08 August 2012

[Battletech] Marian Hegemony: The II Cohors, IV Legio Comitatensis REDUX


Ok, I was crunching numbers again (does it ever stop?) and decided that I had a mess on my hands. As cool as the idea of a completely AC-using unit was, I had speeds and ranges all over the place. Plus, the poor little Hunchback was just along for the ride!

If you want to see the previous incarnation, it is here.

My supposition is that the Marian High Command has decided to fill out the TO&E post-Jihad but to keep its peculiar vehicle-heavy formation as an experiment (and a cost saving measure, as well). There are no infantry units listed  becuase each legion has an attached Auxiliary Legion from which the infantry assets are drawn (and to fully fully developed at a later time).

Note also that anything with a * is a mech I own. The others (mostly vehicles) I need to purchase.





II Cohors Tempestas of the IV Legio Comitatensis (35112 BV)


I Manipulus Grandines (12670 BV) 

I Centuria (5961 BV)
1. Orion ON1-M (1414)*
2. Thunderbolt TDR-7SE (1809)*
3. Centurion CN9-A (945)*
4. Vindicator VND-1R (1024)*
5. Panther PNT-9R (769)*

II Centuria (6709 BV)
1. Wolverine WVR-9M (1617)*
2. Ghost GST-11 (1244)
3. Griffin GRF-1N (1272)*
4. Shadow Hawk SHD-5M (1430)*
5. Dervish DV-6M (1146)*


Completely shuffled with some new designs. The I Centuria has a 4/6 movement profile, the II Centuria a 5/8 (except for the Ghost which is 6/9/0). The ACs are spread around so if I use specialty ammo it's better utilized.


II Manipulus Vertex (7459 BV)

I Centuria (3705 BV)
1. Spider SDR-5V (622)*
2. Fulcrum Hover Tank (1167)*
3. Gladius Hover Tank (586)*
4. Gladius Hover Tank (586)*
5. Kanga Hover Tank, AC (744)*

II Centuria (3754 BV)
1. Locust LCT-1V2 (568)
2. Fulcrum Hover Tank (1167)
3. Saracen Hover Tank (673)
4. Saracen Hover Tank (673)
5. Saracen Hover Tank (673)


III Manipulus Fulgur (7286 BV)

I Centuria (3709 BV)
1. Spider SDR-5V (622)*
2. Fulcrum Hover Tank (1167)*
3. Pegasus Scout Tank (640)*
4. Pegasus Scout Tank (640)*
5. Pegasus Scout Tank (640)*


II Centuria (3577 BV)
1. Spider SDR-5V (622)*
2. Fulcrum Hover Tank (1167)
3. Saladin Hover Tank (596)
4. Saladin Hover Tank (596)
5. Saladin Hover Tank (596)


Mixed up the centuries in these two maniples. The range bands work together better.

And we still have Big Bertha (the punishment Kanga).


IV Manipulus Boanerges (7697 BV)

I Centuria (5641 BV)
1. Awesome AWS-9Q (1875)*
2. Shrek PPC Carrier (935)*
3. Shrek PPC Carrier (935)*
4. Heavy LRM Carrier (948)*
5. Heavy LRM Carrier (948)*

II Centuria (2056 BV)
1. Warrior VTOL H-7A (292)
2. Warrior VTOL H-7A (292)
3. Warrior VTOL H-7A (292)
4. Karnov VTOL (Periphery) (590)
5. Karnov VTOL (Periphery) (590)

The only change here was moving out the Panther in I Centuria and replacing it with a -9Q Awesome (thank you, MUL design people!). Now I Centuria can throw out PPC x10, LRM-20 X 8, and ECM! The Awesome is named "Maximus." That's "the best" in Latin and is a reference to Zeus's Roman title of "Jupiter Optimus et Maximus." 



28 July 2012

Remembering Gary: Gygax Day, 2012


Yesterday would have been Gary Gygax's 74th birthday. I believe the quote above captures his essence perfectly; therefore, in the spirit of the day, I thought to myself, "What  better time to get my kids's game rolling again?" And so, we did.

