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03:48, 5th May 2024 (GMT+0)

X-3 Power Loader.

Posted by Dr. Janice WardFor group 0
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
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