Switch Theme:

Classic Battletech Is Awesome: the Thread!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Mighty Vampire Count






UK

Thanks for the fabulous comparison images!

The Knights may a bit smaller but they are really chunky so I think them staying as Heavies (which given they are about 75 tons is nice) is cool. Think I will get a box of them and do some rule conversions....

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Is not ironic that a ‘mech carrying essentially two rapid-fire battle cannons, a missile pod and a gun cluster (Multi-melta) would be named “Warhammer”?

BattleTech Titanicus (Battle Techicus?) would be an interesting game - better as Classic or Alpha Strike?

It never ends well 
   
Made in gb
Worthiest of Warlock Engineers






preston

Did someone say "Imperator"?
Spoiler:

Emperor-Imperator class

Mass: 400 Tons
Tech Base:
Motive Type:
Rules Level:
Era:
Tech Rating:
Production Year:
Cost:
Battle Value:

Engine: XL400
Structure: Endo-Composite
Walking Speed: 1
Running Speed: 2
Armour: Ferro-Fibrous
Arment: A lot Of Shooty - See Below
Heatsinks: 58 Double (116)

Overview:
Towards the end of the Jihad a new form of Battlemech emerged from the factories
of the Word of Blakist's controlled planets, the Super Heavy Omega class Battlemech,
equipped with a horrifying amount of firepower and tremendous amounts of armour they
took a horrific toll on assaulting forces before being overcome.
With a couple of examples being captured by the 51st, Tyrian Ironworks came into possession
of one such model. After a study a design team decided the Super Heavy Mechs where feasible
and that Tyrian Ironworks should attempt to produce their own design.
After a long period of designing the blueprints for what would be known as the Emperor class
Battlemech where drawn up. Standing twice as tall as a conventional Mech and weighing four times that
of the largest of conventional assault Mechs the Emperor was designed as a walking fortress.
Owing to the stupendous nature of this project the Emperor required special components to be drawn up,
a new Gyro was needed to keep the titan upright whilst a new cockpit was devised to allow the
full crew of four - two Pilot's (one primary one secondary/gunner), a Gunner and an Engineer - to occupy
the vehicle and crew it to full effect, whilst a pair of specially designed Infantry bays where
constructed to allow Infantry to be carried in the legs.

Capabilities:
Built as the ultimate assault platform the Imperator version of the Emperor mounts a vast array of
artillery and long ranged weaponry. The primary weapons are six Thumper light artillery pieces
mounted in the Right Arm, each cannon fed by a one ton ammunition bin. This firepower alone is enough
to level most fortifications in a few volleys but the Imperator also mounts a Sniper medium artillery
cannon in a specially constructed casement style turret above the Centre Torso, allowing it to pound hostile
fortifications from a long range. Backing this up is a blistering Left Arm mount consisting of four Improved
Extended Range Particle Projection Cannon's, all linked together to fire through the same muzzle, much
in the same way that the Binary Laser works. This epic firepower is capable of crippling even Assault Mechs
in a single shot and it can level smaller units in but one epic blast. One thing that the designers did note
was that large, slow moving targets where vulnerable to Aireospace fighters performing strafing runs.
To counter this a dedicated anti-aircraft battery is mounted on the back of the Imperator in a set of turrets.
Centrally mounted is a powerful Bombast Laser, a deadly laser cannon that is more than capable of ripping
the wing off an incoming aircraft. Supporting this in the subsidary rear turrets on either side are a pair
of Rotary Autocannon 2's fed by four tons of ammunition each. Together these are capable of shredding an
incoming fighter in a single sustained burst. mounted for of each of these side torso's is a small turret
mounting a Medium Laser. Finally within each leg there are four Machine Guns, two facing forwards, one
facing the legs respective side and one facing rearwards.

Given the heavy nature and cumbersome manouvrability of the Emperor class it was decided to mount addiditional
onboard defences in the form of a pair of six ton Infantry Bays, one in each leg. These are capable of carrying
two conventional plattons or a point of Battle Armour each with the transported units capable of firing out
of the Mechs legs via special firing ports. In addidition to this the Imperator can carry two Platoons or
four Battle Armour points atop its back within the citadel.

With an XL400 barely getting it to 21.6KPH the Emperor class relys upon armour for its protection. 65.5 tons of
Ferro-Fibrous armour keep the Emperor class Mechs safe from enemy fire, allowing it to weather an entire companies
firepower and survive. If enemy fire should breach the torso's and touch off the ammunition stored there then the
CASEII system in each of them will vent the damage out of the rear plates. Finally the crew compartment is designed
to eject, taking all four members to safety if the vehicle should be destroyed.
To help fendo off incoming Missiles the Imperator mounts two Anti Missile Systems, one on each rear Side Torso turret.
These can shoot down incoming missiles with ease and are fed by a ton of ammunition each.

Battle History:
The first Emperor class Battlemech to see service was the Imperator class "Drachenfels" during Tyrian Ironworks
counter assault on the planet of Blue Water's. Draconis backed forces had invaded and taken over the planet a few
months back and since established a formidable armed force, using Tyrian Ironworks own factories to construct new
mechs. After a landing zone was cleared and the hostile fleet driven back from the planet a special cargo jumpship
arrived in-system carrying, along with its standard dropships, a single specially modified dropship.

