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Tabletop Gaming, Models, and Minis => Forum-Based Games => Goodwill’s Grogheads Online Archives => Topic started by: Yskonyn on April 06, 2018, 11:57:51 AM

Title: (House)Rules in effect
Post by: Yskonyn on April 06, 2018, 11:57:51 AM
This thread will feature (short) situation updates and summaries as well as a reference for (house) rules that are in effect.

Current Status:

-Waiting for new Lances to be rolled

-Preparing campaign in MekHQ. (GM task)

Index of (House) Rules:

Overview (http://grogheads.com/forums/index.php?topic=22062.msg605301#msg605301)

Heat (http://grogheads.com/forums/index.php?topic=22062.msg605333#msg605333)

Rolling personnel (http://grogheads.com/forums/index.php?topic=22872.0)

Short primer to weapons (http://grogheads.com/forums/index.php?topic=22062.msg605463#msg605463)

Formations (http://grogheads.com/forums/index.php?topic=22062.msg629512#msg629512)

Roles & Special Pilot Abilities (SPA) (http://grogheads.com/forums/index.php?topic=22062.msg629513#msg629513)


Title: Re: Summary and (House)Rules in effect
Post by: Yskonyn on April 06, 2018, 12:15:28 PM
We will have a start date of 3019, just before the signed Accord between Lyran Commonwealth and the Federated Suns. Reason for this is that we have several people who are new to Battletech and this start date is pretty standard, although not completely default.

We will play a Merc unit with nondescript heritage of personnel. That means we are a melt pot of various cultures and people. This will not only aid those new to the system to avoid advanced rules regarding personnel and interaction, but it also gives us the most room to personalize our forces. It needs to be fun afterall and I'd rather avoid random rolls for baseline stuff that dictates who we are.

We will play a Merc unit that isn't a full regiment (yet); about 1.5 battallion's worth of core units (so about half the picture below)

(https://i.imgur.com/DFKSrvq.jpg)

Our starting world will be Galatea (http://www.sarna.net/wiki/Galatea) instead of Outreach. Outreach (http://www.sarna.net/wiki/Outreach) might be the Merc world to some of you, but in our campaign Wolf's Dragoons (http://www.sarna.net/wiki/Wolf%27s_Dragoons) have not yet declared ownership of the planet, let alone liberated it as a free world. That time might come, if we survive as long.

So what's the galaxy like at this point?
We're in the final years of the era called Third Succession War (http://www.sarna.net/wiki/Third_Succession_War); as intense war has raged on now for several centuries, many world (and their accompanying factories) lay in ruin. The advanced Tech of the Star League (http://www.sarna.net/wiki/Star_League) era has either been destroyed, their blueprints lost or VERY hard to come by at this point.
Because of this many forces are now fighting with less than fully equipped and maintained forces and many struggle to keep a resemblance of a fit fighting force. Prices of spare parts are rising exponentially on the free markets and of top of that, it becomes increasingly difficult to find any at all.
This will be the situation roughly until the Helm Data Core (http://www.sarna.net/wiki/Hegemony_Memory_Core) will be found in about 8 years from now, so we need to look after our stuff and we should try to get contracts that allow us to salvage the battlefield as much as we can.

In a about a year Archon Katrina Steiner (http://www.sarna.net/wiki/Katrina_Steiner) and First Prince Hanse Davion (http://www.sarna.net/wiki/Hanse_Davion) will sign an accord known as the FedCom Accords (http://www.sarna.net/wiki/FedCom_Accords).
This is basically the start of the Federated Commonwealth as well as the planning phase for the Fourth Succession War (http://www.sarna.net/wiki/Fourth_Succession_War).

This will, once again, be a time where lots of money can be made as it will prove to be the biggest of the Succession Wars in hindsight!
We'll need to decide to which power (major or minor) we'll sell our ' services ', or if we're going to try to just scour on the fringes of the known galaxy.

For the Grogheads players each of you will start as a Lieutenant commanding your own Company within the force.
You are free to roll up your character as you like, however, if you are going to use A Time of War to create your character, know that only certain rules are implemented in MegaMek (like Edge), but many others are not.
I will try my best, however, to use AToW as much as we can to govern our forum RP, if that's desired.

If you want help, drop a note here or contact me via PM.
If you want to have a say in the strategic goings on of the force, you should try to get a character with skills in that part in addition to your battlefield skills.
Promotions and Skill development will be part of the campaign, so if you get unlucky at the start, you can always retry during play at given times.

