Duncan Fisher first appeared as the arena match announcer in Mechwarrior 4 Mercenaries which had a full Solaris campaign with six different arenas and multiple weight classes to progress through. The role had a lot of funny/insightful comments about your character, your mech, your damage and so on that were event triggered so it sounded like you had real live color commentary, very immersive. George Ledoux has been a fan favorite ever since. He returns as the character in Mechwarrior 5 Mercenaries which has a short Solaris campaign DLC.
Coyote were the ones to develop the Omnimech tech, Jade Falcon challenged them to a trial of possession and won, giving them the knowledge on how to make it. Elementals are people bred by clan eugenics programs and then trained to be power armor wearing shock troops. The LB is the initials of the dude who made that type of autocannon which is basically a giant shotgun. Thanks for coming to my autism talk.
Don't forget that Elementals are eight feet tall, muscle bound men and women capable of surviving extreme temperatures and conditions...and love football, very important.
@@trollkinggnash9867 Worst Case Scenario for the unfortunate SOB that confronts an Elemental Star, basically SPARTAN-IIs fueled by murder and hate as those guys, in their armor, can peel mechs like cans of spam! At best, they're Mech-Scale soccer balls.
19:21 to keep it very simple, Elementals are kiiiiinda like space marines. Infantry bred to be hulking muscular monsters wearing power armor. They like to jump on to mechs and quite literally cut the pilot out of the cockpit.
11:55 SRMs are pretty standard short range fare. They trade fuel capacity for extra explosive filler, letting them hit harder at the cost of range compared to LRMs. Ammunition explosion refers to when the ammunition in your mech that you haven't fired gets hit and cooks off. The more ammo you have on you, the more damage the resultant explosion will do to you. Having the SRMs on top of the LRMs means you need a LOT of ammo to keep that mech firing.
5:00 Fog of war rules do exist but they take time to play out. Still you are close to something, there are sensors in the game and they can get critted, so it makes your weapons fire difficult. Lose both sensors and you can only do physicals until stuff gets repaired. Sensor brand names are mostly for in universe fluff, but I wouldn't put it past some fans to do a homebrew that X brand repairs faster or Y brand is cheaper but harder to work on. Clan Coyote developed the Omni Mech technology or at least was one of the first few Clans to really get it moving. Coyote's greatest contributions to the Clan Empire was being the one that innovated. They were also close to Clan Wolf, the Clan that Nicholas Kerensky was part of. Also its not really the lack of communication between the Clanners that did them in. It was the competitive nature of the Clans to go gunning for Terra before the others did. If they fought as a cohesive monolith army, you know like the Star League Army of old, they could have done so much more damage to the Inner Sphere. However they were built instead to fight amongst one another while fighting the Inner Sphere to show how powerful they were. That really hurts your progress in a war, which is what they were fighting; regardless of how they treated it: like a blitz. On the subject of Clan pilots. Most that are genetically engineered, AKA the Trueborns, are built and trained intensely for warfare and nothing else in their lives. Comstar and the Inner Sphere are regular people, so basically Freeborns, sure there's cybernetics in the setting but that doesn't really come into play too much until the Jihad era thanks to the Word of Blake. Also the Clanners do have Freeborn warriors as well, some Clans do; if they do or don't is mostly a cultural thing. Fun fact about the Clan Omnimechs, you can thank the video games for it. Long ago when FASA wanted to do video games and pod simulators (yes we had them in real life), they needed to simplify the loadouts and variants available for play. So instead of coding 8 or so Commandos or Atlas, one for each variant of weapons canonically designed, they went with a "plug and play" omni tech thing for the Clans and that's how we got this. 14:25 This was an old video but yes Tex was right. In universe the cartoon that we saw in the real world was a propaganda piece made by one of the nations to sell toys in their setting. So have fun with that level of meta and fourth wall breaking. Plus the Clanner mentioned actually threatened the studio and their lawyers and was arrested for doing so, don't worry later on he gets a slight redemption arc. I just find it hilarious the game setting did all this. Again as I've said before, the lore here is like drinking an ocean with a big gulp cup. One the subject of Elementals, both the suit and the big burly WWE looking warriors that are bred to wear them are called Elementals. A quick shorthand is to imagine them like 40K Space Marines, not quite a 1 to 1 but enough to get the idea as you absorb more lore down the road.
On the two names things; the Inner Sphere had *no idea* what was coming at them when the Clans arrived and as such gave them reporting names. The Timber Wolf was called the Mad Cat as it looked like a cross between a Catapult and a Marauder and confused sensors. The Dire Wolf was called the Daishi or 'Great Death'. I don't think I need to explain it.
19:00 elementals: the clanners heavy infantry in armored suits. they are 7 to 9 feet tall (2-2.5 meters) and "disproportionally muscular". the armor includes SRMs, a small laser and a machine gun. the elementals are genetically modified/engineered humans. the inner spheres nickname for the elementals is "toads" because they have jump jets.
Fluff equipment can have a tabletop effect depending on the model. It can add the optional rules of mech quirks. Thor get Improved Communications, which for narrative play allows the mech to uplink with satellites, and on tabletop ignore the first level for sensor ghosts (ECM). Playing for a few years mech quirks are something you only play with in long campaigns, and not typically a pick up game. As for the spartan comparison, that what elementals are for. Battle Armor infantry that can ride into battle on Omni Mechs. Tiny little terrors. Targeting Computers do give a -1 to hit, and can let a unit to do a called shot to a specific location on an opponent.
Just to point out how crazy the ammunition loads are. The Summoner has an LRM 15 which fires volleys of 15, 80mm "missiles" with 120 missiles per ton and it carries 3 tons of ammo. Each missile takes up .06 cubic meters. 360 missiles would therefore consume a cube of space 21 meters on each side... inside a mech that is barely that tall.
It carries two tons of LRM ammo and one ton of autocannon ammo. As to where the 80mm figure comes from I have no idea. Also clanner LRMs are more compact than their innersphere counterparts.
13:57 both. A Targeting Computer can give all non cluster weapons (cluster weapons include missile and LB X autocannons using cluster rounds and Hyper Gauss Cannons, etc. stuff you have to roll to see how many of said rounds strike the target) a -1 to hit when shooting. Or can be used to make a called shot adding a +3 to shooting against said target, however if said shots hit, instead of just hitting said target area on lucky roll of 2d6 on the location table. Any roll of 6-9 + said location on the table count as striking said part. - to note in BT when you hit a target, you roll 2d6 to see where the weapon strikes your target. - a TC can never target a enemy head. Mostly for balance reason tho in lore it’s noted that cockpits/enemy heads are sometimes just to hard to target in the heat of combat even with the use of a Targeting Computer.
At 6:20 , the inner sphere had the 1st succession war, where they basically solved every losing battle with nuclear weapons. Then, in the second, ComStar decided to kill every great scientist, and destroy any knowledge for a generation to ensure nothing would be rediscovered. Then in the third ComStar played "lets you and him fight", and continued killing scientists, just to be sure. The discovery and dispersion of the Helm Memory Core basically screwed comstar's long term monopolies on tech. None of that happened to the clans.
I have no clue how much voice work tex made George do for his show but at this point im pretty sure he made about as much money as doing VO for a game. I love him he is such a good lad
Its always good to watch this playlist in order, because you get to see the evolution when Tex went from shit posting to growing it into something else. A highly detailed and well written lore series. Its in credible. So yea I can't wait for the emotional roller coaster that is the two parter that is the Amaris Civil War that you will soon watch. Can't wait.
11:10 if it helps, the number beside autocannons is how much damage they'd do in tabletop. Lrms do 1/missile. Energy weapons like the PPC you'll have to go to the sarna wiki for 😉. Edit: funny lore, it's never stated what the LB stands for, but the original company that made the lbx was Lubalin Balistics. Functionally, LBX = shotgun, U = ultra = burst fire, R = rotary = brrrt (and doesn't show up until 3062+)
The Clanners didn't lose technology. The Inner Sphere did that. The Clans actually create tech and continue to do so. Clan Coyote is the most scientifically progressive Clan, and it invented easily half of all the tech the rest of the Clans now take for granted. However, they're not that great at fighting (relatively), and since the Clans slap each other around to acquire tech, everything Coyote fields eventually gets handed off sooner or later.
"How do mech pilots compare to Spartans" Haha oh that gave me a laugh. Well they would fair better than a grunt I guess. Short of it is Clanners believe in eugenics and their warriors tend to be test tube babies created from other proven warriors. So they are born and trained to just pilot mechs but they are not space marines or anything. Really nothing gets to Halo levels of super soliders. Really Elements are the closest but they are really the penical of what human genetics can do for a solider than stuffing a bunch of cybernetics and extra organs in them. Also in general clan tech up till the fedcom civil war just isn't available. Duncan Fisher was an announcer for Solaris 7 in Mechwarrior 4:Mercenaries (Solaris is kind of a gladiatorial colosseum for mechs). Anyways the guy that plays him in this series is the same vo that plays him in mw4.
Halo also has some more silly tech, like energy shields, that put it in a different league of power scaling. Any major Inner Sphere faction may do well against the UNSC, just because of economy of scale, but it wouldn't be because of individual warriors being excellent. DCMS DEST squads might give some Spartans a go for the money tho. They are probably better than ODST.
16:03 No Jade Falcons first Khan and one of its 4 founders is not a weeb. She just happened to be gifted a fallen capellan rebels sword (or if you don’t believe the remembrance about her dead bird companion giving it to her, picking it up off the ground) and then going to town hacking down capellan rebels with it later. So yeah our logo is based on that. And any mention of weeb will be met with a Trial of Grievance. - to note I play House Davion (Inner Sphere) and Jade Falcon (Clan) as my main two factions. So yes I’m going to defend my clan 😋.
