I was wondering whether anyone out there playes these 2 fanpro games as well as shadowrun.
And what is the latest edition in mechwarrior?
Yep! I've played BT and MW for longer than I've played SR. MW3 is the latest incarnation of the Mechwarrior rules and it's met with some opposition, but I like it more than the previous versions...
MechWarrior 3 is now called Classic Battletech RPG, and it has a new companion which allows players to create PCs with points, rather than the controversial Life Path system. MechWarrior 2 is what I still use, when I play in the odd blue moon during the summer solstice.
And of course, gotta throw out favourite 'mechs. Mine was the Wolverine-M, 3025.
| QUOTE (Mana Child) |
| I was wondering whether anyone out there playes these 2 fanpro games as well as shadowrun. And what is the latest edition in mechwarrior? |
Yep, Play em both when i can, Havent got the Classic Battle Tech RPG Compendiumbook yet though. Favorite mech... WR-DG-02FC War Dog
| QUOTE (Moirdryd) |
| Yep, Play em both when i can, Havent got the Classic Battle Tech RPG Compendiumbook yet though. Favorite mech... WR-DG-02FC War Dog |
| QUOTE (Cray74) |
| You might look into: http://www.classicbattletech.com (Official Fanpro BT website) |
| QUOTE (Swansonegger) |
| The Heavy Gauss Rifle is your favourite, right Cray? |
if i could get the books in australia i'd play
What are the core books you need to play them?
mechwarrior 3rd edition or this new battletech classic rpg
Heretics! Battletech is the only incarnation of the game! You'll all cower under the might of my ARC-3R's LRM barrage!
| QUOTE (Mana Child) |
| mechwarrior 3rd edition or this new battletech classic rpg |
if thats the case then i know where to get MW3 for $50 AUSTRALIAN.
sweet.
but then id have noone to play with.
FROWN.
As it is noone plays anything like this in my town the closest thing was dnd when tim was in town but hes gone now to i rely on net games.
Well, I'm currently running a MechWarrior campaign for two players. It's actually just battletech matches with some out-of-mech interaction and vague story development slapped on before and after the match. Since it's in the context of a GM-Player dynamic it allows to us to play with some fog of war, team dynamics, and other factors in addition to an opposing tactical battle. It's also set in 3030, 'cause we're just that old school.
kewl.
what is the system like ?
hard to learn (i'm talking about mechwarrior 3)
MW3 is a very simple system mechanically. It uses a 2d10 system in which the GM assigns a TN and the player rolls his 2d10, adds his appropriate skill bonus and compares to the TN. The degree of success or failure is a factor in the actual result. The TNs are largely fairly arbitrary with a table that provides guidelines for GMs on what sort of things to apply and how much to apply as a modifier. Combat becomes much stricter in the sense of modifiers, but not as complex as shadowrun. Up to this point, it's pretty simple.
Stock character creation uses a life path system in which a player moves through stages of his character's life picking up attributes, skills, and traits through the type of life they choose at each stage, and through random events rolled at each stage. I think it's fascinating and quite fun to see what you come out with. Turning this life-path into a character requires some convoluted mathematics in translating skill points into actual skills bonuses, balancing traits and the nine (!) attributes with everything required during the life path. With something like 120+ seperate skillls listed in the mainbook, it requires a fair bit of number crunching. It takes some time to get used to, but it's fun to see how characters turn out. Adds some very interesting quirks along the way, while still being sufficiently flexible enough to give player lots of room. I haven't tried the point system yet, but I think I will pick up a companion and give it a shot.
The combat system is straight-forward until someone gets hit. Then a great deal of numerical gymnastics are required to figure out the damage dealt, which is then translated into the wound received. The optional rules are a blast, but absolutely insane. We have never had a game in which all players left with all limbs still attached while using the optional rules.
The system is largely free-flowing and fairly straightforward, but the final stages of character creation and the first dozen times you handle combat damage bog down quite a bit. I happen to like the system quite a bit though.
sounds interesting,
when ive payed back dad for my Ati Radeon 9600XT video card i'll buy the core rule book.
Just as a last check thats "Mechwarrior 3rd Edition" right?
