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The Fall of Malevelon Creek – Johnathan Young and RichaadEB

Checking this out immediately.
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If the Urbie LAMs ever come out, will there be record sheets for them??
I know there are 2 different models for them so it would be nice to have.

From what I understand, the Urbie LAMs will not have record sheets or official rules. They are specifically non-canon and are meant as a "fun" thing for fans.
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General BattleTech Discussion / Re: Project Aphrodite
« Last post by ColBosch on Today at 01:46:41 »
Exo-humanism is a bit advanced for Battltech.  That's more of a Millennium-concept; the people in Battletech are from the '80's; the have a natural-aptitude for glam-rock and heavy-metal, the get an extra-die to resist drugs and alcohol and they can smoke, a lot.

Not sure what you're trying to say here, but BattleTech canon (since almost the earliest days) absolutely says that humanity had baseline genetic engineering to explain how we could colonize worlds that "modern" humans would die upon.
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My shipping quote dropped another $3 since I last posted. I was okay with original $75, so I am continuing to not complain.
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Ground Combat / Re: Jormungand build example
« Last post by RifleMech on Today at 01:32:48 »
Rule for Refrigerated Cargo Bays are in TechManual page 239
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So as a design program I use megamek which as far as i know doesn't have structures rules where would i find the structure rules. Second the turrets are considered to be deployed permanently around the base before battle being covered in concrete effectively a reinforced building over it.

The ones deployed in just dirt were intended for the hole to be excavated by a engineering vehicle with bulldozer backhoe and lift hoist to get the job done.
The building structure construction rules are in tac ops.  I have the old tac ops, so its page 128 there.  If you have the new/split books the page number will likely be different.  Its pretty easy.  You select a CF, add armor which is like extra CF to destroy, and you get 1 ton of equipment/armor per CF.  A gun emplacement is 1 hex of 1 level in height, can have a turret, armor up to the CF, and takes half damage from attacks for being reinforced (and deals 2x damage to a unit crashing into it, again cause its reinforced).  So a Light gun emplacement with CF 15 can have 15 points of armor, leaving 14 tons for equipment.  At CF 15, it will take 60 damage to destroy, 30 for the armor (cause damage/2 for military weapon emplacements compared to civilian buildings) and 30 for the CF (cause damage /2).

So, instead of the dual ac10 turret trailer, you could have a 40 CF weapon emplacement, leaving enough tonnage to fit it all inside.  (2.5 tons for 40 armor, 2.5 tons for a turret, 32 tons for the ac10s and ammo, .5 tons for the recon camera, no power/heatsinks needed cause no energy weapons).  It would take 80 damage to bust the emplacement's 40 armor, and 80 damage for the CF structure (though hits to CF can cause crits)

Like I mentioned above, I dont think the original trailer turret can be made hull down in the rules.  The engineering vehicle, like engineering infantry, can make fortifications with a bulldozer for infantry and vehicles, but the turret trailer you made cant spend 2 MP to go hull down in it.  And, if it could, the half level/hull down rules still dont protect from the rear, so its not exactly burying the turret.  Finally, the rules are pretty terribly balanced to begin with, as the engineering fortification terrain can be destroyed, but they forgot to make CF ranges for half levels and fortified engineering hex modifications that I can find... but its STILL easier to demolish the entire 200 cf hex then shoot the trailer with 200 armor.  That makes a 30 meter wide 1 level hole, where your trailer would fall into... and thats pretty gross overkill to destroy some sandbags and dirt embankments covering a few meters of a trailer's hull, erected in 10-30 seconds with a bulldozer, because they forgot to give the fortified terrain feature a CF like they did with ice, woods, snow, ect.
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No, the consequence of the Great Tech Paint Rebellion ...
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I'm planning a slightly non-canon - either another cluster, or a "2nd Falcon Sentinels" trinary. Olive green with dark yellow trim, with yellow beak & falcon eyes, and no feathers.
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Well, not too long (relatively speaking) after this article came out, the Warg (Reflective) was released.  Anyone have experience with the variant?  Worth it or not?
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