Battletech rulebook reddit explained I think it works out to 5pts of TW damage to 1pt of AS damage, iirc, and losing all armor results in a kill due to nuke breach This is a community for friendly discussion about Fantasy Flight Games' (now Edge's) Star Wars RPG. Mech Tonnage times Walk Move Speed == Engine Rating Movement in Battletech is (walk/run): 1/2 (idiotically slow) 2/3 (still punishingly slow) 3/5 (assault speed) 4/6 (average) 5/8 (above average) Sarna. Aug 1, 2021 · Also sometimes called Tournament Rules, the Standard Rules are presented in BattleTech: Total Warfare. The Tech Manual has construction rules for all the units in Total Warfare. All Systems Nominal Between Shadowrun and BattleTech, FASA take my money! (but I did email with Nigel Findley back in the day, he was very nice to a random kid on the internet) Presumably my 4th Edition Box and BattleTech Compendium: The Rules of Warfare are obsolete. Jun 16, 2019 · "I want more mech stuff": The BattleMech Manual adds piles of new tech and rules options, for mechs only. Please refer to rules before posting. TechManual and Total Warfare are both Standard rules & technology. We're all in this together to create a welcoming environment. Was the 2006 WizKids Total Warfare also revised by Catalyst? A hovercraft has a bunch of fans pointed down, blowing air to the ground, the bottom of the craft is surrounded by a skirt, trapping a volume of air like a cushion and letting it out the sides, so the craft glides along the ground on a cushion of air. Also sometimes called Tournament Rules, the Standard Rules are presented in BattleTech: Total Warfare. LRMs would routinely cause a time sink based on their higher salvo counts so I'm assuming that they opted for disparate rules vs a unified approach. So that's mechs, vees, ASFs, infantry units, battle armor and protomechs. AC/5: 20 shots (damage: 5 DB,S (idk what this term means either)) AC/20: 5 shots (damage: 20) Is that damage just for one shot? The beauty of BT is that you are only limited by your imagination. Complete rulebook for newbies on mechs. Welcome to /r/SkyrimMods! We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Then add in piloting rolls. So an lrm 15 is 15 possible missiles that hit. Some groups are sticklers for rules and cannon lore, others groups not so much. a hovercraft can hover slowly or even in place- this is an important difference. I disagree with that. There is also the Battlemech Manual which is great for when you're only playing with mechs (as opposed to combined arms with tanks, infantry, ect. Battletech manual. The game is riddled with inconsistencies like this. Advanced medicine leading to longer lifespans seems to be the common answer so far, but considering life is cheap, I’d imagine that only the best of the best or those in positions of power (like those you mentioned) reach those high ages. . Build your own mechs. This system began with the release of the beta Edge of the Empire rulebook in 2012, and it's since blossomed into full fantasticness with three core rulebooks, four beginner's boxes, and over a dozen adventures and sourcebooks. Includes terrain and weather rules and many other cool stuff. Healthy debates are natural, but kindness is required. 50 ton mech cannot have a 260 STD engine in tech 1 or tech 2 Battletech (I know it's just an example but it's important to clarify). Start simple, just use the mechs and rules in the boxed set for your first few games. Laser weapons as depicted in BT are bonkers. I think there is an errata file on Catalyst's website for the previous rulebooks, so you can play a fully up to date game with that and the 1990 Rules Compendium. Also keep to pre clan invasion to keep it really simple (this limits the weapons and equipment to the simple stuff). The Game of Armored Combat rulebook is great for having just what you need. Then you can add in more later if you want after you've got the basics. Cool extra optional rules to make your game more immersive. Affordable, low page count, and matches the laytout of the box set rulebook, so I'd suggest here to start. 