The /btg/ is dead, long live the /btg/!
The Kickstarter got all the funding edition.
Old thread: >>43424011
>/btg/ does a TRO.
http://builtforwar.blog(not spam) spot.com/
>The Happening has Happened and it was glorious:
>How do I do this Against the Bot thing?
>Can I get an overview of the major factions?
>How do I find out what mechs a faction has?
>Map of /btg/ players (WIP):
>Battletech Introductory Info and PDFs
>Sarna.net - Battletech Wiki
>Megamek - computer version of Battletech. Play with AI or other players
>SSW Mech Designer
#battletech on irc.rizon.net
Pretty nasty. I just made a Clan Hunchie like that, 4/6 with max ferro, endo, ERMLs in the arms and an ERSL in the head, HAG/40 with 5 tons ammo, and an ECM and Light Active Probe.
What would a PURPLE BIRD Hollander look like?
So I'm still fairly new to BT and have never really used non battlemechs. Could I get a quick rundown of their effectiveness or viability? When they should be used? Etc?
I'm mostly curious about Aerospace fighters (I think an all aerospace fighter force would be super fun...but also possibly suicidal), but I'm also curious about running tanks or battle armors as well
Heavily armoured tanks with BFGs are murder in cities. Does the map have a long, straight boulevard? Park a Schrek PPC carrier at one end. Twisty streets? The Demolisher has dual AC/20s. Just beware of driving rolls so that moving doesn't turn into Fast and Furious Vega Drift, and remember that vehicles are, despite their armour, vulnerable to motive damage.
And when they brew up, the brew the hell up. This is what I did to a member of a vehicle lance of a Demolisher, a Schrek AC carrier and two Partisans.
>I think an all aerospace fighter force would be super fun...but also possibly suicidal
This, not so much. An all-ASF force, especially if you choose your force from the 3067+ flying brick design paradigm, heavily outperform ground forces for their BV.
BA use depends on type. Slow ones are area denial tools, you stick them somewhere you don't want your opponent to go. Fast ones you can use to make Leg attacks if you want, or to harass light vehicle forces. Swarm attacks with BA are a noob trap, you waste a turn grappling on and your opponent has at least one chance to knock you off before you get to do damage.
Vehicles go all right in numbers, and in cities.
>Swarm attacks with BA are a noob trap
When dealing with mechs, at least. Vehicles have a very hard time removing swarming BA and can't be leg attacked, so generally you want to swarm vees.
You're so overspent on weight here it's insane. Presuming a 15-ton chassis...
2000 kg (Small VSPL - left arm) +
2000 kg (Small VSPL - right arm) +
3000 kg (Harjel III) +
1000 kg (presumed weight for homebrewed C3i Compact) +
1000 kg (Clan ECM needed for Void Sig) +
1500 kg (Internal Structure) +
1500 kg (Heat Sinks) +
2000 kg (Engine to move 3/5) +
750 kg (Cockpit)
14750 kg, before armor
You also can't put weapons in a ProtoMech's head, and you're over the weight limit for items in the Torso location. Time to go back to the drawing board, anon.
What do you even need that junk for?
Use the enhanced multi-modal eye/ear and boosted comm implant combo to participate in C3i networks like any self respecting Blakist!
Then it's legal, but still not good. Though I'm not sure if that's a design goal of yours. I'm also not sure if it'd "fit" with the existing rules; the only special armor for Protos, EDP, takes up a crit slot in the Torso. I think it'd be fair to ask the same of the Void, in addition to the ECM requirement.
Since that causes a slot issue in the Torso, I'd drop either the C3i or the Void. Since both systems can't work at the same time, nothing is really lost.
But then you still have the issue of it being a slow ProtoMech with very short range...and that doesn't work well. See the Minotaur XP for an example of that; threatening on paper, but near-useless outside of a few specific scenarios in reality. And there's another problem I didn't notice the first time around: Small VSPLs are too heavy to mount on the Arms, they have a limit of 1000 kg max. At that point...I'd try to find a way to shove a Medium VSPL into a Main Gun or something instead.
Y'know, I'm getting the idea that the first Blake Protos would be based on Minotaurs and Sprites, as those are the only two that are really any good for anything.
I'll prolly drop the Void and have a Medium VSPL in the Main gun then. maybe once I've ironed out the kinks for this I'll think about a variant with a MML, or something.
You're way better at this than I am.
>decide I want to try writing up the exploits of my Merc company for NaNoWriMo
>Already 6k words behind on the pace I should be going at
>my prose is hackneyed, my dialogue is boring, my descriptions are wooden and my characters are flatter than Wayne Waco's son
Here's the build, a 3/5 15-ton Proto with 50 points of armor, MagClamps, a Medium VSPL and Void Sig. It'd be pretty nasty if it were legal.
