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Civilian Combat


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#1 NimoStar

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Posted 27 December 2018 - 12:23 AM

I seem to recall someone asking here about "creating a colony" fiction in battletech universe.

Well, I don't know about that but there is an era in the future (after Jihad) where the Comsat stations go down.

In that period coordination and resources become scarce again and it is common to see people fighting with mining and farm equipment (including some of my favourites, industrialmechs and their improvised weapons).

I think it would be cool to see some campaigns, novels and such if people know that include these more "civilian" aspects of battle. I know about the rules, but what about historical details and setting? Was there a notable battle fought with mining equipment, things like that.

Plus, if anybody has custom rules or companies.

I know about the following particularities of industrial equipment and mechs (which not all share):
- Much cheaper (in c-bills)
- They aren't insulated by default unlike battlemechs (so not space-capable), they can add a special for this
- They don't have the same targeting capabilities by default, also need a special
- Most use Internal Combustion engines and not Fusion engines. I think these also need air to work. (this isn't such a big deal since for some strange reason 90% of worlds seem habitable :V)
- They use Industrial armor, I don't know if it has any disadvantages (takes more slots?) but one ton of heavy industrial is said to be functionally the same as one ton of battlemech armor.

(Of course, it would be nice to see some of these in MWO but they have given up in melee combat, not even the Unreal Engine MW5 has it, and they don't have the "we don't know how to use the engine" excuse there... meh.
Well, at least they could put an Industrial Armor option and Combustion Engines for IS...)

Depending on the conditions, I imagine using custom (rules-compliant) industrialmechs if you don't have tonnage limits would give you more bang for your buck when building a company. Of course this would not be so efficient if you have to pay for more transport in interstellar travel, or make constant repairs; also if you are in tricky environments or need better targeting you quickly run into diminishing returns because of all the extra modules, as compared to fielding only 'battlemechs.

Edited by NimoStar, 27 December 2018 - 12:28 AM.


#2 Koniving

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Posted 19 January 2019 - 07:43 PM

In general, its cheaper to use vehicles than mechs pretty much regardless of what you're doing. Whether they're civilian models or military models. There are logistic concerns such as space, fuel, etc., but civilians aren't exactly doing planetary landings, as such field trucks and/or driving the vehicles themselves is more than sufficient. One needs to worry about the supply vehicles, of course, as they need to be protected and replenish the other vehicles, especially if any of them are sporting ICE + Power amplifiers in order to power lasers, as that consumes fuel faster. Chemical lasers don't have this issue.

I don't really use custom rules much, aside from when it pertains to a more hardcore breakdown of weapon variants. And that's more changing how damage is distributed / checking for hits. (As an example, an SHK's 80mm AC/5 might do quite a few shots but each is only a fraction of the five damage, while a Marauder's GM Whirlwind/5 is 3 shots to get 5 damage, as such if broken down, the SHK's more likely to get hits more often and more hits per firing, but the damage isn't all that substantial compared to just one shell hitting of the Whirlwind/5).

Megamek's inclusion of pretty much all the existing rules is more than plenty, and I occasionally have civilian presence in my campaigns.

I've actually recently made three basic vehicles based heavily on a real life vehicle that's at my work.
Well three variations of the same vehicle. Its got the simple name of Improvised Artillery with the variant being what it has equipped (mortar, rifle, primitive AC/2).

12 ton 4 wheeled vehicle. 3/5 movement using standard ICE. Dune Buggy movement enabled (to account for the real life vehicle's large super-thick-tread tires, dynamic suspension and four-wheel turning). The engine is 1 ton.

Crew of 1.

Using 1.5 tons of commercial armor or industrial armor depending on your preference (more protection per ton for commercial, but weapons will be significantly more likely to get critical hits through armor. Only get a few points of armor for industrial but only as likely to receive a through-armor hit as military grade armor). Either way it works out and gets the desired effect; these are civilian vehicles modified to carry a hefty weapon, not military vehicles).

Armor distribution: Even.
(Considered having it lower on the left side to reflect the real life vehicle's open air cockpit.)

No turret. Weapon mounted forward only.
Rear trailer hitch, to allow it to haul a trailer with additional ammo or fuel as necessary.

