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/r/battletech
So I’ll admit I’m likely late to the party. One of the things I’d been curious about was the lack of a “USA” faction, despite being an American game. You had the French, Germans, Chinese and Japanese, but no Americans.
Then I started reading the Comstar Sourcebook … and it all made sense.
Saw it on the way home from a grinder that a urbanmech won
Anyone able to speak to the quality of the sweater? And where it is made.
I am brand new to Battletech but I will play in a campaign with a group pretty soon. It will take place in 3140.
My characters are a group of rebels that want to disrupt the Draconis Combine.
My commander is a woman from a wealthy merchant family. She joined the military and worked as a guard.
Now I need an event that will have sufficient impact on her to turn her from loyal soldier to rebel against the government. I don't know enough about the lore to come up with something satisfying.
I thought she might have been a trusted guard to a high official that was exposed to another culture and made her see how badly the citizens of the dc are treated.
Mayber her mentor was wrongly accused of treason and executed.
Or maybe her world was conquered by the Federated Suns for a few years and the was conquered back by the dc again. And this brief moment under fedsuns authority was sufficient to change her opinion of the dc.
Any help will be appreciated.
Thanks.
The Coolant Pod have all been good little MechCommanders this year, so we're sending our Battletech wish lists to Catalyst Claus! Do we talk about the things you'd like to see? Don't agree with us? Let us know!
So I'm about to be managing two separate, contemporaneous campaigns and figure that both companies are likely to end up in debt. As part of keeping tracking of monthly expenses and one time capital outlays, i am wondering what sort of depreciable life a battlemech would have?
Given they're passed down through generations pre helm recovery they'd have to have longer useful lives than 40 year ADS buildings, right?? Would they just capitalize repairs and depreciate over the average length of time between stuff breaking/ getting destroyed? Is this an area rife with enron type fraud?
Do you think the accounting for mechs would be different in the ilClan era, given production is massively ramped up? As a corollary, what interest rates do clan sea fox offer these days?
Additionally, is there a way to determine the c-bill value of salvage?
I am looking at getting into Battle tech. How should I start? There is a group near me, but I haven't had a chance to go in and see them yet. I did pick up some models. A King Crab (my favorite mech), a Catapult, a Spider, a Crab, a Panther, and a Centurian.
Painted as a Taurian Velite and died gloriously in its first game teaching a friend of mine to play BT. Had the cockpit blown out the same turn it cored the opposing mech, ending the duel in a hilarious draw.
So, I'm just getting into Battletech and I decided to grab a couple salvage boxes for funsies and pulled an Enforcer and a Thug.
Which immediately drew my mind to crime job titles and now I need to build out a crime family lance. What other mechs have crime job sounding names? Bonus points if they would actually work well with the enforcer and thug in a lance (but not needed, I'll run it for the memes).
Quick question from a newb to AS. Is there a difference (Physical) between an IS and IIC model? For example Jenner and Jenner IIC?
I was looking at some books and saw the A Time of War rpg. This battle master caught my eye and I really like the paint scheme of it. I looked up some draconis combine schemes but most were red and black. Does anyone know what specific group uses this if any.
I picked up the Hinterlands pdf the other day I was quite disappointed to see that it didn’t seem to include any rats, just a very small section of prebuilt lances.
Does anyone know if this is a thing they’ll be doing going forward or just an anomaly for this book?
I gotta say yeah I am a little disappointed in the decreasing amount of granularity we’ve been getting in terms of TOE/RATs. In a lot of the older sourcebooks you’re given completely detailed TOEs of the forces feature in the book sometimes down to individually damage components on mechs. Then things sort of moved to where you’d get RATs for mechs, vehicles, and often aerospace. But now it looks like we’re not even getting that just a very basic list of premade lances which honestly holds almost no value to me.
There are rules for the impact inferno missiles have on non heatsinked vehicles. Since flamers can also inflict heat damage it feels right, that there should be rules for heat from a flamer on a vehicle with an ICE. I asked around and looked online but the only thing I could find is a rules interpretation, that flamers don't have the option to inflict heat damage on vehicles without heatsinks.
That seems off, considering that a single inferno missile deals less heat, but still forces an automatic critical hit roll for vehicles without heatsinks. It makes flamers look a little impotent, compared to infernos.
Did me and my friends overlook something or is that just how it is?
Hi friends! I notice that on many record sheets that clan mechs have the succession wars era symbol on them. I know this isn't necessary for balance but I was under the impression that omni mechs were simply unavailable until the clan invasion era.
