Battletech - Also known as Trannytech

I seriously wish medium lances were viable in Troontech, I'd main my beloved Shadow hawk
That was one of the best things about the flashpoint campaigns, they start out as low-difficulty missions (so they can be played by those that run them parallel to their campaign I guess...) so I had a chance to play with lighter lances... but you quickly end up at the higher end of weight classes soon enough.

On a sidenote, being able to allocate half-tons of ammo would be pretty sweet in classic BT. I mean, nothing prevents you from houseruling it like that, but having a mech with a single SRM2 carry a ton of ammo is completely bonkers. Even just half a ton would last you through several consecutive games. I think there's expanded construction rules that might cover that actually, now that I think about it.
 
On a sidenote, being able to allocate half-tons of ammo would be pretty sweet in classic BT. I mean, nothing prevents you from houseruling it like that, but having a mech with a single SRM2 carry a ton of ammo is completely bonkers. Even just half a ton would last you through several consecutive games. I think there's expanded construction rules that might cover that actually, now that I think about it.
Hate to break it to you but the solution is... get more SRM launchers. If you're fitting one in just as filler because you have 2 tons left over, get two Medium Lasers or extra armor/heatsinks instead. At least these don't blow up on you. If you're actually intending on using SRMs for damage, you need more tubes anyway. And if you're playing an actual campaign where ammo counts, you'll be happy to have all those spare shots before running dry.

The only weapons besides the Machineguns I'd go for half-ton loads for would be AC/2s because then you could double up on special munitions and still have ammo to spare. And even then those tend to get mounted in pairs, and once you get to Ultras dual AC/2s can chew through a full ton of ammo deceptively quickly (assuming they don't jam).
 
Hate to break it to you but the solution is... get more SRM launchers. If you're fitting one in just as filler because you have 2 tons left over, get two Medium Lasers or extra armor/heatsinks instead. At least these don't blow up on you. If you're actually intending on using SRMs for damage, you need more tubes anyway. And if you're playing an actual campaign where ammo counts, you'll be happy to have all those spare shots before running dry.

The only weapons besides the Machineguns I'd go for half-ton loads for would be AC/2s because then you could double up on special munitions and still have ammo to spare. And even then those tend to get mounted in pairs, and once you get to Ultras dual AC/2s can chew through a full ton of ammo deceptively quickly (assuming they don't jam).
Yeah, a lone SRM2 is pretty silly, but there's a few stock light mechs like the Commando 1B, that come with such a loadout. Hell, there's a Marauder with a single SRM2 in the torso for whatever reason...
Even an SRM 4 would take 25 rounds of consecutive fire to drain a ton of ammo.
 
Yeah, a lone SRM2 is pretty silly, but there's a few stock light mechs like the Commando 1B, that come with such a loadout. Hell, there's a Marauder with a single SRM2 in the torso for whatever reason...
Even an SRM 4 would take 25 rounds of consecutive fire to drain a ton of ammo.
Marauder-5D has an SSRM2 in LT stock. It's basically a complete afterthought, it absolutely doesn't need a full ton of ammo (moreso because Streak) and you would be better off ripping it out and throwing in more DHS because the rest of its loadout is hotter than the Devil's asshole (ERPPCs and pulse lasers).

Or you could do what I did and rip out nearly everything, change that XL 300 to an LFE 300 to make it less of a deathtrap, put a PPC/SNPPC in RT and MRMs in LT with MLAS in the arms.
 
Actually fuck let's play "Kick the Clanner"
MAD-5D.png

I HEARD YOU LIKE TCS, JJS AND PULSES, CLAMS
 
I'm fine with lone SSRMs, even if they have too much ammo. They're the ultimate in fire-and-forget weapon. Just declare it every turn without expectations no matter the range or modifiers, roll it alongside everything else, and smile when it does get to fire that turn knowing that it's guaranteed damage. All that ammo just means you know it'll last you forever.
 
I'm fine with lone SSRMs, even if they have too much ammo. They're the ultimate in fire-and-forget weapon. Just declare it every turn without expectations no matter the range or modifiers, roll it alongside everything else, and smile when it does get to fire that turn knowing that it's guaranteed damage. All that ammo just means you know it'll last you forever.
If you're running a long campaign with limited/no resupply it'd be great, though given the rest of the MAD-5D's loadout I'd rather have a regular SRM2 with a ton of Inferno rounds for keeping infantry etc. in check since it doesn't have fantastic tools for that otherwise, or if you want to get downright obscene tandem charge SRMs for constant TAC fuckery. SSRMs being unable to load alternative warheads is unfortunate (but would be bonkers if allowed, honestly)
 
You want something really disgusting? Like, 'oh jesus why' disgusting? Marauder with mixed tech, circa 3052. There's a build I absolutely adore and think any mercenary with some success with salvaging clan mechs might be able to slap together.

