streak Wiper (Streaker class) = Wipe-Out
  Blunter (Tanker class) = Brunt

Titanianapolis = Metrotitan
  Titano-Ray (Battery class) = Metroshot
  Titano-Tender (Beetle class) = Metrodash
  Titano-Brawler (Brawler class) = Metrotank

In play, I would have each team of these units Team-Bonded to each other, like all combiner-themed teams.

As to Headmasters/Targetmasters/Powermasters, we discussed these before, I think. On Syberia, most of these would end up being two-unit Team-Bonds, with the smaller unit being a MiniMech/AutoSuit and the larger one a standard-sized AutoMech. For the bigger ones--such as the Fortress-class and other Superheavy AutoMechs--I'd upgrade the small partner to a normal-sized AutoMech in the light or medium weight classes. AutoMechs bigger than the superheavy size class with X-master partners would use AutoMechs of any size as their Team-bound partner.

That's me, though.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 22 March 2023, 20:36:33
That's awesome, thank you!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 23 March 2023, 04:59:23
Started my own take on a Biplaner using my more meager skills and what I had on hand.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 23 March 2023, 09:24:40
Nice!   Got the vee mode picked out too yet?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 23 March 2023, 10:46:40
Nice!   Got the vee mode picked out too yet?

I was thinking of the XP-55 Ascender as one of the leading ideas (and there are 6mm scale ones on Shapeways), given the pusher prop, but a Hughes Bloodhawk from Crimson Skies would work well, as well, at least in terms of appearance.  I'm not sure how long the Bloodhawk mini is compared to a Stinger.  Heck, even a BT Corsair with a prop on the back would probably work.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 23 March 2023, 10:49:57
Bloodhawk would be fine, I can get you a picture later today after work if you want to see them together.

I was thinking of the XP-55 Ascender as one of the leading ideas (and there are 6mm scale ones on Shapeways), given the pusher prop, but a Hughes Bloodhawk from Crimson Skies would work well, as well, at least in terms of appearance.  I'm not sure how long the Bloodhawk mini is compared to a Stinger.  Heck, even a BT Corsair with a prop on the back would probably work.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 23 March 2023, 15:43:58
Bloodhawk would be fine, I can get you a picture later today after work if you want to see them together.

Yes, please.  It'd give me a good idea of scale before I order one.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 07 May 2023, 07:38:16
So, when combing through the Syberian TRO tonight, were the JUniCom Deltan, the Bomber Mech and the MiniMug (Scrap Iron?) based on any specific Transformers?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 07 May 2023, 08:02:04
So, when combing through the Syberian TRO tonight, were the JUniCom Deltan, the Bomber Mech and the MiniMug (Scrap Iron?) based on any specific Transformers?

Deltan - Nine Cell is "Nancy," (https://tfwiki.net/wiki/Nancy) a Lithone-style character who appeared to be at least a partner to Wreck-Gar in a single episode of the third season of the original Transformers cartoon.

MiniMug - Scrap Iron is an unnamed "Short Junkion" (https://tfwiki.net/wiki/Short_Junkion) who appeared once in the same cartoon episode as Nancy.

BomberMech - Big Lug is Lugnut (https://tfwiki.net/wiki/Lugnut_(Animated)), a Decepticon fanatic who originally appeared in the Transformers Animated series, but has since crossed over into other continuities.

Hope that helps!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 07 May 2023, 09:09:12
Deltan - Nine Cell is "Nancy," (https://tfwiki.net/wiki/Nancy) a Lithone-style character who appeared to be at least a partner to Wreck-Gar in a single episode of the third season of the original Transformers cartoon.

MiniMug - Scrap Iron is an unnamed "Short Junkion" (https://tfwiki.net/wiki/Short_Junkion) who appeared once in the same cartoon episode as Nancy.

BomberMech - Big Lug is Lugnut (https://tfwiki.net/wiki/Lugnut_(Animated)), a Decepticon fanatic who originally appeared in the Transformers Animated series, but has since crossed over into other continuities.

Hope that helps!

- Herb

That is a big help.  Bit surprised by Nancy not being a car like Arcee, but it works, and the JUniCom could certainly use their own take on a flyer.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 07 May 2023, 15:31:53
That is a big help.  Bit surprised by Nancy not being a car like Arcee, but it works, and the JUniCom could certainly use their own take on a flyer.

Nancy being an aerospace unit is based on an image I found in some old Transformers "Who's Who" comics that marvel published around the time of the 1986 movie. The image and data was of Kranix, from Lithone, but since Nancy used the same character model as Kranix, I decided she'd have the same alt mode. It also gave the JUniCom faction an air unit of its own.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 07 May 2023, 15:36:45
That is a big help.  Bit surprised by Nancy not being a car like Arcee, but it works, and the JUniCom could certainly use their own take on a flyer.

I hope Herb's work and advice is helping you out with your own challenges! Your talented writer, Gio.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 16 September 2023, 19:26:48
Gio, I am so sorry, I had forgotten about this picture I promised you.

Yes, please.  It'd give me a good idea of scale before I order one.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 17 September 2023, 03:20:29
Luciora
Cool minis!


