History TabletopGame / BattleTech

8th Feb '16 7:22:16 PM PaulA
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** Several famous mercenary units referenced popular culture. Examples included [[Literature/TheLordOfTheRings The Fighting Urukhai]] and [[TheAdventuresOfBuckarooBanzaiAcrossTheEighthDimension Team Banzai, led by the mysterious "Dr. B. Banzai."]] (Team Banzai was integrated enough into the setting once upon a time to play at least a bit part in the ''[[BattleTechExpandedUniverse Warrior]]'' novels. [[MythologyGag A certain watermelon]] even managed to [[ChekhovsGun become plot relevant for just one crucial moment]].)
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** Several famous mercenary units referenced popular culture. Examples included [[Literature/TheLordOfTheRings The Fighting Urukhai]] and [[TheAdventuresOfBuckarooBanzaiAcrossTheEighthDimension [[Film/TheAdventuresOfBuckarooBanzaiAcrossThe8thDimension Team Banzai, led by the mysterious "Dr. B. Banzai."]] (Team Banzai was integrated enough into the setting once upon a time to play at least a bit part in the ''[[BattleTechExpandedUniverse ''[[Franchise/BattleTechExpandedUniverse Warrior]]'' novels. [[MythologyGag A certain watermelon]] even managed to [[ChekhovsGun become plot relevant for just one crucial moment]].)
2nd Feb '16 3:10:14 PM MarkLungo
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->''It is the 31st century, a time of endless wars that rage across human-occupied space. As star empires clash, these epic wars are won and lost by [=BattleMechs=], 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of [=MechWarriors=] drives these juggernauts into battle, proudly holding your faction's flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a [=MechWarrior's=] skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate.''
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->''It ->''"It is the 31st century, a time of endless wars that rage across human-occupied space. As star empires clash, these epic wars are won and lost by [=BattleMechs=], 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons; enough firepower to level entire city blocks. Your elite force of [=MechWarriors=] drives these juggernauts into battle, proudly holding your faction's flag high, intent on expanding the power and glory of your realm. At their beck and call are the support units of armored vehicles, power armored infantry, aerospace fighters and more, wielded by a [=MechWarrior's=] skillful command to aid him in ultimate victory. Will they become legends, or forgotten casualties? Only your skill and luck will determine their fate.''"''

