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Battletech Elemental Suit


shadowcat1313

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was doing some tinkering with Battletech and decided to try my hand at an Elemental suit

 

ELEMENTAL BATTLE SUIT

Val Char Cost Roll Notes

15 STR 0 12- Lift 200.0kg; 3d6

13 DEX 0 12- OCV: 4/DCV: 4

10 CON 0 11-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

10 PRE 0 11- PRE Attack: 2d6

10 COM 0 11-

 

2/12 PD 0 Total: 2/12 PD (0/10 rPD)

2/12 ED 0 Total: 2/12 ED (0/10 rED)

3 SPD 0 Phases: 4, 8, 12

4 REC 0

20 END 0

20 STUN 0 Total Characteristic Cost: 0

 

Movement: Running: 9"/18"

Leaping: 11"/22"

Swimming: 2"/4"

 

Cost Powers END

ABILITY CHANGES

3 1) +1 SPD, 1 Continuing Charge lasting 1 Day (+0) (10 Active Points); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Custom Modifier (Real Gear; -1/4)

3 2) +3 DEX, 1 Continuing Charge lasting 1 Day (+0) (9 Active Points); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4)

1 3) +5 STR, 1 Continuing Charge lasting 1 Day (+1/4) (6 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), OIF Bulky (-1), No Figured Characteristics (-1/2), Custom Modifier (Real Gear; -1/4)

3 4) Running +3" (9" total), 1 Continuing Charge lasting 1 Day (+1/4) (7 Active Points); OIF Bulky (-1), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4)

2 5) Knockback Resistance -4", 1 Continuing Charge lasting 1 Day (+0) (8 Active Points); OIF Bulky (-1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4) [1 cc]

OTHER ABILITIES

1 1) Jump Pack: Leaping +8" (11" forward, 5 1/2" upward) (8 Active Points); OIF Immobile (-1 1/2), Fuel Dependent (fuel is Common; must refuel Once per 6 Hours; -1), Requires A Skill Roll (-1/2), Extra Time (Full Phase, -1/2), Custom Modifier (Cannot use jump pack while SRM rack attached; -1/2), Custom Modifier (PSR required in rough terrain; -1/2), Side Effects (Minor exhaust damage to surrounding terrain; -1/4), Custom Modifier (Real Equipment; -1/4) 1

3 2) Magnetic Clamps: Clinging (normal STR), 1 Continuing Charge lasting 1 Day (+0) (10 Active Points); OIF Bulky (-1), Custom Modifier (only works on magnetic surfaces; -1/2), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4) [1 cc]

9 3) Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); OIF Bulky (-1), Extra Time (5 Minutes, Only to Activate, -1), Ablative BODY Only (-1/2), Only In Heroic Identity (-1/4), Real Armor (-1/4)

12 4) SEALED SYSTEMS: Life Support (Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), 2 Continuing Charges lasting 6 Hours each (+0) (39 Active Points); OIF Bulky (-1), Extra Time (1 Minute, Only to Activate, -3/4), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4) [2 cc]

2 5) +2 versus Range Modifier for Sight Group and Hearing Group (6 Active Points); OIF Bulky (-1), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4)

2 6) Infrared Perception (Sight Group), 1 Continuing Charge lasting 1 Day (+0) (5 Active Points); OIF Bulky (-1), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4) [1 cc]

2 7) Nightvision, 1 Continuing Charge lasting 1 Day (+0) (5 Active Points); OIF Bulky (-1), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4) [1 cc]

6 8) High Range Radio Perception (Radio Group), 1 Continuing Charge lasting 1 Day (+0), MegaScale (1" = 10 km; +1/2) (18 Active Points); OIF Bulky (-1), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4), Incantations (-1/4) [1 cc]

2 9) Medipack: Healing BODY 1d6 (10 Active Points); OIF Bulky (-1), 4 Charges (-1), Self Only (-1/2), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4) [4]

STANDARD WEAPONS

5 1) Battle Claw: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (vs. PD) (15 Active Points); OIF Bulky (-1), Custom Modifier (Claw hand does not have fine manipulation; -1/2), Real Weapon (-1/4), Only In Heroic Identity (-1/4) 1

4 2) Droppable SRM-2 Pack: Killing Attack - Ranged 1d6 (standard effect: 3 BODY, 6 STUN) (vs. PD), Autofire (2 shots; +1/4) (19 Active Points); 2 Charges (-1 1/2), OIF Bulky (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Cannot Jump or Swarm while pack attached; -1), Custom Modifier (Explosive Ammo; -1/2), Real Weapon (-1/4) [2]