Yup. Or "The Classic Battletech RPG." Both are completely identical except for the name. I don't know why they changed the name, but I presume it was because of the way FASA's copyrights got divied up.
Daishi gave a good summary of MW3. Pay attention to his closing comment about chargen bogging down, though - it can be a shock after making characters with quick point-based systems like SR.
| QUOTE (Swansonegger) |
| And of course, gotta throw out favourite 'mechs. Mine was the Wolverine-M, 3025. |
| QUOTE (Mr. Boombastic) |
| Hi Swansonegger - seems we like the same Mech |
| QUOTE (Daishi) |
| Yup. Or "The Classic Battletech RPG." Both are completely identical except for the name. I don't know why they changed the name, but I presume it was because of the way FASA's copyrights got divied up. |
So when's this CBT set? I read a few BT novels years ago, and I loved Hanse Davion and Co. (pity he died during the Clan invasion).
Are you able to simulate old mechs _and_ the new ones? I mean, suppose I want the players to be Inner Sphere guys and the OpFor are Clan mechs... will the difference be visible?
| QUOTE (JongWK) |
| So when's this CBT set? I read a few BT novels years ago, and I loved Hanse Davion and Co. (pity he died during the Clan invasion). Are you able to simulate old mechs _and_ the new ones? I mean, suppose I want the players to be Inner Sphere guys and the OpFor are Clan mechs... will the difference be visible? |
| QUOTE (Adam) |
| WizKids said "Yo. We don't want people being confused between the MechWarrior RPG and MechWarrior: Dark Ages. Change it, dudes." |
| QUOTE (Swansonegger) | ||
It's a Canadian thing. |
Then I might have to mobilize the 43 Guards Motorized Rifles to contest you, and we don't want that to hppen.
lol its kinda funny what this thread has turned into rofl
| QUOTE |
| The current CBT setting is 3067...Hanse has appeared in the 3025 era and 3050 era, so I'm not sure just which books you read. |
| QUOTE (JongWK) |
| I read two full triologies: one set around 3025 (Melissa Steiner-Davion being kidnapped, Fed-Com invasion of Capellan Confederation, etc), and another one set in the 3050: IIRC, it was Blood of Kerensky (Clan invasion, Kai Allard-Liao, ComStar vs. Clans, Hanse Davion's death). |
| QUOTE (JongWK) |
| That's about it. I've heard Natasha Kerensky got killed at some point, and that the Wolf clan got axed, but that came from an old PC game. |
| QUOTE (lodestar) |
| Which was based on the scenario book Falcon and the Wolf which chronicled the Trial of Annihilation between Clan Wolf and Jade Falcon resulting in the Wolves relocating to the inner sphere, the temporary creation of the Jade Wolves and the significant loss in Jade Falcon military power. Later the new Jade wolves became the Wolves again. It was during this trial that the infamous Black widow perished on the sands of Twycross. Phelan Kell/Ward became the Khan of the wolves. |
| QUOTE |
| In the Dark Age storyline (in 3132 or something), the two Clans still haven't rejoined. In fact, it looks like a third Wolf Clan has been created (the Steel Wolves). |
I gave up on getting new BT stuff after Tech readout 3067 came out. Some of the mech designs just seemed silly or redundant. Most of the IIc mechs are interesting, but in particular I hate the drawings of most of the clan vehicles, none of which seemed terribly realistic or even futuristic. The exception being the Epona. My favorite book is still the old 3025 or the 2750 readouts.
I used to have the 43rd's TOE listed on CBT.com but it seems to have disappeared. I probably don't go there as much as I should, but OTOH I don't get many chances to play anymore - so my rules knowledge is a little dated. You probably won't find anyone else who has the hit charts memorized though. I still love the old heavies and employ them whenever I get the chance. TDRs, WHMs, ARCs and CRD with the odd GHR for fun.