12:47 better rolls with lasers and autocannons. It's quite good on tabletop. Almost like having advantage in DND. It also lets you target particular parts of a target, like the legs or the turret, at a penalty to the roll. This rarely comes into play but is always inpactful when it does.
While Omnimechs were a bold innovation when Clan Coyote field tested the Coyotl, there are a couple of drawbacks worth noting. First, your weapons and equipment must be installed in standardized omnipods. Random weapon salvage isn't plug and play. So you need specialized tools and talent. Second, outside of the pod compatible systems, omnimechs aren't really modular, and in fact allow for less customization. Namely this means that you can't adjust armor or engine size. Third, systems can be hard locked by design so you can't remove them as a modification. Such as a minimum amount of double heat sinks or jump jets being mandatory. This is not to say that Omnimechs are inherently bad. And one neat utility they have is that friendly battle armor, or at least Elemental Battle Armor can just easily dock without additional specialized equipment on either end. So there's some useful weight savings there.
Clan Cayote invented omni mech technology. The other clans traded or challenged them for it. And pilots are just regular people but clanners grew theirs in a tube. The closest battletech has to a super soldier are Elementals which are clanner warriors bred to use Power Armor.
When you ask if the tabletop has equipment and part damage. Yes. Not as down to minor systems such as a mechs cockpit radio, however all a mechs standing equipment from weapons, equipment upgrades, additional armour /structure critical slot fillers (putting certain armour/structure upgrades on a mech means that some of its limited critical slot space for equipment and weapons get filled in by said fill slots), etc. Alongside these are some also always included things such as a mechs arm, hip and leg actuators which can be blown apart/damaged in combat; and when it comes to the head a mechs cockpit, life support, and sensor systems are listed (as potentially any head based weapons). During gameplay if a player removes the armour off a mechs limb or torso are, any damage that spills through/damages the internal structure of the mech, can roll to see if they cause a critical hit chance. If one scores a crit chance they will then roll on that limb/torso piece to see what they destroy. This can be anything from hitting a weapon slot that destroys/disable a weapon, damaged a mechs actuator, hits an engine slot and/or gyro slot, to the most catastrophic of hitting a mechs weapon ammo and causing it to detonate (dmg of 1 shot of weapon ammo x number of ammo still left in box. Example, a box of 10 AC 10 rounds get hit, that 10 dmg x 10 rounds of ammo = 100 dmg. This damage will destroy all armour and internal damage pips in the fastest route to one’s central torso at which point it will either run out of damage to do or your mech in 99.9% of cases will be dead. Unless you have case in which case all excess damage is stopped from going anywhere past said limb). Other reason I note this is that yes that does mean one can cause a crit on a mechs head and destroy its cockpit, killing the enemy pilot immediately. One could also damage an enemy’s sensors or life support systems too (sensors cause worst shooting and spotting, life support means no going under water without starting to suffocate or if on a planet with hazardous environments… well one can begin to suffocate or worse freeze/cook alive in said cockpit.) - to note a one time special thing can happen depending on dice rolls is called a through armour critical. Essentially even if the mech still has armour on said body part, your round has managed to sneak its way underneath in some form and can do a potential critical hit on an enemy subsystem. Note this is rare and does no actual structure damage, but yes this can mean a mech that does a single lucky damage to a mechs centre torso could roll lucky and destroy its gyro or even engine with a very lucky TAC. - a notable optional rule that many play with above is called Floating Crits. All this means is that when one rolls a TAC instead of it only applying to the CT, the play rolls a second location spot to see where the crit actually lands. So this can lead to a mech getting hit with a very lucky 1 dmg TAC and rolling head for location and criting the cockpit splattering the pilot everywhere. However, as BT players we do love our narratives - it’s what makes BT fun, BT has always been just as much a narrative game as much as a tabletop one so don’t be afraid to name pilots and even create history’s for your personal unit and such and even track said history over battles and time, etc. But reason I note this is that me and my mates have played with communication stuff before with damage to cockpits and even ECM and Electronic Warfare stuff meaning that players can’t communicate stuff between campaign games without actually sending proper notes to eachother by courier or even on tables where at best they can send a note with maybe a handful of words that the GM gets to just scribble certain ones out representing static comms. - also as a Scot I believe it’s only my job to note. That a certain unit of Scottish decent has a very well known way in universe of messing with enemy comms. Should the unit known as the Northwind Highlanders discover an enemy’s radio network/comm network, they will begin playing very loud and blaring bagpipe music across the radio channels as a form of radio interference. Yes they actually do this in universe, this isn’t just a meme.
The answer to your question at 9:02 is "YES!". Clan warriors are specifically bread via eugenics programs and genetic modifications. They are being trained for their whole childhood to become a mechwarriors and spend their entire lives serving and fighting. And some of them are cybernetically enhansed via advanced neural implants.
6:29 Omnimechs are a new technology by the clans. For what it's worth, even regular IS battlemechs can be refit and customized by their owners, but it's MUCH more time consuming and expensive as entirely new housings and systems would need to be fabricated, whereas an omnimech can just pop that missile rack off and replace it with whatever the pilot wants. I don't know tabletop rules in this regard, but I think that, for example, an IS Merc unit would have to fly to a manufacturing hub and commission the work as the tools for majorly modding regular mechs can't fit in a dropship
you nailed what the Targeting Computer does. it provides bonuses on the to-hit rolls of a Battlemech, and it allows for targeting specific parts of a Mech. it cant target components specifically, but YOU can, if you know which sections of a Mech those parts are in. and if you don't, just ask the other player to look at the Mech Sheet. As for Pilots: they aren't Spartans. They *do* have a Man-Machine interface in the form of a Neurohelmet that taps the Pilots sense of balance to keep the machine upright, and allows the Pilot to control all the parts of the Mech that don't have buttons on the joystick, as well as receive sensor data directly to the brain. Clan Pilots *are* genetically engineered, but those benefits are kinda kept to a minimum because the writers don't what to seem like they are supporting Eugenics here. Mechanically, a Pilot is a crucial part of determining how hard rolls are. They have a Gunnery and Piloting stat, and that determines how easy it is to hit things, and how good they are at not falling over. Clan Pilots generally have better stats than normal Inner Sphere people, though this is mostly due to their Darwinian society and brutal Live-Fire training that insures that only the most competent Warriors survive to see the battlefield. It also means they are always outnumbered by the Inner Sphere roughly 10 to 1.
While the hyperbole from Tex is fun, the actual owner of the "King of Missile Town" crown is the Bane/Kraken. It's a beast of a 100 ton mech built mainly for crit fishing fire support. It's also a very worthy contender for the "King of Dakka" crown. Since this is the first Clan Mech you're hearing about, one neat feature about Clan built mechs is that they automatically have CASE (Cellular Ammunition Storage Equipment) integrated into the chassis without spending mass or volume that could be dedicated to other systems or supplies. Paired with Clan XL engines being smaller than Inner Sphere XL engines, this allows a considerable advantage in survivability, but you do still need to be mindful of ammo explosions and your engine taking hits in a side torso as serious problems. Just not so catastrophic. The Thor's prime weapons are quite good and generally applicable. The Clan ERPPC is one of the best main guns in the game, even with the setting having advanced 100 years past the Clan Invasion. Dealing 15 damage for 15 heat from point blank to 23 hexes, it is a dangerous sniper weapon able to one shot most cockpits if it hits with zero ammo dependency. The LB10X-AC is notably one of the weapons where the difference between advanced Inner Sphere and Clan tech levels is narrowest. Capable of firing either a 10 damage slug or a spread of 10*1 damage pellets. 10 Shots per ton of ammunition. Each ton of ammo is slug or spread only. So pick your types before deploying wisely. You've Clan specs are point blank to 18 hex range, weighs 10 tons, and takes 5 critical slots. 2 heat when fired. Finally, the LRM15 fires 15 missiles for 1 damage each at ranges of up to 21 hexes for 5 heat. Since it's a clan tech LRM, there is no minimum range, so again, can be fired at point blank range with no problems. Beyond removing the problem of minimum range, clan tech really shined in reducing both mass and volume of LRM racks, with the clan LRM 15 shaving off half the weight and a third of the volume, so it only weighs 3.5 tons and takes 2 critical locations. Still gets the same level of endurance with 8 salvoes per ton of ammo, though. There's a substantial variety of LRM ammo types, but this is already getting long. The Clans only had one technological augmentation for pilots. Enhanced Imaging Tattoos. Sadly, heavy use of these causes a substantially lower life expectancy and mental health problems. So they're not widely used, outside of Protomechs, which NEED Enhanced Imaging Tattoos to operate. Beyond that, just some minor genetic tweaks to better connect with neurohelmets, eugenics, intensive training from a much earlier age, and a very high selection pressure to even maintain status. Side effects often include propaganda, arrogance, dismissing of opponents who were not literally born and raised to be mechwarrriors, and difficulty if not an inability to adapt to new realities of combat. Clanner Mechwarriors probably have a higher potential aptitude for infantry combat than the average joe schmoe, but they're really not super soldiers, and more to the point, they're not trained to be infantry unless they flunked out HARD. In which case, they're probably looked down on as failures good for nothing but being cannon fodder. A clan mechwarrior who's ejected would be considerably less dangerous than your average UNSC marine in full kit. Any generation of Spartan would wipe the floor with a Clanner Mechwarrior. A targeting computer grants 1 point to hit. And you're rolling with a D6 IIRC. So a pretty decent aid. Especially if paired with a pulse lasers 2 point to hit bonus. Add on an improved targeting quirk with advanced rules, and you could get up to a 4 point bonus to hit. Advanced Tactical missiles are complicated. Basically you get 3 ammo types, but instead of niche use, these are regular application, differentiated by range and yield. You get extended which does 1 point of damage per hit and travels the farthest and has a minimum range, standard which is the intermediary range ammo with 2 damage per hit, and HIGH EXPLOSIVE which does 3 damage per hit and has the shortest range with no minimum range. Personally, I'd advise against using ATM's for long range fire as it's less efficient than clan LRM pods, and the tactical missiles are fundamentally clan level tech. Comes in 3, 6, 9, and 12 tube launchers. Heavy lasers are clan level only weapons that run hotter, sacrifice range, and have a 1 point penalty to hit. I am not a fan. There were improved versions later that solved the accuracy penalty, but at the cost of becoming volatile like ammunition or Gauss Rifle. Elementals are the Clan answer to more traditional super soldiering. Combining genetically engineered phenotypes that are substantially bigger and stronger than most humans save extreme outliers with powered exoskeletons that combine surprising levels of protection with jump jets, a small laser on a modular main weapon mount, a detachable SRM2 that can be fired twice, a modular antipersonnel mount that can sport at least an SMG, and a battle claw to rip into mech armor paneling. Elementals would squarely lose to both Astartes and Spartans (except Spartan 1's) without armor, but in armor, they sport far more integrated combat potential relative to setting. One of the biggest reasons for why Clan tech is so expensive is the XL engine. At an average of 4 times the cost of a normal engine with the same performance, they really make your wallet feel it. Sure, there are other expensive measures taken, but the engine is usually the single biggest item in the budget listing for a mech. But the clans are willing to pay a premium to maximize their quality, in part because of their very finite quantity of resources and manpower. Only mobile Hyper Pulse Generators can make any variant of fusion engines seem trivial in price, but those things are SUPER rare, even for those who have the tech for them, and at that point the price tag rockets into the range of billions.