Firstly, you need a clan 300XL engine. This is actually easier than it sounds, as the humble Icestorm or the Dire Wolf both rock 300XL engines. Secondly, you need clan weaponry, and double heatsinks. This baby is going to otherwise use standard IS components. Sporting two Clanner ERPPC's, two clan Medium Pulse Lasers, and a Clan Large Pulse Laser, if you've got a MAD-3D, this thing runs pretty similar to it. With 22 Clanner DHS, it runs pretty cool, able to fire all three of its big guns without racking up the heat, and all of its weapons if it stays still - though it'll go 4 heat over, very manageable. This gives you an alpha strike of 54 damage, which is respectable, and a range and heat curve you don't need to worry too much about. This also sports 14 tons of armor, and four jump jets. To all outward appearances, this mech is going to look a lot like a MAD-3D, and then absolutely ruin your day at long range. Distribute the heat sinks as you want.

Name/Model: Marauder
Technology: Inner Sphere (Mixed)
Technology Rating: F
Tonnage: 75
Role: Skirmisher/Brawler
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3051
Rules (Current): Tournament Legal
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 15,683,500 C-Bills
Battle Value: 2,770

Chassis: GM Marauder
Power Plant: Clan 300 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Swingline X-1000
Jump Capacity: 120 meters
Armor: Standard
Armament:
2 ER PPCs (C)
1 Large Pulse Laser (C)
2 Medium Pulse Lasers (C)
Manufacturer: General Motors, Independence Weaponry
Primary Factory: Kathil (GM), Quentin (IW)
Communications: Dalban Micronics
Targeting & Tracking: Unknown

================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 7.50
Engine: 300 XL (C) 9.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Double): 22 [44] (C) 12.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 224 14.00
Type: Standard

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 35
Center Torso (rear): 10
R/L Torso: 16 24
R/L Torso (rear): 8
R/L Arm: 12 23
R/L Leg: 16 30

================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Large Pulse Laser (C) RT 2 6.00
ER PPC (C) RA 2 6.00
Medium Pulse Laser (C) RA 1 2.00
ER PPC (C) LA 2 6.00
Medium Pulse Laser (C) LA 1 2.00
2 Jump Jets RL 2 2.00
2 Jump Jets LL 2 2.00

================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 46
TP: BM, SZ: 3, TMM: 1, MV: 8"j
Damage: (S) 6 / (M) 6 / (L) 5, OV: 0
Armor (A): 7, Structure (S): 4
Specials: ENE

This is of course, a bit on the expensive side. For mercenaries on a budget, there's an IS only machine that is basically an upgraded MAD-4X. This time, with DHS, Endosteel, and Streak SRM2's. Because why not.

Name/Model: Marauder MAD-4X "Streak Special"
Technology: Inner Sphere
Technology Rating: E
Tonnage: 75
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3052
Rules (Current): Tournament Legal
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 6,804,000 C-Bills
Battle Value: 1,570

Chassis: Endo Steel
Power Plant: 300 Fusion
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard with CASE
Armament:
2 Binary Laser Cannons
4 Streak SRM 2s
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown

================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 4.00
Engine: 300 Fusion 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Double): 18 [36] 8.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 200 12.50
Type: Standard

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 27
Center Torso (rear): 10
R/L Torso: 16 22
R/L Torso (rear): 8
R/L Arm: 12 23
R/L Leg: 16 24

================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
CASE RT 1 0.50
2 Streak SRM 2s RT 2 3.00
Streak SRM 2 (Ammo 50) RT 1 1.00
2 Streak SRM 2s LT 2 3.00
Binary Laser Cannon RA 4 9.00
Binary Laser Cannon LA 4 9.00

================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 37
TP: BM, SZ: 3, TMM: 1, MV: 8"
Damage: (S) 4 / (M) 4 / (L) 0, OV: 0
Armor (A): 7, Structure (S): 6
Specials: CASE
It's less well armored, but it has a standard fusion engine, CASE, two Blazer's which can decapitate an enemy mech or punch a hole in armor reasonably well, and enough heat sinks to remain pretty heat neutral even if it runs and fires most of its arsenal. Four streak SRM2's are also pretty heat neutral, considering that they won't generate heat unless they deal damage, so for 1570 BV it's not the worst option you could ask for. Of course, if you wanted to be a real chad, swap down the streaks to regular SRM's and load full infernos. You'll have 3 tons of ammo and 4 SRM2's. Warcrimes are on the menu for the foreseeable future, or tandem charge shenanigans.

