Nobody wrote: »
Yay, my Urbie plushie is now ordered.
Time will tell if my little one claims it
Cobalt60 wrote: »
I'm still waiting for the Australian distributor to get their shit together and post my order. They've had the physical products for 2-3 months now.
H3Knuckles wrote: »
It's weird that there hasn't been anything official for that yet, because there were active factions with the technology in your target time period, so there should be specs for something in service around then that mounts it.
Mostly I'm just surprised that they created lore for the 12 ton model being invented in the Star League and didn't think to gin up the first SLDF vehicle to feature it. If neither the Clans nor Comstar saw a point to replacing the original until the Jihad/Reaving eras, that wouldn't exactly come as a surprise given how niche its role is. But in-universe you'd think the Comguard would've at least kept the original in service, and from a real world standpoint it seems like an obvious oversight.
Nips wrote: »
I did a search of the MUL using the Alpha Strike HPG unit ability, and the only units to come up were literally the two H3Knuckles found.
Knocking something together shouldn't be too complicated: just take some vehicle chassis that's pretty chunky and second-line (something like this from the Star League is almost certainly not intended to be near front lines), and then add transmission elements to the top of it. I'd start with something like the chassis of the Long Tom carrier or Coolant Truck, if you don't just want to use the Morningstar model that exists.
The thing about dish antennas is that they're sized for the electromagnetic frequency of operation, not power level. So while we mostly conceive of HPG antennas as these giant building-mounted structures, its important to realize that the ground-mobile HPG is only two tons less, and two crit slots bigger, than an AC/20. Using common communications frequencies (and especially if we're considering super high-frequency space tech), you can get away with relatively small parabolic dish antennas.
Well, since you insist, the design is similar to a mobile HQ, just at 40 tons, not the 25 of an HQ unit. Sort of a super sized HQ...
Nips wrote: »
Alright, very vital question:
Stormcrow -B or -TC?
SmokeStacks wrote: »
I picked up the $20 Babby's First Battletech box on a whim (mostly I wanted to paint a couple of big stompy robots, my entire experience with the franchise so far has been Mechwarrior 2 on the Sega Saturn and Mechassault on the Xbox, no actual Battletech tabletop stuff). Coming from a Warhammer/Adeptus Titanicus background, the 'getting started' rules seemed fairly straightforward - hits are rolled on 2D6, everyone is BS4, your movement and your opponent's movement generates negatives to hit, there are no armor saves, mechs have hull points distributed over separate portions of their bodies, everything is hex based, different levels of terrain require additional movement to get through and can confer an additional negative modifier to hit. Ok.
How simple is this ruleset compared to the "full" ruleset? I understand that in the normal game heat plays a factor, but that's all I know.
Also, when I do paint them, if I want to play with them later, how important is coloration and lore correlation with the various houses? Is it closer to, for example, Space Marines in 40K (where you can paint them whatever color you please and just say it's a successor chapter), or Space Marines in the Horus Heresy (where you're restricted to specific options and are expected to paint your army as it is officially depicted)?