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1
If I understand correctly, they simply interfere with each other with each other and the effect is cumulative so they are basically useless. Do they also interfere with jumpships and / or HPG communications? Or is it limited to Black Box communications?
2
Combat Vehicles / Re: Smokin' tanks!
« Last post by Sabelkatten on Today at 07:35:31 »
You could also swap out the AC/5 for MORE LRM-5s...  :D
Well, you could technically add the LRM box to any Scorpion variant... :)

Code: [Select]
Scorpion Double Calliope

Mass: 32 tons
Tech Base: Inner Sphere
Motive Type: Tracked
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/C-C-C-A
Production Year: 0
Cost: 515,900 C-Bills
Battle Value: 475

Power Plant:  100 I.C.E.
Cruise Speed: 32.4 km/h
Flanking Speed: 54.0 km/h
Armor:  Standard Armor
Armament:
    1  LRM-10
    3  LRM-5s
    1  Machine Gun
Manufacturer:
    Primary Factory:
Communications System:
Targeting and Tracking System:

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      20 points                3.50
Engine:             I.C.E. Engine                100                       6.00
    Cruise MP:  3
    Flank MP:   5
Heat Sinks:         Single Heat Sink             0                         0.00
Control Equipment:                                                         2.00
Lift Equipment:                                                            0.00
Turret:                                                                    1.50
Armor:              Standard Armor               AV -  64                  4.00

                                                      Armor     
                                                      Factor     
                                               Front     16       
                                          Left/Right   11/11       
                                              Turret     16       
                                                Rear     10       

================================================================================
Equipment                                 Location    Heat     Spaces     Mass 
--------------------------------------------------------------------------------
Machine Gun                                  FR        0         1         0.50
3 LRM-5s                                     T         6         3         6.00
LRM-10                                       T         4         1         5.00
@MG (1/2) (100)                              BD        -         0         0.50
@LRM-5 (48)                                  BD        -         0         2.00
@LRM-10 (12)                                 BD        -         0         1.00

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      2    Points: 5
3t         1       2       2       0      1     0   Structure:  2
Special Abilities: EE, TUR(1/2/2, LRM 1/2/2, IF 1/2/2), LRM 1/2/2, IF 2
3
Alpha Strike / Re: Charge Damage & Distance Traveled
« Last post by nckestrel on Today at 07:22:29 »
If you're going to do that, why not simply use the Move stat itself?

"Why wouldn't a unit with 12" move in an arc be up to full speed/damage potential within 8" of straight-line distance?"

What if it were only 2" of straight-line distance?
What if it were on the ocean floor?
What if it were a Tuesday?

Ok, I'm running out of what ifs.  The rule actually was originally just use the Move rating. In keeping with the AS doesn't track distance moved.  The ocean floor (or woods, or rough) question was the only real issue I had with that one. I'd be fine with saying modify it for any terrain movement costs the target occupies to answer that.  Avoids the whole tracking what happened during the movement phase, you just need to know where the target is during the combat phase like any other attack.  Especially avoiding the scenario where I move first, enemy moves next to me, I declare charge but I didn't track how far I moved.  Or requiring the charge declaration during move, with the requirement that the target has already moved, like BT does.

The other objection was the idea of how long does it take to get up to full speed.  That has varying opinions.  As you reduce the requirement for a "running start", the more people you start losing from accepting your proposal.  I have no idea how many.

Finally, you have the "that's how BT works" objections.  Once BT has a rule for something, some people feel that defines the physics/reality of the BT universe..
4
Alaric puffing airs about the Nova Cats being destroyed is just a show.  All he cared about was getting Ilclan and to step in motion a new Star League based on a self-absorbed lunatic's hidden hope.  He's entirely one-dimensional and assuming he doesn't lose Stone's plot armor from thawing, he'll either get the other clans to take the slack or manage to bog down the entire IS.  It's also pretty obvious Alaric's one liner to the Horses implies he's still aching for challengers rather than consolidating his power bloc.

Hopefully it just gives the Lyrans and Davions room to ****** themselves.  Maybe even the Homeworld clans will invade.  Maybe even better, that 3250 spoiler gets thrown out and we don't get a revived super-protoculture that doesn't go anywhere like the last multiple times that invariably leads to another cataclysmic fallout.
5
Fan Art / Re: Project: LEGION Intelligence Report
« Last post by Kasaga on Today at 07:05:30 »
Uh, very nice. Thanks for sharing.

Thanks bud I'm glad you like MattPlog's work.  He did an amazing job turning my ideas into visuals.

Yes, me too. I immedietely thought "Mjolnir II". But the broadside seems fairly light, doesn't it?