When last we left our intrepid adventurers, they had returned to the Keep after finding Bane Deathchant's brother, Kane, crucified outside the Goblin caves of the Caves of Chaos. [In summary, a fight had broken out amongst the party members over Kane trying to take a Goblin as a henchman and his body was left in the (dead) ogre's cave.] They had also cleared the kobold cave. Easily slaughtering the guards and most of the male population, the adventurers had allowed the survivors to flee into the Borderlands after telling them about the cave complex. This intelligence will (hopefully) serve them well.



The dramatis personae are as follows:

Anana Steelhammer of Glorsten. 1st level Dwarf cleric of Bleredd, NT. Bleredd is Ulaa's husband and is a god of blacksmithing and crafts. (In my Greyhawk, I have simplified the deity lists. One way was to eliminate the non-human deities which were, I believe, largely Roger E. Moore's creations. Gary once wrote on the Dragonsfoot Forums that nonhumans of Oerth should probably follow those deities anyway.) Armed with a warhammer, her domains in the 3.5 ruleset we're using are Earth and Fire. Thus, she can turn water- and air-based creatures and control earth- and fire-based ones (if they ever run into any!) in addition to the standard undead-turning abilities.

Allyara Fiernvein of Celene. 1st level Elf Ranger From Celene, CN. A follower of Olidammara, it'll be interesing to see if she multiclasses into Rogue. Surprisingly enough, she is the most leveled PC in the party. Go figure.

Bane Deathchant. 1st level Human Wizard/Necromancer, CE. This human has arrived in the Borderlands (actually, the Keep is set in one of the Ulek states just south of the Lortomils--but still descriptively called the Borderlands) where he was to meet his brother Kane at the Keep. When he arrived, he found that his brother had taken off to a cave complex and with a group of adventurers. Unfortunately, his body had been left behind when the party had to flee....goblins?!! He has a thing about goblins now--when he returned with the party that found his brother crucified outside the goblin caves. Score one for  the other players; the goblins saved the player's hides by that one. He also has a (as yet unnamed) raven familiar.

Dalgard of Greyhawk (NPC). 2nd level Cleric of Pelor, NG. Dalgard is my stock PC cleric for beginning parties that I've used for over 20 years to beef up beginning parties. It's probably time for him to go on his way.

We pick up with the party venturing out to the Caves once more. This time, armed with intelligence, they decided to strike at the orcs (they also learned previously that the goblins now have a contingent of wolf-riders (and a warg!) stationed in the old Ogre cave). It went about as well as could be expected.They didn't notice the guard watching the door from the "wall of heads." The necromancer took a goblin head from the display and then they headed right. Meanwhile, the guard got the other guard room and attacked from the rear while they were engaged with the other guards. However, they made quick work of both groups.

Heading up the sloping hallway, they found the storeroom and then attacked the chief and his consorts. The dwarf found a set of dwarvan-sized maille and also a chest of monies; who needs a thief? Smashing a lock is always more satisfying than picking a lock! Oh, and they also find what will later prove to be a healing potion and a scroll of fireball. They then found the secret meeting room for the two chiefs. Reasoning that there has to be something more (one of them quipped, "Yeah, this is not his secret study for writing his memoirs!"), they searched until they found the secret door to the other orc tribe's complex.

Of course this lead them to the "boss fight" for the session. Now the other chief was a 4 HD creature, but his AC was only 18. As well, as they roll, he wasn't too much of a problem, actually. This one was 3 HD, but his AC was 20 in plate armor with a shield. Yes, a problem.


They did manage to whittle him down (there were actually two crits--one from a warhammer for x3 damage!) through luck and burning all of their spells, especially a burning hands (cleric) and a chill touch (necromancer). The chill touch was doubly useful in that it drained a point of strength, so I dropped the chief's BAB by 1. After the fight they did manage to find a rope of climbing that the elf promptly took as an artifact of her people. 