2. Includes infantry and vehicles Tech Manual. Reposting on the top level of comments to OP can see it better. The concept of upgrades may be derived by seeing years. All discussion should be directly tied to BattleTech and the lore. Wow thank you for this detailed answer. Tactical Operations: Advanced Rules (TO:AR): many, many optional rules like hull down, smoke, wind/rain, artillery Campaign Operations (CO): not strictly MegaMek, but the detailed repair/refit and maintenance rules are incorporated in MekHQ, along with a number of the campaign rules such as support staff requirements I think you're gonna be ok OP. Star League is the Roman Empire, Federated Suns is West Francia, Lyrans are Franks, Draconis Combine is Imperial Japan, Clans are the Mongols etc etc Makes sense now that someone mentions it, but at no point do the rules explain that multiple C3 systems are a valid option. TechManual - Unit construction rules. All Systems Nominal Thank you all! I get most of the picture now, but why does the rulebook say missile ammo works differently? I understood from the example of the rulebook that: One ton of ammo provides: Ballistic weapons. We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. Full set of tournament rules. Meanwhile, in Battletech, if you know an enemy mech has a 5/8/5 movement profile, 4 medium lasers and an LRM, you pretty much know all you need to know about it. Getting the Rules: Focus on the key flows like movement and weapons fire. ) and has some more in depth rules only otherwise covered in more situational advanced rulebooks. All the hyper specific and sometimes situational rules help to paint a picture of the brawl happening before you and how every little bit of the surroundings can affect that. BattleMech Manual includes some rules and technology from Tactical Operations and so isn't exactly a core rulebook (for that reason among many others), but usually does a good job of marking them as advanced. Are there any examples in Battletech lore that possibly explain this such as time dilation with respect to making jumps between star systems? Sure it can be explained away by “it’s just a game” but considering how detailed and intricate Battletech lore is, I would be surprised if there isn’t an answer. This includes primitive, pre-mech units, now-extinct mech chassis, and the infamous Land-Air Mechs from the early days which are just Macross Can someone please explain to me why you wouldn't just swap those out for a medium laser and some heat sinks or more armor. I did some writing up on lasers in BT a few weeks ago. Dead fire is a good example of ammo you could easily exploit because you can choose ammo the moment you declare attack, so if attacking enemies at long range you opt for standard ammo, while for enemies at close or medium you just change to dead fire ammo and get the +1 extra damage. Battletech is much more about what you enjoy than what’s optimal. Feb 1, 2020 · Total Warfare is all the rules to play tabletop BattleTech. Napkin estimates are on the order of the medium laser imparting some I was just reading the alpha strike rules and it is regardless of changing directions as long as you move at or more than half your move rating. Theoretically this is all you need. The MUL contains points costs for changing pilot/gunnery skill levels. Alternate ammo rules are either poorly written or badly balanced. I've played grinders at the big cons, where they give out 2 laminated sheets to every player one with your mech on it, the other with compressed rules, although the rules are a little hard to read without context. If there are no components in the location at the beginning of the phase, then the critical hits transfer. The most boiled down simple explanation goes like this. Interstellar Operations: Alternate Eras (which I haven't gotten to peek in) gives rules for different equipment and units which have been part of Battletech lore, but lack rules for whatever reason. Battletech, like most of FASA games, is a juxtaposition of two themes: Medieval Ages' Feudalism and Sci-fi. Start there. net might help. If we consider mech-on-mech combat, with no additional roles or rules (including mech construction), to be the "core gameplay" of Battletech, then the BMM is a perfect introductory book and reference manual (the latter being the intended purpose) with no overreach of scope. "I want more mech stuff": The BattleMech Manual adds piles of new tech and rules options, for mechs only. If we assume the materials involved are anything like the materials we have access to today then lasers represent absolutely insane amounts of energy. Rules for r/BattleTech 1. BattleTech has a line of core rulebooks that starts with Total Warfare: Total Warfare - Core rulebook. Proper Battletech itself was continued in this time under the guise of FanPro, the company that had previously handled the German distribution of the game. When they hit you roll on a chart that tells you how many actually hit the mech, and cluster them in groups of 5. Another said time dilation was out because jumps are instantaneous. The 1 in the lrm means each missile is 1 damage. You just have to squint and read between the lines that "MM" means it's got two computers. The