Landing at the dropsite this dropship opened up its specially modified and enlarged Mechbay doors to reveal the
mighty looming figure of the "Drachenfels". Moving under escort and considerable security to her designated warzone
on the front the "Drachenfels" succeeded in ataining her position in two days, without being spotted by hostile scouts.
infact, such was the secrecy behind the making, arrival and moving of the Imperator that the hostile forces did not know
about even the existence of the Mech until they first engaged her in combat.
The first ever engagement that an Emperor was to see was the siege breaking assault upon the fortified town of
Brensloc. Advancing at the head of a massive assault force composed of two companies of Mechs and countless vehicles
and APC mounted Infantry the "Drachenfels" breached the walls of the city in under a minute via a ceasless bombardment
from her artillery weapons before turning her guns on the identified hardpoints and troop concentrations within the city
as she approached. Shrugging off masses of fire that would have felled an entire company she carried four platoons of
Infantry, two SRM and two rifle, into the township, using her sheer bulk to punch another hole in the wall so as to allow
the other forces to continue to flow through the numerous other holes she had opened up. The town fell in under six hours
and with less than a quarter of the origional predicted casualties on the attackers part. The Emperor project appeared a
resounding success.
The "Drachenfels" saw combat several more times, taking a few more captured townships and fighting in several major battles
until she came to the fortress-city of Shult. Shult had been built as a fortress like no other, able to outlast a siege
and hold off against an army.
Undeterred the "Drachenfels" once more spearheaded the assault, blowing holes in the fortress walls. However what was not
known was that the raiders had been in communication with their fleet and had planned for such an assault.
As the "Drachenfels" began her attack the raiders fleet attacked, surprising Tyrians fleet and managing to push several
battlegroups to high orbit. Whilst the majority quickly found themselves engaging a rapidly responding Tyrian fleet
a single Destroyer managed to take up a low orbit firing posision and began a bombardment of the Imperator. Caught in the
open and with no cover to retreat to and a ground speed barely faster than a running man the mighty engine had no choice
but to weather the storm. As the Tyrian fleet realised what was happening they swiftly pushed to break through the screening
ships and assault the bombarding ship, desparetly trying to save their mighty war engine from destruction.
Despite the fleets best efforts the Destroyer was able to keep up its barrage for just over two minutes before being driven off.
Weathering the barrage, the "Drachenfels" crew managed to hold out throughout all of this, despite taking heavy damage,
however after one minute and 48 seconds enough damage had been taken to render the Drachenfels out of the battle and the
Commander, Lucy Willis, made the decision to abandon Mech and eject. The head was recovered by friendly forces and the crew
survived unharmed.

However the Drachenfels was a wreck, the Right Arm had been blown clean off, all the side turrets had been destroyed, and the
Mech was essentially unmoveable. Despite this set back however enough damage had been inflicted to Shult, with the aid of a
battery of Banesword's, to allow the atackers to succeed. Once the battle was over work began on ways to recover and repair
"Drachenfels". Although the mighty carcass was still standing it was immediately decided that any attempt to move it would
be impossible, especially seeing as there are no sub-dropship vehicles capable of moving any Emperor class.
Instead an ingenious plan was put into action as the factories of Shult where put to use, and an entire pecially desighned
repair bay was built around the crippled titan. Reapairs took six months to complete, and in this time the second Emperor
class, also an Imperator model, was finished and delivered to Blue Water. Named the "Norseland" the new Imperator met up
with "Drachenfels" as she walked out of her repair bay. Both Mechs then proceeded on a week long journey to the front where
they took place in the final major engagement of the war over Blue Water, namely the storming of Rork's Crag, an infamous
fortress constructed out of a small mountain range. Under the cover of over eight companies of Banesword's, all firing
in support of the behemoths, the Imperators advanced side by side and smashed several vast holes in the fortress walls
before breaking through themselves and fighting within. After two days of fighting the fortress fell and with it the
last major raider stronghold on Blue Water.

Having aquitted themselves well throughout the war it was decided that the Emperor project was a success and that it
was time to go ahead with full scale production. However the sheer size of the Emperor class Battlemechs mean's that
even at full production rates only six such Mechs can be built per year, given the current facilities. Currently Tyrian
Ironworks are looking to expand there facilities.

Deployment:
Emperor class currently see deployment with only Tyrian Ironworks private forces, owing to the power of this Battlemech
Tyrian Ironworks do not wish to allow any other forces to control them.

Additional:
Okay, yes this is crazy. Say what you will though,it is still awesome.

Right, special rules:

Firstly some of the locations below:

F/R-[Torso Section]-T: These are special turrets mounted on the Mech to allow some of the lighter weapons to fire in
an extended arc. For game purposes they are not a seperate hit location and count as a part of the appropiate Torso
section. However, weapons within them have an extended fire arc. Weapons in the Side Torso rear turrets can fire into
the front, rear and the appropiate side arcs whilst the CT turret has a 360 degree arc. Forward Side Torso turrets can fire
forwards and into the appropiate side torso whilst the for CT turret can only fire forwards.

The Infantry in the leg bays may only mount and dismount if the Mech remained stationary. However they may fire from the Mech
using the appropiate rear Side Torso turret arc. If the Mech falls then each platoon suffer's 2D6 casualties and each battle
armour suit suffers D3 hits.

Infantry may also be carried on the Bassilica atop the Emperor class. The Bassilica can support two conventional platoons
or four points of Battle Armour. These may be mounted before game. to mount or dismount during game the Mech must stop beside
a hex containing scenery 4 levels higher than the terrain the Mech is currently on and remain there for one turn whilst the Infantry
mount/dismount. If the Infantry have Jumppacks then they may dismount at any point even if the Mech is moving. They must mount as
none Jumppack Infantry though. If the Mech falls then all platoons/points are thrown off into a random hex as per scattering, Conventional
units taking 4D6 points of damage and Battle Armour units suffering D6 hits to each member of the point.

