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Re: DS II: Combat Walkers

From: "Bif Smith" <bif@b...>
Date: Tue, 24 Apr 2001 19:10:57 +0100
Subject: Re: DS II: Combat Walkers


----- Original Message -----
From: Kevin Balentine <balentine_media@yahoo.com>
To: <gzg-l@csua.berkeley.edu>
Sent: Tuesday, April 24, 2001 4:45 PM
Subject: DS II: Combat Walkers

> After purchasing some clearance rack Battletech minis,
> I set about getting them ready for an upcoming game of
> Dirtside.
>
> While going through the rules on walkers, I noted that
> the only sizes mentioned are size 1 infantry walkers
> and size 4 or 5 combat and transport walkers.
>
> Why not size 2 or 3? Has anyone noted unbalancing
> effects from designing combat walkers in sizes 2 and 3?
>
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>
I did design some walkers using battletech minis, specifically the
birdleg
(backwards knee) omnimechs that I posted a while ago. I used size 5 for
the
heavy mechs, size 4 for the medium mechs, and size 6 for assault mechs.
I
used walker movement for the assault mechs, and normal combat walker
movement for the rest. I did think about using size 3 for the lighter
medium
and most smaller mechs, and size 2 for the really small light mechs
(locust,
wasp etc). The only thing is for the size 2 mechs, a movement rate that
is
faster than a normal combat walker would be desirable. this would allow
these lighter designs to be effective as reconacence units. size 1
walkers I
use as walkers (a la eldar walkers) or heavy power armour. My ideas for
battletech mechs follow below (well, some of them)-

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

SHADDOWCAT (medium)  COST=379.6

MASS=4	ARMOUR=4  WEAPON SPACE=20

PUMA (md)  COST=369.2

MASS=4	ARMOUR=3  WEAPON SPACE=20

OWENS (lt)  COST=258.6

MASS=3	ARMOUR=2  WEAPON SPACE=15

MASAKARI (assault)* COST=567

MASS=6	ARMOUR=5  WEAPON SPACE=30

DAISHI (ast)*+	COST=587.4

MASS=6	ARMOUR=6  WEAPON SPACE=30

Notes-
+only has transport walker movement
*carries two f.cons (one extra)

WEAPON LOADS (md)

VARIENT   COST
A		   122	    1xMDC/5, 2xHEL/2, APFC, 2xAPSW
B		   150	     2xDFFG/5, APSW
C		   120	     2xSLAM/4, 1xHEL/2, APSW
D		   97	      1xHVC/4, 1xSLAM/5, 1xRFAC/1, APSW

WEAPON LOADS (ast)

A		   194	    2xDFFG/4, 1xMDC/5, 1xHEL/2, APSW
B		   172	    1xMDC/5, 1xSLAM/4, 1xHVC/5, APFC, 2xAPSW
C		   134	    2xHVC/4, 1xHEL/5, 1xRFAC/2, APSW
D		   180	    2xHEL/5, 1xSLAM/5, APSW
E		    209     3xSLAM/4, SUPERIOR PD, 1xRFAC/1, APSW

WEAPON LOADS (lt)

A		  88	    2xSLAM/3, 1xHEL/1, 2xAPSW
B		  95	    1xDFFG/5, 6xAPSW
C		  228	   1xHEL/2, BASIC AREA PD, 2xAPSW

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.

BIF

"Yorkshire born, yorkshire bred,
strong in arms, thick in head"

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