Topic: Classic Battletech Mech Conversion

Locust LCT-1V

The Locust was originally designed as a light and fast recon vehicle, a role it has fulfilled well for both the old Star League and the later Successor States.  Lightly armed and very mobile, it offers fast recon ability as well as quick strike capability. The Locust of 3025 retains these features, but in many cases also acts as a front-line 'Mech. The 'Mech's weakness is its size. Though it often packs a great deal of firepower, many Locusts do not have enough heat sinks to be able to use all their weapons effectively. As speed is one of its major assets, the LCT-1V is often placed where the front is fluid, as it is quick enough to respond to a possible enemy breakthrough.  More often, however, the Locust must fight a holding action until larger, better equipped 'Mechs can arrive. It is the rare Mechwarrior who enjoys piloting a Locust for any length of time.  It is currently the smallest of all 'Mechs used and thus is outclassed by just about every other 'Mech on the field.  Lacking the jump jets and hands of other smaller 'Mechs, the Locust is limited in close firefights or in 'Mech-to-'Mech combat. As a direct hit by almost any weapon on the battlefield can destroy or quickly cripple a Locust, it is usually deployed in groups of three, which then have the ability to encircle opposing 'Mechs.  Many large 'Mechs that wander off in battle have fallen to such an attack.

Unit Type: 5 (Mecha)
Unit Size: 3 (Light) (20-25 CBT tons)
Technology Level: 6 (Fusion)
Armor: 3 (Size x 92% armor)
Movement Points: ((Tech Level) x (MP Multiplier)) – ((Size) + (Armor)) = 18 – 6 (convert) = 12 (CBT Running)
Thermal Signature Base: ((Size) / 2) + (Tech Mod) = 5 + 2 (Medium Laser) = 7 – 5 (Improved Thermal Dampers 66%) = 2
Stability Bonus: +3 (Superior Gyroscope), +1 (Legs), +2 (Boosted Reflex Actuators) = +6

Equipment Modules Spent: 2 (armor), 1 (Ejection System), 2 (Superior Gyroscope), 5 (Improved Thermal Dampers 25%), 1 (Right Arm), 1 (Left Arm), 3 (Boosted Reflex Actuators 15%, Melee ROF +1), 1 (Legs), 1 (Decoy Flare), 1 (Smoke Dispenser) = 18

Hard Points Spent: 1 (Ejection System), 3 (Medium Laser), 6 (2 Machine Guns) = 10

1 “Martell” Medium Laser (Center Torso): Energy Weapon
Weapon Type Divisor: 5
Thermal Signature Modifier: +3 – 1 (Slow Firing) = +2
Base Ammunition Load: Unlimited
Range Rating: 3 (3/6/9)
Rate of Fire: 2 – 1 (Slow Firing) = 1
Damage Rating: 2 (d6)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 0.75 (Slow Firing) x 1.75 (Durable) = 3
Offensive Rating: (HP's) x ((Range) + (MP's)) = 45 + (Offensive) = 50

2 “Martell” Heavy Machine Guns (Right Arm, Left Arm): Kinetic Weapon
Weapon Type Divisor: 2
Thermal Signature Modifier: +0
Base Ammunition Load: 10 + 20 (Extra Ammunition x2) = 30
Range Rating: 1 (1/2/3)
Rate of Fire: 3
Damage Rating: 1 (d4)
Hard Points: (((Range) x (ROF) x (Damage)) / (Divisor)) x 0.75 (Double Range Penetration) x 1.75 (Durable) x 1.25 (Extra Ammunition x2) = 3
Offensive Rating: (HP's) x ((Range) + (MP's)) = 39 + (Offensive) = 44

Offensive Rating: 138

Defensive Rating: ((Armor) x (MP's)) / (Thermal) = 18 + (Defensive) + (Stability) = 31 x (Size) = 93

Basic Point Cost: (Offensive) x (Defensive) = 12,834 (square root) = 113

(by CATenWolde)

Re: Classic Battletech Mech Conversion

Phoenix Hawk PXH-1

Clearly superior to its lighter cousins, the Phoenix Hawk also functions as a scout. Its armor permits it to sustain combat situations, and its array of one heavy and two medium lasers will give other medium 'Mechs like the Griffin and Wolverine a run for their money. The Phoenix Hawk quickly became a staple of Star League recon forces. Pilots liked its ease of handling, and its speed made it well-suited to raiding and scouting. The Tek Tru-Trak targeting computer system was a highly advanced piece of equipment, giving the Phoenix Hawk's ranged fire a deadly accuracy. Since the destruction of the Star League's major computer industries, maintenance and repair of Tru-Traks has declined considerably, as very few Techs have the specialized knowledge to service them. The multi-channel Tek BattleCom communications gear, which is heavily shielded to protect against battlefield interference, makes the Phoenix Hawk well-suited to a command/forward operations role. The swift 'Mech may also be outfitted with jamming and ECM gear. The PXH often serves in light regiments and scout lances.