For what it's worth, the IS does salvage and reengineer omnimech tech after the clan invasion (3050s), and starts producing their own omnimechs in the fedcom civil war era (3062ish). Their tech is still inferior to the clans though (heavier, more bulky, etc)
In Battletech, there is parts damage. Things like coms only sometimes matters. There's rules for almost everything, if you want them to matter. You want your comm system to matter while fighting in a near vacuum with high winds blowing around dust and sand in an environment at 300 degrees centigrade and at 0.7g gravity? Yeah, we have rules for that. It's fun, I swear! Rarely play with those rules. Under 'standard' rules, your comms only matter if you have the fantastically expensive C3 systems available to the Inner Sphere.
9:10 so, each clan keeps a gene storage of their best warriors, which is used to reproduce more members artificially via 'iron wombs'. Clanners born the old-fashioned way are called freeborn (as opposed to trueborn) and are considered second-class citizens. It's possible for a freebirth to excell and have their genes be added, but there's lots of stigma and prejudice in the way of that. Edit: A lot of clan culture is explained in the two-parter that comes after the Amaris civil war (it's episode... 9? I think?)
With regards to Omni-mech technology, the Clans are descendants of the Star League Defense Forces who fled the Inner Sphere when they realised that the Great Houses were about to set fire to the whole thing they'd just spent 14 years fighting and dying to try to save (you'll get to those videos soon). So they left with Star League era knowledge and technology at its peak, and didn't spend the next three centuries nuking themselves into the Stone Age. Indeed, they developed and improved upon it; Omni-pod systems were a progression of some experimental systems that were in their infancy when the Star League Civil War broke out. Other Clan technology is absolutely insane compared to its Inner Sphere technology. Clan Coyote have always had an impressive and talented body of scientists, but the Clans are a warrior culture where might ABSOLUTELY makes right, and sort out virtually everything through formalised combat (usually duels) known as 'Trials'. So in this case, the Falcons saw this sweet new tech, said "we want it, and we challenge you for it", and won the Trial of Possession In terms of augmentation, the Inner Sphere has a stigma against genetic engineering that predates the Star League, so its one the Clanners sort of kept. "Trueborn" Clan warriors are produced through a eugenics program where material is selected from samples of "Bloodnamed" warriors. No actual tweaking is done other than to remove heritable defects like short-sightedness or disease. And there are cybernetics, though they're typically used medically rather than as augmentation, again because of some historical stigma that only gets even more pronounced later in the timeline.
Clan Coyote invented Omni technology It’s basically Lego with premade weapon pods and mechs with weapon slots on the mechs So you can take out a laser pod for an auto cannon or missile pod depending on the fight you’re going into City fight, equip short range heavy weapons Open terrain, equip long range weapons Going to be fighting on a hot desert planet, equip cool running weapons and drop energy weapons that could overheat your mech It means you can swap weapons in a couple hours instead of having to dissemble the mech, swap out the weapon, and then put everything back together, which can take days or weeks Really lets the clans fix mechs damaged in combat and get them back in the fight
Ah, the first Duncan Fisher Spot, this was before he experienced his great revival with Mechbeth, and the, fire incident, and the, murderhobo thing. Look, Solaris is a tough town, sonetimes you gotta to the stabby thing.
I think the Thor makes an excellent main character type mech. The MadCat is tougher, hits harder, and moves just as fast, but the Thor jumps through the air like a guilty gear character. There's also the Black Python / White Raven in the same general category, but that's the movie one shot hotshot who is kinda shunned by the larger community.
Yeah, in general when a Mech is referred to with two names in Battletech it's normally a Clanmech. Unless we get to the cases where the german version of Battletech is relevant because quite a few Mechs have different names in the german version. IIRC things like the specific comms equipment etc can get relevant if you play with more detailed rulesets. Like, if you play Alpha Strike, which is basically a very simplified Quickplay Ruleset for medium to large battles, you'll never use this information. If you're playing with Total Warfare Rules i'm not sure. But i'm pretty sure there's some Total Warfare optional additional rulesets for which this is very much relevant, as for example a certain piece of equipment might be known for not working correctly in thunderstorms. Oh yes, there is part damage (at least in the Standard Rules, i think it's simplified for Alpha Strike to a point where the only parts damage is disabling weapons systems?) No, Clan Coyote developed the OmniMech Technology while the Clans where in their exile in Clanspace. You'll learn more about this in a future video, but the Clans use a Caste System and pretty much their entire Warrior Castes are genetically engineered and not naturally born. Short rundown of terms (though more will probably creep up in futre videos: LRM - Long Range Missile. The number represents both the number of missiles and the damage in the tabletop SRM - Short Range Missile. The number is the number of missiles ER - Extended Range. A weapon variant that has extended range compared to a normal weapon of the same type, but this normally comes with a drawback such as higher weight. PPC - Particle Projector Cannon. A Energy Weapon firing a Stream of Protons and Ions (though normally represented as a Projectile) over a long range that deals significant damage and depending on tech base disrupts sensors. AC/? - Autocannon. A physical cannon firing muniion from a magazine. The number represents the damage, as different Manufacturers Autocannons are classified into a few categories, despite being of different calibers with different firerates, thus simply the approximate damage (or exact damage in tabletop) is used. LB-X - There's no clear explanation for the acronym, but this is basically an autocannon, but as a Mech Scale Shotgun. RAC/? Rotary Autocannon. An Autocannon as a Gatling Gun, with Rotating Barrels. AMS - Anti Missile System - Pretty much the same system that in real life is called APS (Active Protection System). It hinders or destroys incoming missiles. LAMS - as above but using a laser instead of ammunition ATM - Advanced Tactical Missile Basically an improved but bigger and heavier LRM with alot of tactical ammunition options. IATM Improved Advanced Tactical Missile - see above, but better and with even more ammuntion types to choose from. AIV - Arrow IV. An Artillery Missile System. Can fire the Davey Crockett Tactical Nuclear Warhead. C3 - A tactical communications network that helps different mechs work together better, as it shres things like targetting data etc. (Basically the same kind of thing the most advanced modern militaries on our planet have implemented for vehicles and are trying to introduce for infantry) CASE - Cellular Ammunition Storage Equipment - Contains Ammunition Explosions, so that you don't loose at least half your mech when a stray shot blows up your last few rounds of Autocannon or Missile Ammuntion. ECM - Electronic CounterMeasures suite. Disrupts sensors and communications near it to some degree. All units are equipped with at least a very basic version, though some are equipped with much more advanced and sophisticated ECM suites, like the Guardian ECM. FCS - Fire Control System. The thing that is between the Mechwarrior and the weapons firing. A better FCS normally means increased Accuracy for a higher pricetag FTL - Faster Than Light. Referring generally to faster than light travel. In Battletech FTL travel works through so called Jumpdrives or KF-Drives (Kearny-Fuchida Drive), with a ship dematerializing in one location and materializing in another Location up to 30 Lightyears away HAG - Hyper Assault Gauss Rifle. Developed from the failure that was the Heavy Gauss Rifle, this works not unlike a RAC, but as a Gauss Rifle. HPG - Hyper Pulse Generator. A (most times) planet-based Generator creating a tiny artificial jumppoint for a short time to transmit a datastream to a receiving HPG and thus enable FTL Communication. LAM - Land Air Mech. A Battlemech-Aerospace Fighter Hybrid. Generally not very good, but can open up interesting tactical options. MASC - Myomer Accelerator Signal Circuitry. Allows Mechs to walk/sprint significantly faster than normal but at severe risk of damage to the legs. MG - Machine Gun. MML - Multi Missile Launcher capable of firing SRMs or LRMs out of the same launcher. RCT - Regimental Combat Team. For a long time the largest specific Military Unit in the Inner Sphere RL - Rocket Launcher. Fires unguided Rockets and is expended after firing. MRM - Medium Range Missile, Basically a reloadable Rocket Launcher. NAC, NL and NPPC - Autocannon, Laser and PPC as Naval Variants, thus way bigger and deadlier. SLDF - The Star League Defence Force. UAC/? - Ultra Autocannon, a way more advanced version of the autocannon, that is among other improvements capable of firing at twice the normal fire rate. VTOL - Vertical Takeoff and Landing - Basically a plane that is capable of hovering, starting and landing like a Helicopter. XL/XXL - Extralight/Extraextralight. A way bigger but lighter Fusion Engine variant. Basically, you get to have a way bigger engine, but it is way easier to destroy. Successor State Militaries (and a few relevant Mercs, Periphery Militaries etc): AFFS - Armed Forces of the Federated Suns CCAF - Cappellan Confederation Armed Forces DCMS - Draconis Combines Mustered Soldiery FWLM - Free Worlds League Military LAAF/LCAF - Lyran Alliance/Commonwealth Armed Forces AFFC - Armed Forces of the Federated Commonwealth (when Davion and Steiner married and the Lyran Commonwealth and Federated Suns became a single state for a while) FRR - Free Rasalhague Republic MAC - McCarron's Armored Cavalry. "The Big Mac" used to be one of the biggest Mercenary Units in the Inner Sphere. In 3060 they got absorbed as a semi-independent unit into the CCAF, after they were basically permanently employed by them for more than 60 years. GDL - Gray Death Legion, one of the most famous Mercenary Units in the Inner Sphere. ELH - Eridani Light Horse. A Mercenary Unit tracing its heritage to the third RCT of the SLDF.
