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#1 Rina Fujimoto

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Posted 04 December 2013 - 10:28 AM

Hey guys, if you don't mind, I have a series of lore questions for you all, I'd bug my corpmates but they aren't very interesting in anything BT related anymore...

I'm trying to hammer out a story, I have a pretty good understanding of the lore, but unlike most people here, I've never read the books (except 2 when I was little but hell if I can remember anything from them), and I've never played TT. I've read Sarna for the most part and I've read the tech manual up and down, but sometimes I see people contradict themselves with the lore, a lot of my corpmates tell me to just ignore the conflicts and add my own things since that's what the BT writers would do a lot of the time, but I kinda have a thing for the little details.

So to start, I have a few odd questions:

- How does space combat work in BT? I don't mean combat in terms of battlemechs, but like, ship to ship combat, particularly in the 3049 pre-clan era. I'm wondering how they would perform a mass planetary landing, would they travel in a big fleet of armed dropships? Would the planet have orbital defenses? If jumpships can only jump to certain points, are unarmed and give off massive "I'M RIGHT HERE" k-f signals when they jump in, how would an ambush in space work? For the story I'm working on, there needs to be a reason for the dropship to be shot down, for now I've thought up as an ambush as the most logical scenario but I can't really think of how it would work when space travel is so restricting in BT.

- There is no artificial gravity in dropships right? I know the larger ones have a centerfuge to have a grav deck, but what do the smaller (like Union class) dropships do? Does the crew just float around? I need to know so I can design the interior with 0 grav in mind or not.

- Has there ever been an instance of helmet cams in BT lore? Pre-3049 I mean, I plan on using them in my story regardless but I'm wondering if at least it's something that's possible so it's not completely something I just added in myself. The problem is certain mechs have very very bad viewports, something that would be impossible to see out of effectively enough to pilot and hit anything at all (might explain all the miss rolls when I tried mektek hueheh), so in order to preserve some of the designs, the only real way around it is to handwave it away as the pilots neurohelm displaying an external camera view so he can have a nice big field of view.

- What exactly is the relationship between Kuritans and Mercs? I know that they kind of look down on them and tend to rip them off, but to what degree?

- How would a briefing be conducted in a dropship? This is kind of an odd question, but in my story board in the opening scenes, they conduct a briefing with a holographic projection from a table, but then I remembered reading that most places in BT still used faxes of all things, I might keep it like that anyway since I plan to "modernize" the tech a little bit, but I'm wondering what your input is?

-Optional: Has there ever been any mention of water worlds in BT lore? From what I've seen they kind of convieniently leave them out. This has 0 impact on the story, it's just a little bit of background fluff, but the merc corp in my story was originally based on a water world, specializing in coastal raids and assaults (with vehicles, not battlemechs), and I got to thinking, how would an army even attack or invade a water world pre-3049? Most of the water equipment for mechs wasn't "invented" yet, and since it's a water world, walking on the ocean floor all the time wouldn't be ideal. Would they just leave the mechs behind and land purely as a mechanized force?

- Optional: And I guess I should add, there ARE primarily vehicle and infantry based merc corps right? That's kind of the whole background to the merc corp in my story, they're a small, start up corp who for the most part, operated as a vehicle/infantry based corp until they were making enough money to be able to afford to have a few light mechs, to assist in raids and eventually branch out into something more.

Optional: How the hell does an MFB sneak around? In MW2 you're sneaking around a clan occupied planet and I'm wondering how an MFB, let alone any mechs, would sneak around an occupied world without being spotted miles away? Do they just pretend for the sake of the story that no one saw them?

I have a very bare bones outline of my story here, if you're interested:
http://pastebin.com/Dek3cVDb
If you do read it, please be sure to tell me if you see anything you feel would be out of place, just keep in mind I will intentionally change some things from lore, there are a lot of things I love about BT but there are also a lot of things that are sorely outdated.

I'll be using this thread if I ever need to ask any additional questions, but for now, thank you for taking the time to read and answer anything!

Edited by haruko, 04 December 2013 - 10:31 AM.


#2 LoPanShui

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Posted 04 December 2013 - 11:03 AM

1) Space Combat: Space Combat usually takes place between dropships or aerospace fighters. Planets usually don't have orbital defenses until much later in the timeline, instead they use fighter screens to shield themselves. Jumpships can drop into "Pirate Points" which are other jump points not officially mapped, which change as the orbits of the planets change. It's not easy, but is certainly doable. Plenty of dropships get shot down by either fighters or other dropships.

2) Artificial gravity is one of those things that's glossed over. Some writers have it, some don't. Most go with not.

3) Helmetcams are absolutely a thing, as are display screens inside the cockpit itself. Again, this is one fo those things that gets changed per author, but a HUD with external cameras is mentioned several times.

4) Kuritans use Mercs, but they don't really respect them, especially after the Battle of Misery. When the Kuritans broke pact with Wolf's Dragoons it really soured the Kuritans against Mercs and the Mercs against Kuritans, but the DC still employs a few units.

5) Holograms are mentioned repeatedly. They're LosTech, but they're not particularly rare.