Dumpshock character: Lodestar
Relevant skills: English (Battletech jargon) 4 (6)
http://invision.dumpshock.com/index.php?showtopic=1844&st=100
You scare me
I Try. ![]()
The 43rd is only the largest unit I can field with BT minis being of regiment size (1Mech Btn, 1Tank Btn, 2Infantry Btns with attatched recon, arty and AA companies not to mention a heli assault company) Unfortunately space and time are never available to use it en masse, its more of a work in progress - touching up the paint and what not. Most are lead minis too if that gives you an indication of how long I've had most of them. I also have a few stars of Ghost Bear, Nova Cat and Diamond Shark marked mechs, and a few other independent lances and companies for whatever gaming situation might arise. Once again I just don't have the time to dedicate to the collection anymore and more than a few are in various stages of being painted and assemled.
what have i started ;(
| QUOTE (JongWK) |
| You scare me |
| QUOTE (Daishi) |
| As a fellow Canadian, I must hereby pronounce the lot of you as official "weenies" and power up my BNC-3S Banshee* to prove this mathematically. *May actually be a 3cm tall pewter figure. |
Actually in most one on one duels ( at least when some cover is avaliable ) due to its superior manouverability a Wolverine will outdo a Banshee.
| QUOTE (lodestar) |
| The 43rd is only the largest unit I can field with BT minis being of regiment size (1Mech Btn, 1Tank Btn, 2Infantry Btns with attatched recon, arty and AA companies not to mention a heli assault company) |
Wrong thinking there. The battle will be in infight distance.
- if the WLV has the initiative it jumps into the BNCs back
- if the BNC has the initiative, the WLV jumps behind the next hill ( into level 2+ water, behind some woods .. ) and waits for the next turn.
Believe me this works. Of course in a mass battle the BNC S is superior to any other 3025 mech
| QUOTE (Mr. Boombastic @ Feb 5 2004, 03:38 PM) |
| Wrong thinking there. The battle will be in infight distance. - if the WLV has the initiative it jumps into the BNCs back - if the BNC has the initiative, the WLV jumps behind the next hill ( into level 2+ water, behind some woods .. ) and waits for the next turn. Believe me this works. Of course in a mass battle the BNC S is superior to any other 3025 mech |
| QUOTE (Cray74) |
| [To play the Battletechboard game ] you'll also need a hex map, 2d6, and some counters/minis |
Boombastic: Any self-respecting BNC pilot is going to force at least some dead ground between himself and proper cover. Five hexes is sometimes a lot, and sometimes not much at all. The best the WLV pilot can do is stay at large laser range moving from cover to cover with maximum movement and try to work the BNC into a closer position that he can try to flank him. The BNC pilot can typically largely play a holding action and maintain himself at an optimum distance.
The hit and run scheme requires very specific terrain to pull off. I've done it quite effectively with a Jenner eliminating a medium battle lance with only some cover fire from a Wyvern. (That was a good day.)
Cray: LAMs? *hissssss*
Also, if the BNC pilot is using a 4/6 Banshee, then he does deserve to fail. So flawed. BNC-3S: So awesome.
gknoy: Glad to see I"m not the only one who idled away class time designing 'mechs. Most of my high school math notes have series of numbers with cryptic notations beside them that specced out designs for a variety of 'mechs. I only ever knew 3025 weapons by heart, and maybe 10 fusion engine ratings. (300 is 19 tons, and 250 is 12.5. Those came up a lot.)
@ Cray the BNC S is a 3/5 Mech
@ Daishi you need cover ( like I said in my first post on this subject )
@ all even if the WLV can only jump 5 hexes this is enough on most standard maps. Like Daishi said the hit and run tactic allowed him to destroy a medium lance with a Jenner. This means it worked against a quicker opponent with a mech that can absorb a lot less damage and can only jump 5 hexes.
| QUOTE (Mr. Boombastic) |
| @ all even if the WLV can only jump 5 hexes this is enough on most standard maps. . |
| QUOTE |
| Like Daishi said the hit and run tactic allowed him to destroy a medium lance with a Jenner. This means it worked against a quicker opponent with a mech that can absorb a lot less damage and can only jump 5 hexes. |
like I said this works with most maps I know. For example the two basic maps that where part of my very 1st Battletch Box. You do not need Hills, Woods are sometimes even better, buildings too and lvl 2+ Water even more so.
Edited: This is based on my gaming experience and asw such subjective and biased. If I am ever around where you live we should try this out.
Tactics to defuse the hit-and-run...