Now that i've actually got time to finish watching the video: A Streak Missile Launcher is a special Variant that only fires missiles if it can guarantee a targetting lock, so while a normal missile launcher might fire and hit with some of the missiles, a streak either fires and hits with all of them (unless AMS gets involved) or not at all. "The Targeting Computer can be used to help aim all direct fire weapons, including most energy and ballistic weapons. This results in a -1 to-hit modifier for all eligible weapons that tie in, or the ability to aim for a location that is not the head with a +3 to-hit penalty. Clan Targeting Computers weigh one ton and occupy one critical slot for every five tons of equipment they control (rounded up), while a comparable Inner Sphere version weighs one ton and occupies one critical slot for every four tons it controls (also rounded up). Total Warfare updated the rules to specify that Pulse Lasers (including Variable Speed Pulse Lasers and X-Pulse Lasers) as well as multishot autocannon cannot aim their fire (but can still benefit from the modifier), unless the affected autocannon are fired in single shot mode. In addition, an LB-X autocannon only receives the benefits if it is firing solid rounds instead of cluster ammunition. The Targeting Computer costs 10,000 C-Bills per ton (ref: The Battletech Compendium, p. 129, 'Weapon and Equipment Price List')" "Comstar always wins" - well, about that... there's a small problem later called the Word of Blake... Anyway, Comstar stops existing in 3145. Elementals are basically Battletech's Space Marines. More than just simple Powerarmor, less than even a Protomech. To be fair, there are a few mechs that are quite a bit more expensive than even a Thor. A few "normal" ones like the 27 Million Clan Jade Falcon Omnimech Turkina for example. Everything with an XXL Engine is gonna be in the 100 Million Range, with the Savage Wolf coming just short at 91+ Million. And then there's the Pariah/Septicemia. Which is a completely normal medium Omnimech in most configurations, costing 13-18 Million C-Bills in most configurations. Except the Z variant. That one comes in at 7,763,632,508 C-Bills. Why you ask? Well, because someone had the fantastic idea to cram a miniaturized HPG (the FTL communication device) into a Medium Mech.
6:21 Nope. OmniMech technology was a brand new innovation built from older, less flexible "Modular Weapon" technology (the name of the quirk on the tabletop). Omni tech is basically Modular Everything. By the construction rules, every Omni chassis has a list of base equipment that cannot be changed, including the frame, engine, and hard-mounted components like some heat sinks or jump jets, though they can also be added in omnipods. Everything else is mounted through modular omnipods, especially weapons.
I'm just gonna stop you here. Battletech was made by historical battle nerds who wanted to fight in space. There are rules for _everything_. Are there rules for comms? Yes. Do most people play with rules for comms? No. Battletech tabletop is broken down into various tiers or rules. Most people just play stompy robots and don't worry about things like repairs, ammo, bills, paying your pilots, doing pr, salvage, subversive activities, aerospace, mine laying, artillery, naval units, both types of tread (tank and sole), or managing an ongoing war. Battletech tabletop can be as complicated, elaborate, and hard to understand as you desire. Some groups fight massive wars and campaigns while keeping track of both sides' units, resources, and prospects while hiring other player's mercenary companies to take on riskier ventures they can't afford themselves.
@@TheLegitWeebs Battletech : Tactical Operations I believe is the rulebook that covers comms. Depending on the size of the communications equipment your side gains a benefit, 3-6 tons is +1 initiative to determine who acts first in a round, 7+ tons is a +2. 4 or more tons lets you attempt to hack to gain control of satellites in range and if successful replace the normal bonus with those. If using the rules for hidden enemies and sensor locks, 3 or more tons gives you a bonus to detecting the enemy, 7 even more. Can also turn off these bonuses to act like a half strength Guardian ECM for 3-6 tons or full on ECM for 7+. Most mechs are assumed to have at least 1 ton of Comm equipment built into a cockpit and if you want to create a command vehicle you would just add 2 more tons or however much you want I guess.
Oh boy... so there is a lot, Tex goes over much within his videos and recommend watching all these. Fun fact that the new Mechwarrior 5 Clans game gives you Smoked, I mean Smoke Jaguar point of view for the Clan invasion.
Inner Sphere and Freeborn Clan Mechwarriors are normal people, more or less. Trueborn Clan Mechwarriors (which are 99.9% of them) are genetically optimized in small ways like somewhat better reflexes/hand-eye coordination, brain chemistry optimized to interface with neurohelmets, etc. They are mostly just trained from childhood to become elite Mechwarriors, and many simply don't survive the process. Cybernetics are taboo in the Battletech universe for... reasons. Don't google Manei Domini 🙂
There is parts-damage in Battletech, be it on the tabletop or any video-game. Its a core-mechanic. Comm-systems are mostly lore, unless you play with advanced rules, then they can give a mech some bonus or malus. Clan Coyote invented Omni-mech-technology. Its something new, not rediscovered lostech.
Clan Coyote invented Omnimech technology, although invented might be a strong word, engineered is probably more accurate as it's not really technology so much as a system of standardized parts and components and fittings to allow weapons and equipment to be hot swapped in days or hours with basic tools as opposed to weeks or possibly months with everything short or a replicator to work with. The clans don't really have lostech, because they never lost their technology like the inner sphere did, they have clantech because they developed even better technology than the star league scraps that are basically magic in the inner sphere. Edit: on clan warriors, are they better trained? Genetically modified? Cybernetically enhanced? yes all of that. Primarily it's the training, the genetics is more of a eugenics thing and that was really only successful in the creation of the elemental phenotype which are the power armored shock troopers the clans field, they're basically space marines minus the space magic extra organs, so just dudes that make NFL linebackers look like scrawny children but still essentially human. The clans create warriors mostly through eugenics programs where they combine the preserved sperm and eggs of living and sometimes dead warriors to make children which are vat grown in groups called sibling cohorts or 'sibkos', where they're trained from birth to fight, often many of them die (the most recent game there are 4 survivors out of 100 by the time you actually start the story).
RIP. The Fantasy Beastmen in lore were supposed to be way more diverse than they are now. It's unfortunate they've been cutoff and basically streamlined into one faction with a few units.
@@TheLegitWeebs one nice thing with a tabletop game is that nothing stops you from playing under whatever ruleset you and your opponent want, outside of tournaments. Unless your opponent cashes out their models like I did. One of the best decisions I have ever made. I have a 3d printer now and it cost less than what I sold my army for years ago.
Also you must watch to the VERY end the in lore commercials are legendary
Don't tell him about Discount Dan! Rent-A-Nuke is not real and can help you in removing the SLDF in the Periphery!
Duncan Fisher first appeared as the arena match announcer in Mechwarrior 4 Mercenaries which had a full Solaris campaign with six different arenas and multiple weight classes to progress through. The role had a lot of funny/insightful comments about your character, your mech, your damage and so on that were event triggered so it sounded like you had real live color commentary, very immersive. George Ledoux has been a fan favorite ever since. He returns as the character in Mechwarrior 5 Mercenaries which has a short Solaris campaign DLC.
Coyote were the ones to develop the Omnimech tech, Jade Falcon challenged them to a trial of possession and won, giving them the knowledge on how to make it.
Elementals are people bred by clan eugenics programs and then trained to be power armor wearing shock troops.
The LB is the initials of the dude who made that type of autocannon which is basically a giant shotgun.
Thanks for coming to my autism talk.
😂
Don't forget that Elementals are eight feet tall, muscle bound men and women capable of surviving extreme temperatures and conditions...and love football, very important.