The Emperor class tower above other Battlemechs. An Emperor class counts as being four levels high when it comes to determining cover.
In addidition to this it may only make punching attacks against units on terrain that is two or more levels higher than it.

The Thumpers have been specially modified as to only take up five critical slots each. Owing to the huge size of the Mech
the number of crit slots available in each location is multiplied by three. In the arms only the Shoulder and Upper arm acutators are
present.

Owing to their huge size all acutators take up twice the amount of critical slots. The Gyro takes up twice as many Critical slots too.

The four ISIERPPC's mounted within the Left Arm are designed to fire as one, much in the same way as a Binary Laser. When firing them
decide how many you wish to fire and then roll to hit and for the location as though they where only one weapon.



==========================================================
Equipment Type Location mass
----------------------------------------------------------
Internal Structure: Endo-Composite -- 30
Cockpit: Emperor special HD 10
Improved Full Head Ejection HD 00
Gyro: Super Heavy CT 20
Engine: XL400 CT 26.5
6 Thumper's Artillery RA 90
4 Enhanced ERPPC's Direct Energy LA 28
Bombast Laser Direct Energy R-CT-T 7
Sniper Artillery F-CT-T 20
Rotary Autocannon 2 Ballistic R-RT-T 8
Rotary Autocannon 2 Ballistic R-LT-T 8
Medium Laser Direct Energy F-RT-T 1
Medium Laser Direct Energy F-LT-T 1
@ Sniper Ammunition CT 1
@ Thumper Ammunition RT 6
@ RAC2 Ammunition RT 4
@ RAC2 Ammunition LT 4
5 DHS Heatsink RL 5
5 DHS Heatsink LL 5
11 DHS Heatsink LT 11
Infantry Bay Compartment RL 6
Infantry Bay Compartment LL 6
CaseII Failsafe RT 1
CaseII Failsafe LT 1
17 DHS(inc 10 base) Heatsink Engine 7
5 DHS Heatsink CT 5
15 DHS Heatsink LA 15
2 Machine Gun's Ballistic RL 1
2 Machine Gun's Ballistic LL 1
Machine Gun Ballistic RL-RS 0.5
Machine Gun Ballistic LL-LS 0.5
Machine Gun Ballistic RL-R 0.5
Machine Gun Ballistic LL-R 0.5
@ Machine Gun Ammunition RL 0.5
@ Machine Gun Ammunition LL 0.5
AMS Countermeasure RT 0.5
AMS Countermeasure LT 0.5
@AMS Ammunition RT 1
@AMS Ammunition LT 1

===============================================================
Location Structure Armour
---------------------------------------------------------------
HD 12 26

CT 124 230

CT-R --- 18

RT 84 152

RT-R -- 16

LT 84 152

LT-R -- 16

RA 68 100

LA 68 100

RL 84 150

LL 84 150

Total 65.5 tons
_____________________________________________________________________


Knight too
Spoiler:

Knight

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped Omnimech
Rules Level: Tournament Legal
Era: Clan Invasion
Tech Rating/Era Availability: E/X-X-E-A
Production Year: 3070
Cost: 7,631,250 C-Bills
Battle Value: 654

Chassis: Unknown Standard
Power Plant: Unknown 250 Light Fusion Engine
Walking Speed: 54.0 km/h (43.2 km/h)
Maximum Speed: 86.4 km/h (64.8 km/h)
Jump Jets: Unknown
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
20.0 tons of pod space.
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

Overview:
Designed as part of Tyrian Ironworks 'Universal Mech' scheme the Knight is
intended to fulfill the role of a tactical Medium Mech, capable of filling any
role on the battlefield that was required of it. Proving to be very succesful
this Mech has seen a dramatic rise in popularity since its introduction.
One of the most notable features of the Knight class is the predominance for
the mounting of melee weapons. Almost every configuration mounts a melee weapon
to back the primary ranged weapons up, and allowing the Mch to dliver some
extra clout at close quarters.


Capabilities:
Built aound a 250 rated Light Engine, the Knight is extremely agile for the
amount of firepower it carries. With a top speed of 86KPH the Knight can outrun
anything it cannot outgun.
Protecting the Knight is 9.5 tons of Standard Armour, mainly concentrated
around the front of the Mech. This allows the Mech to face down enemy fire long
enough to deliver the killing blow.


Variants:
Castellan: The basic configuration, the Castellan mounts a massive Ultra AC10
as its primary weapon. This gigantic cannon can put huge amounts of damage down
range but suffers from a lack of ammunition - only a single ton is carried. In
the Left Arm a gargantuan Chainsaw is fitted to allow the Castellan to deal
crippling blows in close quarters. For backup the Castellan mounts a single
Small Pulse Laser.

Errant: The Errant is one of the more favoured variants, mainly due to the fact
that it increase's endurance over the Castellan, whilst retaining much of the
tactical flexibility of it. The primary weapon is a Snubnosed PPC mounted with
a Medium Laser in the Right Arm. Whilst not as capable at longer ranges this
weapon allows the Errant to fight in close quarters with deadly efficiency.
Backing this up are a pair of Medium Lasers and a pair of Small Pulse Lasers,
one in each of the Side Torso's. The Errant also upgrades the Castellans
Chainsaw to a dual bladed variant that can shred vehicles with ease.