1. Stand at the map edge (risks a push, but he can't get behind you).
2. Put your back to level 3+ terrain.
3. Put your back against water (many jumpers have jets in their legs and all have to make a PSR if they want to jump into the water).
4. King of the hill.
5. Stand in a heavily forested area (they'll need to be right on top of you to hit you).
6. Don't move unless you have to (keeps your TNs low).
7. If you use the rules for it, smoke can protect your back as well as anything else.
8. Along the lines of #7, fire can take away some of your opponent's hiding spots.
9. Remember that he'll always have a +3 TN to hit you if he jumps.
Most hit-and-run players assume you'll move your mech each and every round, following them around like a puppy. If not that, they assume you'll sit there and let them hop about happily to their favorite spots. Just stay patient, pick a safe place to camp out, limit your opponents positions, torso twist to bring as many weapons as you can into play, and let your armor and weapons win the day.
5 is propably not going to work for you. Heavy woods would allow the BNC - S two move only 2 Hexes, while the WLV could jump 5 hexes - So in the event of not having the initiative, the WLV can get far enough away to loose LOS, while with the initiative it can jump right into the Back of the BNC.
4 is dangerous in inviting Charging attacks to your back which will not only result in direct damage but also in a lvl ( height of the hill ) falling damage ( which is substantial for a 95t mech ).
Smoke and fire work both ways.
2 and 3 will often leave you stationary without cover while allowing your oponnent to choose range and cover.
All of those tricks where used against my WLV - to no awail, I lost once when a Hunchback scored a direct hit on my head.
This is not to say they wont work - they just don't render hit and run tactics useless.
| QUOTE (Cray74) |
| LAMs...pulse lasers...hills... |
| QUOTE (Swansonegger) |
| Here is an obscure rule for ya lodestar. What is the Stackpole Rule? |
First, there is no range that a WVR-6M can be safe from or even comparable to a BNC-3S. At long, it's outgunned. At short, it's outgunned. Even eating +1 or +2 in additional cover mods for the WVR (assuming it can find cover that doesn't interfere with its own shot and it can jump 5 hexes to that cover) the BNC-3S will outgun it at every range. Not only is it outgunned, but it's outarmored, too.
Next, the BNC-3S doesn't have to move once it gets into heavy woods. That's the genius of not moving. You don't go up heat or TN and your opp either has to get right next to you or face serious TN mods.
You'll only face charges from the back if the WVR-6M can get to it in a single round - unlikely under the best of conditions - and he still has to hit.
The only time hit-and-run works for a medium against an assault is when the assault acts stupid or blind luck intervenes. I'm not saying that the first one doesn't happen a lot, because plenty of people absolutely hate the thought of not doing anything for their movement phase. The second can happen for either side at any time, so it's a wash.
I'm completely old-school when it comes to BTech. All about vet pilots driving Level 1 'mechs.
The WVR (Gah, I thought the Wyvern was WVR, but it's WVE. Been too long.) lacks sufficient mobility to go from complete cover to behind the back of the BNC within a single turn on most maps. Especially if the BNC pilot is paying attention and forcing some dead ground. It's a whole lot more difficult to do that repeatedly.
Also, there were three key factors that allowed my Jenner to do the damage it did:
1) Cover fire from a long-range Wyvern. Convinced that the heaviest 'mech posed the largest threat, my opponent did most of his maneuvering based upon the Wyvern.
2) It was a JR7-D. The one with, you know, ARMOR!!!
Sorry, just a bias. ![]()
3) We were playing on canyon and mountain maps. The Jenner had easy access to dead zones that all along the approach path, and my opponent was bereft of jump capable 'mechs.
In a duel situation, the heavier 'mech would be much more confident about maneuvering solely against the jumping 'mech. Very rarely do I find maneuverability to be a huge edge in a duel when compared to raw survivability and firepower. In larger battles, my high-speed 'mechs become the crushing hammer, but they would be chewed to pieces without the pressure that slow, ponderous 'mechs apply across the front.