As for your force; as you can see in the table above, you will have command over three Lances.
After rolling you should try to order them into Roles (Recon, Assault, Support, etc).
Once we will go on missions we will try to make 'Formations' (p56 Campaign Ops) in order to try to get Special Pilot and Command abilities in effect.

Post your characters here: Characters Bio and Stats (http://grogheads.com/forums/index.php?topic=22057.0)

Post your Company's roll results here: Roll results (http://grogheads.com/forums/index.php?topic=22064.0)
Title: Re: Summary and (House)Rules in effect
Post by: Yskonyn on April 06, 2018, 02:08:53 PM
One of the most severe problems facing any Mech in combat is internal heat build-up. Though every Mech can dissipate heat through its Heat Sinks or by standing in water, the Mech builds up heat whenever it moves or fires its weapons.
Outside heat sources can also build up a unit's heat levels (hostile environments, fire).

How does Heat work?

Different activities can build up heat.
Walking +1 / turn
Running +2 /turn
Jumping +1 /hex (min 3 / turn)
Attempt to stand +1 / attempt
Weapons fire as per weapons and equipment tables

Heat sinks dissipate heat as follows:
-1 per operational sink
-2 per operational double sink
-1 additional per operational sink under water (max 6 pts)
-2 additional per operational double sink under water (max 6 pts)

Damage alters heat as well.
First engine hit +5 / turn
Second engine hit +10 (total) / turn

As heat rises, movement gets more difficult because of the actuators overheating.
At 5, 10, 15, 20 and 25 points of heat substract the number indicated (on sheet) from Mechs Walking Movement Points.
This effect is *not* cumulative with any previous heat-caused loss of movement points.
Jump MP is not affected.

Firing also gets more difficult at 8, 13, 17 and 24 heat. You will need to add the number indicated (on sheet) to the base to hit number of the weapon being fired.

At 14,18,22,26 and 30 heat a Mech attempts to shut down its power plant automatically as a safety feature.
When it shuts down it is considered immobile and unable to move or attack, but it also cannot build up more heat on its own.
Heat sinks will continue to dissipate heat during shutdown.

If heat levels reach 19,23 or 28 points ammunition bins might begin to explode.

MegaMek will track heat automatically and roll for effects of overheating as well.
Title: Re: Summary and (House)Rules in effect
Post by: JasonPratt on April 07, 2018, 12:20:31 PM
For any new players who may be confused about some of the weapon terms and concepts, here's a brief overview so that when you see your Mech has "x" you've got an idea what that means.

Mech weapons come down to guns, beams, and missiles. Practically everything else on your Mech supports those, in one or more ways.


GUNS -- come in various flavors, the basic concept being the simple Autocannon which (despite its name) is a semi-automatic weapon. It shoots as fast as you pull the trigger, or if you're holding down the trigger as fast as it can reload. LBX guns are autocannons with special fragmentary shells, basically a long-distance shotgun. (The difference is that it spreads damage around more evenly, whereas other guns are more focused in what gets hurt.) Rotary cannons are the gatling cannons. Gauss Rifles are hard-hitting but non-explosive slugs shot magnetically with rail-guns, as accurate as lasers at long range. There are also machine gun clusters for short range, low-weight fighting; like GRs (I think?) they aren't cannons per se and don't have explosive shells, but they also generate no heat (in game terms) and dump damage very quickly. In some game versions, including this one I think, machine-guns abrade off armor plating. (In more extensive Battletech game systems, machine-guns are also handy anti-personnel policing weapons for smaller mechs which aren't expected to fight other mechs.)

Guns:

* for their damage output have the highest weight but lowest heat generation of the three weapon types.

* can run out of ammo, and for their damage the ammo is heavier than missiles. (Gauss Rifle ammunition has the advantage that it cannot detonate internally, though, because it has no propellant.)

* cause damage mostly from kinetic strike and also (except GRs, maybe also machine-gun clusters) from explosive warheads. They generate less heat on targets for their damage than other weapon systems (no heat for GRs).

* reduce damage over distance, down to zero, in some game systems (not sure about this one yet), but not as quickly as lasers do.

* are usually rated in caliber, which translates directly to damage-points done. An AC2 for example does 2 damage (maximum, before reductive factos) per shot; an AC20 does 20.

* Larger calibers have lower maximum ranges. For Inner Sphere Mechs (the types we'll be playing), the largest calibers have minimum ranges, too, in some game systems, translating to aiming penalties and (in some game systems, not sure about ours) potential damage to one's own Mech from nearby ordinance explosions.

* Reloading ammo is naturally slower for larger calibers (unless you're using a rotary cannon of course), faster for smaller calibers. An AC2 can shoot four times a second (typically), an AC20 more like once every four seconds. You'll run out of large caliber ammo in fewer shots, too.