Lancer: The Lancer is built to do one thing: charge. Mounting a Mech sized
Lance the charge of a Lancer configuration is devestating to see as enemy Mechs
are skewered by the colossal lance and hurled aside by the charging war engine.
Mounted at the base of the Lance is a small shield that allows the Lancer to
deflect incoming fire. The only long ranged weapon mounted by the Lancer
configuration is the Large Variable Speed Pulse Laser. Backing this up are a
pair of Medium Laser's, a pair of Small Laser's and a pair of Small Pulse
Laser's, one in each Side Torso. This configuration is especially favoured in
urban enviroments and Solaris arenas, where the sight of the Lancer charging
can turn the crowd exstatic.

Paladin: The Paladin configuration is built for fighting across most
enviroments. As a primary weapon it mounts a single ERPPC, capable of stripping
nearly a ton of armour off a target per blast. Mounted in the Left Arm, the
large Mace is used to club enemy Mechs to the ground, brutaly beating them into
submission. At close quarters the Paladin variant can also call upon two Small
Pulse Laser's and an SRM6.

Crusader: The Crusader is designed as a close assault variant. Mounted in its
Right Arm are a pair of Large Pulse Laser's, allowing the Cruader to deal
crippling damage at close ranges and softening the enemy upfor its Sword.
Backing this up are a pair of Small Pulse laser's.

Defender: Intended to be used to guard vital locations the Defender has been
geared to fight against a hostile assault force. In its Left Arm it mounts a
Large Shield that allows it to resist most attempts to soften it up at longer
ranges whilst in its Right Arm it carries a Large Vibro Blade. In each Side
Torso the Defender configuration carries a medium Laser and a Small Pulse Laser
to augment its firepower at close quarters, and in its Centre Torso it carries
a single Light PPC.

Archer: The Archer loadout differs from the rest of the Knight designs in that
it carries no close combat weapon. Geared to provide fire support the Archer
mounts an LRM15 in each Arm. Three tons of ammunition are carried to feed the
launchers whilst a par of Medium Laser's and a single Small Pulse Laser provide
some in close defence.


================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 83 points 5.00
Engine: Light Fusion Engine 250 9.50
Walking MP: 5 (4)
Running MP: 8 (6)
Jumping MP: 0
Heat Sinks: Double Heat Sink 10(20) 0.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 152 9.50

Internal Armor
Structure Factor
Head 3 9
Center Torso 16 22
Center Torso (rear) 5
L/R Torso 12 20
L/R Torso (rear) 4
L/R Arm 8 14
L/R Leg 12 20



================================================================================
Loadout Name: Castellan Cost: 8,453,438
Tech Rating/Era Availability: E/X-X-E-A BV2: 922

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Actuators: L: SH+UA+LA R: SH+UA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Pulse Laser RT 2 1 1.00
Ultra AC/10 RA 4 7 13.00
Chainsaw LA - 5 5.00
@Ultra AC/10 (10) RT - 1 1.00
Free Critical Slots: 32

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 9
4 2 2 2 0 2 0 Structure: 3
Special Abilities: OMNI, MEL, SAW, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Errant Cost: 8,693,438
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,030

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 1 LT, 1 RT
Actuators: L: SH+UA+LA R: SH+UA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Pulse Laser RT 2 1 1.00
Medium Laser RT 3 1 1.00
Small Pulse Laser LT 2 1 1.00
Medium Laser LT 3 1 1.00
Snub-Nose PPC RA 10 2 6.00
Medium Laser RA 3 1 1.00
Dual Saw LA - 7 7.00
Free Critical Slots: 26

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 10
4 4 3 0 0 2 0 Structure: 3
Special Abilities: OMNI, MEL, SAW, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Lancer Cost: 8,886,563
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,013
Rules Level: Experimental Tech

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 LT
Actuators: L: SH+UA+LA R: SH+UA+LA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Pulse Laser RT 2 1 1.00
Medium Laser RT 3 1 1.00
Small Laser RT 1 1 0.50
Small Pulse Laser LT 2 1 1.00
Medium Laser LT 3 1 1.00
Small Laser LT 1 1 0.50
Large VSPL RA 10 4 9.00
Small Shield RA - 3 2.00
Lance LA - 3 3.00
Free Critical Slots: 26

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 10
4 4 2 0 0 2 0 Structure: 3
Special Abilities: OMNI, MEL, SHLD, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Paladin Cost: 8,682,188
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,008
Rules Level: Advanced Rules

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 12(24) 2.00
Heat Sink Locations: 1 LT, 1 RT
Actuators: L: SH+UA+LA+H R: SH+UA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
SRM-6 CT 4 2 3.00
Small Pulse Laser RT 2 1 1.00
Small Pulse Laser LT 2 1 1.00
ER PPC RA 15 3 7.00
Mace LA - 5 5.00
@SRM-6 (15) LT - 1 1.00
Free Critical Slots: 26

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 10
4 3 2 1 0 2 0 Structure: 3
Special Abilities: OMNI, MEL, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Crusader Cost: 8,421,563
Tech Rating/Era Availability: E/X-X-E-A BV2: 959

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Heat Sinks: Double Heat Sink 11(22) 1.00
Heat Sink Locations: 1 RA
Actuators: L: SH+UA+LA+H R: SH+UA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Searchlight HD 0 1 0.50
Small Pulse Laser RT 2 1 1.00
Small Pulse Laser LT 2 1 1.00
2 Large Pulse Lasers RA 20 4 14.00
Sword LA - 4 2.50
Free Critical Slots: 31

