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Battletech Crossover Stats
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CRMcNeill
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PostPosted: Wed Feb 25, 2015 4:24 pm    Post subject: Battletech Crossover Stats Reply with quote

I recently dabbled in using Battletech Mechs to make a couple new Walker types for the Imperial military, specifically, the Fenwolf-Class Assault Walker and the AT-MA-T Mobile Artillery Walker. These are both Imperial Military vehicles, so it got me thinking about making up some more stats for other Battletech Mechs, but with their descriptions and stats altered to fit the SWU. In particular, I'm going to use some of the mechs to make walkers for the Rebel Alliance, which allow characters to engage in Walker-to-Walker battles in the SWU. The Alliance's mechs will all be designed as older, less capable walkers than the stats I've already done, forcing them to use the same sorts of guerilla tactics used by the rest of the Alliance's ground forces, just on a larger scale. In particular, I'm going to do the:
    -Blood Asp - As a direct-fire combat precursor to the Fenwolf, with all direct fire weaponry, minus the Fenwolf's shoulder pods.

    -Catapult - Primarily a support platform, equipped with the same shoulder pods as the Fenwolf, as well as some others, including a Surveillance / Electronic Warfare variant.

    -Locust - One-man scout walker, kind of a hybrid between an AT-ST and an AT-PT

    -Nova - Like the Blood Asp, another direct-fire combat mech (mostly because I like the design and it will add to the rag-tag nature of the Alliance, being forced to use multiple different types when they are available).

    -Dire Wolf - Same basic reasoning as the Nova, in that I want to include some diversity in Rebel units to off-set the conformity of Imperial designs.

    -Atlas - I don't really feel that upright walking Mechs really "fit" in the SWU. However, mention was made of the Balmorran Arms war droids from Dark Empire II, and there are a lot of visual similarities. On top of that, my research has made me curious what something like the Atlas would look like as a D6 stat, so I think I'm going to make it another Imperial Mech, emphasizing the psychological effect of seeing a giant with a skull for a head coming at you.

One thing I'm not sure about is that many of the Battletech mechs have hands as part of their design, and I'm not quite sure how to incorporate that into a D6 stat. Should they be simply close combat weapons, or capable of heavy lifting as well? I had considered replacing any "hands" with short-range tractor beams, which would have a similar effect...

Also, I will be writing these stats using my New Scale System, which places Walkers at +8D, above Starfighters.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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atgxtg
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PostPosted: Wed Feb 25, 2015 6:37 pm    Post subject: Reply with quote

You could treat hands like the grasper arms droids get. They could provide a bonus to lifting and allow some fine manipulation of objects that otherwise wouldn't be possible for a vehicle (such as swapping out clips on mecha-scale blaster rifles), or wielding mecha-scale weapons.

IF you need a stat score, I'd say a mech with hands gets to uses it Maneuverability Die Code as it's DEX Code. This would at the proper vehicle scale. An 8D scale mech with Maneuverability of 3D might be able to change the clip on it's own 8m long blaster "rifle" with ease, but probably won't be able to change the clip on a character scale blaster riffle.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 25, 2015 7:39 pm    Post subject: Reply with quote

I made the mistake of Googling "Why do Mechs have hands". The answer, on the Mechwarrior Online Forum is, apparently, "because there are no girl mechs."
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Raven Redstar
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PostPosted: Wed Feb 25, 2015 8:58 pm    Post subject: Reply with quote

I'd allow hands that have a lifting score of the mech's hull rating plus scale dice. So a mech-walker with 3D hull rating could lift with an effective 11D lifting score, allowing the mech to easily lift the equivalent of a heroic roll regularly.

Or, you could give the arms/hands a maximum lift capacity similar to cargo capacity, which can be pushed by causing possible damage to the mech, or a decrease in maneuverability.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Wed Feb 25, 2015 10:40 pm    Post subject: Reply with quote

What about Brawling? What skill would you use? Walker Operations? Powersuit Operations?
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Raven Redstar
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PostPosted: Thu Feb 26, 2015 1:21 am    Post subject: Reply with quote

Whatever piloting skill you have for it. Although, if you decided with powersuit operation, then brawling could be a potential skill used.
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garhkal
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PostPosted: Thu Feb 26, 2015 3:28 am    Post subject: Re: Battletech Crossover Stats Reply with quote

crmcneill wrote:

One thing I'm not sure about is that many of the Battletech mechs have hands as part of their design, and I'm not quite sure how to incorporate that into a D6 stat. Should they be simply close combat weapons, or capable of heavy lifting as well? I had considered replacing any "hands" with short-range tractor beams, which would have a similar effect...