Ok, so they made it around the corner to the entrance. The dwarf in the lead spotted the tripwire for the net trap. Not having a thief, they decided not to risk a disable device check; they had no idea it was just a net because they never tried to trace the lines or look up even (note to self: time to stat putting some slimes and puddings on the ceiling!).  The dwarf stepped over, no problem. The necromancer, however, tripped over his big feet setting off the alarm and dropping the net square on himself! Everyone made a DEX check to dodge out of the way. They immediately heard the sounds of orcs preparing to head their way. Round one, Dalgard covered one hallway, the dwarf the other one. The elf began cutting the necromancer out of the net. Round two, the necromancer was free and got up, the elf winged an orc in the back of the mob of 9 bearing down on the cleric (who holds his action to take out two when they reach him--cleave feat for the win!) and the dwarf was still waiting for her mob. Round three, the second group of 5 arrived and it degenerated into a vicious melee. No one died although the necromancer was taken down to 1 hp; I suggested that he take a defensive stance (+4 bonus to AC) and stay out of the fight as much as possible.

After surviving the fight, they checked the other two rooms and found the women and children orcs that they promptly killed. Even Dalgard had to agree with the reasoning of the NT dwarf cleric who also happens to hate orcs; of course, this is another reason for him to move on. Unlike Sir Osric the paladin, he won't just go and examine rustic architecture to ease his conscience when this sort of thing happens in the future (cf. Gamers 2: Dorkness Rising).


Well, the party made it back to the Keep, sold some jewelry, and got some items identified by the castellean's advisor, a elven fighter/mage that I made a follower of Zagyg. I was too tired (it was late) to work that in last night, but will in the future. Everyone also had enough xp to level up, so things are getting better for them.

After going over my notes this morning, I noticed that I forgot that they had hired 3 mercenaries (that were with them against the kobolds previously) for a full month. I presume that they forgot them as well then, and they spent the day in the tavern drinking. With a level 2 Cleric of their own and some hired muscle, it is definitely time for Dalgard to move on.

I'm interested to see where they go next. I keep dropping hints about the missing merchant, but they haven't picked up on them yet. Of course, they have yet to enter the right complex anyway. I think it's time for the keep commander to take interest in them and send them on a mission. Maybe supply a couple of crossbowman to give them so more firepower.

And that's where we stand. They could use a thief.

10 May 2012

[Battletech] Marian Hegemony: The II Cohors, IV Legio Comitatensis

Well, I'm working on painting up a whole Marian Legion. Here's the TO&E for what I'm currently working on: 40 vehicles and 'mechs. This is my snapshot of the Legion's Second Cohort as of 3085. Prior to the Jihad, the IV Legio had already been through the meat grinder and the II Cohors was down to 1 full maniple of Mechs (2 centuries of 5 mechs each). The other maniples had "light recon" mechs with the centuries filled out with vehicles, especially Saracens and Saladins. The IV Legio is described throughout the different books as a fast response unit that prefers hit and run tactics. It weathered the Jihad fairly well and made it through with 85% strength; by 3085, it's listed as 105% of strength.


Most of the mechs in the entire legion are old school designs. By canon, only 15% of the 'mechs have been upgraded. It is unclear to what level. For instance, is a 3050 variant an upgrade or not? I have erred on the side of caution and only 3 mechs out of the 15 are "modern" (defined as 3050+ designs). Also, the numbers are a little higher becuase the II Cohors is listed as a "reinforced" cohort; I've added a "combat support" maniple (the IV Maniple).


My supposition is that the Marian High Command has decided to fill out the TO&E but keep its peculiar vehicle-heavy formation as an experiment (and a cost saving measure, as well). It's almost like an RCT on a battalion level but with an almost C*-like Level system with a Clan base of 5 units instead of 4 or 6. Also, there are no infantry units becuase each legion has an attached Auxiliary Legion from which the infantry assets are drawn.


Everything below is available to the Hegemony with one small exception noted below.


Note also that anything with a * is a mech I own. The others (mostly vehicles) I need to purchase.






II Cohors Tempestas of the IV Legio Comitatensis (33596 BV)




I Manipulus Grandines (12374 BV) 


I Centuria (6376 BV)
1. Orion ON1-M (1414)*
2. Bandersnacth BNDR-01Ar (1522)
3. Shadow Hawk SHD-5M (1430)*
4. Centurion CN9-A (945)*
5. Hunchback HBK-4G (1041)*


II Centuria (5991 BV)
1. Thunderbolt TDR-7SE (1809)*
2. Dervish DV-6M (1146)*
3. Griffin GRF-1N (1272)*
4. Vindicator VND-1R (1024)*
5. Assassin ASN-23 (740)*


The I Manipulus is the command maniple and is surnamed Grandines or "hailstones" because of the first Century especially: it is made up of AC-using units. It is most assuredly "dakka-dakka" and follows up the II and III Manipuli.