6) Water Worlds are kind of hard to colonize and aren't mentioned much since BattleTech is a primarily land tactics game. that said, a primarilly islandy hovercraft kind of world is not only possible, but pretty sweet. That's lore I can get into.

7) There are definitely primarily vehicle and infantry based Merc crops, no worries there. They're not as famous or highly regarded as Battlemech Mercs, but every army could always use more warm bodies and equipment, no matter the type.

8) MFBs sneak around when there's no orbital satellite coverage. A planet is a pretty big place, and if an MFB and unit can keep on the move and away from air surveillance it's hard to keep track of them.

-Hope I helped!

#3 kevin roshak

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Posted 04 December 2013 - 11:04 AM

Space combat doesnt really happen in the innersphere at that point. JumpShips are almost unrepairable and very rare, and drop ships generally have to much valuable cargo to waste on combat. If anything its a few aerospace fighters dogfighting in space. (very confident)

Some mechs only use cameras to display the outside view, the cockpit is just fluff basically. that also explains how they have the 360 degree vision in the HUD. (Sorta confident)

For the breifing i supposed it would be something like the modern navys do it, call all officers to the bridge and go over the plan via a tactical map, i mean they have semi holographic maps now a days, not too big of a stretch to inculde that. The officers would then talk to their units and reiterate their part in the plan (Pretty confdent)

If you look on sarna there are some majority water planets with only island chains or small continents on them. They have basically described all other planets. I mean Crimson Strait map seems like it could be one of those worlds. Just because it isnt specifically mentioned doesnt mean its not out there, there are 1000s of planets out there (Very Confident)

Many merc corps have to start somewhere if they arent ex Battlemech pilots, you can look at all the merc units here
http://www.sarna.net...cenary_Commands (Very plausable)

Also remember, unless something goes grossly against canon you will be fine. the community is always pretty supportive. Battletech players (as far as i have seen) are more interested in the spirit of canon rather than the wording of the canon

#4 Rina Fujimoto

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Posted 04 December 2013 - 11:14 AM

View Postkevin roshak, on 04 December 2013 - 11:04 AM, said:

Space combat doesnt really happen in the innersphere at that point. JumpShips are almost unrepairable and very rare, and drop ships generally have to much valuable cargo to waste on combat. If anything its a few aerospace fighters dogfighting in space. (very confident)

Some mechs only use cameras to display the outside view, the cockpit is just fluff basically. that also explains how they have the 360 degree vision in the HUD. (Sorta confident)

For the breifing i supposed it would be something like the modern navys do it, call all officers to the bridge and go over the plan via a tactical map, i mean they have semi holographic maps now a days, not too big of a stretch to inculde that. The officers would then talk to their units and reiterate their part in the plan (Pretty confdent)

If you look on sarna there are some majority water planets with only island chains or small continents on them. They have basically described all other planets. I mean Crimson Strait map seems like it could be one of those worlds. Just because it isnt specifically mentioned doesnt mean its not out there, there are 1000s of planets out there (Very Confident)

Many merc corps have to start somewhere if they arent ex Battlemech pilots, you can look at all the merc units here
http://www.sarna.net...cenary_Commands (Very plausable)

Also remember, unless something goes grossly against canon you will be fine. the community is always pretty supportive. Battletech players (as far as i have seen) are more interested in the spirit of canon rather than the wording of the canon

Ah....I actually completely forgot about the fact that they use aerospace fighters for well...space. I could use them then...it would be fun to draw them too. Thank you!

#5 Rina Fujimoto

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Posted 04 December 2013 - 11:18 AM

View PostLoPanShui, on 04 December 2013 - 11:03 AM, said:

1) Space Combat: Space Combat usually takes place between dropships or aerospace fighters. Planets usually don't have orbital defenses until much later in the timeline, instead they use fighter screens to shield themselves. Jumpships can drop into "Pirate Points" which are other jump points not officially mapped, which change as the orbits of the planets change. It's not easy, but is certainly doable. Plenty of dropships get shot down by either fighters or other dropships.

2) Artificial gravity is one of those things that's glossed over. Some writers have it, some don't. Most go with not.

3) Helmetcams are absolutely a thing, as are display screens inside the cockpit itself. Again, this is one fo those things that gets changed per author, but a HUD with external cameras is mentioned several times.

4) Kuritans use Mercs, but they don't really respect them, especially after the Battle of Misery. When the Kuritans broke pact with Wolf's Dragoons it really soured the Kuritans against Mercs and the Mercs against Kuritans, but the DC still employs a few units.

5) Holograms are mentioned repeatedly. They're LosTech, but they're not particularly rare.

6) Water Worlds are kind of hard to colonize and aren't mentioned much since BattleTech is a primarily land tactics game. that said, a primarilly islandy hovercraft kind of world is not only possible, but pretty sweet. That's lore I can get into.

7) There are definitely primarily vehicle and infantry based Merc crops, no worries there. They're not as famous or highly regarded as Battlemech Mercs, but every army could always use more warm bodies and equipment, no matter the type.

8) MFBs sneak around when there's no orbital satellite coverage. A planet is a pretty big place, and if an MFB and unit can keep on the move and away from air surveillance it's hard to keep track of them.

-Hope I helped!

Thank you! This really helped a lot to get some ideas going for the initial space scene.

