CincyBattletech

Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Hat on July 05, 2022, 07:26:33 AM

Title: Questions
Post by: Hat on July 05, 2022, 07:26:33 AM
We had a general thread back in the other campaign, seemed like a good thing to have here.  For the Order of Battle sub-forum, I have a few questions.

1. Is the intent that there will be current "cards" for all unit personnel there?
2. Is there anything we will be maintaining or adding to those threads?  For example, is that where we would put character / lance backgrounds, write ups, etc.?
3. If there are things that aren't updated there, how do you prefer for us to let you know (only matters if the intent is that the cards will be kept current)?  After you clarified about the Doctor skill on Ramsden I'd asked to have it converted to 1 point of EDG.
Title: Re: Questions
Post by: Ice on July 08, 2022, 09:28:16 AM
Buying prepodded stuff posed a question.The warehouse section in rules shows the erppc vs erppc podded to be same price. The .25 applies to converting to podded from the way it reads of normal non podded items. So for clarification purposes is it base cost new is the same as its non podded base or is it at accumulative net x1.25 at all times for podded regardless of converting or new.
Title: Re: Questions
Post by: Black Omega on July 08, 2022, 08:00:46 PM
Do mechwarriors and doctors that transfer to new unit get the possibility of rolling for experience for the last 3 years?
Title: Re: Questions
Post by: Darrian Wolffe on July 08, 2022, 08:01:48 PM
Do mechwarriors and doctors that transfer to new unit get the possibility of rolling for experience for the last 3 years?

For the sake of sanity (and because I don't want to go through and adjust up to 40 personnel in AtB), no.
Title: Re: Questions
Post by: Black Omega on July 27, 2022, 08:04:24 PM
Are "field gunners" considered "conventional infantry"?
Title: Re: Questions
Post by: Darrian Wolffe on July 28, 2022, 05:36:01 PM
Are "field gunners" considered "conventional infantry"?

Evidently they are not.

EDIT: To be more clear, according to AtB, they are a type of conventional infantry, but do not seem to suffer the environmental-related penalties of conventional infantry, nor do they take doubled damage in open terrain (although they suffer conventional infantry damage from anti-infantry weapons).  FWIW, unlike conventional infantry, they may also not shoot and move in the same turn.  EDIT2: They DO take doubled damage from Area-effect attacks, by the way.  Dropping a 10 point HE bomb on them in AtB resulted in 20 casualties.
Title: Re: Questions
Post by: Hat on August 20, 2022, 10:09:58 PM
Ok.  I looked at Strat Ops, the old question thread and the current ruleset and I still have some questions on repairs.  Reworking original post for clarity:

1. Scrapping a damaged limb/component - Mod: N/A, Time: 0 (per previous question thread)
2. Attaching a new limb after carefully removing/scrapping an old one - Mod: ?, Time: ? (blown off limb would seem harder and it's a +2, 180 minutes)
3. Removing a head or side torso - Mod: ?, Time: ? (breaking down a mech for parts may certainly have intact pieces that can be removed)
4. Attaching a side torso or head after a previous one carefully removed - Mod: ?, Time: ? (not sure if this counts as "destroyed" location for torso, or "blown off" for head)

Once answered, I suggest rolling these into the main rules thread / next rules revision.

Ryan's wanting to do more of his own stuff this campaign, so when he repairs the Black Hawk-KU and replaces the left leg that got hip actuator damage I want to make sure the process is clear.

Thanks.
Title: Re: Questions
Post by: Darrian Wolffe on August 25, 2022, 05:42:17 PM
1. Scrapping a damaged limb/component - Mod: N/A, Time: 0 (per previous question thread)
Modifier: n/a
Time: n/a*.  Removing a destroyed component or location doesn't require time or a roll.  For example, a medium laser or hand actuator which takes a critical hit can simply be outright replaced (at the normal modifiers/time) and don't have to be removed prior to installing a new one.  I feel the need to point out that hips and shoulders are the exception here, requiring *removal* of all intact components in the limb as per the normal rules, and installing a totally new limb.  Note that you CAN scrap a limb without removing components, with the caveat that it'll scrap all the components, too. Scrapping the intact left arm of a Wasp 1A?  You'll also lose the armor, and the upper arm, lower arm, and hand actuators.


2. Attaching a new limb after carefully removing/scrapping an old one - Mod: ?, Time: ? (blown off limb would seem harder and it's a +2, 180 minutes)
As it's not listed elsewhere on the Master Repair Table, it would quality as replacing Miscellaneous Equipment.
Modifier: +1
Time: 120.


3. Removing a head or side torso - Mod: ?, Time: ? (breaking down a mech for parts may certainly have intact pieces that can be removed)
As it's not listed elsewhere on the Master Repair Table, it would quality as replacing Miscellaneous Equipment.
Modifier: +1
Time: 120.  *However, you have to remove EVERYTHING removable on the old location before removing it.  Taking off the left arm of a Wasp 1A?  Remove the armor, and the upper arm, lower arm, and hand actuators.


4. Attaching a side torso or head after a previous one carefully removed - Mod: ?, Time: ? (not sure if this counts as "destroyed" location for torso, or "blown off" for head)
As it's not listed elsewhere on the Master Repair Table, it would quality as replacing Miscellaneous Equipment.
Modifier: +1
Time: 120.  *Attaching a new location only gets you the location, not the components in that location (as a corollary to the requirement above that everything attached to the location has to be removed prior to removing the location itself). Attaching the left arm of a Wasp 1A?  You've just installed the internal structure and shoulder actuator; you will subsequently have to install the armor, and the upper arm, lower arm, and hand actuators.
Title: Re: Questions
Post by: Hat on September 02, 2022, 02:23:38 PM
Rob: do you have to be present at a game to get salvage?  The rules say you don't have to be, but I've talked to a couple of people who think you do.

p.50 ruleset 5, "1) Salvage and Pilot Capture. Immediately following the game, salvage will be assigned to players by the Unit CO. The relevant record sheets will be assigned to the player receiving the salvage and from then on will be that player’s sole responsibility. Enemy pilots may be picked up by friendly Mechs during the game (end the turn in the same hex as the pilot and it happens automatically). These pilots are made prisoner by the Lance Leader whose lance member captured them. Prisoners are dealt with at the conclusion of the contract (see below). Any pilots uncaptured at the end of the game escape, regardless of battlefield control status."

Nothing in this thread nor in the rules thread contradict the above.  There's not always enough salvage to go around and people who may have missed out on salvage in a previous game may not be around for when there's salvage available.

I'm ok either way, but if you have to be present to get it, that feels like a rule that needs to be clarified.
Title: Re: Questions
Post by: Hat on September 19, 2022, 03:02:36 PM
Ok.  I know the general subject of customizing damaged mechs has come up before and the rule has been "thou shalt return it to pristine condition before thou breakest it."  In the case where parts may be nigh impossible to get a hold of (ClanTech), a mech with a single weapon could sit forever waiting for a part that even boxcars won't deliver.  I have no ClanTech, so doesn't inherently impact me for this case, but using it as an example.

Would it be possible to "customize" a mech back to a stock variant?  It would for example allow for someone to "customize" a Marauder 5D to a 3R because they've got that Std. Engine and SHS sitting around, but not the XL engine, jump jets and other L2 weapons.