Her Stats will be coming out in a bit. 
6
Alpha Strike / Re: Charge Damage & Distance Traveled
« Last post by Cache on Today at 07:05:11 »
My response wasn't worded well, but the point I was trying to make is that I don't think the rule is broken as-is. Rules are simplified and distance is ambiguous. Why couldn't a unit run a hook to make a charge? Why wouldn't a unit with 12" move in an arc be up to full speed/damage potential within 8" of straight-line distance?
7
Anyone have an idea what we're doing with Courchevel and L'Outre Manufacturing? Clan Nova Cat upgraded it to clan spec military electronics, do you think we shut it down, sold it off, moved it or used it to further the true goal of the Great Father, supplying the inner sphere with Clan Spec 96K Ultra super high def TV's?
8
Clan Chatterweb / Re: Clan Mechwarriors and their Rides
« Last post by BATTLEMASTER on Today at 06:40:35 »
Thank you all for the responses!  This helped me create a character for a MegaMek Against-the-Bot campaign.  I want to take a break from #merclife and play some Clans, inspired by MechWarrior 2: 31st Century Combat.  My Clan Smoke Jaguar character is going to be part of the 4th Jaguar Dragoons, Delta Galaxy, with the Trial of Position and initial deployment set in 3020.  Here's what I've done to start:

1) For the Trial of Position, I thought an older omnimech would be appropriate for my character to fight in.  In MW2, the 'mech given for the trial was an under-armed Timber Wolf, with two medium pulse lasers, two machine guns, and two LRM-10.  Going off of that, it seemed like an old medium omnimech would be appropriate for the trial, so I gave my character a Nova fitted with the primary configuration (that's my favorite Nova configuration anyway!).  When I selected the 'mech in MegaMek, the game gave it a regular Clan pilot that rolled 3/5 for G/P.  All my characters have a minimum skill level of 3/4, so I bumped it up to that.

2) For opponents, I just picked three 'mechs of different weight classes.  I just went with whatever I liked to keep it interesting.  In the future I'll probably roll for each weight class.  The first opponent was a 3/4 pilot in a Firemoth Prime.  The second opponent was a 3/3 pilot in a Stormcrow Prime, and the third opponent was a 2/3 pilot in a Summoner Prime.  The pilots were randomly rolled regulars by MegaMek, with me swapping the veteran pilot from the Stormcrow to the Summoner.  I put these all under control of the bot and staggered their deployment by 10 turns each figuring that each fight wouldn't last more than that.

3) I chose a 2-sheet arena map created by DarkISI as the combat location, and set up trial deployment at opposing edges.

4) I played the trial, and got my pilot to make MechWarrior  :)  The fight with the Firemoth was pretty rough, but I managed to finally down him with a leg shot after spamming the medium lasers several times.  The Stormcrow finished me off, but he was missing an arm by the time that happened.

5) I made a few dice rolls to figure out where my MechWarrior would be going.  Based on info at Sarna.net, I rolled 1d4 for what 'mech formation in the 4th he'd be going.  In this case it would be the Second Battle Trinary.  With that in mind, I used MegaMek's force generator to generate a veteran heavy Trinary (because Clan Smoke Jaguar seems to like heavy and assault-class stuff).  The neat thing about Megamke's force generator is that it assigns COs (and XOs if appropriate) for each force generated.  Once I generated the Trinary, I rolled 1d3 to choose which Star needs a MechWarrior.  Once I determined the Star, I rolled a 1d5 to determine the 'mech.  My character ended up getting assigned to a Hellbringer :o

So we'll see how long my character lasts in combat.  He might decide that he likes his Hellbringer (which will get a custom configuration soon), or he might trial for something with more armor.  Maybe a Mad Dog or Warhawk?  I've yet to determine what 'mechs will be available for selection.
9
Combat Vehicles / Re: Smokin' tanks!
« Last post by Daryk on Today at 06:38:14 »
You could also swap out the AC/5 for MORE LRM-5s...  :D
10
The fundamental problem is we lack an Omni with mid 200s armor. IE, a 70-80 tonner.

These act as damage sponges to allow the lighter Mechs to operate and the heavier Mechs to have a break.

The problem is we are not going to get a 75 tonner. Between the Gargoyle, Timber Wolves, Night Gyr, Warwolf, War Crow, Flamberge, Nova Cat, and Summoner, we are not going to get one. It is why we went all out bonkers on the Karhu. It is close as an armor sink as we are going to get.

So the Executioner has to serve the role while also being the lead assault Mech. Warhawks, Kingfishers, Deimos, and whatever Tomahawk/Dire Wolves we can get have to fill in the pure assault role when we need it.

Honestly I think RATs are to blame in a way. The heavy/assault border is somewhat arbitrary. The RATS cause us to think there is a difference in role between an Executioner and Timber Wolf. It is something I am thinking about working on in the future.
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