@@trollkinggnash9867 Worst Case Scenario for the unfortunate SOB that confronts an Elemental Star, basically SPARTAN-IIs fueled by murder and hate as those guys, in their armor, can peel mechs like cans of spam!
At best, they're Mech-Scale soccer balls.
the Clan Coyote omnimech in question is the Coytal
George Ledoux voiced the Solaris commentator Duncan Fisher in Mechwarrior 4: Mercenaries- he's pretty awesome
19:21 to keep it very simple, Elementals are kiiiiinda like space marines. Infantry bred to be hulking muscular monsters wearing power armor. They like to jump on to mechs and quite literally cut the pilot out of the cockpit.
They also play a mean game of American football
Holy, that's freaking badass
@@kagato3only ghost bear do that theres even a planet challenging the ghost bear to a American Football match for batchall
11:55 SRMs are pretty standard short range fare. They trade fuel capacity for extra explosive filler, letting them hit harder at the cost of range compared to LRMs. Ammunition explosion refers to when the ammunition in your mech that you haven't fired gets hit and cooks off. The more ammo you have on you, the more damage the resultant explosion will do to you. Having the SRMs on top of the LRMs means you need a LOT of ammo to keep that mech firing.
5:00 Fog of war rules do exist but they take time to play out. Still you are close to something, there are sensors in the game and they can get critted, so it makes your weapons fire difficult. Lose both sensors and you can only do physicals until stuff gets repaired. Sensor brand names are mostly for in universe fluff, but I wouldn't put it past some fans to do a homebrew that X brand repairs faster or Y brand is cheaper but harder to work on.
Clan Coyote developed the Omni Mech technology or at least was one of the first few Clans to really get it moving. Coyote's greatest contributions to the Clan Empire was being the one that innovated. They were also close to Clan Wolf, the Clan that Nicholas Kerensky was part of.
Also its not really the lack of communication between the Clanners that did them in. It was the competitive nature of the Clans to go gunning for Terra before the others did. If they fought as a cohesive monolith army, you know like the Star League Army of old, they could have done so much more damage to the Inner Sphere. However they were built instead to fight amongst one another while fighting the Inner Sphere to show how powerful they were. That really hurts your progress in a war, which is what they were fighting; regardless of how they treated it: like a blitz.
On the subject of Clan pilots. Most that are genetically engineered, AKA the Trueborns, are built and trained intensely for warfare and nothing else in their lives. Comstar and the Inner Sphere are regular people, so basically Freeborns, sure there's cybernetics in the setting but that doesn't really come into play too much until the Jihad era thanks to the Word of Blake. Also the Clanners do have Freeborn warriors as well, some Clans do; if they do or don't is mostly a cultural thing.
Fun fact about the Clan Omnimechs, you can thank the video games for it. Long ago when FASA wanted to do video games and pod simulators (yes we had them in real life), they needed to simplify the loadouts and variants available for play. So instead of coding 8 or so Commandos or Atlas, one for each variant of weapons canonically designed, they went with a "plug and play" omni tech thing for the Clans and that's how we got this.
14:25 This was an old video but yes Tex was right. In universe the cartoon that we saw in the real world was a propaganda piece made by one of the nations to sell toys in their setting. So have fun with that level of meta and fourth wall breaking. Plus the Clanner mentioned actually threatened the studio and their lawyers and was arrested for doing so, don't worry later on he gets a slight redemption arc. I just find it hilarious the game setting did all this. Again as I've said before, the lore here is like drinking an ocean with a big gulp cup.
One the subject of Elementals, both the suit and the big burly WWE looking warriors that are bred to wear them are called Elementals. A quick shorthand is to imagine them like 40K Space Marines, not quite a 1 to 1 but enough to get the idea as you absorb more lore down the road.
On the two names things; the Inner Sphere had *no idea* what was coming at them when the Clans arrived and as such gave them reporting names. The Timber Wolf was called the Mad Cat as it looked like a cross between a Catapult and a Marauder and confused sensors. The Dire Wolf was called the Daishi or 'Great Death'. I don't think I need to explain it.
the Dire Wolf "Dashi" was encountered primarily by the DCMS of the Draconis Combine this their naming it such
19:00 elementals: the clanners heavy infantry in armored suits. they are 7 to 9 feet tall (2-2.5 meters) and "disproportionally muscular". the armor includes SRMs, a small laser and a machine gun.
the elementals are genetically modified/engineered humans.
the inner spheres nickname for the elementals is "toads" because they have jump jets.
Fluff equipment can have a tabletop effect depending on the model. It can add the optional rules of mech quirks. Thor get Improved Communications, which for narrative play allows the mech to uplink with satellites, and on tabletop ignore the first level for sensor ghosts (ECM). Playing for a few years mech quirks are something you only play with in long campaigns, and not typically a pick up game.
As for the spartan comparison, that what elementals are for. Battle Armor infantry that can ride into battle on Omni Mechs. Tiny little terrors.
Targeting Computers do give a -1 to hit, and can let a unit to do a called shot to a specific location on an opponent.
Just to point out how crazy the ammunition loads are. The Summoner has an LRM 15 which fires volleys of 15, 80mm "missiles" with 120 missiles per ton and it carries 3 tons of ammo. Each missile takes up .06 cubic meters. 360 missiles would therefore consume a cube of space 21 meters on each side... inside a mech that is barely that tall.
It carries two tons of LRM ammo and one ton of autocannon ammo. As to where the 80mm figure comes from I have no idea. Also clanner LRMs are more compact than their innersphere counterparts.
13:57 both.
A Targeting Computer can give all non cluster weapons (cluster weapons include missile and LB X autocannons using cluster rounds and Hyper Gauss Cannons, etc. stuff you have to roll to see how many of said rounds strike the target) a -1 to hit when shooting.
Or can be used to make a called shot adding a +3 to shooting against said target, however if said shots hit, instead of just hitting said target area on lucky roll of 2d6 on the location table. Any roll of 6-9 + said location on the table count as striking said part.
- to note in BT when you hit a target, you roll 2d6 to see where the weapon strikes your target.
- a TC can never target a enemy head. Mostly for balance reason tho in lore it’s noted that cockpits/enemy heads are sometimes just to hard to target in the heat of combat even with the use of a Targeting Computer.
At 6:20 , the inner sphere had the 1st succession war, where they basically solved every losing battle with nuclear weapons. Then, in the second, ComStar decided to kill every great scientist, and destroy any knowledge for a generation to ensure nothing would be rediscovered. Then in the third ComStar played "lets you and him fight", and continued killing scientists, just to be sure. The discovery and dispersion of the Helm Memory Core basically screwed comstar's long term monopolies on tech.
None of that happened to the clans.
Gotta love the Gray Death Legion.
I have no clue how much voice work tex made George do for his show but at this point im pretty sure he made about as much money as doing VO for a game. I love him he is such a good lad
I hope more than a Game VO job, us Patreons are giving our money for stupid shit and to pay the commissions well
@@Jonnyg325 I mean tex keeps telling us to not give him money for he will use it on stupid shit
Its always good to watch this playlist in order, because you get to see the evolution when Tex went from shit posting to growing it into something else. A highly detailed and well written lore series. Its in credible. So yea I can't wait for the emotional roller coaster that is the two parter that is the Amaris Civil War that you will soon watch. Can't wait.
6:20 Because they invented it.
11:10 if it helps, the number beside autocannons is how much damage they'd do in tabletop. Lrms do 1/missile. Energy weapons like the PPC you'll have to go to the sarna wiki for 😉.
Edit: funny lore, it's never stated what the LB stands for, but the original company that made the lbx was Lubalin Balistics. Functionally, LBX = shotgun, U = ultra = burst fire, R = rotary = brrrt (and doesn't show up until 3062+)
The Clans never lost tech. They left the Inner Sphere before all the technological degradation set in.
The Clanners didn't lose technology. The Inner Sphere did that.
The Clans actually create tech and continue to do so.
Clan Coyote is the most scientifically progressive Clan, and it invented easily half of all the tech the rest of the Clans now take for granted.
However, they're not that great at fighting (relatively), and since the Clans slap each other around to acquire tech, everything Coyote fields eventually gets handed off sooner or later.
Were the most scientifically advanced, until the Society was wiped out.
"How do mech pilots compare to Spartans" Haha oh that gave me a laugh. Well they would fair better than a grunt I guess. Short of it is Clanners believe in eugenics and their warriors tend to be test tube babies created from other proven warriors. So they are born and trained to just pilot mechs but they are not space marines or anything. Really nothing gets to Halo levels of super soliders. Really Elements are the closest but they are really the penical of what human genetics can do for a solider than stuffing a bunch of cybernetics and extra organs in them.
Also in general clan tech up till the fedcom civil war just isn't available.
Duncan Fisher was an announcer for Solaris 7 in Mechwarrior 4:Mercenaries (Solaris is kind of a gladiatorial colosseum for mechs). Anyways the guy that plays him in this series is the same vo that plays him in mw4.
Halo also has some more silly tech, like energy shields, that put it in a different league of power scaling.
Any major Inner Sphere faction may do well against the UNSC, just because of economy of scale, but it wouldn't be because of individual warriors being excellent.
DCMS DEST squads might give some Spartans a go for the money tho. They are probably better than ODST.
16:03
No Jade Falcons first Khan and one of its 4 founders is not a weeb.
She just happened to be gifted a fallen capellan rebels sword (or if you don’t believe the remembrance about her dead bird companion giving it to her, picking it up off the ground) and then going to town hacking down capellan rebels with it later.
