general information part 2

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ghostrider
05/21/23 03:45 PM
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That depends on a few factors.
The inheritance method looks like the first born normally gets the goods, so to speak. That means even if they couldn't actually use a mech, they would be the ones to inherit it. Wills can change things somewhat, but if the one that would normally inherit it creates an issue, they may well find a way to disown you from the family.

Now depending on local lords, they might well decide to step in and confiscate the unit. It is unusual, but not unheard of. It may well be because the family owes the government back taxes or some such thing. The possession of the planet might influence this as well. Living on a border world that has recently changed hands, could well prevent the mech from going to family.

Criminal activity could well prevent the exchange as well. Your father or even you could be charged with crimes, whether innocent or not, and prevent the hand over. Other family members could well have a claim or fake one.

Battle could remove the unit(s) as well. The storage facility gets destroyed or even outright theft or seizure could happen.

If you have a GM that runs the games, this is something they could deal with, or just allow you to inherit the unit(s) without any issues.

One more thing that could happen is someone trades or sells the unit before you get it. This obviously means you don't get it, but this does try to cover a few more things that could prevent it.
Another is having a sibling that is wanting the unit and is the favorite of the 'current owner' of the unit. They could well give it to another family member.
greyknight683
05/21/23 05:26 PM
172.58.242.6

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my dad is the only child in his gen and im the only one in mine so if nothing prevents it i could very well end up with 3 ancestral mechs one for each of my family members
ghostrider
05/21/23 05:45 PM
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So each generation has an ancestral mech? That is odd, since most of the time it is a single mech, for a family, that isn't being used at the moment. But it isn't like there is an exact definition to it.

Given there seems to be three mechs in the family, it is a bit surprising that you don't already have your own. It is odd that there is no merc unit already formed using those units. But again, that is more with a common theme.

As said before, if something unknown doesn't happen, then you may well inherit all 3, but it is more likely that they will not all die before another heir comes forward, or someone along another branch of the family doesn't try to gain access to at least one of them. Even a spouse could put forth a claim to any or all of them and start a problem. Their siblings could try. But this isn't likely.
This is also assuming the spouse's didn't already have a child before marrying into the family.

I will assume that all mechs are currently used, as they have not already been given to you yet. If not in use, and you don't already have one, would be odd as well. That is IF your character is old enough to pilot one.
ghostrider
05/24/23 03:35 AM
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How does gunnery skill and the main targeting computer systems work together?
As asked before, if the target system does that actual locking of weapons on target, how does the pilots gunnery skill affect this?
I can see possibly helping the system lock on faster, but in the end, the system is the one that does the work.
Or does a skilled pilot ignore the system and fire with iron sights?

This looks like someone with an 8 gunnery skill would use the target system to hit more often then their skill would let them, IE making their skill better, while a 2 gunnery skill pilot might be far worse using the target system.

As stated before, the streak system doesn't help with targeting, just having all munitions hit. And not even in the same location. Yet it could well be the system locked onto a tree or rock near the target, yet the gunner shouldn't know this until the shots are fired.

The extra targeting computer helps with locking, and can even target specific spots with direct fire weapons.
Yet after hundreds of years of warfare, the manufacturers still have not done anything to help this. Even in the 80s, the ability to hit moving targets with large weapons is better then the game.

Did the developers want the rock'em sock'em robots concept to win out over sitting at range and using the weapons?
Requiem
05/24/23 08:03 AM
1.158.143.92

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Suggested Ans:

Refer: https://www.sarna.net/wiki/Neurohelmet

“By focusing on these easily translatable signals, the neurohelmet can help communicate a pilot's intentions to the DI computer …. Learning to read a pilot's brainwaves accurately is a slow process though, particularly if a MechWarrior is using a new 'Mech for the very first time.”