II Manipulus Vertex (7277 BV)


I Centuria (3523 BV)
1. Locust LCT-1V2 (568)
2. Fulcrum Hover Tank (1167)
3. Saladin Hover Tank (596)
4. Saladin Hover Tank (596)
5. Saladin Hover Tank (596)


II Centuria (3754 BV)
1. Locust LCT-1V2 (568)
2. Fulcrum Hover Tank (1167)
3. Saracen Hover Tank (673)
4. Saracen Hover Tank (673)
5. Saracen Hover Tank (673)


II Manipulus is surnamed Vertex or "Whirlwind" for the speed and ferocity of its attack. Each century is supported by a Locust for 'Mech support and a Fulcrum for ECM ability. I wanted light mechs that could keep up with the hover vehicles, so I am somewhat limited in my choices. This is the Vanguard unit that sweeps in fast.




III Manipulus Fulgur (7345 BV)


I Centuria (3640 BV)
1. Spider SDR-5V (622)*
2. Fulcrum Hover Tank (1167)*
3. Pegasus Scout Tank (640)*
4. Pegasus Scout Tank (640)*
5. Pegasus Scout Tank (640)*


II Centuria (3705 BV)
1. Spider SDR-5V (622)*
2. Fulcrum Hover Tank (1167)*
3. Gladius Hover Tank (586)*
4. Gladius Hover Tank (586)*
5. Kanga Hover Tank, AC (744)*


The II Manipulus is surnamed Fulgur or "Stroke of Lightning." In Latin, this is not the bolt itself, but the flash and power of the strike; it can also mean "Glory." This maniple strikes after the II, punching through the softened-up defenses and paving the way for the I to mop up. Again, I needed light 'mechs to keep up with the hover tanks and the Spider is quick. Also, there are fulcra for ECM support. 


The Kanga is the one thing that shouldn't be here per canon. All Kangas were destroyed in the Jihad and even then there was a mere 50 or so in the hands of Comstar and the Word of Blake. This is one of the non-jump capable units, downgraded to a pure hover vehicle at some point during the Succession Wars but with a better AC. I wanted to add a little color to the unit and this is the Cohort's punishment vehicle. It's kept running with spit and baling wire. Frequently heard in the II Cohors is this admonition to FNG's: "Hey, don't tick off the legatus or you'll be serving on 'Big Bertha' in the next assault." 




IV Manipulus Boanerges (6591 BV)


I Centuria (4535 BV)
1. Panther PNT-9R (769)*
2. Shrek PPC Carrier (935)*
3. Shrek PPC Carrier (935)*
4. Heavy LRM Carrier (948)*
5. Heavy LRM Carrier (948)*


II Centuria (2056 BV)
1. Warrior VTOL H-7A (292)
2. Warrior VTOL H-7A (292)
3. Warrior VTOL H-7A (292)
4. Karnov VTOL (Periphery) (590)
5. Karnov VTOL (Periphery) (590)


This is the extra maniple for the cohort and is pure support. It is surnamed Boanerges or "the Sons of Thunder" which is the title given by the Lord Jesus to the two brothers James and John. And that is what this maniple brings: thunder and lightning from above. The I Centuria is supported by the Panther as a bodyguard but we have 6 PPCs and two of the Hegemony's shiny new Heavy LRM carriers. The II Centuria is air support: some striking and spotting. The Karnovs are the Periphery gunship variant.


And there you have it. I can't wait to field this. 



21 January 2012

Additions to Wave 2/2012

I decided to go ahead and add 4 more units to Wave 2.


For the Marian Hegemony, a Kanga jump tank and a Pegasus scout tank (for some odd reason, I had just 1 sitting in my box; they're sold in pairs). Technically, Kangas are extinct post-Jihad for everybody; even prior to the Jihad they were pretty much restricted to ComStar and the Word of Blake. Only 50 survived the Battle of Tukayyid. However, Secunda Cohors of IV Legio Comitatensis is made up of fast hover tanks, and I can't resist adding a Kanga to my TO&E. This is not the jump capable Kanga, but is the downgraded AC-10 version that lost its jump capability and is now merely a hover tank. I see it as an old relic kept going by the copious use of spit and bailing wire and used as a "punishment" vehicle. "Keep the primus pilus happy, or you'll be serving on old Bertha in the next assault!"

