So, a thread I was participating in had me searching a bit too long for a post I made a ways back but can't find again, and it also turned up another related post, so I thought I'd do myself a favour and put all this stuff into one post where I can find it again. It's all about that elusive "3025 feeling", and how BattleTech has changed over the years.
For instance, back in the eighties when BattleTech was first released, the atmosphere of the BT universe was very much more one of feudal lords warring it out with centuries-old, poorly understood, and poorly maintained war machines than it is today - even when re-enacting the same battles. The back story of the whole universe has been retconned to allow more 'Mechs, more understanding of technology, and less feudalism. Whether this is good or bad is of course a matter of preference, but at the very least I hope to convey some of the feeling to those who weren't there, so they can better understand us oldies when we yet again wax poetic about "back in the day..."
As our examples, we're going to look at data for the (arguably) most famous mercenary companies the Inner Sphere has seen - or at least the three first published sourcebooks - Tales of the Black Widow Company, The Fox's Teeth: Exploits of McKinnon's Raiders, and Cranston Snord's Irregulars. I think we're going to find some differences between then and now.
To start off then, Natasha Kerensky's Black Widow Company. Now remember, when this book came out in 1985, these guys were just really cool mercenarys with a mysterious background - the whole Clan thing was still five years down the road, and as Jordan himself has said, there was no master plan behind the Clans. Anyway, cool mercs, not Clans, okay? Here's their line-up:
Command Lance
Warhammer: No damage
Marauder: No damage
Crusader: +2 heat due to battle damage
Griffin: Max 3 points jump, each hex jumped adds 2 pts of heat. PPC misfires but adds heat on 10+ (roll before to-hit)
Fire Lance
Archer: No damage
Archer: -1 heat sinks, 10 armour max on left leg due to internal structure damage.
Wasp: No damage
Stinger: 5/8 movement due to glitch in leg actuators.
Recon Lance
Rifleman: No damage
Phoenix Hawk: Left arm medium laser generates 4 heat on 10+ (roll before to-hit)
Stinger: Right Torso max 4 armour due to internal structure damage
Stinger: No damage
That's:
6 heavy 'Mechs, 4 with no damage, 2 with permanent damage
2 medium 'Mechs, both with permanent damage
4 light 'Mechs, 2 with damage, 2 without
So out of the 12 'Mechs in the company, fully half have permanent damage. These are top-tier mercenaries in 3025, if they can't keep their 'Mechs fighting, who can?
Perhaps McKinnon's Raiders will fare better:
Command Lance
Marauder: AC/5 jam on 9+, cannot be repaired in combat (roll before to-hit)
Warhammer: Right arm PPC non-functional, +5 heat/turn due to reactor shielding damage
Phoenix Hawk: No damage
Stinger: Gyro damage necessitates Piloting roll on every move, 4 points max armour on head due to internal structure damage
Medium Lance
Crusader: No damage
Phoenix Hawk: 10 armour max on left leg
Rifleman: 5 armour max on right arm, -1 heat sink
Wasp: No damage
Recon Lance
Griffin: -2 heat sinks, -1 jump jet, LRM-10 fires 60 degrees off-target on 9+ (roll before to-hit)
Shadow Hawk: 9 armour max on right torso
Wasp: on 8+, -2 heat sinks for the turn
Stinger: on 9+, Medium laser does 3 damage for 5 heat
There's some spectacular damage here, but let's summarise first:
4 heavy 'Mechs, only one with no permanent damage
4 medium 'Mechs, only one with no permanent damage
4 light 'Mechs, only one with no permanent damage
So out of the 12 'Mechs this elite fighting force has on its roster, only three are in perfect fighting order, the remaining nine suffer from some sort of permanent damage. Like this one, for instance, which serves as the number two 'Mech in the Command Lance:
"The Warhammer's Right Arm PPC was knocked out by a heavy laser hit during the Battle of Tancredi II more than a year ago. The 'Mech's fusion power plant shielding was damaged during the same engagement, and it now produces an extra 5 points of heat per turn"
That's not something any of us would put on the field is it? Half a Warhammer, missing a PPC for more than a year! And still, it's the number two 'Mech of the Fox's Teeth.