Herb
I've got a question for you about FighterMechs and landing gear. I've played around with landing gear slots a little but I was wondering what you thought. Is it okay to add, remove or move landing gear crits and give the FighterMech a quirk or two depending on the type of landing gear it would have in Fighter Mode? An example would be removing the center torso landing gear slot from a tail dragger but adding a penalty for take offs and landings.

Thanks :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 17 September 2023, 16:11:05
Herb
I've got a question for you about FighterMechs and landing gear. I've played around with landing gear slots a little but I was wondering what you thought. Is it okay to add, remove or move landing gear crits and give the FighterMech a quirk or two depending on the type of landing gear it would have in Fighter Mode? An example would be removing the center torso landing gear slot from a tail dragger but adding a penalty for take offs and landings.

Since you're giving a reasonable flaw to go with that, that seems like a perfectly reasonable custom Quirk for the deviation in landing gear setups.

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 17 September 2023, 19:22:13
Since you're giving a reasonable flaw to go with that, that seems like a perfectly reasonable custom Quirk for the deviation in landing gear setups.

- Herb

Cool!  :cool: Thanks!  :grin:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 20 September 2023, 13:47:19
There is a new set of Transformers Minis out at Wallyworld.
18 figures but only 6 new scuplts.

But you get a Galvatron and a Prowl.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 20 September 2023, 15:17:46
I'd like to see a Star Wars Transformer...

Say one of the fighters or ground units.

You know, a spy...

Droids are to small...

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 20 September 2023, 18:27:32
If I can get a request made for the new set.
Alpha Trion is one of the 5 (thought it was 6) new sculpts and it don't exist in the conversions.
Can we get one made please??
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 20 September 2023, 18:32:48
Ohhh...


Death Star as Syber-Tron...

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 20 September 2023, 19:04:10
there was a line of Star Wars based transformers.
https://en.wikipedia.org/wiki/Star_Wars_Transformers
https://tfwiki.net/wiki/Star_Wars_Transformers
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 20 September 2023, 19:51:40
Neat, forgot these...

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 21 September 2023, 06:43:57
Random thought, I know the book has been made and such so it probably no new entries will be added.

However I did want to ask if what the size of the baronies mobile city/mobile structures were in HEX size? Since they are essentially mobile cities for Barony forces or at least mobile repair facilities.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 21 September 2023, 11:42:48
Random thought, I know the book has been made and such so it probably no new entries will be added.

However I did want to ask if what the size of the baronies mobile city/mobile structures were in HEX size? Since they are essentially mobile cities for Barony forces or at least mobile repair facilities.

And an awesome book it is.
I was just hoping for a bonus added for Alpha Trion. With the mini toy coming out just would want a base idea on how to make that.

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 21 September 2023, 12:24:43
Check the Mobile Structure construction rules, smallest is 1, largest something like 9 x 9?

Level accordingly, multiple structures can work.

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 September 2023, 13:55:14
All I can say on those super-large mobile cities is that they are likely a set of 9 linked structure components (5x6-6x6 in size) that collectively cover a ground area about the size of single mapsheet. They are track-based, and may appear in a number of strange configurations.

The three I have on file are known as Metro-Central (AutoBoP [Metroplex]), Tri-Central Command (DemoCon [Trypticon]), and Titanianopilis (Democon [Metrotitan]).

I never statted them, in order to maintain my own sanity, but I imagine the outer structures would generally feature weapon emplacements, while the central structure contains command centers and repair/supply facilities.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 21 September 2023, 13:57:19
Thanks for letting us know, basic idea how big the things were is all we could hope for.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 21 September 2023, 14:28:45
https://tfwiki.net/wiki/Recyclon (https://tfwiki.net/wiki/Recyclon)

Gonna leave this here...

Open conception...

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 September 2023, 15:31:13
https://tfwiki.net/wiki/Recyclon (https://tfwiki.net/wiki/Recyclon)
Gonna leave this here...
Open conception...

In what way? Hard for me to make a determination without visuals.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 21 September 2023, 15:40:16
In what way? Hard for me to make a determination without visuals.

- Herb

https://tfwiki.net/wiki/Junkion_(species) (https://tfwiki.net/wiki/Junkion_(species))

" Do you speak TV? "

They and the Recyclons are both junk hoarders. One for Scrap and the other for Energon...

Their names and tools of their trade are listed, just not their chassis/colour schemes... Other than rusty and off...

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 21 September 2023, 15:44:31
Funny, I'm finishing up a Wreck-gar as it is.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 21 September 2023, 15:49:22
Funny, I'm finishing up a Wreck-gar as it is.

There's your
Quote
without visuals
que Herb.

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 21 September 2023, 15:57:55
The Recylons are fan created?  I think what Herb was asking was what do they actually look like.  Checking the links, there isn't any art for them, and there isn't any link to the Junkions stating they derived from them either.  Just a battle or two.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 September 2023, 16:36:13
The Recylons are fan created?  I think what Herb was asking was what do they actually look like.  Checking the links, there isn't any art for them, and there isn't any link to the Junkions stating they derived from them either.  Just a battle or two.