Lastly, I went ahead and put together the second LRM Carrier for the 4th Mac and the Phoenix Hawk LAM for my ComStar Recon Level II.

So, Wave 2 is big and ambitious and the count is currently at 12 'mechs, 6 vehicles, and 4 squads of battle armor. Woo-Hoo!

17 January 2012

Wave 2/2012 Primed and Assembled!

Well, yesterday I assembled, based, and primed Wave 2 for this year. I made some changes in where the mechs are going, but that's ok. It's mostly because I can't stand House Davion, so I just can't paint up anything for that house.

2nd Com Guard Division
"The ComStar Angels"
Two Unseen: a BattleMaster and a Crusader. 2 Kanga jump tanks, and 12 Inner Sphere Standard Battle Armor for 2 squads. All together this makes a Level II unit. ComStar, unlike the other factions, truly uses combined arms.



Warrior House Ma-Tsu Kai
"The Historian's Challenge"

4th McCarron's Armored Cavalry
"Lord Carson's Cavaliers"
Only a few for Liao this time. A Cataphract and an Unseen Warhammer are the two mechs and they're destined to finish off my House Ma-Tsu Kai lance. The vehicle is a Heavy LRM Carrier. He's headed for the 4th Brigade of McCarron's Armored Cavalry. I realized that between Ma-Tsu Kai and the Death Commandos that I had no way to field Liao vehicles. So, the Big Mac it is. Prior to the Xin Sheng, the Big Mac was a merc unit exclusive to the Capellan Confederation; afterwards, they're a house unit. Problem solved. Problem staying solved. The Big Mac Leads the way. :) 




IV Legio Comitatensis
"The Imperial Legionnaires"
Originally the plan was for these four to be a lance in the 3rd Davion Guards. Now they're an under-strength century in the Marian Hegemony (a century in the Marian legions is 5 vehicles or 'mechs). They're defintely a "dakka-dakka" unit (lots of autocannons). We have an unseen Shadow Hawk (-5M variant), a Victor, a Centurion, and a Hunchback. Not as quick as I see the IV Legio being (only 2 jumpers), but it might make a good strike lance, er, century.





1st Marik Militia
"The Avenging Angels"
The Knights of the Inner Sphere
"Death Before Dishonor"
And now to finish it off. First up, an Unseen Archer and a Longbow to finish off my Marik Militia Fire Lance. The Unseen Marauder is unassigned, although he might take the Orion's place for variety on occasion. That one was a spur of the moment decision. It's one of my plastics from the mid 90's and I've never been able to get rid of the gap where the hull comes together. So, I used Loctite Weld on it this time. And it still had a frelling gap! So, I used some more putty to fill in the gap and we'll go with it as is. I'm also considering this one as a lone Knight of the Inner Sphere, sort of like my Death Commando Atlas. He's definitely the last on the list to get painted, so maybe. To finish it off, 8 Inner Sphere BA (to make 2 squads) in Marik Militia colors.

And that's all for now. Until next time!



08 January 2012

[Battletech] Painting Progress and Schedule

Ok, here's what I have lined up at the moment.

In final painting phase:

Liao/Death Commandos
Atlas

Liao/House Ma-Tsu Kai
Raven
Vindicator


Marik/1st Marik Militia
Orion
Marauder II MAD-4S (IWM 20-234)
Stalker

Comstar/2nd Com Guards
Highlander

Currently in the process of prepping for Wave 2, I've got the following:

Based, Ready to Prime
Cataphract

Needs Based
Crusader (Unseen)

Old 1990's Stripping
Warhammer
Archer
Battlemaster
Shadow Hawk (just needs to be glued)

1987 Ral Partha Stripping
Hunchback

I picked this guy up off Ebay. He had a camo scheme similar to Clan Smoke Jaguar.

