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23:50, 4th May 2024 (GMT+0)

X-3 Power Loader.

Posted by Dr. Janice WardFor group 0
Dr. Janice Ward
NPC, 115 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 02:21
  • msg #1

X-3 Power Loader




New Weapons Table

BallisticHeatDamageMinimumShortMediumLongTonnageCriticalAmmoCost
AC/2 Light12*369.513230,000
AC/2 Rapid12*369115060,000
AC/4-LBX14*124112580,000
AC/5 Rapid15*3693220100,000
AC/616*4812421665,000
AC/6-LBX16*2463.5216125,000


Ballistic Ammo cost 20,000 per Ton.




MissilesHeatDamageMinimumShortMediumLongTonnageCriticalAmmoCost
SRM 542/missile*369222070,000
LRM 211/missile671421.7516015,000
LRM 421/missile6714211.513030,000
LRM 631/missile671421222035,000
LRR *Sameas LRM*51015SameasLRMper LRM


LRR may not indirect fire but have no minimum range.
LRR Ammo =cost same as LRM




Calculations for Torso Modules
~ Weapons must be bought and mounted in pairs.
~ Each Ballistic and Missile weapons weight (+.5 ton) and cost (+50% cost to max of +50k)increased by Pseudo CASE.
~ Ammo/Heat sinks purchased and integrated with modules.
~ Final Cost mulitplied by 1.3


Calculations for Two Hand Weapons
~ Each Ballistic and Missile weapons weight (+.5 ton) and cost (+50% cost to max of +50k)increased by Pseudo CASE.
~ Ammo/Heat sinks purchased and integrated with modules.
~ Final Cost mulitplied by 1.3


Calcucations for One Hand Weapons
~ Selected weapon may not excede 2 tons
~ Each Ballistic and Missile weapons weight (+.5 ton) and cost (+50% cost to max of +50k)increased by Pseudo CASE.
~ Ammo/Heat sinks purchased and integrated with modules.
~ Final Cost mulitplied by 1.3
This message was last edited by the player at 17:02, Wed 25 July 2012.
Dr. Janice Ward
NPC, 115 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 02:21
  • msg #2

Re: X-3 Power Loader

Obsolete
This message was last edited by the player at 01:29, Tue 17 July 2012.
Dr. Janice Ward
NPC, 116 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 02:22
  • msg #3

Re: X-3 Power Loader

This is incomplete because Mission ten is terminating well ahead of expected time table.


1H and 2H missile weapons not yet added.

Cost for weapons not yet added.

You may ask your questions here.




Sample load out...

Adam.. is a ballistic expert, so obviously he's going to want to go with those weapons.  The X-3C has 8.5 tons, he's going to want to have at least 5 tons of arm weapons to make use of the smart actuators.

Let's presume we load him up with the X-3 Assault Rifle 3.5 tons and a 1.5 ton clip (30 shots)
{Fractional clips are only for < one ton}

That leaves him with 3.5 tons to pick out his torso mounted option.  Presuming he wants a bit of range, we'll pick out the (2) Rapid A/C canons which weigh 3 tons.  That leaves him only enough for a 1/2 ton of ammo which is 20 shots split between the two guns (10 shots each)

If they're firing Ultra, that ammo's not going to last.  If he's worried about ammo he can always take the 'Light' Torso guns.  If he wants bigger punch for knife fighting the Flak guns are a good option.


Svend has an Scout varient.  The EW is in the Torso slots, and he gets to pick between Beagle and Guardian to load into them.  He gets to pick out 3.5 tons of hand weapons.  EW uses ALOT of heat (ask Pegan).  Ballistic weapons all do one point of heat per shot.  He can look at the Small Lasers (and heat sinks) or a Scatter gun, which counts as 'CAT' for him, or he can get something with better range if he gives up the concept of close assault tactics.




