• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

CT Only: Convert Battletech Mech stats to Traveller

What is the different between Drop Troops and Jump Infrantry/Grav Belt Infantry? They both sound exciting names for the session I am working on for this weekend.

Grav-mobile infantry comes in several flavors in Traveller -

Basic infantry with Grav Belts - these are the closest to the BT Jump Packs, but unlike those, they can bounce around all day long.

Combat Armor plus Grav Belts - halfway between leg and elemental. Full hard suit, but air mobility. Note that Combat Armor doubles as a vacc suit.

Battle Dress plus grav belts - Think Iron Man. Same armor quality as Combat Armor, but with power armor assisting their strength and endurance. Heavy versions directly comparable with IS elementals.

Drop Troops - Usually battledress, but sometimes combat armor, and capsules for being deployed from orbit in "meteoric assault".
 
Hovercraft wave....Savana Masters??


The Hover craft that was unbuildable by their own rules? 5 ton with a med laser and quick speed?

Savannah master? Was that around 25 years ago? I got rid of that game system in one of my moves, unfortunately. I recall playing with SRM-2's and having some success by reason of being able to move fast and gang up on targets, and I recall something with a laser being very successful, but I can't recall the details. I don't want to go too off-track into another game system. Point was that one had to close one's eyes to some of the tactical and strategic contradictions in order to get into the joy of mech battle.

And, closing one's eyes is not without precedent in Traveller, where we're presented with squadrons of dreadnoughts even though the game's space combat rules favor lighter, more agile warcraft.
 
Grav-mobile infantry comes in several flavors in Traveller -

Basic infantry with Grav Belts - these are the closest to the BT Jump Packs, but unlike those, they can bounce around all day long.

Combat Armor plus Grav Belts - halfway between leg and elemental. Full hard suit, but air mobility. Note that Combat Armor doubles as a vacc suit.

Battle Dress plus grav belts - Think Iron Man. Same armor quality as Combat Armor, but with power armor assisting their strength and endurance. Heavy versions directly comparable with IS elementals.

Drop Troops - Usually battledress, but sometimes combat armor, and capsules for being deployed from orbit in "meteoric assault".

I think this is about right for inter-game equivalents.
 
?Which version of BattleTech?

2nd Edition BattleTech can be setup for Traveller because both use 2d6 and Skill Levels 1 thru 6.

BattleTech 2nd Edition & MechWarrior RPG 2nd Edition (not the MechWarrior Video Games which are based on BattleTech 3rd Edition) 'Mech Design Rules can probably be used as is for Traveller RPG Mecha Technology.

However, 3rd Edition BattleTech & MechWarrior RPG uses different Character Statistics & Resolution Mechanics from 2nd Edition BattleTech & MechWarrior; which, may be better suited for Traveller RPG than 2nd Edition BattleTech & MechWarrior RPG.

I am not otherwise familiar with 3rd Edition BattleTech & MechWarrior RPG.

I find the Traveller RPG Character Design & Combat Resolution as being archaic in relation to other RPG Systems that I own and play.

However, the Traveller RPG Ship Design Rules are simple and functional.

Traveller RPG Star Charting is simple and functional.

Convert the BattleTech 30 Meters Ranges to Traveller RPG 25 Meter Ranges; and, add the BattleTech & MechWarrior RPG Skills to the Traveller RPG Skill System.

Back in 1985 & 1986, my RPG Group used Traveller RPG Ship Designs & Space Combat Rules while using Star Frontier RPG Character Designs & Character Combat Rules.
 
What do you mean by, "how to deal with them"? How to build walking war machines? Or how to find a Traveller equivalent that will serve your characters while being true to the Traveller ruleset?

Walking war machines in the Traveller universe are the next best thing to the Maginot line. If you want put your players in something suitable for a Traveller setting, go with Aramis' suggestion and put them in grav tanks - they're the knights of the Traveller setting.