To Be Assembled
Inner Sphere Standard Battle Armor (1 C* Level I, 6 figures)
Kanga Jump Tank (2)
Victor
Centurion
Longbow

When Wave Two is done, I'll have the following:

Liao/Death Commandos
Atlas


When I started Wave One, this one was originally slotted to be part of my Comstar Level II. But I changed my mind after I primed it. I still have 4 more Atlases, so it's not a big deal. :) I do plan on doing up a lance of Death Commandos, so this is a good start.




Liao/House Ma-Tsu Kai
Raven
Vindicator
Warhammer
Cataphract


This is a good solid Capellan lance in 3039 or in 3050. The Raven will be the -4X variant in 3039; the ECM equipment was horrible at that time, and the -4X trades it in for more armor, jump jets, and 2 machine guns. It becomes a really nice light mech; not the equal of the Panther but definitely better than the Jenner. Plus, the -4X is intro level; the -1X is experimental. A really good urban fighter. BV is 4471 (3039) or 4845 (3050).




Marik/1st Marik Militia

Orion
Stalker
Longbow
Archer
Marauder II (-4S)

The Marauder II is the one off here. It's such a beast, it is unlikely to be used for anything outside of the Inner Sphere Open Round in a tournament. Again, this lance is built for either 3025 or 3050 by just changing variants. This is definitely a fire lance with the Orion acting as the "command" mech. BV is 5802 (3025) or 6766 (3050).


Comstar/2nd Com Guards

Highlander
Battlemaster
Crusader
Kanga Jump Tank (2)
IS Standard BA (Laser)

This unit is designed as Level II that fought at Tukayyid. It's designed to go in there and mix it up with the Clan, so all the mechs are Star League era technology: the Battlemaster is the -1Gbc variant and has a command console, the Highlander is the HGN-732, the Crusader is the -3R, and the Kangas, well there they are. I would use the -2R variant on the Crusader, but apparently only the Wobblies get that one. BV is a hefty 7192. I have a nice plan for another Level II to back it up. See below. :)


Davion/3rd Davion Guards
Victor
Centurion
Hunchback
Shadowhawk


This is definitely a Davion lance: lots of ACs to go "BANG, BANG!"

So, when I'm done (by the end of the month, fingers crossed), I'll have 4 solid lances ready to go: painted, sealed, and flocked. They'll still need unit and faction decals, but I have to wait until I can get them from Fighting Pirannha. Then what will I do for Wave 3?

Well, I have another Level II for my "Tukayyid" Comstar force I'm putting together. Of course, this one falls under the experimental rules, but what the Hell. I have 1 Wasp LAM, 5 Stinger LAMs, and 1 Phoenix Hawk LAM. I also have a lead on a couple of Wasps and another Phonenix Hawk. Preferably, I'd make this Level II 2 of each; otherwise, it'll be 5 Stingers with the Phoenix Hawk as the "command" vehicle. This is not because I see LAMs as "zOMG uber!" They're actually pretty weak as they do neither job well. However, I can see Comstar having them in stockpliles and using them for recon and air support.

3rd Bear Guards
Wave 3 will probably also see the start of my Clan, uh, nova? (Stupid Clanners changing things!) It will be, of course, Clan Ghost Bear and I'm going with the 3rd Bear Guards, Alpha Galaxy for my paint scheme.

IV Legio Comitatensis
And I will finally get to my Periphery units. I should have my Ravager BA and Marian infantry minis by then as well as some more vehicles. That should be more than enough to work on for Wave 3.

1st Royal Guards (Steiner)
Wave four will probably be working on Lyran and Kuritan units. We'll see.

Ryuken-Ni (Kurita)
 Oh, and for those who are keeping score, the current list of minis is: 106 mechs, 7 LAMs, 48 BA (all IS Std.), 44 vehicles and 2 aerospace fighters (mech scale).

03 January 2012

Castles & Crusades: Multiclassing

Well, I'm toying with the idea of running C&C again. One of its saving graces is that it's a cleaned-up, "modernized" version of AD&D. I especially like how it simplifies the idea of weapon type vs. AC; a bec de corbin, for instance, gains a +2 to hit chain and plate armors. This allows a minimum of fuss while retaining the flavor of specialized weaponry. However, while level limits were eliminated, there is no mechanic for multiclassing. Thus, these are house-rules I intend to use to close up that gap.

