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BattleMechs / Re: Greatclub's Mech Hangers
« Last post by Greatclub on Today at 02:47:40 »
upgraded albatross; has fewer missile tubes, but I tried to keep it close to the mini.

more armor and CASE II massively increase lifespan, exchanged the LPL for a L VSPL. The missile launchers become a pair of MML7, and the medium lasers become ER small. It's oversinked, but that's hardly the worst sin.

You could maybe exchange one sink to bring the mediums back, but I think I prefer having both large lasers on some turns at midrange and cooling in close. 

Code: [Select]
Albatross ALB-7U

Mass: 95 tons
Chassis: Endo Steel Biped
Power Plant: 380 XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
     2 MML 7
     1 Large VSP Laser
     2 ER Small Laser
     1 LB 10-X AC
     1 ER Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: E/X-X-X-D
Cost: 26,430,625 C-bills

Type: Albatross
Technology Base: Inner Sphere (Experimental)
Tonnage: 95
Battle Value: 1,859

Equipment                                          Mass
Internal Structure            Endo Steel              5
Engine                        380 XL               20.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Double Heat Sink              14 [28]                 4
Gyro                                                  4
Cockpit                                               3
Armor Factor                  280                  17.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            30        43   
     Center Torso (rear)               14   
     R/L Torso               20        30   
     R/L Torso (rear)                  10   
     R/L Arm                 16        30   
     R/L Leg                 20        37   

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

and Ammo                    Location  Critical   Heat    Tonnage
2 MML 7                        RT        8        4       9.0   
LB 10-X AC                     LA        6        2       11.0 
MML 7 LRM Ammo (34)            LT        2        -       2.0   
LB 10-X Cluster Ammo (10)      LT        1        -       1.0   
CASE II                        LT        1        -       1.0   
MML 7 SRM Ammo (14)            LT        1        -       1.0   
LB 10-X AC Ammo (10)           LT        1        -       1.0   
ER Large Laser                 LT        2        12      5.0   
2 ER Small Laser               RA        2        2       1.0   
Large VSP Laser                RA        4        10      9.0   

Supplementary Rules / Re: VDNI
« Last post by Thanos1978 on Today at 01:54:08 »
Also buffered VDNI kinda gets rid of the VDNI issue if you pay for a a gunnery one better then what you took

But again WHY!? So you can literally pay more bv then if you just took a pilot that was 1 better

This is silly and needs to be errated

BVDNI 2/3 pilot ignores small cockpit +1 piloting disadvantage but you pay for a pilot that is a 1/3 OR just pay for a 2/2 pilot base which is 400 cheaper on average and does the same thing

Challenges and Gatherings / Re: Laramie/Cheyenne Wyoming
« Last post by Lord Cameron on Today at 01:50:59 »
Howdy nosleeves.  Sorry it has been soooo long, my life has been a bumpy ride for last sevenish years, haven't painted a mech for about that duration.  I have ran the idea of some games by the guys down at Gryphon games (in Cheyenne) a couple times and they would be okay with it.  Let me see what I can pull together.  It would at least give me a reason to dust off the hundreds of mechs in my garage :D

Did you ever get that game set up?

(Before the Wobbie bio-plague....)
Supplementary Rules / VDNI
« Last post by Thanos1978 on Today at 01:33:51 »
So I was reading through interstellar operations and I was looking at ways of creating my Manei domini. Now I knew about the rules from Jihad hotspots 3072 But I was told that their  actual rules were located in interstellar operations

So I looked at the VDNI Which does exactly the same thing it did in all other previous rule sets -1 to your piloting and gunnery but also every time your internal structure took a damage, on an eight or better your pilot takes a pilot hit

I went to look up how to calculate the BV for this “upgrade” and it said you pay BV for the adjusted piloting and gunnery of the pilot

So I take a 3/4 pilot but pay for a 2/3 if I take VDNI

Now here is my question


There is no way that this can be correct and it should be errated

Because you are literally paying BV just to take deficits at that point
All you get for paying for the better pilot is disadvantages which is every time I take damage to my internal structure I run the risk of taking a pilot hot versus I could just pay the exact same BV for 2/3 pilot

Why is this like this?  there is no advantage for this.
am I not understanding how the rules work?
And saying “well you don’t have to take it” doesn’t justify why this is the way it is

It should have at least a lower BV because you are taking disadvantages that can kill you in CBT with NO upside.

