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Harcagnel

Sergeant
11 Badges
Apr 23, 2019
69
2
  • Knights of Pen and Paper 2
  • BATTLETECH
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I have discovered "Death From Above" on youtube and have been binge watching it.

I am just curious if Catalyst has mentioned anything about support for the table top game perhaps as an expansion of the digital game? There are 3 things I am looking for.

1. Optional Rules variant book for the changes to the game, like stability damage tracking in place of the 20+ damage in a turn and you roll and pilot check, and the evasion system instead of tracking how far opponents moved with the each time a target is fired at evasion is decreased by 1 mechanic.... That would be awesome.

2. An offline Digital mech bay character sheet. If I could go to the games awesome mech bay in a new tabletop mode, Edit a mech's load out, save it,, then open it as a mech character sheet for damage tracking and perhaps set parameters for attacks so that each person that has the game could track their mech on the electronic sheet and I could print a paper copy out for those who don't … that was be awesome.

3. Digital Game's RPG style MechWarrior leveling and perks system. I can steel shadowruns RPG system for non-mech combat however, as simplified or translated version of the games mech pilots XP would be nice. I feel like I could track it separately.

So far this is the best thing I have found for a digital companion to the original board game and I am really looking to see if I can get setup and convince some friends to play BattleTech as and RPG or at least get my wife to play out some scenarios, maybe a 10 mission run. Just seems like this would be something in the works already with the success of D&D Beyond. So I am more looking for news and trying to find it than thinking this is a new idea.
 
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I have discovered "Death From Above" on youtube and have been binge watching it.

I am just curious if Catalyst has mentioned anything about support for the table top game perhaps as an expansion of the digital game? There are 3 things I am looking for.

1. Optional Rules variant book for the changes to the game, like stability damage tracking in place of the 20+ damage in a turn and you roll and pilot check, and the evasion system instead of tracking how far opponents moved with the each time a target is fired at evasion is decreased by 1 mechanic.... That would be awesome.

I'm not aware of CGL looking at adopting mechanics of BT into the classic tabletop. There are a lot of mechanics that were introduced because other aspects changed. In the case of evasion pips in particular, I think it would work very poorly in TT. In BT, light mechs can take advantage of the initiative system and comparatively small firing arcs to completely avoid fire, so a degrading evasion defense up a much smaller part of those mechs' defenses. In TT, everyone shoots at the same time and fire arcs are pretty much triple what they are in BT, so that evasive defense is FAR more critical. This is before factoring how TT's hit probabilities are a bell curve, so small bonuses can have big effects. I could see stability damage being workable, but then I've never had much issue with the existing knockdown rules.

2. An offline Digital mech bay character sheet. If I could go to the games awesome mech bay in a new tabletop mode, Edit a mech's load out, save it,, then open it as a mech character sheet for damage tracking and perhaps set parameters for attacks so that each person that has the game could track their mech on the electronic sheet and I could print a paper copy out for those who don't … that was be awesome.

For mech design programs, MegaMekLab and Solaris Skunkwerks both work well. I prefer SSW but I believe it is no longer being updated. I've always just used paper sheets for the physical game, but MegaMek does have campaign management software for tracking leveling and repairs in MegaMek games.

3. Digital Game's RPG style MechWarrior leveling and perks system. I can steel shadowruns RPG system for non-mech combat however, as simplified or translated version of the games mech pilots XP would be nice. I feel like I could track it separately.

Campaign Operations has special pilot abilities (SPAs) along with how to run a force through the streamlined chaos campaign rules. Speaking of chaos campaign, there are two starter books, Sword and Dragon and Fist and Falcon that I think are great, simple 2-player campaigns. Chaos campaign scenarios also feature in a ton of CGL publications including a number of PDF only products.
 
