1

(12 replies, posted in Wardogs)

It does seem good overall, however a unit with a TS of 1-2 will now be able to stand still in cover (-1 or -2 to effective TS) and be unhittable.  This is admittedly a pretty small range of mechs, such as Size 4 Hydrofusion mechs with all Kinetic weapons, or Size 2 mechs with only an overall +1 adjustment to base TS.  It makes Cratering Charges more powerful, because a TS 3 mech could place one in the woods and be unhittable, which is a nasty situation.

However, besides the "always hit on a 1 regardless of modified TS" option this does seem the simplest.

2

(8 replies, posted in Wardogs)

Thanks for all the hard work Paul.

3

(8 replies, posted in Wardogs)

I just tried to enter the Fusilier into v15, and it appears that the auto-feed of the Equipment cells in the Design sheet are broken.  I only get a "0" appearing for all of them.

4

(8 replies, posted in Wardogs)

Hi Paul,

I think it will be a good addition.  I'll upgrade and see how things look when I get a spare moment.

Cheers,

Christopher

5

(10 replies, posted in Wardogs)

Well, I had made the same mistake, so don't feel bad.  And yes, I forgot to note the Reduced Ammo on the Flechette Guns.  I'll be entering the new mech designs into your spreadsheet when I get a chance.

PS - is it possible to attach pdf's of design sheets to these threads?  It would make posting new mech designs enormously easier.

6

(10 replies, posted in Wardogs)

I had used an increased Range along with Reduced Range on the LRM's (I thought the math made the long range band greater, was wrong), which resulted in a higher Offensive Rating for the weapons (since they are based on Range).  When I dropped the range the OR for the weapons went down.

7

(10 replies, posted in Wardogs)

Note: for those who may have reviewed this prior to 10/22, the Fusilier and its variant weapon systems have been modified in response to the clarification of the Reduced Range rule.  This lowered the Point Value of the Fusilier by 4, and effected the SRM's, MRM's, LRM's, LRIF's, and AWE's, as well as the HAMR, HEATR, and Flechette Gun.

8

(12 replies, posted in Wardogs)

The cumulative +1 is actually a pretty good idea, and would provide some interesting tension.  I would say that a failed Stability roll would cancel the accumulated bonus.

The overall issue is one of stacking modifiers.  There are four classes of modifiers, which can be combined to great effect: 1) tech that reduces TS, 2) tech that provides cover, 3) movement, and 4) cover.

Tech that reduces TS is in the form of Thermal Dampers (up to 67% TS reduction but pretty expensive), Stealth System (straight -2 but pretty cheap), Ceramic-composite Armor (straight -2 and very cheap, but +1 to Dmg is tough), and Organic Armor (straight -1 and regenerating armor for only 2EM and no downsides ... obviously needs campaign consideration).

Tech that produces cover are Cratering Charge (+1, but canceled out by the -1 mod for standing still), Smoke Dispensers (+3), and Decoy Flares (+5/+3/+1).

Movement modifiers are -1 for 0-2 moved, +1 for 6-8, +2 for 9-12, and +3 for 13+.  The -1 for not moving means that most units won't sit still unless they have cover to cancel out the penalty.  Most medium and even heavy mechs can get the +1, and most light mechs can get +2.  It's possible to design very light mechs that get +3.

Cover modifiers are +1 for partial cover and +2 for forests (which I suppose accounts for the biomass making the TS fuzzy).

Enhanced Sensors can give bonuses to hit, but they can be canceled out by Electronic Countermeasures, which more or less produces an arms race where everyone will try to buy max levels of both if possible.

So, just by using movement and cover you should be able to get anywhere from +2 to +4 in average situations, meaning that mechs with a TS of 2-4 are going to be very hard or even impossible to hit.  A TS of 2-4 is easy to achieve with the use of Thermal Dampers by themselves, even for Fusion powered mechs with multiple hot weapons systems.  Given this math, the use of Smoke Dispensers and Decoy Flares essentially represent turns of being invulnerable to targeting, but they are limited in number (and you might want to save some in case your Thermal Dampers get hit).