Being a long time battle tech player, hands on mechs are used for things such as grabbing vehicles/troops/trees and loot. Such as that large computer core.

crmcneill wrote:
What about Brawling? What skill would you use? Walker Operations? Powersuit Operations?


Walker ops. Though what would the 'defender' use to avoid getting squished? Brawl parry? Dodge?
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 26, 2015 12:34 pm    Post subject: Re: Battletech Crossover Stats Reply with quote

garhkal wrote:
crmcneill wrote:
What about Brawling? What skill would you use? Walker Operations? Powersuit Operations?


Walker ops. Though what would the 'defender' use to avoid getting squished? Brawl parry? Dodge?

If they are Character Scale, then probably Dodge. With the Scale modifier as a bonus.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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atgxtg
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PostPosted: Thu Feb 26, 2015 1:01 pm    Post subject: Reply with quote

crmcneill wrote:
I made the mistake of Googling "Why do Mechs have hands". The answer, on the Mechwarrior Online Forum is, apparently, "because there are no girl mechs."


LOL! The real reason is that the Battledroids game swiped most of it's initial mecha from various anime series.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 26, 2015 3:22 pm    Post subject: Reply with quote

So, as I'm working on stats, I wanted to make a quick comment on weapons. Seeing as how BattleTech has a massive list of different weapon systems that can be installed on a mech, I'm going to be subbing in Star Wars weaponry rather than porting BattleTech weapons over.

Also, I dropped the Locust in favor of the Raven, as I liked the Electronic Warfare capability, as well as the target designation. Stats will be posted this afternoon.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 26, 2015 3:42 pm    Post subject: Reply with quote



Blood Asp-Class Assault Walker
Craft: Arakyd Corporation's Blood Asp-Class
Type: All-Terrain Assault Walker
Scale: Walker
Length: 12 meters (12 meters tall)
Skill: Walker Operation: Blood Asp
Crew: 1 & 1 Gunner
Crew Skill:
Sensors 4D
Vehicle Blasters 5D
Walker Operation 5D
Cargo Capacity: 1 metric ton
Cover: Full
Cost: Not Available For Sale
Maneuverability: 1D
Move: 23; 65 kph
Body: 4D
Sensors:
Passive 2km/0D
Scan 4km/1D
Search 6km/2D
Focus 300m/3D
Weapons:
2 Heavy Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner)
Fire Control: 2D
Range: 50m-500m/1km/2km
Damage: 6D
2 Dual Light Laser Cannon
Fire Arc: 1 Front/Left, 1 Front/Right (may be Fire-Linked in Front Arc)
Crew: 1 (Gunner)
Scale: Speeder
Fire Control: 2D
Range: 50m-200m/500m/1km
Damage: 5D
2 Repeating Blaster Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner)
Skill: Vehicle Blasters
Scale: Character
Fire Control: 4D
Range: 50m-100m/300m/600m
Rate of Fire: 2D Auto-Fire
Damage: 6D
1 Missile Launcher
Fire Arc: Front
Crew: 1 (Gunner)
Skill: Missile Weapons
Fire Control: 2D
Range:: 200m-1.2km/3km/6km
Rate of Fire: Singly or in volleys of 2 to 6
Damage: 8D
Ammo: 6 missiles (no reloads)
Note:
-The Blood Asp's main fuselage may rotate to face either the Left or Right Fire Arcs, but may only fire in one Fire Arc per round, and requires two rounds to move from Left to Right or Right to Left.
-In addition, if the main fuselage is angled to either the Right or Left Fire Arc, the Weapon Arm on that side may angle to fire into the Rear Fire Arc.
-The pilot suffers no penalty to Walker Operation regardless which arc the fuselage is facing.
Capsule:
The Blood Asp is the precursor of the Fenwolf. Older and slower, and with a somewhat lighter weapons suite, the Blood Asp is the Rebel Alliance's primary front-line assault walker. It is somewhat limited in combat against the Empire's Fenwolf-Class due to its slower speed, so Rebel Walker unit commanders must use innovative guerilla tactics when sending Blood Asps against Imperial walkers. However, the Blood Asp remains a formidable opponent if used properly.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 26, 2015 4:07 pm    Post subject: Reply with quote