* We may be playing too early for any "Ultra AC" tech, but these pack two cannons of the same size into a smaller space. An Ultra AC5 crams two AC5 cannons into a space smaller than two AC5s mounted normally. They use a different ammo pack than their single equivalents, so AC5 ammo won't work in an Ultra AC5. (I'm unsure if this game system tracks such things.) In some game systems the Ultras can pack more than 2 cannons for smaller calibers.

* Unlike the other basic weapon types, some guns can jam if fired too quickly. (Most guns in this version of the game? -- seems like I saw that while scanning by.) Rotary cannons shouldn't. Ultra ACs are particularly apt to jam, which is a game-balancing rule in most game systems. In this game system, if I recall reading the rule correctly, any jams are permanent for the fight!
Title: Re: Summary and (House)Rules in effect
Post by: JasonPratt on April 07, 2018, 12:34:23 PM
ENERGY -- are mostly lasers, large, medium, and small. When lasers shoot, they stay lit for a certain amount of time to deliver their whole damage, allowing aim adjustment and walking of damage; pulse lasers are designed to deliver it all immediately, but are heavier and generate more heat for the damage. (I'm not sure this game system distinguishes them really.) Flamers use energy tech as short-range flamethrowers, which do less immediate damage to the enemy but which can quickly overheat your enemy, paralyzing them (or causing them to explode). Particle Projection Cannons (PPCs) cause electrical interference to struck enemies as well as energy (and I think some kinetic) damage; they have longer effective ranges than other energy weapons, too.

Energy weapons:

* are the only weapons that require no ammunition, running off Mechs' internal power (which for battle purposes is effectively unlimited). This also means they have no ammo to potentially detonate when hit.

* naturally generate more heat per shot than other weapon types for the damage. They also naturally inflict more heat per shot on hit enemies.

* don't need to be reloaded, but they do need cooling down between shots, which functions like "reload time". They need more such time than guns of equivalent damage, maybe not as much as missile packs.

* have no minimum ranges usually.

* have the lowest maximum ranges for their damage than other weapons. I don't think we'll run into ER (Extended Range) lasers in this game, but you may see them in gameplay examples.

* lose damage faster over range than guns.

* cannot usually be dodged (PPCs being the exception, and targets might move out from under normal lasers before full damage is dealt depending on the game system).

* are by far the lightest weapon system for equivalent damage (partly due to not needing ammo packs).
Title: Re: Summary and (House)Rules in effect
Post by: JasonPratt on April 07, 2018, 12:51:29 PM
MISSILES -- come in small, medium, and large sizes; and guided or unguided (except for Long Range Missiles which are always guided). Some game systems don't have medium missiles. Every missile warhead does exactly 1 (maximum potential) damage. So an SRM2 is a pair of short-range missile tubes doing potentially 2 damage per shot; an SRM6 is a set of 6 tubes doing potentially 6 damage per shot. An LRM5 is a set of 5 long-range missile tubes doing potentially 5 damage per shot; an LRM20 is etc.

Missiles:

* need ammunition, which adds weight and can detonate if damaged. Ammo can thus run out, too.

* weigh less for their potential damage than ballistics, but not as much less as energy.

* do damage mostly by explosive warhead (and a little kinetic damage). Damage tends to be spread around more than other weapons systems.

* generates more heat per shot for equivalent damage than guns, but not as much as lasers. Delivers heat to the target proportionately, too (thanks to explosive warheads).

* slowest traveling weapon, and so easiest to dodge, partially or totally.

* guidance systems require time to lock on (not sure how or if this game system simulates this however). Longer for LRMs, all of which always have guidance.

* minimum ranges for all missiles (this early in the game's timeline, I think). This is partly for game balancing, and represents safeties on warheads in-game to prevent damaging the shooter with detonations too close.

* longest maximum ranges for equivalent damage, than other weapon systems.

* LRMs can be shot indirectly over obstacles (in some game systems).

* SRMs usually act much like shotguns.

* reload times depend on the number of tubes to be reloaded. SRM2 is naturally quickest, then SRM4, then LRM5. Shorter range missiles may reload faster than longer, too (depending on game system?)
Title: Re: Summary and (House)Rules in effect
Post by: JasonPratt on April 07, 2018, 01:04:08 PM
Until much later in the timeline, long after the Clans arrive, Mech chassis each come with slots scattered around the body which are intended for Ballistic or Energy or Missile systems. I'm not sure in this game how much detail that goes into; but larger weapons need more slots, or more slots can fit a larger number of smaller weapons. Ammunition goes into appropriate weapon slots. Lasers can't be mounted in gun or missile slots, etc.
Title: Re: Summary and (House)Rules in effect
Post by: jamus34 on April 07, 2018, 07:23:23 PM
Ok, here's another dumb question - how do we generate stats / abilities?

