Battletech Public Playtest Thread

I once tried making Pulse Lasers behave like you described (along with machine guns, hit for 1 dmg in 3 locations), but in the end we shelved it since it slowed things down even more, and we just kind of accepted that BattleTech has a lot of “reality-bending” quirks that just come with the game.
I mean, we have become really proficient with delivering damage locations building doom boxes to deal out up to 20 single points from an LBX and such. Doling out pulse laser damage wouldn't even make us blink. Though, yeah I get it folks want to scale back on classic as is.
 

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I mean, we have become really proficient with delivering damage locations building doom boxes to deal out up to 20 single points from an LBX and such. Doling out pulse laser damage wouldn't even make us blink. Though, yeah I get it folks want to scale back on classic as is.
I think we must have less patience in our games, maybe because we don’t get to play so often. Even a couple SRM-6’s makes us squirm these days, though we have joked about playing all SRM-carriers before.
 

Oi! Is this for BattleTech RPG? Or just the minis wargame?

I am wanting to run BattleTech as a ttrpg, and use my mini's and the classic rules for mech battles. I have all of my original Mechwarrior rpg books, but I have never run BattleTech as a mixed rpg/wargame.

So I am looking for advice on how best to context switch from RP to Mini back to RP...

Is this the right thread to ask these questions our should I start a new one?

Cheers!
 

Oi! Is this for BattleTech RPG? Or just the minis wargame?

I am wanting to run BattleTech as a ttrpg, and use my mini's and the classic rules for mech battles. I have all of my original Mechwarrior rpg books, but I have never run BattleTech as a mixed rpg/wargame.

So I am looking for advice on how best to context switch from RP to Mini back to RP...

Is this the right thread to ask these questions our should I start a new one?

Cheers!
New thread started to discuss the RPG.
 

An idea that had occurred for me in terms of hit location splits and the like:
When a hit location is chosen (randomly or by called shot), and a weapon has some kind of spray/clustering feature implied (long burn lasers, missile clusters, whatever), the defender may split the damage (rounding up) to a second, adjacent location. That could really speed up resolving such features.
 

We do something similar to this for speed.
how-to-box-of-death-v0-7vzx7cngcrx91.jpg
 


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