This version of the Hetzer is first built in 3014, is used sphere-wide... and has a Beagle Probe in it 31 years before the Beagle Probe is reintroduced. This seems to be the correct date from multiple sources, it's not a typo.
Why is there a cheap Quikscell tank going around with the most advanced electronics in the Inner Sphere three decades ahead of it's time? How?
This version of the Hetzer is first built in 3014, is used sphere-wide... and has a Beagle Probe in it 31 years before the Beagle Probe is reintroduced. This seems to be the correct date from multiple sources, it's not a typo.
Why is there a cheap Quikscell tank going around with the most advanced electronics in the Inner Sphere three decades ahead of it's time? How?
This will sadly never be finished but it's a great piece of BT work even with some sections being scratchy sketches. Keep watching past that first few seconds, the 'mech battles are fully drawn as are some of the interactions, it's not all like those sketches. Few fan videos works as well at capturing raw emotion as well as this one, going for flashy "awesome" instead.
Also, it has a fair amount of awesome too, There should be a warning label: Do Not Engage Hunchback in CQB.
Dude in the above actually made a number of videos, this was a trailer for an attempt to get a MechWarrior cartoon going, though of course it fell through because there are balls of yarn that have been played with by 50 cats less snarled that BT's IP at this point.
I'll admit I don't find this one quite as good, the animation is clearly superior with none of the whiteboard scratchy sections and the guy's honed his skills, but it just doesn't have the same emotional appeal to me as the kid desperately picking up a rock to throw at the Dragon after everything else facing it died, followed by Hunchback interrupt.
However it's still pretty awesome, the kid from the first video's back, he's in the family 'mech himself now, and he's giving a Trashborn in a Mad Catan an important warning.
My understanding is that while the video games always had slower, more ponderous motion, the fluff descriptions of Battlemechs -- especially the lighter ones -- always gave them physics-defying agility as one of the reasons they were magically "better" than conventional armored vehicles. After all, Battletech is fundamentally a Western tabletop derivative of Macross.
I haven't read anything like that, but then I've also only read a scattered handful of books. I've seen mech described as particularly agile in terms of terrain handling a few times though.
I think the other issue is the mrch here is a hunchback, which TROs specifically describe as slow and ungainly for a mech of its size.
As for games, they're certainly slower and more ponderous than the video there, but I wouldn't say that's how you'd describe them overall. The Mechwarrior 4 intro has them moving fairly fluidly:
My understanding is that while the video games always had slower, more ponderous motion, the fluff descriptions of Battlemechs -- especially the lighter ones -- always gave them physics-defying agility as one of the reasons they were magically "better" than conventional armored vehicles. After all, Battletech is fundamentally a Western tabletop derivative of Macross.
I remember listening to a interview with a writer and he said that they did a lot of math based on their hypothetical armor durability and strength for their myomer fibers. it blew his mind when they came up with yes an atlas can do some hilarious acrobatics while only sustaining minor damage from it.
Backflips, handstands, cart-wheels, and the like aren't exactly common when piloting BattleMechs but they do show up from time to time in the books, both rule and fiction. The Proving Grounds Trilogy has a Pack Hunter doing a lot of acrobatics, f'rex.
Tech Manual Page 40 said:
Of course, BattleMechs can do more than just turn left or right, or move backwards and forwards. Talented MechWarriors have gotten assault ’Mechs to skip sideways to avoid missiles, executed handstands under carefully controlled conditions, and otherwise tapped some of the often-unused potential of a BattleMech’s limbs for complicated movements.
There are multiple reasons that you basic movements for a mech have physical controls. Mech acrobatic require you to be very confident in your neural helmet. This means that it is limited not just to veterans, but veterans that have trained for years on a specific mech and have equally skilled mechtech that have their neural helmet perfectly calibrated. It would have been far more common during the star league era when education was better and high quality neural helments were fresh form the factory.
For regular military and mercenaries, there wouldn't be any training in mech acrobatics. While it is part of going form ace to ace of aces, it really has little benefit to regulars. They would be better served by spending that training time on gunnery. Solaris jocks are an exception to this, because showboating is as important as fighting for them, thus they would be very skilled at mech acrobatics. In fact I'd expect there are quite a few non-combat solaris competitions focused on mech acrobatics. I'd say that any LAM pilot would have at least some competence at mech acrobatics in order to not crash during a transformation, especially in combat. Finally, anyone who graduated from the gunslinger program would be able to perform mech acrobatics, becuase they are intended to be aces of aces.
Made this for a discussion on QQ, an ultra-cheap refitted pickup truck technical for the Dirtbag Militia on a budget too small to afford high-end stuff like Quikscell products.
Level
Era
Experimental
-
Advanced
-
Standard
1980+
Tech Rating: D/D-D-D-C
Weight: 1,600 kg
BV: 32
Cost: 15,989 C-bills
Movement: 8/12 (Wheeled, Offroad Capable)
Engine: Support ICE
BAR Rating: 4
Range: 980 km
Internal: 4
Armor: 7
Internal
Armor
Front
1
2
Right
1
2
Left
1
2
Rear
1
1
Weapons
Loc
Heat
Mortar (Heavy)
FR
Mortar (Heavy)
FR
Carrying Capacity
Cargo Space (1 door) - 28 kg
A kludge job of a fighting vehicle built in some garage by shady tree mechanics to give a slight edge against invaders. Variants of this truck are found across the periphery where ever the budget is very low and the technology is even lower.
Carries two infantry-scale Heavy Mortars (3/6/9). With its off-road speed, it can outrun most bugmechs so that's what it'll need to do, roll up (preferably behind a hill) and quickly pepper them with mortars before running like hell before Godzilla catches up. It only does one point of damage and carries half a squad of infantry so you'll need more than one if you expect to be effective against 'mechs. Fortunately, your Dirtbag Militia can afford around 100 of them for the cost of a single Stinger or Wasp. Armor is made from scrap metal welded to the body in layers to produce primitive spaced armor, it can probably soak a hit from maybe a single machine gun burst or stray SRM but a Medium Laser is going to destroy it in one hit, not surprising since it's only half again heavier than a Medium Laser.
I'm actually wondering if the mortars should face backward instead so that it can be ready to run away the second it fires without having to turn around.
Edit: Turns out they dropped more errata on infantry weapons late last year I missed, and beefed the same weapons when mounted on vehicles. So this technical actually does 1 damage per mortar, 2 per round assuming both hit, while infantry can no longer ever get more than 0.6 per trooper which I think is a heck of a nerf, that ruins Mausers as weapons and puts them only just ahead of generic assault rifles. I wish the devs weren't so hellbent on nerfing every unit that isn't a BattleMech.
So it can rain its blessings from several mapsheets away and if you send your units after it they will have really hard time catching it. I would keep a ton of ammo reserved for ADA missiles, as air attacks are the most likely counter to it.
So it can rain its blessings from several mapsheets away and if you send your units after it they will have really hard time catching it. I would keep a ton of ammo reserved for ADA missiles, as air attacks are the most likely counter to it.
Well the idea was an artillery unit that could shoot and scoot like nothing else. It is not a front line fighter but have decent armor for protection. Given it has a turret it can fire in a 360 degree circle. This means they could possibly move a lance of four someplace and everything around them is covered.