Monday, September 12, 2011

Nova Cat mechs ready for action!






Hey all,

just a few photos of some Nova Cat mechs for a customer. Enjoy, and follow the link to the photobucket album for the rest of the pics on this project!

http://s131.photobucket.com/albums/p306/Tank_Santa/Battletech/

Friday, July 15, 2011

More progress on Kampf. Bake force...


Hey all, just a quick update on the Kampf. Bake forces, things are looking good with just a few niggling details.

The rest of the pictures can be viewed here: http://www.flamesofwar.com/Default.aspx?tabid=126&aff=10&aft=530639&afv=topic&afpgj=3#847349

Also, there will be some new Battletech pics of some Clan Nova Cat and Draconis units we are doing for a customer and our own studio, just waiting for the dastardly FPG decal order...

Keep on the lookout!

Friday, July 8, 2011

Firestorm Battletech: Conventional Vehicles

To tackle the large amount of conventional military and support vehicles we wanted to have, there needed to be a way to make them less record intensive during games. Granted the modern fusion engine vehicles will remain using their record sheets representing very advanced equipment as they should. The vehicles I am hinting at are the less advanced units like standard Main Battle Tanks, APCs, IFVs etc... So how do we make them simple enough to not need a record sheet, but complex enough to work in Battletech? Something came together with a little group brainstorm faster then we thought possible. In order to remove the record sheet for each conventional vehicle we had to decide on a way to represent damage in an abstract fashion. We also needed to represent armour without keeping track of its condition. We moved outside the normal game mechanics for this area.

Nation: Parent nation that the specific conventional vehicle belongs to for the purpose of the Luthien campaign.

Movement: To hit a conventional vehicle is still as normal, and the vehicle has simple Cruise and Flank speeds assigned in its stats for use in determining modifiers. Normal movment rules apply for the vehicle motive type which should be obvious based on the model.

Armour: Conventional vehicles will be assigned an armour save value rolled on 1D6. When a vehicle is hit with any weapon, an armour save is made. If the roll is equal to or higher then the vehicles save throw stat it has managed to avoid any form of serious damage from the hit or was a near miss. If it fails the armour save, the shot has penetrated the vehicle. Ex; A vehicle with an armour value of 4+, will stop any shot on a roll of 4 or higher on 1D6. If it rolls lower then 4, the shot has penetrated the vehicles defense.

Penetrating Hit & Firepower: Once a vehicles armour has been passed, it is considered stunned or motive damaged in some way, this is called Shaken. The size of the weapon that hit the vehicle or its DV (Damage Value) is now a very big consideration in if the vehicle lives through the experience or not. So, the vehicle failed its armour save, and the weapon must now make a firepower check. A firepower check involves 2D6 rolled and compared to the weapons damage value. If the combined roll is equal to or under the total damage value of the weapon, the vehicle is destroyed. Ex; A vehicle is hit by an IS Large Laser, and failed its armour save. The weapon has a DV of 8. The player who fired rolls 2D6, and totals the combined amount. If the roll is 8 or less, the vehicle is destroyed. If the roll is 9 or more, the crew has been shaken or the vehicle disabled, but not destroyed.

Obviously from the example above, there are weapons that are too powerful to fail a firepower roll, especially since the 2D6 Firepower roll can't exceed 12. When a conventional vehicle is penetrated by such a weapon, it is automatically destroyed. Weapons that use the cluster table (ie: Missiles) use the total damage of the entire salvo to determine the firepower roll required. Weapons that cause heat damage, will automatically penetrate armour and cause a Shaken result regardless of if the weapon passes its firepower check or not.

Conventional Weapons, Range & Equipment: Vehicles have a basic weapon stat line, as well you should note no ammo is listed. They are not expected to live long enough or be decisive enough to need that sort of record keeping. The stat sheet does provide you with the required information to use that weapon however within the Weapon, Range & Special Rules columns where required.

Some vehicles will use standard battletech equipment in an abstract fashion. Otherwise they will function as normal. They will be noted where they are needed.

An example vehicle stat line is below. Note the AC12 is a fictional weapon not in the normal listing of the Total Warfare rules, but wit a simple stat line it is easy to work in:

Vehicle Name/TypeNationMovement
ArmourWeaponRangeSpecial Rules







M1A2 TUSK Abrams MBTDCMSC5/F8(3+)AC12/*D12S 1-6/M 7-12/L 13-18Reactive Armour (Half missile DV for Firepower)




Machine Gun, AP MG

Thursday, July 7, 2011

Blogger is finally working, and an update!







Hey all,

sorry for the long delay,Blogger has been reluctant to let me do anything until the last couple days. So heres a quick update. The German armour presented here is an in progress work for a Kampf. Bake in January 1944 on the Eastern front. Not too much left to do on these, and the infantry will follow shortly.

Decals and marking need to be added along with some small details and final weathering. I am enjoying the winter look though.

Monday, June 6, 2011

BATTLETECH: Black Dragon Avatar






Hey all,

here is the second Black Dragon unit ready for action. The 2nd Sword may have been under equipped after taking combat losses earlier against the Ghost Bears, but the machines they do have are first rate.

This is an Avatar Prime (Omnimech), done with an urban base theme, as will be the case with all Luthien units. Once again the red highlights are not contrasting enough to really show in the photos :S I also noticed spots where the red is showing through the dark grey, I'll fix those shortly.