X-3 Bill of Sale

X-3C ~ Adam
Module ~ (x1.3 cost)

X-3A ~ Caitlin (trading in Valkyrie with R&D on it)
Module ~ (x1.3 cost)

X-3A ~ Svend (trading in Fire starter with R&D on it)
Module ~ (x1.3 cost)

X-3  ~ Cade:
Module ~ (x1.3 cost)
 80k ~ 2 ton ~ (2) Medium Laser

 50k ~ 4 ton ~ (2) (1H) LRM 4
 45k ~1.5ton ~ (22 shots each LRM4)

 50k ~ 4 ton ~ (2) (1H) LRR 4
 45k ~1.5ton ~ (22 shots each LRR4)

 --K ~ 4 ton ~ BFM 6
 48K ~1.5ton ~ (24 shots)


X-3ew ~ Omni Liason:
Module ~ (x1.3 cost)
 --- ~2.0ton ~ (2) (1H) Hold Out Pistol
  3K ~1.5ton ~ (48 shots)

 --- ~ 1 ton ~ Pistol (Medium Laser)
 --- ~1.5ton ~ Machine Pistol
  2K ~ 1 ton ~ (50 shots)

 --- ~ 2 ton ~ SMG (Medium Pulse)
 --- ~ 1 ton ~ (1) (1H) Hold Out Pistol
  1K ~.5 ton ~ (12 shots)

This message was last edited by the player at 19:18, Fri 06 July 2012.
MW Svend Nemerson
player, 214 posts
Callsign: Backdraft
Ex-Arena Pilot
Thu 5 Jul 2012
at 02:36
  • msg #4

Re: X-3 Power Loader

Am I correct to assume these have no mounted heat sinks?
Dr. Janice Ward
NPC, 117 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 02:42
  • msg #5

Re: X-3 Power Loader

In reply to MW Svend Nemerson (msg # 4):

The mechs come with 'standard' 10 heat sinks.

Energy Weapon can have heatsinks 'installed' on them, though when the weapon goes, the heat sink goes with them.

So you could mount a Small Laser with a Heat sink as your 1H weapons in each arm.

The last half ton would be 'wasted'

You can consider a Small Laser and Heat sink for one weapon (1.5 ton) and a Scatter gun (1.5 ton) and a half ton of ammo for the other weapon if you wanted to use the 'full' weight.
This message was last edited by the player at 02:45, Thu 05 July 2012.
MW Svend Nemerson
player, 215 posts
Callsign: Backdraft
Ex-Arena Pilot
Thu 5 Jul 2012
at 02:50
  • msg #6

Re: X-3 Power Loader

What size is the pulse laser?
Kitten
GM, 2715 posts
Thu 5 Jul 2012
at 02:52
  • msg #7

Re: X-3 Power Loader

Apologies to Caitlin and Cade.

Arm Missile options are pending.

I'm guessing Caitlin is going to take a sword for one of her Hand options though.

Presume SRM 2s, LRM 2s, and 4s are one handed
Presume SRM 4s, 5s, 6s, LRM 5's 6's and 10's are Two handed
Dr. Janice Ward
NPC, 118 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 02:53
  • msg #8

Re: X-3 Power Loader

MW Svend Nemerson:
What size is the pulse laser?


2 tons.  Its a Medium Pulse Laser.  Too 'long' to count as CAT.
This message was last edited by the player at 02:57, Thu 05 July 2012.
MW Cade Murphy
player, 101 posts
P:4+ G:5+ M:7+; MIS -1
Thu 5 Jul 2012
at 11:51
  • msg #9

Re: X-3 Power Loader

What is the damage on these?

Energy
SMG      - Pulse  Laser - Load cost 2.0 ton (+1t per heat sink) ??
Pistol   - Medium Laser - Load cost 1.0 ton (+1t per heat sink) 5?
Kitten
GM, 2717 posts
Thu 5 Jul 2012
at 12:00
  • msg #10

Re: X-3 Power Loader

In reply to MW Cade Murphy (msg # 9):

Normal Medium Pulse Laser and Medium Laser (inner Sphere)
Kitten
GM, 2718 posts
Thu 5 Jul 2012
at 12:18
  • msg #11

Re: X-3 Power Loader

missile options filled in.

Need some time to actually put price tags on everything.
MW Cade Murphy
player, 102 posts
P:4+ G:5+ M:7+; MIS -1
Thu 5 Jul 2012
at 12:28
  • msg #12

Re: X-3 Power Loader

In reply to Kitten (msg # 11):



nahhh, its all free if you can configure before you post right?!

