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.
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?
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.)
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?
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?
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.)
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.
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.
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.
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!
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.)
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. 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.
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