GURPS BattleTech, working out heatsinks and the effects of heat buildup
So I'm working on a BattleTech setting to run a campaign in, but I'm really unsure how to work out the mechanics of the heatsinks heat build up for the mechs. Anyone familiar with BattleTech got any ideas?
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
Heat shunting is the limiting factor on the performance of BattleTech mechs, just as "energy" is for Star Trek. A mech can be overtaxed, but it degrades the performance and potentially cooks the pilot.
If you give the machine an HT score based on its heat-shunting ability (relative to its payload) and have it degrade its performance or shut down when it fails a roll, you're halfway there. |
Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
Direct and literal translations of BT mechnics to Gurps are problematic because Battletech is set up on a reverse basis from Gurps in some specific aspects.
In Batletech use of weapons is limited by heat but required energy is ignored. Any fusion reactor will provide enough energy to directly power the energy weapons in any combination. One or more PPCs are no harder to power than a small laser. Gurps cares about the energy but powering the energy weapons from power cells makes a lot more sense than trying to run them directly from the fusion plant. On the other hand Gurps asumes that your Mech is designed efficiently and radiates away waste heat as needed. I've given up trying top model waste heat problems. About all you could do is transplant BT game mechanics wholesale. After you do that you should probably ignore Gurps' concerns about energy supplies to keep the same feel. |
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One option is to use a Action Point system, where you get a certain number of AP per turn (based on your heat sinks) that you can spend on actions. If you overspend you build up heat (borrow from future turns). You could establish thresholds of overspending that hamper you and cook your pilot.
Mechs as characters could have nuisance on advantages (builds X heat) and an advantage (dissipates X heat/turn). Of course, you'd have to work out the costs and restrictions since GURPS wouldn't restrict your "slots" for sticking in weapons and equipment. |
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Rules for this were eventualy brought into the game books but only one of the special heroes had a special mech fitted with TSM. |
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Well here is a simple idea to simulate the concept.
Heat Exchanger: Regeneration (Fast, ER only) [50]. Energy Reserve (Heat Sinks) [3/level]. Assuming 1 minute combat rounds for vehicle combat, go with Regeneration (Very Fast) [100] if you want second by second combat. That gives you a powers build, use Metatronic Generators to convert that to a $$ figure if desired or just make something up. |
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yes, run it as fast regenerating ER. Be sure to have the sprinting/jumpjets/lasers all come from ER (and only from ER) to keep the same relationship between movement, energy weapons and ballistic/missile weapons. |
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The big issue I see is balancing things so that "Mechs that were notorious overheaters in the original material do the same (and to the same extent) in your conversion. |
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Why are we trying to build vehicles as characters, here?
I'd go for a relatively direct port, probably. Mechs are vehicles, and they have an additional meter for heat accumulation. You can have them gain and lose heat exactly the same ways as in the source material, and translate over the consequences of high heat. (Reduced Handling, rolls against modified HT to not explode, etc.) It doesn't seem hard to do that in a generally faithful way. |
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So I'm thinking a thermal point system where all heat building weapons have a TP score and that's how many TP they generate when firing, heat transferring weapons also build TP when used against any mech they hit. How fast a mech bleeds TP will depend on amount of heat sinks in the mech. When Mechs reach a designated TP threshold they make an HT roll every time they gain more heat, with failure causing overheating effects. At twice the threshold the HT roll is at -2, overheating effects more severe, and the computer starts blasting warnings. At three times rolls are at -4, effects extremely severe, and automatic shutdown has to be manually overridden. At four times the threshold the rolls at -6, any additional heat build up requires more rolls, the overheating effect are crippling, and any critical failure will cause the reactor to begin meltdown and the emergency containment protocols to go off leaving the mech none functional until repair, on an 18 the reactor will just blow up.
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One thing this thread has made clear is that Vehicles 3e (4e?) should include thermal management. It isn't just Battletech, every modern vehicle has and needs a cooling system - easiest way to take out a car is put a bullet through the radiator, and modern spacecraft have massive heat issues.
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Re: GURPS BattleTech, working out heatsinks and the effects of heat buildup
Short answer:
Use BattleTech for the basic mechanics. Swap the signs of the penalties and just use GURPS characters. It works. Been doing it that way for years. Beyond that, take a look at MechWarrior: Destiny for some inspiration. Divide heat sinks by, say 5. Divide weapon heat by, say 3. Take every 4th entry on the Heat table. It'll make heat more manageable, and more interesting for a game. |
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Not sure if this has been posted or not. I used this article in Roleplayer to run my GURPS Battletech game years ago.