The only 55-ton 'mech I would consider taking in a duel against an asault 'mech is a homebrew 'mech I made with 5/8/5 motion, max armor, a PPC, SRM-4, brace of medium lasers and 15 heat sinks. Stays at outer range of his PPCs and moves from cover to cover. It might be able to stay alive long enough to close for a kill. Or it might be hammered to pieces from afar. I'm still only giving my baby 1:2 odds against a Steiner Banshee at best.
would anyone be interested in taking on a newb? for a mechwarrior 3rd edition game or newest equivelent.
| QUOTE (Daishi) |
| The only 55-ton 'mech I would consider taking in a duel against an asault 'mech is a homebrew 'mech I made with 5/8/5 motion, max armor, a PPC, SRM-4, brace of medium lasers and 15 heat sinks. |
The Wraith is another good one, it mobility make it a hard target, the pulse lasers make it easy to peg any targets it has while jumping.
| QUOTE (Swansonegger) | ||
Sounds a lot like the Wolverine WVR-6M. |
Dont forget the Scarabus guys, fast little bugger with a Hatchet, can really make biger mechs cry when that comes swinging in, especially if its from one of the rumoured Triple Strength Moyemer variants. Charged a Long Range battery hill ( 1 Stalker, 2 Archers, 1 Bombardier) with mine, never got hit in the two turns of running towards the hill in open ground and then took the Stalkers head off before dashing off again.
oh and this shall scare you all for the Mini collections, my one time regular ally and oppenant can field a Full RCT plus support command company and artillery battery.
Or as we worked out a Supported Comguard division (Lev VI + two Lev III units + auxilarys)
nasty
.
Well it looks like im the only Clanner here. Oh well.
Sorry but im not knowing IS unit size's that well. (4Mechs for a Lance, 3 Lance for a Company thats about it.) So im not knowing excatly how many Mechs your talking about.
Me I've got a 25 Mechs (mostly Light and Heavy)plus Elementals (Cluster?, It's been a while).
Oh and a Armorcast Mad Dog and Timber Wolf. Though the Timber Wolf is looking a bit like Prydes Mech at the minute due to a mate knocking it off the side.
Question though? LAM's, Pulse lasers??
My nightmare, piloting a Mad Dog B (Don't ask why. But I had a thing for them at the time) In a trial of position, Rnd 1 Nova D, Rnd 2 was a Mad Dog Prime i think, Rnd 3 Turkina Prime (Yes im a Falcon). The first mech i took apart like a surgeon (not that it was difficult mind) the second proved a bit tougher but i did it, and to see if i could, i took on the Turkina. There i was manouvering like i git, doing quite well, when i put myself in partial cover (I know I know, but the Tn's were 11 to hit me) He fired all his guns (don't blame him) only one weapon hit......
So thinking that i was just unlucky, at a later time we replayed it. Would you believe it? Almost the same DAMN thing happened, i say almost cos this time the Tn's were 12!
So no partial cover for me vs things with ER PPC's
Fav Mech, custom ShadowCat (ER PPC instead of Gauss) And Lanners.
Side Note: Whats wrong with the cover of "The battle of Coventry?"
Side Note 2: Coventry Being a city just north of were i live
| QUOTE (Shockwave_IIc) |
| Question though? LAM's, Pulse lasers?? |
| QUOTE ("Daishi") |
You'd like to think that, wouldn't you? |
| QUOTE (Swansonegger) | ||
LAMs were Battletech's version of Robotech Veritechs. Had Mech mode, Fighter mode, and a very dangerous Land-Air-Mech mode. |
Max armor for a 55-tonner is 185 (the WVR-6K carries 184), but the WVR-6M only has 168, IIRC. The WVR-6K is a very nice mech in its own right. It's armed just like the WVR-6M, but it adds a single small laser (yay!) and ups the armor to max. The BV is nice and low at 970, because it doesn't use JJs.
I'm a much bigger fan of the GRF-1S Griffin, due to the extra heat sinks (16 total) and LRMs. The WVR-6M is a great medium mech, don't get me wrong, but it runs too hot and it's too focused on close-up fighting for my tastes.
| QUOTE (bwdemon) |
| Max armor for a 55-tonner is 185 (the WVR-6K carries 184), but the WVR-6M only has 168, IIRC. The WVR-6K is a very nice mech in its own right. It's armed just like the WVR-6M, but it adds a single small laser (yay!) and ups the armor to max. The BV is nice and low at 970, because it doesn't use JJs. |
I could hardly be called a tourny player either, but not for lack of trying. Most of the players in my group never bothered to read the rules so I kept it as simple as possible to facilitate gameplay - most of the optional rules were never used. Needless to say there was also a scramble to play the "best" mechs ie. the clan ones, so I was generally the underdogs of the inner sphere. Because I usually had to play the Russians in most wargames I ever played, the formation of the 43rd was inevitable - it follows the modern Russian organization in its set up. The other favorite to play was Comstar. Mechs like the Lancelot and Black Knight compete rather favorably with their clan counterparts.