Weapon:
Mech Mortar 2 with 2 tons of ammunition (7 tons total). (Considered twin Mech Mortar 1s and 3 tons of ammo to reflect a faster, more chaotic firing rate. But want it to be clear its only got one barrel). Included is a targeting system / FCS.
OR
Mech Rifle (Medium) and 2 tons of ammunition. (7 tons total) For a canon with Umph, even if slow firing cannons are obsolete, this is still very effective (6 damage per hit) against other civilian targets. Against a military target, though, this is gonna show it is clearly outmatched when they net an average of 3 damage per hit.
OR
Primitive AC/2 with 1 ton of ammunition. (7 tons total). Nice, fast rate of fire. Can spew out around 4 damage per turn at the risk of jamming it/consuming the ammo too fast. Paced a bit better, it'll do fine in numbers, but on paper the Mech Rifle outclasses this design even against military targets, only able to potentially outperform if the AC is pushed to its limit and the point of a potentially deadly misfire or jam. The Rifle is also more accurate, due to this being a primitive AC/2 rather than a military model.

Note: All 3 variants of this Improvised Artillery Vehicle are less than 120,000 cbills. The cheapest version (with the Mech Mortar) is less than 68k.

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Its hard not to imagine it having a cannon, considering the fully extended 'fork' looks like a long, square cannon.
The original vehicle is closer to 11.5 Metric tons than 12, but I rounded up to make the weapons possible.
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Another similar but older vehicle we have is called the Sky Trek on the side, but for some reason everyone has nicknamed it the "Sky Dragon".

As such, Sky Dragon may be a name I use.

Edit: Fixed an error above.
Also, made one more variation using an LRM-10. Thought of using rocket launchers or LRM (OS), but the issue comes up that there'd be a lot of left over tonnage and too many missiles. Given the option I went for primitive, not to reflect that it's an ancient launcher, but to better represent its abilities as a primitive launcher has a number of negative effects reducing its effectiveness against certain kinds of targets. Not certain if I'll go the 2 ton ammo route, or if I'd go the Communication equipment route (in order to allow it communication for indirect fire).

I also have numerous police model mech designs. Specifically 3 unique chassis, and variations made by different locations and purposes. One of which is named, the Nin Kei though it isn't finalized as to whether it is 20 or 25 tons. Two are based loosely on Patlabor designs at 20 (or 25 tons, not finalized yet) and 10 (or 15 tons also not yet finalized).
The heavier of the two are based on this, and as such the cockpit is placed into the center torso.
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The "Ejection" seat, however, is a slot placed in the head. The desired result works very well, if the head is damaged, the ejection seat can be rendered non-functional, preventing any possibility of ejecting in case of emergency. This also allows for a basic weapon to be put into it, which can act as a turret with 90 degree rotation (45 left, 45 right). Its hand-held weapons are considered "Jettison-Capable" and as such can be abandoned and picked up in the field, and switched out within an hour in the mechbay. In the field the switching is actually closer to 2 turns (because dropping consumes 1 turn, picking up consumes 1 turn). Though the weapon needs to be in the field, and unless it shares the same ammo, no reloads can be picked up with it.

It works pretty well, especially when using pilots with unique skills. Two pilots I have based on the Patlabor series, Oda and Naomi, play very differently.

Oda is a clumsy pilot, but excels at accuracy, able to functionally fire and accurately hit things even when the fire control software is non-functional, as well as pull off some impressive shots. He tends to cause more damage to his own machine than to the enemies, due to being brash, impatient and impulsive. Even when given to an AI with a personality to match, he'll take unnecessary risks to land in the good shots, including one time where he "skid" (so lets assume if it was intentional, a power slide) an extra 90 meters in addition to his run and trip, and followed up with a well place shot while laying down that netted a headshot on his clone (yay for testing design functionality by having AI fight AI in Megamek).

Noami is a terrible shot, if the FCS is down she's more likely to shoot herself in the foot. However, she has Melee Specialist and Melee Master, and as such can perform multiple melee attacks in a single turn, with limits such as 2 kicks, 3 punches, 2 punches and a kick (with a risk of falling over), and tackle-and-punch. Combine with sprinting, and needless to say.... it's incredibly fun...and all perfectly legal in tabletop rules.

