/btg/ - BattleTech General

---------------------------------
BJ edition

The /btg/ is dead - long live the /btg/!

Old thread: ==================================

BattleTech video-game Beta gameplay
youtube.com/watch?v=rt6FatHHnzI

==================================

>BattleTech Introductory Info and PDFs
bg.battletech.com/?page_id=400

>Overview of the major factions?
bg.battletech.com/universe/great-houses/
bg.battletech.com/universe/the-clans/
bg.battletech.com/universe/other-powers/

>How do I find out which BattleMechs a faction has?
masterunitlist.info/

Unit Designing Softwares
>SSW Mech Designer
solarisskunkwerks.com/
>MegaMek Lab
megamek.info/
github.com/MegaMek

>/btg/ does a TRO:
builtforwar.blog(not spam)spot.com/

>How do I do this Against the Bot thing? (old)
pastebin.com/pE2f7TR5

2017-03-03 – (Against the Bot)
mediafire.com/file/kffatbm11ffus7l/Against_the_Bot_Instructions_v2-5.pdf

bg.battletech.com/forums/index.php?topic=56065.0
Current 3.21 rule set is included in the mekhq package

>Map of /btg/ players (WIP):
zeemaps.com/map?group=1116217&add=1

>Rookie guides
pastebin.com/HZvGKuGx

>Sarna.net - BattleTech Wiki
sarna.net/wiki/Main_Page

>Megamek - computer version of BattleTech. Play with AI or other players
megamek.info/

>BattleTech IRC
#battletech on irc.rizon.net

>PDF Folders
mediafire.com/folder/sdckg6j645z4j/Battletech
mediafire.com/folder/cj0tjpn9b3n1i/Battletech
mediafire.com/folder/tw2m414o1j9uj/Battletech_Archives

/btg/'s own image board: - (2017-07-20 - Still getting worked on & now has 14085 pics!)
bgb.booru.org/index.php

More goodies! (Rare manuals, hex packs, TROs, discord server, etc.) Last updated 2017-07-19!
pastebin.com/uFwvhVhE

I love BJs.

>Blackjack
>Weight not divisible by 21
It's like they weren't even thinking.
I love the old Blowjob too.

I'm using the BJ-2 in a game this weekend. It's probably going to be set in the late 3050s.

Anyone have some custom variants for it that would be appropriate for the era?

I toyed with the idea of using FF armour but I'm not sure what alternate weapon loadouts would be optimal. Dual LLs and SSRMs seem pretty solid.

Rolled 4, 6, 4 = 14 (3d6)

OP's Ops
Era: 2nd Succession War
Faction: Outworld Alliance
Year:

Rolling for starting dosh

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year:

Starting Cash: 160 Million

Still need a year.

how bout 2860?

>how bout 2860?
Alright.

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

What should our unit composition be? Standard organization is 3 Lances of mechs and 1 lance of aerospace, plus a dropship. (I think the dropship is free)

ERLLs and paired MLs with extra DHS is decidedly solid

Continuing with Campaign Ops

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

Starting Cash:
160 Million
Minor Power:
0.8
Era Modifier 2821-2900:
1.5

Total Starting Cash: 192 Million.

With a hundred and sixty million, I'd say a reenforced company, if not two.
Alternately, a LAM lance, two air and two mech lances, real combined arms shit

What are some of the most cost efficient mechs (most BV for C-Bills)?

SFE gausswalls.
Like that one Fafnir, or IIRC one if the Pillager variants

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

Total Starting Cash: 192 Million

Alright, here are the costs to buy mechs:

EQUIPMENT AVAILABILITY & COST TABLE
Example Unit
Availability
Cost
Light BattleMech or Aerospace Fighter, any Satellite
4
3,000,000
Medium BattleMech or Aerospace Fighter
5
6,000,000
Heavy BattleMech or Aerospace Fighter
6
9,000,000
Assault BattleMech, any Small Craft
8
12,000,000
Light Combat Vehicle
3
500,000
Medium Combat Vehicle
4
1,000,000
Heavy Combat Vehicle
5
1,500,000
Assault Combat Vehicle
7
2,000,000
Conventional Fighter
5
1,000,000
Battle Armor, Single*
5
750,000
Conventional Infantry Platoon, Foot
2
1,200,000
Conventional Infantry Platoon, Motorized
3
2,000,000
Conventional Infantry Platoon, Jump or Mechanized
4
2,800,000
ProtoMech, Single*
6
1,000,000
Support Vehicle, Light (

the first number is availability, the second is cost.

there are no guass cannons during the 2nd succession wars. All L2 tech is strictly star league era mechs, and most modern mechs haven't been invented yet.

