d20 future = Mechwarrior d20

Aaron L said:
Hey, I said just a bit :) The MC mecha are able to do things like fly into space and tumble like a human and that sort of stuff, things out of the reach of battlemechs. If want 'mechs that can do that, though, go for it, nothing wrong with that. I just meant for a strict model of Battletech battlemechs, they'd need toned down a bit.


And dang, making Kai Allard Laio with the Mecha Crusade rules, you could finally really model him and Yen Lo Wang :) The way the rules work, is you use your normal pysical skill modifiers, say Tumble, limited by your modifier in Pilot Mecha. So, you could Pilot your mecha to Tumble as well as you can yourself. Only thing you MIGHT want to do is put a cap on how high those numbers can go. I never pictured a Battlemaster doing somersaults :)

But if you go read the original printing of the TR3025, you get just that. Dropkick Darvin, and a host of others that are nearly making thier mechs flip out. So why not have them doing some tumbling? it would make sense. Even a light mech is supposed to be really scarry! But as they are protrayed now, a 50 ton tank is a major concern for a 20 ton battlemech. I mean there is a passage from Decision at thunder rift where a wasp mech jumps and levels a small building. You realise, these are not things you mess with, even with a tank! Arn't these things supposed to take out a tank battalion? And why the hell is ECM a new thing in the BT universe? We've had those for years!
 

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Let me know how this turns out. I've never bee TOO deep in the Mechwarrior stuff, but I do have some basic knowledge, and I ran a short Mecha Crusade campaign. I really liked Mecha Crusade (except when one of my players caught me off guard by killing off an an entire space station by having his Mech poke a finger through a window. Instant depresurization.).

Good Luck with your conversion, I look forward to seeing how this works out.
 

Also, the other thing about the BT universe. The frikken autocannons. They make it sound like its just one shell. Its like 5000! A Vulcan is like not even 2 tons! An AC2 from BT weighs like 6 tons. Thats 3 times bigger than a vulcan! An AC20 is 7 times that weight! How big is that! Would that even compute with the weight and height of the mech? (actually now that I think about it, yeah...) Thats some serious destructive force! The Machine Guns gotta be like 50 cals! And with that in mind, apparently that 6 ton autocannon does no more damage than a 50 cal. (granted it has range but...)

Aaron.
 
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I ran a Mecha Crusade campaign once. The rules were cumbersome at the best, combat took forever... you rolled 15d6 for your energy rifle... and then you subtract hardness, and energy resistance, and the like... and by the time you get done ten mintues have gone by.

I want to try a similar game with Mutants and Masterminds rules. An attack won't take as long to resolve there.
 

jester47 said:
hrm, I am going to have to look up mecha crusade rules again and try making a wolverine.

A.
You're better off using Mecha Crusade for the advanced classes and character-related material.

For mecha rules, I strongly recommend d20 Mecha.
 

I had a link at one time to an online magazine with lots of neat fluff info for BT, like the caliber and rate of fire and such of different types of autocannon. But again, I'd forget about all the highly convoluted game stats of the mechs and convert them in form and spirit, make an Atlas the giant skull faced engine of death it should be, with a giant autocannon and some missles and lasers, and don't sweat the details.

As for the tumbling, I'm not trying to pin you down Jester :) It's just that I always got the feeling that battlemechs weren't quite the trapeze artist that Gundams and the like were. Not to say that you couldnt do a survival roll or even a high kick with enough skill, but that you couldnt do standing backflips and contortions. Er, extreme stuff. Well, certainly things like flying into orbit :)

I'll have to reread D20 Mecha. When I got it I read it and it kinda overwhelmed me, hehe. I warrants a second look.
 
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Aaron L said:
I'll have to reread D20 Mecha. When I got it I read it and it kinda overwhelmed me, hehe. I warrants a second look.
You should check out Mecha Compendium, which featured mecha stats for all genre and time period, including DP9's RPG (Jovian Chronicles, Gear Krieg, etc.).

Also, to show that d20 Mecha is not about mecha, GOO have just released d20 Military Vehicles. It's a book full of military vehicles from almost all of the world's military forces and their stats using the d20 Mecha rules (which have also been errata'ed).
 

