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General BattleTech Discussion / Re: Infantry Heavy Burst Support Weapons
« Last post by Weirdo on Today at 19:03:47 »...Why did you ask about conventional infantry when the comment that spawned it was about battle armor?
If Stone was going to be a WoB plant, the time for that revelation to be made has come and gone. It would have no narrative impact now that he's dead and the Republic is dead with him.
It makes perfect sense that a fair number of those of Rasalhaguian descent would look at the fact that merging their people with a Clan turned them from being Battletech's Space Belgium into that dark part of the map labeled "Do Not Poke - Here There Be Dragons"...and that if joining a Clan did that, what would joining an IlClan do?
Allowing for the fact that the Clan and Spheroid societies in the Dominion have been kept largely separate from one another, it makes zero narrative sense that the Raslhague civilians are completely in the dark a out the ilClan after 1) being bulldozed by both Clan Wolf and Clan Ghost Bear and 2) being married to Clan Ghost Bear for decades.
As for the Bears not taking a decade to debate joining the ilClan through committee because that’s how they’ve always acted, “we’re going to keep doing this thing because we’ve always done this thing” is always a terrible argument.
Imagine little Tommy in history class at school.
Teacher: And so the people of the Free Rasalhague Republic found common cause with the invading Ghost Bears and unified into the Rasalhague Dominion.
Tommy: Miss, why were the Ghost Bears Invading?
It is a foundation issue for the modern Rasalhague Dominion. There wouldn't be anyone under a century who didn't know why the Clans were invading (they fought a very public battle of Tukayyid over it) and what an ilClan was.
For TMM balance I think the set TMM should be 1 less then maximum. So a maxim would have a 3, and a warrior a 4, just to keep balance between max possible and more likely average tmm. Still should pay for max TMM, like how a timberwolf pays for a 2 TMM despite often getting less.
Would it be too weird/complicated to use standard initiative rules for Assets but only count them as 1/2 a unit (so you have to move 2 for each 'Mech on the board)? This would reduce the init sink incentive, but still give a chance for Assets to move later, and therefore have BA (and maybe inf) do their Anti-'Mech attacks.
Also, Xotl -- did you have specific scenarios/matchups you'd prefer us to test? I can keep thinking of ways to potentially break the system, but if you already have some things in mind, I'm happy to test them.
--It didn't look like the rules say how much damage a charging (or DFA'ing) 'Mech takes when successfully hitting an Asset (in BMM/TW it is 1pt/10 tons of target for a charge, but Assets don't have tonnage)
For initiative, a good use of the mobile hq would be to allow 2 assets to act at normal initiative. The mobile hq is super expensive with no bonus currently, so instead of the +2 initiative they normally give (which doesn't work on assets) letting assets "sink" init instead is a decent bonus over raw init bonuses.
Agreed. I was really hoping for a MVSPL or even a SNPPC. The LPPC is a bummer.I have no idea what the stats are, but for a WYSIWYG, I could see an LPPC+MML5+2ML as a solid load out with some CASE & electronics to flavor.