>Alright, lets start calling out mechs.
>Anything from 2860 or earlier is okay
>No faction restrictions

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

Total Starting Cash: 192 Million
Availability Modifiers
Clan equipment for non-Clan Force (after 3070)
+3
Tech E and F Equipment for non-Clan, non-ComStar Force between 2860 and 3040
+5
First Star League equipment for Clan Force
-2
Cross-faction: Acquiring another faction’s exclusive equipment (includes Clan
acquisition of Inner Sphere equipment)
+2
Green Experience
-2
Regular Experience
0
Veteran Experience
+2
Customized unit
+TP Value
Elite Experience
+5
Cost Modifiers
Fusion engine in combat vehicle
x2.0
XL engine in any unit
x2.5
Light fusion engine in any unit
x1.5
Clan equipment for non-Clan Force (3049-3070)
x5.0
Clan equipment for non-Clan Force (3070+)
x4.0
Tech E and F Equipment for non-Clan, non-ComStar Force between 2860 and 3040
x5.0
Tech Rating E equipment
x1.1
Tech Rating F equipment
x1.25
Customized unit
xTP Value

Mackie it up.

When you call out your mech, to roll type "roll+2d6" to see if you make the acquisition roll.

...

type "roll+2d6" in the options box to roll for your Mackie.

Rolled 5, 3 = 8 (2d6)

>54576904
It's "dice+2d6", not roll

"roll+2d6"
Give me that sweet, sweet thud.

Rolled 5, 1 = 6 (2d6)

Now they tell me.
Rolling for Thud

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

192M Starting Cash
-12M Mackie MSK7A

Rolled 6, 1 = 7 (2d6)

Grasshopper 5H

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860
192M Starting Cash
-12M Mackie 7A
180M
-09M Thug 10E
171M

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860
192M Starting Cash
-12M Mackie 7A
180M
-09M Thug 10E
171M
-09M Grasshopper 5H
162M

I believe he said thud as in thunderbolt not thug

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

192M Starting Cash
-12M Mackie 7A
180M
-09M Thunderbolt 5S
171M
-09M Grasshopper 5H
162M

King Crab

Rolled 1, 5 = 6 (2d6)

Durr

Rolled 6, 2 + 2 = 10 (2d6 + 2)

Rolling for Awesome and King Crab

Rolled 1, 4 = 5 (2d6)

Fuck, I was trying to roll twice
First was for Awesome, this is for king creb

Rolled 5, 2 = 7 (2d6)

rolling for stalker

>"All L2 is strictly SL era 'Mechs..."

user, the 2nd SW book literally has the Houses using SL tech. Machines with GRs appear on the MUL for the Early Succession Wars, which covers the 2nd SW. I would be somewhat surprised to see one in the 3rd SW and there shouldn't be any around by the 3th SW though.

okay, you get the awesome, but not the king crab.

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

192M Starting Cash
-12M Mackie 7A
180M
-09M Thunderbolt 5S
171M
-09M Grasshopper 5H
162M
-12M Awesome
150M
-12M Stalker
138M

We are going to need some operating capital when we are done guys

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

192M Starting Cash
-12M Mackie 7A
180M
-09M Thunderbolt 5S
171M
-09M Grasshopper 5H
162M
-12M Awesome 8Q
150M
-12M Stalker 3F
138M

Rolled 3, 6 = 9 (2d6)

Another thud

Rolled 4, 5 = 9 (2d6)

An Archer, for fire support

can you gaiz name the variant you want to use?