Or does this fall under RTFM (or in my case bite the bullet and pick up AToW)?
Title: Re: Summary and (House)Rules in effect
Post by: Yskonyn on April 08, 2018, 11:31:56 AM
The traits and stats that work in MegaMek are included in the tables I posted, guiding you through the Mechwarrior and Mech creatiom process.

The Bio of Goodwill is rather expansive because I used AToW to roll him, but many things like traits you will not find in MegaMek, so they aren't important.
I just included them in case we dive into Roleplaying as well as give the character some extra fluff in case we do not.

So, no, you don't have to buy AToW. If you use the process I posted you have a completely functional company as far as gameplay is concerned. :)
I just like fluff.

If you have rolled your company Commander and would like to get the AToW pass as well I could do it for you. We could meet on Teamspeak for example to schedule a session.
Title: Re: Summary and (House)Rules in effect
Post by: jamus34 on April 08, 2018, 02:04:07 PM
Quote from: Yskonyn on April 08, 2018, 11:31:56 AM
The traits and stats that work in MegaMek are included in the tables I posted, guiding you through the Mechwarrior and Mech creatiom process.

The Bio of Goodwill is rather expansive because I used AToW to roll him, but many things like traits you will not find in MegaMek, so they aren't important.
I just included them in case we dive into Roleplaying as well as give the character some extra fluff in case we do not.

So, no, you don't have to buy AToW. If you use the process I posted you have a completely functional company as far as gameplay is concerned. :)
I just like fluff.

If you have rolled your company Commander and would like to get the AToW pass as well I could do it for you. We could meet on Teamspeak for example to schedule a session.

Thanks Ysk. That might work since I think I might be missing in MegaMek. I feel like I'm following the directions but missing a step. Ironically i feel somewhat comfortable on the overall game / battle mechanics but having issues generating my company. Go figure.
Title: Re: Summary and (House)Rules in effect
Post by: Yskonyn on April 08, 2018, 02:06:25 PM
Lets take it to the other thread .
Title: Re: Summary and (House)Rules in effect
Post by: Yskonyn on August 28, 2018, 08:54:13 AM
I'd like to use the 'Formations' and 'Special Pilot Abilities' rules, however, these rules aren't yet fully supported within MegaMek.
I suggest we look at possible alternative positive modifiers on a per-mission basis for now.

Basically the Formations rule enables players to try to organise their force in such a manner that it:
a) creates a structured and plausible force
b) rewards good structure with bonus abilities or modifiers on the battlefield

The possible Formations I'd like to use:

Command Lance
Requirements: At least one unit in the Command Lance must be designated as either the Force Commander or a key Lieutenant (if there are more Command Lances in the force). At least 50% of the units in this formation must have one of the following roles: Sniper, Missile Boat, Skirmisher or Juggernaut. One additional unit in the lance must be a Brawler, Striker or Scout. The unit designated as the Force Commander may be any of these prerequisite units.
Bonus Ability: Prior to the beginning of play, two of the non-commander units in this formation receive one of the following Special Pilot Abilities (SPA): Antagonizer, Combat Intuition, Blood Stalker, Eagle Eyes, Marksman or Multi-Tasker.
In addition to this, the commander's unit receives the Tactical Genius SPA. If he already has Tactical Genius he will instead get a +1 to Initiative rolls, including any rerolls made due to Tactical Genius SPA.

Battle Lance
Requirements: At least 50% of the units in this formation must be heavy or larger. If the Battle Lance consists of combat vehicles, there must be at least two matched pairs of heavy units.
At least three units in this formation must have any combination of the Brawler, Sniper and/or Skirmisher roles.
Bonus Ability: The Battle Lance Formation receives the equivalent of a 6-point Lucky SPA, except that it may be used by any unit in the formation. This ability need not be assigned to a specific unit, and may be used a maximum of six times. As with the Lucky SPA, only one re-roll per failed attack or Piloting/Driving Skill Roll is possible.
This bonus ability may be stacked with a Lucky SPA assigned to one or more Battle Lance's member units. However a Battle Lance unit may not make more than 4 re-rolls in a single scenario, between both the pilot's ability and his Formation bonus.

Fire Lance
Requirements: At least 75% of the units in this formation must have either Missile Boat or Sniper roles.
Bonus Ability: At the beginning of each turn, up to two units in this formation may receive the Sniper SPA, which will affect their weapon rolls for that turn.