If it's a custom unit that has say 5 individual customizations and one is destroyed and can't be replaced, they would all need to be ripped out to convert it back to a standard chassis and would then have to go through a full customization process again to put the 4 remaining custom parts back in.

Thoughts?
Title: Re: Questions
Post by: Ad Hoc on October 13, 2022, 05:01:12 PM
Is the google TO&E up to to date with current unit assets? Lucas needs to know for BSP calculations.
Title: Re: Questions
Post by: deadlyfire2345 on October 13, 2022, 07:16:21 PM
Is the google TO&E up to to date with current unit assets? Lucas needs to know for BSP calculations.
Already answered via discord, but minus possible mech customs I missed to update, if anything needs to be altered please let me know.
Title: Re: Questions
Post by: deadlyfire2345 on October 15, 2022, 11:09:13 PM
With Aerospace critical hits, is that item destroyed or damaged? How would it work with a bay door? I was using the master repair table for the bay door to repair it and the numbers to repair and replace are different.
Title: Re: Questions
Post by: Hat on October 16, 2022, 07:42:38 PM
Related to customizations, it's common to pull components out of a mech as a step completely separate from the customizations.  Do you have to have free space in the warehouse to put everything away before pulling out the components to put in?  If you combined it all into a single process, arguably it would naturally ebb and flow.  Just want to make sure I make allowances in the future.
Title: Re: Questions
Post by: Ice on October 18, 2022, 09:51:14 AM
Rob an idea for opfor considering the last mission. When we run into missions where an opfor player gets stuck playing basically just infantry tanks and turrets maybe give that person an xp to use in non combat skills for their pc. Taelor kind of got the short end on the last one. Now an addendum for that however. Had the air bsp stopped the wraith in those last 2 turns I would have given my vote for MVP to Taelor same for Hat with the daring wolverine regardless. Theoretically the tanks could have done the deed as well but its just not super likely to see a defensive mvp for this type of situation for that player unless they have arty turrets and even then its iffy. This shouldn't come up that often with amount of players we have but gaps do happen and opfor gen is randomish.
Title: Re: Questions
Post by: agustaaquila on October 19, 2022, 01:08:48 PM
Rob an idea for opfor considering the last mission. When we run into missions where an opfor player gets stuck playing basically just infantry tanks and turrets maybe give that person an xp to use in non combat skills for their pc. Taelor kind of got the short end on the last one. Now an addendum for that however. Had the air bsp stopped the wraith in those last 2 turns I would have given my vote for MVP to Taelor same for Hat with the daring wolverine regardless. Theoretically the tanks could have done the deed as well but its just not super likely to see a defensive mvp for this type of situation for that player unless they have arty turrets and even then its iffy. This shouldn't come up that often with amount of players we have but gaps do happen and opfor gen is randomish.

Voting for MVP is a subjective vote.  You've laid out a case for why Taelor could be defMVP, but that was not compelling enough for a vote.
Title: Re: Questions
Post by: Ice on October 19, 2022, 01:47:35 PM
Rob an idea for opfor considering the last mission. When we run into missions where an opfor player gets stuck playing basically just infantry tanks and turrets maybe give that person an xp to use in non combat skills for their pc. Taelor kind of got the short end on the last one. Now an addendum for that however. Had the air bsp stopped the wraith in those last 2 turns I would have given my vote for MVP to Taelor same for Hat with the daring wolverine regardless. Theoretically the tanks could have done the deed as well but its just not super likely to see a defensive mvp for this type of situation for that player unless they have arty turrets and even then its iffy. This shouldn't come up that often with amount of players we have but gaps do happen and opfor gen is randomish.

Voting for MVP is a subjective vote.  You've laid out a case for why Taelor could be defMVP, but that was not compelling enough for a vote.

I agree was just trying to be fair to people who dont get the fun stompy robots
Title: Re: Questions
Post by: Ice on October 20, 2022, 08:10:58 PM
Rob can you generate Nick Chen as he was recruited 2/2 3 tactics 2 edge ER LL spec

 - you may have addressed this with the oob comment but not sure on the acronym sorry if thats what it referred to
Title: Re: Questions
Post by: Darrian Wolffe on October 21, 2022, 04:56:00 PM
Rob can you generate Nick Chen as he was recruited 2/2 3 tactics 2 edge ER LL spec

No.  I can't.





















Here you go.  OOB updated.
(https://i.imgur.com/Dw52BLT.png)
Title: Re: Questions
Post by: ItsTehPope on October 22, 2022, 12:04:28 PM
Rob can you generate Nick Chen as he was recruited 2/2 3 tactics 2 edge ER LL spec

 - you may have addressed this with the oob comment but not sure on the acronym sorry if thats what it referred to

Order of Battle
Title: Re: Questions
Post by: Hat on November 14, 2022, 03:16:13 PM
Ok, looking for in-universe view on the use of infernos. I'm fine with the strict mechanics.

Infernos vs. Mechs - perfectly fine.  No one's going to bat an eye at this.
Infernos vs. Vehicles - ?
Infernos vs. Infantry - ?

For that matter, anything about flamers vs. vehicles or infantry?  No one has a problem using mech mounted machine guns or SPLs vs. infantry, so I expect any objections to flamers and infernos would be the potential terror factor.
Title: Re: Questions
Post by: Hat on November 17, 2022, 05:33:44 PM
New question, this one mechanics: with a Clan mech that isn't Endosteel, how does it work for getting components, say a new RL given Clan case?

Can you replace with IS and simply lose the Clan Case benefit?
Do you need to replace with a Clan component and if so, is it still the 14+ TN?
For the upcoming Mission 2, where does the Thunderbolt C fall?
Title: Re: Questions
Post by: Ice on November 17, 2022, 06:29:48 PM
New question, this one mechanics: with a Clan mech that isn't Endosteel, how does it work for getting components, say a new RL given Clan case?

Can you replace with IS and simply lose the Clan Case benefit?
Do you need to replace with a Clan component and if so, is it still the 14+ TN?
For the upcoming Mission 2, where does the Thunderbolt C fall?

I would assume it would be standard structure cost plus clan endo cost and clan case cost then multiply but clan rarity multiplier. At the clan rarity TN unfortunately.

As far as the thud goes I don't think it has case even though it's a clan fielded unit. I believe its clan omni that auto have case. The mech should be a standard IS thud 5s with gear swapped out for the clan weapons as far as my understanding.
Title: Re: Questions
Post by: Hat on November 17, 2022, 06:34:23 PM
New question, this one mechanics: with a Clan mech that isn't Endosteel, how does it work for getting components, say a new RL given Clan case?

Can you replace with IS and simply lose the Clan Case benefit?
Do you need to replace with a Clan component and if so, is it still the 14+ TN?
For the upcoming Mission 2, where does the Thunderbolt C fall?

I would assume it would be standard structure cost plus clan endo cost and clan case cost then multiply but clan rarity multiplier. At the clan rarity TN unfortunately.

Endo would be obvious.  I'm talking standard structure mechs.  If there's an additional cost to components for integral Clan Case that's a separate question.  Arguably components are fairly generic as at the very least for simplicity we don't have to keep track of an Archer's RT vs. a Warhammer's RT, etc.
Title: Re: Questions
Post by: deadlyfire2345 on November 17, 2022, 06:46:46 PM
New question, this one mechanics: with a Clan mech that isn't Endosteel, how does it work for getting components, say a new RL given Clan case?