Exactly! I don't know anything more than a name and what they did. If you want me to make an AutoMech series based on them, I'd need to know what they turn into and what they look like. Otherwise, it's all guesswork.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 21 September 2023, 20:22:44
How about one of these??
Looks like a normal sized guy.

https://tfwiki.net/wiki/Alpha_Trion_(G1)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 September 2023, 20:56:10
How about one of these??
Looks like a normal sized guy.

https://tfwiki.net/wiki/Alpha_Trion_(G1)

Hm. Same molds as Scourge in several cases, so he'd be a Sweeper-C on Syberia.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 21 September 2023, 21:28:41
Hm. Same molds as Scourge in several cases, so he'd be a Sweeper-C on Syberia.

- Herb

Ok a Scourge. Works for me, and you wrote the book, so I'll take it.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 21 September 2023, 22:28:26
A couple more questions.  :grin:

Are there any AutoMechs that face the opposite way they were traveling when converting from vehicle to mech mode, like Blue Streak? If so, would that be negative quirk?

Would AutoMechs with "built in" trailers like Motormaster, follow the rules for vehicles towing trailers?




Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 21 September 2023, 22:59:23
@Herb...

(https://tfwiki.net/mediawiki/images2/archive/7/72/20200614014733%21Quint.jpg)

"Hahahaha—[whir]
—hahahahaha—[whir]
—–hahahahaha—[whir]
——hahahahahaha—[whir]
——–hahahahahaha!"

Sound familiar? Should be your Syberian pseudo...

(https://cfw.sarna.net/wiki/images/6/66/Jihad_FR.jpg?timestamp=20160604171518)

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 28 September 2023, 16:01:46
https://www.cbr.com/transformers-dinobot-slug-name-change-offensive/ (https://www.cbr.com/transformers-dinobot-slug-name-change-offensive/)

Poor Slag... I mean Slug.

No offense meant to you Brits...

Killing my childhood...

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 September 2023, 16:33:44
https://www.cbr.com/transformers-dinobot-slug-name-change-offensive/ (https://www.cbr.com/transformers-dinobot-slug-name-change-offensive/)

Poor Slag... I mean Slug.

No offense meant to you Brits...

Killing my childhood...

Yeah, that came about years ago. It's also funny in that "slag" was used as a Cybertronian curse-word at least during the Beast Wars era, so, I mean, how would that play for the Brits?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 28 September 2023, 16:59:45
And I am never giving up my two Megatron Lugers, pre Orange tip.

It's not just that, but now he's officially a tank.

No Tanks...

Next you're gonna tell me that Starscream is really the G. I. Joe Sky striker!

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 September 2023, 17:16:18
I prefer a tank Megatron because then he has agency of his own, rather than needing one of his lackeys to aim and shoot him. Same reason I embraced tank-form Shockwave.

And Starscream is whatever kind of fighter he wants to be, but the F-15 will always be my favorite incarnation. ;)

- Herb

And I am never giving up my two Megatron Lugers, pre Orange tip.

It's not just that, but now he's officially a tank.

No Tanks...

Next you're gonna tell me that Starscream is really the G. I. Joe Sky striker!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 29 September 2023, 00:34:24
I don't mind Megatron and Shockwave as tanks. It does let them do things on his own. Although, I don't remember Shockwave moving about all that much so I can see him as an EmplacementMech. Plus the size changing thing doesn't really work in BT. I can still see them converting to guns but they'd be battle armor sized which doesn't seem to fit with them being faction leaders.

Starscream as an F-15 is my favorite too.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 29 September 2023, 00:40:40
My striping is terrible and I couldn't cheat with decals, but here is my take on Groundwave
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 September 2023, 01:37:30
I don't mind Megatron and Shockwave as tanks. It does let them do things on his own. Although, I don't remember Shockwave moving about all that much so I can see him as an EmplacementMech. Plus the size changing thing doesn't really work in BT. I can still see them converting to guns but they'd be battle armor sized which doesn't seem to fit with them being faction leaders.

In this project, Shockwave was based on his Prime/Aligned universe format, which was basically a Cybertronian tank/tank destroyer, while Megatron was more like his War for Cyberton or Siege Trilogy models. And yeah, there's no size-changing rule here. That's just icky magic in BattleTech. Save it for Toreel.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 29 September 2023, 02:05:25
i much prefer the idea of Megatron and Shockwave as having vehicle alt-modes instead of them being firearms. even emplacements honestly makes them feel less threatening.

at least there are multiple optiosn there, between the tank and jet versions that show up in the various continuities. heck, would make for a fun set of sub-variants. have a high commander type for both ground and aerospace operations. though figuring out variant names would get complicated. :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: I am Belch II on 29 September 2023, 08:14:20
Wasn't Galvatron a "artillery piece" moving around??
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 29 September 2023, 08:23:42
This is the two images I modified for the fan story, Emergence fan for Groundwave.  I hadn't realized there was a big dish on his back.

(https://bg.battletech.com/forums/index.php?action=dlattach;topic=76748.0;attach=73588)

(https://bg.battletech.com/forums/index.php?action=dlattach;topic=76748.0;attach=73590)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 September 2023, 09:10:44
Wasn't Galvatron a "artillery piece" moving around??

