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Other Customization & HS Additions Everything from new ways to play to modded figures |
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#1
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BattletechScape
I made up a system of my own for Battletech using Heroscape rules. There are a few modifications from normal Heroscape, but it's basically the same. I only made rules for the basic equipment for the mechs from the 3025 Technical Readout so not all of the advanced weapons and equipment are included. One thing I don't have here is the conversion formulas, which are pretty complex. But I will include the stats for all of the 3025 mechs.
I have only played with this system 4 or 5 times, but it makes for very quick and brutal battles (so it is not too much different from normal Heroscape in that regard). It does not include any hit location, critical hit or component damage rules (which is something I love about Battetech), but still keeps some of the flavor of Battletech. Also, the point costs of the mechs do not mix well with normal Heroscape units (the most expensive mech, the Atlas, is priced at 350 points, but would likely wipe the floor with any of the similarly priced Marvel units). I'm sure somebody could re-price them to make them work, but the costs would be insane. BATTLETECHSCAPE MOVE VALUE - Mechs have 2 different Move values (Example: a Battlemaster has a 3/5) The first number is the Walking speed. This is the normal movement value as used in Heroscape. The second value is the Run speed. A Mech can use his Run value instead of his normal Walking value, but doing so overheats the Mech (see Gaining Heat below). JUMPING - Instead of it's normal movement, a Mech may Jump a number of spaces equal to their Jump value. Mechs may jump over obstacles and terrain with a height equal to their Jump value x 3. A jumping Mech does not get attacked for leaving engagements. ATTACK VALUE - Mech's have 3 different Attack values (Example: a Battlemaster has a 9/10/3) The first number is the Attack value for Short range (up to 3 spaces away). The second number is the Attack value for Medium range (from 4-6 spaces away). The third is the Attack value for Long range (7 or more spaces away). Targets must still be within the Range value on the Army Card (A mech with a range of 4 cannot use it's Medium attack value to attack a target 6 spaces away). An attacking Mech rolls the appropriate number of Attack dice based on the range to the target (but see Excess Weapon Heat and Limiting Attacks below). Some Special Weapon Abilities only work at certain ranges (see Special Weaons below). HEAT - For each Heat marker on a Mech's army card, the Attack, Defense, Move and Jump values are reduced by 1 (to a minimum of 1). Whenever Heat markers are gained or removed, it is done at the end of the Mech's turn. One exception to this is when a Mech skips an entire round (see Inactivity below). Gaining Heat Running - If a Mech moves at it's Run speed, it receives 1 heat marker at the end of the turn. Note: When a Mech's Walk speed is reduced by Heat, the Run speed is also lowered. The Run speed is always 1.5 times the Walk speed, rounded up. Jumping - If a Mech Jumps (for movement or for Death From Above Attacks (DFA's), it receives Heat markers based on its weight: 20-55 tons: receive 1 Heat marker 60-85 tons: receive 2 Heat markers 90-100 tons: receive 3 Heat markers Excess Weapon Heat - When a Mech does a normal attack, it receives 1 Heat marker for each attack dice over his Heat Limit. The Mech may choose to reduce the attack dice to avoid taking Heat markers. An attack's Heat value is calculated before any bonuses for height, glyphs, or other special abilities are added (those bonuses can never cause excess heat). Terrain - Mechs ending their turn on a lava field space add 1 Heat marker. Mechs ending their turn on a molten lava space add 6 Heat markers (assuming the Mech survives the lava) Reducing Heat Terrain - Mechs ending their turn in a water hex remove 2 heat markers. Mechs ending their turn in a snow or ice hex remove 1 Heat marker Inactivity - Place no order markers on the card for one round to remove a number of Heat Markers