5 3) Anti-Personnel Weapon Mount: Custom Power (5 Active Points)

Notes: most commonly, Assault Rifle, SMG, Auto Shotgun

WEAPONS OPTIONS

Notes: Can Mount one of these listed

6 1) Light Flamer: Killing Attack - Ranged 1d6 (standard effect: 3 BODY, 6 STUN) (vs. ED), Lingering +1 Phase (+1/4), Sticky (+1/2) (26 Active Points); OAF Bulky (-1 1/2), 4 Charges (-1), Custom Modifier (not usable in h20 or vacumn; -1/2), Real Weapon (-1/4), Limited Range (-1/4) [4]

5 2) Machine Gun: Killing Attack - Ranged 1d6-1 (standard effect: 1 BODY, 2 STUN) (vs. PD), Autofire (2 shots; +1/4), 64 Charges (+1/2) (17 Active Points); OAF Bulky (-1 1/2), Custom Modifier (Explosive Ammo; -1/2), Real Weapon (-1/4) [64]

5 3) Small Laser: Killing Attack - Ranged 1d6 (standard effect: 3 BODY, 6 STUN) (vs. ED) (15 Active Points); OAF Bulky (-1 1/2), Beam (-1/4), Real Weapon (-1/4), Custom Modifier (VL Laser; -1/4) 1

 

Talents

1 Absolute Range Sense (3 Active Points); OIF Bulky (-1), Only In Heroic Identity (-1/4), Custom Modifier (Real Gear; -1/4)

1 Bump Of Direction (3 Active Points); OIF Bulky (-1), Custom Modifier (Real Gear; -1/4)

 

Total Powers & Skill Cost: 83

Total Cost: 83

 

200+ Disadvantages

0 Normal Characteristic Maxima

20 Distinctive Features: (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Physical Limitation: Large Size (Frequently, Slightly Impairing)

15 Reputation: , 11- (Extreme)

10 Physical Limitation: Suits Require 3-5 hours maintenance per week (Frequently, Slightly Impairing)

5 Physical Limitation: Clan HarJel Suit Sealant must be replaced every 3 months (Infrequently, Slightly Impairing)

20 Physical Limitation: Pilots require 5 minutes and 2 helpers to suit up (All the Time, Greatly Impairing)

 

Total Disadvantage Points: 83

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Re: Battletech Elemental Suit

 

I would figure the small laser or mg would be at least 2 to 3d6 killing(why use an smg when you are armored to withstand hmg fire from a battle mech

that small laser can kill 3 men in BT so adding area hexes any would be a must

also the elemental pilots where genetically bred for size and strength

so a 20 str and add 5 more for the armor(at least for Clan elementals)

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Re: Battletech Elemental Suit

 

Added to Battletech/Mechwarrior Hero Resources

http://www.herogames.com/forums/showthread.php?p=1661781#post1661781

 

 

Elemental (BattleTech) - Wikipedia

http://en.wikipedia.org/wiki/Elemental_%28BattleTech%29

 

 

Solaris 7 - Image Gallery

http://www.solaris7.com/gallery/ImageList.asp?Action=FileList&CategoryID=974

 

 

THAT IS TOTALLY WICKED!!!

 

 

QM

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Guest Major Tom

Re: Battletech Elemental Suit

 

I'd give it a further Limitation: Cannot Be Used By Normal-Sized Human Beings.*

 

Considering that Elementals are somewhere in the neighborhood of eight feet

tall (IIRC) without the armor, this would seem to be a valid Limitation.

 

 

*I don't know how much of a Limitation this would be. I do point out, however,

that this means that a normal human being can't wear or use the armor (con-

trary to what happened in one of the episodes of the BattleTech animated

series). The only part of the armor that can be used on a human being

is the automatic medical system (which was depicted in the third book

of the Legend of the Jade Phoenix trilogy).

 

 

 

Major Tom :dyn

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Re: Battletech Elemental Suit

 

No, it clearly doesn't apply. Kai is described as being of average size, and uses the Clan Elemental suit with only minor fitting issues. While it probably would take longer to fit a suit to a normal person, clearly it is not impossible.

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Re: Battletech Elemental Suit

 

That would seem to be a discrepency then. IIRC Clan Elementals (the people) were bred & engineered to be really big. Ralf Moeller would be about the size of a "short" Clan Elemental at 6' 5.5" and Arnold would be a runt as Clan Elementals run between 6' 6" and 7' 6".