- - -
1500 kg (IS)
750 kg (Cockpit)
2000 kg (Engine)
2500 kg (50 points of armor)
1000 kg (MagClamps) - 1 Torso Slot, 1000/4000 kg
- - -
4000 kg (Medium VSPL) - Main Gun
1750 kg (7 heat sinks)
1500 kg (Guardian ECM) - 2 Torso Slot, 2500/4000 kg
0 kg (Void Signature System) - 3 Torso Slot, 2500/4000 kg
- - -
Total: 15,000 kg
And here's another. An 8-tonner, moves 8/12 with 24 points of armor, C3i and TAG. If you absolutely want a gun you can replace the TAG with a Machine Gun (500 kg), 20 shots (200 kg), and 6 more points of armor. Or two RL-10s. Or whatever.
- - -
800 kg (IS)
500 kg (Cockpit)
3000 kg (Engine)
1200 kg (24 points of armor)
- - -
1500 kg (C3i)
1000 kg (TAG)
- - -
Total: 8,000 kg
Is it at all common or heard of for mechwarriors to constantly jump from mech to mech?
I'm thinking of a Merc company that's just 4-6 people that constantly buy new mechs and jump into new mechs as the situation dictates (bugs for a Scouting mission, Assaults for a Base Assault, etc.)
If it's a group of that size, I'd definitely say it would be better to get well rounded 'Mechs rather than park bugs in one end of the garage and the assaults in the other. You'd run into problems with maintenance (even with mothballing), transport and logistics.
The main problem with your idea is that your mercy would have to be made of C-Bills to even consider buying more mechs that they can't field simultaneously rather than getting a new pilot and sticking to what mech they are best at.
I'd give my son the most armoured, zombielicious 'Mech I could get my hands on, until he'd gotten his p4g3 stripes. Especially as a mercenary commander who's planning on running a family business.
Both are PURPLE BIRD BAs.
Which reminds me, PURPLE BIRD WAIFU in a BA when?
I'd stick mine in an Archer, put him in the fire lance; an archer can take a lot of punishment and being fire support keeps him out of rang of the only real 3025 headcapper. It's also a good way to get combat experience without TOO much danger
The smart play is to put your kid in a Shadow Hawk -2H. He gets to run around paff-ing at things, but the SHD's got a fairly heavy armor load and nobody's going to bother shooting back as long as there's another target actually capable of doing meaningful damage within their LOS. Who is going to prioritize a Shad over another Mech that actually presents a threat?
>"Hey Dad, you promised I'd get to go on the front line some day. I mean, Major Smith's daughter's got a Phoenix Hawk and she's with the recce lance."
>"Yes, and it's Major Smith's job to deal with his daughter. Now get in the Archer and press either the Half the Missiles or the All the Missiles button, depending on your lance leader's call."
Don't forget the Improved Life Support to bump up his PSRs.
For some reason whenever I run a Shad I end up using it as a melee brawler DFAing, Charging, Kicking and Punching everything within range.
>Not giving your son a Firestarter so he can burn heretics in the name of Blake together with you
>Not giving your little daughter a Xanthos because she asked for a puppy
>Not giving your wife a Centurion, making a proper duo together with your Trebuchet
>not giving your son a Mackie so he can crush the Great Houses in the name of the Hegemony
>Not giving your wife a rocket straight to the moon because she's a bitch
Seriously, she said my King Crab was "childish", and "no one would take an animal shaped robot seriously"
>I want a mech with twin LRM 20
Uh, a Bombardier?
>and some backup shit
Aaah, there's the rub. Probably a Longbow -7Q - it's got 22 sinks and a pair of mediums, in addition to the 2 LRM-20s and the LRM-5s.
There's also the Viking and it's Machine Gun Knees (tm), or the Salamander's triple-20 setup. I recall one of the big omnis having a similar setup, but I cant be arsed and I may just be smoking crack anyway.
To be fair, the King Crab looks like an angry pancake trying to play purple nurple with the enemy.
excellent taste, sir.
That album also has the Last Ride of Wayne Waco on it..
>not challenging that wench to a trial of possession
What are you, some kind of freebirth?
go to bed, granpa
at least you like Judas Priest and not something pleb-tier like Metallica or Iron Maiden
>our ultimate plan
>drive in a conga line with the AOE splash ammo explosion rules
>make a twisty snake between all members of the enemy lance
>light one end of the fuse
>Minotaurs and Sprites, as those are the only two that are really any good for anything.
The Roc is by far the best of the first generation. The Centaur is a good multi-role unit, and the Gorgon can missile spam like a mofo.
Second generation gets you the Deplphyne, which is like a Roc but with a MPL instead of the ER Medium.
>Is it at all common or heard of for mechwarriors to constantly jump from mech to mech?
People tend to either have an heirloom 'Mech, get assigned a 'Mech permanently or, if Clan, find a design they like in the weight classes the are approved for pretty quickly. Changing rides over a career isn't too unusual (Grayson Carlyle went from a Shadow Hawk to a Marauder to a Victor, Kai went from Centurion to Hatchetman to Centurion to Storm Crow, etc) but most pilots stick to one machine unless circumstances intervene.