Catapult-Class Fire Support Walker
Craft: Arakyd Corporation's Catapult-Class
Type: All-Terrain Fire Support Walker
Scale: Walker
Length: 10 meters (12 meters tall)
Skill: Walker Operation: Catapult
Crew: 1 & 1 Gunner
Crew Skill:
Sensors 4D
Vehicle Blasters 5D
Walker Operation 5D
Cargo Capacity: 1 metric ton
Cover: Full
Cost: Not Available For Sale
Maneuverability: 1D
Move: 23; 65 kph
Body: 3D
Sensors:
Passive 2km/0D
Scan 4km/1D
Search 6km/2D
Focus 300m/3D
Weapons:
2 Light Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner)
Scale: Speeder
Fire Control: 2D
Range: 50m-200m/500m/1km
Damage: 4D
2 Repeating Blaster Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner)
Skill: Vehicle Blasters
Scale: Character
Fire Control: 4D
Range: 50m-100m/300m/600m
Rate of Fire: 2D Auto-Fire
Damage: 6D
2 Shoulder Weapon Pods
Crew: 1 (Gunner)
All other stats vary by Pod Type
Pod Types: (Pods are almost always mounted in matching pairs, excepting special circumstances. Matched pods can automatically fire-link, receiving a +1D discretionary bonus).
Turbolaser
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control: 3D
Range: 300m-1.5km/3.5km/7.5km
Fire Rate: 1/2
Damage: 6D
Ion Cannon
Fire Arc: Front
Skill: Vehicle Blasters
Fire Control: 3D
Range: 100m-1km/2.5km/5km
Fire Rate: 1/2
Damage: 6D (ionization)
Missile Launcher
Fire Arc: Front
Skill: Missile Weapons
Fire Control: 2D
Range:: 200m-1.2km/3km/6km
Rate of Fire: Singly or in volleys of 2 to 24
Damage: 8D
Ammo: 24 missiles (no reloads)
Air Defense Auto-Blaster
Fire Arc: Turret
Skill: Vehicle Blasters
Fire Control: 3D
Range: 100m-800m/2.5km/4km
Rate of Fire: 2D Auto-Fire
Damage: 4D
Surveillance / Electronic Warfare
    Sensors:
    Passive: 6km/1D
    Scan: 8km/2D
    Search: 12km/3D
    Focus: 800 meters/4D
    Special Equipment:
    Broad-Spectrum Jamming Array
    Effect: Increases the Difficulty of Communications, Sensors (Identify only) and/or Fire Control, equal to the ship’s Active Sensor dice values (+2D if Jamming all around, +3D if Jamming a single Fire Arc and +4D if Jamming a single target)
    Modifiers:
    +1D if Jamming in one mode only (Communications, Sensors or Fire Control)
    -1D if Jamming in All Three Modes at once (Communications, Sensors and Fire Control)
    -2D if Jamming a Capital Ship
Note:
-The Catapult's main fuselage may rotate to face either the Left or Right Fire Arcs, but may only fire in one Fire Arc per round, and requires two rounds to move from Left to Right or Right to Left.
-The pilot suffers no penalty to Walker Operation regardless which arc the fuselage is facing.
Capsule:
Another precursor of the Fenwolf, the Catapult is designed as a support walker, a heavy weapons platform that provides fire support to front-line combat walkers. The primary armament of the Catapult is its modular weapon pods, which can be swapped out between missions depending on support requirements. It mounts some defensive weaponry, but is not equipped to go toe-to-toe with a Fenwolf at close range, and is thus deployed behind the main lines, or accompanied by heavy escort.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Thu Feb 26, 2015 10:54 pm; edited 1 time in total
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garhkal
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PostPosted: Thu Feb 26, 2015 5:21 pm    Post subject: Reply with quote

crmcneill wrote:
So, as I'm working on stats, I wanted to make a quick comment on weapons. Seeing as how BattleTech has a massive list of different weapon systems that can be installed on a mech, I'm going to be subbing in Star Wars weaponry rather than porting BattleTech weapons over.