Refer - https://www.sarna.net/wiki/Battle_Computer_(Component)

“The Battle Computer is a computer system located in the cockpit of every BattleMech. The battle computer is responsible for interpreting data received from the 'Mech's Targeting-Tracking System and Diagnostic Interpretation Computer, turning it into useful information which the MechWarrior can understand, and coordinating the overall movement and fire of the 'Mech in combat. When a pilot aims her reticle at a target and gives the command for a weapon to fire, it is the battle computer which carries out this order.”

Thus data from neurohelmet to Battle Computer – pilot’s command for a weapon to fire requires experience – hence the gunnery skill progression from bad to mediocre to good.
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
Karagin
05/24/23 09:38 AM
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Quote:

Did the developers want the rock'em sock'em robots concept to win out over sitting at range and using the weapons?



The game was originally set to play on the dining room table, it grew into playing on larger areas. It started out simple, then became complex, but the rock'em sock'em part never went away since the simple range concept was kept.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
05/26/23 08:50 PM
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Still looking for an explanation on how gunnery skills work with targeting computers.

It would also help if someone could tell me how a gyro and a neural helm work on mechs like the Thunderbolt, as you sit above the left torso. A piloting roll would be multiple time harder, as your sense of balance would not be centered over the legs, but off to one side.
They do look kinda of decent, but kinda of breaks the concepts.

The idea that starting up gyros while laying down doesn't make sense that the unit doesn't have issues once standing.
miguel
06/08/23 08:54 AM
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Quote:
Suggested Ans:

Refer: https://www.sarna.net/wiki/Neurohelmet

“By focusing on these easily translatable signals, the neurohelmet can help communicate a pilot's intentions to the DI computer …. Learning to read a pilot's brainwaves accurately is a slow process though, particularly if a MechWarrior is using a new 'Mech for the very first time.”

Refer - https://www.sarna.net/wiki/Battle_Computer_(Component)

“The Battle Computer is a computer system located in the cockpit of every BattleMech. The battle computer is responsible for interpreting data received from the 'Mech's Targeting-Tracking System and Diagnostic Interpretation Computer, turning it into useful information which the MechWarrior can understand, and coordinating the overall movement and fire of the 'Mech in combat. When a pilot aims her reticle at a target and gives the command for a weapon to fire, it is the battle computer which carries out this order.”

Thus data from neurohelmet to Battle Computer – pilot’s command for a weapon to fire requires experience – hence the gunnery skill progression from bad to mediocre to good.

Yes, you're correct. In the context of BattleTech, the Battle Computer serves as the central processing unit located within the cockpit of a BattleMech. Its primary function is to process and interpret the data received from various systems within the 'Mech, such as the Targeting-Tracking System and Diagnostic Interpretation Computer.
ghostrider
06/08/23 11:48 AM
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As the targeting computer locks onto targets, it does so with the input of multiple systems. That is known. What isn't clear is how a pilots gunnery skill affects this, with one exception. Using the 'iron sights' method, where the pilot just overrides the computers firing solution.
I can see gunnery skill helping the computer to lock onto a target faster, but in the end, the computer manages the lock.

This question came up during a game where someone asked how does a pilot with 8 gunnery skill miss so much? The computer tells when the weapon(s) are locked or not. If not locked, then the pilot wouldn't fire the weapon. A single weapon would be easy to determine from the 'locked' tone to fire. Multiple weapons would be more difficult to determine if they locked.
A decent example would be a Panther pilot using just the PPC. The tone would tell if it is locked. This is not saying the computer is infallible, but the fact it is better then a low skilled pilot would suggest there is a minimum to hit number, even if very poorly trained pilot were firing a weapon. So if 4 gun is considered normal, 5-8 gun should match this with the computer doing it's job.


The issue with gyros starting when the unit is in a position other then straight up, is the gyro start up would not be done on a 'level' plane. And with this, some people may well have their heads cocked to one side or even to far forward if they are reaching for something. The spinning flywheels would start spinning on what would be considered down. Even just leaning on a wall would throw off the system after it is running, as it would suggest being straight up, would actually be off balance.
If it was just based on the pilot's balance, then the gyro system is unnecessary. Granted, the gyros is to help return the mech to balance, as the gyros would allow you to 'push or throw' the multi-ton unit back into place.
ghostrider
06/21/23 05:53 PM
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Another scenario that has come up and been used is a random roll to see if a large body of water was too rough for hover craft to be used on.
This came about from several scenarios that dealt with rescue missions. It really didn't affect land units, but to see if some hovers could be used to flank or even land behind the enemies defenses that were occupied by the other forces trying to get in.