For comparison the "Copper" police mech is 25 tons, the "Guardian" police mech is 15 tons (with its 5 machine guns), the Guard quad-leg Security Mech is 15 tons, the Inquisitor is 35 tons, and the Pacifier is 30 tons. All of these are classified as Industrial Mechs with the exception of the Guardian, which is classified as a Battlemech for civilian police high profile enforcement.

Of my designs, the Nin Kei is a Battlemech with commercial armor, the rest are Industrial Mechs.
For the most part, they're less than 200,000 cbills with only a couple of exceptions.

I'm working on more vehicles occasionally, and will have a collection to share at some point. As for more civilian oriented campaigns, I can't promise they will be expressly civilian oriented, but I have had plans for fun involving civilian and improvised weapons.

-------

As for rules, when playing less with vehicles and more with people, Battletech scales up and down... Down at the infantry level, CityTech is a good place to start, as it gives infantry, smaller areas such as inside buildings, corner shooting, cover mechanics, etc. This would be where you might want your civilian combat to be, as it puts an emphasis on the people and the individual actions as opposed to what I have to do on the Vehicular level, in which people are literally 1 hex groups of 5 or more people.

Edited by Koniving, 19 January 2019 - 11:59 PM.


#3 TripleEhBeef

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Posted 26 January 2019 - 11:54 AM

Great. Now I want to drive a giant chainsaw wielding, turbo-diesel powered, Mad Max robot that some crazy lumberjack built in his garage.

Edited by TripleEhBeef, 26 January 2019 - 11:55 AM.


#4 Koniving

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Posted 26 January 2019 - 02:59 PM

View PostTripleEhBeef, on 26 January 2019 - 11:54 AM, said:

Great. Now I want to drive a giant chainsaw wielding, turbo-diesel powered, Mad Max robot that some crazy lumberjack built in his garage.

Naw, that's silly, who'd EVER want to do that?
Spoiler

Well maybe...
Spoiler


Nah...

:P

I have more models to share soon.

#5 Koniving

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Posted 01 February 2019 - 10:38 PM

So inspired over the week to start collecting more Front Mission Wanzers... I hit a hurdle where the ones out there are excessively overpriced, leaving me to just stick with what I had. But then I thought, what about Patlabor... which I used the image of a Patlabor Ingram here when mentioning one of my security mech designs for civilian combat.

It was then that I discovered the Kaiyado Revoltech line and they are similarly sized to the larger Wanzers figures I already have and this line includes Patlabor and some Battletech-related machines of older (unseen/reseen) designs if you know their original names but...with more modern and amazingly articulated figures. I was ecstatic.

But during this quest, I thought what happens if I actually looked for Battletech directly rather than indirectly in the Revoltech line. Came up with pretty much Nada, but after combing through Gundams I found...a LOT of these.

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Like a lot. Some in metal, others in PVC plastic to be assembled, with some with and without mini-pilots.
And these are neat, though significantly inferior in terms of quality, poseability and even price to what I was really looking for (and yes Juodas, I found a certain quad mech, for less than these are going for and I got it coming in and the images show its flexibility and I'm just blown away... if anything's gonna inspire me to get back to work on the 3D scorpion, that is). Now these aren't worth the price considering what I'm really looking for is not just the mech but an idea of its range of motion and how it may look....and nobody wants to spend 89.99 trying to get one of these in package (and honestly on these only what it says on the front of the package interests me in the first place).

But that's what is likely interesting to share here, too, if you read the packages...

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These (the die cast metal ones anyway) are scaled mechs, establishing a Wizkidz canonical height to many mechs...dozens upon dozens.
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And many of these are civilian mechs, but not all, in fact the Ryoken (IS knockoff imitation of the Timber Wolf) is among them.

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Catapult; I can't find a non-blurry image of the Ryoken but then again I'm not trying very hard either. The one I wanted just won't load in because the seller sold it.
Marauder IIC below
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Now Wizkidz...their fluff was okay, their designs...meh... and immersion control on the art... Well my caption on this image says it all.
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As such, Wizkidz canon like FASA canon can be thrown out by Catalyst if they felt like it.