>The Roc is by far the best of the first generation
Eh...depends on what you want to accomplish with them. In fact, it's probably one of the Protos I field the least. IMO the best 1st gen Protos are the Siren and Satyr, specifically because they're specialists that allow you to build a Mech force that doesn't have to worry about scouting or anti-infantry firepower. I even tend to gravitate towards Hydras and Centaurs before I field Rocs.
I fully believe the only reason they never took off is because of how hideous the original art was.
And how they made the pilots go crazy after a few years.
FASA really shot themselves in the foot on that one.
>all these shit opinions
3rd gen pokémon are cool, so are quadvees.
>proto Blastoise when?
Blastoise II fits it better
but yeah, protomechs based on Pokémon seems a cool idea
no one but me will like
>Venusaur quad protomech
Charizard WiGE protomech
>two proto AC/chem Lasers on torso
>slow-ish to average
>good armor, maybe some kind of equipment
>plasma cannon+flamer, maybe a laser
it is time like these we need a protomech designer
BLEEP BOOP. HERE'S BLASTOISE
as in Venus
those are pretty cool, would deploy them both. Blastoise seems a little undergunned, though
CHARIZARD, BEEP BEEP.
Greekfire is my slave name
Here's one with the corrected name, just for you.
And the last one. Electivire.
The Fusillades should be loaded with IMP rounds.
>The Roc is by far the best of the first generation. The Centaur is a good multi-role unit, and the Gorgon can missile spam like a mofo.
Don't forget, the Gorgon gets a second-gen upgrade with lasers, and it's mean as hell.
Tbqh Pokémon are canon, bae
It's cool. I had fun with it for a little while too.
I bought a couple Battleforce Lance Packs. I made them into little statues and sold them to other people..
I liked how mechs were supposed to be scarce again and combined arms were a thing, while still getting access to all the goodie tech from previous eras and then some.
imho the most fun era to actually play, and I have an easier time convincing newbies to try out the game when they see an Atlas III, Hatamoto-Suna or Shrike
I won't lie, even as a guy who can't stand CCGs, despite too many years of playing them, I'd start emptying my wallet if the original BattleTech card game came back. Hell even if Piggy did it and pulled WoW tier shit with loot cards, as long as it was as engaging as it used to be, I'd buy it. That probably says something about how much I liked the game.
I've been fucking about with some of the old scenario packs, and I found this.
Look at the Riflemen. HOW THE FUCK. You would literally have to strip it down to 1.5t of armor (or 3.5 if you dropped the MLs as well) AC/2s wouldn't work, since you only have enough tonnage for the guns and not the ammo. You could just barely manage to do it if you scaled it up to 70t, which would also net you a little more armor. Any ideas?
If I wanted to make it at least viable:
-drop the speed to 3/5
-Drop the MLs
-Add a ton of ammo
-Add half a ton of armor to round out the weight.
2 tons of ammo for 4 AC/5s isn't that great, but it still gives you ten rounds of shooting if you go full BRRRRT.
Alternately, drop half a ton of armor and add another ton of ammo. 15 rounds of BRRRRT. Like so:
IS TW non-box set
Cost: 3,954,400 C-bills
Heat Sinks: 10
Gyro: Standard Gyro
Center Torso 20 17
Center Torso (rear) 5
Right Torso 14 12
Right Torso (rear) 3
Left Torso 14 12
Left Torso (rear) 3
Right Arm 10 11
Left Arm 10 11
Right Leg 14 15
Left Leg 14 14
Weapon Loc Heat
AC/5 LA 1
AC/5 RA 1
AC/5 RA 1
AC/5 LA 1
Ammo Loc Shots
AC/5 Ammo CT 20
AC/5 Ammo CT 20
AC/5 Ammo HD 20
>mfw we turn Hanse Davion into Exodia
Though really, I have no desire to tackle a card game. Ever. Unless it was writing fluff on the cards, in which case I'd seed
BLAKE ELESIONeverywhere. Especially since my idea for chapter subdividing art was a slowly crumbling Terran street, with Blakist propaganda slowly encroaching on to the Republic posters on the walls.
So I decided to go ahead and make a WRASSLEHOG protomech. It is Viking Shaped (of course), and uses the pretty much forgotten bipedal protomech melee weapon. The odd arm armor allocation is because the left arm has a barely-functional shield.
I read the scenario's special rules - all of the AC/5s appear to be one-shots, and it keeps the MLs. So kicking it back to 3/5 and using fractional accounting (for a half-ton of ammo) you could get away with it. It'd be shite, but then this IS people working for Janos Marik, who are literally on a beer run to a Star League cache.
Also: Found another canon franken - this one from Periphery 2e. Looks like a 'wacker missile launcher, a Wolverine body, a Wasp head, and maybe a cut-down Banshee LA. RA looks like it's supposed to be from an Assassin or an Enforcer, but that side torso is really weird. Maybe a Archer torso with the missiles cut out?
Question: If the Jihad never happened and the Blakists just kept building up, how many regiments would they have by 3085? 3145?
And how fast can they add MD?