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Re: Battletech Elemental Suit

 

Yeah, the elementals themselves were quite large - I think 6'6" was a bit on the small side, as I recall. But a normal-sized person DID use the armor just fine in the novels, with no mention of difficulties based on relative size. In the game rules, there was a brief time where Inner Sphere powers were fielding small units of captured battle armor while they developed their own.

 

Personally, I would say the armor gives +15 STR, not a flat 15 STR. So the STR 25 Elemental in the armor would be significantly more capable than a 13 STR Inner Sphere trooper.

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Re: Battletech Elemental Suit

 

that small laser can kill 3 men in BT so adding area hexes any would be a must

 

The latest version of the rules (Total Warfare) changed that.

Direct fire weapons (ballistic or energy) do 1/10 damage to infantry, rounded up. So a small laser would kill one infantryman.

Killing multiple infantry with a single shot now requires cluster munitions, pulse weapons, area-effect weapons, burst-fire weapons, or big weapons that cause a lot of damage.

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Re: Battletech Elemental Suit

 

So an AC-20 (non-ultra, non-"shotgun") would kill only 2?

 

Isn't there also a rule that if Infantry is attacked out in the open, the damage is doubled? Or is that an old rule that has been discontinued now?

 

And IIRC, the lowly Machine Gun does full damage to Infantry.

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Re: Battletech Elemental Suit

 

So an AC-20 (non-ultra, non-"shotgun") would kill only 2?

 

Isn't there also a rule that if Infantry is attacked out in the open, the damage is doubled? Or is that an old rule that has been discontinued now?

 

And IIRC, the lowly Machine Gun does full damage to Infantry.

 

Yes, infantry in clear terrain take double damage, as do mechanized infantry. Being in an APC prevents them from spreading out in the hex. (And the entire unit might be killed if the vehicle is destroyed.)

Infantry do normal damage to each other.

Burst-fire weapons (Light, standard and heavy machine guns, anti-personnel gauss rifles, and small and micro pulse lasers) do from 1d6 to 3d6 damage to infantry, depending on the weapon. Machine gun infantry platoons do an extra 1d6 damage to other infantry. Flamers cause 4d6 damage to infantry.

 

The writers of the latest edition realized that a narrow beam of energy isn't going to be that effective against 28 men spread out over a 30m wide area. Which is also why artillery now does double damage against infantry.

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Re: Battletech Elemental Suit

 

Yes, infantry in clear terrain take double damage, as do mechanized infantry. Being in an APC prevents them from spreading out in the hex. (And the entire unit might be killed if the vehicle is destroyed.)

Infantry do normal damage to each other.

Burst-fire weapons (Light, standard and heavy machine guns, anti-personnel gauss rifles, and small and micro pulse lasers) do from 1d6 to 3d6 damage to infantry, depending on the weapon. Machine gun infantry platoons do an extra 1d6 damage to other infantry. Flamers cause 4d6 damage to infantry.

 

The writers of the latest edition realized that a narrow beam of energy isn't going to be that effective against 28 men spread out over a 30m wide area. Which is also why artillery now does double damage against infantry.

 

Sounds like it's getting beter thought out as time passes. What about minefields vs infantry?

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Re: Battletech Elemental Suit

 

Sounds like it's getting beter thought out as time passes. What about minefields vs infantry?

 

I couldn't tell you.

Minefields and artillery are optional non-tournament rules, so they don't appear in Total Warfare. They're in Tactical Operations, which won't be physically available until next month (maybe) and I haven't bought the PDF.

I only know about the effects of artillery because Total Warfare has Area Effect damage rules for bombs dropped from aircraft, which also apply to artillery.

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Re: Battletech Elemental Suit

 

Did they ever fix the Straifing maneuver? I seem to recall that (IMO) it was wildly inconsistent with the way the weapons worked.

 

Or, for a Battletech player who's been out of the game since FASA folded, what rulebooks should I get (if any) to become current? I already have The Battletech Master Rules, and Maximum Tech. But I don't have Total Warfare or Tactical Operations.

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Re: Battletech Elemental Suit

 

Sounds like it's getting beter thought out as time passes. What about minefields vs infantry?

 

 

Minefields are classified as area effect weapons so they do double damage to infantry, but infantry are less likely to detonate minefields than other units.

 

 

Did they ever fix the Straifing maneuver? I seem to recall that (IMO) it was wildly inconsistent with the way the weapons worked.

 

Or, for a Battletech player who's been out of the game since FASA folded, what rulebooks should I get (if any) to become current? I already have The Battletech Master Rules, and Maximum Tech. But I don't have Total Warfare or Tactical Operations.

