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Sunday, March 11, 2012

Two new vehicles for MBTU

Actually just one new vehicle, but two variants.  The first variant uses a standard engine and so far play tests well, even if I used an 8:5 battle value ratio for the new vehicles.  Through 4 rounds of combat, the four hovercraft handled the Vindicator and Jenner well, scoring an engine hit on the Vindicator and slagging the Jenner's center torso armor completely off, with only a few hits scored against the hovercraft for minor motive hits.  The hovercraft can move fast enough at a cruise speed to gain a +3 target modifier.  It could be conceivable to get a +4 target modifier at cruise speed if terrain allowed it, and considering that the max modifier for flanking speed is +4 as well, flanking would only be necessary for closing on the enemy or putting distance between the enemy on itself.

           BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Saxinis M1
Tech:          Inner Sphere / 3025
Config:        Hovercraft
Rules:         Level 1, Standard design

Mass:          25 tons
Power Plant:   120 Galas Micro-Fusion Fusion
Cruise Speed:  108.0 km/h
Maximum Speed: 162.0 km/h
Armor Type:    Riese-100 Standard
Armament:    
  1 BlazeFire Systems Large Laser
  1 Holly-4 SRM 4
Manufacturer:  Krupp Armaments Works
  Location:    Storfors
Communications System:  Scarborough Talky-1
Targeting & Tracking System:  Wayne Marksman

--------------------------------------------------------
Type/Model:    Saxinis M1
Mass:          25 tons

Equipment:                                 Items    Mass
Int. Struct.:  12 pts Standard               0      2.50
Engine:        120 Fusion                    0      4.00
Shielding & Transmission Equipment:          0      2.00
    Cruise MP:  10
     Flank MP:  15
Heat Sinks:     10 Single                    0       .00
Cockpit & Controls:                          0      1.50
Crew: 2 Members                              0       .00
Lift Equipment:                              0      2.50
Armor Factor:   72 pts Standard              0      4.50

                          Internal    Armor
                          Structure   Value
   Front:                     3         26
   Left / Right Sides:        3      16/16
   Rear:                      3         14

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Large Laser            Front    8          1      5.00
1 SRM 4                  Front    0   25     2      3.00
--------------------------------------------------------
TOTALS:                           8          3     25.00
Items & Tons Left:                           7       .00

Calculated Factors:
Total Cost:        783,000 C-Bills
Battle Value 2:    607 (old BV = 450)
Cost per BV:       1,289.95
Weapon Value:      195 / 195 (Ratio = .32 / .32)
Damage Factors:    SRDmg = 11;  MRDmg = 5;  LRDmg = 0
BattleForce2:      MP: 10H,  Armor/Structure: 0 / 3
                   Damage PB/M/L: 1/1/-,  Overheat: 0
                   Class: GL;  Point Value: 6


The second variant has a lighter fusion plant allowing slightly greater speed and a little more armor, but the cost almost triples.

          BattleTech Vehicle Technical Readout
                      VALIDATED

Type/Model:    Saxinis M2
Tech:          Inner Sphere / 3050
Config:        Hovercraft
Rules:         Level 2, Standard design

Mass:          25 tons
Power Plant:   145 Galas Micro-Fusion XL Fusion
Cruise Speed:  118.8 km/h
Maximum Speed: 183.6 km/h
Armor Type:    Riese-100 Standard
Armament:      
  1 BlazeFire Systems Large Laser 
  1 Holly-4 SRM 4 
Manufacturer:  Krupp Armaments Works
  Location:    Storfors
Communications System:  Scarborough Talky-1
Targeting & Tracking System:  Wayne Marksman

--------------------------------------------------------
Type/Model:    Saxinis M2
Mass:          25 tons

Equipment:                                 Items    Mass
Int. Struct.:  12 pts Standard               0      2.50
Engine:        145 XL Fusion                 2      3.33
Shielding & Transmission Equipment:          0      1.67
    Cruise MP:  11
     Flank MP:  17
Heat Sinks:     10 Single                    0       .00
Cockpit & Controls:                          0      1.50
Crew: 2 Members                              0       .00
Lift Equipment:                              0      2.50
Armor Factor:   88 pts Standard              0      5.50

                          Internal    Armor
                          Structure   Value
   Front:                     3         32 
   Left / Right Sides:        3      20/20 
   Rear:                      3         16 

