NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Hey, tabletop nerds. I need help answering a question.
How did the Republic of the Sphere organize its 'Mech units? Lances? Stars? Sextuplets like the WoB/C*? Something else?
I may have accidentally added another small pile of 'Mechs to my shame pile, and I figured I hadn't planned out a RoS force. I don't know how they organize though, and can't find an answer!
RotS generally uses lances, companies, battalions, etc. I could see some small-scale groups of unreconstructed Clan warriors fighting together in ad-hoc Stars, especially early on in their history, but usually it's lances.
+2
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
RotS generally uses lances, companies, battalions, etc. I could see some small-scale groups of unreconstructed Clan warriors fighting together in ad-hoc Stars, especially early on in their history, but usually it's lances.
Yeah, I can't reference a sourcebook for it, but this fits my recollection of MW:DA game materials and the couple novels I read.
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
Alright, new question: does anyone know where the rules for Handheld Weapons are printed? It's not Total Warfare or the Tech Manual.
I'm looking at a wacky version of the Quickdraw, the 8X/8P, and Sarna lists it having a literal smorgasbord of hand-carried weapon options that might be fun to kitbash up.
Alright, new question: does anyone know where the rules for Handheld Weapons are printed? It's not Total Warfare or the Tech Manual.
I'm looking at a wacky version of the Quickdraw, the 8X/8P, and Sarna lists it having a literal smorgasbord of hand-carried weapon options that might be fun to kitbash up.
Like melee weapons? I think the Compendium had the hatchet, and the mace/claw/sword show up in MaxTech, I wanna say
Alright, new question: does anyone know where the rules for Handheld Weapons are printed? It's not Total Warfare or the Tech Manual.
I'm looking at a wacky version of the Quickdraw, the 8X/8P, and Sarna lists it having a literal smorgasbord of hand-carried weapon options that might be fun to kitbash up.
Like melee weapons? I think the Compendium had the hatchet, and the mace/claw/sword show up in MaxTech, I wanna say
Stuff like this:
the QKD-8X was designed to use the boosted strength of the TSM to carry a variety of hand-held weapons, using a rear-mounted Lift Hoist to carry spare packages on its back. BV (2.0) = 1612 [21]
Hand-held weapon packages developed for QKD-8X are divided into heavy, twelve tons, and light, six tons, and include:
Heavy LRM Weapon - An LRM-20 and one ton of reloads clad in a single ton armor. BV (2.0) = 236 [21][19]
Heavy LB-X Weapon - An LB 10-X AC with a half ton of reloads protected by a half ton of armor. BV (2.0) = 174 [21][19]
Heavy Streak Weapon - A trio of Streak SRM-4's with a single shared ton of reloads clad in two tons of armor. BV (2.0) = 248 [21][19]
Heavy Rotary AC Weapon - A Rotary AC/5 with a ton and half of ammo protected by half a ton of armor. BV (2.0) = 310 [21][19]
Heavy Thunderbolt Weapon - A Thunderbolt 10 clad in two tons of armor and supplied with three tons of reloads. BV (2.0) = 239 [21][19]
Light Autocannon Weapon - A Light AC/5 with half a ton of reloads protected by half a ton of armor. BV (2.0) = 82 [21][19]
Light Anti-Infantry Weapon - Five Machine Guns and a Vehicle Flamer supplied with half a ton of machine gun ammo and one of flamer reloads clad in one ton of armor. BV (2.0) = 64 [21][19]
Light Laser Weapon - A single Medium Laser cooled by three Heat Sinks and covered in two tons of armor. BV (2.0) = 110 [21][19]
Nips on
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
After some digging, I found it! The rules are in Tactical Operations (with the PDF conveniently on sale at DriveThruRPG right now!) on page 315-316.
These rules are wild, no wonder it's classified as Experimental tech. They are neat, though; allowing your 'Mechs with functioning hands to basically change up their loadout on a per-mission basis is cool.
After some digging, I found it! The rules are in Tactical Operations (with the PDF conveniently on sale at DriveThruRPG right now!) on page 315-316.
These rules are wild, no wonder it's classified as Experimental tech. They are neat, though; allowing your 'Mechs with functioning hands to basically change up their loadout on a per-mission basis is cool.
It does seem like a really weird thing to not have in the normal rules.
Why else would you give a mech hands if not to allow the capability to pick up weapons and change loadouts? Seems like it could function as a pre OmniMech technology weapon slot.
I know that in the fiction the hands allow a mech to work as an industrial vehicle, lifting heavy loads or recovering salvage or similar tasks, but that seems like a really bad use of expensive military equipment. Like using a fully armed and armored APC to get groceries and pick the kids up from soccer practice. Sure, it'll do the job, but there's got to be a more efficient way to do it.
+1
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
After some digging, I found it! The rules are in Tactical Operations (with the PDF conveniently on sale at DriveThruRPG right now!) on page 315-316.
These rules are wild, no wonder it's classified as Experimental tech. They are neat, though; allowing your 'Mechs with functioning hands to basically change up their loadout on a per-mission basis is cool.
It does seem like a really weird thing to not have in the normal rules.