 

Instead of the long wide path strafing used to use, attacks are made against a single row of up to 5 hexes, with separate attack rolls against each target in those hexes.

 

Catalyst Game Labs is currently updating the rules in a new series of rulebooks.

Total Warfare. Complete tournament play rules. Hardcover. Full color. 312 pages.

Techmanual. Complete construction rules (`Mechs, vehicles, infantry, fighters, dropships, support vehicles, battle armor, protomechs...). Hardcover. Full color. 352 pages.

Tactical Operations. Advanced, optional, and non-tournament rules and equipment. Hardcover. Full color. 424 pages.

 

Next is to be Strategic Operations, more optional rules on a larger scale, a lot of which were cut from Tactical Operations for space. I believe the book is to include a new version of the Battleforce rules. Later this year, maybe.

 

Next year is a new version of the Battletech RPG. Then there's Interstellar Operations and a setting sourcebook at some point.

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Re: Battletech Elemental Suit

 

Sounds good. Makes me wish I could drum up enough interest here in town to get in an actual game from time to time.

 

Have they changed enough that the old rulebooks (like what I have) are now obsolete, or just somewhat out of date? Like, are the weapons' stats unchanged (damage, heat, range, etc.)?

 

I've kinda always wished for more detailed construction rules that gave a mechanical reason for some mechs to be chicken-legged and others to have regular legs. :think:

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Re: Battletech Elemental Suit

 

Have they changed enough that the old rulebooks (like what I have) are now obsolete, or just somewhat out of date? Like, are the weapons' stats unchanged (damage, heat, range, etc.)?

 

they have added an assortment of new weapons systems over the years, but for the most part the basic stats havent changed.

 

I've kinda always wished for more detailed construction rules that gave a mechanical reason for some mechs to be chicken-legged and others to have regular legs. :think:

 

I've written up conversions for a lot of mechs, I treat the chicken leg mechs a little different, they can crouch lower and present less of a target, they also arent quite as stable if hit with physical attacks

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Re: Battletech Elemental Suit

 

The word you're looking for is digitigrade, although for 'Mechs it's not 100% accurate. In bipedal creatures, digitigrade is used to refer to one that walks on it's toes, using the length of the foot as an addition to the overall length of the leg. The advantage of this is that it lengthens the stride of the creature/mech, allowing for faster running speeds for a given energy input. And the longer the shin is relative to the thigh, the faster the creature can go as well.

 

Battletech doesn't take any of that into account. It's all pretty much about the artwork and what looks good. Sure, the Locust is fast on it's digitigrade legs, but the Spider is just as fast on it's regular legs.

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Re: Battletech Elemental Suit

 

I would suspect that digitigrade legs are actually better on flat, open ground and normal legs superior on rough terrain. After all, ostriches and kangaroos are found in open areas, not in mountains.

 

After all, humans are among the best all-terrian capable creatures of all time. Climbing, running, swimming; clear and rough terrain; humans can do it all except fly and walk up walls. Specialist forms may do some things better, but few if any do as well as we do in so many places.

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Re: Battletech Elemental Suit

 

Have they changed enough that the old rulebooks (like what I have) are now obsolete' date=' or just somewhat out of date? Like, are the weapons' stats unchanged (damage, heat, range, etc.)?[/quote']

 

Mostly just expansions and clarifications, and consolidating material from other books.

 

I found a couple threads on the Battletech boards.

Differences between Master Rules and Total Warfare here.

Differences between Aerotech 2 and Total Warfare here.

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Re: Battletech Elemental Suit

 

Mostly just expansions and clarifications, and consolidating material from other books.

 

I found a couple threads on the Battletech boards.

Differences between Master Rules and Total Warfare here.

Differences between Aerotech 2 and Total Warfare here.

 

I was reading those threads and came across the Wing inGround Effect Wings vehicles. If they ram a mech, would you roll on the punch location table since they "fly" 1 level off the ground?

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Re: Battletech Elemental Suit

 

I was reading those threads and came across the Wing inGround Effect Wings vehicles. If they ram a mech' date=' would you roll on the punch location table since they "fly" 1 level off the ground?[/quote']

 

WiGEs (and VTOLs, Airships, and Fixed-Wing Support Vehicles) can't make Charge attacks.

An accidental collision could occur due to sideslipping, which would use the normal hit location table, as opposed to a normal Vehicle vs. `Mech charge or collision, which would use the Kick table.

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