View previous topic :: View next topic |
Author |
Message |
Col. Dwight Chandra Lewis' Executioners C.O., Alpha Co.
Joined: 15-Aug-2002 00:00 Posts: 170 Location: United States
|
Posted: 18-Sep-2002 12:56 Post subject: Mech-specific quirks |
|
|
Several years ago, I had a friend who ran a BT campaign. He had a cool house rule. He came-up with a quirk for each mech design that would apply to that partuclar design throughout the campaign. The quirks were always fairly minor would be either positive or negative.
Sometimes the quirks were based on the fluff. For example, the fluff might read, "The Locust-1M uses the ACME Coyote MK IV ammo feed system, which is somewhat prone to feed jams." (Totally made that up...I didn't look to see what it really says about the 1M). The quirk for this mech might be something like, "All LRM5 attacks that roll a "2" on their to hit result in a feed jam. That launcher cannot be used for the remainder of the scenario."
Other quirks were based on the mech's appearance. For example, the Mauler has its head positioned low, and between two LRM15 launchers. The quirk might read that any head locations rolled against the Mauler from side firing arcs hit the side torsos instead of the head.
What do you all think? Any other ideas?
_________________ I'm the guy who laughs at the guy who makes fun of the guy who thinks he's the coolest guy in the room.
|
|
Back to top |
|
Jade_Dragon 8th Sword of Light Sho-sho
Joined: 05-Feb-2002 00:00 Posts: 1325 Location: United States
|
Posted: 18-Sep-2002 14:53 Post subject: RE: Mech-specific quirks |
|
|
Yeah they can add fun to the game. I think FASA even suggested one for the Javelin, like a +1 to the piloting skill when the machine was running through rough/wooded terrain. It was supposed to have been a little top/forwars heavy with those SRM launchers. Another example would be the Marauder's autocannon is supposed to jam up as well pretty easily. Quickdraw is supposed to have weak ankles, so you could roll whenever the mech is involved in a kicking attack and it might loose it lower/foot actuator. The Quickdraw was also supposed to be able to reverse it arms even though it had lower and hand actuators. Then there is the infamous cramped cockpit of the Stinger and the hot Vindicator and Assissin and the best cockpit of them all Shadow Hawk.
Another thought is that not only can each class/variant of a mech have quirks but so can each individual mech. Take a look a the "Fox's Teeth" scenario pack for examples. After all if a machine is a century old it will have a few if not many, heck cars today who are a quarter of that age have'em.
_________________ The JadeDragon
|
|
Back to top |
|
Vampire Free Worlds League Lieutenant Colonel
Joined: 05-Feb-2002 00:00 Posts: 912 Location: Spain
|
Posted: 18-Sep-2002 17:15 Post subject: RE: Mech-specific quirks |
|
|
You can find a lot of house rules sets in the Net about that, called "Mech Quirk List"
I started systematizing them all in a consistent body of rules, for example, several 'Mechs have a low silhouette, or a cramped cockpit make a generic rule for all of them things like (Low Profile, Small Cockpit) rather than having to look up the special rule for each 'Mech in a list every time it pops up.
Namely a Revised TRO 3025, project is on hold now, I have all the desings done on paper, but I have to HTML them. I did the lights 'Mechs however, and I am satisfied with the result, though I have to tweak the Stinger cramped cockpit a bit.
you can find the Readout in my site
http://rt000pui.eresmas.net/Battletech/Jump-point.html
_________________ Memento audare semper
|
|
Back to top |
|
Col. Dwight Chandra Lewis' Executioners C.O., Alpha Co.
Joined: 15-Aug-2002 00:00 Posts: 170 Location: United States
|
Posted: 19-Sep-2002 07:43 Post subject: RE: Mech-specific quirks |
|
|
Cool, Vampire!
I like your miniatures gallery. I usually just photograph my minis against a plain background, but maybe I should try a "simulated environment" like you did. The winter camo Warhammer in the snow looks awesome!