Normal 2/3 bv = 3/4 VDNI bv This makes zero sense if the pilot with VDNI risks taking pilot hits every single time his internal structure gets damaged

Any help would be nice the rules are on page 84 in interstellar ops
Well I had Albatross handle the hosting and the forum itself, when he passed, all of that lapsed. That's why The Unkindness went under. I was also a bit stressed out from school to find alternatives to keep the forum online. Subtext: there was also some weird drama on the forum and I wanted a break. But also, that was over 10 years ago. You just noticed?

I had been away for a while when it stopped, about that point I was being worked quite illegally for over a year and finally switched jobs. I always meant to go back and check again but never really had the time. Wow 10 years.
nice!  Great paint job and great British film!
Alpha Strike / Re: OV Value on osteon Jaguar incorrect
« Last post by casperionx on Today at 01:12:23 »
Ahh nice catch, by 1 ton if my reading is correct.
Where's the Friday group meeting now?
General BattleTech Discussion / Re: We Have Too Many 'Mechs
« Last post by SCC on Today at 01:06:30 »
On the Wiki page, there's 3 variants just going by weapons alone.
No it's not. As myself and other have pointed out BT is INCREDIBLY coarse grained when it comes to stats, for example Sarna lists no less then 16 different models of AC/10, with caliber ranging from 80mm to 180mm, changing which one your 'Mech or vehicle mounts doesn't make it a new variant.

Just to make it absolutely clear, visual differences do not count, as shown by the fact that the original Unseen artwork from TRO:3025 and the newer replacement RecGuide artwork both represent the same unit, despite their differences, in universe both exist and despite how different they look they are both accepted to represent the same unit.

Adding a ton of Com Equipment would be a 4th variant.
But not one that would get a RS, this might be noted in the TRO write up, but it would have never gotten a RS.

Of course some variants did have more armor than others so there's that too. Then there's the flamer thrower variants, and the rocket launcher variants, the Israeli variants, Egyptian variants, APC, Ambulances, Recovery Vehicles, Engineering vehicles (mine clearance, bulldozers, bridge layers, others), artillery tractors, artillery carriers, cargo carriers, tank destroyers, amphibious variants, anti-aircraft, foreign built variants and imitations, mortar carriers, observation posts, and all kinds of civilian variants. That's a whole lot of variants.
National variants don't automatically qualify. APC's are not built on full blown tank chassis in universe, they get their own chassis (which then in turn gets tank variants), support variants also don't count because BT is a tactical wargame.

The list grows when you consider the M4 Sherman is an improvement on the M3 Lee, which has a whole lot of variants of it's own, and it was an improvement on the M2 Medium which was an upgrade of the M2 Light which has it's own decedents.  Sure they're "different" tanks but Primitive Mechs and Standard Mechs are different too.
Except I don't see you mentioning the US' Unicorn light tank, which in turn had it's own line of medium and heavy tanks, because it didn't exist, where as in BT there's be like 3 more light tanks line with their own variants.

I'm not sure we could either but that doesn't mean that knowledge left Terra. Colonists wouldn't be as knowledgeable or as interested in tank design. Every planet would have been rediscovering that for itself. Add in Nukes and Ortillery, they would have to keep rediscovering it.
They have historical data, or have learnt during the Age of War, over 500 years ago, there's no excuse for these kind of mistakes any more.

Off Topic / Re: NFL 2021 2022
« Last post by Øystein on Today at 01:05:06 »
Ouch, not a good evening for the Buccs :(
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