A Warhammer, for killyness
Anyways, this should take us to two lances

Overall, considering things so far, it seems pretty clear that what we're putting together is a specialized pirate-murdering unit who's sole purpose is to REMOVE BANDIT with extreme prejudice

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

192M Starting Cash
-12M Mackie 7A
180M
-09M Thunderbolt 5S
171M
-09M Grasshopper 5H
162M
-12M Awesome 8Q
150M
-12M Stalker 3F
138M
-09M Thunderbolt 5S
129M
-09M Archer 2S (butt lasers and all)
120M

Rolled 4, 3 = 7 (2d6)

Archer-2R and thud-5S
Also rolling for

roll and state your model number

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

192M Starting Cash
-12M Mackie 7A
180M
-09M Thunderbolt 5S
171M
-09M Grasshopper 5H
162M
-12M Awesome 8Q
150M
-12M Stalker 3F
138M
-09M Thunderbolt 5S
129M
-09M Archer 2R
120M
-09M Warhammer
111M

It'd have to be a vehicle then, the first multiple of 21 that's divisible by the 5 ton increments 'mechs are measured in is fucking 105t.

Rolled 5, 3 = 8 (2d6)

A single Vindicator 1R (from a capture)

Whammer-6R (unless a Royal is available with those numbers, in that case one of those)

Rolled 1, 3 = 4 (2d6)

A Pillager (downgrade or OG, as the roll dictates)

Rolled 4, 4 = 8 (2d6)

Another Stalker

Hey guys what's going on? What's being rolled for?

Rolled 6, 3 = 9 (2d6)

Atlas (because kERENSKY RaSCAL FUCK GET REMOVED)

Rolled 2, 6 = 8 (2d6)

Last user trying for KINGEST OF CRABS

Rolled 5, 5 = 10 (2d6)

Rollin for some RFL-3N Rifleman action, need that air defense.

Rolled 2, 4 = 6 (2d6)

Rolling for a second Mackie

Rolled 6, 3 = 9 (2d6)

Having two wouldn't be a bad plan

Yeah, one shoots, then while it's overheating and cooling off the other one shoots.

Rolled 4, 2 = 6 (2d6)

Rolling for a second archer

Alright, the next mech will take us to 16, that is a full four lances
So roll for the last brick in the murderwall that's been amassed here

Rolled 1, 6 = 7 (2d6)

Time for another Awesome

>while it's overheating and cooling
>implying you should ever fire both LLs on a RFL-3N unless you plan on being dead next round

actually the way aerospace at least goes, it's workable. Cap off everything in the arms on one turn, you're at +8 - cool off the next turn, while the ASF has to make its direction change and come around on the low altitude map. Come turn 3 you're back at 0 and ready with all four big guns.

Granted, you're not gonna sustain heavy fire like that EVERY turn, but the ASF rules help you a little in the 4-0-4-0 firing format.

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

192M Starting Cash
-12M Mackie 7A
180M
-09M Thunderbolt 5S
171M
-09M Grasshopper 5H
162M
-12M Awesome 8Q
150M
-12M Stalker 3F
138M
-09M Thunderbolt 5S
129M
-09M Archer 2R
120M
-09M Warhammer 6R
111M
-06M Vindicator 1R
105M
-00M Pillager (Denied)
105M
-12M Stalker 3F
093M
-12M Atlas 7-D
081M
-000 King Crab (Denied, Already rolled)
081M
-09M Rifleman 3N
072M
-12M Mackie 7A
060
-09M Rifleman 3N
51M
-10M Awesome 8Q
41M

Alright, you got 40 million left. You still need to pay for salvage, maintenance and repairs. Do you want aerospace?

See, this is what I mean.

The first designs were good, for their time, cause they only had single heat sinks and no XL engines. They had good heat profiles and tons of armor.