equal to the Mech's Heat Limit (this is done at the end of the entire Round). Limiting Attacks - Mechs attacking with 4 dice less than the Mech's Heat Limit remove 1 heat marker. This can be done multiple times (remove 2 heat markers for attacking with 8 dice less than the Heat Limit, remove 3 markers for attacking with 12 dice less than the Heat Limit). Example: An Atlas which has a normal Medium attack value of 13 and a Heat Limit of 11 has 2 Heat markers, which reduces it's Medium attack to 11 dice (it's normally 13). If it attacks a target in Medium range, but only rolls 3 dice, it can remove the 2 Heat markers after the attack [Heat Limit (11) minus attack dice rolled (3) = 8, divided by 4 = 2 Heat markers removed] Any time a Mech is activated with an order marker and does not attack during that turn (including Charge or Death From Above attacks), it removes 1 Heat marker for each 4 full points of the Mech's Heat Limit value, or a minimum of 1 Heat marker. Extended Heat Example - Bob's Battlemaster (Attack 9/10/3, Heat Limit 7, Defense 7, Life 9) and Craig's Crusader (Attack 7/12/6, Heat Limit 9, Defense 6, Life 7) face off in an area isolated from the main battle. The Battlemaster has the #1 and #3 order markers on it's army card, and the Crusader only has the #2 order marker. Turn 1: Bob moves the Battlemaster within 5 spaces (Medium Range) of the Crusader and decides to use the full attack of 10 dice. The Battlemaster and the Crusader are on the same elevation so Bob rolls the 10 dice and gets 5 skulls. Craig rolls his 6 defense dice for the Crusader and gets 4 shields, taking 2 wound markers. Bob rolls the 20-sided for the Battlemaster's PPC ability and gets a 9 so he doesn't get to remove an order marker from the Crusader. The Battlemaster receives 3 Heat markers (10 attack minus 7 Heat Limit = 3 Heat markers), ending it's turn. With the 3 Heat markers, the Battlemaster now has a 6/7/1 Attack, and 4 Defense. Note that the Long Range Attack dropped from a 3 to a 1. No stat can drop below 1 due to Heat markers. Turn 2: Craig moves the Crusader to a higher point that is 6 spaces from the Battlemaster. The Crusader has a Medium Attack of 12, but wanting to avoid overheating, Craig limits his attack to 9 dice. With the height advantage, he rolls 10 dice and gets 6 skulls. Bob rolls 4 defense dice for his overheated Battlemaster and only gets 1 shield, receiving 5 wounds. Since the Crusader's base attack was not over it's Heat Limit, it does not receive any Heat Markers at the end of it's turn. Turn 3: Bob tries to rid the Battlemaster of some heat by moving it into the nearby river. The Crusader is still within range at 7 spaces, but the Battlemaster only has 1 attack dice because of the Heat markers. Bob rolls the 1 attack die and comes up with no skulls, but since the Battlemaster ended it's turn in a water space and attacked with at least 4 less than it's Heat Limit, all 3 Heat markers are removed. The Battlemaster is now back to it's full Attack, Defense and Movement values. SPECIAL ATTACKS Charge - Before moving select a target in a space within the Mech's movement range. Calculate the Attack dice rolled according to the table below, modified by height advantage (figured from the attacking Mech's starting position) and adding 1 dice for each space between the attacking Mech's starting space and the target's space. If the attack causes damage to the target, move that figure one space in the same direction of the attacking Mech's charge. If that hex is occupied, or has a higher elevation than the target, the target takes the damage, but does not move. If the target is moved by the attack, the attacking Mech moves into the original target hex. If the target is not moved, The attacking Mech ends his move adjacent to the target. If the Charge attack yields one or more skulls, the attacking Mech receives 1 wound marker and the defending Mech will receive a minimum of 1 wound marker regardless of his Defense roll. 4 sizes or more higher than the target, 6 attack dice 2-3 sizes higher than the target, 5 attack dice 1 size taller or shorter than the target, 4 attack dice 2-3 sizes shorter than the target, 3 attack dice 4 or more sizes shorter than the target, 2 