It really changed tactics, and before it is said, the anti air was more then enough to take down aircraft. They were set up so they could not fire at units below level 3. The buildings prevented this, with the sea side being able to fire almost to the water level within 150 meters. Torpedoes covered surface and subs would have a difficult time getting close.

There was a time limit set, representing reinforcements being sent.
The hovers were still used to load up hostages, if you could slip them into the compound.

We have been discussing using other things like mist or fog to determine things like this.
The scenarios are set up so you either go, or fail. None of this complaining and waiting for a clear/calm day to run it.
Sometimes campaigns are a real pain.
ghostrider
08/19/23 05:09 PM
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Seen a video explaining lightning.

It stated the heat generated by a bolt can be up to 10 times the surface of the sun.
This leads to questions about a PPC and how much heat it actually generates. I doubt there will be anything close to being realistic about it, but is there anywhere that tells just how much heat it does generate?
I am assuming the ER variant produces more then the standard version, which is more then the manpack version.
I will also assume the naval versions are even more potent with the heat then the ground versions.

This comes about as the discussion about nukes and how how they burn, could well be less heat then a ppc/lightning bolt generates.
Curious on if this hypothesis is accurate, or just so far out of the park as to be a good laugh.
ghostrider
02/13/24 09:10 PM
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Had a question come up about deep space jump points. Is there any locations that came be used to discuss how they are used?
The two main ones that have come up are the Camelot Command one, and the jump point used to start the Turian Concordat.
The Camelot one could not have been found thru using normal telescopes and such, as the gravity fields would not support such a find, while the Turan spot is not listed as a system, but a point outside the nebula the 4 systems are in.
The nebula suggests a huge asteroid and dust field that has to be navagated thru to get there.

Given this, there has to be more points that can/are used, or is this some future story line?

The suggested use of jump points is enough gravity to help pull a ship out of hyperspace, but not so much as it rips the ship apart.

More then a few stories use such points, but very little is said about them.

As a side note, can you jump into the nebula, now that is has been established? Or are you still stuck flying thru the asteroid field?


Edited by ghostrider (02/13/24 09:25 PM)
ghostrider
02/14/24 02:03 PM
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The idea of a large man made station being made, or even bringing in asteroids that will be connected, has come up, and the group was looking for some answers. The Ice ships came up, though we are leery that the stress might weaken the asteroids structure to a point that it would break apart after a short while.

Then the idea of just using the asteroids 'dirt' to make the complex look like an asteroid, covering what lies under it, as well as 'hiding' turrets and such.

Oddly enough, this came from our D&D campaign dealing with the spell jammer line.

Yes, the only real lighting would come from normal energy generation, as well as all items on board.
Yardships could have been/be used to create a frame work for it.
I would be expensive to make, but once built, could provide some great 'secret' repair facilities. Maybe even just increasing the size of a regular space station could suffice.

Just need information on the deep space jump point locations. Someone had to do something odd to find where to build Camelot Command at. It isn't like it has a star or something that would have brought it's location to the forefront.
Karagin
02/14/24 09:24 PM
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It is feasible that the issues might be matching the speed of the object and getting the cables attached. and then have the power to move it, but that can be overcome with the right amount of engineering, money, and time.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
02/14/24 09:43 PM
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Once you start slowing down an object, it gets easier to slow it down more. With no motive force, just inertia, the pull lessens.

I would figure the game has ships that capture asteroids, making it easier to mine them. Nothing that shows up in TROs, which might be an interesting design to make.

I half figured using the ice ship method of moving some asteroids. They had to be able to slow, and move asteroids to and from jump points. Having it fall apart isn't a huge problem if you are not using it for the main structure.

