CyCo wrote:glitterboy2098 wrote:flatline wrote:You think ranges in Rifts are absurdly short? Try Battletech!
The longest range direct fire weapon does 2 damage and has a range of 30 hexes (900 meters).
Of course, it's been 15 years since I played. Perhaps things have changed in that regard...
--flatline
pick up the latest rulebooks.
Total Warfare includes a note from the creative staff pointing out that the ground side game uses reduced ranges for gameplay balance only, since multi-kilometer ranges for anything bigger than a machinegun tend to suck out the fun when the ground scale is roughly 30 meters to the inch. they also point out the the atmospheric and space ranges are more accurate portrayals. (in those, even the machineguns can shoot almost 2km, and the big guns can reach hundreds of km..)
in
Strategic Operations there are optional "line of sight fire" rules to reflect more realistic ranges. basically if you can see it you can shoot it..but the penalties to hit work a bit different. it's generally not recommended players mix the two, for game balance reasons.
I'm only just getting back into Battletech after an absence of about 20 years, but isn't one of these books the 'munchkin' book of the BT universe. The one that went beyond 100 ton mechs and included 3 legged mechs?
no.
Total warfare is the base rule book (mechs, protomechs, vehicles, VTOl's, fighters, dropships, industrial mechs, support vee's)
techmanual is the book with construction rules for the above.
Tactical operations provides advanced rules for tactical level games (advanced weapons, rules for artillery, mobile structures, and so on)
Strategic ops provides advanced rules for strategic level games (additional advanced weapons, rules for jumpships and warships, rules on repair and such.), as well as rules for Battleforce and the related Quickstrike.
the upcoming tactical ops will have 'era specific' material like LAM's, drone warships, nukes and other WMD's, Manei Domini, as well as additional advanced and primative weapons that only appeared in specific time periods.
Superheavy mechs did appear in the last Jihad books, the WOB deployed a few prototypes to try and stop the fall of terra to the united IS forces.. they are basically just 'super assualts'. slower, not much tougher, and not much more firepower. more drawbacks than advantages. the general consensus so far is that they're not really worth taking except in the historical scenarios.
the game hasn't even hit the 'Dark age' and 'age of destruction' eras as covered by the clix game..and while catalyst games is required to follow up and explore that time peroid, it'll be 2014 or so before we see any real detail on it, and they've promised they'll provide proper detail and moderate the apparent absurdities to make it fit into the feel of the battletech game setting. so yeah, we'll eventually see rules for 3 legged mecha, but they'll conform to the actual fluff. a handful of prototypes pressed into service by a splinter faction of the republic of the Sphere, and not that effective.