"Bob here has always wanted to be a Fighter/Rogue."


There are no level limits, but there are class limits. Humans cannot multiclass; they, however, have the ability to choose any class and they are also the only race that gains three prime attributes. Since demi-humans only have two prime attributes, this is a big advantage and enhances the flexibility of the human race. In addition, since each class has its own mandated prime attribute, multiclass demi-humans are shoehorned into their prime choices.

Note that demi-humans can still play single-class characters. The question of some might have is "Why?" Well, they still have their unique racial abilities and they can also level faster than the multiclassed character (this is an advantage of humans as well).

Classic AD&D PHB illustration.


And now, the list:

Dwarf: Cleric, Fighter, Rogue, Assassin, Wizard*, Cleric/Fighter, Fighter/Rogue


Elf: Cleric, Fighter, Ranger, Knight, Bard , Rogue, Assassin, Wizard, Cleric/Ranger**, Fighter/Rogue, Fighter/Wizard, Wizard/Rogue

Gnome***: Cleric, Fighter, Rogue, Illusionist, Cleric/Illusionist, Cleric/Rogue, Illusionist/Rogue

Half-Elf****: Cleric, Druid, Fighter, Ranger, Rogue, Assassin, Knight, Paladin, Bard, Wizard, Cleric/Fighter, Cleric/Ranger, Cleric/Wizard, Druid/Ranger, Fighter/Rogue, Fighter/Wizard, Wizard/Rogue

Halfling: Cleric, Fighter, Rogue, Cleric/Ranger**, Fighter/Rogue

Half-Orc: Cleric, Fighter, Barbarian, Rogue, Assassin, Cleric/Fighter, Cleric/Assassin, Fighter/Thief, Fighter/Assassin

* Some might question the inclusion of Dwarvan wizards. However, in the Nordic and Germanic legends dwarves forge "magical" weapons. It can't all be attributed to the use of clerical magic. Note that there are no dwarvan Fighter/Wizards.

Odum Rumblebeard, Dwarf Wizard (Reaper).


** Cleric/Ranger for both elves and halflings as (in my world anyway) as they both tend to follow Ehlonna, the Lady of the Forests. Some halflings follow the Dwarvan deities of Belredd of the Forge and Ulaa of the Earth while others follow the human Pelor of the Sun; these halfling clerics would be single-classed.

"Faster, faster, you fool, you fool!"


*** Gnomes have some interesting choices. They tend to be fey and tricky and thus follow either Ulaa or Olidammara the Laughing Rogue. They are even smaller than halflings, and I have trouble envisioning them with a strong enough martial tradition to produce something along the lines of a Cleric/Fighter or a Fighter/Illusionist.

Gnome from a work of Jim Halloway


**** Half-elves have some of the most varied choices. They have more multiclassed clerics than elves and can even follow the Druidic Old Faith of Obad-Hai, the Shalm (which I envision as more of a human religion).

Half-Elf Fighter/Wizard. Note the lack of armor. 

Experience points are split evenly between the two classes. The player receives the best attributes from each class and bases the appropriate saves and skills off of the appropriate class level. Each class receives half of its hit die per level; if there is a CON bonus (or penalty!) it is received with the faster (higher) level. For example, a level 4 Fighter/level 5 Rogue with E.P. of 16000/16000 and a CON of 16 would have a BtH of +4. Saves based on STR would add +4 (based off of the Fighter level) and DEX-based saves and Rogue skills  would be at +5. Other saves and WIS-based Rogue skills would have a base of 18 and receive a +5 (since Rogue is the highest level). When the character hits 17001 E.P., he'll gain a D5 in HP; however, the +2 CON bonus for 5th level was received when he leveled up to 5th in Rogue and is not received again (nor is it halved--too much paperwork). For those who might say that it is unfair because his STR-based saves are only +4, note that he has the Fighter's better BtH of +4 (as opposed to the Rogue's +2). It's all a balancing game.