But would like some information on finding deep space places where jumping is possible. The alternative is losing ships doing random jumps, which is not an option.

Using the canon Camelot, someone had to find the location. Just don't have the information on how, other then a misjump.
Karagin
02/14/24 11:57 PM
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I don't believe the asteroid will survive intact via a jump.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
02/15/24 12:20 AM
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Not sure either. But the ice ships were able to move asteroids without destroying much of them. As stated, if they don't survive entirely intact, it isn't a huge problem. Chunks of material can be used to make farms, if that is all that is left of them.
Size may well be the key here. Making 'prefab' asteroid shells, which can be connected to each other to form a larger structure could be done, if that is required. Much like prefab stations or terrestrial houses.
But it isn't necessary to make the shell of a station. You may be able to find something nearby, as not all asteroids are inside solar systems.

Finding a stable jump point outside of a solar system was the point of the question. Technically, it might be nothing more then a 'farm' for ice asteroids. Start them by freezing a small amount of water, and letting the universe add to it. Research bases also come to mind here. Limit the amount of shipments to it, should help keep the location quiet. Even if it is nothing more then a simple stop along a trade route, so it isn't so obvious. Not all ships use standard inhabited systems. It could be written off as the route went thru an uninhabited system.
Requiem
02/15/24 04:25 AM
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The following may help?

Sarna search “Asteroid Belt” – 21 Results.

Sarna Search “Camelot Command” – Dark Nebula / the base itself.

Sarna search “Space Stations” – Provides a list of known Stations.

Clans – Caliban Nebula

Taurian – Hyades Cluster / Hyades Asteroid field etc.

Sarna Search “Kuiper Belt” – Belters and Long Baseline Facility-3

The Expanse Wiki “Belter”

Sarna search – Stella Geographic Magazine

Sarna Search – Heimdall (Organisation) – In the year 3025, a cell of Heimdall operating in Combine space, on a mining asteroid in the Styk system … Silver Eagle Incident …
Get thee to Coventry … Now is the winter of our discontent, made glorious by this daughter of Tharkad … Our army shall march through. Well to New Avalon tonight.
Karagin
02/15/24 09:44 AM
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Quote:
Not sure either. But the ice ships were able to move asteroids without destroying much of them. As stated, if they don't survive entirely intact, it isn't a huge problem. Chunks of material can be used to make farms, if that is all that is left of them.
Size may well be the key here. Making 'prefab' asteroid shells, which can be connected to each other to form a larger structure could be done, if that is required. Much like prefab stations or terrestrial houses.
But it isn't necessary to make the shell of a station. You may be able to find something nearby, as not all asteroids are inside solar systems.

Finding a stable jump point outside of a solar system was the point of the question. Technically, it might be nothing more then a 'farm' for ice asteroids. Start them by freezing a small amount of water, and letting the universe add to it. Research bases also come to mind here. Limit the amount of shipments to it, should help keep the location quiet. Even if it is nothing more then a simple stop along a trade route, so it isn't so obvious. Not all ships use standard inhabited systems. It could be written off as the route went thru an uninhabited system.



That might be the place to start for your group and go from there.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
02/15/24 12:06 PM
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We were thinking about it. But looking for information on how to find a spot without a misjump scenario. Most misjumps into uninhabited systems tends to be a death sentence, as most damage deals with the cores being damaged and leaking coolant.

I take it, this topic isn't covered, even in possibles, in the rule books. And no. I am not going to do the super jump garbage from the jihad. I can see expanding the jump range some, but not be more then double normal jumps, if even that far.
Karagin
02/15/24 04:19 PM
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I don't recall seeing anything; Interstellar part would be the place to start looking, though,
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
02/17/24 07:49 PM
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Had more questions come up about canon in things like video games.

Depending on how close to canon some of the games are, how much did the Star League know about solar systems beyond the IS and periphery?