More on the way, Enjoy!

Wednesday, May 25, 2011

Commission Space Available. Apply now!

Just a quick update to let people know of commission space that has opened up in our schedule. If you have been waiting for us to get some free space for your project, submit your ideas now. Space is limited and will be first come first serve.

Thanks to all our customers for helping make Tank Santa what it is today!

The Studio Team

Sunday, May 22, 2011

FIRESTORM BATTLETECH: Force Construction

*6th Bejamin, and 40th Dieron have been added for guidelines, and all units now show a recommended mechwarrior skill level.

When generating your core force Lance for each game, use the random assignment tables recommended in Jihad Turning Points: Luthien. I have presented some guides below so you can narrow the unit selection down a little. Firestorm Markers that require random generating can use the same method.


Izanagi Warriors/Otomo (Loyalist) Firestorm Marker Only
Sorenson's Sabres (Loyalist) Firestorm Marker Only

Both the Otomo/Sorenson's Sabres and Izanagi have a large supply of Clan Tech. If a player chooses he may use an Inner Sphere mech design with mixed tech, or they may swap the mech for a Clan Mech design of one lower weight rating then the unit it replaces. ie; An Inner Sphere heavy mech being swaped out for a clan design would be chosen from the medium weight catagory of either the Ghost Bear, Nova Cat or Smoke Jaguar Assignment tables, and probably front line grade units. Their pilots use the Elite/Veteran rating.

1st Genyosha (Loyalist) Core Force

The Genyosha are a heavy unit. A core force Lance from the 1st Genyosha should contain 1 Assault Mech, 2 Heavy Mechs and a single Medium mech as an average. Because of their high perportion of Omni units, at least 2 of the Lance members should be in an Omni-mech. This unit uses many House Davion designs as a show of cooperation between the two nations, so at least one mech should be generated from the Davion chart. A single mech in the Lance can use mixed tech, or a single mech may be swaped for a clan design of equal weight class or lower. Use the Smoke Jaguar, Blood Spirit, Ghost Bear or Nova Cat assignment tables for the clan design. Their pilots use the Elite/Veteran rating.

14th Sun Zhang Cadre (Loyalist) Firestorm Marker Only

The 14th is still recovering from a hard losing fight with Clan Ghost Bear during the last war. The units equipment should be represented with Modern Medium Inner Sphere designs, and only trace clan tech. Because these pilots are cadets and young warriors, this unit uses the Green rating.

2nd Sword of Light (Rebel) Core Force, (Loyalist Firestorm Marker)

A core force Lance from the 2nd sword of light should contain 1 Assault Mech, 2 Heavy Mechs and a single Medium mech as an average. Because of their high perportion of Omni units, at least 2 of the Lance members should be in an Omni-mech. Clan tech should only be present on a single machine within the Lance. Most machines should be current front line gear. Their pilots use the Elite/Veteran rating.

Sathan's Snipers (Rebel) Firestorm Marker Only

The Snipers prefer quicker medium weight mechs to more bulky units. Try to stick with units generated from the Mercenary and Periphery charts. They also have an affinity for direct fire weapons that do heavy damage at range, hense their units name. Also note, this unit has no omni-mechs, no clan tech and very little current battlefield equipment. Use 3025-3055 designs when generating this unit. Pilots use the Veteran rating.

6th Benjamin Regulars (Rebel) Firestorm Marker Only

The 6th has very few omni-mechs, and very little clan tech. The unit also is less then 50% upgraded with the most modern Inner Sphere technology. Units should be generated from 3050-3058 technology, and usually medium class mechs. Their pilots use the Regular rating.

40th Dieron Regulars (Rebel) Firestorm Marker Only

The 40th has very few omni-mechs, and very little clan tech. The unit also is less then 50% upgraded with the most modern Inner Sphere technology. Units should be generated from 3050-3058 technology, and usually medium class mechs. Their pilots use the Veteran rating.

Word of Blake 9th Division Core Force

The Word of Blake units use a combined arms approach right down to their basic core formation. This force will deviate from the Lance size as a minimum unit for a core, as a Blakist formation is 6 units known as a Level II.

When building a Level II, it should have at least 1 infantry element (Battle Armour Platoon or Mechanised Infantry Platoon), 1 Conventional Armoured element (MBTs or Armoured Combat Vehicles), 1 Support unit (Artillery or VTOL unit) and 3 mechs of various sizes, but should remain 2 medium mechs and a single heavy mech in perportion. Any Medium mech may be swaped for a light mech. You may choose to swap the Heavy mech for an Assault mech.

The 9th has no Clan Tech and no Omni-mechs, but is fully equipped with the most modern Inner Sphere units. Their pilots use the Veteran rating.

ROM Light of Mankind: Epsilon Element (Firestorm Marker Only)

A Level II all mech formation. These units should have no Clan Tech, or Omni-mechs, but are 100% Modern Inner Sphere Designs. Their pilots use the Elite rating.

Word of Blake 9th Division Reinforcements 3068-3069 (Firestorm Marker Only)


The 9th has no Clan Tech and no Omni-mechs, but is fully equipped with the most modern Inner Sphere units. Their pilots use the Veteran rating.