The use of armor is as follows. Multiclass wizards generally cannot wear armor when casting arcane spells. The exception to this is the elven Fighter/Wizards. Due to both their magical, fey nature AND their martial training, they may wear armor and still cast as normal. Multiclass rogues and assassins (with the exception of rogue/wizards and rogue/illusionists) may wear any armor when performing rogue skills but suffer the penalties as outlined on pp. 14 and 16 of the C&C PHB.

Elves. Anything you can do, they can do better.


As far as weapons go, elf and half-elf knights quite frequently use long bows outside of siege warfare and tournaments with no stigma attached. Multiclass Wizards are proficient in all the allowed weapons of their additional class. However, when casting arcane spells, they may only have a staff, dagger, or wand/rod in hand. The rationale here is that staves and daggers are "tools" of magic working and are attuned to the wizard and can thus be used to "gesture." Likewise, multiclass clerics or druids may only have the favored weapon of their deity in hand when casting clerical spells. I need to go through and list up the Deities used in 'Toneeze Wurld' (HMA Gareeze Wurld # 162); many are Greyhawk deities but there are some classical ones as well (such as Odhinn and Thoth, for instance).



I think this works out nicely and emulates AD&D with a minimum of fuss. I do not have the C&C CKG, so there might be a similar (or superior) system therein. As stated previously, these are my house rules.

01 January 2012

(Battletech) 2011 Year End Report


Well, I decided to get back into BT after a 14-15 year hiatus in October. So, I have yet to do much. In fact, I haven't done anything really, but I do have a palette in chaos. :)





All are W.I.P. Starting at the bottom left:

Stalker. 1st Marik Militia.

Atlas. Liao Death Commandos.

Highlander. Comstar 2nd Army. A little about him. He's my first Highlander (and mech!) that I bought when I was in the Army....maybe 1989? Anyway, he's been in an ugly green and black camo for years. He's been stripped down and is in the process of repainting to become the command mech (HGN-736) for my C* C3i Level II.

MAD-4S Marauder II. 1st Marik Militia. This one was built using Siberian Troll's "Reseen" mod to make it look hunched over like the Unseen. so simple even I could pull it off. :) Close up below.

IS Standard BA. Just arrived yesterday ( by FedEx at almost 8 P.M.!). This point will probably be C*, maybe 1st MM.

Marauder. Unseen plastic from the 90's. Just sitting on the palette. He was there for comparison to the MAD-4S mod.

Orion. 1st Marik Militia. The classic FWL mech. He's the "command mech" of the lance. Dual-cockpit if using advanced rules.

Vindicator. House Ma-Tsu Kai. I having fun coming up with the paint scheme for this one and the Raven. House Ma-Tsu Kai's colors are "Liao green with ivory and gold highlights." I painted the left arm and leg on this one ivory and his left fist is gold.

Raven. House Ma-Tsu Kai. The beak top is in ivory, the underside is gold. Both legs are ivory with some gold highlighting. Some other trim in gold.

Cataphract. House Ma-Tsu Kai. Assembled and based, ready to prime.

The plastic unseens. All painted back in the 1990's. I'm presently getting the mold lines off that I can see through the paint. Then they'll get stripped and painted for their new lances.

Warhammer. House Ma-Tsu Kai. A Liao "Hot Hammer" of course!

Archer. 1st Marik Militia.

Battlemaster. Unsure. He could end up as Ma-Tsu Kai or 1st Marik Militia. I'm also considering him as the base for my 3rd Davion Guards lance. Of course, I have 3 "Reseen" Battlemasters sitting in my box so I have plenty to assign. :) I want my Unseen BM to "pop" however, so it will most likely be assigned to a favorite unit.

Once I finish them up in a week or two, I'll have a House Ma-Tsu Kai lance, a lone Death Commando, a 1st Marik Militia Assault/Fire lance, and the start of my Comstar C3i Level II (2nd Army).

Oh, and, as promised, a closeup of the MAD-4S mod. Thanks again to Siberian Troll on the classic Battletech Forum for figuring this one out and posting it. I love the hunched over look of the mod. It apes the original Unseen Maruader II posture, and the low angle makes it look more threatening and aggressive, almost like a chained pit bull straining to jump. :)

And here's the link for Siberian Troll's mod post: http://bg.battletech.com/forums/index.php/topic,12991.0.html]http://bg.battletech.com/forums/index.php/topic,12991.0.html