EDIT: If you play with quirks, the MAD-4X upgrade becomes basically heat neutral, as it shaves off 4 heat at the end of every turn, and has the improved cooling jackets on the Blazers, so that reduces the heat output on those two guns by 3. Heavy, critical hungry, but certainly a nasty surprise to run into for most mechs.

EDIT EDIT:
Seriously though, Blazers need more love. They're horribly hot, don't have the range of a Gauss Rifle, don't output as much damage as a Clan ERPPC, and are heavy as sin, but I love them. They just scratch that 'get rekt' energy itch the IS doesn't have without getting into PPC Capacitors. Being able to headcap nerds is also pretty freaking dope.
 
Last edited:
You want something really disgusting? Like, 'oh jesus why' disgusting? Marauder with mixed tech, circa 3052. There's a build I absolutely adore and think any mercenary with some success with salvaging clan mechs might be able to slap together.

Firstly, you need a clan 300XL engine. This is actually easier than it sounds, as the humble Icestorm or the Dire Wolf both rock 300XL engines. Secondly, you need clan weaponry, and double heatsinks. This baby is going to otherwise use standard IS components. Sporting two Clanner ERPPC's, two clan Medium Pulse Lasers, and a Clan Large Pulse Laser, if you've got a MAD-3D, this thing runs pretty similar to it. With 22 Clanner DHS, it runs pretty cool, able to fire all three of its big guns without racking up the heat, and all of its weapons if it stays still - though it'll go 4 heat over, very manageable. This gives you an alpha strike of 54 damage, which is respectable, and a range and heat curve you don't need to worry too much about. This also sports 14 tons of armor, and four jump jets. To all outward appearances, this mech is going to look a lot like a MAD-3D, and then absolutely ruin your day at long range. Distribute the heat sinks as you want.

Name/Model: Marauder
Technology: Inner Sphere (Mixed)
Technology Rating: F
Tonnage: 75
Role: Skirmisher/Brawler
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3051
Rules (Current): Tournament Legal
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 15,683,500 C-Bills
Battle Value: 2,770

Chassis: GM Marauder
Power Plant: Clan 300 XL
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Swingline X-1000
Jump Capacity: 120 meters
Armor: Standard
Armament:
2 ER PPCs (C)
1 Large Pulse Laser (C)
2 Medium Pulse Lasers (C)
Manufacturer: General Motors, Independence Weaponry
Primary Factory: Kathil (GM), Quentin (IW)
Communications: Dalban Micronics
Targeting & Tracking: Unknown

================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Standard 7.50
Engine: 300 XL (C) 9.50
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks (Double): 22 [44] (C) 12.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 224 14.00
Type: Standard

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 35
Center Torso (rear): 10
R/L Torso: 16 24
R/L Torso (rear): 8
R/L Arm: 12 23
R/L Leg: 16 30

================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Large Pulse Laser (C) RT 2 6.00
ER PPC (C) RA 2 6.00
Medium Pulse Laser (C) RA 1 2.00
ER PPC (C) LA 2 6.00
Medium Pulse Laser (C) LA 1 2.00
2 Jump Jets RL 2 2.00
2 Jump Jets LL 2 2.00

================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 46
TP: BM, SZ: 3, TMM: 1, MV: 8"j
Damage: (S) 6 / (M) 6 / (L) 5, OV: 0
Armor (A): 7, Structure (S): 4
Specials: ENE

This is of course, a bit on the expensive side. For mercenaries on a budget, there's an IS only machine that is basically an upgraded MAD-4X. This time, with DHS, Endosteel, and Streak SRM2's. Because why not.