attack dice Death From Above - Instead of attacking, Mechs with a Jump value may use the Death From Above Special Attack. Choose a target within your Jump range and roll the 20-sided die. If you roll a 1-2, you receive 2 wound markers. If you roll a 3-14, you receive 1 wound marker. If you roll a 15-18 the target recieves 3 wounds and you recieve 1 wound marker. If you roll a 19-20, destroy the chosen figure. If the figure is destroyed, your figure is placed in the target's vacated hex. If the target survives, your Mech is placed in an empty adjacent hex of your choice (even if that would be farther than the Mech's Jump range. If there are no empty hexes adjacent to the target, you cannot attempt the attack. SPECIAL WEAPONS/EQUIPMENT AC 1 - For any Short or Medium range attack, if your attack roll yields at least one skull, add one skull to the total. AC 2 - For any Short or Medium range attack, if your attack roll yields at least two skulls, add two skulls to the total. PPC 1 - For any Medium or Long range attack, if the attack roll yields at least two skulls, also roll the 20-sided die. If the roll is 19 or higher, remove one order marker from the target figure's army card. PPC 2 - For any Medium or Long range attack, if the attack roll yields at least two skulls, also roll the 20-sided die. If the roll is 18-19, remove one order marker from the target figure's army card. If the roll is 20, remove two order markers from the target figure's army card. PPC 3 - For any Medium or Long range attack, if the attack roll yields at least two skulls, also roll the 20-sided die. If the roll is 16-17, remove one order marker from the target figure's army card. If the roll is 18-19, remove two order markers from the target figure's army card. If the roll is 20, remove three order markers from the target figure's army card. Flamer 1 - For any Short range attack, in addition to any damage that figure may suffer from the attack, it also receives one Heat marker if the attack roll yields at least one skull. Flamer 2 - For any Short range attack, in addition to any damage that figure may suffer from the attack, it also receives two Heat markers if the attack roll yields at least one skull. Note: Heat markers added to the target of a Flamer attack are added at the end of the attacker's turn, after the Defense roll is made. LRM 1 - If any friendly Mech has a clear LOS at a target in your Medium or Long range , you may attack without needing a clear line of sight, but only using 1 attack die. The Mech's Heat Limit and effects of Heat markers on the Army card still apply to this attack. LRM 2- If any friendly Mech has a clear LOS at a target in your Medium or Long range , you may attack without needing a clear line of sight, but only using 2 attack dice. The Mech's Heat Limit and effects of Heat markers on the Army card still apply to this attack. LRM 3 - If any friendly Mech has a clear LOS at a target in your Medium or Long range , you may attack without needing a clear line of sight, but only using 3 attack dice. The Mech's Heat Limit and effects of Heat markers on the Army card still apply to this attack. LRM 4 - If any friendly Mech has a clear LOS at a target in your Medium or Long range , you may attack without needing a clear line of sight, but only using 4 attack dice. The Mech's Heat Limit and effects of Heat markers on the Army card still apply to this attack. LRM 5 - If any friendly Mech has a clear LOS at a target in your Medium or Long range , you may attack without needing a clear line of sight, but only using 5 attack dice. The Mech's Heat Limit and effects of Heat markers on the Army card still apply to this attack. LRM 6 - If any friendly Mech has a clear LOS at a target in your Medium or Long range , you may attack without needing a clear line of sight, but only using 6 attack dice. The Mech's Heat Limit and effects of Heat markers on the Army card still apply to this attack. LRM 7 - If any friendly Mech has a clear LOS at a target in your Medium or Long range , you may attack without needing a clear line of sight, but only using 7 attack dice. The Mech's Heat Limit and effects of Heat markers on the Army card still apply to this attack. LRM 8 - If any friendly Mech has