Why else would you give a mech hands if not to allow the capability to pick up weapons and change loadouts? Seems like it could function as a pre OmniMech technology weapon slot.
I know that in the fiction the hands allow a mech to work as an industrial vehicle, lifting heavy loads or recovering salvage or similar tasks, but that seems like a really bad use of expensive military equipment. Like using a fully armed and armored APC to get groceries and pick the kids up from soccer practice. Sure, it'll do the job, but there's got to be a more efficient way to do it.
In the explanation for that Quickdraw, it's posited as exactly this. In practice, the way the rules are written, it's...much less useful. The thing that really kills it is that any 'Mech that picks up a handheld weapon system cannot fire any weapons in the arms or torsos. Since most 'Mechs can only carry 10% of their weight in a hand-held position (20% if you've got TSM running), it's just much more efficient to load the guns into the 'Mech itself.
The QKD-8X/8P get around this, sort of, by having a torso-mounted Cockpit and then putting a PPC in the head space. Couple that with, say, that RAC-5 gun up there, that could be mean as hell. Or with that triple SSRM-4 gun; use the PPC to poke at range, and then dump all the missiles on something that gets too close. Unfortunately, even this Quickdraw doesn't completely min-max the idea, as it has some missiles and lasers built into its side torso, so you're missing out on using those while hefting the hand-gun.
It's such a neat idea, that's completely underutilized in the fiction. I mean, we're not playing with Gundams here, so okay, but I agree that if we can have hand actuators we should use them for something.
After some digging, I found it! The rules are in Tactical Operations (with the PDF conveniently on sale at DriveThruRPG right now!) on page 315-316.
These rules are wild, no wonder it's classified as Experimental tech. They are neat, though; allowing your 'Mechs with functioning hands to basically change up their loadout on a per-mission basis is cool.
It does seem like a really weird thing to not have in the normal rules.
Why else would you give a mech hands if not to allow the capability to pick up weapons and change loadouts? Seems like it could function as a pre OmniMech technology weapon slot.
I know that in the fiction the hands allow a mech to work as an industrial vehicle, lifting heavy loads or recovering salvage or similar tasks, but that seems like a really bad use of expensive military equipment. Like using a fully armed and armored APC to get groceries and pick the kids up from soccer practice. Sure, it'll do the job, but there's got to be a more efficient way to do it.
I always imagined having a hand to just be a battlefield movement / control sort of thing, to help a mech navigate up or down a cliff or to tear off walls or ceilings of buildings or lift rubble out of the way for tracked vehicles, etc.
Basically the only reason a humanoid mech would be better than a tank is versatility in navigating and manipulating the battlefield and a hand could be useful in that regard.
+2
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
And by "manipulating" you mean "pulling a girder off that ruined building, and burying it through the cockpit of that bad 'Mech over there". Of course.
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
I want to Awesome that, but....
...man, what a mixed message. I appreciate that they're pushing the Beginner Box out 'early' (e.g. outside the normal distro schedule), but not having both available for Christmas is such a downer.
It's okay though, I can wait another month. I suppose.
nips You ever try playing Battletech in Tabletop Simulator?
I've looked at it, but never dug into it. Since MegaMek handles all the heavy-lifting rules crunch, I've never looked too deep into alternatives.
Wanna play a game on MegaMek some time? Maybe @Veldrin can join too
I wouldn't mind setting up another ridiculous Oosik vs. The World scenario, but my time up to the end of February is kind of tight since I'm eyeball-deep in con prep.
+2
IanatorGaze upon my works, ye mightyand facepalm.Registered Userregular
I don't think the full box set has even hit store shelves yet or if it has it's not broad distribution yet. I've been stalking CoolStuffInc's inventory and they haven't gotten any of those in and Mox hasn't gotten any yet either, just the Beginner set.
Catalyst Game Labs management is aware that copies of the BattleTech Beginner Box are running critically low both among our retail partners and on the company’s web store. Expecting this unprecedented demand, we have already taken aggressive action to restock this product.
A full reprint of the Beginner Box, of the same size as the initial order, has been completed overseas and is awaiting shipment during the first week of February. We are closely monitoring availability of the “A Game of Armored Combat” box.
Please note: both boxed sets remain in stock via the Catalyst web store as of this writing, and all orders placed while the boxes are in stock will be filled. When inventory runs out, the store will reflect that, and will not accept further orders until the product is back in stock. If you have questions about an order you have already placed, please email store@catalystgamelabs.com.
In addition, the popularity of the BattleTech and Shadowrun anniversary apparel has caused many sizes of both the t-shirt and hoodie for both lines to sell out. A robust re-order has been placed, and all sizes of these items should be back in stock in the next few weeks.
We will follow-up with more details as they become available. Thank you for your patience.
Hey guys where can I find pretty miniatures for battletech? Those eight in the new box look pretty good, but if I want similar quality in say, an Orion, what options do I have?
Hey guys where can I find pretty miniatures for battletech? Those eight in the new box look pretty good, but if I want similar quality in say, an Orion, what options do I have?
The Iron Winds minis are kind of lacking IMO.