Name/Model: Marauder MAD-4X "Streak Special"
Technology: Inner Sphere
Technology Rating: E
Tonnage: 75
Configuration: Biped BattleMech
Era/Year: Clan Invasion / 3052
Rules (Current): Tournament Legal
Rules (Era): Experimental
Rules (Year): Experimental
Total Cost: 6,804,000 C-Bills
Battle Value: 1,570

Chassis: Endo Steel
Power Plant: 300 Fusion
Walking Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard with CASE
Armament:
2 Binary Laser Cannons
4 Streak SRM 2s
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown

================================================================================================
Equipment Mass
------------------------------------------------------------------------------------------------
Internal Structure: Endo Steel 4.00
Engine: 300 Fusion 19.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks (Double): 18 [36] 8.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 200 12.50
Type: Standard

Internal Armor
Structure Value
Head: 3 9
Center Torso: 23 27
Center Torso (rear): 10
R/L Torso: 16 22
R/L Torso (rear): 8
R/L Arm: 12 23
R/L Leg: 16 24

================================================================================================
Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
CASE RT 1 0.50
2 Streak SRM 2s RT 2 3.00
Streak SRM 2 (Ammo 50) RT 1 1.00
2 Streak SRM 2s LT 2 3.00
Binary Laser Cannon RA 4 9.00
Binary Laser Cannon LA 4 9.00

================================================================================================
Alpha Strike Statistics
------------------------------------------------------------------------------------------------
Point Value (PV): 37
TP: BM, SZ: 3, TMM: 1, MV: 8"
Damage: (S) 4 / (M) 4 / (L) 0, OV: 0
Armor (A): 7, Structure (S): 6
Specials: CASE
It's less well armored, but it has a standard fusion engine, CASE, two Blazer's which can decapitate an enemy mech or punch a hole in armor reasonably well, and enough heat sinks to remain pretty heat neutral even if it runs and fires most of its arsenal. Four streak SRM2's are also pretty heat neutral, considering that they won't generate heat unless they deal damage, so for 1570 BV it's not the worst option you could ask for. Of course, if you wanted to be a real chad, swap down the streaks to regular SRM's and load full infernos. You'll have 3 tons of ammo and 4 SRM2's. Warcrimes are on the menu for the foreseeable future, or tandem charge shenanigans.

EDIT: If you play with quirks, the MAD-4X upgrade becomes basically heat neutral, as it shaves off 4 heat at the end of every turn, and has the improved cooling jackets on the Blazers, so that reduces the heat output on those two guns by 3. Heavy, critical hungry, but certainly a nasty surprise to run into for most mechs.

EDIT EDIT:
Seriously though, Blazers need more love. They're horribly hot, don't have the range of a Gauss Rifle, don't output as much damage as a Clan ERPPC, and are heavy as sin, but I love them. They just scratch that 'get rekt' energy itch the IS doesn't have without getting into PPC Capacitors. Being able to headcap nerds is also pretty freaking dope.
I love Blazers for the same reason I love Clan heavy lasers, I love trading efficiency for Fuck You damage.

Also catgirls are catgirls. Hard to beat, even when one is a snek. Surprised the Dracs haven't conquered the FWL just so they can have easy access to the nekomimi in the Magistracy.
Naw, the Snakes are wrong kind of Weeb for Catgirls. Also the League and the Magistracy aren't exactly buddies. Especially in the Dark Ages era. Andurien is rightful FWL clay, whether they like it or not. Here's to hoping the ilClan era will bring a return to free-for-alls.
 
Naw, the Snakes are wrong kind of Weeb for Catgirls. Also the League and the Magistracy aren't exactly buddies. Especially in the Dark Ages era. Andurien is rightful FWL clay, whether they like it or not. Here's to hoping the ilClan era will bring a return to free-for-alls.
Yes the Dracs are the official No Fun Allowed IS faction, possibly even more than the Capellans due to their whole "shamefur dispray" attitude towards things that aren't sand gardens or seppuku which is why its half-rhetorical. "Oh no, I deliberately conquered a planet filled with things I dislike and now I am angry. How could this ever have happened?" I'm also well aware of those two disliking each other, which is why I mentioned the Dracs forcibly conquering the FWL to make customs a non-issue. Hmm... now we see why they hate the Davions so much given the quite literal cockblocking they're pulling on Space Japan. :P
 
Yes the Dracs are the official No Fun Allowed IS faction, possibly even more than the Capellans due to their whole "shamefur dispray" attitude towards things that aren't sand gardens or seppuku which is why its half-rhetorical. "Oh no, I deliberately conquered a planet filled with things I dislike and now I am angry. How could this ever have happened?" I'm also well aware of those two disliking each other, which is why I mentioned the Dracs forcibly conquering the FWL to make customs a non-issue. Hmm... now we see why they hate the Davions so much given the quite literal cockblocking they're pulling on Space Japan. :P
Yeah, but if you conquered through the Fed Suns, they'd be neighbors to House Nutcase and the Taurians, who are my favorite periphery faction, and possibly the most rational and sane of all of them, except for that massive paranoia towards the Fed Suns which is only sometimes justified.