So yeah our logo is based on that. And any mention of weeb will be met with a Trial of Grievance.
- to note I play House Davion (Inner Sphere) and Jade Falcon (Clan) as my main two factions. So yes I’m going to defend my clan 😋.
12:47 better rolls with lasers and autocannons. It's quite good on tabletop. Almost like having advantage in DND.
It also lets you target particular parts of a target, like the legs or the turret, at a penalty to the roll. This rarely comes into play but is always inpactful when it does.
While Omnimechs were a bold innovation when Clan Coyote field tested the Coyotl, there are a couple of drawbacks worth noting. First, your weapons and equipment must be installed in standardized omnipods. Random weapon salvage isn't plug and play. So you need specialized tools and talent.
Second, outside of the pod compatible systems, omnimechs aren't really modular, and in fact allow for less customization. Namely this means that you can't adjust armor or engine size.
Third, systems can be hard locked by design so you can't remove them as a modification. Such as a minimum amount of double heat sinks or jump jets being mandatory.
This is not to say that Omnimechs are inherently bad. And one neat utility they have is that friendly battle armor, or at least Elemental Battle Armor can just easily dock without additional specialized equipment on either end. So there's some useful weight savings there.
Clan Cayote invented omni mech technology. The other clans traded or challenged them for it.
And pilots are just regular people but clanners grew theirs in a tube. The closest battletech has to a super soldier are Elementals which are clanner warriors bred to use Power Armor.
Clan Coyote space magic, because when your hat is "doing science and drugs and science while on drugs" you make some crazy shit
When you ask if the tabletop has equipment and part damage. Yes.
Not as down to minor systems such as a mechs cockpit radio, however all a mechs standing equipment from weapons, equipment upgrades, additional armour /structure critical slot fillers (putting certain armour/structure upgrades on a mech means that some of its limited critical slot space for equipment and weapons get filled in by said fill slots), etc.
Alongside these are some also always included things such as a mechs arm, hip and leg actuators which can be blown apart/damaged in combat; and when it comes to the head a mechs cockpit, life support, and sensor systems are listed (as potentially any head based weapons).
During gameplay if a player removes the armour off a mechs limb or torso are, any damage that spills through/damages the internal structure of the mech, can roll to see if they cause a critical hit chance. If one scores a crit chance they will then roll on that limb/torso piece to see what they destroy.
This can be anything from hitting a weapon slot that destroys/disable a weapon, damaged a mechs actuator, hits an engine slot and/or gyro slot, to the most catastrophic of hitting a mechs weapon ammo and causing it to detonate (dmg of 1 shot of weapon ammo x number of ammo still left in box. Example, a box of 10 AC 10 rounds get hit, that 10 dmg x 10 rounds of ammo = 100 dmg. This damage will destroy all armour and internal damage pips in the fastest route to one’s central torso at which point it will either run out of damage to do or your mech in 99.9% of cases will be dead. Unless you have case in which case all excess damage is stopped from going anywhere past said limb).
Other reason I note this is that yes that does mean one can cause a crit on a mechs head and destroy its cockpit, killing the enemy pilot immediately. One could also damage an enemy’s sensors or life support systems too (sensors cause worst shooting and spotting, life support means no going under water without starting to suffocate or if on a planet with hazardous environments… well one can begin to suffocate or worse freeze/cook alive in said cockpit.)
- to note a one time special thing can happen depending on dice rolls is called a through armour critical. Essentially even if the mech still has armour on said body part, your round has managed to sneak its way underneath in some form and can do a potential critical hit on an enemy subsystem.
Note this is rare and does no actual structure damage, but yes this can mean a mech that does a single lucky damage to a mechs centre torso could roll lucky and destroy its gyro or even engine with a very lucky TAC.
- a notable optional rule that many play with above is called Floating Crits. All this means is that when one rolls a TAC instead of it only applying to the CT, the play rolls a second location spot to see where the crit actually lands. So this can lead to a mech getting hit with a very lucky 1 dmg TAC and rolling head for location and criting the cockpit splattering the pilot everywhere.
However, as BT players we do love our narratives - it’s what makes BT fun, BT has always been just as much a narrative game as much as a tabletop one so don’t be afraid to name pilots and even create history’s for your personal unit and such and even track said history over battles and time, etc.
But reason I note this is that me and my mates have played with communication stuff before with damage to cockpits and even ECM and Electronic Warfare stuff meaning that players can’t communicate stuff between campaign games without actually sending proper notes to eachother by courier or even on tables where at best they can send a note with maybe a handful of words that the GM gets to just scribble certain ones out representing static comms.
- also as a Scot I believe it’s only my job to note. That a certain unit of Scottish decent has a very well known way in universe of messing with enemy comms.
Should the unit known as the Northwind Highlanders discover an enemy’s radio network/comm network, they will begin playing very loud and blaring bagpipe music across the radio channels as a form of radio interference.
Yes they actually do this in universe, this isn’t just a meme.
Get it woooooooo Thor, mooooor battletech
The answer to your question at 9:02 is "YES!".
Clan warriors are specifically bread via eugenics programs and genetic modifications. They are being trained for their whole childhood to become a mechwarriors and spend their entire lives serving and fighting. And some of them are cybernetically enhansed via advanced neural implants.
6:29
Omnimechs are a new technology by the clans. For what it's worth, even regular IS battlemechs can be refit and customized by their owners, but it's MUCH more time consuming and expensive as entirely new housings and systems would need to be fabricated, whereas an omnimech can just pop that missile rack off and replace it with whatever the pilot wants.
I don't know tabletop rules in this regard, but I think that, for example, an IS Merc unit would have to fly to a manufacturing hub and commission the work as the tools for majorly modding regular mechs can't fit in a dropship
you nailed what the Targeting Computer does. it provides bonuses on the to-hit rolls of a Battlemech, and it allows for targeting specific parts of a Mech. it cant target components specifically, but YOU can, if you know which sections of a Mech those parts are in. and if you don't, just ask the other player to look at the Mech Sheet.
As for Pilots: they aren't Spartans. They *do* have a Man-Machine interface in the form of a Neurohelmet that taps the Pilots sense of balance to keep the machine upright, and allows the Pilot to control all the parts of the Mech that don't have buttons on the joystick, as well as receive sensor data directly to the brain. Clan Pilots *are* genetically engineered, but those benefits are kinda kept to a minimum because the writers don't what to seem like they are supporting Eugenics here. Mechanically, a Pilot is a crucial part of determining how hard rolls are. They have a Gunnery and Piloting stat, and that determines how easy it is to hit things, and how good they are at not falling over. Clan Pilots generally have better stats than normal Inner Sphere people, though this is mostly due to their Darwinian society and brutal Live-Fire training that insures that only the most competent Warriors survive to see the battlefield. It also means they are always outnumbered by the Inner Sphere roughly 10 to 1.
While the hyperbole from Tex is fun, the actual owner of the "King of Missile Town" crown is the Bane/Kraken. It's a beast of a 100 ton mech built mainly for crit fishing fire support. It's also a very worthy contender for the "King of Dakka" crown.
Since this is the first Clan Mech you're hearing about, one neat feature about Clan built mechs is that they automatically have CASE (Cellular Ammunition Storage Equipment) integrated into the chassis without spending mass or volume that could be dedicated to other systems or supplies.
Paired with Clan XL engines being smaller than Inner Sphere XL engines, this allows a considerable advantage in survivability, but you do still need to be mindful of ammo explosions and your engine taking hits in a side torso as serious problems. Just not so catastrophic.
The Thor's prime weapons are quite good and generally applicable.
The Clan ERPPC is one of the best main guns in the game, even with the setting having advanced 100 years past the Clan Invasion. Dealing 15 damage for 15 heat from point blank to 23 hexes, it is a dangerous sniper weapon able to one shot most cockpits if it hits with zero ammo dependency.
The LB10X-AC is notably one of the weapons where the difference between advanced Inner Sphere and Clan tech levels is narrowest. Capable of firing either a 10 damage slug or a spread of 10*1 damage pellets. 10 Shots per ton of ammunition. Each ton of ammo is slug or spread only. So pick your types before deploying wisely. You've
Clan specs are point blank to 18 hex range, weighs 10 tons, and takes 5 critical slots. 2 heat when fired.
Finally, the LRM15 fires 15 missiles for 1 damage each at ranges of up to 21 hexes for 5 heat. Since it's a clan tech LRM, there is no minimum range, so again, can be fired at point blank range with no problems.
Beyond removing the problem of minimum range, clan tech really shined in reducing both mass and volume of LRM racks, with the clan LRM 15 shaving off half the weight and a third of the volume, so it only weighs 3.5 tons and takes 2 critical locations.
Still gets the same level of endurance with 8 salvoes per ton of ammo, though.
There's a substantial variety of LRM ammo types, but this is already getting long.
The Clans only had one technological augmentation for pilots. Enhanced Imaging Tattoos. Sadly, heavy use of these causes a substantially lower life expectancy and mental health problems. So they're not widely used, outside of Protomechs, which NEED Enhanced Imaging Tattoos to operate.
Beyond that, just some minor genetic tweaks to better connect with neurohelmets, eugenics, intensive training from a much earlier age, and a very high selection pressure to even maintain status.
Side effects often include propaganda, arrogance, dismissing of opponents who were not literally born and raised to be mechwarrriors, and difficulty if not an inability to adapt to new realities of combat.