Also, I dropped the Locust in favor of the Raven, as I liked the Electronic Warfare capability, as well as the target designation. Stats will be posted this afternoon.


So what SW weapon are you going to sub in for
PPCs
Pulse lasers
Auto cannons
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 26, 2015 5:57 pm    Post subject: Reply with quote

As I said, I'm not doing any direct conversions. I'm mostly just trying to go with the spirit of the design with regards to equipping it with SWU weaponry. Walker-Scale weapons will generally be lasers or turbolasers, Speeder-Scale weapons will be blaster cannon, and Character-Scale will be Repeating Blasters. Ion Cannon and Missile Launchers will be thrown in the mix as appropriate.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16163
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Feb 26, 2015 7:22 pm    Post subject: Reply with quote



Raven-Class Scout Walker
Craft: Arakyd Corporation's Raven-Class
Type: All-Terrain Scout Walker
Scale: Walker
Length: 10 meters (11 meters tall)
Skill: Walker Operation: Raven
Crew: 1 & 1 Gunner
Crew Skill:
Sensors 5D
Vehicle Blasters 5D
Walker Operation 5D+2
Cargo Capacity: 1 metric ton
Cover: Full
Cost: Not Available For Sale
Maneuverability: 1D
Move: 35; 100 kph
-Jump Jets: Can jump up to 120 meters horizontally or 60 meters vertically. The jump is a full-round action. The jump jet must recharge for 2 rounds before it can be used again.
Body: 2D
Sensors:
Passive 4km/0D
Scan 6km/1D
Search 8km/2D
Focus 400m/3D
Target Designation: +2D to Fire Control of an allied vehicle. Requires successful Sensor Focus on target in Front Fire Arc only. Raven may only designate one target at a time, and share that data with only one friendly gunner (although weapons linked in a battery may coordinate fire).
Weapons:
2 Light Laser Cannon (Fire-Linked)
Fire Arc: Front
Crew: 1 (Gunner)
Scale: Speeder
Fire Control: 2D
Range: 50m-200m/500m/1km
Damage: 4D
1 Repeating Blaster Cannon
Fire Arc: Front
Crew: 1 (Gunner)
Skill: Vehicle Blasters
Scale: Character
Fire Control: 4D
Range: 50m-100m/300m/600m
Rate of Fire: 2D Auto-Fire
Damage: 6D
1 Missile Launcher
Fire Arc: Front
Skill: Missile Weapons
Fire Control: 2D
Range:: 200m-1.2km/3km/6km
Rate of Fire: Singly or in volleys of 2 to 6
Damage: 8D
Ammo: 6 missiles (no reloads)
Broad-Spectrum Jamming Array
Effect: Increases the Difficulty of Communications, Sensors (Identify only) and/or Fire Control, equal to the ship’s Active Sensor dice values and ranges (+2D if Jamming all around, +3D if Jamming a single Fire Arc and +4D if Jamming a single target)
Modifiers:
+1D if Jamming in one mode only (Communications, Sensors or Fire Control)
-1D if Jamming in All Three Modes at once (Communications, Sensors and Fire Control)
-2D if Jamming a Capital Ship
Note:
-The Raven's main fuselage may rotate to face either the Left or Right Fire Arcs, but may only fire in one Fire Arc per round, and requires two rounds to move from Left to Right or Right to Left.
-The pilot suffers no penalty to Walker Operation regardless which arc the fuselage is facing.
Capsule:
The Raven is the third leg of the tripod of Alliance Walker doctrine. A dedicated scout and reconnaissance walker, the lightly armed Raven is fragile and lightly armed, but highly mobile. Faster than an AT-ST, the Raven's mobility is enhanced by a repulsorlift-assisted jump-jet system that allows the walker to leap over obstacles. It is equipped with light defensive weaponry, but its most effective weapon is its sensor and electronic warfare suite, which is highly sensitive and equipped with both broad-spectrum jammers and target designation capability. Ravens are an essential piece of Alliance walker operations, as successful scouting is vital to keeping the Empire's heavier walkers at arm's length from the Alliance's older and slower combat walkers. As such, the Alliance tends to assign their best and most capable walker crews to Raven scout units.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index


Last edited by CRMcNeill on Thu Feb 26, 2015 10:41 pm; edited 1 time in total
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