http://www.sjgames.com/gurps/Rolepla...onversion.html |
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Then there's chemical rockets. They use first use their "fuel" as coolant for their engines and then use it as an energy source and finally use it as reaction mass. It's nuclear and antimatter thermal rocket engnes that use fuel as coolant and reaction mass only that can melt when they run out. |
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As far as I can tell, BT's mech are some crazy piece of steampunk technology where someone, for some reason, ran the steam lines through the crew compartment and if you run the thing at 100% too long it literally cooks the crew. |
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High Tech's 'sustained fire' rules make the band where heat is a problem but permanent damage is only a relatively unlikely possibility twice as long as the band where heat is not yet a problem, and the band where the weapon is damaged but can continue to be used lasts indefinitely past that until the weapon is forced out of action by a rare 'mechanical or electrical problem' malfunction result. As for localization of heat, it doesn't make much sense that missile launcher and autocannon heat buildup is even there, but for the most part you can attribute heating to the fusion reactor which obviously is plenty hot enough that its waste heat if not properly dissipated could damage surrounding not-a-fusion-reactor parts of the vehicle. |
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As few as 5 points of heat (on a 30-point scale) has you suffering -1 MP, which changes your walk/run dynamic (doesn't affect jumping). At 8 points, you start suffering to-hit penalties. It can get rough. And it can happen fast. 14 is the first shutdown check (a 4+ on 2d6), but 19 is where it starts getting dangerous (your first ammo explosion check, again 4+ on 2d6). Which is why the smart kids avoid ballistic weapons like the plague. If I'm loaded with energy weapons, I can overheat all I want and only have to worry about shutdown, not being visible from orbit in a visible-light spectrum. But, unless your life support system is damaged, your cockpit may get uncomfortable but you won't fry. If it is damaged, your mileage may vary, but it'll likely be pretty short. |
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I love BattleTech. It's my favorite sci-fi world.
It’s important to remember that BattleTech was, originally, a sort of post-apocalypse sci-fi game. Where the world before was amazing and awesome, and now, you’re living in the rotting carcass of the Star League. In the post 3rd Succession War era (3025-3027 for those playing at home), the majority of humanity is supposed to be teetering on the verge of technological collapse. Most worlds don’t have access to fresh water. Sure, sector and nation capitals are fine, but, beyond that, in GURPS terms, they’re lucky if they’re TL5. TL6 is the standard across the more developed Inner Sphere worlds with access to some (up to TL12) high tech. The 4th Succession War and the reveal of the Helm Memory Core put the game in an interesting place. Unfortunately, for us players, that information came out six months before the introduction of the Clans. The Clans (and everything since then) were, in my opinion, chasing power creep in the worse possible way. But, originally, the ‘Mechs were supposed to be, for the most part, cobbled together and more bailin’ wire than actual actuator, so the hinky heat rules made sense. Keep in mind that vehicles don’t generate heat. Ballistic weapons generate zero heat on tanks/vehicles (not counting Aerospace Fighters, but that’s a whole other can of worms), and vehicles must have enough heat sinks to soak all of the heat from their energy weapons (if they have them). Heat is a resource in BattleTech. It’s a way of pushing your unit beyond what it should be doing, but, there’s a cost associated with it. Do you want to be safe or do you want to have the ability to go out in a blaze of glory? Heat is really hard to emulate in other games, which is why, if I’m playing GURPS BattleTech, I just use GURPS for the character rules, and convert BattleTech from 2d6 roll high to 3d6 roll low. It works just fine. And remember: it’s always ComStar. |
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Some 'Mechs, usually light ones with light weapons only _can_ be run all out without heat issues. I don't think you can overheat a Locust before battle damage shoots off most of its' heat sinks and it'll be odd damage that only affects the heat sinks without killing the small and lightly armored Locust. With big and heavily armed 'Mechs you just do a little dance. Suppose you'ver got a 75 ton Marauder with 2 PPCs (particle beams) a sort of odd large caliber "Autocannon" (fluff text makes it 120mm) and 2 Medium Lasers. Range considerations make it inefficient to try and fire absolutely all weapons at the same time so mostly you do both PPCs (10 heat each) and the Autocannon (1 heat) on your first Turn of firing and then 1 PPC and the cannon and back to the 2 and 1 mix on alternating turns. You or your enemy probably run out of armor before very long. Gambling everything by firing all your weapons every turn is impatience and bad decision-making usually. |
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The release of the Helm memory core and the 20-Year Update they started retconning history. By the time the Clan invasion hit (and MechWarrior 2nd Edition--the best MechWarrior) they'd stepped it back because a lot of people didn't get the point and they wanted to chase power creep. |
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It's a bit hard to see why the limited working dropship and jumpship population would even bother to visit a world regressed to TL5-6, though. |
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From House Steiner (FASA 1987):