Weapons and Equipment    Loc  Heat  Ammo   Items    Mass
--------------------------------------------------------
1 Large Laser            Front    8          1      5.00
1 SRM 4                  Front    0   25     2      3.00
--------------------------------------------------------
TOTALS:                           8          5     25.00
Items & Tons Left:                           5       .00

Calculated Factors:
Total Cost:        1,948,000 C-Bills
Battle Value 2:    696 (old BV = 510)
Cost per BV:       2,798.85
Weapon Value:      235 / 235 (Ratio = .34 / .34)
Damage Factors:    SRDmg = 11;  MRDmg = 5;  LRDmg = 0
BattleForce2:      MP: 11H,  Armor/Structure: 0 / 3
                   Damage PB/M/L: 1/1/-,  Overheat: 0
                   Class: GL;  Point Value: 7

Friday, March 9, 2012

Further MBTU thoughts

  • The Houses and their subdivisions will remain but at a much smaller scale
  • Jump drives are going to be limited to 3 parsecs
  • No instant communication; x-boats (Traveller) will be needed for interstellar communication
  • No sentient aliens; maybe evidence of precursor sentients?
I'm going to borrow freely from both Traveller and Battletech as I do this, keeping what I think works from a strategy/tactical game perspective.

I found a data file for the Inner Sphere from the Inner Sphere Cartography Society that I'm going to use to map out my starting area.  I don't want to start from scratch, plus I want some continuity back to the OBTU.

Thursday, March 8, 2012

Creating an alternate Battletech Universe

Of course I have no clue how to go about it.  I've never been completely happy with the canon and over the last week or so, I've been thinking about finally going ahead and start fleshing out My Battletech Universe (MBTU).  I've thought about it and have made a few assumptions, but every time I sit down to write it down I get distracted making vehicles of my own design or fiddling around with Gimp to make my own paper miniatures for play.

So I'm going to jot down a few assumptions or concepts I want in MBTU so I have a place to review them and to see if anyone wants to give me some feedback on these or other general pointers on moving forward.


  • MBTU will have many more factions;  think Europe during the mid-11th century
  • The technology is limited to Inner Sphere tech that is still in production in 3001; no left over tech from the Star League era
  • No instant communications (HPG) and therefore no ComStar (at least in the canon meaning)
  • There will be mercenary free companies, but no MRBC
  • Mechs and vehicles are expensive, so there won't be individuals that bring their own to their unit when the sign up
  • Most organized units should have a limited number of mech/vehicle types for logistic purposes
I'm thinking of using some of the Traveller rules to help flesh out a few polities to get an idea of their economic resources and build from the bottom up.  This way I can setup a few scenarios to play without creating the entire BTU, and slowly fill in the details as I go.




Monday, February 27, 2012

DM-ing can be frustrating

Saturday's session was frustrating and instead of having to break up around 10pm for those players that needed to get home to their families, I ended up ending the session at 9:30.

I don't want to point fingers at anyone individually so I'm not going to go into detail (in case they read this here blog).  And I'm not entirely sure that its any of the players' fault.

As I dwelt upon it, I've realised that when I last had a regular group that I DM'd for, it was back in 1992 and nearly everyone was military.  And why is that important?  Because everyone was used to being presented a scenario with basic assumptions and then were able to work together in accomplishing the tasks necessary to realize their goals.

We still had odd-ball characters, inter-party strife, randomness, etc.; in other words, fun.  But we didn't seem to get distracted by every little thing or have PC groups within the PC group.

Does any of this make sense?

Sunday, February 19, 2012

Gender limitations on ability scores

Males and females are different in the real world.  This is true for humans and all other animals.

Since the 1E Player's Handbook doesn't differentiate between male and female except for strength, I really don't see the issue that has reared its head lately.  As a matter of fact, the industry's insistence to be inclusive of females and their feelings/self-esteem was a big turn-off for me.  Frankly I was shocked at the amount of gender mamby-pamby when I picked up the 3.0 AD&D core books and I lost interest in playing it anymore.

So go ahead and call me what you will, but I will continue to treat females in my fantasy campaigns as females.  Yes, there will be the occasionally exceptional female character, however I won't bend over backward to elevate females to help a player's self-esteem.