* {{Arcade}}: Back in the 1990's, there were several ''[[http://en.wikipedia.org/wiki/BattleTech_Centers Battletech Centers]]'' - an immersive arcade with enclosed mech combat simulators. The place was designed to feel like being in the universe of [=BattleTech=]. Also notable for having Jim Belushi in one of the barker videos the Centers would play.
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* {{Arcade}}: UsefulNotes/ArcadeGame: Back in the 1990's, there were several ''[[http://en.wikipedia.org/wiki/BattleTech_Centers Battletech Centers]]'' - an immersive arcade with enclosed mech combat simulators. The place was designed to feel like being in the universe of [=BattleTech=]. Also notable for having Jim Belushi Creator/JamesBelushi in one of the barker videos the Centers would play.
1st Feb '16 3:34:01 PM MadCat221
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* BoringButPractical: All that double heat sinks do is the same job as classic ''single'' heat sinks, [[ExactlyWhatItSaysOnTheTin only twice as well for the same weight]]...which basically renders the former obsolete[[note]]In theory, double heat sinks should be balanced against singles by their considerably increased ''bulk'', but the unit construction rules don't actually work out that way.[[/note]] and allows for unit designs with hitherto-unprecedented levels of firepower for their respective weight class.
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* BoringButPractical: All that double heat sinks do is the same job as classic ''single'' heat sinks, [[ExactlyWhatItSaysOnTheTin only twice as well for the same weight]]...which basically renders the former obsolete[[note]]In theory, double heat sinks should be balanced against singles by their considerably increased ''bulk'', but the unit construction rules don't actually work out that way.[[/note]] obsolete. and allows for unit designs with hitherto-unprecedented levels of firepower for their respective weight class.class. Their extra bulk meant as a counterbalance doesn't quite do the job, as heat sinks that can be mounted in the engine for mechs with larger engines. Even the ten weight-free heat sinks that come with the engine become double as well. With their advent, many 'mechs just mount those free ten double heat sinks and none additional, especially if there aren't many energy weapons on board.
1st Feb '16 3:22:08 PM MadCat221
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*** Some, like one of the ''most'' Humanoid ones, the [[MightyGlacier Atlas]] are humanoid because of one thing ''fear''. That's the entire point of the atlas in general, that it's so big, so strong, and looks so fricking terrifying, that the other guy would crap his pants and start running.
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*** Some, like one of the ''most'' Humanoid ones, the [[MightyGlacier Atlas]] are humanoid because of one thing ''fear''. That's the entire point of the atlas Atlas in general, that it's so big, so strong, and looks so fricking terrifying, terrifying with its SkullForAHead, that the other guy would crap his pants and start running.
1st Feb '16 3:02:49 PM MadCat221
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* ArbitraryMinimumRange: Many long-range weapons have minimum ranges, making it harder to hit within that minimum range.
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* ArbitraryMinimumRange: Many long-range weapons have minimum ranges, making it harder to hit within that minimum range. There are a variety of reasons: For missiles (most notably Inner Sphere Long Range Missiles), there is a distance arming fuse that typically doesn't kick in until they're past the minimum range. For ballistic weapons, it's typically because the barrel is long and ungainly to aim (though artwork sometimes doesn't depict this). For [[LightningGun PPCs]], it's because there's a safety system designed to prevent the shot from damaging the firing unit with electrical interference. The lack of minimum range on extended range [=PPCs=] is not explained.
24th Jan '16 3:18:41 PM GalahadPC
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* CriticalFailure: [[GoombaStomp Death from Above]] attacks have a very high probability of dumping the attacking mech on its face, missing the target entirely. Rapid fire weapons like rotary and ultra-autocannons have a chance to jam if they're fired more than once in the same turn. It's possible to get critical failures from ''movement''; roads are notoriously good at making your battlemechs stumble around like they're drunk, as players need to perform a roll when enter/exiting roads or turning on them - fail the roll, and the mech will faceplant onto the road or the ground next to it. God forbid you have to turn on a road while in a city, as failing the rolls will make your mechs slam into buildings, taking huge amounts of damage and [[DisasterDominoes even worse depending on what you slam into you could then cause the building you slam into to collapse on top of you for more damage]].
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** By the rules of most scenarios, a unit that leaves the map for any reason is simply gone - either retreated or destroyed, depending on the scenario. A 'mech on the edge of the map that takes a charge attack may end up poofing into oblivion. * CriticalFailure: [[GoombaStomp Death from Above]] attacks have a very high probability of dumping the attacking mech on its face, missing the target entirely. Rapid fire weapons like rotary and ultra-autocannons have a chance to jam if they're fired more than once in the same turn. It's possible to get critical failures from ''movement''; roads are notoriously good at making your battlemechs stumble around like they're drunk, as players need to perform a roll when enter/exiting roads or turning making high-speed maneuvers on them smooth surfaces - fail the roll, and the mech will faceplant onto the road or the ground next to it. God forbid you have to turn on a road while in a city, as failing the rolls will make your mechs slam into buildings, taking huge amounts of damage and [[DisasterDominoes even worse depending on what you slam into you could then cause the building you slam into to collapse on top of you for more damage]].

* CultureChopSuey
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* CultureChopSueyCultureChopSuey: While each nation has a dominant culture, they also have hundreds of billions of inhabitants across dozens or hundreds of worlds, each with its own influences. Then keep in mind that those nations that try to invoke historical cultures are usually going by bastardized interpretations of them, sometimes deliberately.