a clear LOS at a target in your Medium or Long range , you may attack without needing a clear line of sight, but only using 8 attack dice. The Mech's Heat Limit and effects of Heat markers on the Army card still apply to this attack. Hatchet - When attacking adjacent figures, all skulls rolled count for one additional skull. Quad Mech - A Quad Mech may ignore the first two elevations for each hex of movement (Example: moving from a level 1 hex to a level 3 hex for only 1 movement point) Command Link - All friendly Mechs within 4 spaces (no line of sight required) roll one extra Attack die. Note: Most Special Weapon Abilities stack with each other. So, if a Mech has an AC 2 and a PPC 1, and rolls 3 skulls for an attack, he would add the 2 skulls for the AC 2 (for a total of 5 skulls) and roll the 20-sided die to see if he can remove an order marker. The only exception is for LRM attacks. Example: A Mech with an LRM and PPC that is attacking a figure that is not in line of sight, does not get to roll the 20-sided die to remove order marker(s) from the target. 9+ RotV - 7 SotM - 6 FotAk - 6 RttFF - 3 VW - 3 TT - 3 TJ - 1 Marvel - 3+ of each common - playing since Dec '05 Megadev's Repaints and Customs BattletechScape |
#2
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Here are all of the Mechs with their stats. I included two variants of the Cyclops and Banshee (the Cyclops for the optional command module and the Banshee, because the standard version just plain sucks)
Locust Tonnage 20 Size 4 Life 2 Move 8/12 Jump 0 Range 4 Attack 3/2/0 Defense 3 Heat Limit 3 Specials N/A Cost 70 Stinger Tonnage 20 Size 4 Life 2 Move 6/9 Jump 6 Range 4 Attack 3/2/0 Defense 3 Heat Limit 3 Specials N/A Cost 70 Wasp Tonnage 20 Size 4 Life 2 Move 6/9 Jump 6 Range 4 Attack 3/3/0 Defense 3 Heat Limit 3 Specials N/A Cost 70 Commando Tonnage 25 Size 4 Life 3 Move 6/9 Jump 0 Range 4 Attack 5/5/0 Defense 3 Heat Limit 5 Specials N/A Cost 80 Javelin Tonnage 30 Size 5 Life 3 Move 6/9 Jump 6 Range 4 Attack 5/5/0 Defense 4 Heat Limit 5 Specials N/A Cost 90 Spider Tonnage 30 Size 5 Life 3 Move 8/12 Jump 8 Range 4 Attack 3/3/0 Defense 4 Heat Limit 3 Specials N/A Cost 100 Urbanmech Tonnage 30 Size 5 Life 3 Move 2/3 Jump 2 Range 6 Attack 3/3/0 Defense 2 Heat Limit 3 Specials AC 1 Cost 80 Valkyrie Tonnage 30 Size 5 Life 3 Move 5/8 Jump 5 Range 8 Attack 2/4/3 Defense 3 Heat Limit 4 Specials LRM 2 Cost 90 Firestarter Tonnage 35 Size 5 Life 4 Move 6/9 Jump 6 Range 4 Attack 5/3/0 Defense 4 Heat Limit 3 Specials Flamer 2 Cost 110 Jenner Tonnage 35 Size 5 Life 4 Move 7/11 Jump 5 Range 4 Attack 6/6/0 Defense 4 Heat Limit 5 Specials N/A Cost 100 Ostscout Tonnage 35 Size 5 Life 4 Move 8/12 Jump 8 Range 4 Attack 2/2/0 Defense 4 Heat Limit 2 Specials N/A Cost 100 Panther Tonnage 35 Size 5 Life 4 Move 4/6 Jump 4 Range 7 Attack 2/4/3 Defense 4 Heat Limit 4 Specials PPC 1 Cost 100 Assassin Tonnage 40 Size 5 Life 4 Move 7/11 Jump 7 Range 8 Attack 3/3/2 Defense 5 Heat Limit 3 Specials LRM 1 Cost 120 Cicada Tonnage 40 Size 5 Life 4 Move 8/12 Jump 0 Range 4 Attack 3/3/0 Defense 4 Heat Limit 3 Specials N/A Cost 90 Clint Tonnage 40 Size 5 Life 4 Move 6/9 Jump 6 Range 7 Attack 3/4/2 Defense 5 Heat Limit 4 Specials N/A Cost 100 Hermes II Tonnage 40 Size 5 Life 4 Move 6/9 Jump 0 Range 7 Attack 2/3/2 Defense 5 Heat Limit 3 Specials Flamer 1 Cost 110 Vulcan Tonnage 40 Size 5 Life 4 Move 6/9 Jump 6 Range 10 Attack 3/2/1 Defense 5 Heat Limit 3 Specials Flamer 1 Cost 130 Whitworth Tonnage 40 Size 5 Life 4 Move 4/6 Jump 4 Range 8 Attack 4/7/4 Defense 4 Heat Limit 5 Specials LRM 4 Cost 120 Blackjack Tonnage 45 Size 5 Life 5 Move 4/6 Jump 4 Range 10 Attack 4/5/2 Defense 5 Heat Limit 4 Specials N/A Cost 110 Hatchetman Tonnage 45 Size 5 Life 5 Move 4/6 Jump 4 Range 6 Attack 4/4/0 Defense 4 Heat Limit 4 Specials AC 1, Hatchet Cost 140 Phoenix Hawk Tonnage 45 Size 5 Life 5 Move 6/9 Jump 6 Range 6 Attack 5/4/0 Defense 6 Heat Limit 4 Specials N/A Cost 120 Vindicator Tonnage 45 Size 5 Life 5 Move 4/6 Jump 4 Range 8 Attack 2/4/4 Defense 5 Heat Limit 4 Specials LRM 1, PPC 1 Cost 130 Centurion Tonnage 50 Size 6 Life 5 Move 4/6 Jump 0 Range 8 Attack 4/6/4 Defense 5 Heat Limit 5 Specials AC 1, LRM 2 Cost 130 Enforcer Tonnage 50 Size 6 Life 