There are some Battlemechs who use lift hoists to carry hand held rifles, so they have a choice of weapon.
...which is just dumb, if you ask me, but I gotta admit, its creative.
Drone Battlemechs are are limited to Quads but remote controlled can be either type.
...No, no. Remote Mechs don't do it for me - I just want something to pull ammo and supplies, maybe a 20-ton wheeled vehicle with trailers.
Lost me on that one. Is that an actual design?
...Yeah. I wanted IS Protos, but I couldn't see EI ever getting the nod from IS leaders. So I fluffed an alternate origin; "Clan Surf Dragon" wanted an improvement of the industrial exo-skeleton to get a infantry weapon, but they couldn't do it. So they crammed a cockpit, gyro, etc. into the smalled frame they could make - 11-19 tons. The Striker is just the most common, but there are 8 others. I particularly like the 16 ton PAM - its not a fighter, its a scout, only x2 jump with every mike and camera in battletech I could cram in, plus a 'mission space' for cargo.
I don't see the connection with the War Dog but I don't know why you couldn't house rule fighters hard point abilities for mechs. They can mount backpack style jump packs. I would keep any launchers to one shot though.
...I wanted modularity for non-Omnis, among other things - its not much, but it provides more space and mass. And a couple of ELMs do mount jump packs for combat drops.
Tactical Operations.
...Drat. Well, I'll just adapt the official rules.
Um... that sounds like you'd just be mounting 6 LRM 20 Launchers( or whatever) and a single ton of ammo.
...:) The cassette system, at its base, is nothing more than a 1/3rd of a ton of missile ammo on a steel rack, pointed at a target. A replacement for missile artillery by the groups of my AU, its vulnerable to artillery, airstrikes, ambush by infantry, lots of things. But they're cheap, and when you get in front of it at the wrong time, you're dead.
I think that works out to 21 hexes. Thunderbolts have a range of 18. I suppose its technologically possible but why stand still and become a target while losing damage points to wire when you could just make Streak Thunderbolts, or Artimis equipped, or Laser Guided, or Narc Equipped, etc.
...Its an adaption of a RL system, the TOW missile. They had to stop to launch, so it seems fair this one has to, too.
Still lost on the Cassette system. Why don't the launchers just share 1 ton of ammo? It's still going to take 3 turns minimum to rearm per ton of ammo while under fire and that's risky.
...Does this help? Keep in mind, it needs editing still.
Cassette Missile System
After the conclusion of the Legacy Civil War, Clan Piranha, the most numberous of the New Clans, began to turn their attention towards improving the equipment issued to their Infantry garrisons. After identifying the issues facing the Touman, research began into a cheaper, more flexible method of fire support.
The eventual design of the Piranha’s missile trailers was optimized from the beginning to preserve flexibility; selecting the unpowered trailer as its base, Technicians chose the 5-ton chassis as the smallest possible base to mount a viable weapon system. With the prevailance of small armored vehicles to move its Infantry garrisons, most APCs would be able to tow several of the new weapon, dramatically increasing the odds of holding their positions.
The actual design of the missile trailer, however, is extremely simple. Little more than a hydraulic post controlled by its tow vehicle, the design features minimal armor protection. Storing its missile ammunition in ‘cassettes’, the trailer only carries three to minimize damage from ammo explosions. Designed to offer massive salvos of Short- and Long-Ranged Missiles, the trailer has supplanted the SRM and LRM carriers still found in the Inner Sphere. Due to its limited utility, there are no plans to extend the concept to other missile systems such as the Arrow artillery missiles.
Construction Rules
The cassette system is very much a one-trick pony; because of the lack of armor and chances of an ammo explosion, they are generally relegated to trailers to prevent damage to more expensive equipment.
The simple system requires a ton of ammunition, and a single ton of equipment. Armor and ammunition is separate from the cassette system, saving weight and space to fit on the small trailer.
Game Rules
At its most basic, the system consists of racks of pre-loaded launch tubes covered by a paper seal, providing a multiple-launch capability by offering the operator a choice of munitions and numbers in standard 2- and 5-missile groupings or a single launch of the complete cassette. The interaction of the CMS and its tow vehicle comprise the bulk of these rules.
· Cassettes are loaded with 1/3 of a ton of any missile type; they may contain any style of missile which does not require supporting electronics, such as Streak or Artemis. Trailers may carry a mix of cassettes, but each cassette may contain only a single type of missile.
· Each missile type retains its standard rules; for example, Inner Sphere LRMs require a minimum range of 6 hexes, while Clan LRMs do not.
· To determine the number of missiles per cassette, determine the total number of missiles per ton of ammunition and divide by three. One cassette will contain the extra missiles that will not fit into the other cassettes.
Ex. A single ton of SRM-2 ammunition consists of 50 missiles; (2 missiles x 50 shots) 100 missiles / 3 gives you two cassettes of 32, and a single cassette of 34.
· In order to deploy the CMS, it must be deployed with power and control cables connecting it to the tow vehicle. A Infantry squad is also required to reload and maintain the system. A trailer in motion or without a crew is considered inoperative. When in motion, it uses standard rules and the appropriate hit location table.
· When fighting from Improved Positions (pgs. 198-199 of TO), the trailer is placed side out, allowing the clamshell armor to provide a second layer of protection.
· To fire missiles from a CMS, declare the number of missiles fired, in appropriate increments. Once a cassette is emptied, it requires a full turn spent removing the frame and mounting its replacement. When replaced, the cassette is aligned with the side of the trailer, facing outward.
Ex. A cassette containing SRM ammo may fire any number of missiles in increments of two, up to the full number of missiles in the cassette (32 or 34, depending on the cassette. Normally the largest cassette will be used first, given the fragile nature of the trailer.
· Each trailer is connected by power and data cables to a control vehicle; this is commonly, but not always, the tow vehicle. Cables are normally buried by crews and are immune to damage, but depending on the scenario may be vulnerable. If the cables are left without protection, 20 points of damage from artillery, large autocannon, or missile fire forces a cable check on the table below. With buried cables, projectile fire may damage the cables, but require 40 points of damage from artillery, large autocannon, or missile fire.
Cable Check Table
1 Cable Check; roll 2d6. Data cable is severed on a 2.
2 No effect
3 No effect
4 No effect
5 No effect
6 Cable Check; roll 2d6. Power cable is severed on a 12.