Can you replace with IS and simply lose the Clan Case benefit?
Do you need to replace with a Clan component and if so, is it still the 14+ TN?
For the upcoming Mission 2, where does the Thunderbolt C fall?

I would assume it would be standard structure cost plus clan endo cost and clan case cost then multiply but clan rarity multiplier. At the clan rarity TN unfortunately.

Endo would be obvious.  I'm talking standard structure mechs.  If there's an additional cost to components for integral Clan Case that's a separate question.  Arguably components are fairly generic as at the very least for simplicity we don't have to keep track of an Archer's RT vs. a Warhammer's RT, etc.

The C variants are just IS mechs refitted with clan weapons. They are still IS base.
Title: Re: Questions
Post by: Ice on November 17, 2022, 06:50:16 PM
Stand corrected unless there is errata best ive got so far is that all clan units have case not just omni. Master rules source so far. Looking at others as I can.


In Clan units, all locations containing
explosive ammunition or equipment automatically have CASE, at no cost in tonnage
or critical slots. Inner Sphere ’Mechs and
vehicles can have CASE built in. Inner
Sphere BattleMechs can only carry CASE in
torso locations; Clan BattleMechs may carry
CASE in any location.

per master rules pg136

----------

Weapon pods for Clan OmniMechs automatically include the CASE ammo-protection feature (see CASE,
p. 135 in Equipment) at no cost in space or weight. Inner
Sphere OmniMechs must mount CASE normally.

per master rules pg129

--------

Units built using Clan technology (except for ProtoMechs)  are presumed to incorporate CASE automatically in all locations that store ammunition or explosive equipment (such as Gauss rifles).
OmniMechs, OmniVehicles and Support OmniVehicles designed without CASE in their base chassis may add it to later configurations as a pod.

from tech manual page 210

---------
So my assumption is that all clan sections come with case. The ammo wouldnt supply case to itself but the weapon however would is my guess for the overall point of the 2 sections.

The discussion starts with info based on the 129 section. If the weapon is cased I assume its referring to a weapon that explodes like HAGS etc and only to the weapon not that it is providing for the whole torso extending to the ammo.

As much as I would like to try and extrapolate my way into making it easier for standard to standard parts for clan and IS. I dont see much leeway on it. The wording for part of 136 in master rules and the tech manual 210 does open the door based on wording. Clan case CAN be in any location not that it is in every location. The wording from both of those would lead me to assume that any clan unit where the ammo/weapon that explodes (IE gauss) is located would be the only locations with case and would need to add additional case(s) to other locations later if wanted be it clan or IS or podded. It is a moot point for most aspects however except in certain scenarios such as standard internal section to standard internal section.

The debate becomes if say the nova has standard armor and internals it would be equivalent to IS versions except for the location that would have been intended to have case. That one would be pretty much SOL until you roll that location with all the normal part cost plus case then multiplied by the clan rarity cost and TN. This would be the only area I can see that it would be identical short of say cockpits/sensors/life support unless those have something goofy to them. IS endo wouldnt be comparable as the crit differences make them similar but not the same. I think this would be the only applicable time it would work and is not actually that complicated a way to at least semi fix some clan stuff.


also found this tidbit as a side note


MechWarrior Survival: The MechWarrior dies when the
destruction/loss of the head or cockpit occurs, or if the center
torso is destroyed by an ammunition explosion or area-effect
weapon. If the center torso is destroyed in any other fashion, the
MechWarrior does not automatically die. CASE mounted in the
center torso does not protect a MechWarrior from a center torso
ammo explosion.

So on that note dont put CASE in CT it does nothing for the mech or pilot.
Title: Re: Questions
Post by: Hat on November 17, 2022, 06:51:42 PM
<snip>
The C variants are just IS mechs refitted with clan weapons. They are still IS base.

Perhaps true if it's just a C and not a IIC.  The Thunderbolt C (as opposed to IIC) sounds like it is an IS base.  Take a look at a Rifleman IIC though and it is clearly Clan.  Tech base in SSW lists it as Clan and the Endo and FF are all Clan #s and Clan crits.
Title: Re: Questions
Post by: Hat on November 21, 2022, 11:54:49 AM
For convenience I'm summarizing my questions here:

Infernos
Ok, looking for in-universe view on the use of infernos. I'm fine with the strict mechanics.

Infernos vs. Mechs - perfectly fine.  No one's going to bat an eye at this.
Infernos vs. Vehicles - ?
Infernos vs. Infantry - ?

For that matter, anything about flamers vs. vehicles or infantry?  No one has a problem using mech mounted machine guns or SPLs vs. infantry, so I expect any objections to flamers and infernos would be the potential terror factor.

Clan (Omni)Mechs and Std Structure
With a Clan mech that isn't Endosteel, how does it work for getting components, say a new RL given Clan case?

Can you replace with IS and simply lose the Clan Case benefit?
Do you need to replace with a Clan component and if so, is it still the 14+ TN?
I'm fine if it is, just trying to understand how that works.

Prisoners
Can prisoners be released prior to contract end and would there be any restrictions?
Title: Re: Questions
Post by: Darrian Wolffe on November 21, 2022, 04:01:52 PM
For convenience I'm summarizing my questions here:

Infernos
Ok, looking for in-universe view on the use of infernos. I'm fine with the strict mechanics.

Infernos vs. Mechs - perfectly fine.  No one's going to bat an eye at this.
Infernos vs. Vehicles - ?
Infernos vs. Infantry - ?

As a PURELY IN-UNIVERSE ANSWER: both of those question marks depend on WAY too many unrelated variables to provide a strict answer. Nobody really cared when the Verthandi Rebels were throwing infernos at Drac infantry.  A whole lot of people cared when the Amaris Dragoons were throwing infernos at SLDF infantry (and techs, and administrators, and civilians, and really anyone else who wasn't them and who was in range).


Quote
Clan (Omni)Mechs and Std Structure
With a Clan mech that isn't Endosteel, how does it work for getting components, say a new RL given Clan case?

Can you replace with IS and simply lose the Clan Case benefit?
Do you need to replace with a Clan component and if so, is it still the 14+ TN?
I'm fine if it is, just trying to understand how that works.

You guys are overthinking this really, really, really, really, really, hard.

What matters is the TECH BASE of the unit in question.  That's what controls the other stuff.  To whit, there are 4 total possibilities right now which you guys have raised:

1) A Standard Internal Structure Mech with a Clan Tech Base gets CASE for free on any ammunition-bearing locations
2) An Endo-steel Structure Mech with a Clan Tech Base gets CASE for free on any ammunition-bearing locations
3) A Standard Internal Structure Mech with an Inner Sphere Tech Base must add CASE as a separate line item
4) An Endo-steel Structure Mech with an Inner Sphere Tech Base must add CASE as a separate line item

Let's use the Rifleman as an example.  Record Sheets are found in Record Sheets 3085 Unabridged - Project Phoenix.

-The Rifleman 9T (an Inner Sphere tech base Mech) has CASE found as a separate line item in the Left Torso.
-The Rifleman C (an Inner Sphere tech base Mech, with Mixed-Tech weaponry) has ammunition in the CT, but does not have CASE listed as either a line item OR adjacent to the location title.
-The Rifleman IIC2 (a Clan tech base Mech) doesn't have CASE as a separate line item at all, but has CASE listed in parentheticals next to the location title of both the Right and Left Torso.  Note that if you were to modify the Rifleman IIC2 to move the ammo to the Right Arm, the Right Arm would "sprout" CASE to cover that ammunition, again, not at a separate line item.