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 10
4 3 2 0 0 2 0 Structure: 3
Special Abilities: OMNI, MEL, SRCH, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Defender Cost: 10,108,125
Tech Rating/Era Availability: E/X-X-F-A BV2: 1,225
Rules Level: Experimental Tech

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Actuators: L: SH+UA+LA R: SH+UA+LA+H

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Light PPC CT 5 2 3.00
Small Pulse Laser RT 2 1 1.00
Medium Laser RT 3 1 1.00
Small Pulse Laser LT 2 1 1.00
Medium Laser LT 3 1 1.00
Large Vibroblade RA - 4 7.00
Large Shield LA - 7 6.00
Free Critical Slots: 27

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 12
4 3 2 1 0 2 0 Structure: 3
Special Abilities: OMNI, MEL, SHLD, ENE, SRCH, ES, SEAL, SOA


================================================================================
Loadout Name: Archer Cost: 8,467,500
Tech Rating/Era Availability: E/X-X-E-A BV2: 1,078

Equipment Type Rating Mass
--------------------------------------------------------------------------------
Actuators: L: SH+UA R: SH+UA

Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Small Pulse Laser RT 2 1 1.00
2 Medium Lasers LT 6 2 2.00
LRM-15 RA 5 3 7.00
LRM-15 LA 5 3 7.00
@LRM-15 (8) CT - 1 1.00
@LRM-15 (8) RT - 1 1.00
@LRM-15 (8) LT - 1 1.00
Free Critical Slots: 35

BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 5 Points: 11
4 3 3 2 0 2 0 Structure: 3
Special Abilities: OMNI, SRCH, ES, SEAL, SOA, LRM 1/2/2, IF 2

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in us
Powerful Phoenix Lord





I know it's in fitting with the Battletech scale/weight thing, but 400 tons is borderline laughable (this is not a harsh critique, but we have main battle tanks that roll around at 70 tons and are...1/200th the size of an Imperator if not smaller)
   
Made in gb
Regular Dakkanaut





 Elbows wrote:
I know it's in fitting with the Battletech scale/weight thing, but 400 tons is borderline laughable (this is not a harsh critique, but we have main battle tanks that roll around at 70 tons and are...1/200th the size of an Imperator if not smaller)


That's why I suggested earlier re-naming it as a Construction Factor or something similar rather than tonnage, I think you need to break away from the idea that this number is the tonnage of the Titan for it to work with anything larger than Knights. It would mean that playing Titan-tech wouldn't be entirely compatible with Battletech, but I don't think that's what anyone was after anyway, to portray a Titan in a Battletech game you'd probably have to treat it like a grounded Dropship as a starting point.

The Battletech tonnage system is somewhat dubious anyway, under the original construction system you couldn't have made a PzVIII Maus for example and it gets even more glaring when you consider water craft where even a Flower Class Corvette or a type VII U-Boat are far too massive to be constructed in 3025 (Before anyone points it out, I am aware that larger traditional ships at least made their way back into the fluff fairly recently but they're still not constructable under the existing Battletech rules AFAIK) or aircraft where the likes of a Boeing 747 or even a fully laden B-29 are too big and heavy for Battletech.

But being realistic here, let's face it, the only reason 100 tonnes was picked as the upper limit for Battlemech construction and the reason why Battlemechs increase in weight in 5 tonne increments rather than us having for example, 107 tonne assault mechs, is that these were nice, round numbers which were settled on early in the evolution of the game. The same applies to a certain degree at the other end of the spectrum too of course.

Regarding the Emperor Titan as posted above:

Walking Speed: 1
Running Speed: 2


Assuming that you'd be playing this on a tabletop rather than a hex-map, I'd be inclined to reduce the running speed down to 1.5. Tabletop ranges and movements doubled in inches according to the official rules IIRC, so you'd still be moving at a 3" run, but it will be and IMO should be a very slow plod across the Battlefield.

This message was edited 6 times. Last update was at 2018/08/25 10:53:57


 
   
Made in gb
Mighty Vampire Count






UK

Some interesting stats and some great work -

I am working on 75 base for tons for Knights with the only real issue how to do the Ion Shields - thinking ablative regenerating armour that work on three chosen hexes at the moment?

re Melta guns -be nice to continue the idea of close range shots are more effective - which I donlt think has an analogue in BT?

I am not sure that the Titans are actually that slow - they are less manoeuvrable which again not sure how to do in BattleTech.

I think a 400ton Warhound would be fine and about as high as I would go

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Regular Dakkanaut





 Mr Morden wrote:
Some interesting stats and some great work -

I am working on 75 base for tons for Knights with the only real issue how to do the Ion Shields - thinking ablative regenerating armour that work on three chosen hexes at the moment?


I think that sounds like it would work quite well.

re Melta guns -be nice to continue the idea of close range shots are more effective - which I donlt think has an analogue in BT?


The Heavy Gauss Rifle might be a good equivilent or starting point, rules wise at least. IIRC Meltas were pretty short ranged so you'd probably need to adjust the stats to reflect that, perhaps as much as half them and of course they'd be energy rather than ballistic weapons. http://www.sarna.net/wiki/Heavy_Gauss_Rifle

I am not sure that the Titans are actually that slow - they are less manoeuvrable which again not sure how to do in BattleTech.