:P
MW Cade Murphy
player, 103 posts
P:4+ G:5+ M:7+; MIS -1
Thu 5 Jul 2012
at 12:59
  • msg #13

Re: X-3 Power Loader

In reply to MW Cade Murphy (msg # 12):

So...

(2) LRM 4's - 2 heat each - 5/10/15, Load cost 4.0 tons/ 2 Crit RT and LT
+ .5 ton ammo

SMG      - 2 heat 6 damage 2/4/6 Range - Load cost 2.0 (+1t H/S) {Pulse}
Pistol   - 3 heat 5 damage 3/6/9 Range - Load cost 1.0 (+1t H/S)

=7.5 load out

Total heat on alpha strike = 9

or is there a better load out for me?

I would love the sniper cannon, but then I'll be dumping my missiles.
Dr. Janice Ward
NPC, 118 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 13:19
  • msg #14

Re: X-3 Power Loader

In reply to MW Cade Murphy (msg # 13):

You're a missile specialist, you can take missiles for your hand weapons too.
This message was last updated by the player at 13:19, Thu 05 July 2012.
MW Cade Murphy
player, 104 posts
P:4+ G:5+ M:7+; MIS -1
Thu 5 Jul 2012
at 13:39
  • msg #15

Re: X-3 Power Loader

In reply to Dr. Janice Ward (msg # 14):

Hand missile/ballistic still need tonnage for ammo correct?

What are the pistol/rifle ammo options for missiles?
Dr. Janice Ward
NPC, 118 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 16:52
  • msg #16

Re: X-3 Power Loader

MW Cade Murphy:
In reply to Dr. Janice Ward (msg # 14):

Hand missile/ballistic still need tonnage for ammo correct?

What are the pistol/rifle ammo options for missiles?


Ballistics and Missiles always need ammo.

They use magazines.  During the Intitiave phase, if the mech has two working hand actuators, they 'flip' the magazine to access any alternate ammo they might have for their weapons.
This message was last updated by the player at 16:52, Thu 05 July 2012.
MW Caitlin Mallory
player, 395 posts
Callsign: Rabbit
Thu 5 Jul 2012
at 17:15
  • msg #17

Re: X-3 Power Loader

I'd swap out for a sword.

Hmmm, are the 25 tonners not really slow for a (loaded) light mech?
If I read it correctly they're 4/6/4

which means most medium mechs would run rings around them?
Dr. Janice Ward
NPC, 118 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 17:17
  • msg #18

Re: X-3 Power Loader

MW Caitlin Mallory:
I'd swap out for a sword.

Hmmm, are the 25 tonners not really slow for a (loaded) light mech?
If I read it correctly they're 4/6/4

which means most medium mechs would run rings around them?


Most medium mechs have a 4/6 profile.

Even a few lights are 4/6, like the Panther.  By Urban mechs standards 2/3/2 they're quite speedy.

There is always the option of using the mech 'light' out of the box, just under loading the weapons for a 5/8/5 movement profile if it is really a borther, but you might feel a little under gunned if you do.

The standard X-3 was built for average speed, with jump for mobility, and max armor and weapon loads.  The option for 'speed' exist, at the expense of weapons if the pilot feels the need for it.
This message was last edited by the player at 17:23, Thu 05 July 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 351 posts
Callsign: Blueblood
G4P6M3; +1 tactics
Thu 5 Jul 2012
at 17:44
  • msg #19

Re: X-3 Power Loader

Does the carried weapon count against the weight of the mech?  In other words, do you need to be an unloaded mech to use a carried weapon?
Kitten
GM, 2732 posts
Thu 5 Jul 2012
at 17:48
  • msg #20

Re: X-3 Power Loader

In reply to Capt. Johan Jakob Hinklemeyer-Schmidt (msg # 19):

Full weapon options = loaded mech

Full weapon options -5 tons = unloaded mech.

ie.  7.5 ton optional weapon = loaded x-3
2.5 ton optional weapon = unloaded x-3

Except the Scout.