Some possible variants to consider, depending on what flavor campaign you want to run:

1) Don't allow Thermal Dampers and Stealth Systems to stack, i.e. Stealth System is just a variant of Thermal Dampers and you have to choose one type or the other.
2) Reduce the effectiveness of Smoke to +1, and Flares to +3/+2/+1.
3) Reduce the number of Smoke charges to 3 and Flares to 1.
4) Don't allow Smoke and Flares to stack with Thermal Dampers or Stealth System, the "fluff" behind this being that they create a negative-effect cold halo that can be targeted just as easily as a TS.  If you use this one, you probably don't have to use #2 and #3!
5) Don't allow Electronic Countermeasures, which will allow Enhanced Sensors to cancel out a lot of bonuses, but will result in a bit of an arms race with everyone wanting L3 Sensors.
6) Use full Size instead of half size for calculating base TS.  Sounds radical, but given the math of the Thermal Dampers this will only result in an increase in final TS of 1-2.  However, it might be enough to make targeting easier and still leave the rest of the systems in place as is.

As for my campaign, I think I'll go for #1 and not mix Dampers and Stealth.  I like the idea of Smoke and Flares being "oh shit" resources that you use to save your shiney ass after your Dampers get taken offline, so I'll probably use #4 but not #2 or #3.  I'm not sure if I'll use #5 or #6.

9

(10 replies, posted in Wardogs)

Fusilier Weapon Variants

may be substituted for the E-Mag Cannon, both @ 10HP

Cold Plasma Shield-Resonant Anti-Materiel (S-RAM) Rifle
RNG 5, RoF 1, DMG d6
Energy Weapon, Thermal 1
Inverted & Doubled Range Mod's, Shield Resonant, Sniper Scope
(Slow Firing x2, base RoF 3)

may be substituted for any missile battery, all @ 5HP

4cm General Purpose Missile (GPM) Pack
RNG 5, RoF 1, DMG d10, Ammo 13
Ballistic Weapon, Thermal 1
External

4cm Short Range Missile (SRM) Pack
RNG 6, RoF 1, DMG d10, Ammo 23
Ballistic Weapon, Thermal 1
External, Reduced Range (6/12/16), Doubled Range Mod's

4cm Medium Ranged Missile (MRM) Pack
RNG 5, RoF 1, DMG d10, Ammo 7
Ballistic Weapon, Thermal 1
External, No Range Mod's

4cm Long Range Missile (LRM) Pack
RNG 5, RoF 1, DMG d10, Ammo 14
Ballistic Weapon, Thermal 1
External, Inverted & Doubled Range Mod's

4cm Long Range Indirect Fire (LRIF) Pack
RNG 5, RoF 1, DMG d10, Ammo 7
Ballistic Weapon, Thermal 1
External, Indirect Fire Capable, Inverted & Doubled Range Mod's

Airburst Widespread Explosives (AWE) Pack
RNG 6, RoF 1, DMG d4-2, Ammo 16
Ballistic Weapon, Thermal 1
External, Airburst Warheads, Multiple Warheads, Reduced Range (6/12/16), Doubled Range Mod's

may be used as a variant missile type for any battery at no cost

Direct-fire Unguided Munition (DUM) Missile variant
Increase RoF to 2
Re-roll Dmg

Example (same standard HP cost of 5):
4cm General Purpose Missile (GPM) DUM Pack
RNG 5, RoF 2, DMG d10, Ammo 13
Ballistic Weapon, Thermal 1
External, Re-roll Dmg

may be substituted for the HAMR, both @ 2HP

Heavy Explosive Anti-Tank Rifle (HEATR)
Rng 4, RoF 2, Dmg d8
Kinetic Weapon, Thermal 0
Hand Carried, Reduced Range (4/8/10), Armor Piercing, Doubled Range Mod's, Heavy Explosive

10

(10 replies, posted in Wardogs)

The Fusilier

The Fusilier is a flexible medium mecha designed to dominate the battlefield through maneuver and overwhelming firepower.  In its standard configuration, it combines the long range firepower of a Cold Plasma E-Mag Cannon and two batteries of 4cm LRM's, capable of reducing the most heavily armored targets to smoldering scrap in short order.  Enemies who seek to avoid these weapons and bring the fight to close range are met by the Fusilier's hand-held Heavy Anti-Materiel Rifle (HAMR), while those closing in for hand-to-hand combat are targeted by twin Flechette guns.  Backing up these weapons systems is an advanced sensor array capable of tracking the most difficult targets, and an energy dispersion system masking the Fusilier's own profile.

