5150 NQ into Battletech

5150 Star Army, Star Navy, Fighter Command, New Beginnings and even CR3 if you're playing it as a Sci-Fi set.

5150 NQ into Battletech

Postby BadKarma » Thu Oct 13, 2016 4:09 pm

I have gamed and messed around with Battletech for about 20 years. I still have a ton of resource material. It is the first tabletop game that I really got hook line and sinkered on. The sad part is, there are no players anywhere near me. Thank you Ed for this ruleset!!!!! I am digging out all of my old stuff and doing some revamping and converting to run all my old campaigns again!!!!! No offense, sir, if I utilize all of the old backstories and flavor of the BT universe.

As I go, I'll be homebrewing some rules to cover some of the BT concepts and may pop in to get some direction and feedback from the community.

Man, I am so happy to be diving back into the Inner Sphere!

Thanks again Ed! I think you just made this Mech Pilots century. :D
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Re: 5150 NQ into Battletech

Postby THW » Thu Oct 13, 2016 6:19 pm

Sounds good. Should be pretty easy to convert the mechs. If you do, let me know what you come up with.
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Re: 5150 NQ into Battletech

Postby mcb1968 » Sat Oct 15, 2016 9:10 pm

I have recommended NQ to one of my BT buddies, since it looks like a faster, less bookkeeping intensive effort.
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Re: 5150 NQ into Battletech

Postby BadKarma » Mon Oct 17, 2016 4:22 pm

I really like how this is shaping up. The only thing I'm modifying, really, is working over some of the weapons. (no offense Ed) In keeping with some of the doctrines of BT, shortening some of the ranges of the heavy stuff, adding a couple "new" weapons. Nothing really major, Heavy Beams and Guns to 18" and a Short Range Rocket 2 @ 18". I think I'll leave it at that.

Ed, did you have any intention for the Jump Jets to travel horizontally? Or just vertically? I was kind of thinking of 1/4-1/3 movement rate, (round down) of horizontal movement if desired.
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Re: 5150 NQ into Battletech

Postby THW » Mon Oct 17, 2016 10:05 pm

I vison them being able to jump as a person would, so reducing the distances they could go horizontally or backwards makes sense.
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Re: 5150 NQ into Battletech

Postby BadKarma » Tue Oct 18, 2016 2:17 pm

I was hoping you were thinking that way.

In the process of dragging out my old Mechs and building some new ones and re-painting. Will do some play testing soon. I'll let you know.

The Renegade Legion lives again!!!!!!!!
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Re: 5150 NQ into Battletech

Postby WargamingR » Sun Nov 06, 2016 8:37 pm

I'm curious whether you will use the NQ rules pretty much as they are or will you add homebrew rules for heat & heatsinks?
Cheers, Iain

Sometimes I write interesting things at http://www.wargamingresources.info
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Re: 5150 NQ into Battletech

Postby demether » Fri Apr 14, 2017 9:15 pm

WargamingR wrote:I'm curious whether you will use the NQ rules pretty much as they are or will you add homebrew rules for heat & heatsinks?


Same question, as it's so important in Battletech the game is a matter of balance between power (moving and weapons) and heat management.
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Re: 5150 NQ into Battletech

Postby KW91 » Sun Apr 16, 2017 2:37 am

I used to play Battletech "back in the day." Quit before the Clans showed up and changed everything IMHO. I enjoy playing 5150:NQ without any heat rules. I never really liked a lot of the Mech designs in BT. I've got a crapload of weapons, but can't shoot them all (and move) without causing major heat buildup?!?! I just didn't get it.

So, I'm happy playing No Quarter as is.
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Re: 5150 NQ into Battletech

Postby THW » Sun Apr 16, 2017 2:43 am

Me too. Heat sinks were just another thing to track.
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