Same for the FWL - the books said they were going to be adding two regiments a year for the foreseeable future, and then those regiments never showed up. What if they went by that info? Is there a "top-out" where they can't support any more formations?
No, you just don't understand. My obsessive love of the FWL means that any neighboring faction I like will totally jump at the chance to submit to our authority and petty infighting when even parts of our own faction want to succeed from the league!
This is what FWL fans actually believe.
It'd be more interesting if Skye and St. Ives joined the Protectorate. Be a good way of continuing the "fingers up to the Succesor States" storyline with which the Jihad started.
On the other hand, there are plenty of places that want to be in the League. I forgot which worlds it was, but there were some on the Cappie border that were about to rebel over being given to the cappies if Isis and Sun Tzu got married.
Would be interesting if you had League enclaves scattered around, as minor powers (like St Ives, Azami, etc) join up, and the FWL as opposed to the other, centralized houses, is scattered all over.
Were the magistracy of canopus' secret fiat friends even identified? Or Is it still a case of "lord knows who loves liquor and whores so much, but they're still at it, even though we can't think of anyone with a plausible reason too"?
>alternately, what would happen if BOTH the FWL and Lyrans responded?
hanse marries katerina, as in canon. victor and isis get married, but without any nonsense beforehand. kathrine is a regular guest in their bed, and the CapCon gets slapped around until it's roughly the size of the Magistracy.
the dracs hold on to a FRR-sized state by sheer bloodymindedness, and the clans get their shit utterly pushed in. the periphery sees that now is the time to fuck off. without Xin Sheng, the TC and MoC get busy throwing colonies out into the deep periphery rather than being dragged into IS bullshit, while the OA gets a chance to finally get their shit together.
Free Worlds Commonwealth stays stronk and free and we get a good end
>Free Worlds Commonwealth
You mean Free Suns Commonwealth, right? And you seem to have multiple time periods happening at once here. And at the same time assuming none of the other powers work together or act as though they have half a brain, and ignores the actual power of the clans (hint: They're still going to be shoving the IS's shit in). But hey, don't let that stop your fapfest.
Okay, Got it onto paper for reasons.
Well, given that the entire mission consists of >not< blowing up a Vedette with an Archer and three beat-up Lights against three shitty Riflemen, an Ostscout, and some vees..
>does this frankenmech have stats?
Nope, working up a possible setup now.
>How many Crit slots does a rifleman have in its arms?
10, so the AC/5s fit in with room to spare. Gotta love them flippy arms.
Yeah, you can do it with a Rifleman IIC, although you've got to dump the Ferro and give 'er an XL. That lets you get a pair of -40s, 21 rounds, and a pair of ER Micros.
I just came up with the perfect name for the Blaketech Proto Line, Homo Novis the next step in evolution; you heard about survival of the fittest? Guess what, we lost.
But seriously the Void-Sig 15 tonner would fit the name Dark One rather nicely, no? and the the other one might fit the name Tinder.
>"Wicked phenomenon, yes? But, you know, It's not anymore evil than say, fire. It all depends on your point of view. try to get a better understanding of things before you make your judgement."
Um, sir? There's a Mister Galahad calling on line one, he said something about a copyright infringement lawsuit?
It's pretty decent. A lot of people will probably give it shit because it hard mounts the CT MLs, but screw those people. It's more more good configs than bad ones, assuming you're restricting yourself to canon loadouts.
Depends on the launcher. SRMs roll per missile. LRMs and MRMs use 5 point clusters. I know they aren't missiles, but LBX Autocannons go by pellet. I think HAGs do too. Pretty sure Rocket Launchers also use 5pt clusters. Bear in mind that Streaks, which either hit with all missiles or don't fire at all, still roll locations for each missile that hits.
>I think HAGs do too
HAGs do 5 point clusters, the Silver Bullet Gauss rifle does single point hits like LBX though.
Also, post errata, flak ammo does its damage in 5 point groups.
The problem with it would be that it would be undergunned and too slow for a clan mech. I'd estimate its BV to be around 2000 or slightly lower, plus pilot tax, and at that cost, it'd be a pretty vulnerable investment.
If you do have air forces in-game, though, then it'd likely earn its points pretty quickly.
>Free Suns Commonwealth
That is an awesome name, dont care about the fluff
Rocket launchers do 5 point damage clusters. Mech mortars do 1 point clusters, iirc. Rotary cannons do either 2 or 5 point clusters, depending on each or rac5. Each cluster hit location is rolled separately .
Haha. Classic BT developers.
I fucking hate those jar-headed tweaker spawn. The world would be better for it if they perished and left the franchise for someone with at least some communication skills.
I just had a really silly idea for a Franken; A Marauder with a Full Head Ejection System reworked from an Axeman, and maybe with some bits from a Bushwhacker and a Helios
Weapons would be the Helios's Gauss Rifle and the in the right arm, the Bushwhackers Large Laser and AC 10 in the left and an LRM 5 in each side torso.
>Haha. Classic BT developers.
>I fucking hate those jar-headed tweaker spawn. The world would be better for it if they perished and left the franchise for someone with at least some communication skills.