Yup, and again, I used a tank form for his Sybeia expy Galvan Tankus. Mainly because I have one of those many Galvatron figures made through the 2000s and 2010s with a tank mode. But most depictions of Galvatron's artillery piece mode did show tracks that suggest he was meant to be more of a futuristic mobile howitzer, at least as I see him.

i much prefer the idea of Megatron and Shockwave as having vehicle alt-modes instead of them being firearms. even emplacements honestly makes them feel less threatening.

at least there are multiple optiosn there, between the tank and jet versions that show up in the various continuities. heck, would make for a fun set of sub-variants. have a high commander type for both ground and aerospace operations. though figuring out variant names would get complicated. :)

Oh, certainly, and the way Syberia works, all that would need to happen is for one of the FighterMechs to either receive MechaTankus's head, or to be programmed with a duplicate version of MechaTankus's AI to basically bring one of the flying-form "Megatrons" to life. Since I have approached triple-changers as being pair-bonded units of differing chassis types, that would be one way to approach a triple-changing MechaTankus. Star Seeker would have REAL trouble dealing with that, I'm sure.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 29 September 2023, 10:04:29
Sorry!  It was an interpretation, and I saw mention of a dish array and whip antennae, and I'm not too great at doing whip aerials for mechs. 

This is the two images I modified for the fan story, Emergence fan for Groundwave.  I hadn't realized there was a big dish on his back.

(https://bg.battletech.com/forums/index.php?action=dlattach;topic=76748.0;attach=73588)

(https://bg.battletech.com/forums/index.php?action=dlattach;topic=76748.0;attach=73590)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 29 September 2023, 14:21:14
My striping is terrible and I couldn't cheat with decals, but here is my take on Groundwave

Very nice!

This is the two images I modified for the fan story, Emergence fan for Groundwave.  I hadn't realized there was a big dish on his back.

I didn't use one on my own Groundwave in TDR form mini, because I didn't have a good dish I could use.  But, then, I didn't add the antennae or wheels, either. (see attached)

I haven't even started a Groundwave in GRF form yet, since I'm still working out representation for the GRF-1A, GRF-1N and other Griffins in my Alpha Strike Niops force: I've got one of Catalyst's Griffins and 4 Ral Partha Griffins, and none of IWM's GRF-1As.  For now, I've been using one of these as a stand-in:

(https://static.myfigurecollection.net/upload/items/1/52348-5b495.jpg)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 29 September 2023, 17:27:15
Heh... that Thunderbolt mini REALLY embraces the OG misprint that gave them a couple extra IS points in the arms... ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 30 September 2023, 03:18:03
In this project, Shockwave was based on his Prime/Aligned universe format, which was basically a Cybertronian tank/tank destroyer, while Megatron was more like his War for Cyberton or Siege Trilogy models. And yeah, there's no size-changing rule here. That's just icky magic in BattleTech. Save it for Toreel.

- Herb


I haven't seen either of those shows but I might have seen the toy. Some are pretty cool. And yep! Toreel can have the icky magic.  :laugh:



My striping is terrible and I couldn't cheat with decals, but here is my take on Groundwave

Cool minis!


Very nice!

I didn't use one on my own Groundwave in TDR form mini, because I didn't have a good dish I could use.  But, then, I didn't add the antennae or wheels, either. (see attached)

I haven't even started a Groundwave in GRF form yet, since I'm still working out representation for the GRF-1A, GRF-1N and other Griffins in my Alpha Strike Niops force: I've got one of Catalyst's Griffins and 4 Ral Partha Griffins, and none of IWM's GRF-1As.  For now, I've been using one of these as a stand-in:

There's Dougram minis that will work with Battletech minis?  :shocked: They'd be fun to get. 
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 30 September 2023, 09:37:07

There's Dougram minis that will work with Battletech minis?  :shocked: They'd be fun to get.
Actually, yes. 
I am not sure if they're still being sold, but about 5 years ago they were quite available. They came in tiny little boxes of. They were kind of a random box sort of pick. But there are many of them are really cool including the Griffin the Shadow Hawk and so forth. With interesting poses.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 01 October 2023, 17:51:08
Actually, yes. 
I am not sure if they're still being sold, but about 5 years ago they were quite available. They came in tiny little boxes of. They were kind of a random box sort of pick. But there are many of them are really cool including the Griffin the Shadow Hawk and so forth. With interesting poses.

Sweet! Too bad they're probably only on ExpensiveBay now.  :cry:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 01 October 2023, 18:54:37
Shapeways
Yeggi

 :rolleyes:
TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 12 November 2023, 16:44:44
With the new rules for mounting BA Items in Ghosts of Obeedah, I've got to ask, can AutoMechs mount BA Items?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 12 November 2023, 20:44:19
My guess is "probably", but it's Herb's call... ;)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 12 November 2023, 21:51:17
That was my guess too. I hope Herb says, "Yes".   :grin:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 November 2023, 00:12:27
Unfortunately, it seems our Syberians never got that far.

Maybe, if Mot's crew heads their way...

- Herb

Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 13 November 2023, 00:21:38
That the Jacks exist say otherwise.  😄

Unfortunately, it seems our Syberians never got that far.

Maybe, if Mot's crew heads their way...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 November 2023, 00:23:48
That the Jacks exist say otherwise.  😄

The Jacks?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 13 November 2023, 01:18:35
The constantly inventing and hurting themselves when testing new weapons Wheeljacks and other mad scientist types

The Jacks?

