Jump to content

CAV...Reposting Old Junk #1 (LONG!)


Recommended Posts

One problem (that I had to work around in porting the Starsiege HERCs) was that in Battletech, mechs of all sizes can carry just about anything on the weapons list. Which means that if you wanted a weapon such as an AC/5 (for example) on your heavy mech (using CAV JoR build rules), you would either spend a lot of points making sure the weapon lasted through all the Damage Tracks...or get the weapons designed for a smaller mech and be sure of losing it if taking only moderate damage.

 

Sure, you have this same problem working from the existing weapons tables in the CAV build rules, but it could be even more pronounced.

Link to post
Share on other sites
  • Replies 20
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Hmmm. It's an interesting conundrum, yes.

 

Of course, there are fairly few battlemechs of that large scale, I think, that carry AC/5's. I can only think of the Rifleman, Marauder, and Banshee off the top of my head.

 

Then again, there's the Kraken, with 10 (TEN!!) LB-2X autocannons...

 

Now, the venerable Medium Laser, that's very common. That one might take some work.

 

And 'mechs did tend to lose weapons after taking damage. Once you punctured the armor they tended to get whacked. Or worse, get an ammo hit, and the mech is effectively toast... I suppose that's what we have the "Smoking pile of wreckage" entry in the CAV Critical Hit Chart for. :)

Link to post
Share on other sites

ERRATA FOR THE UNSEEN LIST

 

I had corrected my hard copies but didn't do the same for my computer files. No wonder it all looked so weird. Anyway, these are the correct figures.

 

LOCUST

ACA: +3

DCA: +3

 

STINGER/WASP

ACA: +3

DCA: +7

 

OSTSCOUT

ACA: +3

 

GRIFFIN, PHOENIX HAWK and SCORPION

ACA: +2

DCA: +3

 

RIFLEMAN, ARCHER, CRUSADER, GOLIATH, MARAUDER, WARHAMMER and LONGBOW

ACA: +2

 

The point costs are all the same.

Link to post
Share on other sites

This is both old and new: a porting from the Mekton II RPG book out of the 1980s.

 

The Mauler is a cheap heavy Mekton developed by the Kargan Empire Army on Algol. It was produced in huge numbers over the years and widely exported to other nations both on and off Algol, and while it has since been made obsolete by newer generations of Kargan mecha, there are still many of them around. It doesn't have much armor, but its mobility and firepower make it a nasty opponent in the hands of a competant crew.

 

(This mecha has nothing to do with the Battletech Mech of the same name, which was featured in the Battletech TV series/toy line. Visually, the Mekton Mauler was based on the Marasai from Zeta Gundam, which was a hotrodded Zaku II. A few of the ASTROID pieces would work as Mauler proxies, as would the Bandai 1/220 model kit of the Marasai itself!)

 

5 DAMAGE TRACKS

MM: 20. POWER: 6 (12 WHEN JUMPING!). COST: 48

ACA: +2. COST: 1.

DCA: +3. COST: 3.

ARM: +1. COST: 8.

PW: 14. COST: 38.

TL: +2. COST: 12.

ECM: +2. COST: 8.

JUMP FANS: COST: 5.

WEAPONRY

DOUBLED AUTOCANNON: RNG 18; H/S (+7/+2); POWER: 5; COST: 74.

HEAD LASER: RNG 36; H/S (+1/+1); POWER: 2; COST: 20.

150 MM RIFLE: RNG 24; H/S (+4/+1); POWER: 4; COST 42.

BREEDER: KORRAX 12

TARGET: RASTAS 1121

ECM: RAAKUSZ

TARGET TYPE: HARD

MOVE TYPE: CAV W/JUMP FANS

ROLE: GENERAL PURPOSE

COST: 259 POINTS

Link to post
Share on other sites

Hmmm. How do you handle jump jet use as far as actual play goes?