You know that actually happened, right? Jim Nelson got the boot shortly thereafter. Say what you will about Randall, the man can actually talk to other human beings and give them instructions. From everything I've heard from the artists I know, Evans (the current AD) may be a crapper working on his own but he's actually pretty decent at his job.
The Galahad at least has thinner armor and slow speed, as well as SHS. My design has nothing that could possibly raise anyone's pulse, two GRs hooked up to a C3 net with ECM will do that. it even mounts is gauss rifles on the torso for easier punching.
Jim was the art director for BT when FASA released TRO 3060 (the TRO wasn't even made by the "classic Battletech" devs). Randall was in charge for 3067. Evans is the current one.
Well, it kinda was, sadly. It was one of FASA's last products before they went tits-up. "Classic" BT is what happened after some of the FASA guys and a couple fans put together a company to help support it after Jordan Weissman swan-dove out of an aircraft with the franchise back in the '00s.
Combat Manual: Mercenaries beta is now available.
From what i'm reading so far on the announcement page and the various distribution sites its a solely AS book though I would be pleased as punch if someone were to contradict me with solid evidence supporting the opposite.
Tried to get some people to post FrankenMechs a few threads ago but hardly anyone bit. I get the feeling we;d have a lot more on paper and a lot less minis. Not a whole lot of kitbashing goes on around here. Hell I'd take people posting current mini projects as well; I always like to see what people are working on in meatspace as far as minis and stuff go. I wonder if that guy who was working on the 3D terrain will ever give us another report on his progress with that.
Ah, it was SB Gauss that works like LBX, thank you.
RAC roll per round fired, on the appropriate cluster table. So if you fire 3 RAC/5 shots, you roll on the 3 missile table to see how many hit, then you roll to see where each one that does hit hits on the enemy 'Mech.
'Mech Mortars are a special case; the standard Shaped Charge rounds just hit like long range SRMs, nothing odd there. Airburst on the other hand attack hexes, not units, so they deal their full damage to everything in the hex, no cluster roll required. Damage is dealt in 1 point clusters so they are great crit seekers.
I'd be willing to show off current projects as they come up or near completion. I have in the past and not gotten a great deal of interest from it. Seems like if it isn't a super cool piece or something camospecs quality though people just aren't interested.
I'd also kitbash and make frankenmechs if I had parts to spare. As is i've only got one current frankenmech built and I haven't painted it yet though again if people are interested it can always be done.
I was going to complain they were selling another "beta" book, but then I realised that's actually the first time I see them doing marketing right.
Yeah, CGL. Congrats on this one.
Shimmy, time to upload all these juicy illos on deviantart
>current mini projects
I'm reproducing the Recon Lance AS Lance Box minis for my shop, the Marik Militia ones. I've got two basically done but haven't done the Flea/Vulcan yet, because lazy.
>I have in the past and not gotten a great deal of interest from it.
I know this feel. I try too but as you say, people only want CamoSpecs quality, and even then they only really fawn over namefag projects (no offense to namefags, we are lucky to have predominantly tolerable and even helpful ones. its not your fault this place, even for its anonymity, is such a dickriding paradise).
I am lucky to have a bits box, and will be getting some minis soon to paint/bash so we'll see if I feel good enough about them to post them up when it happens.
>I'd also kitbash and make frankenmechs if I had parts to spare
I seriously want to get into it, but I'm lame and bad at such things, so I haven't frankened anything together. I want to get a Schwerer Gustav built, but Jesus H. Davion I've yet to figure out how to.
MY LITERAL NIGGA.
This was my favorite thing to do. My best match was 5 kills (have the achievement to prove it), one of which was a Stalker I killed solo. I used to just run off to the side of the map and wait for a few mins, then when I was sure everyone was engaged in the typical middle-of-the-map slugfest, I would run around back and go for the backstabs. It didn't always work, but when it did, hoo boy.
Oh Shimmy...Those four full page full color pics in the CM:Mercs are simply glorious!
>reading Marshigama’s Legionnaires entry
Question for the Alpha Strike Lance box owners, if there are any here: How well do they compare to the second gen Intro Box minis? I know the first gen ones were bad, but better than the old 3rd edition ones at least. And the second gen were a bit better, but are the box minis better than that even? Because if they are "blue resin box" grade then they will certainly be worth the scratch, otherwise eh, I'll just get metal.
Gentleman and a scholar sir.
I just bought a alpha strike box today, so I can easily tell you that they're the same quality as the current introbox (the second gen one with the not-shit plastics). Given how little they cost compared to the metal ones, I think they're a pretty good deal even if you only want three of the four mechs in a lance pack.
Hm. I wonder if I should get some Lance Boxes now, or wait till the AS Intro Box comes out and get that, since it'll have a bunch of the new minis in it.
Thanks man, appreciate it.