Pursuit Lance
Requirements: All units in this Formation must be light or medium and 75% of the units in this formation must have a Walk/Cruise speed of 6 or more, regardless of jumping capability. At least one unit in the Pursuit Lance must have a weapon that can deal 5 or more points of dmg at a range of 15 hexes or more.
Bonus Ability: 75% of the units in this formation receive the Blood Stalker SPA.

Recon Lance
Requirements: All units in this formation must posess a minimum Walk/Cruise speed of 5. At least two units in this formation must have Scout or Striker roles.
Bonus Ability: At the beginning of play, the Recon Lance's controlling player must choose either the Eagle Eyes or Maneuvering Ace SPA and apply the chosen ability up to three units in the formation.
The ability cannot be switched to other units during the game, nor can the SPA chosen at the start be changed during play.
In addition all units in this formation receive the Forward Observer SPA.

Striker / Cavalry
Requirements: All units in a Striker / Cavalry Lance must have a minimum Walk/Cruise speed of 5 or a Jump movement of 4 or more. No units in the Lance may be of Assault class weight or more.
At least 50% of the Striker / Cavalry Lance must have the Striker or Skirmisher role.
Bonus Ability: 75% of the units in the formation receive the Speed Demon SPA.
Title: Re: Summary and (House)Rules in effect
Post by: Yskonyn on August 28, 2018, 08:55:38 AM
ROLES AND SPECIAL PILOT ABILITIES (SPA)

Roles
Please refer to Master Unit List (https://www.masterunitlist.info) to discover the primary role of any given vehicle.

The roles possible are:
Ambusher
Ambushers are typically slow, lightly armored, and prefer short-range engagements. Due to their lighter armor, such units often have to hide behind cover until their enemies are within range. Many infantry units have this role, and a handful of 'Mechs. Ambushers benefit from stealth, being able to take cover, the ability to be easily transported, or just being cheap enough to swarm the enemy. Ambushers are often very successful in urban areas. The SRM Carrier and the UrbanMech are examples of Ambushers.

Brawler
Brawlers are line units, commonly deployed among Battle Lances. They are fast enough to keep up with a "standard" line, have at least adequate armor, are usually able to do some damage at longer ranges, and can deliver increasing amounts of damage as they close in. Brawlers should not have to pull out of a line to enter combat, but are able to hold the line if it is charged. The Warhammer and Myrmidon Heavy Tank are examples of Brawlers.

Juggernaut
Juggernauts are slow, very tough units that prefer close combat and control their immediate area, but often face difficulty getting where they need to be. Juggernauts are useful for holding or taking territory, but fare poorly in running battles with no clear terrain to control. The Atlas and Hunchback are examples of Juggernauts.

Missile Boat
Missile Boats are similar to Snipers, but the majority of their long-range damage comes from weapons capable of indirect fire, long-range missiles, mortars or artillery. Missile Boats are often grouped together in order to optimize their ability to fire indirectly without singling out part of the Formation as either incapable of firing, or being the only unit in the Formation left to take all of the return fire. The Archer and LRM Carrier are examples of Missile Boats.

Scout
Scouts are fast, with light armor—or none at all—and very little weaponry. They often employ advanced electronics. Scouts are sometimes forced into combat by necessity, but are more commonly spotters or support for other units in the Force. The Raven and Swift Wind Scout Car are examples of Scouts.

Skirmisher
Skirmishers are fast, with adequate or even heavy armor. Their flexibility to rely on both speed and armor for defense can give Skirmishers the ability to take a great deal of incoming fire, but they usually prefer not to have to sit still to hold an objective or to deliver accurate fire. Skirmishers are often commanders of lighter Strikers, can provide a flanking threat when paired with slower Brawlers or Juggernauts, or are massed with other Skirmishers as a heavy cavalry formation. The Wolverine and Dragon are examples of Skirmishers.

Sniper
Snipers prefer to find a good "sniper's nest," sit still and fire at long range. Some Snipers rely on range, stealth or cover for defense, while others rely on armor. Few rely on speed, as excessive movement is detrimental to their ability to hit at long range, though some Snipers intended to provide fire support to faster units may have enough speed to keep up with them. The Zeus and Schrek PPC Carrier are examples of Snipers.

Striker
Strikers are fast, with light armor, and usually prefer short- or medium-range engagements. They rely on their speed (or numbers) to survive while threatening the rear or flanks of the enemy. The Jenner and Harasser Missile Platform are examples of Strikers.

Special Pilot Abilities (SPA)

A table will follow which outlines various SPA's later.