We of ComStar are well-acquainted with the remarkable contrasts common to daily life in the Successor States. The average man or woman is by now used to incongruities such as using a cordless phone while riding a lumbering beast to the office or using food grown in a garden to pay for an appendectomy performed with a laser scalpel. Usually, it is only the more educated citizens who, having read of the glories of the Star League era, can see the irony of hunting their dinner with a bow and arrow and then watching their spouse cook it in a microwave. Life in the Successor States isn't so bad. If you can cope with having to plow a rocky field because your agrobot lacks a cable six centimeters long, then you're perfectly suited to life in them there hills. If you enjoy the irony of zooming across the universe in a JumpShip, only to be forced to ride a jackass six klicks through a downpour, then man, you've got it made in these Successor States. |
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Love Battletech, love the 3025 vibe, but a lot of it doesn’t make a lot of sense when you poke at it. |
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I had to pull up my copy of MechWarrior Destiny because I remember that they simplified 'Mech Combat (too much), but it had some really great ideas for moving it to other games. Divide heat and heatsinks by 5 (round to nearest). Weapon heat generates "tokens." After heat dissipation, remaining tokens cause problems. 1 token = -1 to movement. 2 tokens = -1 to hit. 3 tokens = Shutdown (avoid 8+). 4 tokens = Ammo Asplode (avoid 8+). 5 tokens = Shutdown (automatic). I'd do the change where your movement penalty is equal to your number of tokens, your to-hit penalty is equal to your number of tokens minus one, and go from there. While I think MechWarrior Destiny went a bit too-far in their rules-light exploration, there's some really good ideas for porting BattleTech to other games. |
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The idea that a vehicle would be designed such that the ammo can explode from heating long before the pilot is roasted seems very strange. That the ammo would be allowed to get hot enough to cook off before the vehicle automatically shuts down is also odd.
The game was fun, but it never made too much sense. |
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Though the it does seem like by the time things are hot enough to spontaneously ignite ammunition you'd be having other forms of structural or mechanical breakdown happen. Quote:
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And, to be fair, I've never seen anyone let their 'Mech get that hot by choice. SRM-2 Infernos man. |
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If you instead suppose that running a mech that hot is a warranty-voiding, out-of-specification abuse of the equipment that it turns out you can sometimes get away with, not engineering the ammo bins to resist it makes a bit more sense.... |
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Plus in typical mech design the cockpit is further out in the head while the ammo is somewhere in the torso, though for some designs it's not clear how that's a real distinction. |
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As far as I can tell, it pretty much went out the window with the 4th Succession war though, where they have regiment upon regiment being thrown into the meat grinder... also about the same time a lot of the 'named character' units were often expanded to make them still seem relevant in the new context (Colonel Fleabody's Walker Company not really seeming like a big deal when whole divisions of armour are at play...). |
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And then you have the clan wars, where the inner sphere's theory of victory was "You know, our mechs are more replaceable than yours, so into the meatgrinder we go".
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If you want your BT game to be iike that novel that's your choice. |
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It was the original BattleTech Marty-Stu: Kai Allard-Liao who did it, at the Battle of Twycross (3050). Sarna-Net Links there. Quote:
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Like I remember reading, for example the Federated Suns having a bunch of "Golden Worlds" where education hadn't fallen from the Star League era, but stuff like sending out traveling schools/academies to attempt to teach the outer reaches of their territory due to those outer worlds not having much funding anymore (probably to sort of more push on them being sort of the setting's Space America with both the good and bad). |
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I can't find the discussion where one of the Precentors joked about how poor NAIS (New Avalon Institute of Science) was equipped compared to Earth Elementary schools. Quote:
Considering that the HCT-3F Hatchetman's head thrusters only last for 30 seconds . . . that doesn't seem like enough thrust to get away from the blast. Considering that there were two (three) people in the cockpit, only one was secure, and all survived. (Dr. Lear was pregnant at that time, for those playing at home.) |
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Laser pistols and rifles were also decently common and Gurps makes those TL10. Of course slugthrowers were more common but a TL for building "needlers" is also higher than 8. There were mltiple sources for 'Mech weapons too. |
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Again, this was a post-apocalyptic setting. And the Star League made stuff to last. None of this planned obsolescence in their military gear. Sure, you may have a militia equipped with Star League-era laser rifles, but they sure didn't make them, or even know how to maintain them other than blowing the dust out. If one broke, it was gone. BattleTech was a strange bird. Quote:
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I just noticed that my (barley legible) 1st printing MechWarrior 1st Edition book actually says "20st Century," and all my other copies say "21st Century."
Hmm, I wonder if that was supposed to be 21st Century all along. That is not the only discrepancy I've seen between printings though. |
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I'm pretty sure that most worlds, at least in the IS, have access to 80's technology, so TL7. I'd say make that beyond that BT has named TL's of Age of War, Star League, and Clan.