Usually you'drop' hand weapons which should be five tons more or so to get the unloaded status and speed bump.

If the weapons is damaged it's just dead weight, and sometimes, you just want the movement over the fire power (like during Cowboy's retreat)
This message was last edited by the GM at 17:55, Thu 05 July 2012.
Cprl. Devlin Masters
player, 313 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 5 Jul 2012
at 18:27
  • msg #21

Re: X-3 Power Loader

Can armor be added?
Dr. Janice Ward
NPC, 118 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 18:31
  • msg #22

Re: X-3 Power Loader

In reply to Cprl. Devlin Masters (msg # 21):

Armor is already capped.  (can not be more than twice internals)
This message was last updated by the player at 18:31, Thu 05 July 2012.
MW Cade Murphy
player, 105 posts
P:4+ G:5+ M:7+; MIS -1
Thu 5 Jul 2012
at 18:37
  • msg #23

Re: X-3 Power Loader

In reply to Dr. Janice Ward (msg # 22):

When do the hand held weapons get hit?  When armor is blown threw on an arm like a critical?
Cprl. Devlin Masters
player, 314 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 5 Jul 2012
at 18:41
  • msg #24

Re: X-3 Power Loader

How many of the X3C/A are available and what are the requirements for one?
Dr. Janice Ward
NPC, 119 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 18:54
  • msg #25

Re: X-3 Power Loader

MW Cade Murphy:
In reply to Dr. Janice Ward (msg # 22):

When do the hand held weapons get hit?  When armor is blown threw on an arm like a critical?


(1H) weapons have criticals in the arm that holds them, when they take a critical they're gone, and if they had heat sinks attached to them they're gone, if they had ammo left, one 'round' explodes.

(2H) weapons have criticals in both arms and can be destroyed from criticals in either arms, and have similiar losses of heat sink and explosion issues.
Kitten
GM, 2736 posts
Thu 5 Jul 2012
at 18:55
  • msg #26

Re: X-3 Power Loader

Cprl. Devlin Masters:
How many of the X3C/A are available and what are the requirements for one?


At this point.  None.  Negotiations for piloting them were closed last night.  There was one model that was sifting down the chain of command, (if he has the money for it) landed in Cowboy's lap.

Options to 'buy' in the future will appear in the auction house.

Innersphere ~> X3

X3 ~> X3C / X3A / or X3S
This message was last edited by the GM at 18:57, Thu 05 July 2012.
Kitten
GM, 2737 posts
Thu 5 Jul 2012
at 18:59
  • msg #27

Re: X-3 Power Loader

MW Caitlin Mallory:
I'd swap out for a sword.

Hmmm, are the 25 tonners not really slow for a (loaded) light mech?
If I read it correctly they're 4/6/4

which means most medium mechs would run rings around them?


you actually have a bit invested in the valkyrie in tech.  if youre so inclined to give up the valkyrie, and the tech on it, i'll let you upgrade the X-3 to an X-3A
MW Cade Murphy
player, 106 posts
P:4+ G:5+ M:7+; MIS -1
Thu 5 Jul 2012
at 19:03
  • msg #28

Re: X-3 Power Loader

Opinions Please:
(2) LRM 4's - 2 heat each - 5/10/15, Load cost 4.0 tons/ 2 Crit RT and LT
+ .5 ton ammo

SMG      - 2 heat 6 damage 2/4/6 Range - Load cost 2.0 (+1t H/S) {Pulse}
Pistol   - 3 heat 5 damage 3/6/9 Range - Load cost 1.0 (+1t H/S)

=7.5 load out

or
BFM 6   - 2 heat 6 damage 4/8/12 Range ~ (16/1T Ammo) ~ Load cost 4.0 ton
+1.5 ton ammo
(2) Medium Lasers       - Load cost 2.0 tons/ 1 Crit RT and LT

or
(2) LRM 4's - 2 heat each - 5/10/15, Load cost 4.0 tons/ 2 Crit RT and LT
+ .5 ton ammo
LRM 6   - 3 heat - Load cost 2.5 tons/ 3 Crit
+.5 ton ammo
MW Thanos Starguard
player, 196 posts
Big-T
P5-G4-M7
Thu 5 Jul 2012
at 19:18
  • msg #29