5 Move 4/6 Jump 4 Range 6 Attack 5/4/0 Defense 5 Heat Limit 5 Specials AC 1 Cost 120 Hunchback Tonnage 50 Size 6 Life 5 Move 4/6 Jump 0 Range 4 Attack 7/6/0 Defense 5 Heat Limit 7 Specials AC 2 Cost 150 Trebuchet Tonnage 50 Size 6 Life 5 Move 5/8 Jump 0 Range 8 Attack 4/9/6 Defense 5 Heat Limit 7 Specials LRM 6 Cost 140 Dervish Tonnage 55 Size 6 Life 6 Move 5/8 Jump 5 Range 8 Attack 4/7/4 Defense 5 Heat Limit 5 Specials LRM 4 Cost 140 Griffin Tonnage 55 Size 6 Life 6 Move 5/8 Jump 5 Range 8 Attack 1/4/4 Defense 6 Heat Limit 4 Specials LRM 2, PPC 1 Cost 150 Scorpion Tonnage 55 Size 6 Life 6 Move 6/9 Jump 0 Range 7 Attack 3/5/3 Defense 6 Heat Limit 4 Specials PPC 1, Quad Cost 160 Shadow Hawk Tonnage 55 Size 6 Life 6 Move 5/8 Jump 3 Range 7 Attack 3/4/3 Defense 6 Heat Limit 4 Specials LRM 1 Cost 130 Wolverine Tonnage 55 Size 6 Life 6 Move 5/8 Jump 5 Range 7 Attack 4/5/2 Defense 6 Heat Limit 5 Specials N/A Cost 120 Dragon Tonnage 60 Size 6 Life 6 Move 5/8 Jump 0 Range 8 Attack 3/5/4 Defense 6 Heat Limit 5 Specials LRM 2 Cost 130 Ostroc Tonnage 60 Size 6 Life 6 Move 5/8 Jump 0 Range 6 Attack 7/7/0 Defense 6 Heat Limit 5 Specials N/A Cost 130 Ostsol Tonnage 60 Size 6 Life 6 Move 5/8 Jump 0 Range 6 Attack 7/7/0 Defense 6 Heat Limit 4 Specials N/A Cost 130 Quickdraw Tonnage 60 Size 6 Life 6 Move 5/8 Jump 5 Range 8 Attack 6/7/3 Defense 6 Heat Limit 6 Specials LRM 2 Cost 150 Rifleman Tonnage 60 Size 6 Life 6 Move 4/6 Jump 0 Range 7 Attack 5/7/5 Defense 6 Heat Limit 4 Specials N/A Cost 120 Catapult Tonnage 65 Size 6 Life 7 Move 4/6 Jump 4 Range 8 Attack 4/9/6 Defense 6 Heat Limit 7 Specials LRM 6 Cost 170 Crusader Tonnage 65 Size 6 Life 7 Move 4/6 Jump 0 Range 8 Attack 7/12/6 Defense 7 Heat Limit 9 Specials LRM 6 Cost 200 Jagermech Tonnage 65 Size 6 Life 7 Move 4/6 Jump 0 Range 10 Attack 3/5/3 Defense 6 Heat Limit 5 Specials N/A Cost 140 Thunderbolt Tonnage 65 Size 6 Life 7 Move 4/6 Jump 0 Range 8 Attack 6/8/5 Defense 7 Heat Limit 6 Specials LRM 3 Cost 160 Archer Tonnage 70 Size 7 Life 7 Move 4/6 Jump 0 Range 8 Attack 4/11/8 Defense 7 Heat Limit 8 Specials LRM 8 Cost 190 Grasshopper Tonnage 70 Size 7 Life 7 Move 4/6 Jump 4 Range 8 Attack 6/7/3 Defense 7 Heat Limit 7 Specials LRM 1 Cost 170 Warhammer Tonnage 70 Size 7 Life 7 Move 4/6 Jump 0 Range 7 Attack 6/8/4 Defense 7 Heat Limit 5 Specials PPC 2 Cost 180 Marauder Tonnage 75 Size 7 Life 8 Move 4/6 Jump 0 Range 7 Attack 3/7/5 Defense 7 Heat Limit 4 Specials PPC 2 Cost 160 Orion Tonnage 75 Size 7 Life 8 Move 4/6 Jump 0 Range 8 Attack 6/8/5 Defense 8 Heat Limit 6 Specials AC 1, LRM 3 Cost 200 Awesome Tonnage 80 Size 7 Life 8 Move 3/5 Jump 0 Range 7 Attack 2/6/6 Defense 8 Heat Limit 5 Specials PPC 3 Cost 180 Charger Tonnage 80 Size 7 Life 8 Move 5/8 Jump 0 Range 1 Attack 4/0/0 Defense 7 Heat Limit 4 Specials N/A Cost 120 Goliath Tonnage 80 Size 7 Life 8 Move 4/6 Jump 0 Range 8 Attack 2/6/6 Defense 8 Heat Limit 6 Specials LRM 4, PPC 1, Quad Cost 220 Victor Tonnage 80 Size 7 Life 8 Move 4/6 Jump 4 Range 4 Attack 7/7/0 Defense 8 Heat Limit 7 Specials AC 2 Cost 200 Zeus Tonnage 80 Size 7 Life 8 Move 4/6 Jump 0 Range 8 Attack 4/7/6 Defense 8 Heat Limit 6 Specials LRM 3 Cost 170 Battlemaster Tonnage 85 Size 7 Life 9 Move 4/6 Jump 0 Range 7 Attack 9/10/3 Defense 9 Heat Limit 7 Specials PPC 1 Cost 240 Stalker Tonnage 85 Size 7 Life 9 Move 3/5 Jump 0 Range 8 Attack 11/14/7 Defense 8 Heat Limit 8 Specials LRM 4 Cost 290 Cyclops Tonnage 90 Size 8 Life 9 Move 4/6 Jump 0 Range 8 Attack 7/9/3 Defense 8 Heat Limit 7 Specials AC 2, LRM 2 Cost 230 Cyclops-variant Tonnage 90 Size 8 Life 9 Move 4/6 Jump 0 Range 8 Attack 7/7/3 Defense 9 Heat Limit 6 Specials AC 1, Command Link Cost 260 Banshee Tonnage 95 Size 8 Life 10 Move 4/6 Jump 0 Range 7 Attack 2/4/4 Defense 9 Heat Limit 4 Specials PPC 1 Cost 210 Banshee-variant Tonnage 95 Size 8 Life 10 Move 3/5 Jump 0 Range 7 Attack 9/11/6 Defense 9 Heat Limit 5 Specials AC 1, PPC 2 Cost 300 Atlas Tonnage 100 Size 8 Life 10 Move 3/5 Jump 0 Range 8 Attack 10/13/4 Defense 10 Heat Limit 11 Specials AC 2, LRM 4 Cost 350 9+ RotV - 7 SotM - 6 FotAk - 6 RttFF - 3 VW - 3 TT - 3 TJ - 1 Marvel - 3+ of each common - playing since Dec '05 Megadev's Repaints and Customs BattletechScape |
#3