If I was looking to reflect this I'd probably limit them to only being able to turn one hex facing per turn. To turn 180 they'd either have to stand on the spot for three turns minimum or they'd have a turning circle of sorts with the radius dependent on how much they were moving. You could use a sliding scale to make the smaller titans gradually more manouevrable.

The problem as far as movement goes though is that unless you come up with rules for fitting more than one engine per chassis, at 400 tonnes the fastest you can make a mech go is W1/R2. It wouldn't be impossible to come up with something reasonably practical though, you could allocate the appropriate number of criticals to the side torsos as well, giving you up to 3x400 rating standard engines for a maximum of W3/R5, dropping to W2/R3 then W1/R2 if one or two of the engines are taken out. I don't think you'd need separate gyros, but you need to allocate the appropriate tonnage for the equivalent of a 1,200 rating engine.

This message was edited 3 times. Last update was at 2018/08/25 13:53:48


 
   
Made in gb
Mighty Vampire Count






UK

My next thought is to use Battletech rules but not all the build restrictions - so I might just give a Knight or a Warhound a speed wihout cross refencing the engine size.

So from Imperial armour I know its 400 tons with a top speed (off road) of 42kph - can base it around that.

So something like this:
Spoiler:

This message was edited 3 times. Last update was at 2018/08/25 20:56:54


I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Regular Dakkanaut





 Mr Morden wrote:
My next thought is to use Battletech rules but not all the build restrictions - so I might just give a Knight or a Warhound a speed wihout cross refencing the engine size.


I'd have some reservations about that approach since the engine size dictates its tonnage, which in turn dictates how much tonnage you have spare for armour and weapons, it's a pretty central part of the construction rules. I appreciate that going over 100 tonnes such as for light Titans would mean making compromises (For example, mounting multiple engines), especially if you're having to invent some weapons and equipment, but it is a balancing mechanic for construction.

So from Imperial armour I know its 400 tons with a top speed (off road) of 42kph - can base it around that.
So something like this:
Spoiler:



It's tricky to gauge the speed since in Battletech there's no difference for mechs in terms of road or cross-country speed on the flat and in the open, in fact considering you have to take piloting skill checks for turning on roads and pavements when running the two are probably roughly equal in many circumstances. I'd probably equate that figure as a W3/R5 personally, but there's not a lot in it.

I personally think you need to make the weapons far more effective, both in terms of range and damage. Assuming a one-on-one engagement, even with a maximum run of 6, they're going to take forever to get into effective range, anything beyond medium range you're probably looking at an 11 or 12 or more (in other words impossible) to hit roll on 2D6 and at medium range you're probably usually not looking at much better than around a 25% hit probability, Extreme range you'll never use outside of against an immobilised target or having a super-elite pilot. The alternative is to lower the base To Hit number, but then you'll start running into actual or effective auto-hits at close range.

I'd personally give the Melta the range profile of at least a Clan small pulse laser or Inner Sphere medium and make the Thermal cannon more like an Inner Sphere Large Laser, also increase the damage for your weapons by at least 50%, otherwise the likelihood is they're going to struggle to even wear down the Ion shield never mind actually punch through it and start damaging the armour unless they're practically toe to toe. It may been necessary to increase the heat a little too, as it stands that Knight will normally be running pretty cool. I also think they should probably take up more criticals, a single critical is usually a small, compact secondary weapon on a 75 tonner, a main armament that sort of size of the Thermal Cannon should probably be somewhere around 3-5 criticals IMO, partly because unlike most heavy Battlemechs these are only mounting three weapons rather than potentially half a dozen or more plus other equipment, so you've got to have something to fill up what will be an otherwise very empty record sheet.

At a rough back-of-an-envelope type calculation, after engine/cockpit/gyro/internal structure you'd have something over 50 tonnes available for other equipment of which a fraction under 24 would be taken up with armour leaving you roughly 28 tonnes free for weapons. The Reaper as it stands would be less effective than a Battletech Hatchet or even just a kick, I'd be inclined to give it about 20-25 damage for about 7 tonnes and 4 or 5 criticals. I'd suggest around the same tonnage for the Thermal Cannon and a tonne or two for the MG plus ammo or Melta. Even allowing a few tonnes for the Ion shield this would leave roughly enough tonnage free to drop the XL Engine down to a standard engine or add quite a few more heat-sinks. (Edit, just noticed that you didn't mention XL engines here, for some reason I was sure you did.)

This message was edited 11 times. Last update was at 2018/08/29 01:53:40


 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

I think you’re putting too many points in the ion shield. Personally, I’d put it at 10 points, 15 at the most. As for coverage, it should be something like, “pick a hexside. The ion shield protect from that facing and each adjacent facing (3 hexsides total).

It never ends well 
   
Made in gb
Regular Dakkanaut





Assuming that the weapons are upgraded I think the Ion shield should be fine, the problem with it as it is there is that at 2 or 3 hexes range a pair of Knights could blast away at each other more or less indefinitely and they'd hardly ever get past the shield. Increasing the weapon's strength deals with that, plus even ignoring the shield for a moment, with a single main weapon system like this you need it to be doing a lot of damage when it hits otherwise realistically any game is going to drag on for far too long as opponents very slowly chip away at each other. The cannon as listed gives roughly the equivalent damage of a single short ranged AC-10 or AC-5 (Depending on whether you're hitting at short or medium+ range), which is very under-armed for something at the top of the Heavy class.
   