And helmet cams are pretty common then? I remember i discussed it with someone in my merc corp and they were pretty against the idea of it so I assumed it was something not common in lore, pretty sure the tech manual didn't mention anything about it either iirc. Either way that takes a huge load off my back.

#6 Egomane

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Posted 04 December 2013 - 11:22 AM

View Postharuko, on 04 December 2013 - 10:28 AM, said:

- How does space combat work in BT? I don't mean combat in terms of battlemechs, but like, ship to ship combat, particularly in the 3049 pre-clan era. I'm wondering how they would perform a mass planetary landing, would they travel in a big fleet of armed dropships? Would the planet have orbital defenses? If jumpships can only jump to certain points, are unarmed and give off massive "I'M RIGHT HERE" k-f signals when they jump in, how would an ambush in space work? For the story I'm working on, there needs to be a reason for the dropship to be shot down, for now I've thought up as an ambush as the most logical scenario but I can't really think of how it would work when space travel is so restricting in BT.


Before the arrival of the clans ship to ship combat between capital ships was more or less extinct. The few remaining functional combat ships were stationed at special locations for show or as guards duty. They were not used for combat, if it could be avoided.

Orbital defenses are mostly extinct as well.

Space combat was performed between dropships and fighters, brought into a system by (mostly) unarmed transports. Those transports then needed several days to recharge their jumpdrives.

To jump into a system, a jumpship needs to target a so called lagrange point, as those are the only ones were you can savely jump into or out of a system. Usually they use the ones on top or below a star as they are "fixed". All others are pirate points as it takes a lot of effort to calculate them and bear the great risk of a misjump.

A transport jumpship is often capable of transporting several dropships at once.

View Postharuko, on 04 December 2013 - 10:28 AM, said:

- There is no artificial gravity in dropships right? I know the larger ones have a centerfuge to have a grav deck, but what do the smaller (like Union class) dropships do? Does the crew just float around? I need to know so I can design the interior with 0 grav in mind or not.


They accelerate and decelerate to create artifical gravity. From the jumpoint they aim their ship at the target planet and accelerate with 1 G if they want to simulate normal gravity. In combat drops it can be as much as 3 G (while they can do more it is considered unadvisable for the health of the personal). At the midway point they rotate the ship and decelerate with the same thrust.

This does make dropship movement very predictable!

View Postharuko, on 04 December 2013 - 10:28 AM, said:

- Has there ever been an instance of helmet cams in BT lore? Pre-3049 I mean, I plan on using them in my story regardless but I'm wondering if at least it's something that's possible so it's not completely something I just added in myself. The problem is certain mechs have very very bad viewports, something that would be impossible to see out of effectively enough to pilot and hit anything at all (might explain all the miss rolls when I tried mektek hueheh), so in order to preserve some of the designs, the only real way around it is to handwave it away as the pilots neurohelm displaying an external camera view so he can have a nice big field of view.


A Mech normaly has 360° field of view compressed into 120° displayed in the front of the pilot. So a good pilot is constantly aware of his surroundings. How that is done is not exactly explained.

View Postharuko, on 04 December 2013 - 10:28 AM, said:

- What exactly is the relationship between Kuritans and Mercs? I know that they kind of look down on them and tend to rip them off, but to what degree?


Kuritans used to employ mercenaries just like any other house. They despised them, because in their view, soldiers of fortune didn't fight with the honor of real warriors. When they hired the Wolfs Dragoons the relationship between the House and the merc unit resulted in open conflict and a declaration of war from the Dragoons to the Draconis Combine. To answer that a death to all mercs order was issued.

View Postharuko, on 04 December 2013 - 10:28 AM, said:

- How would a briefing be conducted in a dropship? This is kind of an odd question, but in my story board in the opening scenes, they conduct a briefing with a holographic projection from a table, but then I remembered reading that most places in BT still used faxes of all things, I might keep it like that anyway since I plan to "modernize" the tech a little bit, but I'm wondering what your input is?


You should use more conventional technology. Holographic technology, while known is very expensive and hard to maintain. The clans used holographic tanks to plan their battles and this was considered highly advanced tech when the inner sphere became aware of it.

View Postharuko, on 04 December 2013 - 10:28 AM, said:

-Optional: Has there ever been any mention of water worlds in BT lore? From what I've seen they kind of convieniently leave them out. This has 0 impact on the story, it's just a little bit of background fluff, but the merc corp in my story was originally based on a water world, specializing in coastal raids and assaults (with vehicles, not battlemechs), and I got to thinking, how would an army even attack or invade a water world pre-3049? Most of the water equipment for mechs wasn't "invented" yet, and since it's a water world, walking on the ocean floor all the time wouldn't be ideal. Would they just leave the mechs behind and land purely as a mechanized force?


For some worlds water is the primary import product, so it is save to assume that there are world were this ressource is available in large quantities. Torpedo-LRM and -SRM for mechs are available tech and underwater combat is not unkown, but very risky.

View Postharuko, on 04 December 2013 - 10:28 AM, said:

- Optional: And I guess I should add, there ARE primarily vehicle and infantry based merc corps right? That's kind of the whole background to the merc corp in my story, they're a small, start up corp who for the most part, operated as a vehicle/infantry based corp until they were making enough money to be able to afford to have a few light mechs, to assist in raids and eventually branch out into something more.