Clanner Mechwarriors probably have a higher potential aptitude for infantry combat than the average joe schmoe, but they're really not super soldiers, and more to the point, they're not trained to be infantry unless they flunked out HARD. In which case, they're probably looked down on as failures good for nothing but being cannon fodder. A clan mechwarrior who's ejected would be considerably less dangerous than your average UNSC marine in full kit. Any generation of Spartan would wipe the floor with a Clanner Mechwarrior.
A targeting computer grants 1 point to hit. And you're rolling with a D6 IIRC. So a pretty decent aid. Especially if paired with a pulse lasers 2 point to hit bonus. Add on an improved targeting quirk with advanced rules, and you could get up to a 4 point bonus to hit.
Advanced Tactical missiles are complicated. Basically you get 3 ammo types, but instead of niche use, these are regular application, differentiated by range and yield. You get extended which does 1 point of damage per hit and travels the farthest and has a minimum range, standard which is the intermediary range ammo with 2 damage per hit, and HIGH EXPLOSIVE which does 3 damage per hit and has the shortest range with no minimum range.
Personally, I'd advise against using ATM's for long range fire as it's less efficient than clan LRM pods, and the tactical missiles are fundamentally clan level tech. Comes in 3, 6, 9, and 12 tube launchers.
Heavy lasers are clan level only weapons that run hotter, sacrifice range, and have a 1 point penalty to hit. I am not a fan. There were improved versions later that solved the accuracy penalty, but at the cost of becoming volatile like ammunition or Gauss Rifle.
Elementals are the Clan answer to more traditional super soldiering. Combining genetically engineered phenotypes that are substantially bigger and stronger than most humans save extreme outliers with powered exoskeletons that combine surprising levels of protection with jump jets, a small laser on a modular main weapon mount, a detachable SRM2 that can be fired twice, a modular antipersonnel mount that can sport at least an SMG, and a battle claw to rip into mech armor paneling.
Elementals would squarely lose to both Astartes and Spartans (except Spartan 1's) without armor, but in armor, they sport far more integrated combat potential relative to setting.
One of the biggest reasons for why Clan tech is so expensive is the XL engine. At an average of 4 times the cost of a normal engine with the same performance, they really make your wallet feel it. Sure, there are other expensive measures taken, but the engine is usually the single biggest item in the budget listing for a mech. But the clans are willing to pay a premium to maximize their quality, in part because of their very finite quantity of resources and manpower. Only mobile Hyper Pulse Generators can make any variant of fusion engines seem trivial in price, but those things are SUPER rare, even for those who have the tech for them, and at that point the price tag rockets into the range of billions.
For what it's worth, the IS does salvage and reengineer omnimech tech after the clan invasion (3050s), and starts producing their own omnimechs in the fedcom civil war era (3062ish). Their tech is still inferior to the clans though (heavier, more bulky, etc)
In Battletech, there is parts damage. Things like coms only sometimes matters. There's rules for almost everything, if you want them to matter. You want your comm system to matter while fighting in a near vacuum with high winds blowing around dust and sand in an environment at 300 degrees centigrade and at 0.7g gravity? Yeah, we have rules for that. It's fun, I swear!
Rarely play with those rules. Under 'standard' rules, your comms only matter if you have the fantastically expensive C3 systems available to the Inner Sphere.
9:10 so, each clan keeps a gene storage of their best warriors, which is used to reproduce more members artificially via 'iron wombs'. Clanners born the old-fashioned way are called freeborn (as opposed to trueborn) and are considered second-class citizens. It's possible for a freebirth to excell and have their genes be added, but there's lots of stigma and prejudice in the way of that.
Edit: A lot of clan culture is explained in the two-parter that comes after the Amaris civil war (it's episode... 9? I think?)
With regards to Omni-mech technology, the Clans are descendants of the Star League Defense Forces who fled the Inner Sphere when they realised that the Great Houses were about to set fire to the whole thing they'd just spent 14 years fighting and dying to try to save (you'll get to those videos soon). So they left with Star League era knowledge and technology at its peak, and didn't spend the next three centuries nuking themselves into the Stone Age. Indeed, they developed and improved upon it; Omni-pod systems were a progression of some experimental systems that were in their infancy when the Star League Civil War broke out. Other Clan technology is absolutely insane compared to its Inner Sphere technology.
Clan Coyote have always had an impressive and talented body of scientists, but the Clans are a warrior culture where might ABSOLUTELY makes right, and sort out virtually everything through formalised combat (usually duels) known as 'Trials'. So in this case, the Falcons saw this sweet new tech, said "we want it, and we challenge you for it", and won the Trial of Possession
In terms of augmentation, the Inner Sphere has a stigma against genetic engineering that predates the Star League, so its one the Clanners sort of kept. "Trueborn" Clan warriors are produced through a eugenics program where material is selected from samples of "Bloodnamed" warriors. No actual tweaking is done other than to remove heritable defects like short-sightedness or disease. And there are cybernetics, though they're typically used medically rather than as augmentation, again because of some historical stigma that only gets even more pronounced later in the timeline.
Clan Coyote invented Omni technology
It’s basically Lego with premade weapon pods and mechs with weapon slots on the mechs
So you can take out a laser pod for an auto cannon or missile pod depending on the fight you’re going into
City fight, equip short range heavy weapons
Open terrain, equip long range weapons
Going to be fighting on a hot desert planet, equip cool running weapons and drop energy weapons that could overheat your mech
It means you can swap weapons in a couple hours instead of having to dissemble the mech, swap out the weapon, and then put everything back together, which can take days or weeks
Really lets the clans fix mechs damaged in combat and get them back in the fight
A lot more expensive is maybe an understatement.
Ah, the first Duncan Fisher Spot, this was before he experienced his great revival with Mechbeth, and the, fire incident, and the, murderhobo thing.
Look, Solaris is a tough town, sonetimes you gotta to the stabby thing.
Re: Targeting Computers: both actually. Default reduces to hit difficulty, or you can call shots at a difficulty increase.
16:42 Two words: Gray Monday
I think the Thor makes an excellent main character type mech. The MadCat is tougher, hits harder, and moves just as fast, but the Thor jumps through the air like a guilty gear character.
There's also the Black Python / White Raven in the same general category, but that's the movie one shot hotshot who is kinda shunned by the larger community.
and once you get into Grand Summoner territory, Those improved Jump Juts change your mech' pilot to an astronaut.
Yeah, in general when a Mech is referred to with two names in Battletech it's normally a Clanmech. Unless we get to the cases where the german version of Battletech is relevant because quite a few Mechs have different names in the german version.
IIRC things like the specific comms equipment etc can get relevant if you play with more detailed rulesets. Like, if you play Alpha Strike, which is basically a very simplified Quickplay Ruleset for medium to large battles, you'll never use this information. If you're playing with Total Warfare Rules i'm not sure. But i'm pretty sure there's some Total Warfare optional additional rulesets for which this is very much relevant, as for example a certain piece of equipment might be known for not working correctly in thunderstorms.
Oh yes, there is part damage (at least in the Standard Rules, i think it's simplified for Alpha Strike to a point where the only parts damage is disabling weapons systems?)
No, Clan Coyote developed the OmniMech Technology while the Clans where in their exile in Clanspace.
You'll learn more about this in a future video, but the Clans use a Caste System and pretty much their entire Warrior Castes are genetically engineered and not naturally born.
Short rundown of terms (though more will probably creep up in futre videos:
LRM - Long Range Missile. The number represents both the number of missiles and the damage in the tabletop
SRM - Short Range Missile. The number is the number of missiles
ER - Extended Range. A weapon variant that has extended range compared to a normal weapon of the same type, but this normally comes with a drawback such as higher weight.
PPC - Particle Projector Cannon. A Energy Weapon firing a Stream of Protons and Ions (though normally represented as a Projectile) over a long range that deals significant damage and depending on tech base disrupts sensors.
AC/? - Autocannon. A physical cannon firing muniion from a magazine. The number represents the damage, as different Manufacturers Autocannons are classified into a few categories, despite being of different calibers with different firerates, thus simply the approximate damage (or exact damage in tabletop) is used.
LB-X - There's no clear explanation for the acronym, but this is basically an autocannon, but as a Mech Scale Shotgun.
RAC/? Rotary Autocannon. An Autocannon as a Gatling Gun, with Rotating Barrels.
AMS - Anti Missile System - Pretty much the same system that in real life is called APS (Active Protection System). It hinders or destroys incoming missiles.
LAMS - as above but using a laser instead of ammunition
ATM - Advanced Tactical Missile Basically an improved but bigger and heavier LRM with alot of tactical ammunition options.
IATM Improved Advanced Tactical Missile - see above, but better and with even more ammuntion types to choose from.
AIV - Arrow IV. An Artillery Missile System. Can fire the Davey Crockett Tactical Nuclear Warhead.
C3 - A tactical communications network that helps different mechs work together better, as it shres things like targetting data etc. (Basically the same kind of thing the most advanced modern militaries on our planet have implemented for vehicles and are trying to introduce for infantry)
CASE - Cellular Ammunition Storage Equipment - Contains Ammunition Explosions, so that you don't loose at least half your mech when a stray shot blows up your last few rounds of Autocannon or Missile Ammuntion.
ECM - Electronic CounterMeasures suite. Disrupts sensors and communications near it to some degree. All units are equipped with at least a very basic version, though some are equipped with much more advanced and sophisticated ECM suites, like the Guardian ECM.