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 13 November 2023, 02:24:55
The constantly inventing and hurting themselves when testing new weapons Wheeljacks and other mad scientist types

Yeah, but a lot of their stuff tends to blow up on the first shot or so. ;)

(That, and I actually ruled that the Syberian AutoMechs really can't innovate, per se.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 13 November 2023, 02:27:19
Boo!  :grin: (yes, I remember you making that ruling as well!)

Yeah, but a lot of their stuff tends to blow up on the first shot or so. ;)

(That, and I actually ruled that the Syberian AutoMechs really can't innovate, per se.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 November 2023, 13:42:36
Unfortunately, it seems our Syberians never got that far.

Maybe, if Mot's crew heads their way...

- Herb

Bummer. It'd have helped the XL AutoMechs.
Thanks :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 13 November 2023, 15:56:55
if these had existed when we were designing the fanTRo, i probably would have used BA weapons on many of the smaller Aximal designs, as a way to shrink them down even smaller.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 13 November 2023, 19:05:16
That would have worked, too...
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 13 November 2023, 21:11:55
Well, there maybe ONE thing hidden away on Syberia,  Omega Sigma.  It was the one thing that could make new transformers, maybe there on making limited amount of AutoMechs/Autosuits
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: truetanker on 13 November 2023, 22:52:35
HeadMasters = Ultra-Light Auto and Demo Mecha.

TT
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 13 November 2023, 23:37:06
if these had existed when we were designing the fanTRo, i probably would have used BA weapons on many of the smaller Aximal designs, as a way to shrink them down even smaller.

That's what I was thinking for the prop fightermechs.  :grin:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 19 November 2023, 21:43:17
Hey, what was the link to the fan tros for the Syberians again?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 19 November 2023, 23:15:29
Hey, what was the link to the fan tros for the Syberians again?

It be here. (https://battletechfanon.fandom.com/wiki/Technical_Readout:_Syberia)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 19 November 2023, 23:28:09
Thanks! 

It be. (https://battletechfanon.fandom.com/wiki/Technical_Readout:_Syberia)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 November 2023, 22:52:30
 :huh:

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 20 November 2023, 23:10:17
I get random pings asking for stats and rules when i.post new Syberians on some of the battletech Facebook pages I'm on. 

:huh:

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 November 2023, 08:51:10
I get random pings asking for stats and rules when i.post new Syberians on some of the battletech Facebook pages I'm on.

Oh. Neat!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 21 November 2023, 15:13:15
Trick is figuring out how to make it work, manual record sheets would likely need to be done.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 21 November 2023, 16:51:38
At this point,  I'm strongly considering running a game using the minis for fun.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 21 November 2023, 17:03:53
 
I get random pings asking for stats and rules when i.post new Syberians on some of the battletech Facebook pages I'm on. 


That's cool.   :smiley:

At this point,  I'm strongly considering running a game using the minis for fun.

That sounds fun.   :smiley:


Trick is figuring out how to make it work, manual record sheets would likely need to be done.

That shouldn't be a problem.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 21 November 2023, 17:49:49
You should totally run that game! :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 November 2023, 17:56:20
At this point,  I'm strongly considering running a game using the minis for fun.

Fun fact. I considered doing a small bunch of scenarios covering the major fights and skirmishes of the original 1984 pilot series in the style of a FASA-era scenario pack....

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 21 November 2023, 18:24:10
And you haven't because... ??? ;)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 21 November 2023, 18:48:56
There's always next April 1st!

Fun fact. I considered doing a small bunch of scenarios covering the major fights and skirmishes of the original 1984 pilot series in the style of a FASA-era scenario pack....

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 21 November 2023, 22:07:15
And you haven't because... ??? ;)

I was distracted.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 22 November 2023, 00:02:37
I think that be fun.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 22 November 2023, 00:19:47
Fun fact. I considered doing a small bunch of scenarios covering the major fights and skirmishes of the original 1984 pilot series in the style of a FASA-era scenario pack....

- Herb
There's always next April 1st!


Christmas is coming.  :angel:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 22 November 2023, 04:24:39
I was distracted.

- Herb
Totally fair, good sir!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 14 February 2024, 16:54:48
At this point,  I'm strongly considering running a game using the minis for fun.

It's been a while since I posted, but I've tried to input some of them into MegaMekLab to at least run them in 'Mech mode in MegaMek, with the eventual goal of doing an Against the Bot game.  It's been an interesting challenge.

One of these days, I should see if I can convince my local Alpha Strike group to let me run some of the officially-published ones in a local game, if I can reverse-engineer the PV for them using MML.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 28 March 2024, 05:56:33
*looks around silently*

*casts "Raise Dead"*

*drops another batch of Syberian character images*

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 28 March 2024, 06:10:25
In the name of diversity... Time for a vote!
1. An AutoMech with a screw-propelled form. (See also: screw tanks)
2. A hovercraft AutoMech.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 28 March 2024, 07:23:26
*looks around silently*

*casts "Raise Dead"*

*drops another batch of Syberian character images*

- Herb

Excellent thread necromancy.

In the name of diversity... Time for a vote!
1. An AutoMech with a screw-propelled form. (See also: screw tanks)
2. A hovercraft AutoMech.