All right then, let's see what those wacky Cranston Snord Irregulars fields for their battles:
Command Lance
Archer: No damage
Warhammer: No damage
Thunderbolt: SRM-2 missing
Wolverine: 7 points max armour on left torso
Attack Lance
Rifleman: No damage
Hybrid Rifleman: No damage
Shadow Hawk: No damage
Crusader: -1 heat sink
Recon Lance
Phoenix Hawk: 15 points max on center torso
Wasp: Gyro damage means extra piloting skill from physical attacks
Wasp: No damage
Locust: No damage
That's better, only five out of the twelve with permanent damage:
6 heavy 'Mechs, two with permanent damage
3 medium 'Mechs, two with permanent damage
3 lights, one with permanent damage
Interestingly enough, the Thunderbolt from the Command Lance is missing its SRM-2 because it's too badly damaged to repair:
"due to battle damage, it has lost the SRM-2 launch device on its right torso. The Techs cannot repair such extensive damage."
I guess these things weren't plug-and-play back then?
Also, the second Rifleman in the Attack Lance is a proper FrankenMech:
"It has the right and center torso of a Rifleman, the right arm of a Warhammer, and the left arm and left torso from a specially refitted Archer. Shorty did a lot of painstaking work on the 'Mech however, and it functions perfectly."
Not a single penalty for cobbling together that monstrosity, but his Lance buddy's Crusader still has to drop into battle with a malfunctioning heat sink. Go figure.
So that was the first point I wanted to make; that 'Mechs in bad repair really should be much, much more common than they are - we aren't even able to drop a 'Mech with armour damage because it's automatically repaired for us. And who among us would drop a Warhammer missing a PPC and generating 50 points of extra heat?
Now to the second point: Weight distribution. Notice how many assaults are in that regiment of 'Mechs outlined up there? How many assault 'Mechs are included in the roster of the three most well-known mercenary companies in 3025? Yes, that's right - none. Not a single one.
To be fair, that might be related to the fact that there were no assault 'Mechs published until TRO:3025 a year later - it's true; the first year or two with BattleTech the BattleMaster was the heaviest 'Mech we could field (which incidentally also lends a bit more weight so to speak to the Thunderbolt's lore as a "planetary assault 'Mech" and "one of the heaviest 'Mechs that could be produced at the time") - but still; the lineups are what they are which leads me into my third point: No amount of retconning 'Mech availabilty or production capacity or whatever is going to change those lineups; the Black Widow rides a Warhammer and that's that. The most prestigious mercenaries in the Inner Sphere had to field half-repaired 'Mechs and that's that. That's how the universe worked when we first learned about it and when we fell in love with it, which may be at least one explanation as to why we are sometimes so resistant to change.
Another, of course, is that we are just stubborn old men
For instance, back in the eighties when BattleTech was first released, the atmosphere of the BT universe was very much more one of feudal lords warring it out with centuries-old, poorly understood, and poorly maintained war machines than it is today - even when re-enacting the same battles. The back story of the whole universe has been retconned to allow more 'Mechs, more understanding of technology, and less feudalism. Whether this is good or bad is of course a matter of preference, but at the very least I hope to convey some of the feeling to those who weren't there, so they can better understand us oldies when we yet again wax poetic about "back in the day..."
As our examples, we're going to look at data for the (arguably) most famous mercenary companies the Inner Sphere has seen - or at least the three first published sourcebooks - Tales of the Black Widow Company, The Fox's Teeth: Exploits of McKinnon's Raiders, and Cranston Snord's Irregulars. I think we're going to find some differences between then and now.
To start off then, Natasha Kerensky's Black Widow Company. Now remember, when this book came out in 1985, these guys were just really cool mercenarys with a mysterious background - the whole Clan thing was still five years down the road, and as Jordan himself has said, there was no master plan behind the Clans. Anyway, cool mercs, not Clans, okay? Here's their line-up:
Command Lance
Warhammer: No damage
Marauder: No damage
Crusader: +2 heat due to battle damage
Griffin: Max 3 points jump, each hex jumped adds 2 pts of heat. PPC misfires but adds heat on 10+ (roll before to-hit)
Fire Lance
Archer: No damage
Archer: -1 heat sinks, 10 armour max on left leg due to internal structure damage.
Wasp: No damage
Stinger: 5/8 movement due to glitch in leg actuators.
Recon Lance
Rifleman: No damage
Phoenix Hawk: Left arm medium laser generates 4 heat on 10+ (roll before to-hit)
Stinger: Right Torso max 4 armour due to internal structure damage
Stinger: No damage
That's:
6 heavy 'Mechs, 4 with no damage, 2 with permanent damage
2 medium 'Mechs, both with permanent damage
4 light 'Mechs, 2 with damage, 2 without
So out of the 12 'Mechs in the company, fully half have permanent damage. These are top-tier mercenaries in 3025, if they can't keep their 'Mechs fighting, who can?