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Wow, just what I wanted. I have a ton of mechwarrior minis that would work great. Have you thought about infantry and tanks?
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#4
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Once upon a time there was a mod being worked on called MechScape, it premise was basically to port Battletech to Scape style gameplay, can't remember how far they got, they had sweet custom cards and everything though. Now I am gonna thoroughly read this thread and see what I think.
EDIT: I must say Bravo, I could see some sweet cards designed for this in my head. Too bad I lack the skills to make them. Well hopefully this can become a full mod. BTW, if you have spare glyphs, you can base your mechs on those |
#5
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Here are the conversion formulas for changing Battletech stats into BattletechScape stats. Only weapons from the 3025 Mechs are used (which covers all of the weapons from the original Battletech box set, circa 1985'ish). The only exception is the Command Link special for the Cyclops variant (further explained under Specials at the bottom of this post).
When formulas use division, all fractions should be rounded to the nearest unless otherwise specified. Tonnage = unchanged Size = 3 + (Tonnage / 20) Life = Tonnage / 10 Move = unchanged Jump = unchanged Range = maximum range of the longest ranged weapon / 2.5 (extreme range rules not used) Attack Short = 1 + (maximum possible damage from all weapons that don't have a minimum range / 6) Note that this excludes AC/2s, AC/5s, LRMs and PPCs Medium = 1 + (maximum possible damage from all weapons that have a Battletech range of 4 or higher / 6) Note that this excludes Machine Guns, Small Lasers and Flamers. Also, if the Mech has a Heroscape Range of less than 4, the Medium range Attack value is automatically 0. Long = 1 + (maximum possible damage from all weapons that have a Battletech range of 10 or higher / 6) Note that this excludes Machine Guns, Short and Medium Lasers, Flamers, AC/20s, and SRMs. Also, if the Mech has a Heroscape Range of 6 or less, the Long range Attack value is automatically 0. Defense = (Tonnage / 15) + (Armor Factor / 5) + X If Walk speed less than 3, X = -1 If Walk speed from 4-5, X = 0 If Walk speed 6 or 7, X = 1 If Walk speed 8 or higher, X = 3 (The armor factor is the total tonnage of armor on the Mech, not the points of armor) Heat Limit = [A - (B - C)] / 4 A = Highest of the Heroscape Short, Medium and Long range Attack Values B = Maximum heat if all weapons are fired C = total Heat Sinks If B - C is less than 0, use 0 for that part of the formula (so it would just be A / 4) Specials ACs If the Mech has an AC/10, it has the AC 1 special If the Mech has an AC/20, it has the AC 2 special If the Mech has both an AC/10 and an AC/20, it has only the AC 2 special There are no extra benefits for multiple ACs of the same type. AC/5s and AC/2s do not grant a special. PPCs The number of PPC's a Mech has corresponds directly to the PPC special. A Panther has 1 PPC, so it has the PPC 1 special. An Awesome has 3 PPCs, so it has the PPC 3 special. Flamers If a Mech has 1 or 2 Flamers, it has the Flamer 1 special If a Mech has 3 or 4 Flamers, it has the Flamer 2 special This special could easily be increased, adding another Heat marker for each 2 Flamers the Mech has. I only listed Flamer 1 and Flamer 2 in the Specials list because that is the most that any of the 3025 Mechs have. LRMs Add up the total LRMs the Mech has and divide by 5. That is the level of LRM special the Mech has. An Archer has 2 LRM 20's, which totals 40 LRMs, divided by 5 equals the LRM 8 special. Like Flamers, this is another special that could go beyond the ones I listed. Hatchet The only 3025 Mech that has a Hatchet is the Hatchetman, but if you have a customized Mech with a Hatchet, then hey, the Mech has a Hatchet. There would not be any extra benefit for having multiple hatchets. Quad Mech If a Mech has 4 legs instead of the typical 2, it has the Quad Mech special. Command Link The only 3025 Mech with a Command Link is the Cyclops and it's not even the primary version (it's listed in the Variant descriptions). I used the tonnage for the C3 Computer (master) from the most recent Battletech Master Rules (which is 5 tons). Point Cost I'll make a separate post for the formulas to calculate the final Point Cost of the unit. 9+ RotV - 7 SotM - 6 FotAk - 6 RttFF - 3 VW - 3 TT - 3 TJ - 1 Marvel - 3+ of each common - playing since Dec '05 Megadev's Repaints and Customs BattletechScape |