So whenever you incorporate a Clan Tech Base location replacement into a design, that means it gets CASE in that location for free.  The trick is that in our campaign, you can only incorporate a Clan Tech Base location replacement into a Clan Tech base Mech (that is, you cannot put a Rifleman IIC2 Left Torso into a Rifleman 9T).  Doing THAT requires the FrankenMech rules, which I am 200% not willing to deal with. 

So, for purposes of Scrounge Rolls, it doesn't matter whether the Clan Tech Base component is standard or endo-steel.  It's Clan Tech base, which has its own separate Scrounge TN.


Quote
Prisoners
Can prisoners be released prior to contract end and would there be any restrictions?

No, they cannot. Unless there's an event like a "prisoner escape", once a prisoner slot is filled, it's filled until the end of the contract.  If you want more slots, spend XP to buy better Lance Leader Skills/Attributes.

Title: Re: Questions
Post by: Ice on November 21, 2022, 04:10:32 PM
Was worth a poke at the logic machine on thestandard part extrapolation possibility. I figured that would be the outcome but I tried lol
Title: Re: Questions
Post by: Hat on November 21, 2022, 05:44:17 PM
Infernos
Ok, looking for in-universe view on the use of infernos. I'm fine with the strict mechanics.
<snip>

As a PURELY IN-UNIVERSE ANSWER: both of those question marks depend on WAY too many unrelated variables to provide a strict answer. Nobody really cared when the Verthandi Rebels were throwing infernos at Drac infantry.  A whole lot of people cared when the Amaris Dragoons were throwing infernos at SLDF infantry (and techs, and administrators, and civilians, and really anyone else who wasn't them and who was in range).

Understood.  I consider myself reasonably informed on the lore, but the use of infernos isn't something I've seen come up in the books I've read be they novels or sourcebooks.  Wasn't sure if I'd missed something like the Ares Conventions or Honors of War.  Different people will see it differently.  Fair enough.

Quote
Quote
Clan (Omni)Mechs and Std Structure
With a Clan mech that isn't Endosteel, how does it work for getting components, say a new RL given Clan case?
<snip>
You guys are overthinking this really, really, really, really, really, hard.

I've done very little with Clantech over the decades I've played Battletech and in the instances it's come up I don't think I've ever really had to worry about buying or managing it.  Until Paul reminded me about integral case my assumption would have been it's standard structure and I can get replacement parts on a TN 9+ because it's a standard component for a X Ton mech.  I am still assuming I can get standard armor for a Clan mech on an 8+ base because basic armor is basic armor.  Again I'm fine with the higher TN.  Doesn't bother me one bit.  At it's most fundamental, I wouldn't consider it the obvious assumption especially when standard structure and standard armor aren't treated the same based just on the name.

<snip>
Quote
Quote
Prisoners
Can prisoners be released prior to contract end and would there be any restrictions?

No, they cannot. Unless there's an event like a "prisoner escape", once a prisoner slot is filled, it's filled until the end of the contract.  If you want more slots, spend XP to buy better Lance Leader Skills/Attributes.
Cool.  As expected, wanted to confirm.
Title: Re: Questions
Post by: Darrian Wolffe on November 22, 2022, 01:28:27 AM
I've done very little with Clantech over the decades I've played Battletech and in the instances it's come up I don't think I've ever really had to worry about buying or managing it.  Until Paul reminded me about integral case my assumption would have been it's standard structure and I can get replacement parts on a TN 9+ because it's a standard component for a X Ton mech.  I am still assuming I can get standard armor for a Clan mech on an 8+ base because basic armor is basic armor.  Again I'm fine with the higher TN.  Doesn't bother me one bit.  At it's most fundamental, I wouldn't consider it the obvious assumption especially when standard structure and standard armor aren't treated the same based just on the name.

Was worth a poke at the logic machine on thestandard part extrapolation possibility. I figured that would be the outcome but I tried lol

FFS, what SPECIFIC MECH are you guys trying to ask about?  Because it's possible to have a mixed-tech unit that DOES Scrounge Test for structural locations on a TN 9. 

Something like the Rifleman C, above, which is an Inner Sphere Tech Base unit that has a mixed-tech designator due to the Clan weapon refits, WOULD test for structural locations on a 9 (or whatever the number actually happens to be, since I'm at work and can't check my PDF).  It's still an Inner Sphere Rifleman with a standard internal structure, just like a bog-normal Rifleman 3N.  The fact that it has Clan weapons is totally immaterial to its structural type, and that's what determines location replacement requirements.


Title: Re: Questions
Post by: Hat on November 22, 2022, 06:44:41 AM
<snip>
FFS, what SPECIFIC MECH are you guys trying to ask about?  Because it's possible to have a mixed-tech unit that DOES Scrounge Test for structural locations on a TN 9. 

I originally asked my question because of the Nova that's in Mission 2 on the off-chance it could be salvaged.  It is one of the only Clan mechs at least in the 50 - 80T range (Hellbringer and Nova Cat being the other 2 I saw) that had neither FF nor Endo.  Mechanically it's not quite as good of the KU outside of quirks (15T pod space vs. 16 and less armor) and that mostly brings it to a wash depending on circumstances.  It would still have the +2 ClanTech penalty vs. the KU's Easy to Maintain and all omni's pod either technology base weapon equally well as I understand it.  Still, it was an omni so regardless of the technology base, flexible.  To salvage it would pretty much require destroying one or more locations.  A TN: 14 for a part vs. TN: 9 means it's not really worth it.
Title: Re: Questions
Post by: deadlyfire2345 on November 26, 2022, 05:23:33 PM
Got word that Seth would like to make a lance and join the unit. Given my Admin is at 3 (which caps the lances at 12) Would I need to up my admin to allow him or will the unit be penalized for not having the capacity to have that many lances? Or will it just not be allowed until I am able to get admin to 4.

Also, will command XP be able to be transferred over?
Title: Re: Questions
Post by: Darrian Wolffe on December 11, 2022, 07:43:30 AM
Got word that Seth would like to make a lance and join the unit. Given my Admin is at 3 (which caps the lances at 12) Would I need to up my admin to allow him or will the unit be penalized for not having the capacity to have that many lances? Or will it just not be allowed until I am able to get admin to 4.

So, I just noticed upon looking up the details re: max unit size that under the Force Tracking (Unit CO) section, I made a boo-boo.  Specifically, the admin skill was intended to be a hard cap on the number of administrators, and having too many units for your admin skill was an initiative penalty.  Hat and I discussed this way back, and I was curious as to why Paul was asking that "he didn't have enough admin to allow Seth to join".  Turns out there was a copy-paste error when I reorganized the rules packet and separated the Unit CO section out into a distinct chapter. 

So (and this will be posted as errata in the Rules thread as well), page 22 of the rules packet is amended to the following:

Quote
ADMINISTRATORS
There are 4 types of Administrators dealt with by the Unit CO. Any number of Administrators may be hired, limited only by the Unit CO's Administration Skill (see Skill Summary Chart on pg5). Each of the Administrator types has a distinct and following game effect:

Command. After being assigned to a Battlefield Role at the beginning of a contract, a Veteran or Elite-rated Command
Admin will give +1 Battlefield Initiative Bonus to missions with assigned units in that Role (Scout, Fight, etc). This can
partially offset the initiative penalty suffered for having hired too many Administrators.