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A quick Google has tanks with autoloadign main guns (which is sort of like a BT "autocannon") starting with the T-64 but with that model being not fully reliable. I doubt any BT world that can produce simple autocannon-armed tanks is producing anything less capable than a fully developed T-72. So I'd go with TL8 (which is where real world tech stood when BT was first published). |
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I always thought that BT at that age was something like a mix of TL's.
For some things it is TL8 and for some it is TL7 or less. Sensors are very low tech, as well as computers, but weapons are super tech. Even the planets with functional SL factories and academies. Battletech is like steampunk and other retro-futuristic settings, it's just 1980's retro-futurism instead of 1880's (in the case of steam punk). Most worlds during the time may be TL8 in weapons, TL9 in armor (I think the "advanced" ablative armor in Battletech is kind of TL9, but personal armor is mostly TL8 or less) and TL6 in sensors and TL7 in targeting systems and comms. |
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Also, they're certainly not TL6 in sensors. TL6 sensors would be completely useless for detecting battlemechs in terrain. My High Tech is a little mixed on whether RADAR is TL6 or TL7 but even early TL7 radars couldn't handle picking up ground vehicles. Night-vision and thermographic systems are also TL7. TL6 barely has 'sensors' to speak of besides SONAR. |
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The main issue you're all forgetting is that BattleMechs are ultratech. The rest of the world isn't. Most of the population doesn't live at high-tech, they lived at relatively mundane tech. After seeing Firefly I felt that was a good way of showing the Inner Sphere. Some really high ultratech but the vast majority of stuff was low-tech easily-sustainable.
Early 20th century would be TL5~6. I would call WWII-era "mid-20th century." You're welcome to play however you want, but as other quotes have pointed out, BattleTech wasn't a high-tech setting until they started retconning it for the Clans/post-clan invasion. If you lived on an agro world, you probably were TL5, if not TL4 with TL11+ Agromechs working along side you. From Lostech: Quote:
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Most mechs don't have thermal sight, I remember many scenarios with heavy penalties for fighting at night and needing spotlights and searchlights, like it was 1950's at least.
Also, while it was conceived in 1980, so you may say it was not retrofuturism at the time it is now, because the technology developed differently but the setting got stuck in the 80's tech. just like Jules Verne stories were simple scy fi at the time but now steampunk is retrofuturism. most things in battletech, at least at around 3025-3028, are WWII to Cold War era technology, with sprinkled supertech, like PPC's and lasers...even the missiles are unguided rockets. I would suggest a range of TL's from 5 to 9 for consumer goods and up to 10 for the very advanced stuff, or maybe a divergent TL to represent the goofiness of the setting that gives it it's charm. |
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Non-guided LRMs and SRMs are actually an official variant ammo type developed around the end of the clan invasion... |
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BattleTech has been chasing power-creep for so long now, retconning has become the order of the day. DFRs were the answer to the question "why aren't our missiles guided" that came out with the influx of new players from the Clan invasion. Just like Tandem-Charge warheads were the answer to the question "if this is armor piercing, why does it only do armor damage?" It was a short-sighted answer to a question that was better answered with "it was a mechanical conceit that we made when developing the game." LRMs and SRMs were fired in salvos to make up for the fact that they were unguided. But, FASA never was good at understanding what they had. I'll quote a couple of lines: Quote:
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BattleTech, more than most games, can be pointed at to prove whatever you want. Having been in production since 1984, and having gone through three companies, a lot has changed and continues to do so. Heck, they even try to tell us that the Bandersnatch (Image) is using a chassis with a similar profile and style as the Marauder (Image). Which, maybe, without my glasses at a range of 20+ yards would look similar (a greyish blob?). But, not with any level of detail. Play BattleTech. Play it how you want. Enjoy it. Make it your own. All of this is semantic. None of it matters. Just play. Play and enjoy. GURPS BattleTech is two great tastes that go great together. But remember: It's always Comstar. This message brought to you by Lord Nemesis. |
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Also, LRMs and SRMs need to be hit in salvos to inflict effective damage on armored targets. You don't fire 5-20 LRMs and hit with one or two and call it good because that barely scratches the paint. (They're also not especially inaccurate in any source I've seen but I don't know about the original.) The overall point that the BattleTech corpus isn't very self-consistent (or logical - they have canonical transforming 'land-air mechs' in there) so you need to take what you want from it is probably the key, though. |
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edit correction, the Lyrans developed them and gave then to the feds. further edit: Actually Katrina found one and brought it back with her, but then by 3020 they where already able to reproduce them, and the memory core wasn't found until 3028 right as the 4th war was kicking off. |
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