The Fusilier's weapon systems, especially its missile batteries, are designed to be modular in nature.  A wide variety of battery types are available, chosen according to the needs of the particular mission.  These include General Purpose missiles, SRM's, MRM's, the standard LRM's, indirect fire missiles, and airburst area effect anti-infantry missiles.  The E-Mag Cannon may be replaced by a S-RAM (Shield-Resonant Anti-Materiel) Rifle when fighting enemies known to make use of Energy Shield technology.  There is also a variant of the HAMR using heavy explosive shells, affectionately dubbed the HEATR (Heavy Explosive Anti-Tank Rifle).

The Fusilier's main weaknesses are it's somewhat light armor (although this is mitigated to some extent by its use of crystal reinforced alloy), and the vulnerability of its externally mounted weapons.  This tends to force Fusilier companies to press their attack quickly in order to gain the full advantage of their firepower before the enemy can wear them down, however the mechas are maneuverable enough to take advantage of terrain where possible.  A new variant of the Fusilier using the superior alloy armor developed for the Grenadier class mecha is in development, however commanders are said to be reluctant to accept the downgrading of the Fusilier's traditional weapon systems which would be required to offset the increased weight of the armor.

Point Value: 295
Unit Type: Mecha
Size: 6
Tech Level: Fusion
Movement Points: 9
Stability Modifier: +4
Thermal Signature: 3 (base 9)
Armor Points: 5 (Crystal Reinforced Alloy)

Equipment: Superior Gyroscope, Thermal Dampers L4, Decoy Flares (2), Smoke Dispenser (5), Enhanced Sensors L3

Construction: Right Arm with Hand, Left Arm with Hand, Legs, Waist Turret, Crystal Reinforced Alloy

Cold Plasma Energy Magnified (E-Mag) Cannon (Center Torso)
RNG 5, RoF 1, DMG d10
Energy Weapon, Thermal 1
Inverted & Doubled Range Mod's
(Slow Firing x2, base RoF 3, Extra Damage, base Dmg d8)

4cm LRM Pack (Right Torso)
RNG 5, RoF 1, DMG d10, Ammo 14
Ballistic Weapon, Thermal 1
External, Inverted & Doubled Range Mod's

4cm LRM Pack (Left Torso)
RNG 5, RoF 1, DMG d10, Ammo 14
Ballistic Weapon, Thermal 1
External, Inverted & Doubled Range Mod's

Heavy Anti-Materiel Rifle (HAMR) (Right Hand)
RNG 4, RoF 3, DMG d8, Ammo 3 (2 Extra Magazines)
Kinetic Weapon, Thermal 0
Hand Carried, Reduced Range (4/8/10), Armour Piercing, Doubled Range Mod's

Flechette Gun (Waist Turret)
RNG 1, RoF 3, DMG d4, Ammo 5 (Reduced Ammunition)
Kinetic Weapon, Thermal 0
Reduced Range (1/-/-), Armor Piercing, Doubled Range Mod's

Flechette Gun (Waist Turret)
RNG 1, RoF 3, DMG d4, Ammo 5 (Reduced Ammunition)
Kinetic Weapon, Thermal 0
Reduced Range (1/-/-), Armor Piercing, Doubled Range Mod's

11

(10 replies, posted in Wardogs)

The Mecha Battalions of the Interstellar Corps are the sword and shield of the Third Empire, constantly engaged in protecting its far-flung worlds and carrying the Imperial Edict into new systems.  Each battalion is composed of six companies, each of four mecha, with a typical Line Battalion numbering 4 companies of Fusilier medium mecha, 1 company of Voltiguer light mecha, and 1 company of Grenadier heavy mecha.

The following entries will describe what is currently known about the Mecha of the Imperial Interstellar Corps, with more information being added when available.

12

(1 replies, posted in Wardogs)

This isn't specifically prohibited in the various armor descriptions, but can different armor types be combined?  Yes, it would get very expensive, but for instance a "Superior Alloy" of "Crystal Reinforced Alloy" sounds perfectly plausible, but very effective.

13

(12 replies, posted in Wardogs)

Actually, now that I think about it, there isn't anything that would prevent the internal game logic from being ported over to physical targeting versus thermal targeting (this applies to the Steamtech vs High Tech thread as well).

Thermal Signature = Targeting Signature, based on Size.
Tech Modifier is due to size of power plant.
Thermal Dampers = Technical Developments that allow the same technology to be fit into a smaller frame, i.e. micro-sizing.
Stealth System = Stealth System
Ballistic and Energy Weapons increase TS because they are simply physically bigger than kinetic weapons.
Weapon Mod's that increase or decrease TS are likewise due to space requirements for the equipment.

