Sorry, just looking over the mech sheets right now and I got a couple more questions. Next to the weapons under dmg, lasers have [DE] missiles have [M,C,S] and ACs have [DB,S]. What do those mean? Also just want to check about the ammo. Is the number next to the ammo type represent how many rounds there are in total or how many times you can fire the weapon?
Those refer to the weapon type. Lasers are [DE] for "direct energy." You can find the definitions of these on page 96 of the Battlemech Manual. As for the ammo, the number next to the ammo represents the number of times you can fire the weapon. So, if an SRM-6 has 10 shots of ammo, you can fire the SRM-6 10 times. Each time you fire it, 6 missiles will fire. See page 31 of the Battlemech Manual for more details.
@@biggrigg4281 I understand. What you have done though is such a service to us noobs trying to learn, as these videos make the basics I was having difficulty understanding make much more sense. I feel like I can look at the other rules on my own with much greater clarity now. I'll have to get that manual next paycheque, and thanks for the link.
Hey, I was looking through some new mechs I have and a couple have ultra autocannons, but I can't find any rules for them. What's the difference between them and a regular autocannon?
The ultra autocannons can fire twice in one turn but may jam in the process. Ultra autocannons are of the type DB (direct-fire ballistic) and R (Rapid fire), from page 99 of the BattleMech Manual. Pages 96-97 of the BattleMech Manual give the rules for DB and R weapons.
Can you make a video explaining PSR? * When to apply? * How to calculate? In Mechwarrior 2: * If a mech explodes, the shockwave will damage mechs that are too close. * PPCs heat the target, aside of causing damage * Flamers heat enemy mechs. Do they have a tabletop equivalent?
If by "PSR" you mean "Piloting Skill Roll," then--yes--I will come out with that next week. As for your second question about similarities between MechWarrior 2 and Classic BattleTech, --We call the rule stating that exploding 'mechs damage nearby 'mechs the "Michael Stackpole Rule." I think an advanced rule for this exists in Tactical Operations. Let me check and get back to you on that. However, most games I have played in do not use this rule. --PPCs only cause damage, not heat. However, at least Flamers and Plasma Cannons do cause both damage and heat. --Yes, Flamers heat enemy units.
The rule for exploding 'mechs is on page 77 of Tactical Operations' second printing. See Advanced Combat > General Rules > Engine Explosions. As an advanced rule, this rule is not part of the standard rules.
I really appreciate this video. My friend has been trying to run some battletech games, but every time he used a cluster weapon, he would roll on the cluster hit table, then roll to hit for each missile after the initial rolling to hit. I thought that was a little odd of a way to do it, so I decided to make sure he was correct, so thank you for helping to smooth out our game.
This was by far the easiest explanation on UA-cam. Everyone else literally explains it and makes it way harder than it has to be so thanx
And thank you!
This was super helpful! Thanks!
You're welcome.
So if you add the Gunnery skill number to the attack do you want that number to be lower?
Yes, a lower skill number represents a 'MechWarrior with a higher skill level.
Sorry, just looking over the mech sheets right now and I got a couple more questions. Next to the weapons under dmg, lasers have [DE] missiles have [M,C,S] and ACs have [DB,S]. What do those mean?
Also just want to check about the ammo. Is the number next to the ammo type represent how many rounds there are in total or how many times you can fire the weapon?
Those refer to the weapon type. Lasers are [DE] for "direct energy." You can find the definitions of these on page 96 of the Battlemech Manual.
As for the ammo, the number next to the ammo represents the number of times you can fire the weapon. So, if an SRM-6 has 10 shots of ammo, you can fire the SRM-6 10 times. Each time you fire it, 6 missiles will fire. See page 31 of the Battlemech Manual for more details.
@@biggrigg4281 Ah, I'll need to get one of those then. Thank you!
@@mrIguy212 Oh yes, my series is intended to make learning the rule books easier, not to replace the rule books. I don't even touch on many things.
@@mrIguy212 store.catalystgamelabs.com/products/battletech-battlemech-manual-book-pdf-combo
@@biggrigg4281 I understand. What you have done though is such a service to us noobs trying to learn, as these videos make the basics I was having difficulty understanding make much more sense. I feel like I can look at the other rules on my own with much greater clarity now.
I'll have to get that manual next paycheque, and thanks for the link.
Hey, I was looking through some new mechs I have and a couple have ultra autocannons, but I can't find any rules for them. What's the difference between them and a regular autocannon?
The ultra autocannons can fire twice in one turn but may jam in the process. Ultra autocannons are of the type DB (direct-fire ballistic) and R (Rapid fire), from page 99 of the BattleMech Manual. Pages 96-97 of the BattleMech Manual give the rules for DB and R weapons.
@@biggrigg4281 yep.if u rule Snake eyes,it jams.
Can you make a video explaining PSR?
* When to apply?
* How to calculate?
In Mechwarrior 2:
* If a mech explodes, the shockwave will damage mechs that are too close.
* PPCs heat the target, aside of causing damage
* Flamers heat enemy mechs.
Do they have a tabletop equivalent?
If by "PSR" you mean "Piloting Skill Roll," then--yes--I will come out with that next week.
As for your second question about similarities between MechWarrior 2 and Classic BattleTech,
--We call the rule stating that exploding 'mechs damage nearby 'mechs the "Michael Stackpole Rule." I think an advanced rule for this exists in Tactical Operations. Let me check and get back to you on that. However, most games I have played in do not use this rule.
--PPCs only cause damage, not heat. However, at least Flamers and Plasma Cannons do cause both damage and heat.
--Yes, Flamers heat enemy units.
The rule for exploding 'mechs is on page 77 of Tactical Operations' second printing. See Advanced Combat > General Rules > Engine Explosions. As an advanced rule, this rule is not part of the standard rules.
please don't use those markers, they kill the ears.
Thanks for the feedback.
Terima kasih guidenya. From Indonesia 🇮🇩
Welcome.
@@biggrigg4281 sama-sama (you welcome to)
I really appreciate this video. My friend has been trying to run some battletech games, but every time he used a cluster weapon, he would roll on the cluster hit table, then roll to hit for each missile after the initial rolling to hit. I thought that was a little odd of a way to do it, so I decided to make sure he was correct, so thank you for helping to smooth out our game.
No problem. And remember: LRMs hit in damage groups of 5 or less, 1 dmg per missile. SRMs hit in dmg groups of 2 or less, 2 dmg per missile.
Keep up with battletech videos, they are great!
I will do my best to post at least one BattleTech video a week. This video will likely come out on or between Sunday and Wednesday.