FCS - Fire Control System. The thing that is between the Mechwarrior and the weapons firing. A better FCS normally means increased Accuracy for a higher pricetag
FTL - Faster Than Light. Referring generally to faster than light travel. In Battletech FTL travel works through so called Jumpdrives or KF-Drives (Kearny-Fuchida Drive), with a ship dematerializing in one location and materializing in another Location up to 30 Lightyears away
HAG - Hyper Assault Gauss Rifle. Developed from the failure that was the Heavy Gauss Rifle, this works not unlike a RAC, but as a Gauss Rifle.
HPG - Hyper Pulse Generator. A (most times) planet-based Generator creating a tiny artificial jumppoint for a short time to transmit a datastream to a receiving HPG and thus enable FTL Communication.
LAM - Land Air Mech. A Battlemech-Aerospace Fighter Hybrid. Generally not very good, but can open up interesting tactical options.
MASC - Myomer Accelerator Signal Circuitry. Allows Mechs to walk/sprint significantly faster than normal but at severe risk of damage to the legs.
MG - Machine Gun.
MML - Multi Missile Launcher capable of firing SRMs or LRMs out of the same launcher.
RCT - Regimental Combat Team. For a long time the largest specific Military Unit in the Inner Sphere
RL - Rocket Launcher. Fires unguided Rockets and is expended after firing.
MRM - Medium Range Missile, Basically a reloadable Rocket Launcher.
NAC, NL and NPPC - Autocannon, Laser and PPC as Naval Variants, thus way bigger and deadlier.
SLDF - The Star League Defence Force.
UAC/? - Ultra Autocannon, a way more advanced version of the autocannon, that is among other improvements capable of firing at twice the normal fire rate.
VTOL - Vertical Takeoff and Landing - Basically a plane that is capable of hovering, starting and landing like a Helicopter.
XL/XXL - Extralight/Extraextralight. A way bigger but lighter Fusion Engine variant. Basically, you get to have a way bigger engine, but it is way easier to destroy.
Successor State Militaries (and a few relevant Mercs, Periphery Militaries etc):
AFFS - Armed Forces of the Federated Suns
CCAF - Cappellan Confederation Armed Forces
DCMS - Draconis Combines Mustered Soldiery
FWLM - Free Worlds League Military
LAAF/LCAF - Lyran Alliance/Commonwealth Armed Forces
AFFC - Armed Forces of the Federated Commonwealth (when Davion and Steiner married and the Lyran Commonwealth and Federated Suns became a single state for a while)
FRR - Free Rasalhague Republic
MAC - McCarron's Armored Cavalry. "The Big Mac" used to be one of the biggest Mercenary Units in the Inner Sphere. In 3060 they got absorbed as a semi-independent unit into the CCAF, after they were basically permanently employed by them for more than 60 years.
GDL - Gray Death Legion, one of the most famous Mercenary Units in the Inner Sphere.
ELH - Eridani Light Horse. A Mercenary Unit tracing its heritage to the third RCT of the SLDF.
Now that i've actually got time to finish watching the video:
A Streak Missile Launcher is a special Variant that only fires missiles if it can guarantee a targetting lock, so while a normal missile launcher might fire and hit with some of the missiles, a streak either fires and hits with all of them (unless AMS gets involved) or not at all.
"The Targeting Computer can be used to help aim all direct fire weapons, including most energy and ballistic weapons. This results in a -1 to-hit modifier for all eligible weapons that tie in, or the ability to aim for a location that is not the head with a +3 to-hit penalty. Clan Targeting Computers weigh one ton and occupy one critical slot for every five tons of equipment they control (rounded up), while a comparable Inner Sphere version weighs one ton and occupies one critical slot for every four tons it controls (also rounded up). Total Warfare updated the rules to specify that Pulse Lasers (including Variable Speed Pulse Lasers and X-Pulse Lasers) as well as multishot autocannon cannot aim their fire (but can still benefit from the modifier), unless the affected autocannon are fired in single shot mode. In addition, an LB-X autocannon only receives the benefits if it is firing solid rounds instead of cluster ammunition. The Targeting Computer costs 10,000 C-Bills per ton (ref: The Battletech Compendium, p. 129, 'Weapon and Equipment Price List')"
"Comstar always wins" - well, about that... there's a small problem later called the Word of Blake... Anyway, Comstar stops existing in 3145.
Elementals are basically Battletech's Space Marines. More than just simple Powerarmor, less than even a Protomech.
To be fair, there are a few mechs that are quite a bit more expensive than even a Thor. A few "normal" ones like the 27 Million Clan Jade Falcon Omnimech Turkina for example. Everything with an XXL Engine is gonna be in the 100 Million Range, with the Savage Wolf coming just short at 91+ Million.
And then there's the Pariah/Septicemia. Which is a completely normal medium Omnimech in most configurations, costing 13-18 Million C-Bills in most configurations. Except the Z variant. That one comes in at 7,763,632,508 C-Bills. Why you ask? Well, because someone had the fantastic idea to cram a miniaturized HPG (the FTL communication device) into a Medium Mech.
6:21 Nope. OmniMech technology was a brand new innovation built from older, less flexible "Modular Weapon" technology (the name of the quirk on the tabletop). Omni tech is basically Modular Everything.
By the construction rules, every Omni chassis has a list of base equipment that cannot be changed, including the frame, engine, and hard-mounted components like some heat sinks or jump jets, though they can also be added in omnipods. Everything else is mounted through modular omnipods, especially weapons.
I'm just gonna stop you here. Battletech was made by historical battle nerds who wanted to fight in space. There are rules for _everything_. Are there rules for comms? Yes. Do most people play with rules for comms? No. Battletech tabletop is broken down into various tiers or rules. Most people just play stompy robots and don't worry about things like repairs, ammo, bills, paying your pilots, doing pr, salvage, subversive activities, aerospace, mine laying, artillery, naval units, both types of tread (tank and sole), or managing an ongoing war. Battletech tabletop can be as complicated, elaborate, and hard to understand as you desire. Some groups fight massive wars and campaigns while keeping track of both sides' units, resources, and prospects while hiring other player's mercenary companies to take on riskier ventures they can't afford themselves.
It's neat that there's a much more complex system to interact with if you really want to.
@@TheLegitWeebs Battletech : Tactical Operations I believe is the rulebook that covers comms. Depending on the size of the communications equipment your side gains a benefit, 3-6 tons is +1 initiative to determine who acts first in a round, 7+ tons is a +2. 4 or more tons lets you attempt to hack to gain control of satellites in range and if successful replace the normal bonus with those. If using the rules for hidden enemies and sensor locks, 3 or more tons gives you a bonus to detecting the enemy, 7 even more. Can also turn off these bonuses to act like a half strength Guardian ECM for 3-6 tons or full on ECM for 7+. Most mechs are assumed to have at least 1 ton of Comm equipment built into a cockpit and if you want to create a command vehicle you would just add 2 more tons or however much you want I guess.
Oh boy... so there is a lot, Tex goes over much within his videos and recommend watching all these. Fun fact that the new Mechwarrior 5 Clans game gives you Smoked, I mean Smoke Jaguar point of view for the Clan invasion.
Inner Sphere and Freeborn Clan Mechwarriors are normal people, more or less. Trueborn Clan Mechwarriors (which are 99.9% of them) are genetically optimized in small ways like somewhat better reflexes/hand-eye coordination, brain chemistry optimized to interface with neurohelmets, etc. They are mostly just trained from childhood to become elite Mechwarriors, and many simply don't survive the process.
Cybernetics are taboo in the Battletech universe for... reasons. Don't google Manei Domini 🙂
Unless you're in the Magistracy of Canopus.
There is parts-damage in Battletech, be it on the tabletop or any video-game. Its a core-mechanic.
Comm-systems are mostly lore, unless you play with advanced rules, then they can give a mech some bonus or malus.
Clan Coyote invented Omni-mech-technology. Its something new, not rediscovered lostech.
You asked how Mechwarriors compared to Spartans'. Elementals are the Spartans of battletech.
Clan Coyote invented Omnimech technology, although invented might be a strong word, engineered is probably more accurate as it's not really technology so much as a system of standardized parts and components and fittings to allow weapons and equipment to be hot swapped in days or hours with basic tools as opposed to weeks or possibly months with everything short or a replicator to work with.
The clans don't really have lostech, because they never lost their technology like the inner sphere did, they have clantech because they developed even better technology than the star league scraps that are basically magic in the inner sphere.
Edit: on clan warriors, are they better trained? Genetically modified? Cybernetically enhanced? yes all of that. Primarily it's the training, the genetics is more of a eugenics thing and that was really only successful in the creation of the elemental phenotype which are the power armored shock troopers the clans field, they're basically space marines minus the space magic extra organs, so just dudes that make NFL linebackers look like scrawny children but still essentially human. The clans create warriors mostly through eugenics programs where they combine the preserved sperm and eggs of living and sometimes dead warriors to make children which are vat grown in groups called sibling cohorts or 'sibkos', where they're trained from birth to fight, often many of them die (the most recent game there are 4 survivors out of 100 by the time you actually start the story).
Didn't George Ledoux write his own script for hisDuncan Fisher BPL commercial?
I have been *Summoned*
The person who I have played the most Battletech and Warhammer Fantasy games against played Slaanesh Beastman. GW killed his faction twice over.
RIP. The Fantasy Beastmen in lore were supposed to be way more diverse than they are now. It's unfortunate they've been cutoff and basically streamlined into one faction with a few units.
@@TheLegitWeebs one nice thing with a tabletop game is that nothing stops you from playing under whatever ruleset you and your opponent want, outside of tournaments.
Unless your opponent cashes out their models like I did. One of the best decisions I have ever made. I have a 3d printer now and it cost less than what I sold my army for years ago.
when next one :)