A favourite battle was one where a lance of three UM-60Ls with wiht their CN9-A leader took out an entire star of clan heavies on mainly forested terrrain (the clanners consisting of a Timberwolf prime, Hellbringer Prime, Glass Spider, Stormcrow A, and a Gargoyle B) Not of course without significant loss to themselves, but hey, it was fun to take those clanners down a peg.
Definitely not a tourny player here either. My friends and I love optional rules and we adopted each one with ferocity, not always making sure to get it right. We tend to play fast and loose with a lot of the details. Torso twisting and what not just gets assumed by all parties. And we usually find something we're doing against the rules ever 4-6 months. About once a year we decide to correct it.
I've only recently started using the MechWarrior system, and I think it adds a fair bit o' depth the pilots and therefore the game. It's kinda nice.
We're all discussing tactics for fictional technology, so grains of salt had better be standard issue.
I'm now home, and must offer my apologies, Gentlemen (and theoretical Ladies in the audience.) I did not design a jumping 55 ton 'mech. I designed a 45 ton 'mech and a 40 ton 'mech that were built to act in tandem. In my memory I confused their attributes into a single 55 ton 'mech. I remember this being the result of some number-munching that results in more actual useable space for a 45-ton 5/8/5 'mech than a 55-ton 5/8/5 'mech.
http://homepage.mac.com/gammell/mnm1x.txt
http://homepage.mac.com/gammell/dnt3s.txt
EDIT: MNM-1X has a BV of 977. DNT-3S has a BV of 753. I'm somewhat proud of that 977 result. Theoretically, the Minuteman should be an equal match to a ARC-2K Archer.
| QUOTE (Mana Child) |
| would anyone be interested in taking on a newb? for a mechwarrior 3rd edition game or newest equivelent. |
Hello again!
Well, thing is that, once my current Forgotten Realms campaign ends, I don't plan to run D&D for a looong time (call it burnout). I've talked with my players, and there is an initial consensus to try something new and different.
The two options I'm currently favoring are Battletech/Mechwarrior and Earthdawn. I'm also having warm feelings about the new Babylon 5 (yes, it's d20, but I keep hearing good things about that version and I loved that saga), and TriStat dX/BESM.
If I want fantasy, I want something that shies away from the oh-so-bloody-typical medieval fantasy (score one for ED). I also value rich, complex worlds with plenty of depth (score one for all of the above). Sci-Fi games that take characters to far away places get good marks in my notebook (score one for BT/MW and possibly B5), especially if the combat section is exciting (once again, score one for BT and B5... certainly not for D&D
). Flexibility is also good, as opposed to D&D's clunky class system (looks at TriStat dX/BESM). A certain anime feeling could be nice too, but not mandatory.
However, I don't have time for all of them, nor can I afford them all. I want to buy the core book (or books, since I think BT/MW needs two, right?) to begin with.
So...
...your mission, if you choose to accept it, is to sell me out on BT/MW. ![]()
Which core book do I need for BT?
Which core book do I need for MW?
What's good, what's bad?
Why should I play it?
How are the typical adventures and campaigns? (this one helps me sell it to my players
)
Thanks to all those who answer this.
For BT: Battletech Master Rules Revised
For MW: Mechwarrior 3rd Edition
What's Good: typical FASA setting has incredible depth, giant robot fighting!
What's Bad: they don't make 'em like they used to, lots of people dislike the weapon ranges, not the most realistic systems out there
Why you should play it: if you like mecha combat (and based on your BESM leanings, I'd guess you do), you'll love BT/MW
Typical BT adventures/campaigns: Well, there's the rub. BT really focuses on wargame scenarios. So you don't play your characters, you play someone else's. Nowadays, you may not even know the names of the mechwarriors involved in any given scenario, you'll just know their mech, skill level, and maybe their rank. There is no story element, just lining up forces and going to town. Wargamers drool over this, but I find it boring. AFAIK, there are no PC-focused scenario books available.
