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> Battletech and Mechwarrior, Does anyone play other fanpro games?
Mana Child
post Jan 29 2004, 03:03 AM
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I was wondering whether anyone out there playes these 2 fanpro games as well as shadowrun.

And what is the latest edition in mechwarrior?
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bwdemon
post Jan 29 2004, 05:08 AM
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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...
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Swansonegger
post Jan 31 2004, 05:26 PM
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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.
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Cray74
post Feb 1 2004, 02:02 AM
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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, I play.

You might look into:
www.classicbattletech.com (Official Fanpro BT website)
www.heavymetalpro.com (Website of the official battlemech/vehicle design software for BT)

The latest edition of the roleplaying game is 3rd edition.
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Moirdryd
post Feb 1 2004, 01:25 PM
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Yep, Play em both when i can, Havent got the Classic Battle Tech RPG Compendiumbook yet though. Favorite mech... WR-DG-02FC War Dog
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Cray74
post Feb 1 2004, 01:46 PM
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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

The CBT:Companion not only has rules for point-based character creation, but also rules for Battle Armor construction (oddly, there's almost 2 sets of rules in one: one set for the RPG, one set for the board game), and a lot of useful background gaming information - how to run a noble fief, a look at fuels used by ICE vehicles, how mechs and battle armor are constructed, etc.
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Swansonegger
post Feb 1 2004, 06:30 PM
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QUOTE (Cray74)
You might look into:
www.classicbattletech.com (Official Fanpro BT website)

Cray is the resident "reality" genius over at Classic Battletech too. Smart guy.

The Heavy Gauss Rifle is your favourite, right Cray? ;)
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Cray74
post Feb 1 2004, 09:38 PM
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QUOTE (Swansonegger)
The Heavy Gauss Rifle is your favourite, right Cray?  ;)

I dislike the HGR intensely. I think its implementation was handled badly and the resulting weapon is not worth the trouble of mounting it. The dropping damage is truly obnoxious, and most of its other flaws over balance it.

My preferred IS weapons are LRMs, medium lasers, and PPCs (and bombs, artillery, and orbital bombardment).
My preferred Clan weapons are LRMs, and pulse medium/large lasers.
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Mana Child
post Feb 1 2004, 10:53 PM
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if i could get the books in australia i'd play
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JongWK
post Feb 1 2004, 11:27 PM
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What are the core books you need to play them?
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Mana Child
post Feb 1 2004, 11:40 PM
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mechwarrior 3rd edition or this new battletech classic rpg
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lodestar
post Feb 1 2004, 11:55 PM
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Heretics! Battletech is the only incarnation of the game! You'll all cower under the might of my ARC-3R's LRM barrage!
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Cray74
post Feb 2 2004, 01:00 AM
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QUOTE (Mana Child)
mechwarrior 3rd edition or this new battletech classic rpg

"Mechwarrior 3rd edition" and "the classic battletech RPG" are the same thing.

To play the RPG, you basically just need the MW3 book. The CBT:Companion will help - the character generation in the MW3 core book is tediously slow.

To play the board game, I recommend the "Battletech Master Rules, Revised." You'll also need a hex map, 2d6, and some counters/minis, but those don't have to be BT-specific. I use improvised cardboard minis often enough.
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Mana Child
post Feb 2 2004, 03:07 AM
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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.
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Daishi
post Feb 2 2004, 04:18 AM
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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.
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Mana Child
post Feb 2 2004, 04:25 AM
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kewl.

what is the system like ?

hard to learn (i'm talking about mechwarrior 3)
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Daishi
post Feb 2 2004, 04:40 AM
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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.
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Mana Child
post Feb 2 2004, 04:59 AM
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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?
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Daishi
post Feb 2 2004, 07:40 AM
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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.
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Cray74
post Feb 2 2004, 11:39 AM
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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.
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Mr. Boombastic
post Feb 2 2004, 01:06 PM
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QUOTE (Swansonegger)

And of course, gotta throw out favourite 'mechs. Mine was the Wolverine-M, 3025.

Hi Swansonegger - seems we like the same Mech
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Swansonegger
post Feb 2 2004, 04:28 PM
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QUOTE (Mr. Boombastic)
Hi Swansonegger - seems we like the same Mech

It's a Canadian thing. ;)

Hope I didn't offend you Cray74. I lurk over at Classic Battletech, and I think just about everyone knows about your rather strong dislike of the HGR. I couldn't resist.
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Adam
post Feb 2 2004, 04:41 PM
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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.

WizKids said "Yo. We don't want people being confused between the MechWarrior RPG and MechWarrior: Dark Ages. Change it, dudes."
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JongWK
post Feb 2 2004, 06:18 PM
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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?
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Cray74
post Feb 2 2004, 07:51 PM
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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?

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. I'd recommend checking over at www.classicbattletech.com, which not only has forums stuffed with hundreds of regular readers, but also timelines, histories, and several scanned "House Sourcebooks" (3025-era sourcebooks describing the major Houses and BT's history up to 3025.)

The 'mech construction rules allow construction of essentially all mechs in the novels - Clan weaponry is just lighter, more compact, longer-ranged and harder hitting, but it uses the same measurements of tons, critical slots, heat, etc.

(AFAIK, writers usually reference the construction rules and "Technical Readouts" of official mech stats to get an idea of their performance, so you can simulate the mechs in novels because the mechs came before the novels. This might not be so for some of the MWDA novels, which have had some trouble with authors unfamiliar with the setting.)

For example, an Inner Sphere Extended Range Large Laser would be 5 tons, uses 2 slots, generates 12 heat, hits for 8 points of damage, and has a range of 19. The Clan model is 4 tons, uses 1 slot, generates 12 heat, hits for 10 points of damage, and has a range of 25. The difference in pulse lasers is even more dramatic - Clan pulse lasers are a bit lighter, a bit more damaging and have double the range, making them very, very dangerous weapons.

So, yes, cheese...er, Clan Tech is noticeably superior to IS weaponry in the board game.

Swansonegger, no offense taken. I just didn't recall ranting about HGRs lately, so I re-explained my views of them. My current whipping boy is the Clan Advanced Tactical Missile system, which has fluff that had deluded many users into think that it's "very versatile" (when, in fact, it's less damaging and less effective than existing Clan LRMs).

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