There are mercs of any flavor. From a single man with a gun to units with several regiments worth of mechs and other equipment.

View Postharuko, on 04 December 2013 - 10:28 AM, said:

Optional: How the hell does an MFB sneak around? In MW2 you're sneaking around a clan occupied planet and I'm wondering how an MFB, let alone any mechs, would sneak around an occupied world without being spotted miles away? Do they just pretend for the sake of the story that no one saw them?


MFB like they are displayed in the mechwarrior games are not available in that timeline. There are mobile command units which are essentially big trucks with a command center and specialized communications equipment.


I hope that helps you along!

Edited by Egomane, 04 December 2013 - 11:27 AM.


#7 Rina Fujimoto

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Posted 04 December 2013 - 11:33 AM

View PostEgomane, on 04 December 2013 - 11:22 AM, said:

MFB like they are displayed in the mechwarrior games are not available in that timeline. There are mobile command units which are essentially big trucks with a command center and specialized communications equipment.


I hope that helps you along!

I'm aware of the fact, the reason I asked was because I was wondering how I'd deal with the logic of a war machine the size of a building sneaking around a city, but from the other responses, I gather that it's probably a lot more difficult in practice to detect it so easily.

Thanks for the input!

Edited by haruko, 04 December 2013 - 11:34 AM.


#8 CyclonerM

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Posted 04 December 2013 - 12:41 PM

I will add a few things ro the other guys' good answers that i think may help you..

On Dropships, as you know there is a 0G environment, so passengers and crews use "magnetic boots" . Furniture must be prevented from floating around. I read Dropships also have escape pods, maybe on your dropships they are destroyed or inaccessible.

I confirm that holotanks are not that rare, maybe a small company like your might not afford a big one however. Who knows?

'Mechs have "gun-cams" to record holovids for post-action reviews.

Kuritans hated mercs (especially Coordinator Takashi Kurita) after the Dragoons incident, but they had to settle down their feud when they prepared the defense of Luthien against the Smoke Jaguars and Nova Cats.

I do not remember a full "water world" but many planets do have big oceans. A bit of research on sarna may give you a suitable planet for coastal operations :wub:

And yes there are less famous units focused on vehicles, hovercrafts, infantry, tanks, conventional aircraft etc. For example the Gray Death Legion is famous for combined infantry-vehicle-'Mechs operations.

I hope i helped you :D I applaud your intention to stick close to lore. Have fun writing your story :ph34r:

#9 Rina Fujimoto

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Posted 04 December 2013 - 12:51 PM

View PostCyclonerM, on 04 December 2013 - 12:41 PM, said:

I will add a few things ro the other guys' good answers that i think may help you..

On Dropships, as you know there is a 0G environment, so passengers and crews use "magnetic boots" . Furniture must be prevented from floating around. I read Dropships also have escape pods, maybe on your dropships they are destroyed or inaccessible.

I confirm that holotanks are not that rare, maybe a small company like your might not afford a big one however. Who knows?

'Mechs have "gun-cams" to record holovids for post-action reviews.

Kuritans hated mercs (especially Coordinator Takashi Kurita) after the Dragoons incident, but they had to settle down their feud when they prepared the defense of Luthien against the Smoke Jaguars and Nova Cats.

I do not remember a full "water world" but many planets do have big oceans. A bit of research on sarna may give you a suitable planet for coastal operations :wub:

And yes there are less famous units focused on vehicles, hovercrafts, infantry, tanks, conventional aircraft etc. For example the Gray Death Legion is famous for combined infantry-vehicle-'Mechs operations.

I hope i helped you :D I applaud your intention to stick close to lore. Have fun writing your story :ph34r:

So what I gather from everyone, would the Kuritans outright NOT hire any mercs pre-3050 then? That would mean I'd have to change the factions around, since right now it's set in 3049 with Kuritans vs FedComs on a border world, but in order for there to be mercs, they have to be hired obviously. Or would they still hire them out of necessity, but just treat them like {Scrap}?

#10 Egomane

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Posted 04 December 2013 - 01:11 PM

Indeed they would not hire any mercs in 3049. Even if they tried, most mercs wouldn't trust a contract from the Combine at that time. The "kill all mercs" order is pretty widespread knowledge and only the most desperate mercenary unit would go for such a contract.

There might be some local warlord, baron or whatever that get his hands on a mercenary unit. That would be considered a private contract, not one with the Draconis Combine. Mercenaries might be much more inclined to accept such a contract, but they will still stay on the watch for a possible betrayal.

#11 Sparks Murphey

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Posted 04 December 2013 - 01:15 PM

Further complicating the gravity issue for dropships, aerodyne ships like the Leopard takeoff and land with the thrust at the back like a plane, not at the bottom like a rocket. This means the orientation of "down" would vary depending if you were in atmosphere or in space. Most get around this either by having reconfigurable rooms (halls that become elevator shafts, for instance) or carrying a bottom-mounted transit drive for space travel. The latter makes the dropship look like it's flying up rather than forward in space.