I'm not aware of CGL looking at adopting mechanics of BT into the classic tabletop. There are a lot of mechanics that were introduced because other aspects changed. In the case of evasion pips in particular, I think it would work very poorly in TT. In BT, light mechs can take advantage of the initiative system and comparatively small firing arcs to completely avoid fire, so a degrading evasion defense up a much smaller part of those mechs' defenses. In TT, everyone shoots at the same time and fire arcs are pretty much triple what they are in BT, so that evasive defense is FAR more critical. This is before factoring how TT's hit probabilities are a bell curve, so small bonuses can have big effects. I could see stability damage being workable, but then I've never had much issue with the existing knockdown rules.

That maybe true but I would like the adjusted initiative as well, I just for got to mention it and that would give it a bit more feasibility. I would like rules for it, even if divided and separately optional. I really like the light mechs going first and the ability to open heavy fire on light mechs to reduce its defense if you have enough mechs as it really encourages that they move each turn to rebuild evasion but at the same time means if they become a the target of an entire lance they don't have unlimited dance to avoid. It also means the player attacking a light mech has an interesting choice of who is firing to hinder a light mechs movement and who is holding for last for a possible good shot.

For mech design programs, MegaMekLab and Solaris Skunkwerks both work well. I prefer SSW but I believe it is no longer being updated. I've always just used paper sheets for the physical game, but MegaMek does have campaign management software for tracking leveling and repairs in MegaMek games.

Thanks for the information. I found C3 since I posted and I will try MegaMekLab. Curious to see if one of them files the whole as desired.

Campaign Operations has special pilot abilities (SPAs) along with how to run a force through the streamlined chaos campaign rules. Speaking of chaos campaign, there are two starter books, Sword and Dragon and Fist and Falcon that I think are great, simple 2-player campaigns. Chaos campaign scenarios also feature in a ton of CGL publications including a number of PDF only products.

I believe I have the Campaign Operations PDF at the general suggestion of another but I have not read it yet. I will get Sword and Dragon for now, I heard I need Errata. I think I found the text of it, but I will look around for the PDF. Thanks again!
 
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I made and attempt at a homebrew conversion for the video game rules to Tabletop. Not a lot I can do for firing arch.. I don't see reducing by tiles as beneficial. So the best I could do is give 40 ton or less mechs an extra evasion as a small target bonus but here goes....


Initiative: Roll 2d6, highest first but in passes 1.Aircraft and Aero Space, 2.Light Mechs, 3. Medium Mechs, 4, Heavy Mechs, 5. Assault mechs 6. Vehicles / Infantry. All units may choose to reserve their activation to a later pass continually until pass 5 at which time they ether act or lose their activation. Being knocked down forces an immediate reserve cumulative with any reserve already taken by that unit.

Turn actions: Stand or Walk only, Stand + Fire or melee with optional support weapons (small laser, machine guns and flamers), Walk + Fire or Melee with optional support weapons (small laser, machine guns and flamers), Jump + Fire or Death from above, Run (can not fire, loses 10 less heat than activation).

Evasion: For every 3 tiles you move the target "to hit" defense is increased by +1 and jumping adds and additional +1. Lose one evasion each time you are shot at hit or miss. Mechs 40 tons and lighter get a cumulative additional +1 to evasion as long as they are not stationary. Evasion is reduced to 0 at the start of a units turn.

Targeting: Can target up to 3 enemies but attacks at the second target are at +1 difficulty to hit and at the 3rd target are at +2 difficulty to hit.(Enemy facing does matter). You can also only target enemies in line of sight and 15 tiles or closer to one of your units. Targeting enemies out side 15 tiles of the attacker or that does not have a direct line of sight to the target +3 difficulty to hit for spotter targeting however, the unit spotting the target does not incur a penalty or require an action to spot for the attacker, only line of sight while being within 15 tiles.

Stability: 20 damage in one turn forces the pilot to make a stability roll, however laser damage does not count toward the total and PPCs only count as half damage for stability.

… I am open and interested constructive suggestions to improve this as long as they are not some version of "don't do this".
 
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