Human Resources. After being assigned to a Lance for at least 1 month, a Veteran or Elite-rated Logistics Admin will give
that lance will get to add 30 minutes to the number of Technical man-hours available for repair/refit duties per Tech, per
Day.

Logistics. After being assigned to a Lance for at least 1 month, a Veteran or Elite-rated Logistics Admin will give that
lance a -1 bonus to all IntroTech equipment availability TNs.
After the year 3055, this modifier is changed to: Veteran & Elite give -1 bonus to all IntroTech equipment
availability, Elite gives a -1 bonus to TW-tech equipment availability.
After the year 3060, this modifier is changed to: Veteran & Elite give -1 bonus to all IntroTech and TW-tech
equipment availability, Elite gives a -1 bonus to Clan-tech equipment availability.

Transport. A Veteran or Elite-rated Transport Admin has a chance to increase the Transportation Percentage covered
under an offered contract. This is handled internally by MekHQ.


Additionally, page 23 is amended as per the following:

Quote
UNIT-LEVEL ASSETS
The Unit may maintain a certain number of non-BattleMech assets to aid its job in warfighting and other duties.  While the number of BattleMech Lances is soft-capped by the higher of either of the Unit CO's Administration or Bureaucracy scores* (see Skill Summary Chart on pg5), the number of non-BattleMech forces is hard-capped to ensure that the focus of the game remains on BattleMech forces.  The specific composition of these assets is to the Unit CO and Unit members, but assets will remain permanently capped in number so as to make manageable the burden of running the Unit for the CO player.

*if the Unit CO doesn’t have a sufficient Administration Skill Rating to allow the number of lances actually present (see Skill Summary Use Chart on pg5), the CO’s deficiency will impart a -3 initiative penalty on the battlefield during all non-Solo games.


Quote
Also, will command XP be able to be transferred over?

No.
Title: Re: Questions
Post by: Ice on February 06, 2023, 03:46:03 PM
System administrators if you can pin the questions thread to the top again? - done

Also Rob with the justification for the bsp changes such as the intent to make more in line with campaign play I have a few questions. I believe we all missed some of the changes until now due to bmm being easier to have on hand. Targeting TN are much different but bonus or penalty has a bigger affect as far as pilots go. What were the Base TN from bsp chart based on regular pilots or veteran?

I assume that we are overriding current bmm bsp rules to per scenario limitations on use per vehicle? (Ex no more than 2 shells per arty) It would make sense that an aero only has 2 sorties based on fuel with affects of in and out of atmosphere etc. The terms used for the bsp are also odd for sortie typing. I get cant defend and attack. Their is reference to mixing sortie types. I assume an aero can only use strikes or strafes or bombing runs. Not a mixture of them with each other. I believe we answered it prior at some point that we could mix them but the attack and defend is set in stone with unused being lost. It would make sense to mix as ground attack craft may expend bombs then come back for rockets or guns.

The arty limitation wouldn't in m4 as far as the 2 shots per tube. I get the bsp limitation per scenario to restrict use to an extent and makes sense given the current state of modern combat. (Just because you have arty doesn't mean you always have access to it 100% of the time). This m4 scenario however would be an instance where it would have dedicated use without recourse. Frontal assault with air and arty support would be almost a given.. No opfor air and arty being on board. Would it be in line to change the 2 shots per tube limitation to scenario specific and bsp locked or otherwise dictated by scenario write up?

Talk about trying to get reacquainted with a rulebook.

Also when do expiremental items become considered advanced IE angel ecm which was starting use 3057?


POST REVISED 2/8
Title: Re: Questions
Post by: Ice on February 27, 2023, 12:05:32 PM
Would swarm and I swarm LRM be considered prohibited munitions?

- Answered with extreme prejudice as YES F that noise. Take notes folks. Discord will have a prohibited munitions weapons text channel as well as a resource thread for determining certain aspects of the non prohibited weapons  for references. I will add additional as needed with clarifications
Title: Re: Questions
Post by: Ice on March 02, 2023, 06:40:14 AM
I can't recall for life of me what was decided in the c3 penalty. It was something obnoxious in rulebook so I thought there was a flat penalty of like 10%. Can't seem to find the reference or change we made for it either.
Title: Re: Questions
Post by: Darrian Wolffe on March 02, 2023, 03:04:20 PM
I can't recall for life of me what was decided in the c3 penalty. It was something obnoxious in rulebook so I thought there was a flat penalty of like 10%. Can't seem to find the reference or change we made for it either.

If you're going to use any sort of C3 in the game, increase the effective BV of the Mech mounting C3 by 5%.  It's mostly done to make the math easier.


Also, since someone asked last game what sort of scenarios I reject, here's a good example of a scenario that isn't going up.

(https://i.imgur.com/YtiBMSq.png)
Title: Re: Questions
Post by: Hat on March 02, 2023, 03:09:16 PM
Yeah, would’ve sucked to be Ryan on that one.
Title: Re: Questions
Post by: Ice on March 02, 2023, 03:40:57 PM
Holy Alacorn batman that looks terrifying

I mean our artillery could do some work but still thats not a fun scenario
Title: Re: Questions
Post by: Hat on March 02, 2023, 03:54:54 PM
Holy Alacorn batman that looks terrifying

I mean our artillery could do some work but still thats not a fun scenario

Then you missed the fact it was a solo. Just Spectre, no artillery. Good luck.
Title: Re: Questions
Post by: Ice on March 02, 2023, 03:57:51 PM
Holy Alacorn batman that looks terrifying

I mean our artillery could do some work but still thats not a fun scenario

Then you missed the fact it was a solo. Just Spectre, no artillery. Good luck.

Indeed and thats even worse...
Title: Re: Questions
Post by: serrate on March 02, 2023, 05:31:50 PM
Wow that is ugly
Title: Re: Questions
Post by: Hat on April 03, 2023, 07:33:46 AM
Hi Rob.  So, the Ehreschuld XO took a point of BOD loss due to a botched healing roll.  I'm trying to understand the effects.  In the rules for pilot hits you note the following:

The number of Pilot hits available to your character is [BOD+STR/2]+1. Round mathematically. (Normal MechWarriors have 6 hits on their record sheet; with 5’s in each Attribute).

The equation doesn't work.  [5+5/2]+1 round naturally is 9.  I've already noted -1 BOD and am fine noting -1 Pilot Hit, but would like to clarify how this is actually calculated.  Anders for example has BOD 6, STR 5 which I'm guessing means he's got +1 pilot hit?