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* CultureChopSueyGoodOldFisticuffs: Any battlemech with arms is capable of throwing a punch, with more articulation in the arm resulting in better punches. For many pilots, it's a last-ditch resort, but some machines, like the 95-ton ''Banshee'' "close assault" 'mech, are meant to charge right into a target's face and get personal.
21st Jan '16 10:19:48 PM PatPayne
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*** "Yet" has kind-sorta happened. On July 24, 2015, Catalyst announced that they were going to redesign the Unseen. The already-released designs [[http://bg.battletech.com/news/news-and-announcements/drop-pod-sequence-initiatedthree-two-one/ shown here]] show that these minis are going to go as close as legally possible as they can to the Unseen to replace them wherever an Unseen would be used (mostly pre-3067/Project Phoenix instinces of the Unseen). Further, WordOfGod [[http://bg.battletech.com/forums/general-discussion/drop-pod-sequence-initiatedthree-two-one!-%28the-announcements-finally%29/msg1101187/#msg1101187 claims]] it as a genuine retcon, as the newly-minted designs completely in-universe replace the original Macross/Dougram/Crusher Joe art that can no longer be used.
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*** "Yet" has kind-sorta happened. On July 24, 2015, Catalyst announced that they were going to redesign the Unseen. The already-released designs [[http://bg.battletech.com/news/news-and-announcements/drop-pod-sequence-initiatedthree-two-one/ shown here]] show that these minis are going to go as close as legally possible as they can to the Unseen to replace them wherever an Unseen would be used (mostly pre-3067/Project Phoenix instinces of the Unseen). Further, WordOfGod [[http://bg.battletech.com/forums/general-discussion/drop-pod-sequence-initiatedthree-two-one!-%28the-announcements-finally%29/msg1101187/#msg1101187 com/forums/index.php?topic=48674.msg1101187#msg1101187 claims]] it as a genuine retcon, as the newly-minted designs completely in-universe replace the original Macross/Dougram/Crusher Joe art that can no longer be used.
16th Jan '16 7:44:05 AM Underachiever
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** The Clans built a model that takes it UpToEleven: the ''Hunchback [=IIC=]'' features two of those monster cannons, one over each shoulder. Of course, in order to fit that monstrous firepower, certain things had to be sacrificed... such as [[GlassCannon armor and speed]]. Getting assigned to one is therefore generally an invitation to die in a BlazeOfGlory.
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** The Clans built a model that takes it UpToEleven: the ''Hunchback [=IIC=]'' features two of those monster cannons, [[{{BFG}} Ultra AC/20s]], one over each shoulder. Of course, in order to fit that monstrous firepower, sort firepower onto a mere 50-ton frame certain things sacrifices had to be sacrificed...made... such as [[GlassCannon armor and speed]]. Or enough ammunition for more than two and a half turns of fire at full blaze. Getting assigned to one is therefore generally an invitation to die [[DeathOrGloryAttack go out in a BlazeOfGlory.style]].
16th Jan '16 7:34:42 AM Underachiever
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Duplicate entry.
** The original Hunchback also counts, with a much more sensible coverage of armor, and still packing at least one monstrous autocannonon in a shoulder box.
16th Jan '16 7:32:50 AM Underachiever
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** A mild subversion kicks in as units get bigger, though -- eventually there ''aren't'' any bigger guns anymore and the only thing really left to do is mount ''more'' instead. For instance, even the heaviest individual [=BattleMech=]-portable weapons can in a pinch be squeezed into a medium 'Mech frame; the result may not carry any other weapons beyond its signature BFG and possibly cut some corners in other areas, but it can in principle be done. There isn't a single weapon that would actually ''require'' a heavy or assault 'Mech just to carry it. The Heavy Gauss Rifle comes close, but the only penalty is that any mech lower in mass than 60 tons has to make a piloting skill check each time it's fired.
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** A mild subversion kicks in as units get bigger, though -- eventually there ''aren't'' any bigger guns anymore and the only thing really left to do is mount ''more'' instead. For instance, even the heaviest individual [=BattleMech=]-portable weapons can in a pinch be squeezed into a medium 'Mech frame; the result may not carry any other weapons beyond its signature BFG and possibly cut some corners in other areas, but it can in principle be done. There isn't a single weapon that would actually ''require'' a heavy or assault 'Mech just to carry it. The Heavy Gauss Rifle comes close, but the only penalty is that any mech lower in mass than 60 tons has to make a piloting skill check each time it's fired.

** Slightly ''more'' insane than the ''Hollander'' is the BZK-F7 variant of the ''Hollander II''. Initially, the BZK-F5 ''Hollander II'' was built to address the original's shortcomings, increasing the 'Mech's mass by ten tons and adding extra armor and some backup weapons. Then someone had the [[SarcasmMode bright idea]] of stripping out all of its weapons and replacing them with a single ''Heavy'' Gauss Rifle. Depending on the rules you're playing with, this variant has to potential to destroy ''itself.''[[note]]Explanation: due to being under 60 tons, when playing under the aforementioned rules it needs to make a piloting check whenever it fires the the Heavy Gauss Rifle in order to stay standing. If it fails, it falls down, and should it land on its back the fall damage is more than enough to destroy the armor on a rear side torso and transfer over to the internal structure. Assuming this happens to the right torso, this has the potential to damage the Heavy Gauss Rifle and cause it to violently explode, which then rips the 'Mech apart from the inside.[[/note]]
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** Slightly ''more'' insane than the ''Hollander'' is the BZK-F7 variant of the ''Hollander II''. Initially, the BZK-F5 ''Hollander II'' was built to address the original's shortcomings, increasing the 'Mech's mass by ten tons and adding extra armor and some backup weapons. Then someone had the [[SarcasmMode bright idea]] of stripping out all of its weapons and replacing them with a single ''Heavy'' Gauss Rifle. Depending on the rules you're playing with, this This variant has to potential to can potentially destroy ''itself.''[[note]]Explanation: due to being under 60 tons, when playing under itself without enemy help whatsoever.[[note]]Explanation: Any 'Mech of 100 tons or less that moves and fires a Heavy Gauss Rifle in the aforementioned rules it same turn needs to make a piloting check whenever it fires skill roll (of variable difficulty depending on its weight class, with mediums like this design being the the Heavy Gauss Rifle in order second-worst possible) to stay standing. retain its footing. If it fails, it falls down, falls, and should it land on its back the fall damage is more than enough to destroy the armor on a rear side torso and transfer over to the internal structure. Assuming this happens to the right torso, this has a good chance of damaging the potential to damage the Heavy Gauss Rifle rifle -- they're big and cause there's not really anything else in there -- and causing it to violently explode, which then rips explode with enough force to gut the 'Mech apart from the inside.[[/note]] outright.[[/note]]
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