#6
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Quote:
Vehicles should convert the same as the Mechs with the following exceptions: Size = 1 + (Tonnage / 50) Even the largest vehicles are shorter than the smallest Mechs. Life = Tonnage / 15 Vehicles are much easier to pop than Mechs, hence the lower max Life. Jump = Vehicles cannot Jump Defense = (Tonnage / 25) + (Armor Factor / 5) + X If Walk speed less than 3, X = -1 If Walk speed from 4-5, X = 0 If Walk speed 6 or 7, X = 1 If Walk speed 8 or higher, X = 3 (The armor factor is the total tonnage of armor on the vehicle, not the points of armor). Heat Limit - Vehicles do not suffer from the effects of Heat, so they have no Heat Limit and can not gain Heat markers. (In Battletech, they must have enough Heat Sinks built in to compensate for all weapons on board.) Specials - Vehicles cannot have Hatchets or be Quads. All weapon specials would be the same as for Mechs. The Command Link would only be available on the Mobile HQ vehicle. You'll have to do your own coversions for the vehicles. I rarely use them myself. 9+ RotV - 7 SotM - 6 FotAk - 6 RttFF - 3 VW - 3 TT - 3 TJ - 1 Marvel - 3+ of each common - playing since Dec '05 Megadev's Repaints and Customs BattletechScape |
#7
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Here are the formulas to calculate Point Cost for Mechs.
This uses a variation of the commonly used Heroscape point cost estimator where there is a base cost calculated from the stats and a modifier applied for specials. Life - Pts 1______5 2______10 3______15 4______20 5______25 6______33 7______40 8______50 9______65 10_____67 Move- Pts (this is the Walk value) 1______2 2______4 3______6 4______8 5______10 6______14 7______18 8______25 9______30 10_____37 Range - Pts 1______2 2______4 3______6 4______8 5______10 6______14 7______17 8______21 9______26 10_____32 Attack uses a weighted average of the 3 Attack values with the higher values being worth more than the lower values. This method makes the Mechs with high Attack values in multiple ranges worth more than those with high Attack values in only one range. If two of the Attack range values are 0, use the one that is higher than 0 to calculate the Pts. If one of the Attack range values is 0, use this formula to find the weighted average: [(Higher of the two values x 2) + lower of the two values] / 3 If all of the Attack range values are higher than 0, use this formula to find the weighted average: [(Highest of the three values x 3) + (second highest of the three values x 2) + lowest of the three values] / 6 Attack - Pts 1______2 2______4 3______6 4______8 5______10 6______14 7______17 8______21 9______26 10_____32 Defense - Pts 1______6 2______12 3______18 4______24 5______30 6______38 7______46 8______54 9______62 10_____75 11_____90 12_____110 Size - Pts 1______0 2______0 3______0 4______0 5______1 6______2 7______3 8______5 Jump Move - Pts 0______0 1______0 2______4 3______4 4______6 5______6 6______8 7______8 8______10 9______10 10_____12 Heat Exposure - Pts____Heat Exposure = (highest Attack value) - Heat Limit (Minimum of 0) 0______4 1______0 2______-1 3______-2 4______-2 5______-3 6______-6 7______-6 8______-10 9______-12 10_____-16 Weapons - Pts AC 1__________15 AC 2__________30 PPC 1_________15 PPC 2_________25 PPC 3_________35 Flamer 1_______10 Flamer 2_______25 Flamer 3_______35 Flamer 4_______45 Flamer 5_______55 Flamer 6_______65 LRM 1_________10 LRM 2_________10 LRM 3_________10 LRM 4_________12 LRM 5_________14 LRM 6_________16 LRM 7_________18 LRM 8_________20 LRM 9_________24 LRM 10________28 LRM 11________32 LRM 12________36 LRM 13________40 LRM 14________44 LRM 15________46 LRM 16________50 Command Link__60 Hatchet________30% Quad Mech_____20% Final Calcluation 1) Find the Base Point Cost and Percentage Multiplier (if any) for each stat and special from the above lists. 