That said, historically the League and the Snakes haven't been on awful terms, I'm sure we could come to a passthrough agreement for all your filthy cybernetic cat girl needs.
 
Salvaged a MAD-3R, oh my goodness does Mercs Reloaded do wonderful things for it. Just need one more good AC/5BF and an Endosteel kit, and if I ever malinger long enough for RACs to kick in I get to recreate the RACbully from MWO. 3 RAC2s, 4 Medium Lasers and enough ammo/sinks to stack bodies forever.

Hoping Mercs Reloaded added a bunch more Marauder variants, can totally become Miller's Marauders. (Would need Marauder IIs for Barber's.)
 
Yeah, but if you conquered through the Fed Suns, they'd be neighbors to House Nutcase and the Taurians, who are my favorite periphery faction, and possibly the most rational and sane of all of them, except for that massive paranoia towards the Fed Suns which is only sometimes justified.

That said, historically the League and the Snakes haven't been on awful terms, I'm sure we could come to a passthrough agreement for all your filthy cybernetic cat girl needs.
Na. Despite the name I'm actually a proud fan of House Dakka, I mean House Davion. Their warfare style of a combo of dirty tricks, fast attacks, and a hefty skew towards the middle of the weight spectrum appeals to me.
 
Soo my first foray into Battletech was when I saw a review of it on an old tv show back in 95 and I rented it for the Sega Genesis. Me and my brother would spend hours playing the co-op mode where one person controlled the legs and the other person controlled the torso+weapons.
 
Soo my first foray into Battletech was when I saw a review of it on an old tv show back in 95 and I rented it for the Sega Genesis. Me and my brother would spend hours playing the co-op mode where one person controlled the legs and the other person controlled the torso+weapons.
I still have my SNES MechWarrior 3050 cart. It's a hilariously difficult game at times, especially that mission that involves... I think it's setting charges at some kind of targets and getting to minimum safe distance (I remember the enemies you fight there are Ullers or Marauders, it's a jungle map). The ice planet? Not as hard as that.
 
I still have my SNES MechWarrior 3050 cart. It's a hilariously difficult game at times, especially that mission that involves... I think it's setting charges at some kind of targets and getting to minimum safe distance (I remember the enemies you fight there are Ullers or Marauders, it's a jungle map). The ice planet? Not as hard as that.
I'm waiting eagerly for the Xbox release of Mechwarrior, I'm an eager beaver for that.
 
A few high-value quests later...

My lance is now an Atlas-D with 2 LB10X 2 SRM6 4 MLAS, a Warhammer-6D with 4 LLAS 2 MLAS 1 SRM6, a Marauder-3R with 1 AC20 2 MG 2 MPLAS 2 SPLAS and a Kintaro-18 with 5 LRM10ST and 2 MLAS.

TIME TO HURT THINGS.
 
So, we have a couple of people who prefer certain factions a lot over the others, and I'm wondering: What makes you enjoy, say, House Marik over the others?
Is it the politics of those houses, their prefered mechs... maybe even their paintjobs?

I don't yet tend towards one house in particular, though it seems that I gravitate towards Steiner, Rasalhague and Comstar (boring paintschemes but angry Space AT&T is just way too hilarious to disregard), but on the other hand, there's always some minor aspect that I enjoy about the other houses, too. I've read a couple of novels, mainly from the late clan-invasion and early FedCom civil war era, where Steiner and Davion take up a lot of space and most other nations only appear on the sidelines.

And when it comes to putting together lances for the game, interesting and nifty paintjobs are always a pro. I guess that's why I enjoy the Kungsarmé so much, those 2nd Freemen mechs are way too sexy.
5_fanjoy2frrfreemengunslinger2.jpg
Similarly, the 6th Donegal with their celtic knot designs and the 1st Ghost Regiment and their dragon-and-tattoo-paintjob.
1_6thdonegalatlas1.jpg
61_1stghost_battlemaster1.jpg


I don't have a lance for House Marik yet, mainly cause I don't find their paintjobs that appealing...
And I won't get a House Liao lance, cause fuck the space chinese.
 
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