If on the other hand you actually want walking war machines in your setting, you're going to have to house-rule in some changes that turn a walking bullseye into a believable fighting craft. First is you probably need to abandon gravitics. Trav gravitics allow an enemy to be both heavily armored and jet-plane fast, allowing him to bypass your walking armor and go wreck your rear lines. To justify a mech, you need the enemy on the ground with you or flying in things with wings and little or no armor.

Second, you need to make standing tall in a battlefield something less than suicidally foolish. One idea - almost a must - is a mech-size nuclear damper to keep this thing from being an obvious target for a mininuke. Another might be very good point defenses, so the thing can't be stopped by any infantryman hiding in a foxhole, or maybe a magic-tech force shield, something that limits threats to heavy weapons and maybe needs a big machine to carry it - so it justifies having one big thing on the field instead of many little things. Think Martian War Machine, 2005 version. The challenge here is to find a way to defend the thing while at the same time leaving it able to fight an opponent similarly defended.

Third, you need to ask yourself why you're building a thing that stands tall in a battlefield instead of building a thing that hugs the ground making itself harder to hit while letting an expendable and much-harder-to-spot drone do its high-level observing. That one I don't have an answer for. The Martians in my above example expected to fight a foe that couldn't hurt them - ergo no reason to stay low. Maybe weaponry is so precise that anything that doesn't have a shield is doomed, and the only things that can carry a shield are too heavy for flight, so standing up in a shielded machine is the only way to get a good view. Of course, that leaves you with the problem of extremely precise weaponry, something you might not want.

Mechs are fun, but it's challenging coming up with a setting in which they're actually a reasonable weapons platform.

Transformable Mecha is the Ultimate Warmachine.
- Flies like a Jet Fighter getting to places at Supersonic Speeds; and, using Long-Range Missile Systems for hitting Targets that are Beyond The Horizon.
- Walks like a Human; and, using Large Caliber Guns for Line-Of-Sight Combat; which, is ideal for Street-To-Street Fighting in Urban Warfare Situations.

MECHA TECHNOLOGY
With Modern Day Sciences & Technologies, Mecha isn't a viable Military Weapon Platform.

Your arguments seems to be based on Real Life Modern Day Warfare and Real Life Military Sciences & Technologies. In which case, a Modern Day Mecha could be easily taken down with Real Life World War Two Infantry Weapon Systems.

Sci-Fi Mecha have Armor that Real Life Infantry Stinger Missiles can't even scratch the paint off; and, Real Life Infantry Stinger Missiles can take down a F-16 Fighting Falcon flying at high altitude.

Sci-Fi Mecha have Armament compariable to Modern Day Battle Tanks and Modern Day Naval Frigates.

?Who wouldn't want a Walking Armored Battle Tank armed to the teeth like a Naval Figate?

I have created a BattleTech 'Mech that was faster than the LCT-1V Locust Design; and, Locusts are the fastest Published 'Mech Design in 2nd Edition BattleTech & MechWarrior RPG.

LCT-1V LOCUST
- Walking MPs = 8 * 30 Meters = 240 Meters/10 Seconds
- Running MPs = 12 * 30 Meters/Turn = 360 Meters/10 Seconds = 129 km/Hr = 80 MPH

MST-1 MONSTER (my own BattleTech Mecha Design)
- Walking = 1 * 30 Meters/10 Seconds = 12,800 m/Hr = 8 MPH
- Running = 2 * 30 Meters/10 Seconds = 21,600 m/Hr = 13.5 MPH
- 6 PPCs (lost Hand Actuators) + 30 Heat Sinks + Maximum Armor + Small Laser + 1 Jump Jet (needed for climbing hillsides)
 
I have Robotech The Role-Playing Game for the Palladium RPG System.

I am not familiar with the Palladium RPG Core System Rules; because, I was suspicious of Meta-Genre RPG Systems at the time I bought the Robotech Game System.

Palladium created "M.D.C." or "Mega-Structures" or "Mega-Damage" Mechanics specifically for Robotech.

You may need to do something like that for BattleTech 'Mechs.

?1 Armor Point...1 Internal Structure Point = 1d6 Damage Point Defense?
 
Back
Top