2nd unrelated question: Can you voluntarily start a scenario with less than a full load of ammo?  For example, if I've got an SRM-6 with 1T ammo, could I prior to the scenario start, unload 10 shots and only have 5 in the bin?  To clarify, I'm not talking about trying to take up less space on the mech like 0.5T rather than 1T.  If I've got 50 shots for my SRM-2 and I don't think I'll need more than 10, I'd rather not load them and risk an explosion.  Of course once the bin runs dry, it's empty and I can't fire what I don't have loaded.
Title: Re: Questions
Post by: Ice on April 03, 2023, 09:52:54 AM
Also now draws in another question for the attributes on wingman and buying SPA. The human tro spa says int 6 and as we were doing before if purchasing a spa it would assume it met criteria on wingman. Now the question comes under the same section he refers to for the pilot hits. Is it specifying the bod str have 5s or all attributes are 5s? I assume its the str bod since it was referenced toward the section but I am either blind or we don't have anything specifically one way or other and I am almost certainly over thinking it.
Title: Re: Questions
Post by: deadlyfire2345 on April 03, 2023, 09:55:19 AM
Replacement of lost infantry/BA personnel rules as well please.

Can unit purchase copperhead artillery rounds?
Title: Re: Questions
Post by: Ice on April 07, 2023, 09:34:06 AM
Another question on omni pods. Is it a viable option to buy a refit kit to pod config to another pod config? Also once the podded items are equipped the pods themselves are just pods so as long as the pods hit the mech they can be parted put afterward I assume as any other pods? If these apply what penalty would it be for mixed tech pod configs that are cannon.... 3059 is an odd year and sunder has a mixed tech pod config...

Edit - bulldog config so I see this being a no until at least aug or after bulldog finishes

Title: Re: Questions
Post by: ItsTehPope on April 07, 2023, 01:37:25 PM
Another question on omni pods. Is it a viable option to buy a refit kit to pod config to another pod config? Also once the podded items are equipped the pods themselves are just pods so as long as the pods hit the mech they can be parted put afterward I assume as any other pods? If these apply what penalty would it be for mixed tech pod configs that are cannon.... 3059 is an odd year and sunder has a mixed tech pod config...

Edit - bulldog config so I see this being a no until at least aug or after bulldog finishes

I can actually answer this.  There are no refit kits for pods because you are not changing variants.

When you have clantech pods on an IS Omni and vice versa. There is no penalty for mixed tech base.
Title: Re: Questions
Post by: Ice on April 07, 2023, 01:48:53 PM
Another question on omni pods. Is it a viable option to buy a refit kit to pod config to another pod config? Also once the podded items are equipped the pods themselves are just pods so as long as the pods hit the mech they can be parted put afterward I assume as any other pods? If these apply what penalty would it be for mixed tech pod configs that are cannon.... 3059 is an odd year and sunder has a mixed tech pod config...

Edit - bulldog config so I see this being a no until at least aug or after bulldog finishes

I can actually answer this.  There are no refit kits for pods because you are not changing variants.

When you have clantech pods on an IS Omni and vice versa. There is no penalty for mixed tech base.
So there is no actual omni pod kit even though they have standardized alt omni configs

Seems silly considering they have refit kits for entire battlemech chassis reworks to endo but not simple pod packages for omni
Title: Re: Questions
Post by: Hat on April 07, 2023, 03:16:25 PM
<snip>
 So there is no actual omni pod kit even though they have standardized alt omni configs

Seems silly considering they have refit kits for entire battlemech chassis reworks to endo but not simple pod packages for omni

Clans don't need kits for omnis, they just warehouse bunches of podded equipment and the warrior has them load up whatever config he wants.  They don't even pilot the same mech every time, though based on what I recall of the books they often tend towards the same chassis and styles.

Battlemech refit kits canonically were the IS' response to suddenly having an opponent with vastly superior technology show up on their doorstep.  They couldn't wait for brand new mechs to roll off the assembly line, they needed upgraded equipment, now.  And so the manufacturers bundled parts and instructions to convert existing L1 typically 3025 era mechs to L2 tech.  For simplicity Rob's extended the concept between standard configs as a way to make things easier.  Especially as mech customization in the books is rare and for the game, it's normal.  But because it's a game we're also given a limited set of "standard" configs, though that can also be viewed as simplifying logistics.
Title: Re: Questions
Post by: Ice on April 07, 2023, 04:39:28 PM
<snip>
 So there is no actual omni pod kit even though they have standardized alt omni configs

Seems silly considering they have refit kits for entire battlemech chassis reworks to endo but not simple pod packages for omni

Clans don't need kits for omnis, they just warehouse bunches of podded equipment and the warrior has them load up whatever config he wants.  They don't even pilot the same mech every time, though based on what I recall of the books they often tend towards the same chassis and styles.

Battlemech refit kits canonically were the IS' response to suddenly having an opponent with vastly superior technology show up on their doorstep.  They couldn't wait for brand new mechs to roll off the assembly line, they needed upgraded equipment, now.  And so the manufacturers bundled parts and instructions to convert existing L1 typically 3025 era mechs to L2 tech.  For simplicity Rob's extended the concept between standard configs as a way to make things easier.  Especially as mech customization in the books is rare and for the game, it's normal.  But because it's a game we're also given a limited set of "standard" configs, though that can also be viewed as simplifying logistics.

That still plays into the IS Omni. IS Omni are not all that great in most cases and hell even the sunder says it can go toe to toe but we know it was still somewhat underwhelming due to range and survival. I guess the large pod stores of clans makes sense and I guess goes the same for house units that would be the typical holders of an omni not a merc unit.

The main thing being its silly for that not to have been a thought considering refit kits were thought of. Yes pods are easy and fast to swap but would you not think as a quartermaster or salesman at the least that there might be a 1 stop shop? Especially considering the fact there is a wide enough known alt config list. Like hey maybe we can package pod these to direct swap into that config vs part out and order the entire config.  Then in those instances charge a small surplus for convenience to merc units that do have an omni or less part stores. Logistics at our level I guess it's more things to think of than the universe and house units/clans at large operate. They just order 100 podded ML at a time I guess.
Title: Re: Questions
Post by: Darrian Wolffe on April 12, 2023, 08:15:32 AM
Replacement of lost infantry/BA personnel rules as well please.
Quote

Posted in the Rules Thread.

Quote
Can unit purchase copperhead artillery rounds?

Yeah, those are already covered under the normal BSP artillery rules in the BMM, and they have an intro date of something like 3052, so they're fine.
Title: Re: Questions
Post by: Ice on April 25, 2023, 11:42:20 AM
Rob the ATB eject for aerospace is something simply programmed in as a non optional rule. For now my deduction is its just simply coded in intentionally to fix issues, as a misunderstanding of core rules, or a bug. Apparently the CT core of a mech prompts an eject per megamek discord group admin as does the fighter destruction. It's not part of the skin of teeth ejection optional rule which I originally thought. That would most likely per my guess still apply the same way as far as fighter destruction prompting an eject. I have a feeling they baked it into it due to some issue regarding ejections causing crashes or additional bugs. Per the discord group to fix the behavior disable the auto eject in lobby. With that statement logic is its a bug/deliberately input and not part of the core rules. I've scoured tw tac ops strat ops aerotech 1 2 plus errata. I have an additional message pending with one of the dev group asking to clarify. Will post additional information if I get it.

Edit

TW 81 128 both are very specific in crashes or instances of IS destruction the crew are killed if unit is outright destroyed. This just reinforces this is coding error intentionally or otherwise and optional rule for skin of teeth would be the workaround.
Title: Re: Questions
Post by: Ice on May 04, 2023, 08:52:31 AM
Found something silly and contradictory in the repair table and rules. The single crit item once hit should be fully destroyed as far as my understanding but the repair table shows single crit items as +2 to try and repair. I assume we are not using that from the repair table or have we all been missing something this whole time?
Title: Re: Questions
Post by: Darrian Wolffe on May 04, 2023, 07:58:58 PM
Found something silly and contradictory in the repair table and rules. The single crit item once hit should be fully destroyed as far as my understanding but the repair table shows single crit items as +2 to try and repair. I assume we are not using that from the repair table or have we all been missing something this whole time?