#12 Rina Fujimoto

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Posted 04 December 2013 - 02:03 PM

View PostEgomane, on 04 December 2013 - 01:11 PM, said:

Indeed they would not hire any mercs in 3049. Even if they tried, most mercs wouldn't trust a contract from the Combine at that time. The "kill all mercs" order is pretty widespread knowledge and only the most desperate mercenary unit would go for such a contract.

There might be some local warlord, baron or whatever that get his hands on a mercenary unit. That would be considered a private contract, not one with the Draconis Combine. Mercenaries might be much more inclined to accept such a contract, but they will still stay on the watch for a possible betrayal.

I dunno, I googled around and found this discussion on the topic:
http://bg.battletech...hp?topic=9901.0
From what I gather the edict was to kill any mercs working against Kurita, not with, rather than honor their convention and simply let mercs retrear or ransom them like they normally would, as well as to threaten mercs with death if they were giving sub-standard performances. It says they'd still hire mercs but most would boycott them due to how they treated the Dragoons, so I could still make it work.

THANK YOU though, very much, for bringing this to my attention, this is actually going to help my story a lot, because see; at certain points in the story, certain events transpire due to the mistreatment of the mercs at the hands of their Kuritan employers, now, with all the info you've provided and what I've looked in in response to you bringing it to my attention, I'm going to be able to flesh this out a LOT more than I thought I would. I had planned for the Kuritan employers to be sort of background characters, but with this I can have them be a lot more involved in the story, thanks!

#13 CyclonerM

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Posted 04 December 2013 - 02:08 PM

If you want just another tip.. Please do not paint the Davion guys as the forever good guys ;)

#14 Rina Fujimoto

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Posted 04 December 2013 - 02:14 PM

View PostCyclonerM, on 04 December 2013 - 02:08 PM, said:

If you want just another tip.. Please do not paint the Davion guys as the forever good guys ;)

Oh don't worry, they're nothing but targets to slag in this :blink:

#15 Spokes

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Posted 04 December 2013 - 04:38 PM

View Postharuko, on 04 December 2013 - 10:28 AM, said:


- How does space combat work in BT? I don't mean combat in terms of battlemechs, but like, ship to ship combat, particularly in the 3049 pre-clan era. I'm wondering how they would perform a mass planetary landing, would they travel in a big fleet of armed dropships? Would the planet have orbital defenses? If jumpships can only jump to certain points, are unarmed and give off massive "I'M RIGHT HERE" k-f signals when they jump in, how would an ambush in space work? For the story I'm working on, there needs to be a reason for the dropship to be shot down, for now I've thought up as an ambush as the most logical scenario but I can't really think of how it would work when space travel is so restricting in BT.



Space combat in the BattleTech universe is broadly similar to what you would see in the Babylon 5 or rebooted Battlestar Galactica settings, albeit with differences in the way interstellar travel works and with no magic artificial gravity. BattleTech WarShips are roughly equivalent to a Battlestar or Earth Alliance warship, but they are extinct in the Inner Sphere in 3049. The remaining combatants can be divided into JumpShips, DropShips, Small Craft and Aerospace Fighters.

JumpShips are massive, kilometer long vessels used to travel from one star system to another. They can jump up to 30 light years at a time, but take days to weeks to recharge their engines using a light collecting jump sail. Once the jump is plotted, there is a "wind up" time of roughly 10-20 minutes, and the jump itself takes roughly 15 seconds. Sarna lists the recharge times for the standard jump points for the various star systems on the Inner Sphere map. The KF hyperdrive only functions at very low gravity thresholds, and the standard jump points above and below the star's poles are the closest stable locations. The biggest the star, the farther away the jump points are but the faster the drive will recharge. Using non-standard jump points (called pirate points) can get you in much closer, but these vary from system to system and for a variety of reasons are not considered safe. Because they are not in an orbit, JumpShips mount station keeping thrusters to hold themselves in position, with the jump sail deployed aft between the ship and the local star. JumpShips cannot maneuver in-system at any significant speed. Most JumpShips mount circular gravity decks that provide rec and exercise areas for their crews. The crews of attached DropShips also use these facilities, and they are essential to maintaining health on long space voyages. Since these decks use rotation to simulate gravity, the "pull" at a person's head is going to be weaker than at the person's feet. This can cause disorientation to people unused to it. Objects thrown or people jumping are going to follow a screwball trajectory.

DropShips are fusion powered interplanetary spacecraft that move between planets and jump points. They can attach themselves to JumpShips, but otherwise cannot travel between stars on their own. They have what is called a "heat expansion drive" that allows them to cruise between planets with relatively little fuel. They turn this system off during combat, trading fuel efficiency for power. DropShips never mount gravity decks, and are in zero gravity while attached to a JumpShip. When traveling in-system, DropShips typically run their engines continuously, normally at 1 g acceleration, so that the crew has Earth normal gravity, with "down" being towards the engines.

