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/r/battletech
Man this was different. Very happy with how they all turned out.
Hi welcome 0.50.03-Development!
Another packed release with tons of new stuff, bug fixes, and general improvements. We don’t anticipate this release to be a Milestone, but you never know!
Check out the notes here and we are still working on our State of the Universe address which is very very late!
https://www.sarna.net/wiki/Brigand_(BattleMech)
I love everything about this goober mech
So I'm diving into the rules for creating my own 'mechs (as presented in the Techmanual, corrected 6th printing) for the first time. These state that I must calculate the 'mech's Defensive Factor, which "is based on the unit’s highest potential target modifier (including bonuses for jump capability, enhanced movement capability from MASC or triple-strength myomer, and the maximum effects of stealth armor, such as the modifier for long range), as shown on the Defensive Factors Table and Defensive Factor Modifier Table (p. 316)."
Said table includes a column for "Target Modifier". As far as I've been able to determine, Target Modifier is not a defined term with a precise meaning in either the Techmanual or Total Warfare (my version is the corrected 10th printing).
At first I thought this term might be synonymous with "Target Movement Modifier", but the fact that it includes the effects of stealth armor seems to exclude this possibility.
Then I thought it might include everything in the "Target" heading of the "ATTACK MODIFIERS TABLE" on page 117 of Total Warfare, but this possibility seems to be excluded by the example of the MON-66 BV calculation on page 304 of the Techmanual, which does not account for the potential of said 'mech to run 10 spaces on a paved surface, then attempt to turn and move off the paved surface, causing it to slide (EDIT: "skid", not "slide") and then fall prone, resulting in a total modifier of +7 (the example only counts a modifier of +4).
So, my dual questions are:
and
Thank you in advance for your input!
i love painting this scheme so much. Wondering what mech to do next for my lyran guard. Leaning towards a hatchetman but would love some suggestions. I probably need more light mechs
I love Melee and energy
Found an Urbanmech Lance box, painted them. 2nd ever batch of ‘Mechs painted and in more or less the same color scheme as my last batch.
The open secret with the Marauder is that without quirks, it borders on kind of a bad mech, which is fine! I'm not saying that it's a bad pick, especially with the attitude that a lot of us Battletech fans have about playing less than ideal mechs.
My question for you is basically how much stock do you guys put into the Narrow Profile quirk? Does it somehow make it better than the Warhammer 6D (probably not, let's not be crazy here). I don't play with quirks when I'm with friends in person, but I do notice in my Megamek mindless campaigns, Narrow Profile really gets on my nerves when I'm playing against it.
So, working on thus Silhouette Stables Morpheus, and it's a pretty under-represented mech for me finding reference (and a Stable without any significant presence other than a description of the colours and logo). Most I have found though have had like, name graffiti and the number 9.
What do those mean? Are they important? I'm asking from a lore perspective, since I've been attempting to paint up my assorted lance as canon to the mech's salvaged origin. In this case, it's been willed to my character from her time at the Stable after the pilot died. So, it was an active Solaris mech but needs a bit of repair.
So, what's the deal with decals and stuff for it? Should it have them? And what do they specifically mean?
Is there enough space inside a suit of light/medium battle armor for a pilot to carry a small backup weapon?
Like if an Elemental was forced to bail out of his armor, would he have access to say a knife or a handgun?
4 out of 5 stars. Great book!