Unit Type: 5 (Mecha)
Unit Size: 5 (Medium) (40-45 CBT tons)
Technology Level: 6 (Fusion)
Armor: 4 (Size x 83% armor)
Movement Points: ((Tech Level) x (MP Multiplier)) – ((Size) + (Armor)) = 15 – 6 (convert) = 9 (CBT Running)
Thermal Signature Base: (Size) / 2 + (Tech Mod) = 6 + 7 (Large Laser, 2 Medium Lasers) = 13 – 9 (Improved Thermal Dampers 66%) = 4
Stability Bonus: +3 (Superior Gyroscope), +1 (Legs), +2 (Boosted Reflex Actuators) = +6

Equipment Modules Spent: 6 (armor), 1 (Ejection System), 2 (Superior Gyroscope), 6 (Improved Thermal Dampers 25%), 3 (Jet-assisted Flight 10%, 6 MP's), 4 (Boosted Reflex Actuators 15%, Melee ROF +1), 1 (Right Arm w/ hand), 1 (Left Arm w/ hand), 1 (Legs), 1 (“Tru-Trak” Enhanced Sensors level 1, -1 lock), 6 (“Tek BattleCom” C-3 System), 2 (“No-Trak” ECM level 1, +1 to Enhanced Sensor locks / +2 to AI locks), 1 (Cratering Charge), 1 (Decoy Flare), 1 (Smoke Dispenser) = 37

Hard Points Spent: 1 (Ejection System), 5 (Large Laser), 4 (2 Medium Lasers), 3 (2 HMG's) = 13

1 “Tough-Tek” Large Laser (Right Arm): Energy Weapon
Weapon Type Divisor: 5
Thermal Signature Modifier: +3
Base Ammunition Load: Unlimited
Range Rating: 5 (5/10/15)
Rate of Fire: 1
Damage Rating: 3 (d8 )
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.75 (Durable) = 5
Offensive Rating: (HP's) x ((Range) + (MP's)) = 70 + (Offensive) = 81

2 “Cool-Tek” Medium Lasers (Right Arm, Left Arm): Energy Weapon
Weapon Type Divisor: 5
Thermal Signature Modifier: +3 – 1 (Slow Firing) = +2
Base Ammunition Load: Unlimited
Range Rating: 3 (3/6/9)
Rate of Fire: 2 – 1 (Slow Firing) = 1
Damage Rating: 2 (d6)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 0.75 (Slow Firing) = 2
Offensive Rating: (HP's) x ((Range) + (MP's)) = 24 + (Offensive) = 35

2 “Scatter-Trak” Heavy Machine Guns (Right Arm, Left Arm): Kinetic Weapon
Weapon Type Divisor: 2
Thermal Signature Modifier: +0
Base Ammunition Load: 10 + 10 (Extra Ammunition) = 20
Range Rating: 1 (1/2/3)
Rate of Fire: 3
Damage Rating: 1 (d4)
Hard Points: (((Range) x (ROF) x (Damage)) / (Divisor)) x 0.75 (Double Range Penetration) x 1.25 (Extra Ammunition) = 1
Offensive Rating: (HP's) x ((Range) + (MP's)) = 10 + (Offensive) = 21

* Note: 2nd (Left Arm) Scatter-Trak has enlarged magazine, holding an additional 2 x Extra Ammunition loads (20 rounds, 40 total).  These extra rounds can be used by the Left Arm weapon as normal, or transferred to the Right Arm weapon between battles.
Hard Points: 2
Offensive Rating: 31

Offensive Rating: 203

Defensive Rating: ((Armor) x (MP's)) / (Thermal) = 9 + (Defensive) + (Stability) = 24 x (Size) = 120

Basic Point Cost: (Offensive) x (Defensive) = 24,360 (square root) = 156

(by CATenWolde)

Re: Classic Battletech Mech Conversion

Very nice.

So how would SRM's and LRM's work?
:twisted:

Oh! and your evil as well since now I feel I got to go and convert my fav mech across.

DRN-1G Grand Dragon.
Looking at your conversions I am guessing that 60-65 tons would be size 7?

Re: Classic Battletech Mech Conversion

BTech Tons  Size Class / Armor per CATenWolde's scale

20   3

25

30   4

35

40   5

45

50   6

55

60   7

65

70   8

75

80   9

85

90   10

95

100

Re: Classic Battletech Mech Conversion

Faustus21 wrote:

Very nice.

So how would SRM's and LRM's work?
:twisted:

Oh! and your evil as well since now I feel I got to go and convert my fav mech across.

DRN-1G Grand Dragon.
Looking at your conversions I am guessing that 60-65 tons would be size 7?

Thanks!  The Grand Dragon is a nice mech, but a soft spot for the "Fab 14" as I call them - the first 14 mechs that came out with old basic rules.  I like to make them my test cases.  "Level 1 Play All the Way!"  wink

Missiles are going to be the only weapons that are significantly different in Wardogs, due to the expense of Reloads.  I'm working on the Wolverine now (which sports the ever-popular SRM6), and I chose to go with the "effect" rather than the specifics.  The SRM is really a crit-seeker, as its damage is almost negligible except to the smallest mechs.  So, I made the weapon essentially a "coup de grace" weapon that could be used to spray an already armor-weak opponent with lots of small missiles, hoping for those double-crit rolls after all the armor is gone.  In that situation, a SRM pack could be very effective - more so even than a single large weapon.

What I've got so far looks like this:

1 “Harpoon Mk. 6” Short Range Missile Pack (Left Torso): Ballistic Weapon
Weapon Type Divisor: 3.5
Thermal Signature Modifier: +1
Base Ammunition Load: 1 + 2 (Reload) = 2 (for each Launch Tube)
Range Rating: 3 (3/6/9)
Rate of Fire: 1 (for each Launch Tube)
Damage Rating: 1 (d4)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.6 (Multiple Launch Tubes x6) = 1 + 1 (Reload @ x0.8 each) = 2

I was thinking of using Reduced Damage, even on the d4, but thought it might be overkill, since the weapon already rated a 1 Hard Point cost.  The pack should probably be Linked to fire all tubes at once, but giving the pack the flexibility to fire 1-6 missiles makes up for the lack of ammo reloads, which are too expensive to take in any great number.  The fluff also suggests an External Mount for the Wolverine, but I chose to ignore it.

The other approach I thought of was to rate a single "salvo" as d8, but I don't think it had quite the right feel.  I also thought of simply making them a Kinetic weapon to ge taround the reload problem, but again the ability to scatter multiple tubes seemed a better fit.