Due to the % math of the "Thermal Dampers", using full Size instead of half Size for the TS would only raise the final TS by 1-2, but it would make the balancing of TS and equipment and weapons harder, and would doubtless make for a bloodier game.  I think there might be a "wait and see who runs out of smoke" effect, but that's already built in to the system to a certain degree.

14

(1 replies, posted in Wardogs)

Just checking:

Under EMP Warhead it says that it may only combine with "Extra Launch Tube/Barrel" (and Indirect Fire Capable and Reload).  I assume that this meant "Multiple Launch Tubes" but then it struck me that it was very similar to "External Tube/Barrel".  Is it Multiple or External?

Also, does a mech that is hit with an EMP in the fire phase get "frozen" before the melee phase in the same turn?

15

(12 replies, posted in Wardogs)

It is a crucial part of the game, and one I haven't quite worked out yet.  Most of my playtesting had been with "non-maximized" Battletech conversions without using most options, so it wasn't so apparent, however it is very easy to reduce Thermal Sig's to very low or even impossible levels.

Using L4 Thermal Dampers, it is very easy to construct powerful mechs with TS's of 3-4, and possible but difficult to create mechs with TS's of 1-2 (especially is using fission rather than fusion, and sticking to kinetic weapons).  They will usually have enough MP's to get +1 or even +2 to the lock roll, cover can give them another +1 to +2, and use of smoke can give another +3 (the more precious decoy flares +5).

For instance, I've designed a series of mechs for my campaign.  The Voltiguer is a light mech that can move 12 and jump 9, and has a TS of 3.  The Fusilier is a medium mech that can move 9 and also has a TS of 3.  The Grenadier is a medium-heavy mech that can move 7 and has a TS of 4, but has 10 armor!  All of them have Smoke and Flares on top of that, and (especially the Fusilier) have fearsome arsenals of weapons and multiple levels of Enhanced Sensors.  I'll post these soon for comparison.

Possible solutions to this are using cheap levels of Enhanced Sensors (3 max, -1 lock per level), using the rare area effect weapons (ballistic airburst and/or multiple warheads, or EMP), or melee.  Enhanced Sensors can be countered to some extent by the more expensive levels of Electronic Countermeasures (2EM per level compared to 1EM per level for Sensors, max 2 levels).  Airburst weapons target the hex rather than the target (base 5), but are -2 DMG.  Multiple warhead weapons automatically hit the surrounding hexes, but have to hit a target first (combining the two is possible, makes a great anti-infantry weapon, but is hard to make effective versus mechs).  EMP's knock a target out for a turn - but you have to hit it first.  Melee has its own problems, one of which is exposing yourself to close-range fire.  In general, melee weapons are rather ineffective compared to specialized short-range weapons, but if you can avoid being hit and get into melee, it is the one solid option - unfortunately not as effective versus the smaller mechs that probably also have the lower TS's in the first place.  Also, if you're not really taken with the idea of mecha melee, then you shouldn't be forced into it by the remote targeting system.

Of course, Veteran pilots are another solution, if you have them, but then again Green pilots are another problem!

I haven't figured out a real solution to this yet.  I think part of the problem might be that range now effects damage instead of "to hit", although both make sense.  However, while it would be easy to rate weapons for "to hit" bonuses in the same way as damage, you would then have to roll for each weapons system.  Doing away with Electronic Countermeasures, or having them only effect AI, would be another balancing factor (and is something I'm thinking of using in my games).  After all, you already have Dampers and Stealth Systems to mask your TS, so what does EC do on top of that against thermal targeting?  Using a minimum TS of 1 would be another thing to consider, but would change the game a bit.  Combining a minimum TS of 1 and rolling for "lock" for each weapon system would change the system even more.

A possibly bloody way to go would be to use Full Size (instead of the half for TS) if in "open terrain", i.e. if you are in full visual view of the targeting systems and any Thermal Sig is just a bonus.  You would then use the standard TS if in cover of any sort, when the Thermal Sensing really comes into play.  It might just result in a game of hide-and-seek in cover, but then again cover is already important anyway.

I would be interested to hear other thoughts!

16

(14 replies, posted in Wardogs)

Yep, I have almost all of the 15mm infantry types, and some of them would work very well.  In fact, the "walkers" from the 6mm line (which are 12-15mm tall) would look pretty good as medium mechs compared to the 15mm PA, which are bulkier.  There is even a selection of melee types in the PA.

