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Epic Battletech

Premise

I have a lot of nostalgia for Battletech, but after playing it again recently I'm reminded how slow it moves. Crossing off armour pips is half the game, and while that level detail is enjoyable, I don't find it as fun as the strategic elements that emerge when you play games with much larger forces.

So I decided to convert the 3025 Battlemechs into Epic. There's no question in my mind that it would be the same game in any way, but I hope to maintain some of the individuality of the mechs even through the translation to the much simpler set of statistics.

Approach

There's a lot of ways to go about the conversion. The approach I took is to consider Battlemechs as approximately the same power as small Imperial titans and super heavy tanks.

Weapons

The first thing I did was convert the weapons. To preserve the familiarity of the original mechs, I've converted the weapons one-for-one into Epic stats. Machine guns, small lasers and flamers, however, only feature in firefights.

Weapon Range To Hit Notes
MG Small Arms -  
AC/2 75cm AT6+/AP6+  
AC/5 60cm AT5+/AP5+  
AC/10 45cm AT4+/AP4+ Macro Weapon
AC/20 30cm AT4+/AP4+ Titan Killer(1)
Flamer Small Arms -  
SL Small Arms -  
ML 30cm AT5+  
LL 50cm AT4+  
PPC 60cm AT4+ Macro Weapon
SRM-2 30cm AT6+/AP6+ Disrupt
SRM-4 30cm AT5+/AP6+ Disrupt
SRM-6 30cm AT4+/AP5+ Disrupt
LRM-5 45cm AT6+ Indirect
LRM-10 45cm AT5+ Indirect
LRM-15 45cm AT4+ Indirect
LRM-20 45cm AT3+ Indirect

Movement

Movement I did very simply: Walk MPs x 5. If a mech has Jump Jets, it gets Jump Pack ability. This makes some battlemechs very maneuverable on the battlefield.

Armour and Damage Capacity

I wanted Battlemechs to have between 1 and 4 DC, depending on their size. At first, I thought this would be purely a function of tonnage, but after experimenting a bit, I realized I wanted something that produced a more faithful representation of each mech's ability to take damage in the original Battletech rules.

In Epic, the survivability of a unit depends on armour and DC, and you can work out the number of (non-macro) hits it takes to destroy a unit using these two values. For example, a 1 DC unit with 4+ armour takes an average of 2 hits to destroy it (the armour saves 50% of the incoming hits).

I worked out the hits-to-kill for various combinations of DC and armour saves. A DC 3 unit with 5+ Reinforced Armour, for example, takes an average of 6.8 hits to kill. (By the way, 4+ RA is nearly twice as good as 5+ RA.)

I gave each 'Mech a toughness score based on its armour and internal structure weight. I then tried to find a DC and armour save that would give it a hits-to-kill proportional to this value.

Some examples:

'Mech Tonnage DC Armour Save
Stinger 20 1 6+
Javelin 30 1 5+ RA
Urbanmech 30 1 4+ RA
Jenner 35 2 5+
Enforcer 50 3 5+ RA
Jagermech 65 3 4+
Archer 70 4 5+ RA
Atlas 100 4 4+ RA

I've added Thick Rear Armour to mechs which have reinforced armour and which have more than 25% of their armour points allocated to rear torsos.

The critical damage effect depended on the number of critical slots allocated to ammunition. For those with low values, the mech staggers as a Warhound does. For mechs with lots of ammunition, a 'Mech-destroying ammunition explosion ensues.

Firefight Value

In my model, firefight value turns out to be the most complicated stat to calculate. Epic doesn't have a good way to represent Battletech heat. Heat, of course, is one of the more bookkeeping-intensive parts of Battletech, so eliminating the arithmetic is an important part of streamling game play.

The mechs, on the other hand, are balanced in a way that makes heat fairly important. If you ignore heat, the mechs that normally would run hot get a significant advantage. That would violate my intention of preserving the feel of the mechs as much as practical.

In the end, I settled on using Firefight as a way of representing heat. An all-out assault is the time when rate of fire is going to count most, so a penalty to a mech's epic firefight value seems like a reasonable (if gritless) way of representing the fact that overheating mechs have to stop firing periodically.

To calculate a mech's firefight value, I added up the damage a mech would do in an assault-type salvo (discounting weapons like LRMs and small lasers due to minimum or short ranges). I then calculated the corresponding heat (again, discounting so that weapons that aren't useful at short range are fired less often).

In Epic, you roll as many firefight dice as you have DC, so I divided both the salvo firepower and salvo heat by the mech's DC. These per-DC numbers I then fitted across a number of pips: a base firefight values distributed between 1+ and 6+, with a zero- to three-pip penalty for the heat it takes to generate it..

This produces some interesting numbers. The Commando, with its SRMs, winds up with FF 1x3+.

The Mechs

And here's the big chart o' 'Mechs.