LRM's are going to be another problem ... and the long-range AC's are a little short-changed with the current range cap's, but there are other ways to balance them and stay in theme.  I'm working on a Griffin next (PPC and LRM10), which should answer most of the rest of my questions.

In case you can't tell ... I'm really hoping that this will be the answer to keeping all that great Battletech "feel" without the "grind" of the combat system.

Cheers,

Christopher

Re: Classic Battletech Mech Conversion

In case you can't tell ... I'm really hoping that this will be the answer to keeping all that great Battletech "feel" without the "grind" of the combat system.

Thats music to my ears, love the setting and mechs, but hated how clunky the game could be.

Re: Classic Battletech Mech Conversion

Wolverine WVR-6R

The Wolverine's Crucis-A chassis is both light and durable, and the 'Mech is also equipped with medium Maximilian-60 armor. Early Wolverines were armed with only the Whirlwind autocannon and a single medium laser. The Harpoon 6-rack SRM launcher was later added to increase the 'Mech's firepower at close range. Originally intended to provide a full 360-degree firing arc, the ball-turret mounting of the Magna medium laser cannon is noteworthy. The weapon's traverse became restricted, however, when the shoulder-mounted Harpoon and the Tek BattleCom electronics blister were later added on. A fire-interrupt circuit also had to be added to prevent MechWarriors from damaging their own vehicles. The Wolverine is one of the heaviest 'Mechs to carry jump jets, and the Northrup 12000 engines must labor considerably to lift the 55-ton vehicle into the air. The jump jets are thus prone to breakdown, forcing House Kurita, for example, to scrap the jets altogether. The Wolverine's value as a command vehicle is enhanced by its Tek BattleCom system, a unit also used to good effect by the Orguss Phoenix Hawk. Well-shielded and with a multi-channel transmitter and receiver, the Tek comgear is an important facet of the Wolverine's success as a recon 'Mech. As a fast, medium recon vehicle, the Wolverine does not have impressive armor, which is as it should be. In combination with the medium laser and SRM launcher, the Whirlwind autocannon provides firepower adequate to allow the Wolverine to cover its own retreat or to support the advance or retreat of other 'Mechs. Despite its originally limited role, the Wolverine has proved to be a versatile BattleMech, suited to many different tasks.

Unit Type: 5 (Mecha)
Unit Size: 6 (Medium) (50-55 CBT tons)
Technology Level: 6 (Fusion)
Thermal Modifier: +3
Armor: 5 (Size x 82% armor)
Movement Points: ((Tech Level) x (MP Multiplier)) – ((Size) + (Armor)) = 13 – 5 (convert) = 8 (CBT Running)
Thermal Signature Base: (Size) / 2 + (Tech Mod) = 6 + 3 (Medium Laser) + 1 (SRM6) = 10 – 7 (Improved Thermal Dampers 66%) = 3
Stability Bonus: +3 (Superior Gyroscope), +1 (Legs), +2 (Boosted Reflex Actuators) = +6

Equipment Modules Spent: 8 (armor), 1 (Ejection System), 2 (Superior Gyroscope), 7 (Improved Thermal Dampers 25%), 3 (Jet-assisted Flight 10%, 5 MP's), 1 (Right Arm w/ hand), 1 (Left Arm w/ hand), 1 (Legs), 4 (Boosted Reflex Actuators 15%, Melee ROF +1), 1 (Weapon Turret, Medium Laser, 1 per 4 HP), 6 (“Tek BattleCom” C-3 System), 1 (Decoy Flare), 1 (Smoke Dispenser), 1 (Cratering Charge) = 38

Hard Points Spent: 1 (Ejection System), 11 (AC5), 2 (Medium Laser), 1 (SRM6) = 15

1 “Whirlwind Mk. 5” Auto-cannon (Right Arm): Kinetic Weapon
Weapon Type Divisor: 2
Thermal Signature Modifier: +0
Base Ammunition Load: 10 + 20 (Extra Ammunition x2) = 30
Range Rating: 4 (4/8/12)
Rate of Fire: 1
Damage Rating: 2 (d6)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.25 (Extra Ammunition) (x2) x 1.75 (Durable) = 11
Offensive Rating: (HP's) x ((Range) + (MP's)) = 132 + (Offensive) = 142

1 “Magna” Medium Laser (Head, Turreted): Energy Weapon
Weapon Type Divisor: 5
Thermal Signature Modifier: +3
Base Ammunition Load: Unlimited
Range Rating: 3 (3/6/9)
Rate of Fire: 1
Damage Rating: 2 (d6)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.75 (Durable) = 2
Offensive Rating: (HP's) x ((Range) + (MP's)) = 22 + (Offensive) = 32

1 “Harpoon Mk. 6” Short Range Missile Pack (Left Torso): Ballistic Weapon
Weapon Type Divisor: 3.5
Thermal Signature Modifier: +1
Base Ammunition Load: 5 + 10 (Extra Ammo x2) = 15 (for each Launch Tube)
Range Rating: 3 (3/6/9)
Rate of Fire: 1 (for each Launch Tube)
Damage Rating: 1 (d4)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.6 (Multiple Launch Tubes x6) x 0.75 (Linked Tubes) x 0.5 (Re-roll To Hit) x 1.5 (Extra Ammo) (x2) = 1
Offensive Rating: (HP's) x ((Range) + (MP's)) = 11 + (Offensive) = 21

* Note: Ballistic ammo loads are a compromise between CBT and Wardog values.  CBT ballistic ammo weighs essentially the same as kinetic ammo (LRM a bit more, SRM a bit less), while Wardog ballistic reloads are essentially replacements of the entire missile load.  For the purposes of CBT conversions, I have set the values at half that of kinetic ammo: starting load of 5 and x1.5 multiplier per reload.