Re: X-3 Power Loader

In reply to MW Cade Murphy (msg # 28):

I think you might mean SRM-4 and SRM-6?
Dr. Janice Ward
NPC, 120 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 19:20
  • msg #30

Re: X-3 Power Loader

In reply to MW Cade Murphy (msg # 28):

Regardless... Make certain you have a reasonable amount of munitions for sustained combat.
Dr. Janice Ward
NPC, 121 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 19:21
  • msg #31

Re: X-3 Power Loader

MW Thanos Starguard:
In reply to MW Cade Murphy (msg # 28):

I think you might mean SRM-4 and SRM-6?


*points to message #2*
MW Cade Murphy
player, 107 posts
P:4+ G:5+ M:7+; MIS -1
Thu 5 Jul 2012
at 19:27
  • msg #32

Re: X-3 Power Loader

In reply to MW Thanos Starguard (msg # 29):

Nah, I like the LRMs... Problem is with keeping them loaded with ammo....
Dr. Janice Ward
NPC, 122 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 19:41
  • msg #33

Re: X-3 Power Loader

Cost worked out for Energy and (most) missiles systems.  Ballistic weapon calculations will be a little more involved as i work out the formulas to work out the cost calculations (yes my numbers are based on 'something')

If possible you should try and keep a ton of ammo loaded on your configuration.  A half ton split over two launchers, is sort of iffy for munitions to last a whole fight.

There is a 'rocket' option for the LRM launchers.  Mostly the same stats as LRMs but the weapon has a range of 5/10/15, no minimum.
This message was last edited by the player at 19:45, Thu 05 July 2012.
MW Thanos Starguard
player, 197 posts
Big-T
P5-G4-M7
Thu 5 Jul 2012
at 19:42
  • msg #34

Re: X-3 Power Loader

Dr. Janice Ward:
MW Thanos Starguard:
In reply to MW Cade Murphy (msg # 28):

I think you might mean SRM-4 and SRM-6?


*points to message #2*


AH HAH, I missed that.
Dr. Janice Ward
NPC, 122 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 19:47
  • msg #35

Re: X-3 Power Loader

MW Thanos Starguard:
Dr. Janice Ward:
MW Thanos Starguard:
In reply to MW Cade Murphy (msg # 28):

I think you might mean SRM-4 and SRM-6?


*points to message #2*


AH HAH, I missed that.


LRM 4's are 'lighter' than LRM 5's but generate the same heat for less damage.

LRM 6's are the same weight as LRM 5's but generate more heat for that extra potential damage.

minor differences, but they can make a notable difference depending on how much you enjoy 'running cool' as opposed to how much 'weight' a weapon takes.
This message was last edited by the player at 19:48, Thu 05 July 2012.
MW Thanos Starguard
player, 198 posts
Big-T
P5-G4-M7
Thu 5 Jul 2012
at 19:50
  • msg #36

Re: X-3 Power Loader

In reply to Dr. Janice Ward (msg # 35):

I noticed that. So much better balanced that many normal BTech progressions.
Dr. Janice Ward
NPC, 123 posts
Callsign: Reaper
No bonus for being pretty
Thu 5 Jul 2012
at 19:59
  • msg #37

Re: X-3 Power Loader

The hand tech and torso modules are not compatible with 'normal' mechs easily.  The use of the module bays, and targeting system for the hand weapons dont work well in normal mechs.

Normal mechs might get to use some down the line in the auction house.  They would lose their modular nature, but sheding all the modules components and configuring the targeting to use them COULD be done... if enough time/work is thrown at the project.

Ballistic characters like Cowboy, REALLY needed a better selection of weapons.  There are even a few CAT weapons in there that Svend seems to like.

Missile characters got a slightly more varied selection of weapons, i wont say better, which is appropiate for them.

Energy weapons really needed no boost to improve them and were mostly left alone.
This message was last edited by the player at 20:03, Thu 05 July 2012.
MW Cade Murphy
player, 108 posts
P:4+ G:5+ M:7+; MIS -1
Thu 5 Jul 2012
at 20:14
  • msg #38

Re: X-3 Power Loader


Are these numbers pre split or split accounted for?