Designation Mech Move (cm) DC Save Thick Rear Jump FF Critical
LCT-1V Locust 40cm 1 4+ 1x 5+
WSP-1A Wasp 30cm 1 6+ Jumps 1x 5+
STG-3R Stinger 30cm 1 6+ Jumps 1x 5+
COM-2D Commando 30cm 1 5+ RA Thick 1x 3+
JVN-10N Javelin 30cm 1 5+ RA Jumps 1x 6+
SDR-5V Spider 40cm 1 5+ RA Thick Jumps 1x 5+
UM-R60 Urbanmech 10cm 1 4+ RA Thick Jumps 1x 3+
VLK-QA Valkyrie 25cm 1 4+ RA Jumps 1x 4+
FS9-H Firestarter 30cm 1 4+ RA Thick Jumps 1x 3+
JR7-D Jenner 35cm 2 5+ Jumps 2x 5+ Stagger
OTT-7J Ostscout 40cm 2 5+ Jumps 2x 6+ Stagger
PNT-9R Panther 20cm 2 5+ RA Thick Jumps 2x 5+ Stagger
ASN-21 Assassin 35cm 2 5+ Jumps 2x 6+ Stagger
CDA-2A Cicada 40cm 2 5+ 2x 5+ Stagger
CLNT-2-3T Clint 30cm 2 5+ Jumps 2x 5+ Stagger
HER-2S Hermes II 30cm 3 5+ 3x 6+ Stagger
VL 2T Vulcan 30cm 1 4+ RA Thick Jumps 1x 4+
WTH-1 Whitworth 20cm 3 4+ Jumps 3x 5+ Stagger
BJ-1 Blackjack 20cm 4 5+ Jumps 4x 6+ Stagger
HCT-3F Hatchetman 20cm 3 5+ Jumps 3x 4+ Stagger
PXH-1 Phoenix Hawk 30cm 3 4+ Jumps 3x 6+ Stagger
VND-1R Vindicator 20cm 4 5+ Jumps 4x 6+ Stagger
CN9-A Centurion 20cm 4 5+ 4x 5+ Stagger
ENF-4R Enforcer 20cm 3 5+ RA Jumps 3x 5+ Stagger
HBK-4G Hunchback 20cm 3 5+ RA 3x 3+ Stagger
TBT-5N Trebuchet 25cm 3 4+ 3x 5+ Stagger
DV-6M Dervish 25cm 4 5+ Jumps 4x 6+ Ammo
GRF-1N Griffin 25cm 3 5+ RA Jumps 3x 6+ Stagger
SHD-2H Shadowhawk 25cm 3 5+ RA Jumps 3x 5+ Stagger
SCP-1N Scorpion 30cm 3 4+ 3x 6+ Stagger
WVR-6R Wolverine 25cm 3 5+ RA Jumps 3x 5+ Stagger
DRG-1N Dragon 25cm 4 4+ 4x 5+ Ammo
OSR-2C Ostroc 25cm 3 5+ RA 3x 5+ Stagger
OTL-4D Ostsol 25cm 3 5+ RA 3x 5+ Stagger
QKD-4G Quickdraw 25cm 3 5+ RA Thick Jumps 3x 5+ Stagger
RFL-3N Rifleman 20cm 4 5+ 4x 5+ Stagger
CPLT-C1 Catapult 20cm 4 4+ Jumps 4x 5+ Stagger
CRD-3R Crusader 20cm 4 5+ RA 4x 6+ Ammo
JM6-S Jagermech 20cm 3 4+ 3x 4+ Stagger
TDR-5S Thunderbolt 20cm 4 5+ RA 4x 5+ Ammo
ARC-2R Archer 20cm 4 5+ RA 4x 5+ Ammo
GHR-5H Grasshopper 20cm 4 5+ RA Thick Jumps 4x 5+ Stagger
WHM-6R Warhammer 20cm 4 4+ 4x 5+ Stagger
MAD-3R Marauder 20cm 4 5+ RA Thick 4x 5+ Stagger
ON1-K Orion 20cm 3 4+ RA 3x 5+ Ammo
AWS-8Q Awesome 15cm 3 4+ RA Thick 3x 4+ Stagger
CGR-1A1 Charger 25cm 4 5+ RA 4x 6+ Stagger
GOL-1H Goliath 20cm 3 4+ RA Thick 3x 5+ Stagger
VTR-9B Victor 20cm 4 5+ RA Thick Jumps 4x 4+ Ammo
ZEU-6S Zeus 20cm 4 5+ RA 4x 5+ Ammo
BLR-1G Battlemaster 20cm 3 4+ RA 3x 4+ Stagger
STK-3F Stalker 15cm 3 4+ RA 3x 4+ Ammo
CP 10-Z Cyclops 20cm 4 5+ RA Thick 4x 4+ Ammo
BNC-3E Banshee 20cm 3 4+ RA Thick 3x 5+ Stagger
AS7-D Atlas 15cm 4 4+ RA 4x 3+ Stagger

All of this crap is Copyright © 2000-2006 Michael Prescott except
the registered trademarks of Games Workshop.