Offensive Rating: 195

Defensive Rating: ((Armor) x (MP's)) / (Thermal) = 13 + (Defensive) + (Stability) = 30 x (Size) = 180

Basic Point Cost: (Offensive) x (Defensive) = 35,100 (square root) = 187

by CATenwolde

Re: Classic Battletech Mech Conversion

Griffin GRF-1N

The Griffin's armament is limited yet powerful. Its hand-held Fusigon PPC can inflict heavy damage at long ranges. This, combined with the drum-mounted Delta Dart LRM ten-rack, allows the Griffin to hit hard at long or medium ranges. Unfortunately, the Griffin is not equipped for close combat and must rely on other 'Mechs of its unit to provide most of the effective short-range fire. It is equipped with two massive battle fists in case hand-to-hand combat is necessary, however. One of the Griffin's special advantages is its high manoeuvrability relative to its tonnage. With a maximum speed of more than 80 kph and the use of its Rawlings 55 jump jets, the Griffin can outdistance any heavier 'Mechs that might do it harm. It is the CoreTek 275 fusion engine that allows the 'Mech to achieve such speeds. More massive and efficient than many heavier 'Mech engines, the CoreTek 275 is the real reason for the Griffin's long and successful career. By medium 'Mech standards, the Griffin's defensive armor is substantial. However, it must often confront heavier 'Mechs (in support of other medium vehicles). Because of this, two false armor baffles have been added to the shoulder assemblies of each arm on most Griffins. These baffles give additional, yet limited, protection to the long-range missile drum and the head/cockpit area. Two other small armor baffles are located on the legs, protecting the knee joint actuator assembly areas. As with many other early 'Mechs, the Griffin has a serious problem with overheating. Because the 'Mech is fitted with too few heat sinks for its large-caliber armament, a Griffin pilot is usually faced with the choice of either firing or fleeing. In most cases, he cannot do both without risking dangerous levels of heat build-up.

Unit Type: 5 (Mecha)
Unit Size: 6 (Medium) (50-55 CBT tons)
Technology Level: 6 (Fusion)
Armor: 5 (Size x 82% armor) + 1 (Shield) = 6
Movement Points: ((Tech Level) x (MP Multiplier)) – ((Size) + (Armor)) = 12 – 4 (convert) = 8 (CBT Running)
Thermal Signature Base: (Size) / 2 + (Tech Mod) = 6 + 3 (PPC) + 1 (LRM10)  = 10 – 7 (Improved Thermal Dampers 66%) = 3
Stability Bonus: +3 (Superior Gyroscope), +1 (Legs), +2 (Boosted Reflex Actuators) = +6

Equipment Modules Spent: 8 (armor), 1 (Ejection System), 2 (Superior Gyroscope), 7 (Improved Thermal Dampers 25%), 3 (Jet-assisted Flight 10%, 5 MP's), 1 (Right Arm w/ hand), 1 (Left Arm w/ hand), 1 (Legs), 4 (Boosted Reflex Actuators 15%, Melee ROF +1), 1 (“armor baffles” Shield), 1 (Smoke Dispenser), 1 (Decoy Flare), 1 (Cratering Charge) = 32

Hard Points Spent: 1 (Ejection System), 2 (Battlefists), 5 (PPC), 8 (LRM10) = 16

1 “Fusigon” Particle Projection Cannon (Right Arm): Energy Weapon
Weapon Type Divisor: 5
Thermal Signature Modifier: +3
Base Ammunition Load: Unlimited
Range Rating: 5 (5/10/15)
Rate of Fire: 1
Damage Rating: 3 (d8 ) + 1 (Extra Damage) = 4 (d10)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.5 (Extra Damage) = 5
Offensive Rating: (HP's) x ((Range) + (MP's)) = 65 + (Offensive) = 71

1 “Delta Dart Mk. 10” Long Range Missile Pack (Right Torso): Ballistic Weapon
Weapon Type Divisor: 3.5
Thermal Signature Modifier: +1
Base Ammunition Load: 5 + 15 (Extra Ammo x3) = 20 (for each Launch Tube)
Range Rating: 6 (6/12/18 )
Rate of Fire: 1 (for each Launch Tube)
Damage Rating: 2 (d6)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.2 (Multiple Launch Tubes x2) x 0.75 (Linked Tubes) x 1.6 (Indirect Fire Capable) x 0.5 (Re-roll To Hit) x 1.5 (Extra Ammo) (x3) = 8
Offensive Rating: (HP's) x ((Range) + (MP's)) = 112 + (Offensive) = 118

* Note: Ballistic ammo loads are a compromise between CBT and Wardog values.  CBT ballistic ammo weighs essentially the same as kinetic ammo (LRM a bit more, SRM a bit less), while Wardog ballistic reloads are essentially replacements of the entire missile load.  For the purposes of CBT conversions, I have set the values at half that of kinetic ammo: starting load of 5 and x1.5 multiplier per reload.

Battlefists (Hands): Melee Weapon
Weapon Type Divisor: 1
Thermal Signature Modifier: +0
Base Ammunition Load: Unlimited
Range Rating: 1
Rate of Fire: 1
Damage Rating: 2 (d6)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) = 2
Offensive Rating: (HP's) x ((Range) + (MP's)) = 18 + (Offensive) = 24

Offensive Rating: 213

Defensive Rating: ((Armor) x (MP's)) / (Thermal) = 16 + (Defensive) + (Stability) = 30 x (Size) = 180

Basic Point Cost: (Offensive) x (Defensive) = 38,340 (square root) = 196

(by CATenWolde)