Made in gb
Worthiest of Warlock Engineers






preston

It depends really - those stats would encourage a far more mobile form of play and make players want to flank the enemy to gain the most of things. If you include other combat vehicles into the mix then it could be a spicy situation with the Knights trying to keep the enemy knights in their shield arc whilst avoid being shredded by the smaller units.
And of course artillery would wreak havoc as well.

The big problem I see is the lack of speed.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in gb
Mighty Vampire Count






UK

 simonr1978 wrote:
 Mr Morden wrote:
My next thought is to use Battletech rules but not all the build restrictions - so I might just give a Knight or a Warhound a speed wihout cross refencing the engine size.


I'd have some reservations about that approach since the engine size dictates its tonnage, which in turn dictates how much tonnage you have spare for armour and weapons, it's a pretty central part of the construction rules. I appreciate that going over 100 tonnes such as for light Titans would mean making compromises (For example, mounting multiple engines), especially if you're having to invent some weapons and equipment, but it is a balancing mechanic for construction.

So from Imperial armour I know its 400 tons with a top speed (off road) of 42kph - can base it around that.
So something like this:
Spoiler:



It's tricky to gauge the speed since in Battletech there's no difference for mechs in terms of road or cross-country speed on the flat and in the open, in fact considering you have to take piloting skill checks for turning on roads and pavements when running the two are probably roughly equal in many circumstances. I'd probably equate that figure as a W3/R5 personally, but there's not a lot in it.

I personally think you need to make the weapons far more effective, both in terms of range and damage. Assuming a one-on-one engagement, even with a maximum run of 6, they're going to take forever to get into effective range, anything beyond medium range you're probably looking at an 11 or 12 or more (in other words impossible) to hit roll on 2D6 and at medium range you're probably usually not looking at much better than around a 25% hit probability, Extreme range you'll never use outside of against an immobilised target or having a super-elite pilot. The alternative is to lower the base To Hit number, but then you'll start running into actual or effective auto-hits at close range.

I'd personally give the Melta the range profile of at least a Clan small pulse laser or Inner Sphere medium and make the Thermal cannon more like an Inner Sphere Large Laser, also increase the damage for your weapons by at least 50%, otherwise the likelihood is they're going to struggle to even wear down the Ion shield never mind actually punch through it and start damaging the armour unless they're practically toe to toe. It may been necessary to increase the heat a little too, as it stands that Knight will normally be running pretty cool. I also think they should probably take up more criticals, a single critical is usually a small, compact secondary weapon on a 75 tonner, a main armament that sort of size of the Thermal Cannon should probably be somewhere around 3-5 criticals IMO, partly because unlike most heavy Battlemechs these are only mounting three weapons rather than potentially half a dozen or more plus other equipment, so you've got to have something to fill up what will be an otherwise very empty record sheet.

At a rough back-of-an-envelope type calculation, after engine/cockpit/gyro/internal structure you'd have something over 50 tonnes available for other equipment of which a fraction under 24 would be taken up with armour leaving you roughly 28 tonnes free for weapons. The Reaper as it stands would be less effective than a Battletech Hatchet or even just a kick, I'd be inclined to give it about 20-25 damage for about 7 tonnes and 4 or 5 criticals. I'd suggest around the same tonnage for the Thermal Cannon and a tonne or two for the MG plus ammo or Melta. Even allowing a few tonnes for the Ion shield this would leave roughly enough tonnage free to drop the XL Engine down to a standard engine or add quite a few more heat-sinks. (Edit, just noticed that you didn't mention XL engines here, for some reason I was sure you did.)


Thanks for that - really helpful and useful. Will have a bit of a play when I have time

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

Just pulled out Battletech over the weekend and had a go with a friend. Used my old copy of Heavymetal Pro to print out the mechs and laminate them. Ended up with a fight between a Battlemaster & Locust vs. Phoenix Hawk and Griffin.

The Locust did the 1,000 yard sprint and died when the Phoenix Hawk shot it dead center with a single ER Large laser. The Battlemaster gave a good show, took a pounding, including two head hits, a DFA from the Phoenix Hawk and a hip critical but kept fighting on. The Battlemaster finally died to a head shot from behind by the Phoenix Hawk. But I had the Griffin sweating - literally; it was on 13 on the heat scale (and rising), out of LRM's and no armor remaining in any location.

Got a few rules wrong (hey, it was around 1995 since the last time I played), but had great fun and would certainly like to do it again.

It never ends well 
   
Made in us
Longtime Dakkanaut





Visiting home, pulled out my btech and some heavy gear stuff for the trip back home.
   
Made in us
Nimble Skeleton Charioteer





So I saw this game for the first time today at a local game store. It looked cool and they were playing the Alpha Strike rules. I bought a Command, Recon, and Battle Lance $30. Pretty low buy in.

What have I gotten myself into?
   
Made in jp
Longtime Dakkanaut





 Phobos wrote:

What have I gotten myself into?


hopefully a fun time.

 Phobos wrote:
So I saw this game for the first time today at a local game store. It looked cool and they were playing the Alpha Strike rules. I bought a Command, Recon, and Battle Lance $30. Pretty low buy in.


Yeah, that's a good start. I wouldn't worry about limiting what you use to the models in your collection, just run assault models as assaults, heavies as heavies, ect. Just write a note on the cards or record sheets for what each model is.
   
Made in us
Nimble Skeleton Charioteer





OK WTF is wrong with the company making this game? All the boxes are out of stock everywhere along with the main rulebook. Some quick googling seems to be this is par for the course.
   