Ammo is split between the two Launchers
L2(22) / L4(10) / L5  (8) / L6  (6) - Load cost  .5 ton
L2(60) / L4(30) / L5 (24) / L6 (20) - Load cost 1.0 ton

So L4 = 10/30 shots each or 5/15 shots each?
MW Caitlin Mallory
player, 396 posts
Callsign: Rabbit
Thu 5 Jul 2012
at 20:17
  • msg #39

Re: X-3 Power Loader

I'll be happy to trade in my Valk for the A variant. Do I get full value for it?
Do I trade in the tech too? or is that separate?
Kitten
GM, 2745 posts
Fri 6 Jul 2012
at 00:52
  • msg #40

Re: X-3 Power Loader

MW Cade Murphy:
Are these numbers pre split or split accounted for?

Ammo is split between the two Launchers
L2(22) / L4(10) / L5  (8) / L6  (6) - Load cost  .5 ton
L2(60) / L4(30) / L5 (24) / L6 (20) - Load cost 1.0 ton

So L4 = 10/30 shots each or 5/15 shots each?



Supplied as a help aid.  Remember i allow fraction muntions smaller than a ton, but the efficiency of shots is lost, per the PDF.
Kitten
GM, 2746 posts
Fri 6 Jul 2012
at 00:53
  • msg #41

Re: X-3 Power Loader

In reply to MW Caitlin Mallory (msg # 39):

you will get the value of a 3025 valkyrie before modification.  Tech is lost in the deal.  I figure since you had tech on the mech, it would be fair to let you upgrade your X-3 if you gave it up.
Cprl. Camille Sforza
player, 656 posts
Call: Goth
G5+,P5+,M2; +1 Energy
Fri 6 Jul 2012
at 01:25
  • msg #42

Re: X-3 Power Loader

what tech do you have on there caitlinn?
Kitten
GM, 2752 posts
Fri 6 Jul 2012
at 01:28
  • msg #43

Re: X-3 Power Loader

In reply to Cprl. Camille Sforza (msg # 42):

She has a pair of Streaks 2s and a Melee weapon that are non-standard, and i believe won from Auctions.
MW Caitlin Mallory
player, 397 posts
Callsign: Rabbit
Fri 6 Jul 2012
at 01:59
  • msg #44

Re: X-3 Power Loader

Yes, I'm perfectly willing to trade in my ride for a 3/a

hopefully I now have enough for weaponry.
MW Cade Murphy
player, 112 posts
Rookie
P:4+ G:5+ M:7+; MIS -1
Fri 6 Jul 2012
at 02:04
  • msg #45

Re: X-3 Power Loader

Can I buy multiple configs?

Also what does it take to switch from missiles to rockets?
MW Caitlin Mallory
player, 398 posts
Callsign: Rabbit
Fri 6 Jul 2012
at 02:07
  • msg #46

Re: X-3 Power Loader

I guess we just buy the weapons and equip them.....which leads to another interesting question.


Can we pool resources?

ie if I buy a given weapon set and don't need them for a given mission, can I let someone else use them?
Dr. Janice Ward
NPC, 124 posts
Callsign: Reaper
No bonus for being pretty
Fri 6 Jul 2012
at 02:35
  • msg #47

Re: X-3 Power Loader

MW Cade Murphy:
Can I buy multiple configs?

Also what does it take to switch from missiles to rockets?


While they are very similiar to LRMs they are a totally different weapon.

The Launchers and munitions are no more compatible with LRMs than SRM launchers and ammo are with LRMs.

You will need separate configurations to use Rockets.
Dr. Janice Ward
NPC, 125 posts
Callsign: Reaper
No bonus for being pretty
Fri 6 Jul 2012
at 02:43
  • msg #48

Re: X-3 Power Loader

MW Caitlin Mallory:
I guess we just buy the weapons and equip them.....which leads to another interesting question.


Can we pool resources?

ie if I buy a given weapon set and don't need them for a given mission, can I let someone else use them?