Perhaps McKinnon's Raiders will fare better:
Command Lance
Marauder: AC/5 jam on 9+, cannot be repaired in combat (roll before to-hit)
Warhammer: Right arm PPC non-functional, +5 heat/turn due to reactor shielding damage
Phoenix Hawk: No damage
Stinger: Gyro damage necessitates Piloting roll on every move, 4 points max armour on head due to internal structure damage
Medium Lance
Crusader: No damage
Phoenix Hawk: 10 armour max on left leg
Rifleman: 5 armour max on right arm, -1 heat sink
Wasp: No damage
Recon Lance
Griffin: -2 heat sinks, -1 jump jet, LRM-10 fires 60 degrees off-target on 9+ (roll before to-hit)
Shadow Hawk: 9 armour max on right torso
Wasp: on 8+, -2 heat sinks for the turn
Stinger: on 9+, Medium laser does 3 damage for 5 heat
There's some spectacular damage here, but let's summarise first:
4 heavy 'Mechs, only one with no permanent damage
4 medium 'Mechs, only one with no permanent damage
4 light 'Mechs, only one with no permanent damage
So out of the 12 'Mechs this elite fighting force has on its roster, only three are in perfect fighting order, the remaining nine suffer from some sort of permanent damage. Like this one, for instance, which serves as the number two 'Mech in the Command Lance:
"The Warhammer's Right Arm PPC was knocked out by a heavy laser hit during the Battle of Tancredi II more than a year ago. The 'Mech's fusion power plant shielding was damaged during the same engagement, and it now produces an extra 5 points of heat per turn"
That's not something any of us would put on the field is it? Half a Warhammer, missing a PPC for more than a year! And still, it's the number two 'Mech of the Fox's Teeth.
All right then, let's see what those wacky Cranston Snord Irregulars fields for their battles:
Command Lance
Archer: No damage
Warhammer: No damage
Thunderbolt: SRM-2 missing
Wolverine: 7 points max armour on left torso
Attack Lance
Rifleman: No damage
Hybrid Rifleman: No damage
Shadow Hawk: No damage
Crusader: -1 heat sink
Recon Lance
Phoenix Hawk: 15 points max on center torso
Wasp: Gyro damage means extra piloting skill from physical attacks
Wasp: No damage
Locust: No damage
That's better, only five out of the twelve with permanent damage:
6 heavy 'Mechs, two with permanent damage
3 medium 'Mechs, two with permanent damage
3 lights, one with permanent damage
Interestingly enough, the Thunderbolt from the Command Lance is missing its SRM-2 because it's too badly damaged to repair:
"due to battle damage, it has lost the SRM-2 launch device on its right torso. The Techs cannot repair such extensive damage."
I guess these things weren't plug-and-play back then?
Also, the second Rifleman in the Attack Lance is a proper FrankenMech:
"It has the right and center torso of a Rifleman, the right arm of a Warhammer, and the left arm and left torso from a specially refitted Archer. Shorty did a lot of painstaking work on the 'Mech however, and it functions perfectly."
Not a single penalty for cobbling together that monstrosity, but his Lance buddy's Crusader still has to drop into battle with a malfunctioning heat sink. Go figure.
So that was the first point I wanted to make; that 'Mechs in bad repair really should be much, much more common than they are - we aren't even able to drop a 'Mech with armour damage because it's automatically repaired for us. And who among us would drop a Warhammer missing a PPC and generating 50 points of extra heat?
Now to the second point: Weight distribution. Notice how many assaults are in that regiment of 'Mechs outlined up there? How many assault 'Mechs are included in the roster of the three most well-known mercenary companies in 3025? Yes, that's right - none. Not a single one.
To be fair, that might be related to the fact that there were no assault 'Mechs published until TRO:3025 a year later - it's true; the first year or two with BattleTech the BattleMaster was the heaviest 'Mech we could field (which incidentally also lends a bit more weight so to speak to the Thunderbolt's lore as a "planetary assault 'Mech" and "one of the heaviest 'Mechs that could be produced at the time") - but still; the lineups are what they are which leads me into my third point: No amount of retconning 'Mech availabilty or production capacity or whatever is going to change those lineups; the Black Widow rides a Warhammer and that's that. The most prestigious mercenaries in the Inner Sphere had to field half-repaired 'Mechs and that's that. That's how the universe worked when we first learned about it and when we fell in love with it, which may be at least one explanation as to why we are sometimes so resistant to change.
Another, of course, is that we are just stubborn old men