 

I've seen the double-power-to-movement you've included, and that makes a certain amount of sense... let's see... basically, it lets you ignore elevation differences while you move, pretty much. Useful for going up heights, over hills quickly, or across trenches. In CBT, also makes you a bit harder to hit, but also makes it harder for you to shoot... Hm. -1 TL, +1 ECM, on a turn when you jumped?

Link to post
Share on other sites

Let's try this again...my original post got lost in the cyberhaze.

 

I think there ought to be a scale of modifiers for jumping mechs, as the further a mech jumps the higher the penalties/benefits.

 

More Mektons...this time the Scimitar/Vector/Rapier family.

 

Scimitar was the main mech of the Elaran forces at the onset of the Archepelago Wars. With the appearance of the Mauler, further development was necessary and resulted in the Vector, which eventually replaced Scimitar on the frontlines. The Rapier, derived from both the Scimitar and the Vector, was designed especially for Freelancer ace pilot Jeff Ayasha, and saw plenty of action all through the Elaran/Kargan Wars.

 

Visually, the series is based on the Gundams from Zeta Gundam. Like the Mauler, proxies for these can be found in ASTROID and Bandai's model kits.

 

SCIMITAR 100

4 DAMAGE TRACKS

MM: 24. POWER: 6 (12 WHEN JUMPING). COST: 48.

ACA: +2. COST: 1.

DCA: +4. COST: 3.

ARM: +2. COST: 14.

PW: 12. COST: 23.

TL: +2. COST: 12.

ECM: +2. COST: 8.

JUMP THRUSTERS: COST: 9.

WEAPONRY

DF ROCKET LAUNCHER: RNG 32; H/S (+2/+2); POWER: 1; COST: 35.

PLASMA CANNON: RNG 36; H/S (+4/+3); POWER: 4; COST: 52.

BREEDER: NADG 10

TARGET: EDC-12

ECM: RILDIUM "S"

TARGET TYPE: HARD

MOVE TYPE: CAV W/JETS

ROLE: GENERAL PURPOSE

COST: 205 POINTS.

 

VECTOR MK. II

4 DAMAGE TRACKS

MM: 26. POWER 6 (12 WHEN JUMPING). COST: 53.

ACA: +3. COST: 2.

DCA: +4. COST: 3.

ARM: +2. COST: 14.

PW: 12. COST: 23.

TL: +3. COST: 18.

ECM: +2. COST: 8.

THRUSTERS: COST 12.

WEAPONRY

DOUBLED DF ROCKET LAUNCHER: RNG 32; H/S (+4/+3); POWER: 2; COST: 63.

150 MM RIFLE: RNG 24; H/S (+4/+1); POWER: 4; COST: 35.

HEAD LASER: RNG 36; H/S (+1/+1); POWER: 2; COST: 18.

BREEDER: NADG 10

TARGET: EDC-12

ECM: RILDIUM "S"

TARGET TYPE: HARD

MOVE TYPE: CAV W/JETS

ROLE: GENERAL PURPOSE

COST: 249 POINTS

 

RAPIER MK. I

4 DAMAGE TRACKS

MM: 26. POWER 6 (12 WHEN JUMPING). COST: 53.

ACA: +3. COST: 2.

DCA: +7. COST: 6.

ARM: +2. COST: 14.

PW: 16. COST: 29.

TL: +4. COST: 21.

ECM: +3. COST: 11.

THRUSTERS: COST 12.

WEAPONRY

DF ROCKET LAUNCHER: RNG 32; H/S (+2/+2); POWER: 1; COST: 35.

150 MM RIFLE: RNG 24; H/S (+4/+1); POWER: 4; COST: 35.

HEAD LASER: RNG 36; H/S (+1/+1); POWER: 2; COST: 18.

BREEDER: NADG 14

TARGET: EDC-18

ECM: RILDIUM "S2"

TARGET TYPE: HARD

MOVE TYPE: CAV W/JETS

ROLE: GENERAL PURPOSE/SUPERIORITY

COST: 235 POINTS

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...