Torso modules need to be removed and installed by a technical crew and can not be done in combat.

Hand weapons may be shared by X-3 units in the field.  Should say a comrade lose his hand weapon and another's pilot take damage impairing their ability to fight, the weapon may just be handed off from one mech to the other.  (Units must be 'adjacent' during the intiative phase, and the decision to hand off the weapon is made in the intiative phase).

Of course resources may be pooled and shared.

Kitten Note::
I'm going to limit purchasing of equipment to two torso configurations and two arm configurations.

Characters are free to mix and match and even trade among themselves from there.  Opportunity will present themselves to  purchase more... where else...in the auction house.

Dr. Janice Ward
NPC, 126 posts
Callsign: Reaper
No bonus for being pretty
Fri 6 Jul 2012
at 03:12
  • msg #49

Re: X-3 Power Loader

It's been noted that Svend's Firestarter also had Auction bought Tech on it (a pair of VAMS).

For the sake of fairness i will allow him to upgrade to a X-3A as well.

Keep in mind that the X-3A has a sword in one hand.

This can be removed with the Customization/'tinker' option.

You can also remove jump jets and armor with the customization/tinker option as well.

(Rules might be a little different from normal mechs i have to look at this closer, at the very least you can remove the weapon if you want to use a 2H weapon if you have enough mental/customize to do it.)
MW Cade Murphy
player, 114 posts
Rookie
P:4+ G:5+ M:7+; MIS -1
Fri 6 Jul 2012
at 12:02
  • msg #50

Re: X-3 Power Loader

In reply to Dr. Janice Ward (msg # 49):

Can I get 3 hand held weapons and 1 Shoulder mount?

Im thinking about this....

Hand Weapons:
45k C-Bills ~ LRM 4   - 2 heat - Load cost 2.0 tons/ 2 Crit
45k C-Bills ~ LRM 4   - 2 heat - Load cost 2.0 tons/ 2 Crit
45k 1.5 ton ammo (.75 each)

105k BFM 6   - 2 heat 6 damage 4/8/12 Range ~ (16/1T Ammo) ~ Load cost 4.0 ton
48k 1 ton Ammo

45k C-Bills ~ ROCKET LRM 4  - 2 heat - Load cost 2.0 tons/ 2 Crit
45k C-Bills ~ ROCKET LRM 4  - 2 heat - Load cost 2.0 tons/ 2 Crit
45k 1.5 ton ammo (.75 each)

Shoulder Mount:
80k C-Bills ~ (2) Medium Lasers       - Load cost 2.0 tons/ 1 Crit RT and LT



This way I have normal LRM config and a Rocket Config, and can try out the BFM?.

 1 294 584 w/o weapon
    90K ROCKET LRM 4s
    90K LRM 4s
    80k SHOULDER MLRs
   105k BFM
    90k LRM 4 AMMO
    48K BFM Ammo
 1 797 584 Total Cost
+2 912 934 Whitworth sale
 1 115 350 profit from downgrade
This message was last edited by the player at 20:55, Wed 11 July 2012.
Dr. Janice Ward
NPC, 127 posts
Callsign: Reaper
No bonus for being pretty
Fri 6 Jul 2012
at 12:50
  • msg #51

Re: X-3 Power Loader

MW Cade Murphy:
In reply to Dr. Janice Ward (msg # 49):

Can I get 3 hand held weapons and 1 Shoulder mount?


That seems to be a reasonable request.
Dr. Janice Ward
NPC, 128 posts
Callsign: Reaper
No bonus for being pretty
Fri 6 Jul 2012
at 21:13
  • msg #52

Re: X-3 Power Loader

X-3A pilots...

Please keep in mind, that this model has a Hatchet/Sword in one hand, and (as is) can only us a single (1H) weapon, and may not use (2H) weapons without modification.

(The mech is missing a hand actuator, replacing it with the melee weapon.)
Dr. Janice Ward
NPC, 129 posts
Callsign: Reaper
No bonus for being pretty
Sat 7 Jul 2012
at 01:25
  • msg #53

Re: X-3 Power Loader

Prices finalized for Modules and Hand weapons.

Some prices have changed due to some errors in calculations.
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