There are two basic types of DropShips-- Aerodyne and Spheroid. Aerodyne DropShips have lifting surfaces and can fly through an atmosphere like very large aircraft. They typically require runways to land and cannot be built as large as Spheroids can. Aerodyne DropShips have two sets of thruster nozzles-- one aft, and one on their bellies. The belly mounted thrusters are used in space so that "down" is towards the bottom of the ship, and also help to ground the ship on planets with no atmosphere. Spheroids are roughly spherical in shape and take off and land like conventional rockets would. They can be larger than Aerodynes, but are very limited in maneuverability while in atmosphere. Most spheroid DropShips have enough thrust to hover while in atmosphere-- BattleTech DropShips have enough power and endurance to utterly embarrass any current or theoretical spacecraft in the modern world.

Small Craft are the shuttle craft of the BattleTech universe. The rules treat them as tiny DropShips, and they carry the heat expansion system that allows them to travel interplanetary differences. Some designs don't carry enough fuel to do so, but most do. They can be Aerodyne or Spheroid, and while some can use docking collars on JumpShips, most dock in internal Small Craft bays.

Aerospace Fighters form the bulk of space borne combatants. More sophisticated than Colonial Vipers and less advanced than the Earth Alliance Starfury, BattleTech ASFs do not mount heat expansion drives and are incapable of crossing interplanetary distances on their own. Most designs are equally at home in space or in atmosphere, and like DropShips BattleTech Aerospace Fighters have a high enough power-to-weight ratio to run circles around any modern air or space craft. They can take off from a planetary airfield, climb into orbit, engage in combat and return to base with no trouble. They can technically break orbit, but they do not have enough endurance to get anywhere. ASF thrust points are not analogous to BattleMech movement points. . .each thrust point is equal to 0.5 g's of acceleration. It is possible for an aerospace fighter to spend enough thrust points in atmosphere to damage its own armor through frictional heating. Aerospace Fighters may carry external ordinance such as bombs, gun pods and fuel tanks. DropShips normally carry ASFs in internal fighter bays-- they may launch and recover them in space, and launch (but not recover) them while in atmosphere. Fighters cannot launch while a DropShip is on the ground-- if you want to get a fighter in or out of a grounded DropShip, you need a crane.

It is worth noting that BattleTech Aerospace Fighters tend to be rarer than their BattleMech counterparts. Though of comparable cost, they are far more difficult to salvage. Cripple a BattleMech, and it falls over. Cripple an Aerofighter in atmosphere, and it usually crashes itself into a million pieces.

****

Planetary invasions would typically be accomplished with a large fleet of DropShips, yes. The Overlord class can carry a battalion of 'Mechs all by itself.

Orbital defenses in 3049 would be limited to Aerofighters and DropShips. There is some precedent for establishing naval bases on planetary moons so those forces don't have to burn fuel lifting out of a large planetary gravity well. Depending on the situation, it is not unusual for defending forces to choose not to contest incoming DropShips in space. Just like aircraft at high altitude, DropShips inbound from a jump point enjoy an energy advantage over planetary defenders. Since the jump points are roughly perpendicular to the planetary disc and most planets rotate close the elliptic plane (the planetary poles point generally towards the jump points), the assault orbits of incoming ships tend to be polar orbits. This in turn means the target planet rotates underneath the orbital vector, and small changes in speed allow for wide variation in the ultimate landing point, making it easy to confuse a defender on the target point of the attacking force. You might even see an attacking DropShip deliberately shallow its approach vector at the last moment, skip off the atmosphere and then come down on the other side of the planet. So even though the defenders can watch the attackers coming for days or even weeks, the attackers still have options for deception.

A true ambush is space is exceedingly rare. Not only do JumpShips give off a detectable emergence shockwave, but DropShips emit so much heat and light that they are usually detectable from planetary orbit as they travel in-system. Even worse, often times defenders can make good guesses as to what the DropShip is carrying based on its design specs and its observed acceleration. What would normally happen is that the "ambushed" ship would see the attack coming from a long way off, but because of the orbits involved wouldn't be able to do anything to stop it.

DropShips do get shot down though. Just like 'Mechs, a lucky hit can bring down an otherwise healthy ship, and during a large invasion there might very well be a "they can't get all of us" mentality among the incoming DropShips.

View Postharuko, on 04 December 2013 - 10:28 AM, said:


- There is no artificial gravity in dropships right? I know the larger ones have a centerfuge to have a grav deck, but what do the smaller (like Union class) dropships do? Does the crew just float around? I need to know so I can design the interior with 0 grav in mind or not.



There is no gravity aboard a DropShip when the ship is either holding a planetary orbit (applying thrust would change the orbit) or when the ship is attached to a JumpShip. When the DropShip is traveling between planets or jump points, there is gravity due to continual acceleration, except for the brief midway point where the ship flips end over end to fire its engines to slow down. DropShips cannot mount gravity decks.

It is worth noting that there are no "inertial dampeners" in the BattleTech universe. During combat, the crew must be strapped in to avoid being thrown into walls as the ship maneuvers.

View Postharuko, on 04 December 2013 - 10:28 AM, said:


- Has there ever been an instance of helmet cams in BT lore? Pre-3049 I mean, I plan on using them in my story regardless but I'm wondering if at least it's something that's possible so it's not completely something I just added in myself. The problem is certain mechs have very very bad viewports, something that would be impossible to see out of effectively enough to pilot and hit anything at all (might explain all the miss rolls when I tried mektek hueheh), so in order to preserve some of the designs, the only real way around it is to handwave it away as the pilots neurohelm displaying an external camera view so he can have a nice big field of view.