What can you tell me about these "clan succession war" mechs? Do these omni mech not use typical advanced clan tech so they are playable within the same era? (Assuming youre restricting your game to an era.)
We're these mechs available to others on the periphery due to thier supposed proximity to the clan home worlds? So maybe they made an odd appearance?
I'm just curious. Like, how would you make a period accurate battle withing the succession wars? Restrict to inner sphere? Restrict to clans since Clans fought each other sometimes? Anything goes? More amorphous than anything and it doesnt matter?
What formats do you play and why?!
What are your favorites even if they don’t hit the table?
Interested in all the different ways people 'play BattleTech', how you describe them and why you gravitate to them.
Especially interested in what makes an instance of that format successful or not for what it is.
e.g. 'Large multi-person conventions games are a drag with regular init rules but fun with [init variation]' 'grinders are enjoyable if a new player but vets prefer free-for alls with [twist 1,2,3...]'
Please no judgements about people's preferences -- you like what you like!
✌️
I'll kick it off with a random casual one I dust off from time to time:
The Frenemy Free-for-All!
A Grinder (free-for-all) variant with following twists:
--
There's plenty of ways to vary this (e.g. can only shoot the dudes within X spots to your right) but the main thing is that the prohibition against attacking someone does two things (1) creates a more strategic (vs tactical) threat topology that's more compelling for veterans (2) can slightly mitigate the init swingy-ness of free-for-alls -- if a player looses init there's at least one dude that isn't going to pile on them in response to their move. This feeds into (1) with a careful player making sure to keep their frenemies close enough to support tactical retreats.
The reversion to real free-for all on player death creates a reason to keep track of what else is going on. The end condition helps create an arc and an impetus to play strategically in the absence of the rolling-player convention environment Grinder is built for.
So 24x36 inch poster frames do work if you want to take the time to remove 1 and 3/8 in off the long side of the Mercenaries KS backer posters.
Someone once showed me the necrosia affects table but I cant find it and was considering using in as part of my goliath scorpion character in an upcoming AToW rpg my friend is running. Does anyone know what book it's in as my rulebook doesn't have it
So, I was looking at availability and the following list is available to the Dragoons and no one else in Inner Sphere during the Clan Invasion Era, we know they started producing clan tech/mechs, is this more than anyone thought? And do we have an actual list anywhere of everything they could produce of clan make circa 3050?
Adder, Dire Wolf, Executioner, Fire Moth, Gargoyle, Hellbringer, Ice Ferret, Kit Fox, Mad Dog, Marauder IIC, Mist Lynx, Nova, Stormcrow, Summoner, Elemental BA
Perfect to use with CGL’s 25% off orders $50+ sale!
Just remember, CGL can be slow to ship at the best of times and their warehouse is currently closing so any orders won’t ship until January at the earliest
I got Force Manual Davion and am planning on getting the Kurita one. I'm a little disappointed because the books include information that has little to no explanation. Some special rules are defined, some are not. It seems to occasionally make explicit references to Campaign Operations and Alpha Strike Commander's Edition, but other times will just say stuff like "Reinforced Medium Mech Regiment" with a bunch of special rules but no reference as to what those actually strictly mean and how to apply to a lance or force.
Edit: I already play using the Battlemech manual and also have Total Warfare. My questions are more about how I'm supposed to use the Force manual as it isn't actually super clear in how to build a force and makes lots of obscure references to other books.
I'm relatively new to BT and have been sticking with introtech and 3rd&4th SW eras, some of the things in Hinterlands seem interesting for my dirty mercenary brain but a lot of it seems ilclan exclusive. Is it worth picking up?
Just be aware, CGL has stopped shipping orders until the New Year so if you are not in a hurry, this could be a good deal
As some people know I'm working on my own setting but using the BT rule set for mech construction something aren't one to one however/this is one of the designs that does align.
The goblin is a 10 ton mech it would be an omni mech using both inner sphere and clan tech.
The Goblin is a 10-ton ultralight mech designed with simplicity and flexibility in mind. Intended for recon, rapid deployment, and harassment operations, the Goblin is a cornerstone of light infantry support and urban combat tactics. Its design philosophy prioritizes speed, agility, and cost-effectiveness, making it an ideal choice for planetary militias, scout detachments, and insurgent forces. Despite its light frame, the Goblin's armament and modularity allow it to hold its own in skirmishes against heavier units.
First deployed during the defense of Prescott in 2354, the Goblin quickly became a favorite among light mech pilots. Its ability to weave through enemy lines and provide critical battlefield data proved invaluable. In urban engagements, Goblins disrupted enemy supply lines and harassed rear-echelon forces, cementing their reputation as a thorn in the side of heavier enemy units.