Tough call.  Would #1 have a pair of drills in ‘Mech mode to use as melee weapons?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 28 March 2024, 08:11:27
I don't actually know. BattleTech doesn't even have rules for screw-propelled vehicles, I've been trying (unsuccessfully) to write some.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Charistoph on 28 March 2024, 08:42:54
My basic rundown would be Tracked, but could Lateral Shift like a Quad.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 28 March 2024, 13:25:58
My basic rundown would be Tracked, but could Lateral Shift like a Quad.

That's my thought as well.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 28 March 2024, 14:40:49
Oh wow!!!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 28 March 2024, 18:24:46
Is it really necromancy if there's less than 90 days between posts? :)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 28 March 2024, 20:36:41
My basic rundown would be Tracked, but could Lateral Shift like a Quad.
And perhaps the ability to float on marshy terrain, as the screws are typically hollow. Amphibious by default, essentially.

But it'd be far more susceptible to motive system damage… and there'd have to be some other reason that it's not widespread for combat applications. I do see it as more of an industrial thing.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Charistoph on 29 March 2024, 01:07:54
And perhaps the ability to float on marshy terrain, as the screws are typically hollow. Amphibious by default, essentially.

That could work, too.

But it'd be far more susceptible to motive system damage… and there'd have to be some other reason that it's not widespread for combat applications. I do see it as more of an industrial thing.

Agreed.  A +1 for that middle ground where it's worse than Tracked, but not as bad as everything else.

While I have seen it in use, I can't remember its straight performance profile.  Some immediate thoughts are:
Reduce Flank by 1, akin to Hardened. 
No benefit from Roads.
Negative Suspension Factor?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 29 March 2024, 07:24:13
Sounds good.
Should Ornithopters have their own rules too, or would they just be reflavored VTOLs since the Ornithopter AutoMech seems like a one-off?
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Charistoph on 29 March 2024, 11:51:36
I'm not familiar with the different types of VTOLs at present so can't give any good ideas there.  I don't remember a whole lot of things from the book to make ornithophters too much different, other than being able to glide to a crash when the engine fails.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 29 March 2024, 15:59:49
Since tiltrotors are a thing, I don't think ornithopters should be any different.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: idea weenie on 29 March 2024, 18:41:18
Sounds good.
Should Ornithopters have their own rules too, or would they just be reflavored VTOLs since they Ornithopter AutoMech seems like a one-off?

Lots of maintenance issues, and medical injuries to infantry near them?
https://www.youtube.com/watch?v=p28SJkX7ku8 (https://www.youtube.com/watch?v=p28SJkX7ku8) (go to 14:30 and 20:58)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 29 March 2024, 19:26:15
Unless minicons are involved, I doubt Syberians would have much in the way of personnel to be injured
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 March 2024, 19:42:16
I would call ornithopters a VTOL here. And drill tanks--if any existed--would be tracks here.

Minicons, if emulated in Syberia, would be built as Mini-Mechs (automated battle armor).

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 29 March 2024, 21:19:04
Sounds good.
Should Ornithopters have their own rules too, or would they just be reflavored VTOLs since the Ornithopter AutoMech seems like a one-off?
just run them as VTOLS.

that's why i did the Waspinator expy as a VTOL. there wouldn't be much rules difference between a spinning rotor and a set of rapidly flapping wings, after all.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 29 March 2024, 22:34:36
So the minicons which are supposed to be able to transform would be simulated?
There is wheeled Battle Armor, but it does not benefit of having wheels.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 30 March 2024, 05:09:37
So the minicons which are supposed to be able to transform would be simulated?
There is wheeled Battle Armor, but it does not benefit of having wheels.

Oh, they certainly would NOT transform, no. If you wanted to make their alt modes, you'd be building ultra-light (<5 ton) Support Vee drones as separate (or Linked) units.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 April 2024, 09:58:03
Beetle Swarm!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 08 April 2024, 10:00:19
Wow! that's nice!   

Silly side of me thinks there should be olive green/dark green accents version named Beetle Baily.  :grin:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 08 April 2024, 12:11:10
Wow! that's nice!   

Silly side of me thinks there should be olive green/dark green accents version named Beetle Baily.  :grin:


Yes, yes there should.  :grin:

And, yeah, that looks right for Glyph.  Beach Beetle is pretty close to what I was thinking for Manx, too.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 08 April 2024, 12:31:54


Yes, yes there should.  :grin:

And, yeah, that looks right for Glyph.  Beach Beetle is pretty close to what I was thinking for Manx, too.

Cool! Was hoping you'd chime in for Glyph. She's in the Common (A) configuration, making her a match for Bee. I couldn't recall if you had a custom mod for her.

Silly side of me thinks there should be olive green/dark green accents version named Beetle Baily.  :grin:

And now, I kind of wanna do that...

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 08 April 2024, 18:24:51
And thirded!  Beetle Baily totally needs to exist! ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 April 2024, 12:07:53
Okay, Okay! Sheesh!