2) Total Base Point Cost - Total all Point values (do not include any percentages for Hatchets or Quad Mech) 3) Percentage Multiplier - Total the percentages for Hatchets or Quad Mech (if any) 4) Apply Percentage Multiplier - Multiply the combined percentage (from Step 3) by the Total Base Point Cost. 5) Round the result to the nearest 10 points. Example Step 1 - The Hatchetman has a Life of 5 (25 pts), a Walking Move of 4 (8 pts), and a Range of 6 (14 pts). With the Long range Attack value being 0, the weighted average of the two other Attack values is 4 (12 pts). It has a Defense of 4 (24 pts), Size of 5 (1 pt), and a Jump Move of 4 (6 pts). Since the Hatchetman's highest Attack value is 4 and it's Heat Limit is 4, it has a Heat Exposure of 0 (4 pts). The specials are AC 1 (15 pts) and Hatchet (30%) Step 2 - Adding up all of the points from Step 1 results in a Base Point Cost of 109. Step 3 - The Hatchet adds a 30% Multiplier. Step 4 - Adding that percentage to the Base Point Cost brings the total to 142. Step 5 - Rounding that to the nearest 10 points brings the Final Point Cost to 140. Vehicles can use the same method, but ignore the Heat Exposure and Jump point costs. 9+ RotV - 7 SotM - 6 FotAk - 6 RttFF - 3 VW - 3 TT - 3 TJ - 1 Marvel - 3+ of each common - playing since Dec '05 Megadev's Repaints and Customs BattletechScape |
#8
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9+ RotV - 7 SotM - 6 FotAk - 6 RttFF - 3 VW - 3 TT - 3 TJ - 1 Marvel - 3+ of each common - playing since Dec '05 Megadev's Repaints and Customs BattletechScape |
#9
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Is this idea for 'Mechs to scale with the HS minis? I'm curious because you talk about the standard figures, and there are models available that are to scale (1/60) with HS figures. In fact, Armorcast, http://www.armorcast.com/battletech/index.html, has a link about which models work the best with standard 25 to 28mm minis. This idea intrigues me, and I have some of those model 'Mechs. I'll get some pics of them with HS and see how it looks.
You are right though. 'Mechs would be devastating. Q9 would look like a wind-up toy compared to them. In the Battletroops game (FASA's infantry game in CBT), 'Mechs were handled arbitrarily due to the disparity between troops and 'Mechs. An AC/20 hit would slaughter a whole squad. Any ballistic would actually, except maybe an AC/2. All in all it does sound worth at least the novelty of the idea. "Not baked goods, professor. Baked bads!" - The Tick |
#10
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Actually, I think Q9 would probably do fairly well against most of the Light and Medium mechs (and even some of the Heavys). Except for the 4 Life, his stats are comparable to many Heavy mechs. 9+ RotV - 7 SotM - 6 FotAk - 6 RttFF - 3 VW - 3 TT - 3 TJ - 1 Marvel - 3+ of each common - playing since Dec '05 Megadev's Repaints and Customs BattletechScape |
#11
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Good work...
really good^_^ mp for you^_^ Mario Tani More to come... |
#12
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Re: BattletechScape
I have been playing with a concept for Heroscape. I call it Battlescape.
I have created an Excel Spreadsheet with all of the mechs up through 3062 in their Battleforce variant. I have run a few test runs with lances and a rudimentary ruleset. http://www.heroscapers.com/community...o=file&id=1330 The rough of the rules is as follows:
1.Follow BT movement rules 2.Mech 1 records if walked, ran or jumped as well as distance moved as a tatget with 1 colored D6 (Like BT) ii.Mech 1 selects target and fires 1.Range 1 = short, 2-9 = medium 10-20 = long 2.Attack dice = Battleforce damage at that range + 1 for each piloting level below 4 – 1 for each piloting level above 4 (reverse what is on the record sheet, was done for BF) 3.Defense dice = Outer Armor value + 1 if at med, 2 if long + BT target movement modifier. 4.Take skulls rolled, subtract shields and deduct the result from the armor. a.If Outer Armor is destroyed, apply to inner armor and roll crit per Battleforce 5.If target is destroyed, remove from game immediately
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