_________________ I'm the guy who laughs at the guy who makes fun of the guy who thinks he's the coolest guy in the room.
|
|
Back to top |
|
Vampire Free Worlds League Lieutenant Colonel
Joined: 05-Feb-2002 00:00 Posts: 912 Location: Spain
|
Posted: 19-Sep-2002 08:32 Post subject: RE: Mech-specific quirks |
|
|
Quote:
|
On 2002-09-19 07:43, Col. Dwight Chandra wrote:
Cool, Vampire!
I like your miniatures gallery. I usually just photograph my minis against a plain background, but maybe I should try a "simulated environment" like you did. The winter camo Warhammer in the snow looks awesome!
|
|
The background was done as always taking a photograph from the holiday photo album and placing it at some distance of the camera, the
"snow" is salt.
Simulated environments just take a lot of jiggling around and working with the camera. Will post a new mini soon.
_________________ Memento audare semper
|
|
Back to top |
|
Shadowking Kell Hounds Captain
Joined: 22-May-2002 00:00 Posts: 365 Location: United States
|
Posted: 19-Sep-2002 11:16 Post subject: RE: Mech-specific quirks |
|
|
I believe there was a list created in the 1 of the Battletechnology mags that had a listing of quirks for at least a dozen or so old school mechs. Like the spider getting a +1 for someone trying to attack it due to it's great mobility etc.
|
|
Back to top |
|
Col. Dwight Chandra Lewis' Executioners C.O., Alpha Co.
Joined: 15-Aug-2002 00:00 Posts: 170 Location: United States
|
Posted: 19-Sep-2002 12:27 Post subject: RE: Mech-specific quirks |
|
|
I've heard a few people say that using these quirks slows the game down too much, but that wasn't our experience in my friend's campaign.
I guess it might get kinda slow if you had many quirks for each mech. But we had only one or two for each mech chassis, and after a couple sessions we all them memorized, so it went very quickly.
_________________ I'm the guy who laughs at the guy who makes fun of the guy who thinks he's the coolest guy in the room.
|
|
Back to top |
|
Shadowking Kell Hounds Captain
Joined: 22-May-2002 00:00 Posts: 365 Location: United States
|
Posted: 20-Sep-2002 14:31 Post subject: RE: Mech-specific quirks |
|
|
Well, that's really the whole thing with anything new. If you do alot at once, everything'll likely get slowed down by it until everyone is finally use to it
|
|
Back to top |
|
Nightmare Lyran Alliance Kommandant-General
Joined: 03-May-2002 00:00 Posts: 2214
|
Posted: 21-Sep-2002 00:08 Post subject: RE: Mech-specific quirks |
|
|
There are players who manage to slow down the game no matter what Just by thinking carefully, and speaking while they do it. Horrible creatures, but a game of Btech is always welcome.
_________________ A tree fall in the forest, and no one is around, and it hits a mime. Does anyone care?
|
|
Back to top |
|
bandit Clan Nova Cat Star Colonel
Joined: 21-Sep-2002 00:00 Posts: 482 Location: Italy
|
Posted: 21-Sep-2002 05:56 Post subject: RE: Mech-specific quirks |
|
|
Finally a complete job!!
I thought that this is an amazing game
but many time I felt incomplete.
So now should be pubblicate a book
about this fluff for a general agreement
Shure it will be my next purchase,with
the expansion 3d rules
|
|
Back to top |
|
Vampire Free Worlds League Lieutenant Colonel
Joined: 05-Feb-2002 00:00 Posts: 912 Location: Spain
|
Posted: 21-Sep-2002 06:54 Post subject: RE: Mech-specific quirks |
|
|
I am open to contributions...mmm I think I have to get back to the Revised Readout soon.
We could ask for Fanpro official endorsement as a level 3 rules, free download from their site.
What I need is somebody good with computers that knew how to make redesigned record sheets, some 'Mechs need them, like those that don't have arms, in example.
_________________ Memento audare semper
|
|
Back to top |
|
|