Updated Beetle Swarm Image! (It's also been suggested to me to do at least one Beatle as a Beetle, and I'm sure a Sergeant Pepper series would be colorful, but... I'll leave that to you folks!)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 09 April 2024, 15:55:35
Baley's Alt form would have to be an ibex 😅
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 April 2024, 17:20:35
Baley's Alt form would have to be an ibex 😅

Possibly. I realized mid-way through he'd need to be a jeep-type of vehicle and that's why the Bailey model has no windows on his door "wings." (In retrospect, I probably should have used the Beach Beetle as my baseline.)

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 09 April 2024, 17:29:46
Baley's Alt form would have to be an ibex 😅

They have more wheels, but the new Wheeled Scout minis from IWM might work well, too.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 09 April 2024, 17:56:57
They have more wheels, but the new Wheeled Scout minis from IWM might work well, too.

Hmmm. Some of the Beetle configs shown are six-wheelers... But, I'd use Wheeled Scout for a different body type, maybe.

The Ibex is just four wheels, so the Bailey Beetle should work in the Beach Beetle configuration. That would delete the door wings entirely and shrink down the hand weapon. It's a communicator configuration, but one without a dish. The color scheme remains unchanged.

Yes, I think about things like this when I doodle.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 09 April 2024, 18:13:38
Bailey's pink is maybe a little TOO pink, but other than that, WIN! ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 15 April 2024, 01:33:10
Bugs and Dozers! Hooray!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 15 April 2024, 05:39:47
That's really cool!
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 15 April 2024, 05:42:43
Bugs and Dozers! Hooray!

- Herb

Those are great!  I love that you have all the variant details in the art for each too.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: RifleMech on 18 April 2024, 17:48:04
 Very Cool!  :drinking01:
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 April 2024, 03:01:13
Gliders and Hounders!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 19 April 2024, 08:02:21
Neat!  I wasn’t sure on the Crossbow for Powerglide, but it definitely works.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 19 April 2024, 13:14:58
I have figure out how to insert these pictures into the book.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 19 April 2024, 17:45:25
I have figure out how to insert these pictures into the book.

I've been periodically tweaking my copies here. But it will be some time before I have a final copy to give you.

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 20 April 2024, 01:01:06
so i had a silly brainworm, and while i ultimately decided it truly belonged on Wasteworld, i'm posting it here for what i hope will be obvious reasons.

Primus Libertas was a 'wonder weapon' created by the Western Pact, with at least two known examples having survived the nuclear conflict that rendered Wasteworld into its post apocalyptic state. Referred to by the inhabitants as the most advanced 'robot' the WestPact ever produced, it is clearly an automated battlemech. Its physical design is outwardly unremarkable, with a broad rounded torso, bulbous shoulders, yet long spindly limbs giving it a lanky look. despite its sophistication of tecnology, the design looks rather primitive, as a result of the retrofuturistic aesthetic that was in vogue in the core WestPact territories at the time of The Last War. internally however, the technology used is extremely advanced, indeed more advanced than other known examples of pre-war technology on Wasteworld, in either the Western pact or the Eastern Federation. operationally, it is a battlemech designed almost exclusively for tactical nuclear warfare, mounting an Arrow-IV missile launcher with a disturbingly large payload of 11 tons of ammunition, with most of that payload given over to at least 8 tactical nuclear missiles comparable to the Star League's Davy Crockett-M. whether the fifteen conventional munitions carried in the one example the Interstellar expeditions field team was able to investigate was a standard loadout, however the presence of a TAG designation system within the head suggests that at least some conventional munitions were standard, most likely for defense at ranges where the unit would be vulnerable to the blast effects of its own nuclear warheads. a large pulse laser, mounted in the central chest just below the head appears to be primarily a backup weapon for close in defense.
Two examples of the design are known to exist. The first, ostensibly a prototype, was said to have been developed just before the war, but not completed in time to be deployed before the The Last War. It was apparently found by a remnant faction of the WestPac military turned techno-religious cult calling itself the Fraternity of Iron, in the ruins of the WestPact primary Capitol. and was deployed against the last surviving fragments of the WestPact military proper, being destroyed in the process. a second machine was later built by the Fraternity, most likely using salvage from the first and some supply of spare parts located within the original development lab. It is not known if more examples exist, elsewhere in WestPact territory, but the ISE field team believes it is likely. accounts of the first machine's deployment describe it as marching relentlessly towards its enemy, raining nuclear fire onto the bunkers and emplacements of the WestPact military base, all while shouting patriotic and propaganda slogans. Apparently while the Fraternity was able to reprogram its IFF systems to turn it on its creators, they left the rest of its operating system intact.
That field team was able to investigate the wreck of the first machine, which is where much of the known information came from. while the armor is very primitive, more in keeping with the known technology of the world, however the internal frame, motive systems, and computers appear to match the level of quality of the star league. most disturbingly, the design and part ID numbers for much of the internal systems, as well as what fragments of programming they were able to pull from the remaining hard drives, indicate that it is of Syberian origin, with many of the parts apparently being repurposed from the Leader class of automech. where the governments of Wasteworld obtained this technology is unknown at this time.