So I got a Bloodhound mini today. The SRM pod has the thinnest attachment pylon I've ever seen, and the top part of the torso is as thin as an awesome's PPC barrel. I'm pretty sure it would have Narrow/Low Profile, No torso Twist, and Cramped Cockpit. If only I didn't fucking love the SSRM 6+3 ERML combination it uses...
Also, for some reason the metal bit that's lart of the leg mold has has a Kurita Icon and some very Japanese armor plates on it.
Holy crap that mini looks strange.
I wonder if there is a variant the DCMS uses that requires that? Though it makes me think of a joke regarding the Hatamoto-Chi not being a mini and instead being bits in the Charger kit.
That SSRM6 pod looks like it'd be a nice part for the bits bin though.
>Play a game where we pit our custom machines against each other, this is the first time either of us came close to an actual match.
>Other guy didn't put case in any of his designs.
On an unrelated note, ICE Mechs are hilarious
Nope, no DC variant. The Bloodhound has been a solidly FWL design for forever, though by the Dark Age it seems to be selling on the merc market as well, and both the WoB and RotS have gotten their hands on some of them. I am seriously considering putting the extra armor plates on one of the few DC mechs I have.
My bloodhound is probably going to be painted as one the capellans salvaged, because I'm a dirty capfag and I love the design. It was mainly deployed on the cap border, so salvaging one is pretty plausible.
>The Kickstarter got all the funding edition.
The Kickstarter got all the fan missions too. That means a full Stackpole novel and a Battletech match of CGL versus HBS, losers shave their beards
Here's the Spider. It's done, except for the cockpit. Cicada will be the same way.
Cicada is here. I'm planning on doing the Flea/Vulcan over the next few days, probably for next week.
>I get the feeling we;d have a lot more on paper and a lot less minis.
While this is probably true, you still don't see much traction for one simple reason, making proper frankenmechs has to be done by hand, so it ain't happening much unless someone goes and cobbles a frankenmech out mechs that all weigh the same. Which is kinda boring.
Those are recasts? Not bad. Could use a wash/inking to make the low spots look more pronounced, but it's a table-worthy paint job otherwise.
Are there actual hard and fast rules for FrankenMeching? And truthfully, I was more referring to minis, where you chop shop several figs together into a new machine, and then just kit it out mostly using weapons from the salvaged designs, but paper is certainly easier so I made that prediction.
>Those are recasts? Not bad. Could use a wash/inking to make the low spots look more pronounced, but it's a table-worthy paint job otherwise.
No, they're literally pic related. Unless you mean something other than any way I've ever heard recast being used.
And they're not great, yeah. I'm mostly doing them for the display case at my FLGS to help drum up interest in BattleTech there. I want more people to know the game exists and is played.
So has anyone made a design that uses Patchwork ABA armor to protect it's ammo bins and CT without adding the huge weight increase across the whole design? I know SSW doesn't do it right (At least when I last tried), but MML might do it correctly.
BattleTech players on the whole tend to be afraid of working with their miniatures. It's a boredgame at heart which is part of why many are afraid of the more miniatures based AlphaStrike.
Well I'm SOL, I don't have that book.
Hm. The frankenmini I have is illegal then; it uses the torso of a Catapult and the legs of a Marauder. That sucks.
Oh, I saw you use the word "reproducing" and took that to mean "recasting".
Shame, because I kitbash all the time. I love butchering minis to make new things, and using bits to mod stuff. Have some pirate 'Mechs that I bashed to all have hatchets, as an example.
>rolling up a Marik Assault lance using the TW RAT
>3 Awesome -9Ms led by a Albatross -3U
PURPLE BIRD STRONK
>Why ABA specifically?
Protects the bins/gyro/engine against AP ammo, TC SRMs, Lances, and TACs. Not really useful for the weight over an entire mech, but could be useful on something with a huge pile of ammo to help protect against losing it before the armor's breached. Non-ammo bits can just be armored, but ammo bins have no way to protect them.
>Hm. The frankenmini I have is illegal then; it uses the torso of a Catapult and the legs of a Marauder. That sucks.
No, its perfectly legal. Like I said, legs can be from CT weight or heavier, so 75 ton Marauder legs on a 65 ton Catapult torso are fine, it's the other way around that wouldn't work.
Huh, I expected you to be upset that I'm going to paint it up as one the capellans salvaged. I guess your appreciation of FWL designs is greater than your hatred of the Caps.
Oh, well I was also looking at what CA said about the CT needing to be from the heaviest 'Mech, but I guess that's kinda superseded by the leg thing. Hooray for me.
Meanwhile, I'll just leave this here. Came into some spare free time tonight so I was able to finish it. Expect another Clan one soon as I am able.
I'm guessing that's a Cappie Cataphract. There are a couple units it could be. Renshield's Dragoons is a possibility, but the green looks off. Shimmy will probably tell you if he drops in.
If the book wasn't set pre-invasion, I'd say that looks like a Capellan March Cataphract during Guerrero. Definitely Free World's Guards for the locusts, what with the lack of green accents that would indicate the Legionnaires.
Probably from the Harloc Raiders.
Has the Shimmyseen Locusts in it so I assumed it was him.