Yes. Actually, some old neurohelmets rely on internal HUDs because their bulk makes it difficult for the MechWarrior to turn her head. The novels often use compressed visual displays that show 360 degrees of visual data on a ~180 degree "screen", letting the MechWarrior see in all directions at once.

Some BattleMechs don't even have viewports-- in others the "windows" are largely vestigial. Driving a 'Mech by external sensors and cameras is very common.

View Postharuko, on 04 December 2013 - 10:28 AM, said:


- What exactly is the relationship between Kuritans and Mercs? I know that they kind of look down on them and tend to rip them off, but to what degree?



The Draconis Combine hates mercenaries pre-Clan invasion, and the roots of that go back to their culture. The Combine is an analog for medieval Japan, and in that society the Coordinator is essentially the center of everything. The role of a warrior is to enact the Coordinator's wishes, nothing more and nothing less. The idea of independent warriors who do not recognize the absolute authority of the Coordinator is anathema to the society. It is very much, "Either you recognize the authority of the Coordinator over everything and everyone, or you are an enemy". There is no middle ground. Mercenaries in the service of the Combine are expected to behave as though their lives and 'Mechs are the property of the Coordinator. In this period on the timeline, the idea that the Coordinator's authority could be curtailed by something as silly as a contract is unthinkable.

View Postharuko, on 04 December 2013 - 10:28 AM, said:


- How would a briefing be conducted in a dropship? This is kind of an odd question, but in my story board in the opening scenes, they conduct a briefing with a holographic projection from a table, but then I remembered reading that most places in BT still used faxes of all things, I might keep it like that anyway since I plan to "modernize" the tech a little bit, but I'm wondering what your input is?



Okay, first, the "faxes" thing is a special case. The Federated Suns used "fax machines" to circumvent a Comstar interdiction on their interstellar communications during the 4th Succession War. These machines were capable of broadcasting across interstellar distances without the need of a hyperpulse generator-- the fact that they worked by feeding paper into a scanner really isn't the important point. ;)

I think there is a distinction between holographic projection and holographic screens. Holographic screens (called Tri-vid players) are very common. Holographic projectors are more rare. I could see a table mounted holoprojector without too much difficulty, but what the Clans use are holotanks you can walk around in and interact with.

View Postharuko, on 04 December 2013 - 10:28 AM, said:


-Optional: Has there ever been any mention of water worlds in BT lore? From what I've seen they kind of convieniently leave them out. This has 0 impact on the story, it's just a little bit of background fluff, but the merc corp in my story was originally based on a water world, specializing in coastal raids and assaults (with vehicles, not battlemechs), and I got to thinking, how would an army even attack or invade a water world pre-3049? Most of the water equipment for mechs wasn't "invented" yet, and since it's a water world, walking on the ocean floor all the time wouldn't be ideal. Would they just leave the mechs behind and land purely as a mechanized force?



http://www.sarna.net/wiki/Blue_Hole

There are worlds that are largely covered by water. Though blue water navies are rare, brown water (coastal) navies are quite common, with traditional displacement hull vessels, hydrofoils and even submarines all being in use.

I think invading a water world would be a matter of capturing the space ports and critical infrastructure points. If there were large scale submerged bases, you could just cut them off and wait for the defenders to starve.

Energy weapons work underwater, though at drastically reduced range. There are specialized torpedos that function just like long and short range missiles, but standard missile launchers cannot fire them. If an attacking force knew it was going to have to fight a substantial force underwater, it could transport submarines to the planet. I can't remember it ever coming up, but I see no reason why a spheroid DropShip couldn't land in shallow water.

View Postharuko, on 04 December 2013 - 10:28 AM, said:


- Optional: And I guess I should add, there ARE primarily vehicle and infantry based merc corps right? That's kind of the whole background to the merc corp in my story, they're a small, start up corp who for the most part, operated as a vehicle/infantry based corp until they were making enough money to be able to afford to have a few light mechs, to assist in raids and eventually branch out into something more.



Yes, absolutely.

http://www.sarna.net...talwart_Support

View Postharuko, on 04 December 2013 - 10:28 AM, said:


Optional: How the hell does an MFB sneak around? In MW2 you're sneaking around a clan occupied planet and I'm wondering how an MFB, let alone any mechs, would sneak around an occupied world without being spotted miles away? Do they just pretend for the sake of the story that no one saw them?



There's a simple answer to this. . .MFBs don't exist. It takes roughly 15 minutes to replace 1 point of BattleMech armor. So, figure 6 hours to replace all of the center torso armor on a SCP-1N Scorpion. That's no fun in a real-time video game, so the MechWarrior developers hand waved a magic repair vehicle. But it doesn't exist in the setting.

As for 'Mechs sneaking around for the sake of the story, yeah, pretty much. On a backwater world with no satellites, I can see it. Planets are big places. There may not be anyone around for miles to see you. But, yes, there's some hand waving going on there.