other is Total Warfare which contains the same rules as BMM as well as rules for supporting unit types such as infantry, vehicles, VTOLs, fighters, and DropShips. I came back into battletech a year or so ago after playing in the 90's, and when I played at a store a few weeks ago, the guys I was playing with knew all of the hit charts by heart. My group only sticks to group agreements for our current All things BattleTech, including the tabletop games, miniatures, fiction and video games. A Reddit community dedicated to The Elder Scrolls Online, an MMO developed by Zenimax Online. The Crusaders aim to achieve that by conquering the Inner Sphere Houses and ruling over them as the Star League. Tactical Operations: Advanced Rules - Optional rules, more terrain, weather and planetary conditions. From there, there are two main rulebooks. Members Online Dear god please someone explain the minutia of the life amid death skill. Let's treat everyone with respect. This is the last rulebook in the series of rulebooks you should buy, so you will find all kind of cross references to previous books. There aren't, you have to use construction rules for AS to convert the IO:AE table into AS damage, then double the hex measurements to convert to inches. All Systems Nominal LOS along the boundary of hexes is also defenders choice, which is why I consider the receiving arcs as an extension of those rules. But check everything below to see what tickles your fancy. I just checked the 1985 rulebook and the firing and receiving arc rules have literally not changed at all since then, it's just explained slightly differently. Total Warfare. (Battletech has basically always had a large german fanbase). I forgot about the standard battletech rules lol that makes more sense then just using half your movement and careening out of control on a straight road. So, I'm thinking of trying to teach my extended family a (simplified) version of Battletech. I think the Battletech founders wanted missiles to truly be splatter damage and instituted the per-missile hit locations. Be Kind and Courteous. Battletech is, in a way, the Dwarf Fortress of tabletop combat. It is likely to have some information on manufacturers for certain technologies. Stay on Topic. All things BattleTech, including the tabletop games, miniatures, fiction and video games. Total Warfare is all the rules to play tabletop BattleTech. A few rounds of it and I think you'll get it. House rules make for fun and individual type games not so limited by strict adherrance to rules and lore. From there, there are two main rulebooks. The BattleMech Manual (BMM) is the current favorite, while it only contains rules for Mechs most like it for the layout. Both factions want to reform the Star League. Battletech with just mechs is not that complicated at all. The idea and goal is to have fun. Tactical Operations on up is Advanced/Optional rules & tech. Tactical operations: Advanced rules. The total warfare rulebook is the main rulebooks and gives the rules for playing with units of all sorts. The problem was, the sharp break in both rules and storyline alienated the vast majority of the existing fanbase. This is explained in both the Battlemech Manual and AGoAC rulebook under the step by step damage application chart as Step #4. If it wasn't already obvious, this is the official standard for all tournaments, and serves as the core rulebook for any involved play. Battletech is pretty modular and the only rules you need are what you’re playing with. Campaign Operations and Alpha Strike Commanders Edition include rules on Special Pilot Abilities and how to incorporate them. There's a lot to learn in Battletech and this is one of those things. There have been some changes to the gameplay rules, like how partial cover works, but no major changes or addition. Personally I feel like Battletech is less of a "wargame" and more of a combat story generator. Website sarna dot net is like Wikipedia for Battletech. You can do as the the AGoAC rulebook instructs, which Weirdo IIC gives a synopsis of in this thread. I could see it being useful if there was a significant weight/space savings over a traditional launcher but there really isn't, even with the advent of the Improved One-Shot launchers. Nov 19, 2023 · There have been some changes to the gameplay rules, like how partial cover works, but no major changes or addition. Tactical Operations: Advanced Units & Equipment - More equipment types and unit options. Battletech then adds depth and complexity with a plethora of optional rules spread out across multiple supplemental rulebooks. bhebsusm atcjfc exw fnp gvhuk iif icino waqagm tepy apcp