It was the refits of old IS tech that were really garbage tier, because they didn't use range brackets, heat cycles or make efficient use of the extra tonnage.

whoops, have the awesome at the bottom listed as 10M

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

192M Starting Cash
-12M Mackie 7A
180M
-09M Thunderbolt 5S
171M
-09M Grasshopper 5H
162M
-12M Awesome 8Q
150M
-12M Stalker 3F
138M
-09M Thunderbolt 5S
129M
-09M Archer 2R
120M
-09M Warhammer 6R
111M
-06M Vindicator 1R
105M
-00M Pillager (Denied)
105M
-12M Stalker 3F
093M
-12M Atlas 7-D
081M
-000 King Crab (Denied, Already rolled)
081M
-09M Rifleman 3N
072M
-12M Mackie 7A
060
-09M Rifleman 3N
51M
-12M Awesome 8Q
39M

You can still afford 4 light aerospace fighters for 12 million.

I would like the see the "Periphery sucks and they should not get nice things EVER"-guys face right now with that Assault company

Yeah, maybe, but they are paying out the nose for it. The list price for those mechs is on average about 3 million cheaper than whats listed.

As for personnel, so far we have 16 mechs

16 mechs
16 mechwarriors
16 techs
96 atechs

Do we want aerospace or no?

also, do you want any vees?
I don't know any vees from that era without looking them up.

Most of the common stuff you see on board 3020s should be on 2SW aswell

we are also going to need to roll for a dropship and a jumpship.

All things considered, this is very, very clearly an elite beatstick unit intended to deploy alongside existing AMC units whenever face needs to be especially wrecked, so more then an organic air lance probably isn't needed

I'm surprised none of you went for any star league era equipment or veteran units

How do you want to organize these units?

3 lances of 4 mechs are standard.

OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

192M Starting Cash
-12M Mackie 7A
-09M Thunderbolt 5S
-09M Grasshopper 5H
-12M Awesome 8Q
-12M Stalker 3F
-09M Thunderbolt 5S
-09M Archer 2R
-09M Warhammer 6R
-06M Vindicator 1R
-12M Stalker 3F
-12M Atlas 7-D
-09M Rifleman 3N
-12M Mackie 7A
-09M Rifleman 3N
-10M Awesome 8Q
039M Total Remaining Cash

Personnel
16 Mechwarriors
16 Techs
96 aTechs

>or veteran units
I'd bet a few dollars that a decade of FMM(r) conditioned people to start thinking about pilot stats AFTER getting the unit mech list, only to be hit by CampOps' greasy overcomplicated resurrection of the original MercHandBook's system

Dude, it was listed under availability modifiers, which i posted in

This really depends on the 'Mech and variant. There's usually something that can rescue a shitpile like the Charger but if you get lumbered with the crap one there's not much you can do.

Atlas and Pillager are SLDF, user.'Hopper too.

Oh, I guess technically we failed the acquisition roll for one of the awesomes and a mackie.

Fuck it, too late now.

What I mean is it doesn't have and E or F components.

okay, so what sort of dropship and jumpship do we want?


OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860

192M Starting Cash
-12M Mackie 7A
-09M Thunderbolt 5S
-09M Grasshopper 5H
-12M Awesome 8Q
-12M Stalker 3F
-09M Thunderbolt 5S
-09M Archer 2R
-09M Warhammer 6R
-06M Vindicator 1R
-12M Stalker 3F
-12M Atlas 7-D
-09M Rifleman 3N
-12M Mackie 7A
-09M Rifleman 3N
-10M Awesome 8Q
039M Total Remaining Cash