#16 Rina Fujimoto

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Posted 04 December 2013 - 05:22 PM

View PostSpokes, on 04 December 2013 - 04:38 PM, said:


Oooh, thank you! This is all super helpful, I see you really know your BT lore huh? You also seem to be pretty knowledgable about space correct?

I've actually been wondering something, even thought the space scene in my story is a pretty brief 27 page affair at the beginning, I still want to make sure it's as accurate as fiction can be while still being exciting.

So what I've been wondering is, how does a Spheroid ship land? The titular characters are on a Union as it crashes in the beginning, the way I've set it up so far is that they get ambushed by a Davion fleet of carrier dropships, waiting at a lagrange point in the shadow of the planet to avoid detection, as the dropships have to swing around the planets orbit in order to land, from the lagrange point they plan to ambush the fleet as it passes for planetary landing and cripple as much as they can so that the front on the ground doesn't get bolstered too much by reinforcements..

Now, the thing I've been wondering is, how does the Union land? Does it flip, fire it's main engine to slow down, then feather it's engines until it's essentially hovering, then gently descend?

Here's a diagram to explain, the top part is the dropship (red line) and it's landing trajectory on the planet (blue circle), below is how I imagine a Union would land, the black arrow represents it's momentum, the purple one represents it's thrust vector from the main engine, the green line is the surface of the planet. Does that seem right to you? Not really sure if they ever bother to explain in lore since in all the games I've played it just kind of appears out of the sky and comes straight down. I just want to make sure I get that extra detail right, or at least, as right as it can appear.

Posted Image

In the story, what I had planned was that a Stuka would break through the screen of fire from the ships, score a critical hit on one of the Union's main engines, meaning it wouldn't have enough thrust power to slow itself down on descent, leading to the ship going off trajectory and crash landing. This way, it can explain why it didn't just blow up from the impact (since it was being slowed, but not slow enough to prevent the impact), why it went off course, and how it got damaged enough to crash without it completely falling apart.

Edited by haruko, 04 December 2013 - 05:26 PM.


#17 Spokes

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Posted 04 December 2013 - 06:41 PM

Two points. First, since DropShips accelerate continuously, the last half of the trip is spent decelerating. Your Union is going to approach the planet "tail first" and should already be burning its engine opposite its motion as it slides over the planet.

Second, Spheroid DropShips are unstable in atmosphere and their lateral (horizontal) control is rather poor. Given a choice, I would expect a Spheroid DropShip to try and arrest any lateral motion as soon as possible so that most of the atmospheric decent is near vertical. So your fourth "descent" diagram would happen fairly high off the ground.

Things can get "non-standard" very quickly when the ship is taking fire though. ;)

This may be helpful, particularly the bit about the thrusters at the very end. . .

===============================================================

Union Class DropShip

Overview:

Weighing in at 3500 tons, the Union class DropShip is the middle member of the Leopard-Union-Overlord triad. As such, it is the standard medium DropShip, small enough to easily transport a 'Mech raiding party, and large enough to support part of a full-scale invasion.

Capabilities:

The Union's 'Mech complement is a full company of twelve 'Mechs, plus two AeroSpace Fighters. This capacity often leads to a single DropShip being associated with a specific company. Sinclair's Company of House Liao's St. Ives Armored Cavalry is linked, for example, with the Union DropShip Sweet Chariot.

The Union's armament is impressive in comparison to every other warcraft save the awesome Overlord class DropShip. Six class 5 autocannon, twelve medium lasers, and five heavy lasers sprout from the vehicle's spherical surface, along with three PPCs and six 20-tube LRM launchers. Though the ship is incapable of fire at low altitudes, its array of weapons can deliver massive amounts of firepower in space, make the Union class a terrifying opponent.

Crowded by weapons bays and the like, the crew's quarters are spartan. The 14 crewmen and 12-14 MechWarriors and Fighter Pilots are expected to cram themselves into a single, tiny bunkroom with neither viewports nor recreational facilities. The two officers share another microscopic bunkroom, while the captain is allow the ultimate luxury of private quarters, in an area scarcely larger than its single bed and wash basin.

Sanitary facilities are so limited as to be almost ludicrous. In addition, the air recirculation system is as small and unsophisticated as possible, leading to frequent breakdowns and an atmosphere redolent with sweat and dirty socks.

Despite these difficult living conditions, Union crews accomplish their missions ably, defending against AeroSpace Fighter attack, and with calm efficiency delivering their 'Mech cargoes to drop points.

While the spherical shapes of both the Union and Overlord make space travel and atmospheric entry easier, the ships are unstable, and at their most vulnerable when actually descending through an atmosphere. A single hit to one of the Union's four attitude jets can make it tumble out of control, crashing and destroying its entire complement. Marik fighter squadrons made just such attacks during the Liaoist invasion of Van Diemen IV, destroying several Union class DropShips as they descended towards the planet.

The shortage of replacement parts for the Union's complex interplanetary drive system, and the lack of heavy industry needed to construct them may imperil the future of both the Union and the Overlord. Even now, they are produced in very small numbers, and the knowledge of their exotic technology is limited to a tiny handful. If the Succession Wars drag on, they may eventually lead to the end of this magnificent vehicle and its larger cousin.

-- pg 170, BattleTech Technical Readout 3025





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