"The Goblin's a scrappy little mech. It won't win a slugfest with anything heavier, but that's not the point. You get in, hit fast, and get out before they know what hit 'em. It's not glamorous, but it'll save your life in a tight spot."
— Sergeant Jackie Stewart, Goblin Pilot, Prescott Defense Forces
Designed and produced on Prescott under wartime conditions, the Goblin is a testament to ingenuity and practicality. Its design prioritizes battlefield utility over luxury, offering smaller factions and planetary defenders a mech they can rely on without breaking the bank.
Name | Goblin (GBN-10) |
---|---|
Mass | 10 tons |
Engine | Rawlins 70 KW Fusion |
Top Speed | 151 km/h |
Armament | ER Medium Laser, ER Small Laser |
Armor | 0.5 tons ReactiveTechnical Readout: Goblin (2354-2355)Overview:The Goblin is a 10-ton ultralight mech designed with simplicity and flexibility in mind. Intended for recon, rapid deployment, and harassment operations, the Goblin is a cornerstone of light infantry support and urban combat tactics. Its design philosophy prioritizes speed, agility, and cost-effectiveness, making it an ideal choice for planetary militias, scout detachments, and insurgent forces. Despite its light frame, the Goblin's armament and modularity allow it to hold its own in skirmishes against heavier units.Technical Specifications:Tonnage: 10 tonsChassis: Tier-One Composite FramePower Plant: Rawlins 70 KW Fusion EngineCruising Speed: 97 km/h 7Maximum Speed: 151 km/h 11Jump Jets: NoneArmor: Basic Reactive Armor Plating (0.5 tons)Heat Sinks: 5Armament:1 Medium Laser (Right Torso)1 Small Laser (Center Torso)Notable Features:Speed and Maneuverability:The Rawlins 70 KW Fusion Engine provides the Goblin with exceptional mobility, allowing it to outmaneuver heavier mechs and quickly retreat when necessary. This speed is vital for hit-and-run tactics and evasion in combat scenarios.Compact Design:Standing at just over 6 meters tall, the Goblin is difficult to spot and engage in cluttered environments, such as urban zones or dense forests. Its small size makes it an effective scout and recon unit.Cost-Effective Construction:The Goblin is built using readily available materials and technologies, keeping costs low and production rates high. It is a favorite of budget-conscious forces looking to field a versatile light mech.Armament Layout:While lightly armed, the combination of a medium laser and a small laser provides the Goblin with a surprising punch for its weight class. It can harass opponents at medium range or close in for precision strikes.Modularity:The Goblin's chassis is designed to accommodate minor modifications, including sensor upgrades, electronic countermeasures, or alternative weapon configurations. These features enhance its adaptability in diverse combat environments.Tactical Roles:Recon and Scout Operations:The Goblin excels in reconnaissance missions, capable of relaying battlefield intelligence while avoiding direct confrontation with heavier units.Urban Combat:Its agility and small profile make it a formidable skirmisher in tight quarters, where larger mechs struggle to maneuver.Harassment and Skirmishing:The Goblin's speed allows it to engage in hit-and-run tactics, frustrating opponents and forcing them to expend resources in pursuit.Deployment History:First deployed during the defense of Prescott in 2354, the Goblin quickly became a favorite among light mech pilots. Its ability to weave through enemy lines and provide critical battlefield data proved invaluable. In urban engagements, Goblins disrupted enemy supply lines and harassed rear-echelon forces, cementing their reputation as a thorn in the side of heavier enemy units.Pilot's Commentary:"The Goblin's a scrappy little mech. It won't win a slugfest with anything heavier, but that's not the point. You get in, hit fast, and get out before they know what hit 'em. It's not glamorous, but it'll save your life in a tight spot."— Sergeant Jackie Stewart, Goblin Pilot, Prescott Defense ForcesVariants:Goblin-S (Stealth Variant):Features advanced ECM capabilities and a reduced armament, optimized for electronic warfare and stealth operations.Goblin-H (Harasser Variant):Trades the small laser for a machine gun and adds half a ton of additional armor for improved survivability in close combat.Manufacturer's Notes:Designed and produced on Prescott under wartime conditions, the Goblin is a testament to ingenuity and practicality. Its design prioritizes battlefield utility over luxury, offering smaller factions and planetary defenders a mech they can rely on without breaking the bank.BattleMech Data:Name Goblin (GBN-10)Mass 10 tonsEngine Rawlins 70 KW FusionTop Speed 151 km/hArmament Medium Laser, Small LaserArmor 0.5 tons Reactive |