Re: Classic Battletech Mech Conversion

Grand Dragon DRG-1G

With its high speed and better-than-average firepower, the Dragon is intended as a close assault vehicle. In stagnant battles with little or no movement, Kurita commanders often hold the Dragon in reserve until they discover a weakness in the enemy line. They then further soften this weakness with bombardment, troops, or tanks until a crack in the enemy line appears. At this point, the Dragons are turned loose to rush through the gap and exploit the advantage. The Dragon's design serves this purpose well. The 'Mech's overall squat shape makes it both a small target for weapons and a difficult opponent to knock to the ground in a brawl. The 'Mech's thick-armored torso, especially its back, also gives the Dragon the ability to take punishment when surrounded by the enemy, a common occurrence. The efficiency of the design has one drawback, however. Some Dragon pilots become so overconfident of their 'Mech that they often risk themselves and their machines unnecessarily by confronting heavier opponents such as a Zeus or a Warhammer. Some extra discipline usually cures surviving warriors of this bad habit. What the Dragon does not have are reliable hip actuators. The military brass disregarded engineering reports calling for a heavier actuator design in favor of a cheaper actuator made on nearby Luthien. As a result, the Dragon can suffer from burned micro-bearings, requiring frequent overhauls of the hip assembly.

A major variant on the Dragon design, known as the Grand Dragon, has appeared recently. Inspired by Takashi Kurita's desire for a more powerful 'Mech, Combine engineers have devised changes that make the Dragon an even more fearsome opponent. Replacing the autocannon on the right arm is a Lord's Thunder PPC. Another medium laser takes the space vacated by the autocannon ammo. In an effort to compensate for the extra heat generated, two more heat sinks were added. As the Grand Dragon has yet to be battle-tested, no one is certain of how it will perform with the extra heat burden.

Unit Type: 5 (Mecha)
Unit Size: 7 (Heavy) (60-65 CBT tons)
Technology Level: 6 (Fusion)
Armor: 6 (Size x 79% armor)
Movement Points: ((Tech Level) x (MP Multiplier)) – ((Size) + (Armor)) = 11 – 3 (convert) = 8 (CBT Running)
Thermal Signature Base: (Size) / 2 + (Tech Mod) = 7 + 7 (PPC, 2 x Medium Lasers) + 1 (LRM10)  = 15 – 10 (Improved Thermal Dampers 66%) = 5
Stability Bonus: +3 (Superior Gyroscope), +1 (Legs), +2 (Boosted Reflex Actuators), +1 (Special) = +7

Equipment Modules Spent: 15 (armor), 1 (Ejection System), 2 (Superior Gyroscope), 8 (Improved Thermal Dampers 25%), 1 (Right Arm), 1 (Left Arm), 3 (pair of Legs, plus +1 Stability effect of squat design as per additional pair of legs), 5 (Boosted Reflex Actuators 15%, Melee ROF +1), 1 (Smoke Dispenser), 1 (Decoy Flare), 1 (Cratering Charge)  = 39

Hard Points Spent: 1 (Ejection System), 5 (PPC), 8 (LRM10), 4 (2 Medium Lasers) = 18

1 “Lord's Light” Particle Projection Cannon (Right Arm): Energy Weapon
Weapon Type Divisor: 5
Thermal Signature Modifier: +3
Base Ammunition Load: Unlimited
Range Rating: 5 (5/10/15)
Rate of Fire: 1
Damage Rating: 3 (d8 ) + 1 (Extra Damage) = 4 (d10)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.5 (Extra Damage) = 5
Offensive Rating: (HP's) x ((Range) + (MP's)) = 65 + (Offensive) = 70

1 “Spear of Heaven Mk. 10” Long Range Missile Pack (Center Torso): Ballistic Weapon
Weapon Type Divisor: 3.5
Thermal Signature Modifier: +1
Base Ammunition Load: 5 + 15 (Extra Ammo x3) = 20 (for each Launch Tube)
Range Rating: 6 (6/12/18 )
Rate of Fire: 1 (for each Launch Tube)
Damage Rating: 2 (d6)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.2 (Multiple Launch Tubes x2) x 0.75 (Linked Tubes) x 1.6 (Indirect Fire Capable) x 0.5 (Re-roll To Hit) x 1.5 (Extra Ammo) (x3) = 8
Offensive Rating: (HP's) x ((Range) + (MP's)) = 112 + (Offensive) = 117

* Note: Ballistic ammo loads are a compromise between CBT and Wardog values.  CBT ballistic ammo weighs essentially the same as kinetic ammo (LRM a bit more, SRM a bit less), while Wardog ballistic reloads are essentially replacements of the entire missile load.  For the purposes of CBT conversions, I have set the values at half that of kinetic ammo: starting load of 5 and x1.5 multiplier per reload.

2 “Yari” Medium Lasers (Left Arm, Right Torso): Energy Weapon
Weapon Type Divisor: 5
Thermal Signature Modifier: +3 – 1 (Slow Firing) = +2
Base Ammunition Load: Unlimited
Range Rating: 3 (3/6/9)
Rate of Fire: 2 – 1 (Slow Firing) = 1
Damage Rating: 2 (d6)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 0.75 (Slow Firing) = 2
Offensive Rating: (HP's) x ((Range) + (MP's)) = 22 + (Offensive) = 27

* Note: Third Medium Laser mounted in Left REAR Torso not included.

Offensive Rating: 241

Defensive Rating: ((Armor) x (MP's)) / (Thermal) = 10 + (Defensive) + (Stability) = 26 x (Size) = 182

Basic Point Cost: (Offensive) x (Defensive) = 43,862 (square root) = 209

(by CATenWolde)

Re: Classic Battletech Mech Conversion

Battlemaster BLR-1G

The firepower that the BattleMaster can generate in one volley is staggering and more than deadly at close range. The reliable Donall PPC is its main fire weapon, with the laser systems as close support fire. The 'Mech is also equipped with machine guns against infantry attacks. The bulk of the ammunition for the SRMs and the machine guns is stored in one location, however, which at times results in internal explosions. Even if the BattleMaster loses all its weapons it still has its manipulative hands. In emergencies, it can disengage the Donal PPC in order to have both hands free. Though BattleMasters were not produced in great numbers, their sheer size, armor, and firepower have left many still functional despite the numerous battles they have fought in their nearly 200 years in the field. Further, the 'Mech's basic design has proved to be sound and reliable, with few flaws.