In Mechwarrior 5 Mercenaries, the story line has more then a few huge areas mapped out and known by the Star League, that seemed to be unknown in the canon board game.
Parts of the original exodus route, seemed to be detailed, as well as a few other areas. But yet, the original Exodus route was implied to have been mapped only as the SLDF fleet was running from the 1st succession war. I'm not quite sure how much of the Kerenski cluster was known, but some star systems around that area seem to have been known.

Also, with the games and novels, it seems like several 'lost' bases had enough equipment to field a few regiments of mechs, along with the dropships to move them all. I know they had to leave behind a lot of equipment, but from the sounds of it, there is far too much that was left behind.
The Crescent Hawks, being one of the first games to have suggested this, with Helm being another. The entire Wolf's Dragoons secret mission, not finding all of those known to the clans, as more then a few other units found enough to explode in size and technology.
Interstellar Expeditions has been mentioned in the wiki in a few articles outside of the game. So it either was in canon before the game, and put in there, or was made canon after the game. I don't know which.

Is there somewhere, that actually tells just how much equipment was left behind? Even a simple estimate on just how much was left behind. Given all the bases left, there was no reason why some SLDF units were not fully outfitted with high tech, as the money side of it doesn't add up.
Karagin
02/17/24 09:27 PM
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Who will keep the high-tech stuff running when the factories to make are gone or are prime targets for 200 hundred years? As for the video games, those weren't "canon" until something from them was pulled into the main game, and then only that. Opinions seem to differ on that point, but again, that was the case. Money would add up when the cost is higher than replacing items with cheaper off-the-shelf stuff.

As for the rest, it's up to you seems to be the take, if you want third-party things to be canon go for it.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
02/17/24 10:13 PM
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The problem with the high tech stuff, is the elite units, such as the Black Watch, would have the high tech units. If they could leave so many mechs and such, then they would have had to have the funds to make the extreme units. This is not for most units. Just the top tier.

Keeping the high tech items in stock during the succession wars, is a bit tricky. The standard 3025 tech was used by all. The lostech would be the question. As discussed before, most units could not reliably hit walking barns as 30 meters, much less further.
Continuity is the problem with saying the games and novels are canon, yet they are not labled as non canon anywhere in the game/book. This hits a little about another thread. The problem here is anyone that doesn't have all the information, should think the games follow the rules/lore.
Granted, this goes back to not really proofing either.

A few books suggested heat seeking missles can wipe out aerofighters with a single missile. If so, why bother with the srm/lrms? Why rely on tube artillery to try and take out a target, when a non nuke missile/bomb can do so for far less?
Yes, the concept means no game.

But the idea of so many bases being left by the SLDF, shows a few issues with this. Nukes were used to destroy so much before the SLDF left. Then destroyed so much. But the abilities of non nuclear items could very well have done the same thing, without destroying worlds with radiation.

But keeping to the point, the bases are an issue. So many were missed, yet so many more were found and looted. Makes you think the SLDF had bases in almost every city, that contained 3 or more regiments worth of mechs, with 5 or more tanks. And only the mechs are of concern.
Might answer this with just asking, but how much thought was put in suggesting the amount of bases around the IS was there? I know only the developers can honestly and fully answer that. Still, the point keeps coming up with new books. Video games are always going to be based on major rewards, and little can match a regiment worth of untouched mechs.
Karagin
02/18/24 12:34 PM
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Having the funds and having the factories are not the same thing. I can have a ton of money, but if the other side keeps blowing up my factories, my efforts are net zero on getting my unit's high-tech toys. Yes, I can stockpile things, but those things will run out due to attrition over time.

Not every SLDF base left will have military gear, and not all will be usable. Sure, a tank or mech might be there, but the odds of it being fully functional will be slim to none. That makes for a boring story for the reader who wants a fast-paced hero who always wins pulp fiction action. Many of the SLDF bases left were likely small unit bases that weren't that important, and the ones that tripped over were forgotten because no one knew they were there to start with.

The Clans only went after the ones they still had records for, so even their records weren't one hundred percent on point in this matter. The Dragoons were also tasked to find the bases, hence the whole Snord's mission, which wasn't a complete success.