You're making a lot of assumptions on the level of tech in BattleTech. MechWarrior neuorhelmets only translate brainwave data related to the pilot's motor cortex, cerebellum, and other balance/equilibrium functions. They don't read minds, they only translate some of the most basic brain functions to keep a 20-100 ton humanoid 'Mech upright and moving along almost like a human. All those buttons, switches, monitors, joysticks, and pedals are for controlling the BattleMech's obscene number of systems and functions, like kicking, picking up and throwing pesky Clan Elementals, walking carefully down city streets, aiming arrays of LRM-20 missile racks and supersonic Gauss rifles, calculating trajectories and firing jump-jets, etc. BattleTech's technology is meant to be more realistic compared to modern tech, so technology hasn't solved everything or even close. Artifical Intelligence in BT is not tremendously more advanced than it is now, and while it does handle things like jump-coordinate calculations, it still requires many spacers to manually operate the system and input data. Heck, BattleMechs and JumpShips and such in BT use fusion power. Not some imaginary futuristic new power source, but plain old fusion reactors, though more advanced than our own, but still quite susceptible to everything that troubles fusion systems today.

OmniMechs, artificial myomer muscles, Kearny-Fuchida jump drives, and limited cybernetics are about the extent of BattleTech's stretches on scientific realism. BT does have limited biotech, but for the most part it's not very advanced in BattleTech. The Clans have many generations of genetically-engineered warriors made exclusively from the DNA of a few hundred (IIRC) people that first traveled with Kerensky and helped found the Clans. They have Elementals and aerospace pilots that are specifically engineered for different qualities and body types. Star League lostech is not some freaky superscience, it's just moderately more advanced technology than what folks had after the Succession Wars. The Clans never lost that technology, though they didn't bring all of it with them on their Exile, so very little SL lostech is anything more than advanced versions of what the Inner Sphere still had.

BattleMechs and such communicate through systems similar to modern communication tech, though more advanced but still susceptible to being picked up by enemies, or disrupted by ECM. HyperPulse Generators send messages across space almost instantly, but only by folding space in the same way as a Jumpship, so not useable for normal communication on-planet. There's no constantly-functioning transmission network linking all machines all the time or anything, so BattleMechs couldn't be hacked into from afar. Cybernetics and biotech do get used in BattleTech to an extent, to where Clan medtechs can regrow someone's limb or even an eyeball or something, but Clan warriors are too proud and despise waste, so they won't usually allow the doctors to do that. Instead they do what Inner Sphere warriors must when losing a limb, receive a cybernetic prosthetic. It's not nearly as good as a flesh-and-blood limb, eyeball, or whatever, but it may have some minor advantage. Oh, and on the matter of 'Mech mass, it's true that the materials in BattleTech used for 'Mech construction are probably much lighter and stronger, so a 60-ton 'Mech is probably as large as three or four Abrams tanks. 'Mech weaponry in BattleTech is different from that used on small vehicles and by infantry or security forces. A BattleMech's PPC is a big freakin' particle gun that blasts cars and trucks to smoking scrap in one shot, and wreaks havoc on the electrical systems of whatever it hits. A man-pack PPC wielded by infantry may do the same to a battlearmored infantryman at best. BattleMech machine guns are on the scale for putting man-fist-sized holes in other BattleMechs and tanks, ones made with several inches of armor tougher than any titanium alloy. Infantry machine guns just put holes in people like normal, and are entirely useless against even a BattleMech's joints or ferroglass faceplate.
 

Thanks RR... I will look into that.

Aaron L, the "spirit of things" was what I was planning to do. Originally I was planning on coming up with FNFF stats for the mechs to simplify things. I will have to see where d20 Future goes with the mecha stuff. As for everything else, I think I will stick with d20. We will have to see.

The one size fits all style of the MC rules does not work well for my tastes. The "suit" method for damage does not either. The prob with the 1SFA is that you dont get the disparity between 20 ton and 100 ton mechs. Hopefully the d20 Future rules are not at all based on this... If they are, oh well.

Aaron.
 

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