Unit Type: 5 (Mecha)
Unit Size: 9 (Assault) (80-85 CBT tons)
Equipment Module Cost per Armor Point (or extra Movement Point): 4
Technology Level: 6 (Fusion)
Armor: 8 (Size x 88% armor)
Movement Points: ((Tech Level) x (MP Multiplier)) – ((Size) + (Armor)) = 7 – 3 (convert) = 4 (CBT Walking)
Thermal Signature Base: (Size) / 2 + (Tech Mod) = 8 + 7 (PPC, 2 twin Medium Lasers) + 1 (SRM6) = 16 – 11 (Improved Thermal Dampers 66%) = 5
Stability Bonus: +3 (Superior Gyroscope), +1 (Legs) = +4

Equipment Modules Spent: 28 (armor), 1 (Ejection System), 2 (Superior Gyroscope), 9 (Improved Thermal Dampers 25%), 1 (Right Arm w/ hand), 1 (Left Arm w/ hand), 1 (Legs), 1 (Decoy Flare), 2 (Smoke Dispenser x2), 1 (Cratering Charge)  = 47

Hard Points Spent: 1 (Ejection System), 8 (PPC), 10 (2 twin Medium Lasers), 2 (SRM6), 2 (2 Machine Guns) = 23

1 “Donal” Particle Projection Cannon (Right Arm): Energy Weapon
Weapon Type Divisor: 5
Thermal Signature Modifier: +3
Base Ammunition Load: Unlimited
Range Rating: 5 (5/10/15)
Rate of Fire: 1
Damage Rating: 3 (d8 ) + 1 (Extra Damage) = 4 (d10)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.5 (Extra Damage) x 1.75 (Durable) = 8
Offensive Rating: (HP's) x ((Range) + (MP's)) = 72 + (Offensive) = 75

2 twin “Martell” Medium Lasers (1 Right Torso, 1 Left Torso): Energy Weapon
Weapon Type Divisor: 5
Thermal Signature Modifier: +3 – 1 (Slow Firing) = +2
Base Ammunition Load: Unlimited
Range Rating: 3 (3/6/9)
Rate of Fire: 3 – 1 (Slow Firing) = 2
Damage Rating: 2 (d6)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 0.75 (Slow Firing) x 1.75 (Durable) = 5
Offensive Rating: (HP's) x ((Range) + (MP's)) = 35 + (Offensive) = 38

* Note: Fifth and sixth Medium Lasers mounted in Right and Left REAR Torsos not included.

1 Short Range Missile Pack (Left Torso): Ballistic Weapon
Weapon Type Divisor: 3.5
Thermal Signature Modifier: +1
Base Ammunition Load: 5 + 15 (Extra Ammo x3) = 20 (for each Launch Tube)
Range Rating: 3 (3/6/9)
Rate of Fire: 1 (for each Launch Tube)
Damage Rating: 1 (d4)
Hard Points: ((Range) x (ROF) x (Damage)) / (Divisor) x 1.6 (Multiple Launch Tubes x6) x 0.75 (Linked Tubes) x 0.5 (Re-roll To Hit) x 1.5 (Extra Ammo) (x3) = 2
Offensive Rating: (HP's) x ((Range) + (MP's)) = 14 + (Offensive) = 17

* Note: Ballistic ammo loads are a compromise between CBT and Wardog values.  CBT ballistic ammo weighs essentially the same as kinetic ammo (LRM a bit more, SRM a bit less), while Wardog ballistic reloads are essentially replacements of the entire missile load.  For the purposes of CBT conversions, I have set the values at half that of kinetic ammo: starting load of 5 and x1.5 multiplier per reload.

2 Heavy Machine Guns (Left Arm): Kinetic Weapon
Weapon Type Divisor: 2
Thermal Signature Modifier: +0
Base Ammunition Load: 10 + 10 (Extra Ammunition) = 20
Range Rating: 1 (1/2/3)
Rate of Fire: 3
Damage Rating: 1 (d4)
Hard Points: (((Range) x (ROF) x (Damage)) / (Divisor)) x 0.75 (Double Range Penetration) x 1.25 (Extra Ammunition) = 1
Offensive Rating: (HP's) x ((Range) + (MP's)) = 5 + (Offensive) = 8

Offensive Rating: 184

Defensive Rating: ((Armor) x (MP's)) / (Thermal) = 6 + (Defensive) + (Stability) = 19 x (Size) = 152

Basic Point Cost: (Offensive) x (Defensive) = 27,968 (square root) = 167

(by CATenWolde)

Re: Classic Battletech Mech Conversion

smile Since this came up...

I just want to be clear that these conversions are not done by myself and will not be included in the final published version (should that come to pass) wink

The reason these are being posted is threefold...

1) They are really well done and deserving of recognition.

2) They are a good example of the versatility of the construction system that I was shooting for.  Including the missile customization/ adaptation of the rules.

3) I happen to like Battletech myself. wink

Re: Classic Battletech Mech Conversion

Wow, while I was thinking 'battletech' when we started this, I'm impressed that someone's done the "full monty" on this.

While we can't use the names or make the artwork TOO close, this is really cool stuff.

Re: Classic Battletech Mech Conversion

Hey - somebody from Texas likes my Full Monty ...