17

(18 replies, posted in Wardogs)

Hmm ... I have all the HG and JC books, but I'm not sure that I know the system well enough to stat them out the same way I did the BTech mechs (which I still need to update and expand to include all the 3025 era mechs).

It's a good idea though!

18

(14 replies, posted in Wardogs)

There are also a couple of companies that make 15mm mechs (i.e. 15mm tall), which can easily be customized with bits of wire and such, and depending on the size might work.  GZG make 3-4 different varieties.

19

(3 replies, posted in Wardogs)

I haven't tried it, but I would imagine that with Clockwork and Steamtech you could just base the To Hit roll on the unit Size.  You could also keep the Lock system as-is (or use Size instead of Half Size for the base number), and assume all the rest of the modifiers are for "steam and clanking" and such.  By Combustion tech you could reasonably infer IR systems and computerized targeters, etc.

One of the possible aberrations of the Thermal Sig system is when units have a low TS (1-2) and enough movement adjustments (and/or cover) to present a TS of 0 or less pretty much every turn.  Low Tech mechs probably won't have that problem, although Clockwork has that nasty TS base of 0.  By the way, I always favored rating Steamtech as 0.85 instead of 0.8, a small but statistically significant advantage for the cost of the increased TS mod.

20

(8 replies, posted in Wardogs)

Cool.

Weapon: Heavy Needle Pistol
Type: Kinetic
Range: 3/6/9
RoF: 1
Damage: d8
Mod's: Hand Carried, Armor Piercing Shells
Ammo: 3
HP Cost: 1

Weapon: Light Needle Pistol
Type: Kinetic
Range: 3/6/9
RoF: 3
Damage: d4
Mod's: Hand Carried, Armor Piercing Shells
Ammo: 3
HP Cost: 1

21

(2 replies, posted in Wardogs)

Throwing: no method is specified for the To Hit roll used to throw a unit at another unit, so I assume it is the standard Melee To Hit roll?

Ramming: there is no damage to the ramming unit specified, but the Ram Plate equipment reduces the damage rating of ramming damage to the rammer by one, so I assume the rammer normally takes the same damage as the target?

22

(1 replies, posted in Wardogs)

For Aerial Mod: Jet-assisted Flight, the text says that you use 2/3 of the "basic speed" for the jump speed.  I've always assumed that this meant "final land speed" (i.e. after all adjustments + or - to the initial speed).  However, a stricter reading (that Paul uses in his spreadsheet) might suggest it means the "base" speed before subtracting armor (unlikely) or the "adjusted base" speed only taking into account armor (which Paul uses).  Which is it?

So, if a mech had a base speed of 16, which got decreased to 11 after adding 5 points of armor, and then got increased to 12 by paying EM's, which speed do you use to calculate jump jet speed?  11 or 12?

23

(8 replies, posted in Wardogs)

That's what I thought about dual-wielding them, but how about wielding a single 1HP "pistol" in one hand and leaving the other hand free?  That would leave the free arm to shoot another weapon or punch ... maybe not too bad if both sides are playing by the same rules.  I'm imagining a "swashbuckling" mech with a pistol in one hand and a sword in the other.  wink

24

(8 replies, posted in Wardogs)

Okay, this is a bit cheezy, but when reading the description of Hand Carried weapons the part about the 2HP limit representing 1HP per hand got me thinking ... what about designing 1HP "pistols" that only need one hand?

25

(0 replies, posted in Wardogs)

I was playing around and designed a mech with four arms, two hand-carried weapons, and two external tube missile packs ...

Looked great, and then I remembered the 1-in-6 chance of getting either type of weapon destroyed on any damaging hit.  It then came to mind that there were a couple of ways to play this when you had multiple weapons of that type:

1. Least Forgiving. Roll 1d6 per HC or External weapon every time you are hit, and all 1's result in a weapon being hit and destroyed.  That means the above example mech would roll 4d6 every time it was hit, would be likely to lose at least one weapon per hit, and could lose multiple weapons per hit.

2. Most Forgiving. Only roll 1d6 regardless of how many HC or External weapons you have, and if it comes up 1 then you lose one weapon. Unlikely to lose a weapon with each hit, and only lose one at a time.

3. Middle Ground. Roll 1d6 per weapon, but regardless of how many 1's come up you can only lose one weapon per hit.  More likely to lose weapons, but will only lose one weapon per hit.

Any opinions?

Cheers,

Christopher