Typical MW adventures/campaigns: I think that there might be one or two scenario books for MW, but I can't say for certain. As you might guess, this is a roleplaying game so it ditches the wargame element for (IMO) more interesting gameplay focused on the player's characters. However, the lack of material means a lot of work for the GM. Luckily, there's Solaris VII and I would highly recommend it as your setting for a MW game.
Recommendation: I highly recommend buying Heavy Metal Pro. It's a mech design program with all canon designs included. This contains not only the mech stats, but their fluff text, too. It may seem a little costly, but it's a LOT cheaper than buying all of the record sheet books and photocopying those every time you want a battle. It'll also let you design your own mechs.
Cray74 has also posted his alternate character generation for using ShadowRun rules for MW. An excellent idea, seeing as I never really used the MW rules for combining MW combat with BT combat (about the only major reason to use the MW rules).
If I get the chance this summer, I am going to give it a try. The best part is, using this method, you can do almost anything with the setting.
http://www.classicbattletech.com/w3t/showthreaded.php?Cat=&Board=Metagaming&Number=722200
Hope you don't mind me posting this in here Cray74. But you should hopefully get a lot of potential playtesters out of it.
| QUOTE |
| Typical BT adventures/campaigns: Well, there's the rub. BT really focuses on wargame scenarios. So you don't play your characters, you play someone else's. Nowadays, you may not even know the names of the mechwarriors involved in any given scenario, you'll just know their mech, skill level, and maybe their rank. There is no story element, just lining up forces and going to town. Wargamers drool over this, but I find it boring. AFAIK, there are no PC-focused scenario books available. Typical MW adventures/campaigns: I think that there might be one or two scenario books for MW, but I can't say for certain. As you might guess, this is a roleplaying game so it ditches the wargame element for (IMO) more interesting gameplay focused on the player's characters. However, the lack of material means a lot of work for the GM. Luckily, there's Solaris VII and I would highly recommend it as your setting for a MW game. |
| QUOTE |
| Recommendation: I highly recommend buying Heavy Metal Pro. It's a mech design program with all canon designs included. This contains not only the mech stats, but their fluff text, too. It may seem a little costly, but it's a LOT cheaper than buying all of the record sheet books and photocopying those every time you want a battle. It'll also let you design your own mechs. |
Well, here are the http://www.classicbattletech.com/cbt_products_systems.html rules.
http://www.classicbattletech.com/cbt_products_rules.html
Actually http://www.classicbattletech.com/cbt_products_page1.html may be more beneficial. It is the complete list of B-Tech products.
MW uses a slightly different method of mech combat. I think it's better, but others may gripe. BT is sort of MW-lite. BT is just a wargame and no more than that, so any RP element is going to require MW or a homebrew stat-less style of play.
You can get HMP http://www.heavymetalpro.com
Cray, do you have the SR MW conversion up on a website? I can't find it (at least not yet) on the classic battletech forums.
Well, we couldn't convince all of our party members to get into BT/MW... ![]()
Thanks anyway for your help, guys. We're now between Earthdawn, Babylon 5 d20, Tri Stat dX, Anime d20 or Blue Planet... Any other game I should take into consideration?
Play Blue Planet so you can tell me if its any good or not.
I keep hearing good things about it. I also keep hearing the rules might be a bit complex, *very* hard sci-fi.
Anyway, drone rigging, armed killer-whales and dolphins might be too fun to pass up.
Blue Planet looked interesting.
If you're not adverse to Gurps -- check out Transhuman space.
-Siege
@ Lodestar:
What, are you trying to use me as a guinea pig? At least pay for the research!
There is also Heavy Gear. Another future based, big robot game with its own rules set, based on Dream Pod 9's Silhouette core rules.
http://www.dp9.com/
Actually, DP9 has a few worlds using the Silhouette engine, and the new editions are dual stated with d20 as well.
Oh yeah, and DP9 is Canadian, so you know its all quality.
Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)