I`m coming to this from battletech, where the clans had modular weapon
loadouts for there mecha, and the discusion of modular starship had me
thinking of modular mecha as in clan omnimechs. Heres the way I worked it
out-
Basic chassis (non-modular)
Stealth, firecons, ECM, backup systems, armour, powerplant, locamotion. The
cost is worked out using these systems fitted, and the weapon cost added at a
later time when the weapons are added.
E.G.- 2 heavy mech, both with fusion powerplants, -2 stealth, superior
firecon (cl.5 weapons max), enhansed ECM & backup systems.
MADCAT (hvy) COST=468 (not including cost of missile guidence backup)
Mass=5 Armour=5 Weapon spaces=25
VULTURE (hvy) COST=379.6 (same as above)
Mass=5 Armour=4 Weapon spaces=25
HVY WEAPONS LOADS (25 weapon spaces) VARIENT COST
A 174 2xMDC/5, ENHANCED PDS, APFC,
2xAPSW
B 148 2xSLAM/4, 2xHEL/2, 2xAPSW
C 169 2xSLAM/3, 2xHEL/3, APFC, APSW
D 146 1xDFFG/5, 1xHVC/4, 2xRFAC/1, APFC,
3xAPSW
I haven`t used these yet, so I cannot say how useful they are, but it does
seem to offer tactical flexability for your units. Also, how about a rule
alowing the walkers to go "hull down", where they fold there legs under
there body. In the turn they go/move off from "hull down", they`re only
allowed HALF movement. While they`re hull down, they loose the walker`s
disadvantage of the +1 size level. This idea came about from looking at
these "bird leg" mecha, with there backwards knees. I have also designed some
mecha in size 3, to represent light units, used for escort or scouting duties.
This removes the gap between infantry walkers and combat walkers.
Any comments?
I'd like to see more of your mech conversions... You may have
re-interested
me in mech battles... wow. Didn't think that'd happen again..
> bif wrote:
Sound good. You might also be interested in checking out my DSII site where
there's some stuff on Walkers. Here:
http://members.nbci.com/_XMCM/andrewmartin/DSII/CA.HTM
I also came to DS2 from Battletech.
Here are my conversion rules:
http://members.nbci.com/_XMCM/rlyehable/bt/BT2DS2.html
The rules are not specifically to convert BT Mechs into a normal DS2 game, but
to run large BT combat (several companies) much quicker. My rules could work
for regular DS2 games but you would have to: 1) Discard the rule that lets
them fire all of thier weapons each turn, reverting to the normal DS2 method
of only firing 1 weapon system. 2) Discard the rule of ignoring the '2' chits
for damage. 3) Build the mechs using the DS2 system (probably having to
discard some systems) 4) Revert to Combat Mech movement (per DS2)
I like your hull down rule. It also works for non-reverse-articulated
legged
mechs as they just go prone at the end of the movement (face down/face
up your choice).
I was in a BT campaign one time (GOOD campaign that lasted over 2 years).
During one of my early games, we (a reinforced company of 4 lances or 18
mechs -- 1 light lance, 2 medium lances and one Hvy/Assault Command
lance) faced an ambush by tanks in prepared positions (hull down) supporting
an opposing heavy Mech force (about company strength of 3 lances or 12 mechs
mostly heavy and assault Mechs). We were taking many hits from the tanks while
we dealt with the opposing Mechs (we managed about even trades with the
opposing Mech force despite the size difference). I soon saw that we were on
the verge of having to withdraw if something was not done. I charged my Mech
across the battlefield and then went prone at the end of movement. I got many
questions like "What are you doing?!?!" from both the opponent and my own
team. I was shot at, but was not hit (being prone, I presented a smaller
target). The next turn I was able to stand up, close the distance, and enter
the tank trench. I blasted away with chest and arm weapons
removing 2 tanks, then kicked-in the side of the nearest tank. This was
very disconcerting to the tanks, to have a 45 ton giant stomping on them
without being able to fire back, so they pulled out of their prepared
positions to get a shot at me (the prepared positions limited their arc of
fire and restricted movement). While they were doing this, I opened up on them
at point blank range (top armor shots), and kicked in the turret of another
tank. Now that the tanks were distracted, my rest of my lance ran to the tank
trench (without being fired upon) and decimated the remaining tanks. Without
support of the tanks, the opposing Mech force retreated. End verdict: An
unorthodox tactic turned the tide of the battle (one that the gamemaster had
set up for us to loose and retreat from in order to set up
the next game). :-)
-----
Brian Bell bkb@beol.net
http://members.nbci.com/rlyehable/ds2/
http://members.nbci.com/rlyehable/bt/
-----
> -----Original Message-----
[snip]
> I haven`t used these yet, so I cannot say how useful they are, but it
[quoted original message omitted]
On Fri, 6 Oct 2000 07:42:54 -0400 "Bell, Brian K"
> <Brian_Bell@dscc.dla.mil> writes:
<snip>
> I like your hull down rule. It also works for non-reverse-articulated
Ah, the acid test of a GM/DM - now how do you handle the (excellent)
tactics of a player that blew your preconceived 'set-up' - did you plan
alternatives? Do you have NPC's/other forces set up for such a 'remote'
possibility? OR can you use this to introduce the next scenario a different
way?
Great move by the way!