But, the heights are interesting. Translated to meters, all of them are within the current established canon from the 2018 Battletech Battlemech Manual of 6 to 16 meters tall. (BT BM Manual is a complete listing of all rules related specifically to Mech combat, which I acquired primarily for the complete and up-to-date Quirks listing...though its leaving out of variant specific quirks left me hitting my head to a wall. I'd probably be more frustrated if I paid the full 40 rather than just 9.99. It also confirms in a current canonical source that the explanation in BattleTechnology magazine of mechs automatically evading and blocking against damage to the body whenever possible so long as there is a "conscious pilot with intent," which is regurgitated in less straightforward language in the TechManual, is still true.)

Anyway... In general, civilian mechs from the numerous figures I saw are short, some shorter than I thought.

But lets compare the Forestry mech, the Jupiter assault mech... with some canonical BT heights and MWO heights.
For fun, I threw my height in there for a person reference. Though most would probably use something shorter for a human comparison.
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So we have 25 tons in civilian grade, myself, 50 tons in MWO, 20 tons in BT, this Clan assault mech which to my surprise is shorter than a Timber Wolf and Dire Wolf... and the tallest mech to exist during the Clan Invasions well into the 3070s to 3080s..somewhere in there anyway.

Sort of a beard scratcher here. Posted Image
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But looking at the other end of the spectrum, I now put in two MWO lights... The rescale Locust, and the rescale Wolfhound.
MWO heights taken from this image with the exception of the MWO Hunchback, which was taken from pre-rescale as that's the one commited to memory... apparently in the rescale image here it is almost exactly 13 meters... which would make it exactly the same height as the Wolfhound...which doesn't sound... can anyone confirm this?
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Thought those were interesting.
And since I introduced it, yes I set out for and was also able to secure multiple military model Labors (mechs) from the Patlabor series.. My security mech design based on the Ingram (the police unit of Patlabor) may have some tweaks between elements of both the Ingram and the various military models to create something a bit more distinct visually.

Also had a 10 or 15 ton cheap version based loosely on this. It may have over-extending actuators and very poor armor for the arms for understandable reasons, as well as exposed actuators. This mech is known in Patlabor as the Asuka and sadly it is only used mostly in the very first episode of the original TV series.
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Its comically oversized feet reminds me of Japanese Battletech; here's the Hunchback 4G.
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This is one of the things I love about the "construction" rules of BT. Despite a completely different look and placement (laser emitters on biceps, not forearms and arranged as turrets), this completely fits within the rules in both appearance and function, and leaves the arm completely free to do other stuff while shooting, too! Only thing iffy is the "head" laser mounted on the gut but just relocate it to the CT and you're set.

Its just....so ugly that its almost pretty.

Will come back Sunday with a number of designs and due to the rules of the site, while I'll have a link to download the unique units for Megamek HQ, I can't post it here so you'll have to ask for it after I share the details.

Edited by Koniving, 01 February 2019 - 10:54 PM.


#6 Steel Raven

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Posted 06 February 2019 - 10:40 PM

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The warzone is a very, very bad place for a civilian and the cultures in BTU are unusually aware enough to avoid most nightmare scenarios of dragging civvies into the conflict (unfortunately, the most unrealistic aspect for many)

BT does address civilian population here and there. The House Books delve into the culture of each successor state with a few details that make you smile. TRO: Vehicle Annex is all about the various civilian vehicles in the BTU (it unfortunately also has the lowest sells numbers of any TRO spite the love it gets)
http://www.sarna.net...:_Vehicle_Annex

Ironically, for all it's faults, the Dark Age novels dive into civilian life the most as the Republic of the Sphere delves into a civil war that has various factions recruiting anyone who can hold a gun and strapping LRMs to anything that can move. Ghost War does a decent job, so does A Call of Arms but I would skip the other novels up to Blood of the Isle where the focus is back on actual military units.

There is a BattleCorp story that can be found in Fire for Effect anthology (Volume 4) called a Emissary from Heaven about a group of civvies who try to take matters in their own hands when a DCM force invades their planet, comedy horrible things ensue (because walking forklifts don't stand a chance against walking tanks)
http://www.sarna.net...ssary_of_Heaven

The is one other short story featuring some Dragoon getting pinned down by a security mech that matched the description of the Spider Tank from the first Ghost in the Shell animated movie (quad vs 6 legs) but I can't find the title to save my life.





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