Personnel
16 Mechwarriors
16 Techs
96 aTechs

LARGE SPACECRAFT TABLE
Type
Base Equation
DropShip
(Cost in CB / 50,000,000), round up to the nearest whole
number + 5
JumpShip
(Cost in CB / 100,000,000), round up to the nearest
whole number + Number of Docking Collars + 3
WarShip
(Square Root of [Tonnage / 5,000]), round up to the
nearest whole number + (Square Root of Number of
Docking Collars), round up to the nearest whole number
Space Station
(Cost in CB / 50,000,000), round up to thr nearest
whole number
Miscellaneous
Unique
+10. Applies if less than 10 of the spacecraft exist in an
given era. (Example: most Inner Sphere WarShips in the
thirty-first century)
Very Rare
+6. Applies is less than 100 of the spacecraft exist in
an era (Example: Monolith DropShips in the thirty-first
century, almost all WarShips)
Rare
+3. Applies to less common spacecraft for an era
(Example: Scouts, Tramps, Mammoths, Star Lords in the
thirty-first century).
Average
+0. Applies to most spacecraft by default.
Common
–1. Applies to particularly prolific spacecraft (Examples:
Mules, Invaders, Merchants.)
Lithium-
Fusion Battery
+2
Military
+1. Military spacecraft are more controlled and more
difficult to acquire than civilian vessels.
Government
Force
–2. Government Forces have better access to large space
-
craft than others. This only applies to non-Clan factions.
Clan Force
–4. Clans have maintained a large inventory of space
-
craft from the Exodus and a high level of technology.
Cross-Faction
+2. Spacecraft built or used primarily by one faction are
harder for others to acquire. This includes a Clan Force
acquiring Inner Sphere equipment or vice versa.
Inner Sphere/ Periphery era
Modifier
Crew Skill
Modifier
2100-2412
–3
Green
–1
2412-2570
–4
Regular
0
2571-2650
–5
Veteran
+1
2651-2750
–6
Elite
+3
2751-2820
–6
2821-2900
–2
2901-3049
+0
3050-3067
–1
3068-3084
-2
3084-3130
+0

A Mule, Bucc, Old DroST or Danaeis would be what's good for a DS, with a Union and Leopold second and third in line IF and only if the first roll goes well
Jumpships are unnecessary, if the government of the OA needs this assault team somewhere, they'll cough up the jumpers

Well, I'm assuming you only get one of each, as you don't actually own it.

Whats your first pick?

Let me clean that up a bit.

Modifier
2100-2412
–3
2412-2570
–4
2571-2650
–5
2651-2750
–6
2751-2820
–6
2821-2900
–2
2901-3049
+0
3050-3067
–1
3068-3084
-2
3084-3130
+0

Crew Skill
Green
–1
Regular
0
Veteran
+1
Elite
+3

A mule DS, with a Union as secondary.
And a Merchant JS, though, I'd also pull for trying for whatever WarShip has the best numbers, because fuck CGL cowards

What benefits do swords have over axes? Is it just a cosmetic difference, or do they have different rules?

>WarShip
lol, no.

roll yo. Target number is
+5 standard
+4 160M/50M round up
-1 Prolific Model
-2 Government Forces
-2 2860
4 or higher TN

Swords do less damage, but are more accurate.

Rolled 1, 3 = 4 (2d6)

screw it, I'll roll

Swords land hits a little easier. Hatchets do double the damage that swords do. Swords are complete garbage really. They're basically just a bonus to hit for punch level damage without letting you punch with both hands. Only reason to have swords is flavor. Vibroblades are a little better.

Thanks. That was really the decider for me between FedSun and Combine. Axes it is.

damn, just barely.
alright, you got your mule.
Jumpship seems kind of irrelevant.


OP's Ops
Era: SW2
Faction: Outworld Alliance
Year: 2860
Dropship: Mule
Jumpship: Merchant
Finance: 39M

Mackie 7A
Thunderbolt 5S
Grasshopper 5H
Awesome 8Q
Stalker 3F
Thunderbolt 5S
Archer 2R
Warhammer 6R
Vindicator 1R
Stalker 3F
Atlas 7-D
Rifleman 3N
Mackie 7A
Rifleman 3N
Awesome 8Q


Personnel
16 Mechwarriors
16 Techs
96 aTechs
13 support

Let's go WarShip, TN is 5 for a Lola I, or 7 for a III

This makes me want to make my own OA force. I'll have to take a look at their production and MUL and see what I can throw together. I get the feeling it'll be Wasps and Archers as far as the eye can see, though. Merlin is at the tail end of the era I normally play.

bad wallpaper mech bump

>. I get the feeling it'll be Wasps and Archers as far as the eye can see, though.
Basically, yeah
Somebody here suggested adding Whitworths, Riflemen and Strikers to their production list and it seems perfectly reasonable to me