The novels expand the backstory of the game, the game is the game, the issue with canon is that the lore is not treated as it's own thing with regards to third-party enities.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
02/18/24 03:37 PM
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The money statement was for the SLDF. They had the facilities and were making the high tech without much of an issue. The 'homeguard' units would have been set up to have the best tech out of the entire SLDF. Granted, Amaris would have had access to most of that when he killed Richard, but a few units still there, including the Blackwatch, should have been full high tech. All units would have had double sinks, with the high tech variants of things like medium lasers and such.
I do understand the IS during the succession wars, not having access to the equipment, though it is odd that factories on the capital worlds were not the best defended in the states. Defiance would have probably been the best defended, though most of their slow downs, or work stoppages would not be from local issues, but off world supply issues.

Most of the SLDF bases that were known before the 1st war, and even during the Amaris war, would have been stripped. It was pretty well stated before Kerensky left. It seems a bit redundant that the story bases found seem to be major bases that were uncovered only recently. More then a few were kilometers in size, with most having some sort of large dropships at the base. You don't often see one that was for a company or under. For a unit just starting out, a battalion of mechs is beyond what they could handle, so a lance, or even 2 is more then enough.

I doubt Snord was the only one's sent on the scouting missions for the Dragoons. They made the best public face for it. Until they were explained to be clan, most thought they were just lucky in their finds.

The question of just how much the SLDF knew of the galaxy beyond the Periphery still stands. One major question comes up on if Kerensky knew of his end location before they set out? Or were they going elsewhere, only to have circumstances change their route, such as finding some deep space exploration craft from the houses, such as the DC or FS?
The running of clan Wolverine might add to this idea.
It is possible that Kerensky turned left instead of right at one point, which is why the Wolverines did their run they way they did. Might be the distination was not able to handle the size of the exodus fleet, so they didn't go that way.
But it would be nice to have more information on what the SLDF knew of the 'unknown' galaxy around the periphery.
ghostrider
03/28/24 12:46 AM
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Had a question come up about mechs carrying things.

Is there a penalty for carrying elementals on mechs? They are supposed to slow down when carrying weight beyond their normal unit.
So 2.5 tons of elementals on say a Fire Moth or even a Kit Fox should slow it down some.
Or was that not thought of when the clans were invented?

The 2.5 tons comes from the impression that each elemental is .5 tons. Been a while, so this might be wrong.
Karagin
03/28/24 12:57 AM
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I am a bit rusty about that rule, to be honest. My group rarely uses it.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
03/29/24 02:10 AM
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Ok. The wiki says they are 1000 kg. That is a little over 2,200 pounds.
So over a ton each. With 5 of them, that is over 10 tons.

I had forgot the wiki has stats like this.

So for a Firemoth, they are over half of it's weight. Even a Direwolf, that is 10 percent of it's weight.

Also, wouldn't the weight of a unit of elementals cause a piloting skill roll, or at least a penalty from one, if swarming a mech? (yeah, getting picky here)

Do elementals drop like mechs from orbit?
Or are they more limited, such as lower atmosphere?
I will assume they are not attached to mechs as they drop. Something about the troopers not trusting the mechwarriors ability to avoid crashing from a drop.




Edited by ghostrider (03/29/24 02:12 AM)
Karagin
03/29/24 02:54 AM
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I am going with the idea that originally it was a cool idea, and the Omnimechs had surface mounts for the Battleamror that allowed the suits to attach that was there at no cost. Then someone said not fair in a playtest so the rules were thrown out to "balance" things and somewhere the math wasn't really solved for a real test.

That's a guess. Most of the time I have seen anyone use it, they have run a point of battlearmor, aka 5 total suits on one mech. Each BA is 1 ton, so again the math is off somewhere.

Are the numbers off for the Battletech game, the Mechwarrior game, Clantroops? Battletroops? Which game system s the wiki going on? Is the wiki even right to start with?
Karagin

Given time and plenty of paper, a philosopher can prove anything.
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