Is that good?  wink

On topic ... it has been fun creating these mechs from Wardogs, and I may have a small playtest game tomorrow.  I've completed all 14 or the original mechs now (so add the Wasp, Stinger, Shadow Hawk, Rifleman, Crusader, Thunderbolt, Archer, Warhammer and Marauder).  I think Atlas, Hunchback, and Panther may be next.  However - I've redone the MG's and SRM's to have a DMG rating of 1/2 (i.e. d2) to really recreate their uselessness except as crit seekers, and tweaked a few ranges (increasing the range on the AC5 and LRM's).  The weapons have also been standardized, as the random use of the Durable trait was especially too great an advantage for some mechs I think.  I also decided to standardize the "non-cannon" Wardog defensive measures at 1 each of the Smoke, Flares and Cratering Charges, to level the field.

The result of the rework is interesting, and notable for the fact that all the designs have point values very near 20% of the CBT BV values, which indicates some sort of balance in the conversion process.  In general, there is "space" (EM and/or HP points) let over on these new models for further player conversions, which is also nice.

I'll send the results to Todd for review after thinking them over a bit.

Cheers,

Christopher

Re: Classic Battletech Mech Conversion

catenwolde wrote:

Hey - somebody from Texas likes my Full Monty ...
Is that good?  wink

Just so long as I'm not staring at the dangly bits.... lol

I use that term to mean 'the whole job' (more or less) - not it's 'original meaning'...

catenwolde wrote:

On topic ... it has been fun creating these mechs from Wardogs, and I may have a small playtest game tomorrow.  I've completed all 14 or the original mechs now (so add the Wasp, Stinger, Shadow Hawk, Rifleman, Crusader, Thunderbolt, Archer, Warhammer and Marauder).  I think Atlas, Hunchback, and Panther may be next.  However - I've redone the MG's and SRM's to have a DMG rating of 1/2 (i.e. d2) to really recreate their uselessness except as crit seekers, and tweaked a few ranges (increasing the range on the AC5 and LRM's).  The weapons have also been standardized, as the random use of the Durable trait was especially too great an advantage for some mechs I think.  I also decided to standardize the "non-cannon" Wardog defensive measures at 1 each of the Smoke, Flares and Cratering Charges, to level the field.

The result of the rework is interesting, and notable for the fact that all the designs have point values very near 20% of the CBT BV values, which indicates some sort of balance in the conversion process.  In general, there is "space" (EM and/or HP points) let over on these new models for further player conversions, which is also nice.

I'll send the results to Todd for review after thinking them over a bit.

Cheers, Christopher

Cool... coming up with models for for these 'new classics' of the old BT classics might be problematic, but doable, I'm sure.

Re: Classic Battletech Mech Conversion

thedugan wrote:

Cool... coming up with models for for these 'new classics' of the old BT classics might be problematic, but doable, I'm sure.

Hmm ... do you mean "models" in the sense of including some examples in the rules, a published support book, or miniatures, or ...

I would be happy to host the pdf's on a simple website if the origination of the files might be an issue for MJ12, or I could get creative and come up with alternate naming and description schemes for contributing to text sources.  I do think that CBT conversion examples (whether called that or inferred) would be a big draw, since it's the "lingua franca" of mecha gaming.

Cheers,

Christopher

Re: Classic Battletech Mech Conversion

I think Mike's talking the DOGA 3D modeling. smile  Though I think it's way too early to be talking dangly bits just yet. *chuckles*

I'm sure if we changed the naming and descriptions around...and had differing pictures after a fashion we'd avoid the copyright snafu.  But Dan will likely have final say on stuff. 
One thing that I think might be okay too would be to do a 'conversion guide' and allow the individual players to do the CBT conversion.  That could be something for a follow-up supplement...along with maybe other game mecha conversions or anime. (I'm really wanting to do up the suits from Gasaraki smile)

I'd like to concentrate on the four main factions in the Wardogs 'history' with the initial technical section. smile   Though I've also been thinking on including a few 'steam' mecha as well for fun.;)

Really looking forward to hearing how the game comes out Chris...and seeing the rest of the conversions.  big_smile

Re: Classic Battletech Mech Conversion

Aha!  As in 3D modeling for figures?  Be still my miniature gamer's heart!  Or just for illustration purposes?  Either way, some "standup" flats like the old CBT boxed set used to have would be great too.

A conversion guide would be easy to do, but I have no idea about IP rights, etc. for things like that, if things get mentioned by name.  The conversion process itself is boiling down to a fairly straightforward process: specify 1) a Size and Armor scale, 2) a default MP rate, 3) a standard batch of Equipment that makes the unit recognizable as a Mech, and 4) the various weapon kits.  Mix and serve as desired (and maybe convert all left over HP to EM at 4:1 to form a "conversion pool" for customization purposes).  If this can't be "printed" for some reason, it would be easy to put on a personal web site.

I agree that your focus should be your own factions, and I'm very interested to see what they look like.  The CBT conversions show a very limited version of what can be designed with the system, I think.  Speaking of which, another way to look at the CBT conversions would be to create a "classic" conversion (as close as possible to the originals) and a "Wardogged" version, which would take the general theme and run from there within the strict Wardog guidelines.

I really should be painting Austrian Hussars and working on My North Italian campaign maps now, dammit!  wink

Cheers,

Christopher

Re: Classic Battletech Mech Conversion

catenwolde wrote:
thedugan wrote:

Cool... coming up with models for for these 'new classics' of the old BT classics might be problematic, but doable, I'm sure.

Hmm ... do you mean "models" in the sense of including some examples in the rules, a published support book, or miniatures, or ....

I mean models, as in '3D models'. The computer language representation of the desired object that I can manipulate, then render for a picture.

catenwolde wrote:

I would be happy to host the pdf's on a simple website if the origination of the files might be an issue for MJ12, or I could get creative and come up with alternate naming and description schemes for contributing to text sources.  I do think that CBT conversion examples (whether called that or inferred) would be a big draw, since it's the "lingua franca" of mecha gaming.