Functionally a copy-paste error.  Pay it no mind.
Title: Re: Questions
Post by: deadlyfire2345 on May 20, 2023, 09:53:49 PM
Regarding omni mechs and repairs, do I have to replace all parts that were lost or are we able to just refit it to replace lost tonnage of destroyed pods?

2nd, could we get TNs for BA armor(s)?
Title: Re: Questions
Post by: Black Omega on June 15, 2023, 07:59:53 PM
Reinforcement lance arrival time question.

Per campaign rules, if a lance has CO strat of 3, all jumping and 3 mechs with min walk of 6 and a PHawk LAM, what movement does LAM use for determining correct arrival time?  Is it the base mech mode of 5/8/5? Or if in air mech mode cruise 15?  Or air mech mode walk of 2?  Which mech would have the lowest walk movement?
Title: Re: Questions
Post by: Darrian Wolffe on June 17, 2023, 08:00:23 AM
Reinforcement lance arrival time question.

Per campaign rules, if a lance has CO strat of 3, all jumping and 3 mechs with min walk of 6 and a PHawk LAM, what movement does LAM use for determining correct arrival time?  Is it the base mech mode of 5/8/5? Or if in air mech mode cruise 15?  Or air mech mode walk of 2?  Which mech would have the lowest walk movement?

AirMech Cruise, unless an environmental condition would prevent the use of AirMech mode entirely, in which case you'd use Mech mode.  3 Phoenix Hawks and a Pixie LAM would have "6 hexes" as the slowest speed in the lance in 99% of cases.
Title: Re: Questions
Post by: deadlyfire2345 on June 19, 2023, 09:57:54 AM
Since this question will apply to my lance at this time. How would we play improved targeting quirks with C3 range bands?
Example, the Albatross has improved targeting (long) which fires at a target that my Orion is close enough for its short range bracket while within Albatrosses long range bracket. Would improved targeting in this case apply.
2nd example, the Buccaneer has improved targeting (short) with the same scenario as Albatross. would IT short apply, even at long range.

My guess is the quirk would still apply based on the bracket its treated as, but wanted some clarification given equipment is not explained with certain quirks.
Sandblaster would be my 2nd question regarding these scenarios as well.

Found the answer:
The ’Mech has advanced targeting capabilities in one range
bracket. The quirk can be applied up to three times, but can be
taken only once per range bracket. The cost of the quirk varies with
the range bracket chosen. All ranged attack Target Numbers at the
selected range bracket receive a –1 modifier.

Based on the range bracket of the weapon and not the To-Hit modifiers applied from other sources. Sandblaster would be the same. Never mind, but will keep it up for others who many have it.
Title: Re: Questions
Post by: deadlyfire2345 on July 24, 2023, 01:52:51 PM
Hat has made a request to convert the condors to the Fusion variant. I found what I need and the cost, but unfortunately MML and MHQ do not have a file for the hover. Given that it is a canon variant, can I still convert them and just make a proper notation in MHQ about their designation.
Title: Re: Questions
Post by: Darrian Wolffe on July 24, 2023, 04:14:00 PM
As long as it's a canon variant with a legal record sheets, yeah, that's fine.  I'll make sure that AtB sees the modified Condors as Level 2 units for purposes of Dragoon Rating.
Title: Re: Questions
Post by: Hat on July 26, 2023, 11:22:10 AM
Ok, I've finally got 5 pilots, so can start working on getting my Battlemaster team together.  The requirement specified is as follows:

-You have to set up a Pilot/Gunner as a dedicated team (requires fighting in 2 scenarios and a cost of 10 XP per person).  Until that team is established, none of the above bonuses apply and both the pilot and gunner suffer a +1 penalty to their skill ratings (3 gunner becomes a 4). Swapping in a new Pilot or Gunner requires the same procedure as setting up the team in the first place.

Questions:
1. For the pair of mechwarriors each of whom have to spend 10XP to get this set up, is it pay once and either can be pilot or gunner with the other taking the off-role or would that be 20XP each?  I would think 10 as it only works with a particular partner, and the whole process needs to be started over with anyone else making it lost XP if one of the mechwarriors retires or dies.
2. When switching between roles (after spending 10 or 20 XP each), is it an end phase declaration?
3. The PC has Fast Learner, is it still 10 or does that make it 8?

From a handling the mech perspective, both cockpit spots can do both as confirmed by:

-If the Pilot or Gunner is incapacitated, use the G/P skills of the non-incapacitated team member.  All of the above bonuses are lost until that team member is no longer incapacitated.

The only way that works is if both spots have a full set of controls, which makes sense.
Title: Re: Questions
Post by: Hat on July 28, 2023, 08:23:24 AM
In addition to the DC questions in the post above, am I correct in understanding the following about personnel cap and lance management?

1. personnel may be released at any time and the appropriate payouts in cash/equipment made.
2. lances may effectively temporarily exceed their leadership derived personnel cap such as by picking someone up in the marketplace or attempting to recruit a prisoner, provided that if successful they immediately release enough personnel to be within their cap.

This is the way things are functioning, but not the way I understood it, so wanted to confirm.
Title: Re: Questions
Post by: Ice on November 22, 2023, 01:41:23 PM
Couple topics for the ecm potential changes.

I know we have ecm which has multiple functions

IE - ECCM/Ghost images

I am not sure if we have ever decided to allow ECCM.

I would assume we wont be using it but the question also comes if we are does it represent the same issues to c3? I would assume so by nature of what it is but figured worth asking.

Next more important questions are with the potential changes to ecm affecting even friendly units. If any ecm affects friendly units I would assume that would not only hit the c3 but Artemis systems as well. May end up as more of an issue than solving one if they go that route.

The next issue is units with c3 cant mount ecm period unless there is a rule it can be shut off. If there isn't I would imagine it would be a good idea to add it as a movement phase declaration. It would serve dual purpose of identifying ecm units for all players and then help identify ecm bubble activation or deactivation to figure ecm effects.

If they make the change I also would say the ecm bv penalty should be halved for units that mount c3 as long as the ecm can be turned off. If not well there won't be ecm on the unit.

Title: Re: Questions
Post by: agustaaquila on November 23, 2023, 05:46:28 PM
A similar question along a much different focus. Once TacOps split into two there was a heirachery of equipment established, where at the bottom is Gardian ECM, which is defeated in complete by Bloodhound active probe, which in tern Angel ECM defeats (bloodhound) except in odd splitting situations. However, the rules do not specify if this contest is on a per hex basis, or if the Bloodhound has to be in range of the unit carrying the Guardian itself. Here is rule from tac ops:

Quote
The Bloodhound Probe is an upgraded version of the Inner Sphere’s Beagle Active Probe and follows the same rules as that device (see p.
129, TW). In addition to boasting increased range, the Bloodhound can detect hidden units with stealth or sneak ability, including Battle Armor units with
Stealth Armor, Mimetic Armor and ECM, as well as other units featuring ECM, Null-Signature Systems or Stealth Armor. Unless the unit’s ECM rules state
otherwise, or the unit is conventional infantry using ECM or stealth systems, the Bloodhound will detect it. Note that a unit with active stealth armor cannot
use a Bloodhound Probe.
Units with multiple active probes (of any type) may use only one at a time in game play. (These systems can be activated, deactivated or switched
over during the End Phase of any turn.) Fighters, Small Craft, DropShips and other airborne units may only use active probes when interacting with
ground units, or in accordance with the advanced rules for aerospace combat covered in Strategic Operations

So is this contest on a per hex basis, or does the bloodhound have to overlap the actual unit to cancel out ECM effects?