Yeah there are a few units it could be from. I guess generic paint'll do that.
Too much red, I think. But possible.
>Not a whole lot of kitbashing goes on around here.
I usually just don't post them here because nobody gives a fuck. I convert rather a lot, however, and I also do some original sculpts.
>BattleTech players on the whole tend to be afraid of working with their miniatures. It's a boredgame at heart which is part of why many are afraid of the more miniatures based AlphaStrike.
Stuff on the sculpting bench right now.
These are converted off of some busted Earthsiege minis I found in a used minis bin in Seattle. I've since swapped the weapons loadout on the Fleas around to make them more accurate.
kitbashed Caesar from the same source, plus a spare set of 5e plastic Cyclops arms, a gunpod from my RRT box, and a maneuvering pod from a Jovian Chronicles mini.
This one's not one of mine, it's from the OFs, but it's too awesome not to share.
Holy shit you're back. Awesome.
Still working on that Thud? Man, that's from what, two years ago?
I remember this too. Holy shit.
I broke my right wrist last winter and I've been trying to get my sculpting chops back up ever since. Been doing minor projects and bashes in the interim, but it's been really frustrating. At least I can paint again. I don't really like to talk about my personal shit most of the time, though.
No sweat. Good to hear you're back at it though. Thread could use more kitbashers/project updates. Who cares if hardly anyone appreciates it? Real fans doing real work will continue to do so and they can continue to jerk each other off over faction bullshit or whatever. OC is OC man, and it's always appreciated. Or should be.
what do you personally imagine the "average" mercenary command as looking like?
like, if you pulled up a list of all mercenary units on outreach or such and picked a random name from the list, what would that unit look like?
I'm interested to see folks views on this
Surprisingly, my lineart source designs are not in the book, only my cover. While all the mechs are based on my design work, I guess they're keeping the lineart to record sheets and AS stat cards.
Funny that it was something I pushed a lot though, that CGL should go pretty and use color images in TRO pages. I just missed my own boat.
>CGL has 8 different printed and painted Warhammer minis in there.
PGI is using the same damn leg designs way too often... Hellbringer and Summoner use the same leg design, and now the Warhammer and Rifleman use the same leg design.
I'd say that a mixed "fat" company would be about average; say two or three mech lances plus an armor lance and a couple infantry squads. ASFs would probably be a 50/50 chance of one or two
my economic instincts say that they should ride in a buccaneer or other cheap dropship, but canon prices say no
Whoohoo, the Eridani is in there! I thought CGL was going to go all stupid and purge them from all levels of existence just to spite that idiot furry fuck. Nice to see one of the original members of the merc gang in a product again.
Skinny Shads are the devil. Especially that one in the readout. Also, these lances don't actually match what the fucking units would have. Take the GDL, who don't actually have any Marauders in their possible lists. Or Archers, or Warhammers, or Riflemen. Instead, Cyclopes!
>in b4 canon bitching
I realize that they can't lay out how all of these merc units are laid out, but damn. Just... damn. More damn work to do.
>Take the GDL, who don't actually have any Marauders in their possible lists. Or Archers, or Warhammers, or Riflemen. Instead, Cyclopes!
Not sure what you mean. pages 108-110 have the lists and they're all on there.
The mechs are available yes, but the standard lances are mmm... well shit mainly. If you just grabbed the standard recon, fire and command lance, you'd have something remotely close to the GDL.
1d6 bugs. 1d4 55 ton trio mechs. 1d4 other mediums. 1d4 common heavies. 1d4-2 assaults. 1d6-1d6 ASFs. 1d8 tanks. 1d6 Infantry squads.. roll 1d6, on a 5/6 a dropship. if a dropship, roll again, jumpship on 4-6
I don't actually expect anyone to critique or give feedback on this, but I felt like making and posting it. Not gonna lie, this is the kind of thing that if I saw someone planning to use it against me I'd have to sigh. It always feels funny to make something you'd never want to play against.
>post one, comment on one
Well this one got no feedback so I'll do this. That is a fast ass Proto. The downside is it's kinda lackluster. I would expect something viking-shaped to be more badass. Maybe make it slower and give it some more oomph?
as a bonus for folks using >>43496528, have my random DropShips Table (1d10)
7: roll 1D6+2 instead
(conventional unit DropShip table below, 1d6)
4 DRoST IIB
(the reason that RW-era designs are fairly common is that I figure mercs would be scraping the bottom of the DropShip barrel, even compared to tramp freighters)
now this i don't really care for as much. Mules and Buccs are way easier to come by than Unions or Overlords, and rolling 1d10 gives all of them the same chance. I think exploiting the bell curve on 2d6 is a better idea, so you can truly make the good dropships rare.
you aren't wrong, I was doing those drunk and off the cuff; I'll run the odds and do a proper 2d6 bell curve for DS tomorrow
they can carry mechs no problem, they are just 110% incapable of combat drops.so for the 99.9% of mercs who aren't taking "spearhead this planetary invasion" jobs, they work just fine
Found some rules for it in StratOps
It doesn't seem the typical done thing lore wise, I hadn't seen it mentioned anywhere. Leopards, Unions, Overlords and rarely anything else.