There are a couple places I've heard of like Warhansa and Insane Kangaroo that do printing of MWO models but I've never really gone and looked what scale they are.
Posts
http://www.sarna.net/wiki/Experimental_Technical_Readout:_1945
That would actually be fun (i.e. has 'Mechs)? You can play stuff from the Age of War (pre/early Star League) using Primitive 'Mech designs.
(It turns out, not)
https://www.facebook.com/155068684560491/posts/2076695055731168/
New map pack!
How did the Republic of the Sphere organize its 'Mech units? Lances? Stars? Sextuplets like the WoB/C*? Something else?
I may have accidentally added another small pile of 'Mechs to my shame pile, and I figured I hadn't planned out a RoS force. I don't know how they organize though, and can't find an answer!
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Current working understanding is the boxes should hit retail mid-month.
I've been crossing my fingers since CGL announced that.
Yeah, I can't reference a sourcebook for it, but this fits my recollection of MW:DA game materials and the couple novels I read.
https://www.drivethrufiction.com/m/product/97622
Steam: betsuni7
I'm looking at a wacky version of the Quickdraw, the 8X/8P, and Sarna lists it having a literal smorgasbord of hand-carried weapon options that might be fun to kitbash up.
Like melee weapons? I think the Compendium had the hatchet, and the mace/claw/sword show up in MaxTech, I wanna say
Stuff like this:
These rules are wild, no wonder it's classified as Experimental tech. They are neat, though; allowing your 'Mechs with functioning hands to basically change up their loadout on a per-mission basis is cool.
It does seem like a really weird thing to not have in the normal rules.
Why else would you give a mech hands if not to allow the capability to pick up weapons and change loadouts? Seems like it could function as a pre OmniMech technology weapon slot.
I know that in the fiction the hands allow a mech to work as an industrial vehicle, lifting heavy loads or recovering salvage or similar tasks, but that seems like a really bad use of expensive military equipment. Like using a fully armed and armored APC to get groceries and pick the kids up from soccer practice. Sure, it'll do the job, but there's got to be a more efficient way to do it.
In the explanation for that Quickdraw, it's posited as exactly this. In practice, the way the rules are written, it's...much less useful. The thing that really kills it is that any 'Mech that picks up a handheld weapon system cannot fire any weapons in the arms or torsos. Since most 'Mechs can only carry 10% of their weight in a hand-held position (20% if you've got TSM running), it's just much more efficient to load the guns into the 'Mech itself.
The QKD-8X/8P get around this, sort of, by having a torso-mounted Cockpit and then putting a PPC in the head space. Couple that with, say, that RAC-5 gun up there, that could be mean as hell. Or with that triple SSRM-4 gun; use the PPC to poke at range, and then dump all the missiles on something that gets too close. Unfortunately, even this Quickdraw doesn't completely min-max the idea, as it has some missiles and lasers built into its side torso, so you're missing out on using those while hefting the hand-gun.
It's such a neat idea, that's completely underutilized in the fiction. I mean, we're not playing with Gundams here, so okay, but I agree that if we can have hand actuators we should use them for something.
I always imagined having a hand to just be a battlefield movement / control sort of thing, to help a mech navigate up or down a cliff or to tear off walls or ceilings of buildings or lift rubble out of the way for tracked vehicles, etc.
Basically the only reason a humanoid mech would be better than a tank is versatility in navigating and manipulating the battlefield and a hand could be useful in that regard.
Not that I'm aware, but now I want to mod one up.
Best 'Mech for bird flipping?
I'd put my money on the Archer. It seems to be one of the few that has 5 fingered hands on both arms.
Bonus: it can fire its LRM payload while doing it!
:bzz::bzz::bzz: :bzz::bzz::bzz:
:bzz::bzz::bzz: :bzz::bzz::bzz:
🖕 :bzz::bzz::bzz: :bzz::bzz::bzz: 🖕
:bzz::bzz::bzz: :bzz::bzz::bzz:
:bzz::bzz::bzz: :bzz::bzz::bzz:
:bzz::bzz::bzz: :bzz::bzz::bzz:
:bzz::bzz: :bzz::bzz:
...man, what a mixed message. I appreciate that they're pushing the Beginner Box out 'early' (e.g. outside the normal distro schedule), but not having both available for Christmas is such a downer.
It's okay though, I can wait another month. I suppose.
I've looked at it, but never dug into it. Since MegaMek handles all the heavy-lifting rules crunch, I've never looked too deep into alternatives.
Wanna play a game on MegaMek some time? Maybe @Veldrin can join too
I wouldn't mind setting up another ridiculous Oosik vs. The World scenario, but my time up to the end of February is kind of tight since I'm eyeball-deep in con prep.
GAMEOFARMOREDCOMBAT
OMIGAWDTHEYREFINALLYOUT
*wheeze*
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The Iron Winds minis are kind of lacking IMO.
There are a couple places I've heard of like Warhansa and Insane Kangaroo that do printing of MWO models but I've never really gone and looked what scale they are.
Edit: checking them out, the Warhansa models look like exactly what I want, as long as they're the same size as the official minis!