(Context, I got a Bloodhound in my experimental tech package)
Title: Re: Questions
Post by: Darrian Wolffe on November 24, 2023, 10:06:54 AM
1. For the pair of mechwarriors each of whom have to spend 10XP to get this set up, is it pay once and either can be pilot or gunner with the other taking the off-role or would that be 20XP each?  I would think 10 as it only works with a particular partner, and the whole process needs to be started over with anyone else making it lost XP if one of the mechwarriors retires or dies.

Yes, it's 10 each, and either can be the pilot or the gunner.

Quote
2. When switching between roles (after spending 10 or 20 XP each), is it an end phase declaration?

Should be, yes.

Quote
3. The PC has Fast Learner, is it still 10 or does that make it 8?


8 XP, that's a good point.

Quote
-If the Pilot or Gunner is incapacitated, use the G/P skills of the non-incapacitated team member.  All of the above bonuses are lost until that team member is no longer incapacitated.

That is functionally correct.  A Command Console does have full controls in both seats, so if one member is incapacitated, the other pilots the Mech exactly as though they were the sole pilot.


1. personnel may be released at any time and the appropriate payouts in cash/equipment made.
2. lances may effectively temporarily exceed their leadership derived personnel cap such as by picking someone up in the marketplace or attempting to recruit a prisoner, provided that if successful they immediately release enough personnel to be within their cap.

A provisional Yes to the first, and unqualified Yes to the second.  Lance Leaders, specifically, have a limitation on their retirement/release from service.  See "Retirement" in the HM, WT rules.


I am not sure if we have ever decided to allow ECCM.

We are not using ECCM or ghost targets at this time.


Quote
Next more important questions are with the potential changes to ecm affecting even friendly units. If any ecm affects friendly units I would assume that would not only hit the c3 but Artemis systems as well. May end up as more of an issue than solving one if they go that route.

Unless and until an errata is released stating that ECM will affect friendly units, we will continue to operate things as stated in the TW/HM,WT rules.  I'll worry about changes when/if they happen.

So is this contest on a per hex basis, or does the bloodhound have to overlap the actual unit to cancel out ECM effects?

I'm unsure what you're asking here.  I mean, yes, I understand the electronic warfare hierarchy bit, that's fine.  But I'm unsure of the practical effect of your question.  The Bloodhound can "see" ANY unit unprotected by an Angel ECM out to a range of 8 hexes.  So if Unit A has a BAP, and Unit Z has a Guardian ECM is 6 hexes away from Unit A.  Unit A can "see" everything within 8 hexes of it as though the ECM Suite wasn't there, so Unit Z would not benefit from its Guardian ECM.  However, if Unit Z was ALSO within 4 hexes of  Unit B (Unit A's ally), which is part of a C3 net, Unit Z would still cut unit B off from the C3 net because it's inside Unit Z's ECM bubble.  The BAP doesn't shut down the effect of the ECM; it only allows the unit mounting the probe to "see" through the bubble as though the bubble wasn't there.

Does that sufficiently answer your question?  I suspect this is a question which needs a quick mapsheet layout to fully grok.
Title: Re: Questions
Post by: Darrian Wolffe on December 17, 2023, 05:59:10 PM
3d printed Mechs that are accurate relative to the 30m size of the hex.  That is, they are printed in map scale, not Mech scale.  This is how much room your Mech actually takes up inside the hex.  For the sake of reference:

(https://i.imgur.com/32Ob8V8.jpg)

Mech on the right should be ignored; it's a different scale test.
Title: Re: Questions
Post by: ADHDtv on December 17, 2023, 07:24:08 PM
For a command console, does it need to be on the mech of the local CO to gain advantage similar to how command mech quirk does or can anyone mounting it on that side apply the +2 init bonus as long as a mechwarrior is performing command console duties?
Also can mechwarriors operate the command and control functions of a mech outside of their weight class? if so what penalties would be applied to them in the circumstance that the primary pilot is incapacitated and they are left to pilot the mech using the second set of controls?
And do mechwarriors operating the command and control functions of a battlemech with a Command Console get XP when their counterpart primary pilot gets a kill?
Also for communications equipment, does the command console count as being any amount of comm equipment? as a standard battlemech cockpit counts as having one ton of communication equipment for determining comm equip capabilities.
Title: Re: Questions
Post by: Darrian Wolffe on December 17, 2023, 11:17:43 PM
For a command console, does it need to be on the mech of the local CO to gain advantage similar to how command mech quirk does or can anyone mounting it on that side apply the +2 init bonus as long as a mechwarrior is performing command console duties?

Yes, it would have to be mounted on the local CO. No other unit can contribute init bonuses, in the same way that you don't get the "Command Mech" quirk bonus to initiative when you have a non-CO piloting a Marauder.

 
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Also can mechwarriors operate the command and control functions of a mech outside of their weight class? if so what penalties would be applied to them in the circumstance that the primary pilot is incapacitated and they are left to pilot the mech using the second set of controls? 

The person manning the command console can use the console in any weight class, but if they were to pilot/gun the Mech they'd have to have the weight classification.  That's the big fluff difference between CCs and DCs: in the former, the two pilots can drive the Mech sequentially, while in the former, they can drive the Mech simultaneously.


 
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And do mechwarriors operating the command and control functions of a battlemech with a Command Console get XP when their counterpart primary pilot gets a kill? 

You know what? That feels fair, since both people with a dual cockpit get XP.  Sure. 

 
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Also for communications equipment, does the command console count as being any amount of comm equipment? as a standard battlemech cockpit counts as having one ton of communication equipment for determining comm equip capabilities.

A Command Console is functionally the same as mounting 7 tons of Communications equipment.  This provides 2 benefits that we care about in this campaign:
1) +2 to initiative
2) Counts as a Guardian ECM system
3*) If we ever have a scenario where it matters, Command Consoles can perform satellite uplink and ECCM duty for purposes of completing objectives.
Title: Re: Questions
Post by: Ice on December 18, 2023, 04:45:20 AM
Would CC kills be considered still mech kills or generic kill xp at that point for ace qualifications
Title: Re: Questions
Post by: Darrian Wolffe on December 18, 2023, 05:43:49 PM
Would CC kills be considered still mech kills or generic kill xp at that point for ace qualifications

Generic Kill XP.

Good try.
Title: Re: Questions
Post by: Ice on December 18, 2023, 05:55:15 PM
Would CC kills be considered still mech kills or generic kill xp at that point for ace qualifications

Generic Kill XP.

Good try.

More confirmation and clarification
Title: Re: Questions
Post by: Darrian Wolffe on December 18, 2023, 08:55:55 PM
Yeah, I figured. But I don't feel like allowing Command Consoles to turn into Ace pilot factories.