to be fair, merc lore and the economic realities of merc work by the RAW are worlds a-fuckin-part; a merc unit that had only a mech carrier would be barely hanging on if not broke simply because they couldn't salvage any-goddamn-thing, not to mention their total inability to transport any conventional support assets; the ideal setup for say a battalion-sized unit would be an Overlord for the mechs and a Mule for everything else; a Overlord doesn't have space for spare parts or loot or dependents or frankly pretty much anything that mercs kind of need to survive.
fact is, the vast majority of merc units should be running around in a raggedy-assed old freighter, with mech carriers being basically confined to them as have their own JS and/or large units comprised of nothing but mechs (if you're all-mech, a 2:1 Overlord-Mule ratio would work fine for you)
Yeah they really need to either just drop the pretenses (and the Cbill from literally every document) so we don't get exposed to the FASAnomics side of the game, and just figure out some kind of economic BV system to use instead that can be balances across eras more easily than currency can, and gets rid of all the economic impossibilities/improbabilities like Mercs owning a dropship at all to begin with.
>what do you personally imagine the "average" mercenary command as looking like?
>like, if you pulled up a list of all mercenary units on outreach or such and picked a random name from the list, what would that unit look like?
A lot of guys and even whole lances work as freelancers/subcontractors. Eliminating those, your average unit in the sourcebooks is a company (short or long) with some organic transport and tech assets, plus some kind of support units - usually infantry for base security, or some aeros for drop support.
Thanks. Said "fuck it" and and cut the reactive armor and panel lines tonight. Also mounted the MRMS, gonna work on the launch ports and vents tomorrow. Threw a black wash on it to pick out the deets.
I'm casting off a copy or two and I've already got the -F3X (twin AC/5) and my own version of the Machine-gun mod (Steve and I disagreed on the weapon placement). The -F4Xes are getting call numbers that end in "P", "A" and "F" already.
I tried to get a couple of Magistracy decals printed off with the stars replaced by the letters PAF, but they're not really discernible at the sizes I can get away with. Maybe I can do better with Santander's Killer's, though.
the problem is that merconomics fall the fuck apart for any unit that doesn't own a DropShip at the very least; 99% of units would go bankrupt on the way to their first contract without one.
personally, I assume that DropShips and JumpShips are far more common than the "canon" numbers indicate, and that about 90% of merc units own at least one DS, with roughly 40% owning a JS. to go with this, I cut DS/JS prices by roughly 75-85%; a new DropShip should cost about as much as buying a new assault lance for the cheapest ships, so that they're a big investment, but not implausibly so. now, a JS is a BIG investment, and they're still rare (About as rare as DS in canon), but not like canon, where they don't make a single bit of sense
however, the average merc DS is still gonna make Serenity look like an AK-47 as reliability goes, but that's half the fun
( I'm also a fan of cutting populations by 1-3 zeros, to alleviate FASANOMICS issues, but that's barely relevant)
Oh believe me I think Mercs should always be saddled with Buccs and Mules, or the occasional DRoST or something, but you can easily make it possible in the system for civvie-grade DS to be easier to get, hence why most Mercs have them. You can keep JS rare by the same coin pretty easily, so I don't see why you wouldn't just make a point-based economic system like I suggested. Basically, if you want combat drops and more than a pair of LRM5s on your ride, you gotta pay the big bucks.
I mean, even under the current (FMM:r) rules, mules and buccs are far easier to get during unitgen than dedicated mech carriers, so honestly the current FMM(r) DS/JS acquisition rules seem fine to me; I just feel like the Cbill prices should be lower for purchases during a campaign
>Basically, if you want combat drops and more than a pair of LRM5s on your ride, you gotta pay the big bucks.
This makes sense. There being a metric screaming assfuckton of Mule class cargo carriers in the galaxy makes perfect sense - military dropships that can directly load and offload combat units within minutes being rare also makes a lot of sense. It's the difference between a bulk freighter and a Landing Ship/Tank; you should be able to move the same cargo in both, but the former will obviously be a lot more common, cheaper, easier to maintain and also suicidal to attempt direct combat insertion with.
That's fair. But still, I do stand by my belief that Cbills are a bad way to go about representing the economy of the game, because as tech progresses and eras change, the cost on stuff doesn't adjust to supply, or tech level changes (seemingly) or anything, even while the Cbill itself fluctuates in the fluff. It just feels wrong, you know?
Agreed. And the point about cargo is important too; Mercs (and most independent operators, as well as some military ones) are going to prioritize being able to pack away salvage and loot over tactical flexibility for the very same economic reasons we are discussing.
I guess it's the old issue of "suspension of disbelief vs. realism". You want the cool thing but it's hard to justify it existing because a realistic economy can't support it easily, but that economy is wonky and feelbad, and you want it to be more realistic, but doing so is hard because you want to justify unrealistic things with it.