Code: [Select]
Primus Libertas PL-1

Mass: 85 tons
Chassis: Standard Biped
Power Plant: 255 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Primitive
Armament:
     1 Large Pulse Laser
     1 Arrow IV
     1 TAG
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2750
Tech Rating/Availability: E/F-F(F*)-F-F
Cost: 14,640,160 C-bills

Type: Primus Libertas
Technology Base: Inner Sphere (Experimental)
Tonnage: 85
Battle Value: 1,449

Equipment                                          Mass
Internal Structure                                  8.5
Engine                        255 Fusion             13
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sink                     18                      8
Gyro                                                  3
Cockpit                                               3
Armor Factor (Primitive)      160                    15

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            27        24   
     Center Torso (rear)               11   
     R/L Torso               18        20   
     R/L Torso (rear)                  10   
     R/L Arm                 14        12   
     R/L Leg                 18        16   


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

Weapons
and Ammo                           Location  Critical   Heat    Tonnage
2 Heat Sink                           LL        2        -       2.0   
Large Pulse Laser                     CT        2        10      7.0   
Arrow IV                              RT        15       10      15.0 
4 Heat Sink                           LA        4        -       4.0   
Arrow IV Davy Crocket-M Ammo (8)      LT        8        -       8.0   
CASE                                  LT        1        -       0.5   
Arrow IV Ammo (15)                    LT        3        -       3.0   
2 Heat Sink                           RL        2        -       2.0   
TAG                                   HD        1        0       1.0   



Proxy Mini: Spartan.

yes.. Liberty Prime (https://fallout.fandom.com/wiki/Liberty_Prime). originally i'd imagined it as a syberian 'evil optimus'.. but the more i worked on making the mech work, the more i realized that i really needed to remain closer to its inspiration.
https://www.youtube.com/watch?v=y3l6oGGcROA


Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 20 April 2024, 05:26:08
Based on that video, you're just missing a Bombast Laser... ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: glitterboy2098 on 20 April 2024, 10:58:10
Based on that video, you're just missing a Bombast Laser... ;D
Considered it, but given the syberia connection i gave it, the weapon's introdate wouldn't allow it. And i doubt wasteworld could have invented it themselves.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 20 April 2024, 11:16:25
Blazer. 😆
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Daryk on 20 April 2024, 11:18:54
Heh, that would be possible, I think... I mean, a Blazer Cannon is two Large Laser cores and a case of duct tape... ;D
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 20 April 2024, 15:02:10
so i had a silly brainworm, and while i ultimately decided it truly belonged on Wasteworld, i'm posting it here for what i hope will be obvious reasons.
...
yes.. Liberty Prime (https://fallout.fandom.com/wiki/Liberty_Prime). originally i'd imagined it as a syberian 'evil optimus'.. but the more i worked on making the mech work, the more i realized that i really needed to remain closer to its inspiration.
https://www.youtube.com/watch?v=y3l6oGGcROA

Not to burst any bubbles, but the LP-838 Patriot, in Plenty of Room was meant to be their version of Liberty Prime (hence the "LP"). It was a 40-ton 'Mech that mounted a large laser (to mimic the beam weapons) and an "arm-mounted heavy rifle, modified to fire specially prepared nuclear ordnance" (to mimic its "nuke grenades"). I didn't give it a robotic control system, but since such a control system would've been about the same, I didn't feel much of a need to. (I'd recommended the Thunder for its proxy. I felt it matched Liberty Prime's look best, IMO.)

The "Eastern Federation" who represented Wasteworld's USA analog, DID already have their own AI tech which might have done the trick (as seen with their Milibots and Handybots), which could have made autonomous Patriots possible. No Syberian tech required!

- Herb

(P.S.: This is not an admonition in any way, but since this thread is all of 3 pages from lock-down, I might recommend any non-Syberian NebCal units get their own threads, so they have more room to discuss.)
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 20 April 2024, 20:46:22
Re: Star Empire tech...
Most definitely, but probably only by accident (incoming visitors from the Star Empire). After all, a KF jump EMPs everything from the inside-out.

Edit: Nevermind, seems I was viewing the wrong page due to a forum glitch.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 26 April 2024, 16:27:21
Let's see...

Jacks, Leaders, and Lifters...

I *NEED* to be writing stuff soon!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Lycanphoenix on 26 April 2024, 16:38:55
From the perspective of AutoMechs... Omni technology would be the "medical" discovery of the century.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 26 April 2024, 16:59:25
Tracks and Wheeljack are my favorite kitbashes.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 26 April 2024, 18:02:21
I've been periodically tweaking my copies here. But it will be some time before I have a final copy to give you.

- Herb
Keep me in the know and I will adjust make a new version
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 29 April 2024, 22:12:07
Rotors, Sneakers and Sounders, ahoy!

- Herb
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Luciora on 29 April 2024, 22:24:55
Hmm if I were to do a Hermes, I'd incorporate the wheel into either the shoulder or the cover.  Just to avoid it sticking out at an angle.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Wrangler on 30 April 2024, 05:44:47
Great work, but I thought Sounder was based on the Thunderbolt ⚡ or Griffin chassis
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: Giovanni Blasini on 30 April 2024, 17:02:36
Sounder is based on the Thunderbolt overall, but also has a head.  That wasn’t completely clear when I started my fanfic, but we can blame that on early installment weirdness.
Title: Re: Filling in the Syberian AutoMechs (Open Thread)
Post by: HABeas2 on 30 April 2024, 17:47:16
The Sounder in TRO Syberia uses the Primitive Thunderbolt chassis type.

- Herb