I very much agree that conversion from Battletech would be a plus - giving some examples from Robotech and Mekton couldn't hurt.
:-)

Re: Classic Battletech Mech Conversion

catenwolde wrote:

Aha!  As in 3D modeling for figures?  Be still my miniature gamer's heart!  Or just for illustration purposes?  Either way, some "standup" flats like the old CBT boxed set used to have would be great too.

After I get some decent 3D models, I render them out at the appropriate size and do tent style counters - more or less like the ones in Iron Stars, and very similiar to the ones that came with the 'Reinforcements' pack for Battletech.

catenwolde wrote:

A conversion guide would be easy to do, but I have no idea about IP rights, etc. for things like that, if things get mentioned by name.  The conversion process itself is boiling down to a fairly straightforward process: specify 1) a Size and Armor scale, 2) a default MP rate, 3) a standard batch of Equipment that makes the unit recognizable as a Mech, and 4) the various weapon kits.  Mix and serve as desired (and maybe convert all left over HP to EM at 4:1 to form a "conversion pool" for customization purposes).  If this can't be "printed" for some reason, it would be easy to put on a personal web site.

There can't be an "official" conversion of the Battletech units to Wardogs, but certainly there can be some 'fan conversions' posted somewhere.
big_smile

..well, not unless we get the rights to Classic Battletech.
:-)

catenwolde wrote:

I agree that your focus should be your own factions, and I'm very interested to see what they look like.  The CBT conversions show a very limited version of what can be designed with the system, I think.  Speaking of which, another way to look at the CBT conversions would be to create a "classic" conversion (as close as possible to the originals) and a "Wardogged" version, which would take the general theme and run from there within the strict Wardog guidelines.

yep....

I wrote the initial background stuff, and googleplex modified it some, I don't even REMEMBER what it is....

Re: Classic Battletech Mech Conversion

thedugan wrote:

After I get some decent 3D models, I render them out at the appropriate size and do tent style counters - more or less like the ones in Iron Stars, and very similiar to the ones that came with the 'Reinforcements' pack for Battletech.

That's great news - is this envisioned as a support product for Wardogs, or just a side venture?  I just discovered your first mech counters on the Yahoo group and would be happy to have more.  wink

Cheers,

Christopher

Re: Classic Battletech Mech Conversion

I've designed a "Wardogs Unit Creator" Excel spreadsheet to help me with the CBT conversion process and create playsheets.  I now have 31 mechs ranging from the Flea to Marauder II converted.  If you don't see a favorite, let me know!

Great!

Problem: the conversion spreadsheet is now 1.5MB in size ...

EDIT: I can .zip the file to reduce it to only 400kb, and .rar it to reduce it to just 49kb (if you have WinRAR).  The actual empty template is only a few kb's.

If people are interested, I can:

1. Post a link to an upload site (my own).
2. Print out pdf's and zip them and (I think, not sure how) upload them here.  These will be playsheets, however, without the "guts" of the conversions.  You can print these out from the spreadsheet yourself of course.

Cheers,

Christopher

PS - the conversion is going very well, but there are two outstanding issues, aside from normal development and playtesting.  The first is how the new Power Plant system effects the point balance, and the second (more likely to be a problem I think) is whether my Missile Ammo mod skews the value of missiles too far downwards.

Re: Classic Battletech Mech Conversion

catenwolde wrote:

I've designed a "Wardogs Unit Creator" Excel spreadsheet to help me with the CBT conversion process and create playsheets.  I now have 31 mechs ranging from the Flea to Marauder II converted.  If you don't see a favorite, let me know!
Problem: the conversion spreadsheet is now 1.5MB in size ...

EDIT: I can .zip the file to reduce it to only 400kb, and .rar it to reduce it to just 49kb (if you have WinRAR).  The actual empty template is only a few kb's.

I've got the original Vehicle and ?3025? Mech supplements, I'd love to get my hands on the spreadsheet!

catenwolde wrote:

If people are interested, I can:
1. Post a link to an upload site (my own).
2. Print out pdf's and zip them and (I think, not sure how) upload them here.  These will be playsheets, however, without the "guts" of the conversions.  You can print these out from the spreadsheet yourself of course.

I vote for a link to the spreadsheet, some of us (wink, wink, nudge, nudge) have designed BT mecha of our own....

The PDF's could be here, or on the Yahoo list.

catenwolde wrote:

PS - the conversion is going very well, but there are two outstanding issues, aside from normal development and playtesting.  The first is how the new Power Plant system effects the point balance, and the second (more likely to be a problem I think) is whether my Missile Ammo mod skews the value of missiles too far downwards.

Todd?

Re: Classic Battletech Mech Conversion

Link to the spread sheet would be good.  It's a bit rough to follow when filling in the weapons and equipment values...but the example attached helps figure that out.  It's actually quite handy and well done overall. smile


The missile offensive values are a bit low with the included base ammo. This inclusion throws off the points calc a wee bit, so I would recommend using half the ammo load as a points multiplier...or 2.5 per ammo load.

Re: Classic Battletech Mech Conversion

I've worked up a new version with the latest rules changes, and will post a link after I add some directions and such on how to use it!

Re: Classic Battletech Mech Conversion

Here are links to download two different Wardog Unit Creators.  These are only a few kb's each.

1. This is based on an "old" version of the rules now (before the latest changes to balance the Power Plant issues), but it contains 31 CBT mech's all set to play!  Note that there are no instructions in this version, but there are in the new version ...
EDIT: new version below!

2. This is based on the most up to date version of the rules, and has some instructions included as comments.  Let me know if anything is still confusing (or doesn't work).
EDIT: new version below!

This is actually my first try at something like this, so I welcome constructive advice!  wink

Cheers,

Christopher

EDIT: I can't get the url's to work, so you'll have to cut and paste.
Go0gleplex's Edit: The Unit Creator works pretty good for most unit design. The exception is Infantry due to special condition values not applied to other units.