Made in jp
Longtime Dakkanaut





Iron Wind Metals is the most consistent source of BTech minis.
   
Made in us
Second Story Man





Astonished of Heck

 Phobos wrote:
OK WTF is wrong with the company making this game? All the boxes are out of stock everywhere along with the main rulebook. Some quick googling seems to be this is par for the course.

A long history of lawsuits and threat of lawsuits from a company that only knows how to sue.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in es
Inspiring SDF-1 Bridge Officer






 Charistoph wrote:
 Phobos wrote:
OK WTF is wrong with the company making this game? All the boxes are out of stock everywhere along with the main rulebook. Some quick googling seems to be this is par for the course.

A long history of lawsuits and threat of lawsuits from a company that only knows how to sue.


Namely, Harmony Gold.

But regarding their stock issues, that has nothing to do with HG and everything to do with them being kind of screwups.

-= Edited to remove swearing - Lorek

This message was edited 1 time. Last update was at 2018/09/28 17:15:58


 
   
Made in us
Second Story Man





Astonished of Heck

 Albertorius wrote:
 Charistoph wrote:
 Phobos wrote:
OK WTF is wrong with the company making this game? All the boxes are out of stock everywhere along with the main rulebook. Some quick googling seems to be this is par for the course.

A long history of lawsuits and threat of lawsuits from a company that only knows how to sue.

Namely, Harmony Gold.

But regarding their stock issues, that has nothing to do with HG and everything to do with them being kind of screwups.

-= Edited to remove swearing - Lorek

Merely recognizing the fact that the long history has lead to certain corporate types being a little... shy when it comes to doing proper releases.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in gb
Worthiest of Warlock Engineers






preston

 Phobos wrote:
OK WTF is wrong with the company making this game? All the boxes are out of stock everywhere along with the main rulebook. Some quick googling seems to be this is par for the course.

Good news, the new intro boxes (yes, 2 of them) are coming out in a couple of months.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in es
Inspiring SDF-1 Bridge Officer






 master of ordinance wrote:
 Phobos wrote:
OK WTF is wrong with the company making this game? All the boxes are out of stock everywhere along with the main rulebook. Some quick googling seems to be this is par for the course.

Good news, the new intro boxes (yes, 2 of them) are coming out in a couple of months.


This time for realsies? ^^

Ah well, in the meantime, I've got a new Hunchie:




   
Made in jp
Longtime Dakkanaut





So, I brought my B.Tech stuff back to Japan after a visit to my mom.

Can't wait to add painting them to my list of projects. Also hoping my regular 40K opponent would be willing to try either BTech or Alpha strike at some point.

On a separate note, I have a handful of clan mechs. The Summoner and Hellbringer from the original starter box, the city tech mechs (which are tiny...) [Uller, Nova, Timberwolf, Dire Wolf], and a metal Maurader IIC my store just happened to have a blister of. Looking at making a Coyote star with them.

I know that they tend towards heavier designs, and that they use the Hellbringer rather heavily, so I'm looking at: Hellbringer, Summoner, Timberwolf, Dire Wolf, Maurader IIC.

The Uller and Nova would also be painted Coyote, but would be part of a separate future star.
   
Made in us
Longtime Dakkanaut






Los Angeles

Which unit from Clan Coyote are you going to represent? Or are you doing your own color scheme?
   
Made in gb
Worthiest of Warlock Engineers






preston

So who here uses Infantry?

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in jp
Longtime Dakkanaut





 DarkTraveler777 wrote:
Which unit from Clan Coyote are you going to represent? Or are you doing your own color scheme?


I haven't decided yet on color. I'll flip through camo-specs and see if one jumps out at me. Otherwise, probably go with a 'generic'.


Automatically Appended Next Post:
 master of ordinance wrote:
So who here uses Infantry?


I've used infantry before a few times. A couple of hovertruck mounted here and there. I've wanted to use a larger force, with towed guns, but haven't had the opportunity.

My first mech kill ever in B-Tech was with infantry. A damaged LRM infantry unit got a luck shot and killed an awesome pilot from across the board. Ended up with a mech that had only taken 1 damage.


Automatically Appended Next Post:
Looking over camospecs, I really like the Zeta Galaxy scheme.


Automatically Appended Next Post:
...I just learned this unit existed... http://www.sarna.net/wiki/Mary%27s_Little_LAMs
*cries tears of joy and happiness

This message was edited 4 times. Last update was at 2018/10/04 05:44:18


 
   
Made in es
Inspiring SDF-1 Bridge Officer






 master of ordinance wrote:
So who here uses Infantry?

I used it all the time, personally. Cheap and surprisingly tanky, so you could defend the backfield with them (and still hurt stuff with mortars or field guns).

Plus, they give the game the proper feel of scale.
   
Made in us
Longtime Dakkanaut






Los Angeles

 Mmmpi wrote:

Looking over camospecs, I really like the Zeta Galaxy scheme.


Ah, good choice!

 Mmmpi wrote:
...I just learned this unit existed... http://www.sarna.net/wiki/Mary%27s_Little_LAMs
*cries tears of joy and happiness

Ha, I didn't know they were a thing. That is pretty sweet. 54 LAMs would be frightening to fight against!


 master of ordinance wrote:
So who here uses Infantry?

I haven't used infantry with all of the more recent options, but the bog standard SRM infantry would ruin `Mechs and vehicles with ease. I love playing Citytech and hiding infantry in multi-story buildings.
   
 
Forum Index » Other Sci-Fi Miniatures Games
Go to: