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21:54, 2nd May 2024 (GMT+0)

OOC - 12/16.

Posted by KittenFor group 0
Kitten
GM, 4930 posts
Tue 16 Dec 2014
at 22:04
  • msg #1

OOC - 12/16

Four Months is the life span of our OOC it seems, before RPOL starts nudging to start a new one.

We just lost Delta/Morgan, which sort of sucks, since he was here at the start of the campaign, but he seems to have decided to give up on RPOL as a general rule, so i cant fault him.  I've left him with the Delta ID for now incase he wants to kibitz, but will remove it after the New Year, if it goes without use.




We have a Want Player Ad out, so i'm expecting new players to filter in over the next week or two, i figure i should provide some information for them.  Players that join before the weekend will get a small Xmas gift to welcome them to the campaign.

New Players will have to decide where they want to settle, there are three Mercenary units, and the Freelancer Pool to select from.  The Merc Units in alphabetical order are...


McMurphy's Iron Swords
Led by the Gruff and no nonsense Lucius McMurphy, the Iron Swords are use to getting dirty jobs and getting the job done.  They are notable for fielding the heaviest unit in the campaign.  While the mission might not be done neatly, the mission will get done.

Current Members
Broadsword (Command) Lance
X-3C      ~ Lucius
Falcon    ~ Hassan
Vindicator~ Malcolm


Longsword (Second) Lance
Whitworth ~ Olaf
Hunchback ~ Roger
Valkyrie  ~ Greyson Strauss




Pussycat Brigade
Led by Solaris reality holovid personality, Penny Plenty, the Pussycat Brigade is the networks, newest brainstorm to improve ratings.  Packing up their favorite Holostar, they've shipped her out to join the Freelancers, and earn some street cred working real missions, while providing entertaining footage for the Solaris Entertainment Network.  They are notable for being the prettiest and doing the most roleplaying in the campaign.

Current Members
Raven-1X ~ Penny
Jenner   ~ David
Panther  ~ Teri
Mongoose ~ Michel





Traxxian Light Lancers
Led by Pax Tarkin, the Light Lancers are known to Ninja in, Ninja out.  Zoom Zooom Zoom.  The Light Lancers are known for their speed and have the fastest unit in the game.  To provide fire support for these light units, they seem to be forming up a fire lance to support them.

Current Members
Mongoose ~ Pax
Mongoose ~ Akarian
Wolfhound~ Daniel
Spider   ~ Joaquin

Second Lance
Whitworth~ Donovan




Freelancer Pool
All mercenaries are members of the Freelancers.  The Freelancers is a organization that signs on smaller merc talents and organizes them together into a larger unit to allow them to handle larger contracts.  Members of the Freelancers come and go all the time, entire units come and go some times.  At the heart of the Freelancers is the concept of the Mechwarrior answering to no one, and being responsible for himself.

Players may linger in the Freelancer pool, operating on their own, and joining the other mercs as required for work.  You never know what you'll be doing or who you'll be doing it with.  If youre not sure where you want to go, the Freelancer Pool isnt a horrible place to be till you figure it out.

The Freelancer Pool is also home for the alts of players with two characters.  If non-alt characters in the Freelancer Pool are drafted for missions before alts are.

Current Unassigned Talent


Whitworth~ Reyvak Kellosti
Pending  ~ Damien Cole




Newbie players xmas bonus are...

75kcb bonus (not usable for purchasing mech), IS DS/HS, and a weapon system determined by the mech you pilot.
This message was last edited by the GM at 12:36, Sun 21 Dec 2014.
David Crain
player, 532 posts
R2 - Sergeant
Callsign: Avenger
Tue 16 Dec 2014
at 22:36
  • msg #2

Re: OOC - 12/16

Continued on from the previous OOC, I think I'll take the 150k.  4x ER sm lasers don't really do anything for me.
Kitten
GM, 4934 posts
Tue 16 Dec 2014
at 23:37
  • msg #3

Re: OOC - 12/16

Make it official in repair bay.
Hassan al-Nasir
player, 127 posts
R0 (Mechwarrior)
Callsign: Scorpion
Wed 17 Dec 2014
at 00:24
  • msg #4

Re: OOC - 12/16

Quick question - If you pull a 1 ton HS from a mech's left leg and replace it with a 1 ton IS DS/HS in the left arm, is that still a zero ton mod?
This message was last edited by the player at 00:25, Wed 17 Dec 2014.
Kitten
GM, 4936 posts
Wed 17 Dec 2014
at 00:51
  • msg #5

Re: OOC - 12/16

It depends...?

Look at the IS DS/HS notes,they should say.  There were special rules for their use.
Kitten
GM, 4937 posts
Wed 17 Dec 2014
at 00:52
  • msg #6

Re: OOC - 12/16

Just added Michel Dubois of the Capellan March to the campaign.

He's still looking over game rules, and deliberating over a mech.
Olaf Oleeson
player, 128 posts
NC-R1 Corporal
Callsign Berserker
Wed 17 Dec 2014
at 01:37
  • msg #7

Re: OOC - 12/16

Welcome Michel!
Michel Dubois
player, 1 post
Wed 17 Dec 2014
at 02:02
  • msg #8

Re: OOC - 12/16

Thanks guys. It will probably be tomorrow evening before I can finish reading up. Out with a group of friends messing around a bit before seeing the hobbit.

Two quick questions, are the perks bought in ranks like the skills and if you buy 1 promotion at creation do you also get the 25xp bonus??
Teri Knight
player, 232 posts
Panther, P5, G5
Callsign: Catgirl
Wed 17 Dec 2014
at 02:04
  • msg #9

Re: OOC - 12/16

Hello, Mr. Dubois.  Welcome to the game.
Olaf Oleeson
player, 129 posts
NC-R1 Corporal
Callsign Berserker
Wed 17 Dec 2014
at 02:34
  • msg #10

Re: OOC - 12/16

Kitten:
You really do need to install that Endo ami...


Cash flow problems and not having a reason to save the weight have prevented me from moving on that install.  With 2 x Streak LRR 6s on the table, the time may be now.
Kitten
GM, 4939 posts
Wed 17 Dec 2014
at 02:41
  • msg #11

Re: OOC - 12/16

Michel Dubois:
Thanks guys. It will probably be tomorrow evening before I can finish reading up. Out with a group of friends messing around a bit before seeing the hobbit.

Two quick questions, are the perks bought in ranks like the skills and if you buy 1 promotion at creation do you also get the 25xp bonus??



You're allowed a total selection of three options.  All characters have Edge, as a fourth option to develop.  The options pretty much define a lot of your character.  You can fit a lot of roleplaying in the selection of three options and the manipulation of the three general ability stats.

If you take Leadership or Noble, you are allowed to buy a level of rank, but it will cost you 100,000cb to do so, you do gain 25xp from the promotion.  It will also take up one of your three options to do so.

Most players select a weapon option of some sort to develop, Tactics is also popular.  Leadership and Noble are good if you plan on being able to lead a unit (though it should be noted that most of the command positions are filled), X-Tech and Tinker are good if youre going EW or Scout.
Lucius McMurphy
player, 1470 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 17 Dec 2014
at 02:58
  • msg #12

Re: OOC - 12/16

I'm guessing Unit Overhead picks and Individual Overhead picks are locked in for an entire contract?

Also...

Welcome to the game Michel, it's good to have new blood with new ideas.
Kitten
GM, 4940 posts
Wed 17 Dec 2014
at 03:04
  • msg #13

Re: OOC - 12/16

Lucius McMurphy:
I'm guessing Unit Overhead picks and Individual Overhead picks are locked in for an entire contract?

Also...

Welcome to the game Michel, it's good to have new blood with new ideas.



Usually yes, the upcoming Omni Contract, is expected to last MUCH longer than the usual three or four missions.  I will call for an 'interlude' somewhere along the way and treat is as a bookkeeping phase for getting paid and rolling availability and what not.  You'll get a chance to change stuff then.
Kitten
GM, 4949 posts
Wed 17 Dec 2014
at 10:45
  • msg #14

Re: OOC - 12/16

Just Added Greyson Strauss, a Valkyrie Pilot.

The player admits to being a little green with the game system, from lack of opponents, but is interested in playing.
This message was last updated by the GM at 10:45, Wed 17 Dec 2014.
Greyson Strauss
player, 1 post
Wed 17 Dec 2014
at 07:51
  • msg #15

Re: OOC - 12/16

Greetings everyone, its a pleasure to meet you all.
Hassan al-Nasir
player, 128 posts
R0 (Mechwarrior)
Callsign: Scorpion
Wed 17 Dec 2014
at 08:58
  • msg #16

Re: OOC - 12/16

Welcome Michel and Greyson!
Malcolm Strauss
player, 203 posts
Wed 17 Dec 2014
at 09:26
  • msg #17

Re: OOC - 12/16

In reply to Greyson Strauss (msg # 15):

Yo Greyson, are we related?

(or just like the same beer?)
Quentin Marik
Alt, 135 posts
Wed 17 Dec 2014
at 09:55
  • msg #18

Re: OOC - 12/16

Quick question:  does the bonus from BAES stack with the bonus from BTC?
Kitten
GM, 4950 posts
Wed 17 Dec 2014
at 10:46
  • msg #19

Re: OOC - 12/16

Quentin Marik:
Quick question:  does the bonus from BAES stack with the bonus from BTC?


quote:
Restriction: AES cannot be used with Smart Actuators, MASC, Targeting Computers, or any type of Triple Strength Myomer.


No, it does not.
This message was last edited by the GM at 10:47, Wed 17 Dec 2014.
Quentin Marik
Alt, 136 posts
Wed 17 Dec 2014
at 10:51
  • msg #20

Re: OOC - 12/16

Kitten:
Quentin Marik:
Quick question:  does the bonus from BAES stack with the bonus from BTC?


quote:
Restriction: AES cannot be used with Smart Actuators, MASC, Targeting Computers, or any type of Triple Strength Myomer.


No, it does not.


 Thanks for clarifying that for me, makes my decision a lot easier... Yay Double Heat sinks!
Greyson Strauss
player, 2 posts
Wed 17 Dec 2014
at 12:34
  • msg #21

Re: OOC - 12/16

In reply to Malcolm Strauss (msg # 17):

I have no clue, I just find the last name rather nice...
Kitten
GM, 4951 posts
Wed 17 Dec 2014
at 13:16
  • msg #22

Re: OOC - 12/16

Remember when i do bookkeeping i only look at the Repair Bay.

If it's not there, it's hearsay.

I wont start working with that information till after contracts and auctions are done.

Contracts arent done till missions wrap up and auctions wont start till after mission summaries are done for the Lancers/Brigade.
This message was last edited by the GM at 13:17, Wed 17 Dec 2014.
Akarian Euclid
player, 196 posts
Wed 17 Dec 2014
at 14:07
  • msg #23

Re: OOC - 12/16

Moved, and personal wifi hot spotting with one bar of 4G... :D

Are we allowed to roll for the same item multiple times? I forget, and when I looked back through reference thread I didn't see anything about it specifically. Thought before it was disallowed though.
Kitten
GM, 4952 posts
Wed 17 Dec 2014
at 14:14
  • msg #24

Re: OOC - 12/16

Akarian Euclid:
Moved, and personal wifi hot spotting with one bar of 4G... :D

Are we allowed to roll for the same item multiple times? I forget, and when I looked back through reference thread I didn't see anything about it specifically. Thought before it was disallowed though.



Succeed or fail, you may not roll for the same item more than once.
Kitten
GM, 4953 posts
Wed 17 Dec 2014
at 14:17
  • msg #25

Re: OOC - 12/16

Added a summary of how a mission turn is resolved to help the newer players get a feel of what to expect when a mission is active, you're expected to check in once a day or every other day at the slowest.

If you're going to be unable to keep the schedule for some reason, you need to notify the Unit Commander, and Battlemaster, and appoint someone to care for your character when you are unable to.

While it may sound harsh, it's required to finish battletech missions in a timely manner.

link to a message in another game
This message was last edited by the GM at 14:18, Wed 17 Dec 2014.
Echo Snow
NPC, 344 posts
R1 - Space Cadet
Callsign - 'Princess'
Wed 17 Dec 2014
at 14:19
  • msg #26

Re: OOC - 12/16

I have on paper, Joaquin is staying with the Light Lancers, and Pax has accepted.

Hassan and Michel are still looking for homes, and eventually Greyson will too.
Kitten
GM, 4954 posts
Wed 17 Dec 2014
at 14:26
  • msg #27

Re: OOC - 12/16

Greyson Strauss


You have plenty of cash, if youre planning to be in the Valkyrie for a while i suggest making it an Heirloom.
This message was lightly edited by the GM at 14:26, Wed 17 Dec 2014.
Greyson Strauss
player, 3 posts
Wed 17 Dec 2014
at 14:28
  • msg #28

Re: OOC - 12/16

good idea Kitten, I shall get right on that.
Lucius McMurphy
player, 1476 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 17 Dec 2014
at 14:33
  • msg #29

Re: OOC - 12/16

Hassan is welcome back in the Ironswords since that is where he was before the shift last mission.
Kitten
GM, 4955 posts
Wed 17 Dec 2014
at 14:34
  • msg #30

Re: OOC - 12/16

Waiting for Hassan to figure out where he wants to go for a handshake.
Hassan al-Nasir
player, 129 posts
R0 (Mechwarrior)
Callsign: Scorpion
Wed 17 Dec 2014
at 14:36
  • msg #31

Re: OOC - 12/16

In reply to Kitten (msg # 30):

Ironswords!
Kitten
GM, 4956 posts
Wed 17 Dec 2014
at 14:37
  • msg #32

Re: OOC - 12/16

So mote it be.

That's all the seasoned talent then, just the new blood to place now.
This message was last edited by the GM at 14:39, Wed 17 Dec 2014.
Greyson Strauss
player, 4 posts
Wed 17 Dec 2014
at 15:28
  • msg #33

Re: OOC - 12/16

I feel like a dingus for asking this, but how am I supposed to talk to the leader's of the merc groups so I can be recruited...my brain is farting badly for some reason...sorry.
Lucius McMurphy
player, 1478 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 17 Dec 2014
at 15:31
  • msg #34

Re: OOC - 12/16

Well you can talk to us here in the ooc.

I'm in charge of the Ironswords.  Pax is in charge of the Lancers and Penny is in charge of the Pussycats.
Greyson Strauss
player, 5 posts
Wed 17 Dec 2014
at 15:34
  • msg #35

Re: OOC - 12/16

well...having read the description of the pussycats, and the name in general...ill be with either the lancers or the swords...this feels rather appropriate somehow.
Teri Knight
player, 233 posts
Panther, P5, G5
Callsign: Catgirl
Wed 17 Dec 2014
at 15:41
  • msg #36

Re: OOC - 12/16

In reply to Greyson Strauss (msg # 35):

I understand.  We are an acquired taste.
Lucius McMurphy
player, 1479 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 17 Dec 2014
at 15:42
  • msg #37

Re: OOC - 12/16

*chuckles*

Don't let the name fool you.  That said she does prefer the women over the men if she has a choice.  Unless the man is camera friendly.
Greyson Strauss
player, 6 posts
Wed 17 Dec 2014
at 15:47
  • msg #38

Re: OOC - 12/16

he is more camera shy, that and not one to like the attention...it gets to his head sometimes...
Penny Plenty
player, 284 posts
R3 - 1st Lt.
Lollipop
Wed 17 Dec 2014
at 16:02
  • msg #39

Re: OOC - 12/16

Penny can have an eye for the shy guy when it suits her.

That said, the Brigade is pretty happy with it's unit of 3~4 at the moment, need to confirm Mattias' status to confirm.  If he's on prolonged hiatus, we'll probably have to scamper around and find one more, but i'm not overly concerned.
Pax Tarkin
player, 765 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Wed 17 Dec 2014
at 16:17
  • msg #40

Re: OOC - 12/16

Was there a X-mas list goody thing or is it rolls to try and get the new stuff?

I'm getting old and forgetful.
Kitten
GM, 4958 posts
Wed 17 Dec 2014
at 16:18
  • msg #41

Re: OOC - 12/16

Go look at my newest post in the repair bay ole man.
Kitten
GM, 4959 posts
Wed 17 Dec 2014
at 16:22
  • msg #42

Re: OOC - 12/16

Just an obvious observation, the personal tech, only helps with Repair rolls and mech maintenance, they wont help with scout checks, qualifying for Advance electronics or stuff that the mechwarrior is responsible for in the cockpit.
Akarian Euclid
player, 197 posts
Wed 17 Dec 2014
at 16:57
  • msg #43

Re: OOC - 12/16

Some questions on mech modification costs.

1. Is equipment install costs still the same? E.G Base cost x (mech weight/100)
2. Removing equipment now costs the repair modifier difference? E.G Base cost x Repair mod - Base cost
3. How is repair modifier calculated?

Thanks!
Kitten
GM, 4960 posts
Wed 17 Dec 2014
at 17:29
  • msg #44

Re: OOC - 12/16

In reply to Akarian Euclid (msg # 43):

1.  Yes.  {Base cost x (Mech weight/100)}

2.  Yes.  {Base cost x (Mech weight/100)}

3.  per message 1 ~ link to a message in another game
    Cost for parts. = (Cost of New Equipment / Equipment Crticial) x (Repair modifier)

    Equipment must have an undamaged critical to be repaired, so equipment with only one critical can not be repaired.

    You still need to make a Tech Roll to repair the damaged equipment.  (Repair tn adjusted by equipment (+1, +2 for advance/conjecture tech) being worked on, modified by (Character mental + Character X-Tech - 2), modified by NPC Tech.

    Use campaign PDF, page 16, for base rolls.


Very Very rarely do we need to look at repair rules, most stuff is one crit equipment going boom.  Engines, Gyros are notable exceptions, as will be large ticket multi crit equipment like PPCs and Large Lasers.
This message was last edited by the GM at 17:31, Wed 17 Dec 2014.
Malcolm Strauss
player, 204 posts
Wed 17 Dec 2014
at 17:48
  • msg #45

Re: OOC - 12/16

Greyson Strauss:
In reply to Malcolm Strauss (msg # 17):

I have no clue, I just find the last name rather nice...



Cousin Karl makes some mighty nice beer too!
Quentin Marik
Alt, 137 posts
Wed 17 Dec 2014
at 17:58
  • msg #46

Re: OOC - 12/16

Unit Commanders: Now that we've expanded the unit sizes I am Available to lead your second lance! Quentin is a Rank 2 Officer with Noble and Leadership 2, Missile Spec 1 with a 3050 Firefly (AMS CASE and BTC already installed) which can be set up for LRM or Streak (depending on unit needs) when I make my availability rolls.  Depending on how many availability rolls I have left over (and if they will be allowed in the coming mission) I may also come with a Ferret or two...
Kitten
GM, 4961 posts
Wed 17 Dec 2014
at 18:23
  • msg #47

Re: OOC - 12/16

Right too many private pokes, i'm ignoring private message, ask questions here where someone else has a chance to answer them, or expect no answers from me for the rest of the year.  Better be skippy important and only i can answer it to get my attention, only peeps i'll answer are Lucius and Pax, since they're unit commanders.
Kitten
GM, 4962 posts
Wed 17 Dec 2014
at 18:24
  • msg #48

Re: OOC - 12/16

Quentin Marik:
Unit Commanders: Now that we've expanded the unit sizes I am Available to lead your second lance! Quentin is a Rank 2 Officer with Noble and Leadership 2, Missile Spec 1 with a 3050 Firefly (AMS CASE and BTC already installed) which can be set up for LRM or Streak (depending on unit needs) when I make my availability rolls.  Depending on how many availability rolls I have left over (and if they will be allowed in the coming mission) I may also come with a Ferret or two...



Quentin is an alt and may not be permanently recruited into a unit.

(Thumps Quentin)

That's like the fourth time i've had to tell you that.
Greyson Strauss
player, 8 posts
Wed 17 Dec 2014
at 18:25
  • msg #49

Re: OOC - 12/16

I hope that I got the repair bay form correct, that and im curious how many shots a ton of rockets are...
This message was lightly edited by the player at 18:25, Wed 17 Dec 2014.
Hassan al-Nasir
player, 134 posts
R0 (Mechwarrior)
Callsign: Scorpion
Wed 17 Dec 2014
at 18:28
  • msg #50

Re: OOC - 12/16

Greyson Strauss:
I hope that I got the repair bay form correct, that and im curious how many shots a ton of rockets are...


Message #5 here.. this is a good place to have your game list.

link to a message in another game
Greyson Strauss
player, 9 posts
Wed 17 Dec 2014
at 18:33
  • msg #51

Re: OOC - 12/16

how did i not notice that before...*sighs* stupid stupid...
Kitten
GM, 4965 posts
Wed 17 Dec 2014
at 18:34
  • msg #52

Re: OOC - 12/16

That's why you ask questions here, many i really really dont need to be involved in answering.  Leaving me time to answer the ones only i can answer elsewhere.
Greyson Strauss
player, 10 posts
Wed 17 Dec 2014
at 18:39
  • msg #53

Re: OOC - 12/16

okay then good to know
Pax Tarkin
player, 766 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Wed 17 Dec 2014
at 19:11
  • msg #54

Re: OOC - 12/16

Kitten:
Go look at my newest post in the repair bay ole man.


Ahhhhh.  OK.

Had some time to look at it rather than glance now that Pax shut down his mech.  And I only have to post for one character now.
Greyson Strauss
player, 11 posts
Wed 17 Dec 2014
at 23:37
  • msg #55

Re: OOC - 12/16

im curious if it is usually this quiet or its just an off day for you guys...just to know the pace of this game.
David Crain
player, 534 posts
R2 - Sergeant
Callsign: Avenger
Wed 17 Dec 2014
at 23:56
  • msg #56

Re: OOC - 12/16

Bit of an off day, really.  We're somewhat more chatty than this.  Of course, it does vary by day as well.
Roger Simms
player, 395 posts
Call sign: Viking
lrms 12/12,12/12
Thu 18 Dec 2014
at 00:00
  • msg #57

Re: OOC - 12/16

 At this time several units have finished their mission/contracts and are between patching up damaged mechs,and doing the book keeping for the unit. Kitty is working on experience and upgrades and switching mechs.
Greyson Strauss
player, 12 posts
Thu 18 Dec 2014
at 01:03
  • msg #58

Re: OOC - 12/16

so i joined in while you guys are licking your wounds and getting the books done...alright makes sense...
Lucius McMurphy
player, 1489 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 18 Dec 2014
at 01:17
  • msg #59

Re: OOC - 12/16

Pretty much.

My crew just finished a messy raiding mission while the other crew is finishing theirs up.

Then we boost off this planet to return back to our paycheck's planet where we think that someone is attacking it and we're supposed to help defend.
Greyson Strauss
player, 13 posts
Thu 18 Dec 2014
at 01:25
  • msg #60

Re: OOC - 12/16

I see...how convenient...and im generally curious about something that is pretty much only justification as to how i have my mech...
Lucius McMurphy
player, 1490 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 18 Dec 2014
at 01:28
  • msg #61

Re: OOC - 12/16

Any questions you have speak up :)

Any story reasons to bring you on board can be created between you and the outfit you end up with.  Kitten gives fairly liberal reign towards building background putting out RP in between and during missions.  Some of the background may never be touched except in conversation with your lancemates, or if Kitten likes something in in she might even add in some elements into what is going on if it relates to the greater story she's telling.
Greyson Strauss
player, 14 posts
Thu 18 Dec 2014
at 01:31
  • msg #62

Re: OOC - 12/16

Its nothing that big, its mostly me asking if it was important at all for me to find out what house made the valkyrie, had control over a planet with no real big battles, and owned that planet from 3025 and 3030...and to note it was the fed suns
Hassan al-Nasir
player, 135 posts
R0 (Mechwarrior)
Callsign: Scorpion
Thu 18 Dec 2014
at 01:37
  • msg #63

Re: OOC - 12/16

www.sarna.net has the answers you seek.
Lucius McMurphy
player, 1491 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 18 Dec 2014
at 01:39
  • msg #64

Re: OOC - 12/16

It makes for good commentary and building up how your pilot interacts not only with your fellow pilots but in missions.  Capec is Fed Suns and stays Fed with no notable battles...at least according to Sarna.  Valks are made by Corean Enterprises and Vicore both in Fed territory.
Greyson Strauss
player, 15 posts
Thu 18 Dec 2014
at 01:40
  • msg #65

Re: OOC - 12/16

I ended up with all that info really...minus what kind of planet Capec was...so i went with grassland type...but i just cant believe the ammount of depth this universe has...and what i've seen is so...small...
This message was last edited by the player at 01:41, Thu 18 Dec 2014.
Lucius McMurphy
player, 1492 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 18 Dec 2014
at 01:41
  • msg #66

Re: OOC - 12/16

So you're looking at either the Ironswords or the Lancers eh?

Why?
Greyson Strauss
player, 16 posts
Thu 18 Dec 2014
at 01:44
  • msg #67

Re: OOC - 12/16

the first reasoning is that I'm not a leader, I'm a follower...so making my own squad is out...secondly i wanted to be able to interact with others and not just lone wolf it most of the time, which to me would feel rather...empty without constant allies i know have my back...and three i want to actually do some good...sounds about right to me...
Quentin Marik
Alt, 138 posts
Thu 18 Dec 2014
at 01:50
  • msg #68

Re: OOC - 12/16

Kitten:
Quentin is an alt and may not be permanently recruited into a unit.

(Thumps Quentin)

That's like the fourth time i've had to tell you that.


I'm not looking to be permanently recruited, just looking to get to play at some point, Quentin sat out M12 and M13 :)
Adam Carlyle
Alt, 34 posts
Mechwarrior
Solid Slug
Thu 18 Dec 2014
at 01:52
  • msg #69

Re: OOC - 12/16

That is the fate of most alts actually.

Adam's first chance to play was this last mission (only cause he was a 45 ton mech with both hand actuators to help loot) and you saw him get blown to hell by that damn SRM carrier.  Lucky none of that went internal...
Olaf Oleeson
player, 135 posts
NC-R1 Corporal
Callsign Berserker
Thu 18 Dec 2014
at 01:54
  • msg #70

Re: OOC - 12/16

S'OK.  Adam is used to getting blown up ;)
Adam Carlyle
Alt, 35 posts
Mechwarrior
Solid Slug
Thu 18 Dec 2014
at 01:56
  • msg #71

Re: OOC - 12/16

That is very true :P

Oh the fate of anyone playing with ammo and not having CASE.

But look at me Olaf...I got blown up and came back with a better mech even if I became a worse pilot and person.
Kitten
GM, 4967 posts
Thu 18 Dec 2014
at 02:08
  • msg #72

Re: OOC - 12/16

Alts get seated a lot, ask Jake.
Olaf Oleeson
player, 136 posts
NC-R1 Corporal
Callsign Berserker
Thu 18 Dec 2014
at 02:09
  • msg #73

Re: OOC - 12/16

Adam Carlyle:
Oh the fate of anyone playing with ammo and not having CASE.


Ermmm... yessss.  *Returns to glass house with a half full bag of rocks*
David Crain
player, 535 posts
R2 - Sergeant
Callsign: Avenger
Thu 18 Dec 2014
at 02:20
  • msg #74

Re: OOC - 12/16

In reply to Adam Carlyle (msg # 71):

It was rather spectacular, as I recall...
Kitten
GM, 4968 posts
Thu 18 Dec 2014
at 02:22
  • msg #75

Re: OOC - 12/16

rather unexepected as i recall.
David Crain
player, 536 posts
R2 - Sergeant
Callsign: Avenger
Thu 18 Dec 2014
at 03:04
  • msg #76

Re: OOC - 12/16

Maybe unexpected but not really unsurprising.  It was an Urbanmech with a ton of AC/20 ammo in a relatively empty torso.
Adam Carlyle
Alt, 36 posts
Mechwarrior
Solid Slug
Thu 18 Dec 2014
at 03:08
  • msg #77

Re: OOC - 12/16

Hey now...

It took multiple missile hits to the rear torso to get a critical roll to actually hit it.
Greyson Strauss
player, 17 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 03:12
  • msg #78

Re: OOC - 12/16

It was just bad luck you blew up, but at least your still kicking around.
David Crain
player, 537 posts
R2 - Sergeant
Callsign: Avenger
Thu 18 Dec 2014
at 03:27
  • msg #79

Re: OOC - 12/16

There were a few anxious moments when we weren't sure how it was going to go down...

It's never fun watching your team-mate blow up from an (un)lucky crit so early in the campaign.
Kitten
GM, 4970 posts
Thu 18 Dec 2014
at 13:51
  • msg #80

Re: OOC - 12/16

Right, i get to start the long task of updating stuff from the long contract, so leave me alone unless i'm the only person that can deal with a prob.

Go bother Luc or Pax.
Echo Snow
NPC, 345 posts
R1 - Space Cadet
Callsign - 'Princess'
Thu 18 Dec 2014
at 14:40
  • msg #81

Re: OOC - 12/16

Character sheets up dated for...

Ironswords
Luc, Hassan, Malcolm, Olaf, and Roger.


These players should review the updates for confirmation.  Be aware that some of the numbers may look fudge, this is because of sloppy bookkeeping by BMs, so best guesses were made.
Hassan al-Nasir
player, 136 posts
R0 (Mechwarrior)
Callsign: Scorpion
Thu 18 Dec 2014
at 14:56
  • msg #82

Re: OOC - 12/16

The cbills and xp looks good!
This message was last edited by the player at 14:58, Thu 18 Dec 2014.
Kitten
GM, 4971 posts
Thu 18 Dec 2014
at 15:01
  • msg #83

Re: OOC - 12/16

Repair bay notes have not been looked at yet Hassan.

Your request have been updated though.




Tweaked the cost of units, nothing has been changed, just the presentation so that players can make a more accurate comparison.

The Unit cost are divided by the number of players in the unit and applied against earning each mission.
This message was last edited by the GM at 15:13, Thu 18 Dec 2014.
Hassan al-Nasir
player, 137 posts
R0 (Mechwarrior)
Callsign: Scorpion
Thu 18 Dec 2014
at 15:41
  • msg #84

Re: OOC - 12/16

Kitten:
Repair bay notes have not been looked at yet Hassan.

Your request have been updated though.


Awesome thanks!  Hassan's looking really good right now.  Can't wait to try him out with the Falcon.

Also, thanks for all the hard work on the accounting!
Kitten
GM, 4975 posts
Thu 18 Dec 2014
at 16:01
  • msg #85

Re: OOC - 12/16

Accounting all the bookkeeping is the hard part, but i manage most of the time.
Greyson Strauss
player, 18 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 16:48
  • msg #86

Re: OOC - 12/16

I'm thinking just being a freelancer for maybe a mission or two would be a good idea...at least until I get used to the system...does that make sense random peoples?
Olaf Oleeson
player, 139 posts
NC-R1 Corporal
Callsign Berserker
Thu 18 Dec 2014
at 16:56
  • msg #87

Re: OOC - 12/16

Greyson - that's pretty much exactly what I did for my first couple of outings.  I did a mission or two with the now defunct Rat Pack then a couple trips out with Pax and the Light Lancers before finally settling in with the Ironswords.
This message was last edited by the player at 17:23, Thu 18 Dec 2014.
Lucius McMurphy
player, 1495 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 18 Dec 2014
at 17:04
  • msg #88

Re: OOC - 12/16

Ultimately it's your call.

I think that your Valk would work well in the Ironswords support lance with Olaf and Roger.

Olaf is piloting a Whitworth and Roger is piloting a Hunchback variant with LRM's.
Greyson Strauss
player, 19 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 17:06
  • msg #89

Re: OOC - 12/16

honestly that sounds like it could work out, im just sure I need to do a mission so i know what im doing

that and i honestly need to get into the trend of asking for help...im used to being embarassed for some reason with asking for assistance
This message was last edited by the player at 17:07, Thu 18 Dec 2014.
Lucius McMurphy
player, 1496 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 18 Dec 2014
at 17:07
  • msg #90

Re: OOC - 12/16

Olaf, hows that sound to you?  Just cause I'm the unit CO I want your input cause he'll be in your lance.
Olaf Oleeson
player, 140 posts
NC-R1 Corporal
Callsign Berserker
Thu 18 Dec 2014
at 17:09
  • msg #91

Re: OOC - 12/16

A Valk QA with the LRM 10 would fit in nicely giving another long range attack to reach out and soften up the OPFOR or hammer on conventionals.
Greyson Strauss
player, 20 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 17:10
  • msg #92

Re: OOC - 12/16

*blinks* uhh...i changed the LRM with a streak LRR...its the biggest one at least...

or at least listed that in the repair bay
This message was last edited by the player at 17:10, Thu 18 Dec 2014.
Olaf Oleeson
player, 142 posts
NC-R1 Corporal
Callsign Berserker
Thu 18 Dec 2014
at 17:13
  • msg #93

Re: OOC - 12/16

Still works.  I'm looking at swappin' my own LRM 10s for SLRRs so we'll be working in the same ranges.
Greyson Strauss
player, 21 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 17:14
  • msg #94

Re: OOC - 12/16

ah nice, well i thought that either i hit with an LRM and may not hit with many of my missles, or lose 4 missles and hit with every one of em
Kitten
GM, 4976 posts
Thu 18 Dec 2014
at 17:18
  • msg #95

Re: OOC - 12/16

A couple of new players sitting in PM, working on characters.

One looks to be leaning towards a Mongoose, the other is still in the look phase.
Lucius McMurphy
player, 1498 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 18 Dec 2014
at 17:24
  • msg #96

Re: OOC - 12/16

Then how about you join up with the Ironswords for the beginning of the next contract.  Around the mid-point, since this is going to be an extra long one, will be a chance to shift into the Lancers or Pussycats unless I'm mistaken...or if things are going well in the Ironswords you can stay.
Greyson Strauss
player, 22 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 17:26
  • msg #97

Re: OOC - 12/16

alright, sounds like a deal to be honest
Kitten
GM, 4978 posts
Thu 18 Dec 2014
at 17:29
  • msg #98

Re: OOC - 12/16

So mote it be, the Ironswords are up to 6, and in theory should be 'full'.  Lucius has the leadership for a five man unit though, so I will allow the Ironswords another recruit, if they see someone they like.
Michel Dubois
player, 2 posts
Thu 18 Dec 2014
at 17:32
  • msg #99

Re: OOC - 12/16

At work so I don't have all my notes. I am looking at either a mongoose or a mercury with the intent to pull the medium lasers forsmalls. One of the reasons I have been slow in finalizing things is because I've been reading through all the modification rules. Figured I'd ask some of my questions here so I can finish up when I get home.

Let's use the Mercury as our sample mech.

1)What is the procedure and costs to pull the 2 mediums to add 4 smalls?

2) IF I make the availability roll for an XL engine, what is the procedure and costs? Follow up would be using the additional tonnage for maxing armor, then adding small lasers or heat sink if I start to have too much heat accumulation.

3) MASC ... same as engine, cost and procedure

I know the last 2 will require lucky rolls, they are just goals for the design. The issue is can I actually do all of that and what type of costs would I be looking at.

I am building a fast knife fighter, so I am trying to figure out what I may eventually need so I can plan an appropriate path.

Too bad I can't get a Charger, lol
Akarian Euclid
player, 198 posts
Thu 18 Dec 2014
at 17:40
  • msg #100

Re: OOC - 12/16

On mobile at moment so not going to try an answer everything, but I wouldn't count on affording an XL engine. Cost is listed in the reference game under mech modifications. I was looking at it for a mongoose and it was going to cost around 1.6 million.
This message was last edited by the player at 17:41, Thu 18 Dec 2014.
Joaquin Cortez
player, 230 posts
Callsign: "WarDog"
Spider (SDR-5V)
Thu 18 Dec 2014
at 17:46
  • msg #101

Re: OOC - 12/16

I have 4 ER Smalls coming my way, I'll trade for your Meds if that makes for an even swap in your eyes Michel. Won't have to worry about availability rolls that way, and we both have things we are looking for. Let me know if that works, and we can work out the details with the BMs for approval in that case.

Not sure how all that stuff works in the repair bay (Character Overhead, the Techs, etc). Its still a little confusing to me. I'll take any explanation to simplify things.
Kitten
GM, 4979 posts
Thu 18 Dec 2014
at 17:53
  • msg #102

Re: OOC - 12/16

1)  Modification rules are mostly outlined here...
link to a message in another game

First thing would be to calculate the Modification cap.

A 20 ton Mercury has a base modification cap of 2 tons (10% of it's weight), which is enough to remove the two lasers.  If you wanted to change more you need to have something on your character sheet to indicate the character is bright enough to manage what they want to have done.

Removal of the (2) ML is pretty easy, you pay the labor to have them removed.

40,000 cb (cost of ML) x .2 (Mech Weight / 100) = 8k cb to remove one laser, 16k to remove both.

You now have two Medium Lasers lying around to throw in your inventory or to sell off.  They're a common and popular weapon so selling it to a player or your unit inventory shouldnt be an impossible option.  You're saving someone one an availabilty roll if you sell to another player, though selling to the market if youre lazy works too.  If you have no plans to use them, either way you should make about 80k cb on the sale.

You need to have (4) small lasers on hand to install.  Since this is a new character, making availability rolls for your starting mech is ignored unless youre looking for 'advance' tech (non-3025).  Cost for (4) small lasers is 11,250 (x4) = 45k cb

Labour to install the Laser is same as to remove it.

45,000 cb (cost of 4 SL) x .2 (Mech Weight/100) = 9k cb to install four lasers.

Now you need to look at where they go.  Removing the Medium Lasers gave you a critical location in the LT and RA.  So your first two go into these locations.

You have two SL left to install and no open criticals.  At this point all excess equipment needs to be installed on the arms.  So you decides to put all the lasers in the RA, so you can keep the LA free to punch or put one in the LA, so that if you lose the RA you dont lose all the lasers.




17k for labor
45k for (4) SL
62k Total Cost, not bad when you consider you made 60k off the sale of the Medium Lasers they replace.

This is originally listed as a 2 ton modification, but Medium Lasers and Small lasers are both considered Energy Weapons, so you may count the replacement of a Medium Laser with a Small laser as a downgrade, which means that swapping out two ML for two SL counts only as One ton towards your modification cap.




2) Read message 6 ~ link to a message in another game

3) MASC is considered Advance tech and you need to make a roll to find it.  If you find it, you pay the cost to buy it, then if you have the space on the mech, you pay the cost to install it.

 It should be noted that MASC requires a tech skill of '2' to use properly, for each point you lack, increase the chance for a 'freeze' result by one.

 I'm making a logic call here, that installation criticals for MASC needs to be made in the legs, as long as you have an open critical to use in the leg, you may/must install MASC in that critical.  If you do not have an open critical in the location you need to move something (1/2 ton mod) to make room for the MASC.

Look over the this thread for campaign interpretations of equipment, cost, and expected availability rolls.

link to a message in another game




Engine modification, especially XL, are not to be taken lightly.  I think XL engines are a fast track to the poor house, but i allow them.  MASC is just tech.  There is no available roll listed because the cost of the equipment varies which make the availability roll varies, i'm not going to work out the TN unless it's for a live project (this is all hypothetical).  Having MASC free can also get you dead fast, not bad in a table top game where the mech is expendable, in a campaign game... it could mean starting over with a new character, if you accept these risk, more power to you but i dont want to hear it when your mech freezes in front of a Demolisher backed by a SRM Carrier.
Kitten
GM, 4980 posts
Thu 18 Dec 2014
at 17:54
  • msg #103

Re: OOC - 12/16

Joaquin Cortez:
I have 4 ER Smalls coming my way, I'll trade for your Meds if that makes for an even swap in your eyes Michel. Won't have to worry about availability rolls that way, and we both have things we are looking for. Let me know if that works, and we can work out the details with the BMs for approval in that case.

Not sure how all that stuff works in the repair bay (Character Overhead, the Techs, etc). Its still a little confusing to me. I'll take any explanation to simplify things.



You dont have to worry too hard about character overhead, you can do nothing and take everything at 'free' levels.  You're still affected by unit overhead though.
Kitten
GM, 4981 posts
Thu 18 Dec 2014
at 17:55
  • msg #104

Re: OOC - 12/16

Michel Dubois:
At work so I don't have all my notes. I am looking at either a mongoose or a mercury with the intent to pull the medium lasers forsmalls. One of the reasons I have been slow in finalizing things is because I've been reading through all the modification rules. Figured I'd ask some of my questions here so I can finish up when I get home.

Let's use the Mercury as our sample mech.

1)What is the procedure and costs to pull the 2 mediums to add 4 smalls?

2) IF I make the availability roll for an XL engine, what is the procedure and costs? Follow up would be using the additional tonnage for maxing armor, then adding small lasers or heat sink if I start to have too much heat accumulation.

3) MASC ... same as engine, cost and procedure

I know the last 2 will require lucky rolls, they are just goals for the design. The issue is can I actually do all of that and what type of costs would I be looking at.

I am building a fast knife fighter, so I am trying to figure out what I may eventually need so I can plan an appropriate path.

Too bad I can't get a Charger, lol


Your X-mas bonus will probably be a choice of one of the following 75k cb, IS DS/HS, or (2) ER Small.  So you can plan according to that.

Joaquinn's offer to swap (2) ML for (4) SL is not a bad thing.  Though if he doesnt want the ERSL, he should just consider taking the 150k cb, and rolling for parts... It's worth a lot of cash in his pocket.  (or take the two IS DS/HS)
This message was last edited by the GM at 17:57, Thu 18 Dec 2014.
Michel Dubois
player, 3 posts
Thu 18 Dec 2014
at 18:42
  • msg #105

Re: OOC - 12/16

Should be home in 3ish hours and will look to finish up.

The problem with the ER Smalls is that you have said they aren't covered by Close Assault Tactics skill so switching standard smalls for ER smalls would be counter productive. So many things to consider! :-D
Kitten
GM, 4985 posts
Thu 18 Dec 2014
at 18:44
  • msg #106

Re: OOC - 12/16

In reply to Michel Dubois (msg # 105):

Close assault is actually an option that has been phased out, but i'm allowing it since there seems to be renewed interest in it.  It was always meant to function for weapons limited with a maximum range of 3.

This description may change, but at the moment, this is the official version on the books.




ie.  I would consider allowing them to be used with ER SL, but only at a range of 3 or less, might be okay, i'd have to think about it.
This message was last edited by the GM at 18:46, Thu 18 Dec 2014.
Joaquin Cortez
player, 231 posts
Callsign: "WarDog"
Spider (SDR-5V)
Thu 18 Dec 2014
at 19:16
  • msg #107

Re: OOC - 12/16

I thought about that too.... the $150k CB is a NICE gift. However, if allows me to swap things without having to make a roll, that eases the process a little bit in my mind to begin things. That would be a HUGE boon to the mods I want to make starting out.
Kitten
GM, 4986 posts
Thu 18 Dec 2014
at 20:21
  • msg #108

Re: OOC - 12/16

but.... youre trading the stuff away so i'm not sure what youre saving, ML rolls are pretty easy to make.
Joaquin Cortez
player, 232 posts
Callsign: "WarDog"
Spider (SDR-5V)
Thu 18 Dec 2014
at 21:01
  • msg #109

Re: OOC - 12/16

Its a TN6+. Not too bad. I was thinking it was one of the higher ones I had looked at.

Up to you Michel. If not, I'll switch to the $150k then.
Kitten
GM, 4988 posts
Thu 18 Dec 2014
at 21:46
  • msg #110

Re: OOC - 12/16

I dont look at that stuff here JOaquin, go edit your post in the repair forum so i can find the information when i look for it.

Lancers/Brigade are wrapped up so I'm going to finalize that bookkeeping.

Auctions will end within 48 hours of me wrapping up the contract bookkeeping.  So if theres stuff there you want, get your bids in.
Pax Tarkin
player, 776 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Thu 18 Dec 2014
at 22:28
  • msg #111

Re: OOC - 12/16

Will salvage amount be restricted by storage space or is store for missions with no resupply lines?
Greyson Strauss
player, 27 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 22:36
  • msg #112

Re: OOC - 12/16

does someone know how i can heirloom the val im in...cause kitten suggested it but truth be told i don't know how to do that minus ask her nicely to deduct the C-bills and just say its as such...
Pax Tarkin
player, 777 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Thu 18 Dec 2014
at 22:38
  • msg #113

Re: OOC - 12/16

ALL Lancers please check our Unit's ready room thread.
Pax Tarkin
player, 778 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Thu 18 Dec 2014
at 22:40
  • msg #114

Re: OOC - 12/16

Greyson Strauss:
does someone know how i can heirloom the val im in...cause kitten suggested it but truth be told i don't know how to do that minus ask her nicely to deduct the C-bills and just say its as such...


Heirloom mech cost is a percentage of the mech value.

quote:
Heirloom Battle Mech
Having a hand me down mech is no big deal.  What you have is an Heirloom Mech.  A mech that has been in your family for a long time that your character considers to be special.  They learned to pilot and fight in this mech and are intimately familiar with every aspect and nuance of piloting the mech.  They're not just comfortable in this mech, its second nature to them.
Cost:  5% of the mech's value.
Game Effect:  The Character is at a +1 bonus when rolling intiative in this mech.

Greyson Strauss
player, 28 posts
MechWarrior
Striker
Thu 18 Dec 2014
at 22:42
  • msg #115

Re: OOC - 12/16

so...would that be something i jot down in the repair bay so kitten knows? since i cant access my sheet or anything...
Pax Tarkin
player, 779 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Thu 18 Dec 2014
at 22:57
  • msg #116

Re: OOC - 12/16

Sounds like a good place that she will be sure to look at.
Kitten
GM, 4992 posts
Thu 18 Dec 2014
at 23:20
  • msg #117

Re: OOC - 12/16

Pax Tarkin:
Will salvage amount be restricted by storage space or is store for missions with no resupply lines?



Unless you're walking off with an entire mech or tank, Salvage goes straight into unit stores.  If you dont have the space for it, then you either have to throw stuff out to make space, or wave it good buy.

Entire tanks/mechs are an exception.  A value will be applied against it, and 20% of it's estimated value will be handed over.  That's double the normal salvage of 10%.  After the contract, the mech will be available to purchase by any member of the unit for 'normal' cost (you still have to pay a finders fee,but you wont need to make an availability roll)


[You're essentially doubling your money for salvage, by not using the Freelancer salvage units for recovery.]
This message was last edited by the GM at 23:21, Thu 18 Dec 2014.
Pax Tarkin
player, 781 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Thu 18 Dec 2014
at 23:48
  • msg #118

Re: OOC - 12/16

Kitten:
Unless you're walking off with an entire mech or tank, Salvage goes straight into unit stores.  If you dont have the space for it, then you either have to throw stuff out to make space, or wave it good buy.


So if your salvaging with a 9.5 ton vehicle you better have extra space to store your loot.
Sounds like the unit storage allotment may need some tweaking.
Kitten
GM, 4998 posts
Thu 18 Dec 2014
at 23:53
  • msg #119

Re: OOC - 12/16

If you only have the single Karnov, and it shows up for salvage operations it can cart off up to 9.5 tons of 'stuff'.

It might be less, but it's a cap on the stuff.

It's not all bad news, after you fill up the unit space, you have an opportunity to 'use' the stuff, or sell it off to various members of the unit that might want it.

After the contract is over, you can sell it to anyone in the campaign, or dump it in the open market for list price.
This message was last edited by the GM at 23:54, Thu 18 Dec 2014.
Akarian Euclid
player, 199 posts
Thu 18 Dec 2014
at 23:55
  • msg #120

Re: OOC - 12/16

Are any more auctions being added? Trying to avoid availability rolls if item or buy auctions will be happening.
Greyson Strauss
player, 29 posts
MechWarrior
Striker
Fri 19 Dec 2014
at 00:01
  • msg #121

Re: OOC - 12/16

not sure if there would be a point in putting my LRM 10 on the auction block, since im sure those are common.
Kitten
GM, 4999 posts
Fri 19 Dec 2014
at 00:07
  • msg #122

Re: OOC - 12/16

Akarian Euclid:
Are any more auctions being added? Trying to avoid availability rolls if item or buy auctions will be happening.



Buy Auctions are a thing of the past, it's all about availability rolls now.  It's better this way, the auctions will sell you availability rolls, or a bonus to them, and then if you win them, you use them for whatever you want, so they're equally useful to everyone.

Yeah, I'd just sell the LRM 10, to large to keep around and you really wont find a buyer for it in the unit.
Akarian Euclid
player, 200 posts
Fri 19 Dec 2014
at 00:11
  • msg #123

Re: OOC - 12/16

Kitten:
Akarian Euclid:
Are any more auctions being added? Trying to avoid availability rolls if item or buy auctions will be happening.



Buy Auctions are a thing of the past, it's all about availability rolls now.  It's better this way, the auctions will sell you availability rolls, or a bonus to them, and then if you win them, you use them for whatever you want, so they're equally useful to everyone.

Yeah, I'd just sell the LRM 10, to large to keep around and you really wont find a buyer for it in the unit.


Mmmm okay, well I was also wondering about promotions and experience buys, etc.
Kitten
GM, 5000 posts
Fri 19 Dec 2014
at 00:19
  • msg #124

Re: OOC - 12/16

In reply to Akarian Euclid (msg # 123):

No Promotions or xp buys this time out, they're around in many auctions, but they're not a guarantee to show.
This message was last edited by the GM at 00:20, Fri 19 Dec 2014.
Penny Plenty
player, 294 posts
R3 - 1st Lt.
Lollipop
Fri 19 Dec 2014
at 01:34
  • msg #125

Re: OOC - 12/16

o.O

That 150k cb xmas bonus looks so good, but i'm never going to have a chance to get a plugsuit anytime soon either... >.<  (ponders ponders)
Lucius McMurphy
player, 1508 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 01:38
  • msg #126

Re: OOC - 12/16

Too bad I can't buy your plugsuit off of you Penny ;)
Penny Plenty
player, 296 posts
R3 - 1st Lt.
Lollipop
Fri 19 Dec 2014
at 01:46
  • msg #127

Re: OOC - 12/16

You'd rip the seams and ruin it.
Lucius McMurphy
player, 1509 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 01:51
  • msg #128

Re: OOC - 12/16

:P

I know they have one in my size...already wore it.

It wouldn't be to wear yours it would be to get it off you...
Kitten
GM, 5011 posts
Fri 19 Dec 2014
at 01:57
  • msg #129

Re: OOC - 12/16

Technically, that was an Infantry Suit, not a mech warrior one, that might bean occassional amazonian omni infantry cadet that might have ended up using.

you never actually wore the blue ones used for mechwarriors.
Lucius McMurphy
player, 1510 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 02:00
  • msg #130

Re: OOC - 12/16

Technicalities :P

You know me Kitten, I like to buy stuff that really I have no use for or don't use for mechanical aspects but use them as RP...if I bought Penny's Suit I'd have her sign it and I'd stick it in a case.
Kitten
GM, 5013 posts
Fri 19 Dec 2014
at 02:03
  • msg #131

Re: OOC - 12/16

heh, that's pretty funny, oooook ay, wary from looking at numbers all night, i'm off to bed.

Pussycat Character sheets have been updated, including Regina since she was part of their unit the last time around, that just leaves the lancers to work out.

Get bids in on the auction, i'm going to probably finish bookkeeping tomorrow and end the auctions sunday so i can get on with other things i need done.  (like availability rolls)

cant do that till after the auction to see who wins the availability auctions.
Michel Dubois
player, 4 posts
Fri 19 Dec 2014
at 04:08
  • msg #132

Re: OOC - 12/16

What are the equivalent titles for nobility, ie, rank 0 noble, rank 1 noble, rank 2 noble.

Also, the Well-Equipped option, it says its benefit is +1 level to equipment availability.  What exactly does that mean?  Is it a +1 per level to availability rolls or does it open up more equipment that others might not have access to.

AND another question (thanks for your patience lol) does Close Assault Tactics also cover physical attacks like kicking, punching, or hatchets?
This message was last edited by the player at 05:33, Fri 19 Dec 2014.
Akarian Euclid
player, 205 posts
Fri 19 Dec 2014
at 04:47
  • msg #133

Re: OOC - 12/16

Does the Beta Actuator Enhancement System (Arms) modification also apply its physical attack bonus to kicks? Given it says All I assume so, but then legs, spell out kick explicitly, so I want to make sure its not some exception.
Kitten
GM, 5015 posts
Fri 19 Dec 2014
at 13:18
  • msg #134

Re: OOC - 12/16

Michel Dubois:
What are the equivalent titles for nobility, ie, rank 0 noble, rank 1 noble, rank 2 noble.

Also, the Well-Equipped option, it says its benefit is +1 level to equipment availability.  What exactly does that mean?  Is it a +1 per level to availability rolls or does it open up more equipment that others might not have access to.

AND another question (thanks for your patience lol) does Close Assault Tactics also cover physical attacks like kicking, punching, or hatchets?



Varies, even in Mechwarriors they dont have exact titles, you can be a knight on a major world or Count on a no name world in the periphery or you dont need a title, Penny's Nobility is a reflection of her popularity and stardom on Solaris as a media personality.

It's open to interpretation, within reason.  As long as youre not making yourself a name in a major house or something, I'm pretty open to letting you work it out yourself.

It should also be noted that this is 'recognized' nobility, so you can start it out as a zero or one, and then when you increase it to nobility two or something, it means someone died and you moved up in noble caste system... etc.. etc... really... open to interpretation, just nothing god mongerish and we'll be fine.
Kitten
GM, 5016 posts
Fri 19 Dec 2014
at 13:20
  • msg #135

Re: OOC - 12/16

Akarian Euclid:
Does the Beta Actuator Enhancement System (Arms) modification also apply its physical attack bonus to kicks? Given it says All I assume so, but then legs, spell out kick explicitly, so I want to make sure its not some exception.



BAES Arms, affects punches, melee weapons, and weapons with the arm in question  (Installs in one arm, affects one arm, not both)

BAES Legs, affects kicks, and pilot checks.  (Installs in both legs)
Kitten
GM, 5017 posts
Fri 19 Dec 2014
at 13:21
  • msg #136

Re: OOC - 12/16

I may need to go back and rework the xmas bonus a little, maybe BAES as a generic gift was not the best idea... >.>
Kitten
GM, 5018 posts
Fri 19 Dec 2014
at 13:28
  • msg #137

Re: OOC - 12/16

Oh... Right... Added two new players to the game and should have a lurker soon that may or may not join after he finds some time.

Reyvak Kellosti is in a whitworth.

Damien Cole is working on a character.

Michel Dubois, still working on chracter,

Really all you need to place in a unit at the moment is the desire to play, name, and mech.

So Reyvak may seek placement.   Cole and Dubois just need to settle on a mech then they can seek a unit to join too.




Regarding unit over head...   Currently they are...

Ironswords ~ 78 480cb / 6 members ~>  about 13k cb per mission  (It can only go down from here)

Pussycats ~ 9 840cb / 3 members ~> about 3k cb per mission, (expected to adjust down)

Lancers ~ 2 380cb / 4 members ~> <1k cb per mission, (no expectations on trend)

Freelancer Pool ~ 0cb ~> Zero overhead, but youre fending for youselves and you're floating around between merc units.  Not a bad thing if you dont mind having the backing of a merc unit to help you when things go south.
Kitten
GM, 5019 posts
Fri 19 Dec 2014
at 13:30
  • msg #138

Re: OOC - 12/16

By... popular request, will add two promotion auctions, for characters that have no rank.  One for officers, and one for non-officers.
Hassan al-Nasir
player, 141 posts
R0 (Mechwarrior)
Callsign: Scorpion
Fri 19 Dec 2014
at 13:37
  • msg #139

Re: OOC - 12/16

Kitten:
By... popular request, will add two promotion auctions, for characters that have no rank.  One for officers, and one for non-officers.


Dang... should have taken leadership or noble option so I could get in on that officer auction.. <kicks the dirt>

Grand Caliph Hassan has a nice ring to it!
Lucius McMurphy
player, 1511 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 13:39
  • msg #140

Re: OOC - 12/16

Hahaha

I totally would have loved dealing with that in my unit ;)
Kitten
GM, 5020 posts
Fri 19 Dec 2014
at 13:41
  • msg #141

Re: OOC - 12/16

Hassan al-Nasir:
Kitten:
By... popular request, will add two promotion auctions, for characters that have no rank.  One for officers, and one for non-officers.


Dang... should have taken leadership or noble option so I could get in on that officer auction.. <kicks the dirt>

Grand Caliph Hassan has a nice ring to it!



Bid on the NCO one you dope.
Regina Arlington
Alt, 483 posts
R0 - Mechwarrior
Callsign - 'Siren'
Fri 19 Dec 2014
at 13:42
  • msg #142

Re: OOC - 12/16

Lucius McMurphy:
Hahaha

I totally would have loved dealing with that in my unit ;)


Have what?
Lucius McMurphy
player, 1512 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 13:43
  • msg #143

Re: OOC - 12/16

Have loved dealing with you my dear :)

How's the reading coming?
Regina Arlington
Alt, 484 posts
R0 - Mechwarrior
Callsign - 'Siren'
Fri 19 Dec 2014
at 13:56
  • msg #144

Re: OOC - 12/16

Enlightening!

Blake was Brilliant!
Lucius McMurphy
player, 1514 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 14:02
  • msg #145

Re: OOC - 12/16

That was the hope.  Glad you enjoyed it :)
Kitten
GM, 5022 posts
Fri 19 Dec 2014
at 14:08
  • msg #146

Re: OOC - 12/16

Okay Contract Four updated.

Character sheets should be accurate.

Repaired Pax's Engine and Gyro hit,and it's noted on the sheet.

Repaired Dano's Engine and Gyro hit,even with the xmas bonus, he's in the red, but his mech is whole (merry xmas).  Now he just needs to make some loot to get in the black again.

That means there really is no reason to delay auctions.

They're up now all day.  AUCTIONS resolve TOMORROW.  Newbies can bid on them, if they're quick.  (hint: you really want to look at consider bidding on the promotions...)


New Players need a name and a mech to bid on the auctions, we can take the bids out of the auction as you figure out your character, but the auctions close TOMORROW...

Auctions only come around at the end of the contract, which is after three or four mission, which is around three or four months to wait for, so players usually wait and wait and wait to bid their money on something, so if youre a newbie, i'll give you a hint, the promotions are a good auction to consider bidding on.  A rank is cool, and the 25xp is very worthwhile.

Right... that's it... mm...

Did i mention Auctions end tomorrow?  No bitching if you dont get your bids in.
Greyson Strauss
player, 31 posts
MechWarrior
Striker
Fri 19 Dec 2014
at 14:19
  • msg #147

Re: OOC - 12/16

either im being a derp or im missing something...how do i enter the auction cause i keep looking at the auction house and only see posts...unless the bids are invisible...
Kitten
GM, 5025 posts
Fri 19 Dec 2014
at 14:22
  • msg #148

Re: OOC - 12/16

Greyson Strauss:
either im being a derp or im missing something...how do i enter the auction cause i keep looking at the auction house and only see posts...unless the bids are invisible...


Right... newbies...

Bids are secret.  YOu make a secret bid with a private message tag to GM.

Then when the bids over, everyone gets to see the bids and groan if they over bid, or laugh if they bid too low.

First auction house bids are a little strange to most players till they've suffered it once or twice, then they get to laugh at the fumblings of the next batch of newbies...

(hugs)

think of it as hell week.  Go ask your local unit commanders (if you have one) for help.
Greyson Strauss
player, 32 posts
MechWarrior
Striker
Fri 19 Dec 2014
at 14:24
  • msg #149

Re: OOC - 12/16

sorry for being a newb kitten, and ill make sure to bug Luc instead
Kitten
GM, 5028 posts
Fri 19 Dec 2014
at 14:26
  • msg #150

Re: OOC - 12/16

In reply to Greyson Strauss (msg # 149):

Naw, everyone was new once.  This time next year you'll get to see a new batch of peeps fumble through the system.

It's really easier/simplier than it looks at first glance.
Akarian Euclid
player, 206 posts
Fri 19 Dec 2014
at 14:28
  • msg #151

Re: OOC - 12/16

Are you still updating sheets Kitten? Mine doesn't seem to be updated at all. (Also I technically don't seem to exist in the book keeping unit rosters anymore either.)

Its not a giant deal since I can just add up CB/Exp from the master book keeping bit, just it sounded like things were done.
Kitten
GM, 5029 posts
Fri 19 Dec 2014
at 14:32
  • msg #152

Re: OOC - 12/16

In reply to Akarian Euclid (msg # 151):

My bad, you feel between the cracks, you were part of the Legion, and then part of the Lancers, and you fell between the cracks, updating you now, should be done in five or ten minutes from this post. now.
This message was last edited by the GM at 14:35, Fri 19 Dec 2014.
Greyson Strauss
player, 33 posts
MechWarrior
Striker
Fri 19 Dec 2014
at 14:36
  • msg #153

Re: OOC - 12/16

not sure if my sheet needs to be updated as well...given the repair bay stuff I have listed... but you dont have to rush for me kitten, its mostly so i know how much cash i have to work with during the auction's to come.
Kitten
GM, 5031 posts
Fri 19 Dec 2014
at 14:37
  • msg #154

Re: OOC - 12/16

Repair bay stuff doesnt get looked at till after the auction.  Auctions will have an impact on what happens on repair bay request, so that stuff isnt looked at currently.
Lucius McMurphy
player, 1515 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 14:39
  • msg #155

Re: OOC - 12/16

It's a dance between what you have, what you don't have and what you will have.  Even us more experienced peeps get them mixed up from time to time.
Kitten
GM, 5032 posts
Fri 19 Dec 2014
at 14:43
  • msg #156

Re: OOC - 12/16

Expected order of things for everyone...

12/20 ~ Auctions wrap up

Next ~ Repair Bay Stuff starts getting looked at.  Availability rolls are approved and start to be made.

Next ~ Equipment sales between characters/units are made.  Unit commanders need to track/approve this.  They submit it to me, and i do bookkeeping based on what they give me.  If they give me nothing, nothing changes hands.

Next ~ Mech upgrades/modifications start being made to accomodate new equpment/mechs are reviewed.

Next ~ Character overhead is finalized.

Next ~ Records are finalized.  Notations are made on your character sheet and Unit records.


Unit commanders have other things thrown in there that i'll give deadlines for and answer, but theres no need to clutter the list with stuff you dont need to worry about.
Kitten
GM, 5033 posts
Fri 19 Dec 2014
at 14:48
  • msg #157

Re: OOC - 12/16

Lucius McMurphy:
It's a dance between what you have, what you don't have and what you will have.  Even us more experienced peeps get them mixed up from time to time.



If you look at the work behind the scenes, it's mind boggling, it really is.

It's my campaign, so I wont let anyone else touch this bookkeeping, because i need the peace of mind of knowing that if theres a screw up in the numbers it's my fault and no one else is accountable or to blame but me.

I chop up the work into smaller steps and phases, that i make sure everyone one has completed before moving on.  At the moment i've just accomplished wrapping up Contract Four, and bookkeeping the xp and money made over three missions.

ive also set up the auctions, and i'm waiting for that to resolve.

Now while i wait for auctions to expire, i'll be laying the ground work to putting the roleplaying in to set up for contract five.  Players are free to participate with their view of what they're doing during that time, sometimes i give out rp xp, sometimes not.  The point isnt to get xp, but to rp, because you want to.

Then i'll probably bother the unit commanders into figuring out what mission 14 will entail and typing up mission 14.

Trust me... i'm not sitting idle ignoring you for no reason.
Akarian Euclid
player, 207 posts
Fri 19 Dec 2014
at 15:04
  • msg #158

Re: OOC - 12/16

If we have multiple points of edge, can we use it multiple times during availability rolls? :)
Kitten
GM, 5038 posts
Fri 19 Dec 2014
at 15:05
  • msg #159

Re: OOC - 12/16

In reply to Akarian Euclid (msg # 158):

yes.  but like all rolls, each roll can only be affected by edge once.
Michel Dubois
player, 5 posts
Fri 19 Dec 2014
at 15:41
  • msg #160

Re: OOC - 12/16

Ok, I am almost done, I just need three questions addressed and I should be able to finish.

1) Are mechs considered equipment for the purposes of "It fell off a truck" which gives a +2 to one availability roll for equipment?

2) The Well-Equipped option, it says its benefit is +1 level to equipment availability.  What exactly does that mean?  Is it a +1 per level to availability rolls or does it open up more equipment that others might not have access to.

3) Does Close Assault Tactics also cover physical attacks like kicking, punching, or hatchets?
Lucius McMurphy
player, 1518 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 15:43
  • msg #161

Re: OOC - 12/16

I can answer the first one...

No.  Asked that one before :D

The second one was originally designed for infantry characters for picking up gear and likely does not apply unless you are trying to get a custom las-pistol and tailored suit to wear outside your mech.

Third. No, that is what the Melee skill is for.
David Crain
player, 543 posts
R2 - Sergeant
Callsign: Avenger
Fri 19 Dec 2014
at 15:49
  • msg #162

Re: OOC - 12/16

Semi-related question: where was the TN 'formula' for mech availability mentioned?  Was it ever formalized or just mentioned in an OOC somewhere I'll have to dig through?
Lucius McMurphy
player, 1519 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 15:52
  • msg #163

Re: OOC - 12/16

Here...

link to a message in another game

Down towards the bottom in the post called: Tech Availability - Mechs ;)
David Crain
player, 544 posts
R2 - Sergeant
Callsign: Avenger
Fri 19 Dec 2014
at 15:54
  • msg #164

Re: OOC - 12/16

Didn't know it had been formalized, thanks!
Michel Dubois
player, 6 posts
Fri 19 Dec 2014
at 16:00
  • msg #165

Re: OOC - 12/16

Lucius McMurphy:
I can answer the first one...

No.  Asked that one before :D

The second one was originally designed for infantry characters for picking up gear and likely does not apply unless you are trying to get a custom las-pistol and tailored suit to wear outside your mech.

Third. No, that is what the Melee skill is for.


I don't see a melee skill in the PDF.  See Ballistic, Missile, Energy, Close Assault Tactics, and then the Infantry skills.  Is it in a post somewhere and not on the pdf?
This message was last edited by the player at 16:02, Fri 19 Dec 2014.
Kitten
GM, 5041 posts
Fri 19 Dec 2014
at 16:12
  • msg #166

Re: OOC - 12/16

Its a Physical option.  You can take 'Physical Combat', which affects Punches, Kicks and Hatchets (and other melee weapons).  It's not a popular Option, Hassan is the only other pilot who knows Mech-Fu.

Message 7 is an updated list of options.
link to a message in this game

If you plan on being small for a while, you can look at Light Mech Specialist too, which gives you a bonus to anything pilot related (like punches and kicks and stuff), but limits you to a 30 ton or lighter mech.


Warning ~ Option Specs are due for an overhaul.
This message was last edited by the GM at 16:32, Fri 19 Dec 2014.
Reyvak Kellosti
player, 1 post
Rixx
Fri 19 Dec 2014
at 16:20
  • msg #167

Re: OOC - 12/16

In reply to Kitten (msg # 166):

Hey All, just saying hello, i just got added. Have a question.

My Battle Tech Knowledge is way more "3068", so I don't really know who to be affiliated with.

Also, I am not sure which of the 3 Character Packages to choose, would appreciate any notes anyone can give me to choose.

I look forward to playing a battle tech game again!
Kitten
GM, 5042 posts
Fri 19 Dec 2014
at 16:29
  • msg #168

Re: OOC - 12/16

In reply to Reyvak Kellosti (msg # 167):

Default characters are all simple characters that will give you a Gunnery of 4 and a pilot skill of 5 or 6.

They have very little depth but they'll get you in the campaign with an 'average' character.

The differences mostly being the money you have available to spend on mechs.  It should be noted that this money comes from the starting option, do anything for money, which trades xp for cb.  So which 'package' you should take depends on what mech you want and how much you need to get it.
Michel Dubois
player, 7 posts
O1 - Brevet Lt.
Callsign: Dancer
Fri 19 Dec 2014
at 16:34
  • msg #169

Re: OOC - 12/16

In reply to Reyvak Kellosti (msg # 167):

Honestly mate, while it has been a lot of reading, I think you'll be happier with creating the character using all the options.  The packages are very basic and will get you in quick, but I've enjoyed reading through the rules, seeing new options, and asking questions for clarification on stuff.   I will say, that if I'd read more before my actual RTJ I might have tried to create an Eden pilot! :-)



Now, I am almost done with character creation, so this will be for the unit commanders.  I have posted a description of my character and would like to be recruited...who do you guys think I should join?
Lina Todd
NPC, 501 posts
R0 - Private
Callsign: Iron Maiden
Fri 19 Dec 2014
at 16:39
  • msg #170

Re: OOC - 12/16

*grins*

The Eden characters have been phased out mostly.  There was for awhile an all Eden unit but with the stuff going on story wise they were all retired mo-less.
Kitten
GM, 5043 posts
Fri 19 Dec 2014
at 16:45
  • msg #171

Re: OOC - 12/16

Michel Dubois:
In reply to Reyvak Kellosti (msg # 167):

Honestly mate, while it has been a lot of reading, I think you'll be happier with creating the character using all the options.  The packages are very basic and will get you in quick, but I've enjoyed reading through the rules, seeing new options, and asking questions for clarification on stuff.   I will say, that if I'd read more before my actual RTJ I might have tried to create an Eden pilot! :-)



Now, I am almost done with character creation, so this will be for the unit commanders.  I have posted a description of my character and would like to be recruited...who do you guys think I should join?



Depends what youre looking for...

The Iron Swords will give you large mech support, and offer you big scraps, for maybe big bucks.

The Lancers have two mongoose and a spider in it, and will provide good movement profiles to  fight with.

The Pusscats are cute, with an eye for roleplaying and having fun.

Figure out what you want to play with and go ask to join.
Kitten
GM, 5044 posts
Fri 19 Dec 2014
at 16:46
  • msg #172

Re: OOC - 12/16

Lina Todd:
*grins*

The Eden characters have been phased out mostly.  There was for awhile an all Eden unit but with the stuff going on story wise they were all retired mo-less.


Yes year will probably be spent working out their demise and near if not total extinction from the campaign.  Should be a lot of fun.

There will be a lot of nudges and winks between old old players in the know, like the use of Megan in the RP post.
Reyvak Kellosti
player, 2 posts
Rixx
Fri 19 Dec 2014
at 17:32
  • msg #173

Re: OOC - 12/16

In reply to Kitten (msg # 172):

Ok, I will look more and find the stuff to build a full character, I think my mech costs 2.9mill cbills. Its a Medium One, cant recall its type at the moment, but its in the RTJ, and it fits my play style. Frankly, I will likely play myself as my main character.
Reyvak Kellosti
player, 3 posts
Rixx
Fri 19 Dec 2014
at 17:42
  • msg #174

Re: OOC - 12/16

In reply to Reyvak Kellosti (msg # 173):

Im sorry, but I cant seem to find the PDF file i found before, Is that where the full Character builder information is? Can someone point me to it, there are a lot of links and I am still figuring out where everything is.
Hassan al-Nasir
player, 143 posts
R0 (Mechwarrior)
Callsign: Scorpion
Fri 19 Dec 2014
at 17:44
  • msg #175

Re: OOC - 12/16

In reply to Reyvak Kellosti (msg # 174):

Make sure this game is on your sticky list.

link to another game

Link is in this thread:

link to a message in another game
This message was last edited by the player at 17:44, Fri 19 Dec 2014.
Kitten
GM, 5045 posts
Fri 19 Dec 2014
at 17:47
  • msg #176

Re: OOC - 12/16

(what he said)

See asking questions in OOC is much faster and useful that poking me in PM.
Olaf Oleeson
player, 147 posts
NC-R1 Corporal
Callsign Berserker
Fri 19 Dec 2014
at 17:52
  • msg #177

Re: OOC - 12/16

In reply to Reyvak Kellosti (msg # 174):

The game is a bit like the kitchen at your best friend's house.  After awhile you just kind of know where everything is...

When I lose track of something I google it (for reals).  Usually a search for RPOL Mechwarrior Mercenaries with a few other words will put you onto the right thread.
Kitten
GM, 5046 posts
Fri 19 Dec 2014
at 17:59
  • msg #178

Re: OOC - 12/16

*laughs*

That's really funny.  The campaign is searchable on Google.
Kitten
GM, 5047 posts
Fri 19 Dec 2014
at 18:21
  • msg #179

Re: OOC - 12/16

(pokes all the new newbies)

Right... roleplaying is optional around here, you can get around okay doing nothing but chatting in ooc and rolling dice, but were on RPOL, and the first two letters are Role Playing, so i'm going to presume that you want to do that too.

You're pretty much free to make a character history, and i wont nix it unless youre doing silly things like being the lost cousin to melissa, or Takashi's favorite newphew or something like that.  As long as your history doesnt interfere with 'big' events, i'm pretty good at stamping you to let you have fun your way.

You post in the RP thread, and if peeps are interested they'll participate in what youre doing, or (like often in Regina's case) just read and be amused by it.

The backdrop story for all new players has always been that you were always in the Freelancers.  The Freelancers are a large unit made up of several companies of mechs.  Only a fraction of them are part of the player campaign.  Your character simply moved in different circles, or was a floating freelancer working with other units and has only recently gotten around to working with the player units in the Freelancer unit.

So you dont have to come up with a complicated awkward reason on how you got in the unit.  You were always here, we just never noticed you.
Kitten
GM, 5048 posts
Fri 19 Dec 2014
at 18:46
  • msg #180

Re: OOC - 12/16

(Kitty yawns and waits for auctions to expire and unit commanders to determine what mission 14 will be)
Reyvak Kellosti
player, 4 posts
Rixx
Fri 19 Dec 2014
at 19:14
  • msg #181

Re: OOC - 12/16

Can someone explain how the Character stuff works...

Example, I want to Take Exceptional Attribute, how does that work, because there isn't any thing listed for rank 1 or 2. Does it cost 50 automatically? Kitten said in PM that i have to put XP into it that I earn from missions, so I guess I cant use my starting XP to improve th Exceptional Attribute from level 0 to 1 or 2, but I still don't know how it works to do that. I understand that for every 1 XP i put into the Attribute i choose i effectively get 2, but its the Mechanics of the Exceptional Attribute Perk itself I am not understanding.

Also, there are a few option/perks that don't list any benefits per level you invest, so I am assuming they probably follow similar, mechanics.
Lucius McMurphy
player, 1521 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 19:24
  • msg #182

Re: OOC - 12/16

Exceptional Attribute is like a multiplier bank.

You start at 0 and you head out to do actual missions and get XP from them.  When you pull in 25 you put them into the Exceptional Attribute to "buy" rank 1.  In return you get 50xp out (it doubles your earned xp) to put into the attribute that you took it for.  Like all perks/skills there are only two actual levels.
Kitten
GM, 5049 posts
Fri 19 Dec 2014
at 19:27
  • msg #183

Re: OOC - 12/16

headed out to get baby from school, but just added a friendly lurker to the campaign.

Jonathan Forrester doesnt have time to actually play at the moment,but i added him so he can kibitz with us and learn more about the campaign, offline for a bit as i deal with stuff.  as luc if you have questions about stuff, he knows most of the answers.
Reyvak Kellosti
player, 5 posts
Rixx
Fri 19 Dec 2014
at 19:36
  • msg #184

Re: OOC - 12/16

In reply to Lucius McMurphy (msg # 182):

Ok, so, I think I get it. Makes Sense. Are all Options similar? What I mean, is that, do Options all options require me to actually obtain Mission Experience to increase them, or is that just the way this particular one works?
Lucius McMurphy
player, 1522 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 19:41
  • msg #185

Re: OOC - 12/16

That is how that specific one works.

Unless my memory is faulty that is the only one that works that way...under the premise of doing it the 'hard way' through actual xp gained in combat you get more out of it.

All the other ones can be increased by XP gained from auctions, promotions, missions or anything else.

Of course another quirky one is the Energy Weapon one as it takes double the xp to raise it (50xp to get rank 1 and 100 to get rank 2) and takes two skill/perk slots limiting your options.
Kitten
GM, 5050 posts
Fri 19 Dec 2014
at 20:28
  • msg #186

Re: OOC - 12/16

(ponders)

Not listed in PDF, but option specs is being added, something i'm working on.  After you have two levels in an optin you can pick up a spec to develop.

Also working on overhauling EW.  To allow it to do 'stuff'...

Two quick examples would be the EW piloting making a roll to exclude friendly units from being jammed by their Guardian.... or making a roll to share the targeting bonus of an active beagle probe with nearby friendly units.
This message was last updated by the GM at 20:29, Fri 19 Dec 2014.
Greyson Strauss
player, 36 posts
MechWarrior
Striker
Fri 19 Dec 2014
at 20:33
  • msg #187

Re: OOC - 12/16

just to ask...is regina usually like that?
Lucius McMurphy
player, 1523 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 20:35
  • msg #188

Re: OOC - 12/16

No not normally.

Normally she's a space cadet fanatic to the words of Blake.  But between major contracts her strange dominatrix side comes out.  Though now she's two for two in breaking my XO's.
Greyson Strauss
player, 37 posts
MechWarrior
Striker
Fri 19 Dec 2014
at 20:36
  • msg #189

Re: OOC - 12/16

i see...thats not good at all i think...
Lucius McMurphy
player, 1524 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 20:40
  • msg #190

Re: OOC - 12/16

*laughs*

Breaking my XO's?  No it's not good at all.  Luckily I've got Olaf who has resisted her charms who I can always toss back into the spot.

It is funny to see happen though.
Greyson Strauss
player, 38 posts
MechWarrior
Striker
Fri 19 Dec 2014
at 20:41
  • msg #191

Re: OOC - 12/16

yeah...im curious is she bounds, gags, and drags them to her hidden lair and does these little shorts...
Regina Arlington
Alt, 488 posts
R0 - Mechwarrior
Callsign - 'Siren'
Fri 19 Dec 2014
at 20:43
  • msg #192

Re: OOC - 12/16

It was only a hour... i figured he'd manage a hour... he was doing okay till i started feeling at one with the word of Blake and went with the flow...
This message was last edited by the player at 20:43, Fri 19 Dec 2014.
Michel Dubois
player, 8 posts
O2 - 2nd Lt.
Callsign: Dancer
Fri 19 Dec 2014
at 20:44
  • msg #193

Re: OOC - 12/16

What is the purpose of Conventional Transports and why would I want to acquire one?
Greyson Strauss
player, 39 posts
MechWarrior
Striker
Fri 19 Dec 2014
at 20:45
  • msg #194

Re: OOC - 12/16

*makes note to avoid the siren*
Kitten
GM, 5051 posts
Fri 19 Dec 2014
at 20:46
  • msg #195

Re: OOC - 12/16

Michel Dubois:
What is the purpose of Conventional Transports and why would I want to acquire one?


Luc you handle this one, i'm working on over hauling EW.
Regina Arlington
Alt, 489 posts
R0 - Mechwarrior
Callsign - 'Siren'
Fri 19 Dec 2014
at 20:47
  • msg #196

Re: OOC - 12/16

Greyson Strauss:
*makes note to avoid the siren*



If you gotta go, can you think of a better messenger to send you to Blake?
Lucius McMurphy
player, 1525 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 20:47
  • msg #197

Re: OOC - 12/16

That is why I gave her the call-sign Siren.

Conventional transports are something that usually only the unit commanders buy and become part of the unit overhead.  They are used to pull salvage from the field when possible that either becomes additional C-bills in pay after the fact or actual assets like heat sinks, lasers, ammo, armour and such.
This message was last edited by the GM at 20:49, Fri 19 Dec 2014.
Greyson Strauss
player, 40 posts
MechWarrior
Striker
Fri 19 Dec 2014
at 20:48
  • msg #198

Re: OOC - 12/16

well i would prefer keeping all my body parts in proper condition...and not blaked to death
Lucius McMurphy
player, 1526 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 19 Dec 2014
at 20:56
  • msg #199

Re: OOC - 12/16

Good plan Greyson.

Thanks Kitten, my mind was thinking about the possible specs and it slipped my typing.
Kitten
GM, 5052 posts
Sat 20 Dec 2014
at 02:07
  • msg #200

Re: OOC - 12/16

Im always impressed by the bids players put in.
Teri Knight
player, 240 posts
Panther, P5, G5
Callsign: Catgirl
Sat 20 Dec 2014
at 02:32
  • msg #201

Re: OOC - 12/16

Kitten:
Im always impressed by the bids players put in.


Is that a polite way of telling us that we seem to have more dollars than sense?
Hassan al-Nasir
player, 144 posts
R0 (Mechwarrior)
Callsign: Scorpion
Sat 20 Dec 2014
at 02:34
  • msg #202

Re: OOC - 12/16

In reply to Kitten (msg # 200):

This is how I interpreted that statement.

Every bidder:


Kitten
GM, 5053 posts
Sat 20 Dec 2014
at 02:58
  • msg #203

Re: OOC - 12/16

No, that i made a mistake with the auctions, the Officer Promotion auction is invalid.  Anyone that qualifies for it, will have bought rank from leadership, so no one qualifies for the auction.

I was wondering why no one bid on it.  (facepalms)

Well it was a found auction, so if no one bid on it, it's no worse than if i never added it.
Michel Dubois
player, 9 posts
O2 - 2nd Lt.
Callsign: Dancer
Sat 20 Dec 2014
at 03:17
  • msg #204

Re: OOC - 12/16

I think I fit in best with the Lancers if they need another member.  I could fit in with Penny's group as well... who needs me?  :-D
Lucius McMurphy
player, 1527 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sat 20 Dec 2014
at 04:53
  • msg #205

Re: OOC - 12/16

Your fighting style is old school Ironswords not new school.

But if the Lancers or Pussycats aren't interested we're always happy to have a few more interested in getting a paycheck and taking a few knocks to get them past the wet behind the ears stage ;)
Reyvak Kellosti
player, 6 posts
Rixx
Sat 20 Dec 2014
at 06:11
  • msg #206

Re: OOC - 12/16

I was told there is some sort of penalty for Hazard Checks, possibly related to the Javelin 1F

What is this penalty?
Lucius McMurphy
player, 1528 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sat 20 Dec 2014
at 06:17
  • msg #207

Re: OOC - 12/16

While there are many mechs that don't have specific 'flaws' or 'benefits' that are mentioned in the fluff about them there are a few that do have quirks.  Javelin was always known for being top heavy and is harder to keep on it's feet in difficult terrain.  It translates into a hazard check penalty.

Ostscouts are known for their sensor suites, Shadow Hawks have the most comfortable cockpits while Wolverine's have some of the most cramped and Hatchetmen have their entire head eject rather than just the command chair that the Mechwarrior sits in.

Stuff like that.
Greyson Strauss
player, 42 posts
MechWarrior
Striker
Sat 20 Dec 2014
at 06:26
  • msg #208

Re: OOC - 12/16

some quirks are rather neat sounding then, but sadly i never found any quirk for the Val...
This message was last edited by the player at 06:26, Sat 20 Dec 2014.
Reyvak Kellosti
player, 7 posts
Rixx
Sat 20 Dec 2014
at 06:39
  • msg #209

Re: OOC - 12/16

Ahh, ok, well, I am looking for a Mech with all or almost all Energy Weapons... That one seemed to be the best in the Light Mech Category, but if you guys have any insight for a newbie, let me know.

Also, Is anyone in need of a Light Mech Pilot for their unit?
Lucius McMurphy
player, 1529 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sat 20 Dec 2014
at 06:50
  • msg #210

Re: OOC - 12/16

The Valkyrie is a solid stable mech.

Most pilots start out as light here and most stay that way.  You'll understand why after you play for awhile.  Depending on your cash good all/most energy mechs can include...

Wasp-W, Stinger-G, Mongoose, Javelin-F, Firefly, Spider, Jenner-f, Panther.

Really is all depends on what you want to do with the mech, what your skills/perks are and what your long term goal is.
Reyvak Kellosti
player, 8 posts
Rixx
Sat 20 Dec 2014
at 07:30
  • msg #211

Re: OOC - 12/16

Thanks, I think I will deal with the Penalty and keep the Javelin. But I have about 400,000 cbills, anyone have any advice for a newbie, on what that money might be best spent on?
Malcolm Strauss
player, 206 posts
Sat 20 Dec 2014
at 09:47
  • msg #212

Re: OOC - 12/16

Can someone point me to the rules for how  the personal technicians work?  I cant seem to find them... thanks!
Hassan al-Nasir
player, 145 posts
R0 (Mechwarrior)
Callsign: Scorpion
Sat 20 Dec 2014
at 11:06
  • msg #213

Re: OOC - 12/16

Reyvak Kellosti:
Thanks, I think I will deal with the Penalty and keep the Javelin. But I have about 400,000 cbills, anyone have any advice for a newbie, on what that money might be best spent on?


Armor, internals, and save some for repairs.  Some of these missions go bad... like real bad.



'A pair of stripes ain't gonna fix your mech son.  It's like people already forgot about M9 and Normandy.'
This message had punctuation tweaked by the player at 11:08, Sat 20 Dec 2014.
Kitten
GM, 5054 posts
Sat 20 Dec 2014
at 12:12
  • msg #214

Re: OOC - 12/16

To be fair some of them weren't around for them
Kitten
GM, 5055 posts
Sat 20 Dec 2014
at 12:34
  • msg #215

Re: OOC - 12/16

Lucius McMurphy:
The Valkyrie is a solid stable mech.

Most pilots start out as light here and most stay that way.  You'll understand why after you play for awhile.  Depending on your cash good all/most energy mechs can include...

Wasp-W, Stinger-G, Mongoose, Javelin-F, Firefly, Spider, Jenner-f, Panther.

Really is all depends on what you want to do with the mech, what your skills/perks are and what your long term goal is.



I would add Wolfhound to that list too.

Though really if youre willing to put a little time and care into modifications, the bigger concern is not weapons, but the size of the mech and movement profile.

It's much easier to modify the weapons you want onto the mech, than to rework the movement profile.

Also keep in mind speed really is a fine asset to have on the battlefield, but it comes at the expense of other things, usually weight to modify to tailor the mech to your liking.




Resolving auctions now btw...
This message was last edited by the GM at 12:37, Sat 20 Dec 2014.
Kitten
GM, 5057 posts
Sat 20 Dec 2014
at 12:43
  • msg #216

Re: OOC - 12/16

o.O

Well auctions are finished.

Since Auction 6 was a snafu auction, and Auction 2 seemed so popular i gave the top two winning bids the win for Auction 2.
Hassan al-Nasir
player, 146 posts
R0 (Mechwarrior)
Callsign: Scorpion
Sat 20 Dec 2014
at 12:51
  • msg #217

Re: OOC - 12/16

Breaking out the popcorn to watch the drama...


Kitten
GM, 5058 posts
Sat 20 Dec 2014
at 12:56
  • msg #218

Re: OOC - 12/16

Heh...

Try it from my cheap seats.

Okay.  Let the mayhem begin.

Will be looking at availability rolls..

Accepting equipment sales and transfers between characters/units.

Character modifications...

Mech modifications...

and all that other good stuff.

Must be documented in the repair bay.
Hassan al-Nasir
player, 147 posts
R0 (Mechwarrior)
Callsign: Scorpion
Sat 20 Dec 2014
at 13:23
  • msg #219

Re: OOC - 12/16

What would the availability roll be for an X-3A?
Kitten
GM, 5059 posts
Sat 20 Dec 2014
at 13:41
  • msg #220

Re: OOC - 12/16

All this time Eden Power loaders have been around and no one wants them ,  and not they're being phased out and they're in vogue.

you're all killing me ~!

Okay let me figure out the damn rolls, youre not the only one interested so i'll work them out.

KILLING ME!
Teri Knight
player, 241 posts
Panther, P5, G5
Callsign: Catgirl
Sat 20 Dec 2014
at 13:47
  • msg #221

Re: OOC - 12/16

Maybe the Eden Power Loaders are marked down on the Clearance Rack?
Hassan al-Nasir
player, 148 posts
R0 (Mechwarrior)
Callsign: Scorpion
Sat 20 Dec 2014
at 13:54
  • msg #222

Re: OOC - 12/16

Teri Knight:
Maybe the Eden Power Loaders are marked down on the Clearance Rack?


Didn't think dudes could start with them.  Then kind of forgot about them.  Then realized the 6/9 version has the option of going 7/11 with a melee weapon.

Think about it this way, I got the 3025 TRO when I was 14 years old several decades ago.  Just read about power loaders 7 months ago.

It takes a while to accept new things when you get older.  :)
Lucius McMurphy
player, 1530 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sat 20 Dec 2014
at 13:57
  • msg #223

Re: OOC - 12/16

On the plus side you already have TNs for the X-3, X-3a and X-3c.

Unless you're going to change them of course.
Kitten
GM, 5061 posts
Sat 20 Dec 2014
at 14:38
  • msg #224

Re: OOC - 12/16

(hides under the rug to work out personal numbers)
Michel Dubois
player, 10 posts
O2 - 2nd Lt.
Callsign: Dancer
Sat 20 Dec 2014
at 15:37
  • msg #225

Re: OOC - 12/16

I had asked about the x-3a as well...changed my mind when I realized I was only going to have 3 weapons and the hatchet/sword so I went with the mongoose... then, last night I started running some numbers on the mods I want to make for the mongoose and realized I'd still probably only have 3 wpns  + a hatchet lol. The only time I will have more is if/when I get an xl for the mongoose. Oh well, live and learn! :-D

On to other things, I will be out most of the day. At one of the local stores running a fairly large (2500-3000 tons) battletech session for a group of friends!
Greyson Strauss
player, 43 posts
MechWarrior
Striker
Sat 20 Dec 2014
at 15:45
  • msg #226

Re: OOC - 12/16

good morning everyone, how are things going? and have fun at the battletech session Dubois
Akarian Euclid
player, 208 posts
Sat 20 Dec 2014
at 16:21
  • msg #227

Re: OOC - 12/16

Kitten, are we rolling availability rolls ourselves now? Or figuring out TNs rather given it seems to be standardized now?

Asking as I remember this being handled differently in the past, and me screwing up :)

Also welcome new folks.
This message was last edited by the player at 16:21, Sat 20 Dec 2014.
Kitten
GM, 5062 posts
Sat 20 Dec 2014
at 17:27
  • msg #228

Re: OOC - 12/16

Akarian Euclid:
Kitten, are we rolling availability rolls ourselves now? Or figuring out TNs rather given it seems to be standardized now?

Asking as I remember this being handled differently in the past, and me screwing up :)

Also welcome new folks.


You may make rolls, i will be watching the die roller and rolls, you roll it and win or lose that's a used availability roll.  Rolls are standardized, and your modifiers are noted in the repair bay if you have a question about them, not it before you roll, if you won a die modifier put it in the die roller that you're using it.


In the past i didnt have a list of equipment and availabiility rolls posted and ready to go, along with adjustments.  I do now so, yeah go crazy peeps.
This message was last edited by the GM at 17:28, Sat 20 Dec 2014.
Akarian Euclid
player, 209 posts
Sat 20 Dec 2014
at 17:50
  • msg #229

Re: OOC - 12/16

Great, I'm boosting mental up to 2, which should grant a +1 modifier if I understand it right.
Kitten
GM, 5063 posts
Sat 20 Dec 2014
at 17:59
  • msg #230

Re: OOC - 12/16

Akarian Euclid:
Great, I'm boosting mental up to 2, which should grant a +1 modifier if I understand it right.


Correct.
Greyson Strauss
player, 44 posts
MechWarrior
Striker
Sat 20 Dec 2014
at 18:00
  • msg #231

Re: OOC - 12/16

what do i roll with so i dont mess it up?
Olaf Oleeson
player, 149 posts
NC-R1 Corporal
Callsign Berserker
Sat 20 Dec 2014
at 18:04
  • msg #232

Re: OOC - 12/16

Can't find TN and cost for Streak LRR.  Is it TN 8+ Cost 60,000cb per ton (Standard TN +2, cost x 2, 1/2 ton per roll - same rules as Streak SRM)?
Kitten
GM, 5064 posts
Sat 20 Dec 2014
at 18:29
  • msg #233

Re: OOC - 12/16

Olaf Oleeson:
Can't find TN and cost for Streak LRR.  Is it TN 8+ Cost 60,000cb per ton (Standard TN +2, cost x 2, 1/2 ton per roll - same rules as Streak SRM)?


Correct.  So you can purchase up to 1.5 tons for each successful roll.


(Dont forget to multiply the cost for ammo by .4 to 'install' it into the ammo bay, since youre doing work on the ammo bay to convert it to use the new ammo.)
This message was last edited by the GM at 18:30, Sat 20 Dec 2014.
Kitten
GM, 5065 posts
Sat 20 Dec 2014
at 18:31
  • msg #234

Re: OOC - 12/16

Greyson Strauss:
what do i roll with so i dont mess it up?



o.O

Depends what youre rolling for?
Akarian Euclid
player, 210 posts
Sat 20 Dec 2014
at 18:31
  • msg #235

Re: OOC - 12/16

Well dice roller is favoring me it seems, I'm quite happy :) time to go shop for furniture though. If anyone is interested in selling me 2+ tons of FF though or needs some ML/LML feel free to PM me :)
Penny Plenty
player, 311 posts
R3 - 1st Lt.
Lollipop
Sat 20 Dec 2014
at 18:42
  • msg #236

Re: OOC - 12/16

If i werent so broke i'd be interested in the LML, unfortunately i have to plead poverty.

I can afford ER SLs though, would like to pick up a pair, offering 50k cb (list) for two if anyone has any they're looking to shed.
Greyson Strauss
player, 45 posts
MechWarrior
Striker
Sat 20 Dec 2014
at 18:47
  • msg #237

Re: OOC - 12/16

Kitten:
Greyson Strauss:
what do i roll with so i dont mess it up?



o.O

Depends what youre rolling for?

 im rolling for availability kitten
Penny Plenty
player, 313 posts
R3 - 1st Lt.
Lollipop
Sat 20 Dec 2014
at 19:49
  • msg #238

Re: OOC - 12/16

uhm.... New players havent been added to the roll list yet, mostly because i'm waiting to finalize character sheets to determine modifiers.

If you have a complete character sheet, give me a poke here or ask your unit commander for help to determine adjustments to tn.

or... you can look it up here.

Message 1
link to a message in another game
Kitten
GM, 5066 posts
Sat 20 Dec 2014
at 19:53
  • msg #239

Re: OOC - 12/16

Going offline for a bit, was mucking about overhauling the Infantry to make use of Total War rules.

LRM infantry included, but using Total War rules for infantry, so a 'random' number of them hit each turn now which makes them less deadly.
Lucius McMurphy
player, 1531 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sat 20 Dec 2014
at 20:13
  • msg #240

Re: OOC - 12/16

If it's on the list that Kitten already has I can help with figuring out the TN's for anyone that wants the help.

Also if you look in the Repair Bay thread and scroll down to message #79 that Adam Carlyle made you can see how he made his rolls in the dice roller.  Make sure to always list in the rollers 'reason for' what you are rolling for otherwise Kitten will either consider it a failed roll even if it was a success or ignore it completely :)
Kitten
GM, 5067 posts
Sat 20 Dec 2014
at 20:42
  • msg #241

Re: OOC - 12/16

Lucius McMurphy:
If it's on the list that Kitten already has I can help with figuring out the TN's for anyone that wants the help.

Also if you look in the Repair Bay thread and scroll down to message #79 that Adam Carlyle made you can see how he made his rolls in the dice roller.  Make sure to always list in the rollers 'reason for' what you are rolling for otherwise Kitten will either consider it a failed roll even if it was a success or ignore it completely :)


(... and still charge you an availability roll for it ...)
Penny Plenty
player, 315 posts
R3 - 1st Lt.
Lollipop
Sat 20 Dec 2014
at 21:13
  • msg #242

Re: OOC - 12/16

*ponders*

Right, so it looks like my fourth is missing at this point, so i'm down to a unit of three, not terrible since we can always pull Freelancers in to make mission requirements, but we have space for talent it seems.


Willing to go on record to extend offer of membership at this time to
Michel Dubois and/or Reyvak Kellosti.  We're at the size at the moment where we can take them both in and function fine.
Hassan al-Nasir
player, 150 posts
R0 (Mechwarrior)
Callsign: Scorpion
Sat 20 Dec 2014
at 21:45
  • msg #243

Re: OOC - 12/16

Alright, my rolls are done.  Don't worry about the power loader.  I did roll for salamander HSs, so hopefully those are still in the game.
This message was last edited by the player at 21:47, Sat 20 Dec 2014.
Kitten
GM, 5071 posts
Sat 20 Dec 2014
at 21:52
  • msg #244

Re: OOC - 12/16

Power Loaders in any shape or form, not available.

With Omni being invaded, they wont have the Power Loaders to spare to sell, so those are off the market.
Teri Knight
player, 246 posts
Panther, P5, G5
Callsign: Catgirl
Sat 20 Dec 2014
at 22:03
  • msg #245

Re: OOC - 12/16

Kitten, have you considered creating a Want Ads thread where players can list what they have for sale and what they want to purchase?
Kitten
GM, 5073 posts
Sat 20 Dec 2014
at 22:25
  • msg #246

Re: OOC - 12/16

Done here in OOC.

First time were working through a down period with these rules, so i'm not sure yet, most of it's being done locally, and theres discussion done on the unit level.
Michel Dubois
player, 11 posts
O2 - 2nd Lt.
Callsign: Dancer
Sun 21 Dec 2014
at 04:12
  • msg #247

Re: OOC - 12/16

Penny Plenty:
*ponders*

Right, so it looks like my fourth is missing at this point, so i'm down to a unit of three, not terrible since we can always pull Freelancers in to make mission requirements, but we have space for talent it seems.


Willing to go on record to extend offer of membership at this time to
Michel Dubois and/or Reyvak Kellosti.  We're at the size at the moment where we can take them both in and function fine.



Count me in.  You may need a pretty boy who has won many dancing awards and accolades!!  Plus...I somehow ended up with some rank...must've been my father pulling strings!! :-D
Jonathan Forrester
player, 1 post
Sun 21 Dec 2014
at 09:50
  • msg #248

Re: OOC - 12/16

Wanted to stop in and say hello.

For now, I'm just lurking.  Life is too hectic for me and I'm involved in too many things to be able to devote the time necessary to be able to play.  At some point in the future (hopefully) everything will settle down and I'll be able to start playing.

About me:

I've been playing Battletech since the late 80's.  Spent 6 years in the Army and 4 years in JROTC.  I've studied military history and tactics since I was in high school (41 pushing 42 now).  Personally, I'm a bit of a jack of all trades.  I've got 5 kids and an odd sense of humor.  I know a lot about special operations, while I was nothing more than commo while I was in, I've known 2 SEALS, a Green Beret, and a bunch of Rangers (both tabs and scrolls) over the years.

What I'll most likely play:

Light to Medium scout/recon force with a focus on asymmetrical warfare.  So, yes, I am one of those rare BTech players that actually LIKE Lights and Meds, vehicles, and infantry.  And Arty, jeez I just LOVE Arty (the Infantryman's best friend).
Greyson Strauss
player, 51 posts
MechWarrior
Striker
Sun 21 Dec 2014
at 10:18
  • msg #249

Re: OOC - 12/16

It is glad to hear from you lurker person, and i cant wait for you to join, hopefully before or around the next bidding war
Kitten
GM, 5077 posts
Sun 21 Dec 2014
at 11:07
  • msg #250

Re: OOC - 12/16

In reply to Jonathan Forrester (msg # 248):

Sounds like you should fit in. Campaign is based on light mediums.

 No art yet at least not yet.
Kitten
GM, 5077 posts
Sun 21 Dec 2014
at 12:35
  • msg #251

Re: OOC - 12/16

Michel Dubois:
Penny Plenty:
*ponders*

Right, so it looks like my fourth is missing at this point, so i'm down to a unit of three, not terrible since we can always pull Freelancers in to make mission requirements, but we have space for talent it seems.


Willing to go on record to extend offer of membership at this time to
Michel Dubois and/or Reyvak Kellosti.  We're at the size at the moment where we can take them both in and function fine.



Count me in.  You may need a pretty boy who has won many dancing awards and accolades!!  Plus...I somehow ended up with some rank...must've been my father pulling strings!! :-D



Added Michel to Pussycats.
This message was lightly edited by the GM at 12:35, Sun 21 Dec 2014.
Kitten
GM, 5078 posts
Sun 21 Dec 2014
at 12:37
  • msg #252

Re: OOC - 12/16

Current numbers have...

The Ironswords with six.

The Lancers with five.

The Brigade with four.

First message of this thread shows more information.

Waiting on Reyvak to settle in some where, and Damien for character generation.
Kitten
GM, 5080 posts
Sun 21 Dec 2014
at 12:58
  • msg #253

Re: OOC - 12/16

New Player Note

Keep in mind you get three availability rolls for character generation, and were in the middle of bookkeeping at the moment so you get another three.  (total of six)

This is to help get you on more even footing with more veteran players
Regina Arlington
Alt, 490 posts
R0 - Mechwarrior
Callsign - 'Siren'
Sun 21 Dec 2014
at 13:33
  • msg #254

Re: OOC - 12/16

(UGH)

I Feel like an Arms dealer.

Right as a Freelancer, my allowed equipment storage is turning finite so all the toys that i've bought need to go somewhere.

This is what i have available for sale.  Modest mark up on everything to reflect the auction cost that i coughed up.  First come first serve.

7.5 tons of Ferro Fib.  Sell it off for 25kcb per ton.  All sold to Hassan for 187 500cb.

1.5 tons of Endo Steel.  Selling at 100k cb per 1/2 ton.  Limit 1/2 ton per character.
0.5 tons sold to Akarian

(2) Streak LRR6s.  Selling it off for 65kcb each
Loaned/leased out to Olaf

(1) Streak SRM4.  Selling it off for 105k cb

2.5 tons of Streak SRM.  Selling it off for 60kcb per ton.

(Whatever doesnt sell i'll just have to cough up Inventory space to hold.)
This message was last edited by the player at 17:38, Mon 22 Dec 2014.
Hassan al-Nasir
player, 152 posts
R0 (Mechwarrior)
Callsign: Scorpion
Sun 21 Dec 2014
at 13:41
  • msg #255

Re: OOC - 12/16

Hmmm... not sure I have storage for this...
This message was last edited by the player at 13:57, Sun 21 Dec 2014.
Regina Arlington
Alt, 491 posts
R0 - Mechwarrior
Callsign - 'Siren'
Sun 21 Dec 2014
at 13:58
  • msg #256

Re: OOC - 12/16

Hassan al-Nasir:
Hmmm... not sure I have storage for this...



Yeah, know the feeling that's why i'm selling.  The 7.5 Tons of Ferro bought in bulk,is actually enough to Armor up a 35 ton mech though it take 6.5 ~7.0 tons of the stuff to outfit a 35 ton mech properly.

I'm using Endo Steel, so i cant use it.

I was saving it for a second mech, which, is still a little bit off.  So better to sell it to someone that can use it, than hold it forever.  (If it's on your mech you dont have to 'store' it)

Though you do end up with a pile of standard armor lying around, but if youre in a unit you should have a ready market to unload those is the theory.
This message was last edited by the player at 14:00, Sun 21 Dec 2014.
Hassan al-Nasir
player, 153 posts
R0 (Mechwarrior)
Callsign: Scorpion
Sun 21 Dec 2014
at 14:01
  • msg #257

Re: OOC - 12/16

Ok, you are a good salesperson (Hassan has learned not to use man at the end of everything thanks to his classes).

I'll buy it.  7.5 tons @ 25K
This message was last edited by the player at 14:03, Sun 21 Dec 2014.
Regina Arlington
Alt, 492 posts
R0 - Mechwarrior
Callsign - 'Siren'
Sun 21 Dec 2014
at 14:10
  • msg #258

Re: OOC - 12/16

Sold~ !

(hands over sales slip and points out the warehouse where to pick it up)

Lucius has Ferro too, incase you want to just have some in inventory.

Ask around and i'm sure you should be able to unload the std armor some where.
Kitten
GM, 5082 posts
Sun 21 Dec 2014
at 15:28
  • msg #259

Re: OOC - 12/16

Currently did repair bay stuff for the Pussycats and Freelancers (They're the smallest groups and easiest to work through)

Completed...
Pussycats ~ Penny, David, and Teri
Freelancers ~ Adam


Incomplete and waiting for player (though contract xp and cb have been updated)
Pussycats ~ Michel
Freelancers ~ Big Jake, Quentin (availability Rolls) and Regina (Selling off her stuff)
Lancers ~ Akarian (availability Rolls)

(Quentin, you have to change your last name, i've already noted that you have to have a really good backstory and reason for me to approve the use of a character affiliated with the Big Houses, they wouldnt normally be working on a backwater periphery operation like the campaign is based on.)


Will be looking at the ironswords next, because they're ahead of the paperwork curve.

The Lancers are still working over the results of the loot they got from Mission 13.


Working on characters based on the availability rolls i see being thrown in the Dice roller, since you rolled it, you keep it is in effect.
This message was last edited by the GM at 17:07, Sun 21 Dec 2014.
Regina Arlington
Alt, 493 posts
R0 - Mechwarrior
Callsign - 'Siren'
Sun 21 Dec 2014
at 15:33
  • msg #260

Re: OOC - 12/16

Quentin, I have a Streak SRM4, if youre interested,not as quite the 5 youre looking for, but it may fit better than that SRM5, youre looking for.  It's 1crit, and will swap with a LRM5 or Medium Laser with much less work than the Streak S5, which will need 2 criticals.

Either way... if you pick up your Streak Laucher, and need ammo and dont want to waste the availability roll.
[Frowns...

 xmas bonus has killed the value of my Streak L6s...  May have to carry those unless someone wants to pick one up to hold in inventory in case they take battle damage and lose one.
]
This message was last edited by the player at 15:35, Sun 21 Dec 2014.
Regina Arlington
Alt, 494 posts
R0 - Mechwarrior
Callsign - 'Siren'
Sun 21 Dec 2014
at 15:55
  • msg #261

Re: OOC - 12/16

UGH.

okay just decided to put up my Endo Steel too...

Its not going to be cheap though.

I have 1.5 tons of the stuff, and I'm letting it go for 100kcb for Half a ton.  (Fought through ugly auctions to get it, so i dont feel bad about charging these prices, sorry.)

I want to spread the sale of Endo steel around, though so i wont sell more than 1/2 a ton to any one person.

100k cb sounds steep, but if youre only 1/2 ton from getting it installed on your mech, it's probably going to look like a bargin.
Akarian Euclid
player, 211 posts
Sun 21 Dec 2014
at 16:16
  • msg #262

Re: OOC - 12/16

I'll pay a 100k for another half ton of endo, just so I have actual repair pool of the stuff to some degree, *watches my bank empty as quick here as it was yesterday with furniture.*
Regina Arlington
Alt, 495 posts
R0 - Mechwarrior
Callsign - 'Siren'
Sun 21 Dec 2014
at 16:20
  • msg #263

Re: OOC - 12/16

In reply to Akarian Euclid (msg # 262):

SOLD~
Akarian Euclid
player, 212 posts
Sun 21 Dec 2014
at 17:07
  • msg #264

Re: OOC - 12/16

When upgrading to endo steel, do we have to pay to remove the standard internals? At which point they would also become inventory?

Also can someone chime in exactly how repairs with the personal technician works? Is this in addition to personally made repairs or unit repair pools?
This message was last edited by the player at 17:09, Sun 21 Dec 2014.
Penny Plenty
player, 322 posts
R3 - 1st Lt.
Lollipop
Sun 21 Dec 2014
at 17:11
  • msg #265

Re: OOC - 12/16

In reply to Akarian Euclid (msg # 264):

Yes, you need to pay to remove Internals, you need to pay to install Endo Steel.

I just went through this with my Raven.

For your mongoose.

10  kcb To remove  2.5 tons of Internals.  ( 4k per ton)
12.5kcb To install 1.25tons of Endo Steel  (10k per ton)


You end up with 2.5tons of Internals lying around.
Akarian Euclid
player, 213 posts
Sun 21 Dec 2014
at 17:18
  • msg #266

Re: OOC - 12/16

Thanks Penny, now I just need to wrap my head around repairs exactly, and it seems likely adjust inventory limits some more.
Penny Plenty
player, 323 posts
R3 - 1st Lt.
Lollipop
Sun 21 Dec 2014
at 17:21
  • msg #267

Re: OOC - 12/16

In reply to Akarian Euclid (msg # 266):

Since youre on Endo Steel sell the internals to the Lancers, or another player.
Michel Dubois
player, 15 posts
O2 - 2nd Lt.
Callsign: Dancer
Sun 21 Dec 2014
at 17:36
  • msg #268

Re: OOC - 12/16

I could probably use some internals for my storage being that I'm all new.   :)  How much do you want for it?
Akarian Euclid
player, 215 posts
Sun 21 Dec 2014
at 17:46
  • msg #269

Re: OOC - 12/16

Right so I find myself with a few bits and pieces that I might be open to letting go if anyone is interested.

2x Light Medium Lasers - 85k each
This message was last edited by the player at 18:45, Mon 22 Dec 2014.
Penny Plenty
player, 325 posts
R3 - 1st Lt.
Lollipop
Sun 21 Dec 2014
at 17:55
  • msg #270

Re: OOC - 12/16

Akarian Euclid:
Right so I find myself with a few bits and pieces that I might be open to letting go if anyone is interested.

2.5 tons standard internals - 20k per ton.
Medium Laser - 55k
2x Light Medium Lasers - 125k each
1x Availability roll for anything other than endo/ff armor is at +1 - 100k

Open to trades for any of the above as well, mostly interested in FF armor at this point.



Really Really hard to use Endo and Ferro together, especial with the Beta rules, that has each using 20 criticals.

Work out that you have enough criticals before you buy a pile of stuff you cant use...

Default Criticals would be...
Endo  ~> (6) Crits RT/LT and (4) Crits RA/LA
Ferro ~> (6) Crits RT/LT and (4) Crits RA/LA

That uses up all the RT/LT criticals and All the Arm Criticals on the Mongoose, and that's assuming you dont have equipment installed in the locations.

At most you have (7) Crits to work with, 1 H, 2 CT, 4 Legs.  The benefits really become suspect when you look at what you're coughing up.  You save 1/2 ton on the armor, but you're crippling your available critical.  A DS/HS might be better, since it saves you an entire ton, on Heat sinks, and only costs you (2) Crticials.

Just a thought on the number crunching ami...
Akarian Euclid
player, 216 posts
Sun 21 Dec 2014
at 18:12
  • msg #271

Re: OOC - 12/16

Yeah I was looking at that as well, with both taking up 20 criticals it's pretty difficult.

Hmm are we allowed to remove engine heat sinks than for DS/HS? I can't find any reference to that at the moment.
Penny Plenty
player, 326 posts
R3 - 1st Lt.
Lollipop
Sun 21 Dec 2014
at 18:48
  • msg #272

Re: OOC - 12/16

Yes you may.

1/2 ton mod to move a heat sink, youre moving one from the engine onto the sheet where you can modify it into a DS/HS

pay the cost to remove a heat sink,

pay the cost to install a DS/HS.  It was mentioned in the thread somewhere when they were first introduced as available in the campaign.

Keep in mind youre allowed only one DS/HS in the RT, LT, RA, and LA, for a total of four DS/HS so you wont ever see a mech with more than 4 DS/HS.

a departure from the use of DS/HS to keep things game balanced.

A forty percent increase in heat sinks for no weight is pretty nifty.

A lot of DS/HS went out so... be happy, or be worried about what's coming, your call.
This message was last edited by the player at 18:49, Sun 21 Dec 2014.
Akarian Euclid
player, 217 posts
Sun 21 Dec 2014
at 18:59
  • msg #273

Re: OOC - 12/16

So does this also mean you could simply remove 2 heat sinks from the engine.as a 1 ton or 2 ton mod, and install a double externally, replacing the two removed heat sinks capacity wise, and also freeing up a ton of space to use else where?
Lucius McMurphy
player, 1542 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sun 21 Dec 2014
at 19:02
  • msg #274

Re: OOC - 12/16

You will always need a minimum of 10 heat sinks.  No shirking that :P
Reyvak Kellosti
player, 9 posts
Rixx
Sun 21 Dec 2014
at 19:06
  • msg #275

Re: OOC - 12/16

I will accept Penny's Offer.
Penny Plenty
player, 328 posts
R3 - 1st Lt.
Lollipop
Sun 21 Dec 2014
at 19:19
  • msg #276

Re: OOC - 12/16

Groovy Rey ~
Hassan al-Nasir
player, 159 posts
R0 (Mechwarrior)
Callsign: Scorpion
Sun 21 Dec 2014
at 21:19
  • msg #277

Re: OOC - 12/16

Hassan is offering 7 tons of Standard Armor for sale at cost on a first come basis.
This message was last edited by the player at 21:19, Sun 21 Dec 2014.
Michel Dubois
player, 24 posts
O2 - 2nd Lt.
Callsign: Dancer
Mon 22 Dec 2014
at 00:23
  • msg #278

Re: OOC - 12/16

Lucius, I have a question for you.  Now, I am expecting the answer to this question to be no but a question can't be answered in a positive way if you never ask it!  So here goes...

Lucius, oh wise leader of the Ironswords :-D , I noticed that you have 2 tons of Beta Targeting Computer and I was wondering if you'd be so magnanimous as to trade me only a small 1/2 ton of it?  This mongoose would look so wonderful with some accurate fire from its er smalls!!
Regina Arlington
Alt, 496 posts
R0 - Mechwarrior
Callsign - 'Siren'
Mon 22 Dec 2014
at 00:25
  • msg #279

Re: OOC - 12/16

(*laughs in the background*)

That's like asking me to hand over my Plugsuit...
Michel Dubois
player, 25 posts
O2 - 2nd Lt.
Callsign: Dancer
Mon 22 Dec 2014
at 00:27
  • msg #280

Re: OOC - 12/16

I know.  That is why I said I knew the answer...but there is always a chance that he is in the x-mas mood and says yes!!
Regina Arlington
Alt, 497 posts
R0 - Mechwarrior
Callsign - 'Siren'
Mon 22 Dec 2014
at 00:29
  • msg #281

Re: OOC - 12/16

In reply to Michel Dubois (msg # 280):

If he was, i'm sure there would be a line, he got those on introduction and have been hording them since.
Big Jake
Alt, 97 posts
BJ-1DB G4/P5/M8 3 NRG
Mini WarHammer is here!
Mon 22 Dec 2014
at 01:31
  • msg #282

Re: OOC - 12/16

Any one selling FF Armor?

or

Standard Armor?
Akarian Euclid
player, 222 posts
Mon 22 Dec 2014
at 01:33
  • msg #283

Re: OOC - 12/16

In reply to Big Jake (msg # 282):

I'm selling 2 tons of FF 50k and it's yours.
Greyson Strauss
player, 57 posts
MechWarrior
Striker
Mon 22 Dec 2014
at 01:38
  • msg #284

Re: OOC - 12/16

Im selling FF armor as well for the same price jake
Hassan al-Nasir
player, 160 posts
R0 (Mechwarrior)
Callsign: Scorpion
Mon 22 Dec 2014
at 01:42
  • msg #285

Re: OOC - 12/16

Big Jake:
Standard Armor?


Selling 7 tons at cost - 10K per ton.
Penny Plenty
player, 332 posts
R3 - 1st Lt.
Lollipop
Mon 22 Dec 2014
at 01:45
  • msg #286

Re: OOC - 12/16

(Pokes Michel and points at the FF Armor vendors)
Greyson Strauss
player, 58 posts
MechWarrior
Striker
Mon 22 Dec 2014
at 01:46
  • msg #287

Re: OOC - 12/16

you wanted some FF armor btw Hassan?
Hassan al-Nasir
player, 161 posts
R0 (Mechwarrior)
Callsign: Scorpion
Mon 22 Dec 2014
at 01:47
  • msg #288

Re: OOC - 12/16

In reply to Greyson Strauss (msg # 287):

Yep, I'll buy 2 tons at 25K to the first person who responds in this channel and confirms the sale.
Penny Plenty
player, 333 posts
R3 - 1st Lt.
Lollipop
Mon 22 Dec 2014
at 01:48
  • msg #289

Re: OOC - 12/16

o.O

Sucker prices . . .

Gotta work harder to pull one over a gal from Solaris.
Greyson Strauss
player, 59 posts
MechWarrior
Striker
Mon 22 Dec 2014
at 01:50
  • msg #290

Re: OOC - 12/16

you have a deal hassan...now how do we confirm this sale
This message was last edited by the player at 01:51, Mon 22 Dec 2014.
Hassan al-Nasir
player, 162 posts
R0 (Mechwarrior)
Callsign: Scorpion
Mon 22 Dec 2014
at 01:51
  • msg #291

Re: OOC - 12/16

Greyson Strauss:
you have a deal hassan


Well bid and done.
Greyson Strauss
player, 60 posts
MechWarrior
Striker
Mon 22 Dec 2014
at 02:06
  • msg #292

Re: OOC - 12/16

there ya go kitten, everything i have is taken care of, and i still think i have 200k left in reserve for emergencies
Big Jake
Alt, 98 posts
BJ-1DB G4/P5/M8 3 NRG
Mini WarHammer is here!
Mon 22 Dec 2014
at 02:15
  • msg #293

Re: OOC - 12/16

Hassan al-Nasir:
Selling 7 tons at cost - 10K per ton.


I'll take 2 tons of Stnd Armor Hassan.  Just need enough to fix some holes if they occur.
Hassan al-Nasir
player, 163 posts
R0 (Mechwarrior)
Callsign: Scorpion
Mon 22 Dec 2014
at 02:17
  • msg #294

Re: OOC - 12/16

Big Jake:
Hassan al-Nasir:
Selling 7 tons at cost - 10K per ton.


I'll take 2 tons of Stnd Armor Hassan.  Just need enough to fix some holes if they occur.


Sounds good.  I'd rather sell this to a player than sell it back to the market and someone later has to make an availability roll to get it.

2 tons to Jake for 20K total.
Kitten
GM, 5103 posts
Mon 22 Dec 2014
at 02:47
  • msg #295

Re: OOC - 12/16

Post it in repair bay otherwise its just chat.
Big Jake
Alt, 99 posts
BJ-1DB G4/P5/M8 3 NRG
Mini WarHammer is here!
Mon 22 Dec 2014
at 02:51
  • msg #296

Re: OOC - 12/16

In reply to Hassan al-Nasir (msg # 294):

Done
Greyson Strauss
player, 61 posts
MechWarrior
Striker
Mon 22 Dec 2014
at 02:53
  • msg #297

Re: OOC - 12/16

In reply to Kitten (msg # 295):

im all done now kitty, you can finish up my stuff now if you want
Big Jake
Alt, 100 posts
BJ-1DB G4/P5/M8 3 NRG
Mini WarHammer is here!
Mon 22 Dec 2014
at 02:59
  • msg #298

Re: OOC - 12/16

Unless Jake gets money for some reason he is done.
Pax Tarkin
player, 793 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Mon 22 Dec 2014
at 04:45
  • msg #299

Re: OOC - 12/16

Anyone interested

1.0tn Hawkeye LRM  - selling
1.0tn Artemis IV - selling.  Not sure if its the ammo or system yet.
Lucius McMurphy
player, 1544 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 22 Dec 2014
at 04:47
  • msg #300

Re: OOC - 12/16

It's the system.

Artemis IV aids the missiles in increasing the number of hits.
Pax Tarkin
player, 796 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Mon 22 Dec 2014
at 05:31
  • msg #301

Re: OOC - 12/16

Hassan al-Nasir:
Selling 7 tons at cost - 10K per ton.


Got a ton or 2 of that left?
Reyvak Kellosti
player, 14 posts
Rixx
Mon 22 Dec 2014
at 06:36
  • msg #302

Re: OOC - 12/16

Anyone got 1.5 Tons of Endo, and/or Up to 6 tons of Ferro?
Hassan al-Nasir
player, 164 posts
R0 (Mechwarrior)
Callsign: Scorpion
Mon 22 Dec 2014
at 11:34
  • msg #303

Re: OOC - 12/16

Pax Tarkin:
Hassan al-Nasir:
Selling 7 tons at cost - 10K per ton.


Got a ton or 2 of that left?


Yes.  2 tons of Standard Armor to Pax @20K total - updating my repair bay entry now.  You should do the same so Kitten sees the transaction.  Thanks!

PS: Still have three tons looking for a home.  Otherwise it goes away and someone makes an availability roll for standard armor in the future.
This message was last edited by the player at 11:40, Mon 22 Dec 2014.
Kitten
GM, 5114 posts
Mon 22 Dec 2014
at 15:17
  • msg #304

Re: OOC - 12/16

Progress good.

Pussycats mostly finalized, just waiting for Reyvak to throw some dice around.


Lancer's reviewed, need to know what's happening to unit salvage.  Anyone that wants anything from the Unit Inventory needs to pay at least Market Value to take it.  If more than one person wants it, Pax gets the final call on who gets what.

Waiting on Pax and Daniel to throw dice around, and for Joaquin to finalize mods.


Ironswords need a bit of work.
Olaf and Roger are finalized.
Malcolm needs dice rolls.

I need to review Hassan, Lucius, and Greyson's stuff.


Freelancers.  Mostly done.
Quentin needs to roll dice.
Regina needs to wrap up her arms sales.
Lucius McMurphy
player, 1549 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 22 Dec 2014
at 16:31
  • msg #305

Re: OOC - 12/16

Michel Dubois:
Lucius, I have a question for you.  Now, I am expecting the answer to this question to be no but a question can't be answered in a positive way if you never ask it!  So here goes...

Lucius, oh wise leader of the Ironswords :-D , I noticed that you have 2 tons of Beta Targeting Computer and I was wondering if you'd be so magnanimous as to trade me only a small 1/2 ton of it?  This mongoose would look so wonderful with some accurate fire from its er smalls!!


Reggie is right.  I've been holding onto 2 tons so that I can tie it into that ER PPC that is in storage that I recently picked up and now just need to finish the setup with a mech to load it on.

Now.

I'd be willing to part with 1/2 a ton if you can get me a line on a Plugsuit. :D
Regina Arlington
Alt, 498 posts
R0 - Mechwarrior
Callsign - 'Siren'
Mon 22 Dec 2014
at 16:37
  • msg #306

Re: OOC - 12/16

You have better prying the TC out of Luc's dead hands.

If Michel wants 1/2 ton of Endo, I'll turn over some for 100k cb.

Huge mark up,but that stuff is popular.
This message was last edited by the player at 16:38, Mon 22 Dec 2014.
Lucius McMurphy
player, 1550 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 22 Dec 2014
at 16:40
  • msg #307

Re: OOC - 12/16

I'm just saying he seems to be more...refined...than Luc and might be able to 'dance' his way convincingly into someones bed and convince them to sell off a plugsuit.

Luc's a bit more rough around the edges.
Regina Arlington
Alt, 499 posts
R0 - Mechwarrior
Callsign - 'Siren'
Mon 22 Dec 2014
at 16:44
  • msg #308

Re: OOC - 12/16

No.

He has the that zoolander look to him...

No.

Just say no to poofs.

No. No. No.
Lucius McMurphy
player, 1551 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 22 Dec 2014
at 16:53
  • msg #309

Re: OOC - 12/16

*shrugs*

I've got the good shaved head thing going down...
Olaf Oleeson
player, 155 posts
NC-R1 Corporal
Callsign Berserker
Mon 22 Dec 2014
at 17:18
  • msg #310

Re: OOC - 12/16

Is he a dancer like Kevin Bacon was in Footloose or like Chistopher Walken in the video for Weapon of Choice?  Cause those two dancers were badass.
This message was last edited by the player at 17:18, Mon 22 Dec 2014.
Kitten
GM, 5125 posts
Mon 22 Dec 2014
at 19:25
  • msg #311

Re: OOC - 12/16

For really really old players of the campaign, Svend, from the wild stallions game, is returning to us.  I however have to go get the baby at the moment, so i'm going to rely on Luc to get him settled and up to speed.
Adam Carlyle
Alt, 40 posts
Mechwarrior
Solid Slug
Mon 22 Dec 2014
at 19:34
  • msg #312

Re: OOC - 12/16

It's always good to see old faces again :)
Lucius McMurphy
player, 1558 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 22 Dec 2014
at 19:35
  • msg #313

Re: OOC - 12/16

As Kitten mentioned, you need any info Svend and I'll be able to answer most all of them.
Kitten
GM, 5127 posts
Mon 22 Dec 2014
at 20:17
  • msg #314

Re: OOC - 12/16

Baby home, so doing stuff, and at most only doing light battletech stuff, a snafu this morning has thrown me off my pace, so i'll work on finishing stuff up tomorrow.

If you have outstanding dice rolls, best get them in, because i'm pretty sure i'll be closing the repair bay down within 72 hours so if you having finished your stuff and it closes, your stuff will have to wait till the next contract bookkeeping to resolve.
Greyson Strauss
player, 63 posts
MechWarrior
Striker
Mon 22 Dec 2014
at 20:30
  • msg #315

Re: OOC - 12/16

im curious if i actually did the repair bay for myself correctly...which is what im hoping for.
Kitten
GM, 5131 posts
Mon 22 Dec 2014
at 20:31
  • msg #316

Re: OOC - 12/16

To be honest you had so many rolls and i'm so clueless on what youre in the middle of doing i'm holding off on it till i have a clear head.  Saving all the hard stuff for tommorow.
Greyson Strauss
player, 64 posts
MechWarrior
Striker
Mon 22 Dec 2014
at 20:44
  • msg #317

Re: OOC - 12/16

Kitten:
To be honest you had so many rolls and i'm so clueless on what youre in the middle of doing i'm holding off on it till i have a clear head.  Saving all the hard stuff for tommorow.


sorry for being confusing kitten...at least i sorta tried to tally up all my costs and made a seperate list of what i needed done to my mech....if that helps at all
Svend
player, 1 post
Backdraft
Mon 22 Dec 2014
at 22:13
  • msg #318

Re: OOC - 12/16

Looking forward to jumping into the old Firestarter again and joining in on some fun! I always did love this character and what a well placed flamer strike could do.
Kitten
GM, 5138 posts
Tue 23 Dec 2014
at 15:03
  • msg #319

Re: OOC - 12/16

Greyson mostly done, didnt do the DS/HS since you didnt specify which hs to swap out.

It's xmas eve and you peeps are probably doing last minute shopping and tommorrow is xmas day so youre spending it with family.

Would like to see all the repair bay stuff done by 12/26 (three days from now).

That will let me finish up final bookkeeping and get us started on the next mission on time.

Svend is being picked up by the Iron Swords.

With great regret, we seem to be losing Hassan.  I'm hoping it's only a temporary hiatus, but this might be a final good bye, please join me in wishing him well, and having hopes for his eventual return when he sorts things out.
David Crain
player, 550 posts
R2 - Sergeant
Callsign: Avenger
Tue 23 Dec 2014
at 15:17
  • msg #320

Re: OOC - 12/16

Hope things get worked out so you can come back to us soon, Hassan.

Otherwise, best wishes in RL!
Teri Knight
player, 254 posts
Panther, P5, G5
Callsign: Catgirl
Tue 23 Dec 2014
at 15:32
  • msg #321

Re: OOC - 12/16

Hassan, come back when you can, if you can.  We will still be here.
Svend
player, 2 posts
Backdraft
Tue 23 Dec 2014
at 15:34
  • msg #322

Re: OOC - 12/16

Yes, I hope everything goes well for you Hassan.
Akarian Euclid
player, 227 posts
Tue 23 Dec 2014
at 16:19
  • msg #323

Re: OOC - 12/16

Oh that's unexpected, best wishes and a hopeful return Hassan.
Penny Plenty
player, 341 posts
R3 - 1st Lt.
Lollipop
Tue 23 Dec 2014
at 16:52
  • msg #324

Re: OOC - 12/16

Akarian Euclid:
Oh that's unexpected, best wishes and a hopeful return Hassan.



Ditto, well wishes and hopes for a return.
Lucius McMurphy
player, 1569 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Tue 23 Dec 2014
at 17:51
  • msg #325

Re: OOC - 12/16

Didn't get to say this earlier but...

Good to have you here Jon.

Like Kitten said we don't have arty par-say but we do have a variation on laser-guided LRM and SRM's.  If you find time I'm sure you'll be quite welcome here.
Kitten
GM, 5145 posts
Wed 24 Dec 2014
at 16:20
  • msg #326

Re: OOC - 12/16

Happy Holidays all~

Svend, you made it in before xmas, so you get to pick out a holiday bonus too.

75k cb, IS DS/HS or (2) ER SL.
Kitten
GM, 5146 posts
Wed 24 Dec 2014
at 16:30
  • msg #327

Re: OOC - 12/16

Player looking to make a character with a Polish background, does anyone know anything about where this nationality settled in the Battletech universe?

I'm thinking the area in the Rasalhague league was nordic, which feels close to me, but that's like horseshoes, and not necessarily completely useful.
Svend
player, 3 posts
Backdraft
Wed 24 Dec 2014
at 16:41
  • msg #328

Re: OOC - 12/16

Yay! Merry Christmas! I hope whatever holiday you are celebrating everyone has a great time.
Michel Dubois
player, 28 posts
O2 - 2nd Lt.
Callsign: Dancer
Wed 24 Dec 2014
at 16:46
  • msg #329

Re: OOC - 12/16

Did a quick search on a couple of BTech forums and found the following:

The name Marik is a variant of Marek (Mars) originating from Czechoslovakian, and Polish. That may or may not be a clue to the origins of the ruling family.

Somewhere in the history section at the beginning of BattleTech 1622 - House Marik, there is another clue.

"...House Marik has an unbroken family tree that reaches back as far as Terra's 13th century. For nearly six hundred years, spanning the European Middle Ages to World War I, the Mariks ruled over a mountainous kingdom located at the junction of three (sometimes four) countries. As a result House Marik early learned the politics of the buffer state. The kingdom's population had various cultures, languages, and customs..."



I also glanced through the A Time of War RPG but none of the House affiliations listed Polish as a secondary language.  Depending on language groups the closest were either the Lyrans with German or the FWL with Romanian and Slovak
Lucius McMurphy
player, 1574 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 24 Dec 2014
at 16:48
  • msg #330

Re: OOC - 12/16

None of the major houses have enough of them for the language to be a major player and noted last I remember.  I know that there were some Polish city names on some of the planets both in the Steiner/Kurita border that became the FRR as well as the Rim Worlds ala House Steiner conquered worlds way out and about.

Marik space is the proverbial melting pot.  Though that quote almost makes me think that the Mariks were the Battletech Universes Switzerland.
Olaf Oleeson
player, 162 posts
NC-R1 Corporal
Callsign Berserker
Wed 24 Dec 2014
at 17:01
  • msg #331

Re: OOC - 12/16

In reply to Kitten (msg # 327):

After the Star League era I always thought that the Free Worlds League and Lyran Commonwealth had higher concentrations of Eastern European ethnicities.  Probably also find some smaller concentrations in the Tikonov region of Cappellan space.

Edit: Little slow on the draw, but I agree with Luc and Michel.  I checked affiliations and Sarna.net as well - came up empty.
This message was last edited by the player at 17:04, Wed 24 Dec 2014.
Kitten
GM, 5147 posts
Wed 24 Dec 2014
at 18:25
  • msg #332

Re: OOC - 12/16

Right...

So it's good bye Hassan, with the Old Year...

Hello Piotr, with the new.


Spoke with Hassan, more carefully, and he was just disinterested in continuing with the character.  I believe he's decided to stay on with a new character named Piotr.

Having him assigned to the Iron Swords for now, unless i'm told different.

A little leg work to keep a good and well liked player pays off sometimes.

^.^
Lucius McMurphy
player, 1575 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 24 Dec 2014
at 18:30
  • msg #333

Re: OOC - 12/16

Awesome, that's great to hear.
Teri Knight
player, 255 posts
Panther, P5, G5
Callsign: Catgirl
Wed 24 Dec 2014
at 18:34
  • msg #334

Re: OOC - 12/16

Very cool.  Welcome, Piotr!
Piotr Kaminski
player, 168 posts
R0 (Mechwarrior)
Callsign:
Wed 24 Dec 2014
at 18:37
  • msg #335

Re: OOC - 12/16

I had promised myself a few months ago I'd start getting out of those games that didn't have some nexus with my upcoming assignment.  You'd be surprised at how much you can learn about a place or language just researching them for RPOL.

Anyway, this was the only game I hadn’t done that with, sort of a guilty pleasure if you will.  When I saw how much trouble rebuilding Hassan was causing, I figured I'd just bow out.  It was a lot of trouble for something I told myself I shouldn't be doing anyway.    But Kitten is persistent and I've really had fun here, so...  say Hi to Piotr!  :)
This message was last edited by the player at 18:38, Wed 24 Dec 2014.
Lucius McMurphy
player, 1576 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 24 Dec 2014
at 18:38
  • msg #336

Re: OOC - 12/16

Kitten is damn good at that :P
Kitten
GM, 5148 posts
Wed 24 Dec 2014
at 18:40
  • msg #337

Re: OOC - 12/16

It's the halo and xmas season,it grants me special powers for short periods of time.
Kitten
GM, 5149 posts
Wed 24 Dec 2014
at 18:41
  • msg #338

Re: OOC - 12/16

Damien is finally getting to character generation and seems to be putting out a whitworth.

Any takers?  The Lancers and Swords both have budding fire lancers... so...?
Lucius McMurphy
player, 1577 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 24 Dec 2014
at 18:47
  • msg #339

Re: OOC - 12/16

So with both Piotr and Svend...

That would mean Broadsword:
Luc
Svend
Piotr
Malcolm

And Longsword:
Olaf
Roger
Greyson


I'll take him and add him to Longsword to tap us out with a full two lances if Pax doesn't want him or wants to stay smaller.  He'd fit in well with them.
Lucius McMurphy
player, 1578 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 24 Dec 2014
at 19:06
  • msg #340

Re: OOC - 12/16

Though a good question would be...are you still going to be going with a Falcon Piotr or something else?
Piotr Kaminski
player, 169 posts
R0 (Mechwarrior)
Callsign:
Wed 24 Dec 2014
at 19:13
  • msg #341

Re: OOC - 12/16

In reply to Lucius McMurphy (msg # 340):

New character, new mindset, new mech.
Svend
player, 4 posts
Backdraft
Wed 24 Dec 2014
at 19:14
  • msg #342

Re: OOC - 12/16

Endless possibility? :)
Lucius McMurphy
player, 1579 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 24 Dec 2014
at 19:19
  • msg #343

Re: OOC - 12/16

Indeed :)
David Crain
player, 553 posts
R2 - Sergeant
Callsign: Avenger
Wed 24 Dec 2014
at 19:21
  • msg #344

Re: OOC - 12/16

Good to hear we didn't lose you!
Olaf Oleeson
player, 163 posts
NC-R1 Corporal
Callsign Berserker
Thu 25 Dec 2014
at 00:20
  • msg #345

Re: OOC - 12/16

New Year must be coming; out with the old and in with the new.  Glad to have you (back) Pitor.
Kitten
GM, 5152 posts
Fri 26 Dec 2014
at 12:38
  • msg #346

Re: OOC - 12/16

Family packed up and off on a ski tripso i'm going to try and finish all player bookkkeeping today so that i can move on to getting the next contract/mission started.


Pussycats all finalized.
Penny, Teri, David, Michel, and Reyvak all completed and done.  Repair Bay entries have been deleted to clear space for me to review stuff i need to see.  If you need something done, post a new entry.
This message was last edited by the GM at 12:48, Fri 26 Dec 2014.
Damien Cole
player, 1 post
Storm
Sat 27 Dec 2014
at 11:55
  • msg #347

Re: OOC - 12/16

Hey everyone. Glad to join the game.  I have been reading over the threads and trying to learn as much as I can so I do not seem too lost. But I am still working on getting all the details.

Anyway, looking forward to joining you all and seeing how this all works out.
Kitten
GM, 5155 posts
Sat 27 Dec 2014
at 14:19
  • msg #348

Re: OOC - 12/16

Malcolm / Quintin has been offline for nearly a week now, without a doctor's note.

Putting him officially on the inactive list for the next mission, and wrapping up Bookkeeping without him.
David Crain
player, 554 posts
R2 - Sergeant
Callsign: Avenger
Sat 27 Dec 2014
at 17:26
  • msg #349

Re: OOC - 12/16

Is it possible I can get my new DHSs installed before we drop on Eden?
Kitten
GM, 5157 posts
Sat 27 Dec 2014
at 17:42
  • msg #350

Re: OOC - 12/16

Yes.

Thanks for reminder will fix that now.
Joaquin Cortez
player, 237 posts
Callsign: "WarDog"
Spider (SDR-5V)
Sat 27 Dec 2014
at 17:43
  • msg #351

Re: OOC - 12/16

My request have no been updated either. If you need a list of the changes let me know.
Kitten
GM, 5158 posts
Sat 27 Dec 2014
at 17:46
  • msg #352

Re: OOC - 12/16

In reply to Joaquin Cortez (msg # 351):

o.O

mmm... Tell me.


I didnt see anything on your list when i deleted it from the Repair Bay.
Joaquin Cortez
player, 238 posts
Callsign: "WarDog"
Spider (SDR-5V)
Sat 27 Dec 2014
at 17:48
  • msg #353

Re: OOC - 12/16

Joaquin Cortez:
Since I have some things to switch out, I would like to remove 4 JumpJets (2 from Each Torso) and hold them in inventory. Add one of the Medium Lasers to my Left Torso and add the other one to my Right Torso. I'd also like to swap out the Standard HS in the head for the IS DHS and place it in the Right Torso if that is possible.


This was from my reply in the Repair Bay.
Kitten
GM, 5160 posts
Sat 27 Dec 2014
at 17:55
  • msg #354

Re: OOC - 12/16

In reply to Joaquin Cortez (msg # 353):

Ah~

Hence the problem, each player is suppose to have one entry and edit it for me to work from, responding to it and making a new one, when there's an old entry lingering, means i dont look at it, because i'm presuming things are being edited to the old reply .

(If everyone replies to fix stuff, old stuff i need quickly scrolls and buries to the point i cant find it, which is why i have the rule, one reply for each character)
Joaquin Cortez
player, 239 posts
Callsign: "WarDog"
Spider (SDR-5V)
Sat 27 Dec 2014
at 17:57
  • msg #355

Re: OOC - 12/16

10-4. I'll add my changes to the same post next time.
Kitten
GM, 5191 posts
Sun 28 Dec 2014
at 18:59
  • msg #356

Re: OOC - 12/16

Mission being generated for Pussy Cats and Lancers, as well as Freelancers Regina and Jake.

Review your character status being used for the mission here...

Lancers
link to a message in another game


Pussycats
link to a message in another game


Freelancers
link to a message in another game


If you have in correct information posted here, your mission info will be incorrect too.




Still working on Iron Swords... so... once i finish their bookkeeping, will generate their mission.

Official start date will be at the start of next year, subject to your BM's availability to actually start.  So yeah, were going to start our cycle of missions soon.

Malocolm/Quintin still considered inactive at this time.

 (Geez i hope he's okay...)
This message was last edited by the GM at 19:01, Sun 28 Dec 2014.
Akarian Euclid
player, 229 posts
Sun 28 Dec 2014
at 20:11
  • msg #357

Re: OOC - 12/16

Mine has a bit of outdated info.
MPL should be in HD vs RA, armor/internals inventory needs updated.
Kitten
GM, 5192 posts
Sun 28 Dec 2014
at 20:36
  • msg #358

Re: OOC - 12/16

Akarian Euclid:
Mine has a bit of outdated info.
MPL should be in HD vs RA, armor/internals inventory needs updated.



MPL issue sorta correct, it was located correctly, just never updated in the sidebar, can fix that as needed.

Armor/Internals updated.

MPL fixed, anything else?
Akarian Euclid
player, 230 posts
Sun 28 Dec 2014
at 21:11
  • msg #359

Re: OOC - 12/16

Kitten:
Akarian Euclid:
Mine has a bit of outdated info.
MPL should be in HD vs RA, armor/internals inventory needs updated.



MPL issue sorta correct, it was located correctly, just never updated in the sidebar, can fix that as needed.

Armor/Internals updated.

MPL fixed, anything else?

Looks good, although I'd still love to understand how the personal tech armor bit works. Feel like I'm missing something, with how it works between unit repairs and personal repairs that use to be 16f.
Kitten
GM, 5193 posts
Sun 28 Dec 2014
at 21:22
  • msg #360

Re: OOC - 12/16

Mostly useful when youre out of logistical pool support and you have to do field repairs yourself.

At that point a Personal tech will help you with repairs.  If you need to make Jury rig rolls, he'll help with repairs.  Really good techs will help with a modification cap.

Infantry act as Astech, to help with armor repairs.

Really good infantry help with Salvage operations.
This message was last edited by the GM at 21:22, Sun 28 Dec 2014.
Teri Knight
player, 257 posts
Panther, P5, G5
Callsign: Catgirl
Sun 28 Dec 2014
at 21:24
  • msg #361

Re: OOC - 12/16

Is that like "Friends help you move.  Real friends help you move bodies."?
Kitten
GM, 5194 posts
Sun 28 Dec 2014
at 21:27
  • msg #362

Re: OOC - 12/16

Something like that, I always thought that was a New York saying...

You're the first person not from New York I know of that knows that joke.
Reyvak Kellosti
player, 19 posts
Rixx
Sun 28 Dec 2014
at 21:31
  • msg #363

Re: OOC - 12/16

Born in Florida, Lived in SoCal most of the last 13 years, I've heard that one often since i was a kid... In Fact, about a year or two I told a friend I worked with that I might need his help disposing of a body, and he didn't flinch, he just asked me when and where...
Kitten
GM, 5195 posts
Sun 28 Dec 2014
at 21:35
  • msg #364

Re: OOC - 12/16

A similar saying i've heard was...

"No Blood, No Foul.  No Body, No Crime."
Reyvak Kellosti
player, 20 posts
Rixx
Sun 28 Dec 2014
at 23:59
  • msg #365

Re: OOC - 12/16

In reply to Kitten (msg # 364):

I heard it as No Harm, No Foul.
Kitten
GM, 5196 posts
Mon 29 Dec 2014
at 00:51
  • msg #366

Re: OOC - 12/16

*pfft*

Use harsh language, and they'll claim you've harmed their feelings, show me blood and we'll call it a foul.
Akarian Euclid
player, 231 posts
Mon 29 Dec 2014
at 05:16
  • msg #367

Re: OOC - 12/16

No Harm, No Foul rings bells from my distant past, probably cali land I'd guess.
Teri Knight
player, 258 posts
Panther, P5, G5
Callsign: Catgirl
Mon 29 Dec 2014
at 06:19
  • msg #368

Re: OOC - 12/16

No blood.  No foul.  If you can't document the injury, it didn't happen.
Kitten
GM, 5197 posts
Mon 29 Dec 2014
at 13:41
  • msg #369

Re: OOC - 12/16

Teri Knight:
No blood.  No foul.  If you can't document the injury, it didn't happen.


exactly.
Kitten
GM, 5210 posts
Mon 29 Dec 2014
at 18:04
  • msg #370

Re: OOC - 12/16

Missions mostly done, working out some character snags with Lucius, Adam, and Svend.

Everything else is mostly done and ready to go.

Missions just need BMs to pick out op force to work with.
Kitten
GM, 5211 posts
Mon 29 Dec 2014
at 19:01
  • msg #371

Re: OOC - 12/16

Off to dentist today... (yea)

We're close enough to starting missions that i dont feel bad, we still have a few days left in the new year, and i'm giving everyone new years off to recover from being hung over... if that's your thing, so the earliest we should be starting is the second of the year.  Which we look pretty good for.

I need Tau and Omega to pick out units.

Once they do i'll move the missions over to their area and make them 'active'.

Need to make a map for Ironswords and Pussycats.

Finalizing Svend's modifications, and still need to look over Luc's stuff, whch i dont have time for at the moment.  So... it'll be tommorow i guess.
Kitten
GM, 5213 posts
Mon 29 Dec 2014
at 19:22
  • msg #372

Re: OOC - 12/16

No one really uses flamers, so when the cost of 80k was cut and pasted from Macs game... like.. a long time ago, it wasnt noticed.

We're going back to 7500 for the cost of flamers, which is more in line with their usefulness.

They do...
2 damage or 2 heat to mechs.
2 damage to conventional.
4d6 damage to Infantry (that are not in buildings)
Pax Tarkin
player, 818 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Mon 29 Dec 2014
at 21:21
  • msg #373

Re: OOC - 12/16

Kitten:
No one really uses flamers, so when the cost of 80k was cut and pasted from Macs game... like.. a long time ago, it wasnt noticed.

We're going back to 7500 for the cost of flamers, which is more in line with their usefulness.


Yeah for 80 000 I was thinking someone must be making the thing out of gold or something.

Now I want one ... got no where to put it.  :)
Lucius McMurphy
player, 1584 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 29 Dec 2014
at 21:23
  • msg #374

Re: OOC - 12/16

I've got two in the pipe.  Energy Weapons spec and all...say bye bye to Infantry.
Big Jake
Alt, 102 posts
BJ-1DB G4/P5/M8 3 NRG
Mini WarHammer is here!
Mon 29 Dec 2014
at 21:35
  • msg #375

Re: OOC - 12/16

Jake looks right.
Kitten
GM, 5220 posts
Tue 30 Dec 2014
at 21:12
  • msg #376

Re: OOC - 12/16

Tau and the Light Lancers are a go to start mission 14, when they're ready.

Mission posted and everything should be in place for them to start.

Tau needs to deploy units and then the Lancers drop.

If you pick the same hex as some one else, expect a collision.  (Dont pick the same hex)

If you scatter off the map, you'll have to make a pilot roll to show up to fight.  (Dont pick a hex near the edge of the map)
Kitten
GM, 5220 posts
Tue 30 Dec 2014
at 21:45
  • msg #377

Re: OOC - 12/16

Omega and Pussycats are a go to start mission 14, when they're ready.

Mission posted and everything should be good to go.

Omega needs to deploy units and then the Brigade drop.

If you pick the same hex as some one else, expect a collision.  (Dont pick the same hex)

If you scatter off the map, you'll have to make a pilot roll to show up to fight.  (Dont pick a hex near the edge of the map)
This message was last updated by the GM at 21:45, Tue 30 Dec 2014.
Akarian Euclid
player, 232 posts
Tue 30 Dec 2014
at 23:12
  • msg #378

Re: OOC - 12/16

Nice to see the mission up, looks like it should be an interesting one, lot of buildings.

I noticed another small bookkeeping error on my record, sorry I didn't spot it before. My scout value should be 8 I believe now vs 9, from the mental stat bump.
Olaf Oleeson
player, 164 posts
NC-R1 Corporal
Callsign Berserker
Wed 31 Dec 2014
at 00:05
  • msg #379

Re: OOC - 12/16

Kitten: Minor omission with Olaf's sheet in the Book keeping thread.  Should be Pilot 6+ (5+ w/ initiative).
Kitten
GM, 5222 posts
Wed 31 Dec 2014
at 00:05
  • msg #380

Re: OOC - 12/16

So noted, but no scouting this mission so wont matter.

Please do not post to mission until The battlemasters have made deployment.  Any post doing so will be deleted.

Conversations to discuss with your lance mates should be done in your ready room.

Questions to your BMs, should be done in the BM OOC thread for their attention.
Kitten
GM, 5222 posts
Wed 31 Dec 2014
at 00:09
  • msg #381

Re: OOC - 12/16

Iron Swords mission is NOT ready, but i thought it would be okay to present what is ready.

There will be a Hunchback of some sort added to Op Force.

A Map needs to be generated.

I need to get final numbers down for Luc, Svend, and Adam.
This message was lightly edited by the GM at 00:09, Wed 31 Dec 2014.
Piotr Kaminski
player, 170 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Wed 31 Dec 2014
at 00:23
  • msg #382

Re: OOC - 12/16

Two minor things for Pea-Oat-Er...  Can you please add me to group 8 for the ready room?

Also...


Kitten
GM, 5223 posts
Wed 31 Dec 2014
at 00:26
  • msg #383

Re: OOC - 12/16

Piotr Kaminski:
Two minor things for Pea-Oat-Er...  Can you please add me to group 8 for the ready room?

Also...




fine fine fine...

little noble rich boy...


*grumbles*
Malcolm Strauss
player, 208 posts
Wed 31 Dec 2014
at 08:14
  • msg #384

Re: OOC - 12/16

Ugh, xmas was rough...  didn't get any time off of work other than the day of, and had to make up for the lost time over the weekend, and had all the added family obligations to deal with as well... throw in migrating to a new computer and fighting a cold that was likely brought on by little sleep and a lot of stress, I've had a fun week! lol.  sorry for my absence, anything particular I need to do to catch up?  I hadn't made my availability rolls yet, did I miss the boat on that?
Kitten
GM, 5224 posts
Wed 31 Dec 2014
at 12:17
  • msg #385

Re: OOC - 12/16

Yeah, that stuff was wrapped up and closed.

You almost missed the start of the next mission too, but we can do some quick stuff to include you in Mission 14 if youre about.
Kitten
GM, 5226 posts
Wed 31 Dec 2014
at 12:47
  • msg #386

Re: OOC - 12/16

I got a request to add Goblins to the game, which i will look at doing soon.

So my question is, are there any conventional units that you would like to see reworked for the campaign?

Reworking them, will usually entail making the unit with an ICE engine if it has a Fusion engine, and reducing the size of the unit by about half... give or take 5 tons.

These are combat units that you would consider picking up to use in the scope of the campaign.
Kitten
GM, 5228 posts
Thu 1 Jan 2015
at 14:41
  • msg #387

Re: OOC - 12/16

Happy New Years all, seems i have foe family obligations today so i wont be able to work on finalizing the stuff i had planned to finished this morning, will try later tonight but no promises.
Roger Simms
player, 403 posts
Call sign: Viking
lrms 12/12,12/12
Thu 1 Jan 2015
at 14:49
  • msg #388

Re: OOC - 12/16

Heh, i looked up the words to the new years song Old Ang sine,that everyone knows a few words to. It is diffidently  old world.
Teri Knight
player, 261 posts
Panther, P5, G5
Callsign: Catgirl
Thu 1 Jan 2015
at 16:25
  • msg #389

Re: OOC - 12/16

So, if Nobility 1 gives Catgirl the rank of Dame, would Nobility 2 give her the title of Baroness.
Reyvak Kellosti
player, 22 posts
Thu 1 Jan 2015
at 19:38
  • [deleted]
  • msg #390

Re: OOC - 12/16

This message was deleted by the player at 18:47, Sat 03 Jan 2015.
David Crain
player, 556 posts
R2 - Sergeant
Callsign: Avenger
Thu 1 Jan 2015
at 19:39
  • msg #391

Re: OOC - 12/16

I will be travelling over the next few days.  I won't be consistently around until Jan 3rd in the afternoon.
Lucius McMurphy
player, 1587 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 1 Jan 2015
at 20:57
  • msg #392

Re: OOC - 12/16

Teri Knight:
So, if Nobility 1 gives Catgirl the rank of Dame, would Nobility 2 give her the title of Baroness.


Only if you start wearing a black skintight plugsuit unzipped halfway to your navel with a red emblazoned cobra on it.
Teri Knight
player, 262 posts
Panther, P5, G5
Callsign: Catgirl
Thu 1 Jan 2015
at 21:07
  • msg #393

Re: OOC - 12/16

In reply to Lucius McMurphy (msg # 392):

I'd have to let her hair grow out and dye it black.  It's doable.
Lucius McMurphy
player, 1588 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 1 Jan 2015
at 21:27
  • msg #394

Re: OOC - 12/16

Then I totally give the thumbs up to that :-)
Olaf Oleeson
player, 165 posts
NC-R1 Corporal
Callsign Berserker
Thu 1 Jan 2015
at 21:54
  • msg #395

Re: OOC - 12/16

Cobraaaa!
Teri Knight
player, 263 posts
Panther, P5, G5
Callsign: Catgirl
Thu 1 Jan 2015
at 22:15
  • msg #396

Re: OOC - 12/16

Kitten, I might need to get a new picture, maybe FMG005.
Penny Plenty
player, 345 posts
R3 - 1st Lt.
Lollipop
Thu 1 Jan 2015
at 23:02
  • msg #397

Re: OOC - 12/16

We'll make a star out of you, you'd have to start speaking with a Romanian accent, though.
Malcolm Strauss
player, 209 posts
Fri 2 Jan 2015
at 03:43
  • msg #398

Re: OOC - 12/16

Kitten:
Yeah, that stuff was wrapped up and closed.

You almost missed the start of the next mission too, but we can do some quick stuff to include you in Mission 14 if youre about.



Sounds good. Let me know if there's anything specific you need from me in order to get in.  The only thing I really wanted to get done was installing the CASE i've got sitting in my inventory, for a half ton of ammo.  swapping 2 regular HS for the 2 doubles I got for the xmas gift would be nice too, but I can live without it.

Is there any way I can use my availability rolls for this last round and have anything I get go to inventory and not be available for install until the next time the repair bay is open?  I'd hate to not have used my rolls, but I don't want to ask you to re bookkeep wholesale changes to my mech.
Delta
editor, 719 posts
Fri 2 Jan 2015
at 11:20
  • msg #399

Re: OOC - 12/16

happy new year to all of you, hope you all had a great evening :)
Kitten
GM, 5230 posts
Fri 2 Jan 2015
at 14:46
  • msg #400

Re: OOC - 12/16

Last minute changes and additions being made to missions today, i should hopefully have it all settled by tomorrow for BMs to execute missions.

Be patient just a little bit longer as i get things sorted out.
Kitten
GM, 5237 posts
Fri 2 Jan 2015
at 18:28
  • msg #401

Re: OOC - 12/16

Svend done, added a blurb on Prestige points, and taking a break before working on Luc.
Kitten
GM, 5242 posts
Sat 3 Jan 2015
at 04:09
  • msg #402

Re: OOC - 12/16

Malcolm Strauss:
Kitten:
Yeah, that stuff was wrapped up and closed.

You almost missed the start of the next mission too, but we can do some quick stuff to include you in Mission 14 if youre about.



Sounds good. Let me know if there's anything specific you need from me in order to get in.  The only thing I really wanted to get done was installing the CASE i've got sitting in my inventory, for a half ton of ammo.  swapping 2 regular HS for the 2 doubles I got for the xmas gift would be nice too, but I can live without it.

Is there any way I can use my availability rolls for this last round and have anything I get go to inventory and not be available for install until the next time the repair bay is open?  I'd hate to not have used my rolls, but I don't want to ask you to re bookkeep wholesale changes to my mech.



Will approve Mech mods, but the availability rolls are gone.

They were cut off from other players too, so dont feel bad.
Teri Knight
player, 264 posts
Panther, P5, G5
Callsign: Catgirl
Sat 3 Jan 2015
at 05:12
  • msg #403

Re: OOC - 12/16

I couldn't find a black plugsuit.  Will this work for the time being?

http://www.thinkgeek.com/product/ee5d/?srp=1
Lucius McMurphy
player, 1590 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sat 3 Jan 2015
at 05:16
  • msg #404

Re: OOC - 12/16

Teri Knight
player, 265 posts
Panther, P5, G5
Callsign: Catgirl
Sat 3 Jan 2015
at 05:21
  • msg #405

Re: OOC - 12/16

Yours works better.
Lucius McMurphy
player, 1591 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sat 3 Jan 2015
at 05:22
  • msg #406

Re: OOC - 12/16

There are even better ones...that was just the easiest to find.
Malcolm Strauss
player, 210 posts
Sat 3 Jan 2015
at 09:31
  • msg #407

Re: OOC - 12/16

In reply to Kitten (msg # 402):

Ok, can I still buy the LRM-5 rack I was going to buy from the ironswords stock or has that time passed as well?
Roger Simms
player, 404 posts
Call sign: Viking
lrms 12/12,12/12
Sat 3 Jan 2015
at 15:42
  • msg #408

Re: OOC - 12/16

 Sure looks like we have some heavy's to play with this time, hunchback and fire Javelin can be close in fighters, T bolt will be he first time smack down.
Kitten
GM, 5244 posts
Sat 3 Jan 2015
at 16:38
  • msg #409

Re: OOC - 12/16

Mission delayed because, Op Force is being revised.
This message was last edited by the GM at 16:38, Sat 03 Jan 2015.
Lucius McMurphy
player, 1592 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sat 3 Jan 2015
at 18:37
  • msg #410

Re: OOC - 12/16

I imagine you should be fine getting the LRM5 from our stocks.  You are part of the Ironswords after all.  The unit certainly doesn't have an issue selling it to you.
Kitten
GM, 5245 posts
Sat 3 Jan 2015
at 19:35
  • msg #411

Re: OOC - 12/16

Lucius McMurphy:
I imagine you should be fine getting the LRM5 from our stocks.  You are part of the Ironswords after all.  The unit certainly doesn't have an issue selling it to you.



I have a problem with that since it's bookkeeping i have to do, i close stuff out in phases, buying/selling/trading was suppose to close with availability rolls.

Was it ever noted anywhere that it was being sold to him in the Unit notes?  If so quote it for me in the commanders thread, and i'll make it so, otherwise i want to focus on what needs to be done to get the missions up and ready.
Malcolm Strauss
player, 211 posts
Sat 3 Jan 2015
at 20:13
  • msg #412

Re: OOC - 12/16

Yeah Luc, That's the reason I asked. I know we had made a plan for me to buy it, but IDK if we ever actually rubber stamped it, and I don't want to be creating extra bookkeeping headaches.
David Crain
player, 557 posts
R2 - Sergeant
Callsign: Avenger
Sat 3 Jan 2015
at 20:56
  • msg #413

Re: OOC - 12/16

Back, and it seems I'm still in time before mission drop.
Kitten
GM, 5248 posts
Sat 3 Jan 2015
at 21:50
  • msg #414

Re: OOC - 12/16

Yeah, spent most of the day making new contentional units for BMs to use.

There was an observation that there wasnt enough for variety.

So... Pussy Cat and Lancer missions are good to go at this point after BMs pick and place them on the map.

Ironswords still need a map... o.O

Though that will have to wait since i have to deal with dinner now.
Kitten
GM, 5250 posts
Sun 4 Jan 2015
at 02:19
  • msg #415

Re: OOC - 12/16

My paper work is all but done at this point, waiting on BMs to post their selection of op force, and then placing them on the map, at that point players need to combat drop onto the map.
Kitten
GM, 5264 posts
Mon 5 Jan 2015
at 21:45
  • msg #416

Re: OOC - 12/16

Pretty easy objectives this time out you just have to kill them all quickly.

You even have some friendly hawkeyes to help with it.

^.^
Kitten
GM, 5268 posts
Mon 5 Jan 2015
at 22:44
  • msg #417

Re: OOC - 12/16

Just a reminder...

if you have a bad scatter or landing roll... it's a really good time to consider using edge to re roll or out right fix it with a +1 edge bump that might lead to avoiding crippling damage...

Use of edge is applied right after a bad roll, so if you've made new rolls after it, the moment has passed to use edge.

So... dont roll damage and stuff unless youre conceding your ability to use edge on a fall... or some such...
This message was last edited by the GM at 22:45, Mon 05 Jan 2015.
Lucius McMurphy
player, 1610 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 5 Jan 2015
at 22:51
  • msg #418

Re: OOC - 12/16

Can Commanders still use their edge on their underlings?
Kitten
GM, 5269 posts
Mon 5 Jan 2015
at 23:19
  • msg #419

Re: OOC - 12/16

In reply to Lucius McMurphy (msg # 418):

No but some one did win an auction for edge usable for anyone... Once at least...
This message was last edited by the GM at 23:35, Mon 05 Jan 2015.
Malcolm Strauss
player, 212 posts
Tue 6 Jan 2015
at 08:57
  • msg #420

Re: OOC - 12/16

I think my accesses are messed up, I cant see the new mission thread...
Kitten
GM, 5271 posts
Tue 6 Jan 2015
at 13:48
  • msg #421

Re: OOC - 12/16

Malcolm Strauss:
I think my accesses are messed up, I cant see the new mission thread...


Fixed, you were a late addition and while i added you to the mission i forgot to give you access to it.
Reyvak Kellosti
player, 23 posts
Javelin | G: 5+ | P: 5+
Captain "Rixx"
Wed 7 Jan 2015
at 17:35
  • msg #422

Re: OOC - 12/16

Can someone explain where I find my Scatter Damage?

I rolled, I hit my target number +1, passed my pilot check with +6, but apparently I still take damage to my legs because of the drop, where does the damage value come from?
Kitten
GM, 5287 posts
Wed 7 Jan 2015
at 17:49
  • msg #423

Re: OOC - 12/16

Scatter damage is equal to how much you miss you scatter roll by.  If you make your roll you take no damage.

If you pass the scatter roll, you take no damage.  If you pass the landing roll, youre standing.  So you're as good as it gets.
Reyvak Kellosti
player, 24 posts
Javelin | G: 5+ | P: 5+
Captain "Rixx"
Wed 7 Jan 2015
at 17:53
  • msg #424

Re: OOC - 12/16

Oh, nice. Thanks.
Kitten
GM, 5349 posts
Sun 18 Jan 2015
at 00:58
  • msg #425

Re: OOC - 12/16

(waves to Hank)

Hank's going to be joing us... maybe.

He's taking a default character and piloting a thorn is the tentative submission.

He's going to need to find a unit, and maybe... take in some advice on character/mech direction.
This message was last updated by the GM at 00:58, Sun 18 Jan 2015.
Lucius McMurphy
player, 1674 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sun 18 Jan 2015
at 00:49
  • msg #426

Re: OOC - 12/16

Welcome Hank :)
Olaf Oleeson
player, 185 posts
NC-R1 Corporal
Callsign Berserker
Sun 18 Jan 2015
at 00:58
  • msg #427

Re: OOC - 12/16

Hi Hank!

Has Hank found a home for M15?
Kitten
GM, 5350 posts
Sun 18 Jan 2015
at 01:00
  • msg #428

Re: OOC - 12/16

In reply to Olaf Oleeson (msg # 427):

No not yet.  I think the Iron swords might be full up.  Wouldnt be fair to ask Adam to take another new player.  Unless Luc really wants him i was thinking the Lancers or Brigade might be better places to send him.
Hank Gulsvig
player, 1 post
Swordfish
Thorn
Sun 18 Jan 2015
at 01:10
  • msg #429

Re: OOC - 12/16

Thanks Lucius. Have done many hours of the old Battle tech table top. And even ran a BT game on here for a bit. The system being used here is a tad differnet, but I am sure nothing I can't handle with a little time and help.

So my choice of mech. Lt fairly fast support mech, not jump capable. With her 120 class Thurston reactor she can push ninety clicks (6) and about one forty all out (9). Two old Lazareth medium lasers, and a Zeus long range missile system. No a lot of firepower but for a twenty ton mech, she has quite a punch.
Penny Plenty
player, 364 posts
R3 - 1st Lt.
Lollipop
Sun 18 Jan 2015
at 01:16
  • msg #430

Re: OOC - 12/16

Would suggest the Commando.

Same movement profile, so if you're good with the Thorn's speed you should be okay with the commando.

The 20 to 25 ton weight differential is notable.  That's a 25% increase in internals and armor cap.

It also has 8 tons of weapons compared to the thorns 5 tons of weapons, again more than a 25% increase in fire power.

Really this should be a no brainer of which is the better choice.
Hank Gulsvig
player, 2 posts
Swordfish
Thorn
Sun 18 Jan 2015
at 01:29
  • msg #431

Re: OOC - 12/16

That may be Penny, but it is also a dual missile system mech. This increases operating cost, and the risk of being left with one weapon in a protracted filed mission without support. Also this was my dads mech.



If I really wanted to go with power a Panther would have been better with the cash we are given. I realize there are risks with such a lite mech, but..
Lucius McMurphy
player, 1675 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sun 18 Jan 2015
at 01:31
  • msg #432

Re: OOC - 12/16

Operating cost is minimal really.

Especially when you can swap them for Streaks that conserve ammo while also increasing armour.
Penny Plenty
player, 365 posts
R3 - 1st Lt.
Lollipop
Sun 18 Jan 2015
at 01:36
  • msg #433

Re: OOC - 12/16

Mech are allowed to be modified to various degrees.

You could downgrade the SRM4 for the LRM 5.  That simple change makes it a larger version of the Thorn, swap the SRM6/ammo out for weapons armor and your'e vastly better off in the Commando.
Hank Gulsvig
player, 3 posts
Swordfish
Thorn
Sun 18 Jan 2015
at 01:44
  • msg #434

Re: OOC - 12/16

For that matter I may as well change up to a Wolfhound. All energy and a lot more armor. And if I drop one of the lasers for a heat sink fairly efficient.
Lucius McMurphy
player, 1676 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sun 18 Jan 2015
at 01:49
  • msg #435

Re: OOC - 12/16

Wolfhounds are good machines.  Relatively speaking too new for Heirloom but a fine machine indeed.
Penny Plenty
player, 366 posts
R3 - 1st Lt.
Lollipop
Sun 18 Jan 2015
at 02:14
  • msg #436

Re: OOC - 12/16

Hank Gulsvig:
For that matter I may as well change up to a Wolfhound. All energy and a lot more armor. And if I drop one of the lasers for a heat sink fairly efficient.


You could, that's a bigger bite of your starting cash though.

It's a balance between getting the value out of your money.  Monk has a wolf hound.

(yeah they only became available fairly recently so they cant be heirlooms)
This message was last edited by the player at 02:15, Sun 18 Jan 2015.
Kitten
GM, 5351 posts
Sun 18 Jan 2015
at 02:16
  • msg #437

Re: OOC - 12/16

Adding Hank to the IronSwords so he can observe a mission in play, best get that out of the way now.

Added to mission room and ready room for ironswords.  This is temporary, we'll muddle through and figure it out by M15.
This message was last edited by the GM at 02:18, Sun 18 Jan 2015.
Lucius McMurphy
player, 1677 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sun 18 Jan 2015
at 02:17
  • msg #438

Re: OOC - 12/16

You can run a 20 ton mech but they are very, very tricky things and you need to have speed when you're that light or a mix of speed and long range firepower.  If you can get your hands on enough advanced tech it becomes more survivable but it's still a fine balance you have to run.

I'm sure I could build a suitable 20-ton ride that would survive but it's also a question of what good you actually are bringing to the fight.

Cool, and good plan Kitten.
Donovan O'Brien
player, 415 posts
Whitworth
Callsign: Lucky
Sun 18 Jan 2015
at 03:06
  • msg #439

Re: OOC - 12/16

Stop listening to the girly-girly noise....

Whitworth...solid reliable...stand-up, fight it out...you can dance around a bit, smack the enemy hard and take a smash-mouth.

Every driver's dream.

Ahhh...ok, I'm biased a bit, well, alot biased, but, that doesn't mean I'm wrong.

Throw in some good skills, and you've got a smack-down beast.

Oh, did I mention, I'm biased? ;-)
Teri Knight
player, 274 posts
Panther, P5, G5
Callsign: Catgirl
Sun 18 Jan 2015
at 03:21
  • msg #440

Re: OOC - 12/16

In reply to Donovan O'Brien (msg # 439):

No more so than I am about Panthers.  I like having the ability to reach out a long way with a ten point bap to a single location.  With my 2 MPL additions, I'm ready for the eventual knife fight.  The only limitation is that it is slower than most mechs, mopeds, and turtles.  But, I don't have to chase what I can shoot.
Adam Carlyle
Alt, 57 posts
Mechwarrior
Solid Slug
Sun 18 Jan 2015
at 03:24
  • msg #441

Re: OOC - 12/16

I'm partial to Urbanmechs...
Kitten
GM, 5353 posts
Sun 18 Jan 2015
at 03:25
  • msg #442

Re: OOC - 12/16

Regardless, it's no secret that the game is focused on Light~Medium weight mechs.

That doesnt mean you need to take the lightest mech available.  I'm pretty daring, but i'm not sure i would take a 20 ton mech for my main character, maybe for an alt to throw away for fun, but not my main character.  That's got mulligan written all over it.
Lucius McMurphy
player, 1678 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sun 18 Jan 2015
at 03:39
  • msg #443

Re: OOC - 12/16

Or if you'd been playing for as long as I have and built up enough advanced tech and wanted to take a risk knowing that it might end quickly and badly.
Olaf Oleeson
player, 186 posts
NC-R1 Corporal
Callsign Berserker
Sun 18 Jan 2015
at 04:23
  • msg #444

Re: OOC - 12/16

Sometimes it's cool to try a new ride just for the sake of it.  That's how I ended up with the Whitworth.  Found it to be a solid choice, but probably wouldn't pick it again.  Maybe a Firefly or a Valk next time around.
Hank Gulsvig
player, 4 posts
Swordfish
Thorn
Sun 18 Jan 2015
at 05:04
  • msg #445

Re: OOC - 12/16

Ok its gonna be all about the mech.
Then I am going with a BJ-1,
Guess I can be a thorn in the side with my second character.
And if ya don't like the BJ, tough I do.
Master at arms let us make the changes.
This message was last edited by the player at 13:06, Sun 18 Jan 2015.
Kitten
GM, 5354 posts
Sun 18 Jan 2015
at 05:08
  • msg #446

Re: OOC - 12/16

Hank Gulsvig:
Ok its gonna be all about the mech.
Then I am going with a BJ-1,
Guess I can be a thorn in the side with my second character.
And if ya don't like the BJ, tough I do.
Master at arms let us make the changes.
acter stuff and just give me the mech.]



No need to make rolls, as long as you have the money and it's a 3025 mech you can have it when you start up.

You sure you want the BJ-1 and not one of the other variants?
Hank Gulsvig
player, 5 posts
Swordfish
Thorn
Sun 18 Jan 2015
at 13:10
  • msg #447

Re: OOC - 12/16

Ah thought you needed to roll for the variants. That being the case I wold like the BJ-1DB, and just go with the base character at this point.
Kitten
GM, 5357 posts
Sun 18 Jan 2015
at 14:04
  • msg #448

Re: OOC - 12/16

Noted, theyre pricy, you dont have enough to make it an heirloom or for much mods, but they're pretty good off the shelf.  Not fast but the guns are pretty long and it can soak good damage.

We nick name them baby whams (warhammers) around here, or i do at least.
Donovan O'Brien
player, 418 posts
Whitworth
Callsign: Lucky
Mon 19 Jan 2015
at 14:06
  • msg #449

Re: OOC - 12/16

Quick note: The reference links from the Campaign Reference Thread,
http://manwe.teuse.net/games/b...ch/btech_charts.html

http://home.arcor.de/cwaidner/...s/downloads/info.pdf

Don't work.
Kitten
GM, 5377 posts
Mon 19 Jan 2015
at 14:17
  • msg #450

Re: OOC - 12/16

I dont use those links... so i could tell you whats on them.

What are they suppose to be for and where did you get them?

You should be able to find the charts you need here... link to a message in this game

I'm not sure about 'info.pdf'
Donovan O'Brien
player, 419 posts
Whitworth
Callsign: Lucky
Mon 19 Jan 2015
at 15:50
  • msg #451

Re: OOC - 12/16

In reply to Kitten (msg # 450):

I got them from the Campaign Reference Thread. Right below the Attack modifier tables.
Kitten
GM, 5379 posts
Mon 19 Jan 2015
at 15:56
  • msg #452

Re: OOC - 12/16

Ah.

Those are mac's reference threads.

I've actually never used them.


o.O

so... cant help you much there.

(pokes Luc)

Have you ever used them?

Whats in them?
Lucius McMurphy
player, 1688 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 19 Jan 2015
at 17:40
  • msg #453

Re: OOC - 12/16

If memory serves it was all of the charts and tables from the Master Rules book.
Kitten
GM, 5396 posts
Tue 20 Jan 2015
at 16:11
  • msg #454

Re: OOC - 12/16

Right.

Mission 14 is finally gaining traction on the downside.

The Ironswords have gotton far enough along for a summary resolution.  They're in the middle of salvage and repair operations.

Mission 15 is going to be a full unit mission with Tau as a BM.  Minimal repairs.  If your main character is in a bad spot from mech warrior or mech damage, consider taking an alt into mission 15.

If you dont have an alt, you may consider rolling one up.

Suggested charactes that sit it out are...

Burner ~> 3 points of lethal damage need to be healed off, and his mech is a mess.

Trax ~> -2 penalty from mech warrior damage is pretty crippling, good excuse to play your alt.

Monk ~> Gyro hit is pretty bad, you can try and jury rig it, but giving monk a rest and rolling up an alt for a change of pace might look more desirable.
Daniel Hou
player, 89 posts
Callsign: Monk
Wolfhound
Tue 20 Jan 2015
at 16:44
  • msg #455

Re: OOC - 12/16

Yeah, will probably roll an alt and try not to make any more stupid errors like thinking a Partisan doesn't have a turret

Are the rules for alts any different?
Kitten
GM, 5402 posts
Tue 20 Jan 2015
at 17:30
  • msg #456

Re: OOC - 12/16

300xp

2.8 mil cb

Only edge and two options.
Pax Tarkin
player, 853 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Tue 20 Jan 2015
at 22:45
  • msg #457

Re: OOC - 12/16

WOW.  Burner took 3 wounds.

2 out of three unit leaders down for the next mission.  YIKES!
Roger Simms
player, 417 posts
Call sign: Viking
lrms 12/12,12/12
Tue 20 Jan 2015
at 23:45
  • msg #458

Re: OOC - 12/16

 It does seem i need to kick my pilot skill up some. Combat drops hurt..not counting getting lost in the clouds and being in the wrong place.
Penny Plenty
player, 379 posts
R3 - 1st Lt.
Lollipop
Wed 21 Jan 2015
at 03:19
  • msg #459

Re: OOC - 12/16

Pax Tarkin:
WOW.  Burner took 3 wounds.

2 out of three unit leaders down for the next mission.  YIKES!



I took one too, i might sit out the next mission too, dunno yet, we'll see.
Lucius McMurphy
player, 1705 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 21 Jan 2015
at 03:21
  • msg #460

Re: OOC - 12/16

Yup three lethal wounds, a destroyed medium laser and an arm blown off.  I'm lucky I didn't loose his mech.  I've be stuck in some 20 tonner at best.
Kitten
GM, 5416 posts
Wed 21 Jan 2015
at 03:25
  • msg #461

Re: OOC - 12/16

and like 3 or 4 locations with no armor on it... it's a miracle all you lost was a medium laser and nothing something more expensive.
Lucius McMurphy
player, 1707 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 21 Jan 2015
at 03:28
  • msg #462

Re: OOC - 12/16

Medium lasers aren't cheap considering they also cost an acquisition roll now too. :P
Kitten
GM, 5417 posts
Wed 21 Jan 2015
at 12:38
  • msg #463

Re: OOC - 12/16

Lucius McMurphy:
Medium lasers aren't cheap considering they also cost an acquisition roll now too. :P


or salvage.
Kitten
GM, 5419 posts
Wed 21 Jan 2015
at 13:23
  • msg #464

Re: OOC - 12/16

amazing, considering how sluggish the start was,we seem to be finishing somewhat on time.

Judgement call is being made, that if all the conventional have been swept out of the area, the mech patrols wont engage because it's suicide to engage superior number with what they have on hand.  Particularly if theres nothing to be gained since the positions been lost.

Iron swords are in wrap up, waiting for confirmation from BMs to put Brigade and Lancers on wrap up too.
This message was last edited by the GM at 13:24, Wed 21 Jan 2015.
Pax Tarkin
player, 857 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Wed 21 Jan 2015
at 23:22
  • msg #465

Re: OOC - 12/16

Kitten:
and like 3 or 4 locations with no armor on it... it's a miracle all you lost was a medium laser and nothing something more expensive.


Fix gyros and engines and then tell me how expensive a med laser is.

Weird ... Its almost like the BMs planned to take out the unit leaders!?!

DUN DUN Dahhhhh !



Just finished my OSHA class so I'll try and pot out my posts before they notice I don't have a blueprint in front of me.
Kitten
GM, 5434 posts
Thu 22 Jan 2015
at 13:46
  • msg #466

Re: OOC - 12/16

yick mess.  going to bm automate a lot of the stuff and just work out what's best for the character/unit.  other wise this is going to be a mess.
Lucius McMurphy
player, 1720 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 22 Jan 2015
at 15:22
  • msg #467

Re: OOC - 12/16

*grins*

We can't seem to repair anything.  Though Roger is really good at whatever he does it seems when it's not related to combat ;)
Roger Simms
player, 422 posts
Call sign: Viking
lrms 12/12,12/12
Thu 22 Jan 2015
at 16:27
  • msg #468

Re: OOC - 12/16

 O-o, Hey!, it was just a minor error in the drop. :)
Lucius McMurphy
player, 1722 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 22 Jan 2015
at 16:32
  • msg #469

Re: OOC - 12/16

*chuckles*

I know you dropped over by the Pussycats...you wanted to see more of Penny!

Totally understand ;)
Pax Tarkin
player, 863 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Thu 22 Jan 2015
at 17:26
  • msg #470

Re: OOC - 12/16

See what happens when your the first to drop for your unit out of the ship!

I must say I think this has been the worst drop out of the three or so we have done as far as landing damage.
Kitten
GM, 5439 posts
Thu 22 Jan 2015
at 17:32
  • msg #471

Re: OOC - 12/16

Only if you werent on the Normandy mission.
Lucius McMurphy
player, 1724 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 22 Jan 2015
at 17:40
  • msg #472

Re: OOC - 12/16

Yeah that one...

Bad drop location choice, bad rolls...not a nice mission for the Mercs at all.
Kitten
GM, 5449 posts
Fri 23 Jan 2015
at 00:20
  • msg #473

Re: OOC - 12/16

Tentative unit listing for M15

235tns Iron Swords
40t Olaf
50t Roger
30t Gramham

35t Piotr
45t Malcolm
35t Svend

115tns Light Lancers
30t Joaquin
25t Akarian
40t Storm
20t Greg

130tns Pussycat Brigade
30t Rix
35t David
35t Teri
30t Regina

130t Freelancers
45t Jake
45t Hank
40t Adam

If this doesnt float with anyone i need to know sooner than later.
Donovan O'Brien
player, 423 posts
Whitworth
Callsign: Lucky
Fri 23 Jan 2015
at 01:00
  • msg #474

Re: OOC - 12/16

You know, I spend an hour detailing things, in great detail...then I realized, numbers don't count...it's heart, soul, and rock and roll....

Ah, and a bit of luck.

Ohhhh, I'm not listed. Pax's Lancers.
Kitten
GM, 5451 posts
Fri 23 Jan 2015
at 02:52
  • msg #475

Re: OOC - 12/16

Ok then...
 Jake and hank form up with dono and Adam goes back to the iron swords in olafs lance?
Donovan O'Brien
player, 424 posts
Whitworth
Callsign: Lucky
Fri 23 Jan 2015
at 03:15
  • msg #476

Re: OOC - 12/16

Kitten:
Ok then...
 Jake and hank form up with dono and Adam goes back to the iron swords in olafs lance?


And are any of the freelancers available?

We're gonna be short(?), and being the "lightest lance", might need some hhhmmmppp.
This message was last edited by the player at 03:16, Fri 23 Jan 2015.
Kitten
GM, 5460 posts
Sun 25 Jan 2015
at 19:08
  • msg #477

Re: OOC - 12/16

Work quietly being done on Mission 15, we should be ready to run it before the end of the month.  My best estimate is sometime in the next two or three days it'll be ready to go.
Greyson Strauss
player, 115 posts
MechWarrior
Striker
Sun 25 Jan 2015
at 19:17
  • msg #478

Re: OOC - 12/16

then kitten can take a break and us noobs can go through a tutorial designed by our bosses
Kitten
GM, 5461 posts
Sun 25 Jan 2015
at 19:49
  • msg #479

Re: OOC - 12/16

o.O
Kitten
GM, 5462 posts
Mon 26 Jan 2015
at 00:12
  • msg #480

Re: OOC - 12/16

Bookkeeping for Mission 14 is slowly being done, as Mission 15 is being set up.  Mission 15 will probably be done before i finish up the BK for Mission 14.

(I dont like to leave players idle for too long while i schlep about doing boring paperwork.)

I just need to determine the condition of the mechs that are going to be fighting.  Things like repair cost, salvage, cb made, and xp awards, arent going to affect Mission 15.  So these are things i will work out after Mission 15 is off and running.

Working with Tau to finish up the Op Force.

Slowly working the Merc units into play as well.

Objectives are listed for your review.

Mission thread is only for review, and closed for messages,until the mission is ready to start.
This message was last edited by the GM at 00:13, Mon 26 Jan 2015.
Greyson Strauss
player, 116 posts
MechWarrior
Striker
Mon 26 Jan 2015
at 00:31
  • msg #481

Re: OOC - 12/16

i cant believe i was forgotten on that list too...
Kitten
GM, 5463 posts
Mon 26 Jan 2015
at 00:57
  • msg #482

Re: OOC - 12/16

How so?

Ironswords added, Pussycats added.

Need to work on Lancers in the morning and finalie the Op Force when Tau gets it to me.
This message was last edited by the GM at 00:58, Mon 26 Jan 2015.
Kitten
GM, 5465 posts
Mon 26 Jan 2015
at 01:31
  • msg #483

Re: OOC - 12/16

Lancers Command Lance updated, need a repair roll from Joaquin and Greg needs to pick out an Avatar.  (Akarian's personal tech repairs the drop damage for him.)

Hank added for their Fire Lance.

Need to add Dono, Damien, and Jake to finish up the Merc listings.

Will do so in the morning.

Things are looking good, if i get player cooperation we might finish and be able to start tomorrow.
Hank Gulsvig
player, 6 posts
Swordfish
Thorn
Mon 26 Jan 2015
at 01:53
  • msg #484

Re: OOC - 12/16

Ok what does being in the fire lance mean?
Just call me green.
Kitten
GM, 5467 posts
Mon 26 Jan 2015
at 13:59
  • msg #485

Re: OOC - 12/16

Updating the last of the merc information.

Lancer's Command Lance finalized.

Only their Fire Lance left to finish up and the Op Force.

Jake has 16 points of armor repair to allocate.  After that's noted they're ready to go too.

nvm, Jake only took 14 damage so all the damaged is repaired for Jake.

Merc Listings complete (to my knowledge) and ready to go.
This message was last edited by the GM at 14:02, Mon 26 Jan 2015.
Kitten
GM, 5468 posts
Mon 26 Jan 2015
at 14:11
  • msg #486

Re: OOC - 12/16

Hank Gulsvig:
Ok what does being in the fire lance mean?
Just call me green.



'Fire Lance' is just the designation i gave the Lance.  The designation itself is really just fluff and descriptive of what the lance is there for.  It's large (for this campagin) and has long range weapons to allow them to do damage at range.

Hank is a 'Freelancer' at the moment, meaning that he gets hired from mission to mission by who ever wants him.  This is good and bad.  You get to look over a variety of play styles among the units but you dont have access to unit resources.  You can only rely on yourself for things like repairs and so forth.

Getting placed in the Light Lancers Fire Lance means that you are assigned to work with that lance for mission 15.  You plan and answer to Donovan, who is that Lance's leader.  It means that you use that lance's leadership to help determine the initiative target number you need to gain initiative over the Op Force.

That's usually it.

This mission is a little different though.  Objectives are listed for units and lances.  Mission Objective xp, is determined for mission 15, by having your lance start and finish the mission intact.

It is also a mission objective for 'speedy' resolution.  All lances start with bonus xp equal to the number of characters in the lance.  Each time combat resolution is delayed because of a player lagging in response, the bonus xp for that lance is reduced by one.  So it is in the lances best interest to try not to lag behind too much for turn resolution.  If you know youre going to be delayed or youre unable to post, you may put a request in to have your lance leader post a turn for you.

If no one posts anything, the Battlemaster is within his rights to declare that the character essentially does nothing.  (Stands there and makes no attacks).




While these rules may seem harsh, the mission has been balanced to account for a certain level of imperfection.
Kitten
GM, 5469 posts
Mon 26 Jan 2015
at 14:12
  • msg #487

Re: OOC - 12/16

Mission 15 will start after i get details from Tau on Op Force placement.

(who's on map one and who's on map two.  as well as confirming type and location of the three hidden units.)
Kitten
GM, 5476 posts
Mon 26 Jan 2015
at 15:51
  • msg #488

Re: OOC - 12/16

Groups have been set up, if you cant see the mission thread i mucked up some where, let me know immediately and i'll fix it when i read your notice.
Pax Tarkin
player, 872 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Mon 26 Jan 2015
at 22:28
  • msg #489

Re: OOC - 12/16

Damn .... a race and I'm not in the line up!

But being hurt I don't want to be either.
Hank Gulsvig
player, 8 posts
Swordfish
Thorn
Mon 26 Jan 2015
at 23:34
  • msg #490

Re: OOC - 12/16

I had seen a link to the "rules book" but have been unable to locate it again. Does anyone know where that is?
Kitten
GM, 5481 posts
Tue 27 Jan 2015
at 00:00
  • msg #491

Re: OOC - 12/16

Hank Gulsvig:
I had seen a link to the "rules book" but have been unable to locate it again. Does anyone know where that is?



It's a few years old, so it's only about 90% in use, and many new rules were developed since.

Still it's a good place to start.

http://www.angelickitten.com/rpol/pdf/KittenTech.pdf
Piotr Kaminski
player, 192 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Tue 27 Jan 2015
at 01:21
  • msg #492

Re: OOC - 12/16

Often when I start a new game here on RPOL, I'm reminded how lucky I am to work as part of a team with other players in the established games I play in.  So thanks for the teamwork and camaraderie everyone!  I'm not sure why people logon to RPOL so they can play lone wolves who never speak or interact with another player, but it's great to find games where that's not the case and this is certainly one of those.  Thank you all!
Olaf Oleeson
player, 196 posts
NC-R1 Corporal
Callsign Berserker
Tue 27 Jan 2015
at 01:51
  • msg #493

Re: OOC - 12/16

Glad you decided to stick around Piotr.  You're right, this group of players makes this one of my fave games to play in.
Greyson Strauss
player, 117 posts
MechWarrior
Striker
Tue 27 Jan 2015
at 19:22
  • msg #494

Re: OOC - 12/16

agreed, though im curious when exactly our next mission will start.
Kitten
GM, 5491 posts
Tue 27 Jan 2015
at 19:32
  • msg #495

Re: OOC - 12/16

As far as i'm concerned, it's started.

Waiting for Tau to set up the Op Force, then the mercs will setup and roll initiative.
Kitten
GM, 5493 posts
Wed 28 Jan 2015
at 15:08
  • msg #496

Re: OOC - 12/16

Total Warfare has some serious holes in their rules.

Been talking stuff over with Tau, and we've been looking at the Tactical Operations guide.

It seems that some of the house rules i use, are actually observed and used in the tactical manual (ie, rules for using VTOLs for bombing and straffing runs, allowing for an Aero free campaign environment.)

Will review these, and other rules, and start to integrate them (slowly) into the game.

M15 is a good time to do it, since Tau is running the mission i can catch up on stuff like this.
Donovan O'Brien
player, 439 posts
Whitworth
Callsign: Lucky
Thu 29 Jan 2015
at 01:37
  • msg #497

Re: OOC - 12/16

Quick note...are all the players slotted correctly to their lances and ready rooms?
Kitten
GM, 5495 posts
Thu 29 Jan 2015
at 01:39
  • msg #498

Re: OOC - 12/16

Unless i'm told otherwise (shrugs)

I have said, if youre not seeing stuff to let me know and i will fix it.
Hank Gulsvig
player, 13 posts
Swordfish
Thorn
Thu 29 Jan 2015
at 01:48
  • msg #499

Re: OOC - 12/16

Being the nob, not sure what I should or shouldn't be able to see. So I have no idea if I am missing anything. Here is a list of the most current threads I can see.

OOC - 12/16 (group 0)
OOC for BM Alpha (group A)
OOC for BM Tau (group T)
M15 - Urban Brawl (group T)
McMurphy's Ironswords Ready Room (group 8)
Kitten
GM, 5496 posts
Thu 29 Jan 2015
at 01:56
  • msg #500

Re: OOC - 12/16

OOC ~ 12/16, General chit chat, 24/7

OOC for BM Alpha, where the players for the current mission talk and discuss stuff away from Tau.

OOC for BM Tau, where the players talk to Tau about mission stuff, or just bother Tau in general.

M15 - Urban Brawl, Pay attention to this one, this is the actually mission in progress.  Currently mechs are being deployed on the map, and initiative is being rolled.  If you havent done so yet, you need to check with the lance you're assigned to and get on the ball.

McMurphy's IS Ready Room, okay that's a mistake.  You're suppose to be in the lancer's room (At least for Mission 15 you are), will fix that.


Still havn't sifted through new player assignments, they're probably going to be just 'freelancers' for a while and after this contract is over, will release them into the general Freelancer pool and let them figure out where they want to go.  At the moment for Mission 15, were slotting new players where ever they 'fit' for the mission.
This message was last edited by the GM at 02:00, Thu 29 Jan 2015.
Hank Gulsvig
player, 14 posts
Swordfish
Thorn
Thu 29 Jan 2015
at 02:09
  • msg #501

Re: OOC - 12/16

That works for me.
Donovan O'Brien
player, 441 posts
Whitworth
Callsign: Lucky
Thu 29 Jan 2015
at 02:23
  • msg #502

Re: OOC - 12/16

Understood...just trying to make sure, at least from my limited perspective, me and mine are on the same sheet of music..and we're working within the larger picture of ALL the lances combined.

Note: I do realize this is huge event. I don't recall anything of this scale and scape ever. However simple the premise might be.

This should be a testing ground, our ability to work as a "reinforced company".

Then again, it's just what it is... disjointed groups semi-coordinated towards the same goal.
Lucius McMurphy
player, 1731 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 29 Jan 2015
at 02:47
  • msg #503

Re: OOC - 12/16

You're a company and a half right now.

Arguably on the asteroid you faced worse odds and worse enemies considering she had an Annihilator to use against us.
Kitten
GM, 5497 posts
Thu 29 Jan 2015
at 03:06
  • msg #504

Re: OOC - 12/16

not the first time.

every so often i make a 'big' fight and include all the players on the mission.

some players like the scale, some hate it.

cant make everyone happy.
Donovan O'Brien
player, 443 posts
Whitworth
Callsign: Lucky
Thu 29 Jan 2015
at 03:12
  • msg #505

Re: OOC - 12/16

Give me a legion, and I'll give you an empire.
Donovan O'Brien
player, 447 posts
Whitworth
Callsign: Lucky
Thu 29 Jan 2015
at 22:39
  • msg #506

Re: OOC - 12/16

1st, I wanted to apologize for acting like a jerk yesterday...Needless to say, I had one of those "Wish I had stayed in bed" days...and my irritation carried over into my writing. ;-(
Greyson Strauss
player, 121 posts
MechWarrior
Striker
Sun 1 Feb 2015
at 02:27
  • msg #507

Re: OOC - 12/16

I cant seem to find the Range counts for LRR's, or streak LRR's if they are different, can someone pass them onto me?
Kitten
GM, 5504 posts
Sun 1 Feb 2015
at 02:36
  • msg #508

Re: OOC - 12/16

Same as large laser.
Olaf Oleeson
player, 206 posts
NC-R1 Corporal
Callsign Berserker
Sun 1 Feb 2015
at 02:37
  • msg #509

Re: OOC - 12/16

Greyson:  If I remember correctly you're running SLRR 6...

LRR 6 {Heat 3 ~ Damage 1/Missile ~ Range 5/10/15 ~ Weight 2tn ~ Critical 2 ~ (20 Ammo per tn)}

All info for LRR and SLRR is in msg $5 here: link to a message in another game
Greyson Strauss
player, 122 posts
MechWarrior
Striker
Sun 1 Feb 2015
at 02:40
  • msg #510

Re: OOC - 12/16

that would make it nearly impossible to hit unless i rolled a double six...im just gonna wing it since i wont get heat or lose ammo.
Greyson Strauss
player, 124 posts
MechWarrior
Striker
Sun 1 Feb 2015
at 05:49
  • msg #511

Re: OOC - 12/16

I absolutely love the game teasing me with rolling a 10 when i needed an 11
Piotr Kaminski
player, 200 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Sun 1 Feb 2015
at 11:59
  • msg #512

Re: OOC - 12/16

Greyson Strauss:
I absolutely love the game teasing me with rolling a 10 when i needed an 11


It's not teasing you, it's inviting you to use edge.
Regina Arlington
Alt, 562 posts
R0 - Mechwarrior
Callsign - 'Siren'
Sun 1 Feb 2015
at 12:19
  • msg #513

Re: OOC - 12/16

Piotr Kaminski:
Greyson Strauss:
I absolutely love the game teasing me with rolling a 10 when i needed an 11


It's not teasing you, it's inviting you to use edge.


The difference between failure and a miss, is often Blake's (Edge) Blessing, at least as far as Regina is concerned.
Kitten
GM, 5506 posts
Mon 2 Feb 2015
at 13:54
  • msg #514

Re: OOC - 12/16

Right...

The Long await over haul on the use of Specialties is under way.
(Cost are still being tweaked, Mental Options/Specialties still need to be added.)

After Mission 15, characters with an investment in specialties, will be refunded the xp spent on them, and allowed to respend them on the new system.




For each point that the character has in an option, the character is allowed to purchase (1) Specialty.  So you are limited to a maximum of (2) Specialties, when you cap the Option at level 2.  Some specialties also require prerequisite to be purchased.

Cost are pretty firm, but not finalized (they're still subject to review by the BMs at this time).

Will be working on the Mental Options/Specialties next, and allowing players to voice their thoughts on the new list at this time.

link to a message in another game
This message was last edited by the GM at 16:15, Mon 02 Feb 2015.
Kitten
GM, 5507 posts
Mon 2 Feb 2015
at 16:32
  • msg #515

Re: OOC - 12/16

This is a Beta List, and very very very un-play tested.  Mostly eye-balled it and came up with cost that seemed 'about right'.

I'm willing to entertain modest character tweaks to allow the use of the new specialties.

(No changes in options, but i will allow reductions in abilities or options to allow the purchase of Specialties)

I expect there to be a lot of work involved on this.  The sooner you get your request in, the sooner i can approve them, and 'beat' the crowd.
Kitten
GM, 5508 posts
Mon 2 Feb 2015
at 18:53
  • msg #516

Re: OOC - 12/16

Keep in mind there is an 800xp cap on characters, so youre going to have to decide what is important for your character.

As an 'acid test', an 'average' 800xp character might look like this...

200xp ~ Accuracy 4 ~ Base tn 4+
100xp ~ Physical 3 ~ Base tn 5+
050xp ~ Mental   2 ~ Base tn 6+

075xp ~ Edge 2

075xp ~ Option    2
025xp ~ Specialty 'a'
025xp ~ Specialty 'b'

075xp ~ OPtion    2
025xp ~ Specialty 'a'
025xp ~ Specialty 'b'

075xp ~ Option    2
025xp ~ Specialty 'a'
025xp ~ Specialty 'b'




Obviously if you want certain things 'higher', you're going to have to consider 'giving up' other things to do so.

Characters with high ability scores, will have lower options/specialties.

I consider the new specialty rules 'good'.  They are a way to give your character definition and personality beyond the generic stats that ability provides.
This message was last edited by the GM at 01:43, Tue 03 Feb 2015.
Kitten
GM, 5509 posts
Tue 3 Feb 2015
at 01:47
  • msg #517

Re: OOC - 12/16

It's been suggested that the Exceptional Attribute option be removed from the campaign.

I do not see a problem with keeping it in the campaign, though players need to understand what they're doing.

They are essentially trading one of their three options, as a means to accelerate the improvement of attributes.

While this is not a bad thing, it will mean the 800xp cap will be reached sooner, and you will still be short an option slot when you reach it.

You are essentially trading away long term potential for the character, for faster short term xp growth.  If you understand this, and youre good with it, i'm inclined to leave it in the game for those willing to make the trade off.
This message was last updated by the GM at 01:47, Tue 03 Feb 2015.
Kitten
GM, 5510 posts
Tue 3 Feb 2015
at 01:50
  • msg #518

Re: OOC - 12/16

It should be noted, that this is rare.

Everyone is getting a mini-mulligan at this time, i will allow players to reshuffle their xp around to purchase abilities, options, specialties.

Mechs are mechs, and you must still be able to support the modifications you've made in your mechs, beyond that i'm allowing you to essentially fix anything in the character you werent happy with.

Mini-Mulligan submissions close on 2/8, that's nearly a week to look and think things over, and decide what you want to do and get it to me to be approved.

Submissions should be made to the repair bay.
Kitten
GM, 5511 posts
Tue 3 Feb 2015
at 02:21
  • msg #519

Re: OOC - 12/16

Trying to get Specialties up for all options.

I know i'm missing Damage Magnet, am i missing anything else?
Joaquin Cortez
player, 266 posts
Callsign: "WarDog"
Spider (SDR-5V)
Tue 3 Feb 2015
at 03:53
  • msg #520

Re: OOC - 12/16

I'm debating on a few things as far as Specialties go.

Looking at things from Joaquin's perspective, X-Tech makes a ton of sense. I also think that CAT (Knife Fighter) and Energy Weapons bonus to laser weapons would play into his strengths. The option for Mech Specialist (Medium) and Run and Gun as well.

I realize I only get three options, and that Energy Weapons takes 2. I honestly think if I trade the Energy I have to CAT that the bonuses would apply and I could gain Run & Gun at that point.

I could also go into the Jump Specialties over the Run & Gun too and play into its mobility Strengths.

Just looking for some input as I know some of you have been at this longer than I have. I'm still adjusting to Kitten's changes. ;)
Kitten
GM, 5512 posts
Tue 3 Feb 2015
at 14:17
  • msg #521

Re: OOC - 12/16

After mulling over the 800xp cap, i've reworked, the cost for Specialties.

In many cases, the cost for Specialties has been reduced to be more affordable.
Kitten
GM, 5513 posts
Tue 3 Feb 2015
at 14:38
  • msg #522

Re: OOC - 12/16

When working your mulligan...

Keep in mind....

You must be able to support the promotions you have purchased using Leadership/Noble.

You must be able to support the modifications you have made on your mech with Mental/Tech/Tinker.

You may not purchase more Specialties, than you have levels in the options (You cant have more levels of a specialty than you have levels in the basic option).

You must have the xp available to purchase what you want (Dont over spend).

Violation of any of the above invalidates your submission to mulligan, which will entitle me to ignore the submission.

(Really if you cant get it in right, i have no problems ignoring it and saving myself the hassle of updating bookkeeping)


Oh while i'm at it, dont ask my opinion on stuff.

I try to be as impartial as possible, when i put this stuff together.  If you want opinions ask your lance mates/other members in your unit, or just throw out your thoughts here in general OOC to discuss.
This message was last edited by the GM at 14:39, Tue 03 Feb 2015.
Penny Plenty
player, 400 posts
R3 - 1st Lt.
Lollipop
Tue 3 Feb 2015
at 14:42
  • msg #523

Re: OOC - 12/16

Joaquin Cortez:
I'm debating on a few things as far as Specialties go.

Looking at things from Joaquin's perspective, X-Tech makes a ton of sense. I also think that CAT (Knife Fighter) and Energy Weapons bonus to laser weapons would play into his strengths. The option for Mech Specialist (Medium) and Run and Gun as well.

I realize I only get three options, and that Energy Weapons takes 2. I honestly think if I trade the Energy I have to CAT that the bonuses would apply and I could gain Run & Gun at that point.

I could also go into the Jump Specialties over the Run & Gun too and play into its mobility Strengths.

Just looking for some input as I know some of you have been at this longer than I have. I'm still adjusting to Kitten's changes. ;)



Why does x-tech make a ton of sense to you?

I can see CAT over Energy to save an option slot, and medium mechs is good if you have no intention of changing up or down in weight, by why x-tech?
Kitten
GM, 5514 posts
Tue 3 Feb 2015
at 14:43
  • msg #524

Re: OOC - 12/16

Keep in mind i'm still tweaking stuff.

Will be adding options to increase conventional units allowed as specialties as well.  Will probably be a noble and/or leadership spec.
Pax Tarkin
player, 875 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Tue 3 Feb 2015
at 16:17
  • msg #525

Re: OOC - 12/16

Kitten:
When working your mulligan...

Keep in mind....

You must have the xp available to purchase what you want (Dont over spend).



Can we use the XP from the recent previous mission(s)?
Reyvak Kellosti
player, 73 posts
Javelin | G: 5+ | P: 5+
Captain "Rixx"
Tue 3 Feb 2015
at 16:31
  • msg #526

Re: OOC - 12/16

Is there a deadline for this mulligan? I might be interested in the Noble Conventional Units specialities, but I want to wait to decide until those are up...
Lucius McMurphy
player, 1732 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Tue 3 Feb 2015
at 16:32
  • msg #527

Re: OOC - 12/16

Kitten:
It should be noted, that this is rare.

Everyone is getting a mini-mulligan at this time, i will allow players to reshuffle their xp around to purchase abilities, options, specialties.

Mechs are mechs, and you must still be able to support the modifications you've made in your mechs, beyond that i'm allowing you to essentially fix anything in the character you werent happy with.

Mini-Mulligan submissions close on 2/8, that's nearly a week to look and think things over, and decide what you want to do and get it to me to be approved.

Submissions should be made to the repair bay.

Joaquin Cortez
player, 267 posts
Callsign: "WarDog"
Spider (SDR-5V)
Tue 3 Feb 2015
at 16:36
  • msg #528

Re: OOC - 12/16

Penny Plenty:
Why does x-tech make a ton of sense to you?

I can see CAT over Energy to save an option slot, and medium mechs is good if you have no intention of changing up or down in weight, by why x-tech?


Its in the background on the Character Description page.
Kitten
GM, 5515 posts
Tue 3 Feb 2015
at 16:36
  • msg #529

Re: OOC - 12/16

Working on specialties for a few days, they'll be tweaking changing, and additions made.

If i'm missing something best speak up or if i miss it completely it'll have to wait till much later to be added.
Reyvak Kellosti
player, 74 posts
Javelin | G: 5+ | P: 5+
Captain "Rixx"
Tue 3 Feb 2015
at 16:37
  • msg #530

Re: OOC - 12/16

Thank You Lucious, I thought I saw that, but I seem to have overlooked it 3 times this morning, I think I need a second cup of coffee.
Lucius McMurphy
player, 1733 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Tue 3 Feb 2015
at 16:45
  • msg #531

Re: OOC - 12/16

No problem.
Kitten
GM, 5516 posts
Tue 3 Feb 2015
at 16:53
  • msg #532

Re: OOC - 12/16

Joaquin Cortez:
Penny Plenty:
Why does x-tech make a ton of sense to you?

I can see CAT over Energy to save an option slot, and medium mechs is good if you have no intention of changing up or down in weight, by why x-tech?


Its in the background on the Character Description page.



Maybe you want Tinker... instead of Technician.  For mech modifications might be more useful?  To be able to maybe swap out equipment 'on the fly' with your spider.

When you get enough points in it, you can make one version of your spider with jump jets, and an alternate version without...
Kitten
GM, 5517 posts
Tue 3 Feb 2015
at 17:04
  • msg #533

Re: OOC - 12/16

Updated conventionals for leadership/nobles, for those of you looking for it.

You can only by each specialty 'once' but if its from two different options, you can buy it once from each options.

ie.  You cant buy Conventional Support twice from Leadership, but you can buy Conventional Support once from Leadership, and against from Noble.
Joaquin Cortez
player, 268 posts
Callsign: "WarDog"
Spider (SDR-5V)
Tue 3 Feb 2015
at 18:09
  • msg #534

Re: OOC - 12/16

Kitten:
Maybe you want Tinker... instead of Technician.  For mech modifications might be more useful?  To be able to maybe swap out equipment 'on the fly' with your spider.

When you get enough points in it, you can make one version of your spider with jump jets, and an alternate version without...


After the changes... it is more appealing to have Tinker as it relates to the background. Definitely would fit better. I didn't even see it at the bottom last night when I was looking through the new Specialties. I remember us talking about it when I first transitioned him over to your system and wanted to leave him with some Tech skills given his Background.
Kitten
GM, 5518 posts
Tue 3 Feb 2015
at 18:21
  • msg #535

Re: OOC - 12/16

You can leave it tech if you want, tech has it's version of the alternate equipment stuff.

I added Packrat to tinker, so tinker has it's own appeal too, or peeps can take tech and tinker to get to get something omni~ish going on alternate versions of a mech.
Kitten
GM, 5519 posts
Tue 3 Feb 2015
at 21:20
  • msg #536

Re: OOC - 12/16

Pax Tarkin:
Kitten:
When working your mulligan...

Keep in mind....

You must have the xp available to purchase what you want (Dont over spend).



Can we use the XP from the recent previous mission(s)?



No, because i havent accounted for them on the character, this is not a end contract bookkeeping, just a mini mulligan to allow you to use specs or just tweak your character a little with what you had before the current contract started.
Piotr Kaminski
player, 201 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Tue 3 Feb 2015
at 21:23
  • msg #537

Re: OOC - 12/16

Are we still using the concept of PC Logistics Officers in the Campaign, or is it all NPC QMs now?
Kitten
GM, 5520 posts
Tue 3 Feb 2015
at 21:26
  • msg #538

Re: OOC - 12/16

Piotr Kaminski:
Are we still using the concept of PC Logistics Officers in the Campaign, or is it all NPC QMs now?

All NPC, when Morgan left and turned it into a three merc unit game again, it wasnt worth having LOs because the units were so small.
Akarian Euclid
player, 251 posts
Wed 4 Feb 2015
at 00:06
  • msg #539

Re: OOC - 12/16

In regards to the mulligan, can we buy options later on, if we only buy 2 of the possible 3 options right away?

E.G:
Buy Initially
Missile Weapons
Leadership

A few contracts later decide to buy/add my 3rd and final option
Tactics
Kitten
GM, 5522 posts
Wed 4 Feb 2015
at 02:01
  • msg #540

Re: OOC - 12/16

Akarian Euclid:
In regards to the mulligan, can we buy options later on, if we only buy 2 of the possible 3 options right away?

E.G:
Buy Initially
Missile Weapons
Leadership

A few contracts later decide to buy/add my 3rd and final option
Tactics



You're suppose to state your three options at characters submission.  You dont have to have levels in all of them, but you're suppose to state them all from the get go.

So you should state that you have 0xp in tactics for 0 levels.

Even if it's not developed i know where the character is going.  Some options are important for me to watch, and as they get developed i need to know, or if it's even going to be developed at all, i need to know.

I suppose if you really want to hold an empty option, i'm going to ask you for 25xp to hold it empty.

I'll call it 25xp 1 Untapped potential.

{bounds off to put that on the list}  (Added it as a Perk Option.)

If you want the advantage of holding an option in limbo undecided, you're going to have to give me 25xp to bank in it to hold it.  If you dont have the xp, or dont want to do that, you can state a normal option at level zero with 0xp invested in it.
This message was last edited by the GM at 02:08, Wed 04 Feb 2015.
Teri Knight
player, 301 posts
Panther, P5, G5
Callsign: Catgirl
Wed 4 Feb 2015
at 03:30
  • msg #541

Re: OOC - 12/16

I'm still holding out for Damage Magnet.
Kitten
GM, 5523 posts
Wed 4 Feb 2015
at 03:32
  • msg #542

Re: OOC - 12/16

Well it's all up and done, go read them and weep.

Options are all up along with specialties and cost.

The numbers are feeling pretty good to me and not likely to change.

Thursday i start processing request for Mulligans.
Piotr Kaminski
player, 202 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Wed 4 Feb 2015
at 03:42
  • msg #543

Re: OOC - 12/16

I'm starting to think there's a hidden message in these options and specialties.

Oversized Lance
Small and Tight
The Moment has Come
In Your Face
Hot Load


Kitten
GM, 5524 posts
Wed 4 Feb 2015
at 03:44
  • msg #544

Re: OOC - 12/16

Piotr Kaminski:
I'm starting to think there's a hidden message in these options and specialties.

Oversized Lance
Small and Tight
The Moment has Come
In Your Face
Hot Load




Sometimes a rose is just a rose.
Lucius McMurphy
player, 1734 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 4 Feb 2015
at 06:23
  • msg #545

Re: OOC - 12/16

And sometimes it's Regina looking for her next victim...
Olaf Oleeson
player, 208 posts
NC-R1 Corporal
Callsign Berserker
Wed 4 Feb 2015
at 06:33
  • msg #546

Re: OOC - 12/16

Totes inappropes.
Lucius McMurphy
player, 1735 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Wed 4 Feb 2015
at 06:39
  • msg #547

Re: OOC - 12/16

Just being honest...

Also Olaf.  Buddy.  Pal.  I got some bad news.  Still working it our with Kitten but figured you should know...well I'll tell ya when it gets all finalized.
Akarian Euclid
player, 252 posts
Wed 4 Feb 2015
at 14:11
  • msg #548

Re: OOC - 12/16

Kitten, if we re-spec to buy ranks in leadership or noble, can we also pay the CB to buy initial promotions, and likewise gain the EXP that comes with said promotions?
Kitten
GM, 5526 posts
Wed 4 Feb 2015
at 14:20
  • msg #549

Re: OOC - 12/16

Akarian Euclid:
Kitten, if we re-spec to buy ranks in leadership or noble, can we also pay the CB to buy initial promotions, and likewise gain the EXP that comes with said promotions?


Yes.

Leadership is Good for unit commander, if you dont have a unit to command it's dead weight, so that's one of those things that you really need to be careful about.

At the moment there are really only 5 command positions.

Make certain you have a command position lined up before you start taking command options.

It should be noted that anyone that takes a command positions is suppose to be considered available to BM if asked.

That means the knowledge to play out a mission and the ability to make the maps and post them in a place for the mission players to review.
This message was last edited by the GM at 14:22, Wed 04 Feb 2015.
Olaf Oleeson
player, 209 posts
NC-R1 Corporal
Callsign Berserker
Thu 5 Feb 2015
at 01:19
  • msg #550

Re: OOC - 12/16

In reply to Lucius McMurphy (msg # 547):

Ominous...
Lucius McMurphy
player, 1742 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 5 Feb 2015
at 02:50
  • msg #551

Re: OOC - 12/16

We are waiting on you Olaf...
Olaf Oleeson
player, 210 posts
NC-R1 Corporal
Callsign Berserker
Thu 5 Feb 2015
at 03:35
  • msg #552

Re: OOC - 12/16

Working on it now.  Photobucket and Shockwave giving me grief.
Olaf Oleeson
player, 212 posts
NC-R1 Corporal
Callsign Berserker
Thu 5 Feb 2015
at 04:16
  • msg #553

Re: OOC - 12/16

Move plotted.

So... after those wisecracks about being used to taking fire, is Olaf being handed his walking papers by the new management?
Adam Carlyle
Alt, 68 posts
Mechwarrior
Solid Slug
Thu 5 Feb 2015
at 04:20
  • msg #554

Re: OOC - 12/16

I may be new management but I don't get rid of people until they show themselves to be...unproductive.  You seem to be quite productive and hold the XO spot unless someone seems to do better than you of course.
Pax Tarkin
player, 881 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Thu 5 Feb 2015
at 16:01
  • msg #555

Re: OOC - 12/16

Curious.
Hey Kitten, would a minimum mental and 1 leadership be ok for an XO?
And should an XO buy an officer rank?


Kitten:
Akarian Euclid:
Kitten, if we re-spec to buy ranks in leadership or noble, can we also pay the CB to buy initial promotions, and likewise gain the EXP that comes with said promotions?


Yes.


What is the rank cap?  Sounds like Pax could go for another rank!

(Pax ducks at the incoming Kitten response and prepares to liquidate spare equipment.      I had to ask.)


Kitten:
It should be noted that anyone that takes a command positions is suppose to be considered available to BM if asked.

That means the knowledge to play out a mission and the ability to make the maps and post them in a place for the mission players to review.


Tau and Kitten are very knowledgeable and they help me along (often) when I need some clarification.

Heck even Omega can be helpful once in awhile.
Lucius McMurphy
player, 1744 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 5 Feb 2015
at 16:08
  • msg #556

Re: OOC - 12/16

Pax Tarkin:
Curious.
Hey Kitten, would a minimum mental and 1 leadership be ok for an XO?
And should an XO buy an officer rank?


Mental 1 and Leadership 1 would mean your total would be a 2 versus the OpFor Leadership (if you got stuck commanding due to your CO going down).  I'll let you judge if that's high enough ;)

An XO doesn't have to have rank.

Pax Tarkin:
Kitten:
Akarian Euclid:
Kitten, if we re-spec to buy ranks in leadership or noble, can we also pay the CB to buy initial promotions, and likewise gain the EXP that comes with said promotions?


Yes.


What is the rank cap?  Sounds like Pax could go for another rank!

(Pax ducks at the incoming Kitten response and prepares to liquidate spare equipment.      I had to ask.)


4 is the maximum rank currently.  If you have the cash and pick up Leadership/Noble you could.  Just remember that while you get the 25 xp it pushes you faster along to that 800 cap.
Kitten
GM, 5536 posts
Thu 5 Feb 2015
at 16:23
  • msg #557

Re: OOC - 12/16

Four ranks gets you to captain, I dont see any of the units working up to three lances in strength (by design).  We would probably expand to a fourth unit before that happens

I consider 'average' for the units to be an oversized lance or under strengthed two lances, so that you can draw freelancers into your unit as an option to round out to two lances or so of whatever you need.

I think i got all the questions.
Kitten
GM, 5537 posts
Thu 5 Feb 2015
at 16:41
  • msg #558

Re: OOC - 12/16

Right.  It's thursdays so i'm going to start modifying characters.

As i do i mark them 'complete'.

Will pause now and again to make certain you're doing what you want to be doing.
Kitten
GM, 5540 posts
Thu 5 Feb 2015
at 19:48
  • msg #559

Re: OOC - 12/16

Since web reference material is vanishing, i'm taking the time to build new reference tables and stuff from the ground up.

Not finished but there should be enough information in there to keep an eye on it.

Making corrections as we go, tweaking stuff a little here and there for various reasons, to make bookkeeping numbers easier to work track.

link to a message in another game
Piotr Kaminski
player, 208 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Thu 5 Feb 2015
at 23:07
  • msg #560

Re: OOC - 12/16

In reply to Kitten (msg # 559):

The formating looks awesome BTW.
Kitten
GM, 5541 posts
Thu 5 Feb 2015
at 23:28
  • msg #561

Re: OOC - 12/16

Thanks the old ones were pulled from Macs old game.

I figured if I was going to make new ones that they should at least be pretty.
Kitten
GM, 5543 posts
Fri 6 Feb 2015
at 01:19
  • msg #562

Re: OOC - 12/16

Cleaned up the weapon tables a little, added Availability rolls, and Repair Pool Ratios for the tables.

Started Ballistics, but will finish that another day.
Kitten
GM, 5544 posts
Fri 6 Feb 2015
at 02:10
  • msg #563

Re: OOC - 12/16

Just got out of the Shower.

I say this, because those of you that have known me for a while, know by now that i do my best thinking in there, and have come up with some of my best ideas for RPOL while cleaning up.

Mentioning this at the moment cause tonight i was mulling over the Merc game.

It started with Reyvak, how asked me where the tables were for the game, the old links were broken and no longer available.  I made a quick table put it up and pointed them towards the thread.

Then he said the oddest thing, that if they were just standard tables, that he could look them up in his PDF's but that he wasnt certain that that i hadnt modified the tables.

I shrugged, and forgot about it for a day or so, and started modifying the rest of the tables to clean them up today.  I decided to tweak the cost of stuff, and streamline them to be easier bookkeeping and make more sense (to me).  Stuff like standardize the cost of Ballistic ammo.  Modify Ammo to not be the exception to the formula (ie.  AC/2s use 50 ammo, and SRM6s use 16 ammo now).  Left ER Smalls at range 6, even though they're suppose to be 5.

So where am i going?  I was thinking about making a somewhat radical change to the way things work at the moment.

Weapon Options, and Mech Specialist...

what if... for each level we dont add one to the die roll.

what if... for each level, instead, we let you change one of the dice from a d6 to a d8.

So, Regina who has (2) Missile Spec, would be able to roll 2d8 instead of 2d6 to hit stuff.

Statistically it should still feel like +2.  The average for 2d8 is a 9, and the average for 2d6+2 is still a 9.  So why should we bother?  Because the odds at the end of the bell curve are smaller.

The odds of someone jamming an AC/5 Ultra is 1 in 36, with 2d6.  The odds of someone jamming them with 2d8 is 1 in 64.

Of for those times when you need a tn 3+ for initiative, it'll be a lot harder to fail.

So my question is... what do you think of the concept of changing these Options from a simple +1 to the die roll, to using them to upgrade a die from d6 to d8 for each option?
This message was last edited by the GM at 02:11, Fri 06 Feb 2015.
Piotr Kaminski
player, 209 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Fri 6 Feb 2015
at 02:15
  • msg #564

Re: OOC - 12/16

So for Missile Spec (1), that would be 1d6 + 1d8?
Kitten
GM, 5545 posts
Fri 6 Feb 2015
at 02:17
  • msg #565

Re: OOC - 12/16

Piotr Kaminski:
So for Missile Spec (1), that would be 1d6 + 1d8?



Correct.

It feels 'minor' and yet it also feels like a radical departure from how i think of the game, is it too different?
This message was last edited by the GM at 02:20, Fri 06 Feb 2015.
Piotr Kaminski
player, 210 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Fri 6 Feb 2015
at 02:21
  • msg #566

Re: OOC - 12/16

In reply to Kitten (msg # 565):

I'm no RPOL expert, but I couldn't get that into one line on my test site die roller.  Maybe I'm doing it wrong, but a lot of the vets seem to prefer quick notational rolls like 2d6,2d6,2d6  ML, ML, SL on the roller.  At the very least this will impact that.  Not saying thats a big deal, but it is something to consider if it helps people get their turns in quickly.
Kitten
GM, 5546 posts
Fri 6 Feb 2015
at 02:25
  • msg #567

Re: OOC - 12/16

In reply to Piotr Kaminski (msg # 566):

I thought d6+d8 might have worked.

(frowns)

Okay so the idea is dead for having one point in the option, though we can do it for those of us with two points in the option.  Losing the +1 and using 2d8 instead of 2d6.
Kitten
GM, 5547 posts
Fri 6 Feb 2015
at 02:26
  • msg #568

Re: OOC - 12/16

I suppose the lesson here is that you cant test dice rollers in the shower.
Reyvak Kellosti
player, 81 posts
Javelin | G: 5+ | P: 5+
Captain "Rixx"
Fri 6 Feb 2015
at 02:27
  • msg #569

Re: OOC - 12/16

or D7's...
Olaf Oleeson
player, 213 posts
NC-R1 Corporal
Callsign Berserker
Fri 6 Feb 2015
at 02:28
  • msg #570

Re: OOC - 12/16

The way my rolls have been going, I count that as a blessing.  Probably roll myself into a slip-fall-broken neck.
Kitten
GM, 5548 posts
Fri 6 Feb 2015
at 02:31
  • msg #571

Re: OOC - 12/16

D7's

o.O

Yeah that could work.  Adding one to both dice.

d7s at level 1, and d8s at level 2.

21:30, Today: Kitten rolled 3 using 2d7 with rolls of 2,1.  (Bad example)

(Gives Reyvak a cookie)

(Off to bed to mull this over some more, i like the idea, but i'm not going to use it if you all think i'm off my rocker)
This message was last edited by the GM at 02:35, Fri 06 Feb 2015.
David Crain
player, 583 posts
R2 - Sergeant
Callsign: Avenger
Fri 6 Feb 2015
at 02:40
  • msg #572

Re: OOC - 12/16

There is a 'manual' window up in the top right corner that will allow you to make odd rolls.  It won't add them for you but it will roll them.

19:38, Today: David Crain rolled 5,2 using 1d6,1d8 with rolls of 5,2. test.
Kitten
GM, 5549 posts
Fri 6 Feb 2015
at 02:46
  • msg #573

Re: OOC - 12/16

Yeah, trying to get away from doing math, i'm lazy.  When youre looking at hundreds of rolls each mission it adds up.

I do like the 2d7 for level 1 options, and 2d8 for level 2 options.
Piotr Kaminski
player, 211 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Fri 6 Feb 2015
at 02:52
  • msg #574

Re: OOC - 12/16

2d7 is definitely a better option.  I ran a few sets through a spreadsheet and it came out to the correct average, which was encouraging.  RPOL die roller gets a bit quirky sometimes.  It's not that I don't believe it, but  Доверяй, но проверяй  you  know?


21:40, Today: The Referee rolled 5,14,4,2 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 9,8,11,7 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 3,4,10,4 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 7,6,6,9 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 3,6,6,9 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 5,5,7,6 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 11,4,9,7 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 11,5,6,5 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 4,7,10,7 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 8,7,6,8 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 8,7,7,10 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 5,5,6,13 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 10,11,10,5 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 10,10,9,8 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 9,8,9,4 using 2d7,2d7,2d7,2d7.
21:40, Today: The Referee rolled 9,5,10,2 using 2d7,2d7,2d7,2d7.
21:39, Today: The Referee rolled 8,9,7,10 using 2d7,2d7,2d7,2d7.
21:31, Today: The Referee rolled 4,6,4,6 using 2d7,2d7,2d7,2d7.
21:31, Today: The Referee rolled 9,8,9,5 using 2d7,2d7,2d7,2d7.
21:31, Today: The Referee rolled 8,5,12,6 using 2d7,2d7,2d7,2d7.
21:30, Today: The Referee rolled 8,10,7,13 using 2d7,2d7,2d7,2d7.
21:30, Today: The Referee rolled 11,9,8,7 using 2d7,2d7,2d7,2d7.
21:29, Today: The Referee rolled 9,10,12,6 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 14,5,10,8 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 5,11,9,9 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 9,7,8,10 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 3,8,11,7 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 10,6,14,8 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 8,8,8,7 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 4,4,6,9 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 10,4,12,9 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 8,6,9,9 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 4,8,9,9 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 4,11,12,8 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 2,4,8,6 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 9,5,6,4 using 2d7,2d7,2d7,2d7.
21:28, Today: The Referee rolled 5,6,6,12 using 2d7,2d7,2d7,2d7.

Teri Knight
player, 304 posts
Panther, P5, G5
Callsign: Catgirl
Fri 6 Feb 2015
at 03:00
  • msg #575

Re: OOC - 12/16

Does this mean you're going to reopen the mini-mulligan tweak for those people who might want to take advantage of this new way of looking at these options?
Kitten
GM, 5550 posts
Fri 6 Feb 2015
at 03:24
  • msg #576

Re: OOC - 12/16

Still tryingbto figure out if we want to do this.
Akarian Euclid
player, 256 posts
Fri 6 Feb 2015
at 05:04
  • msg #577

Re: OOC - 12/16

Its an interesting idea, not quite sure how I feel on it myself. It complicates things a smudge extra which is never good, and it also lends more back to the random number generator. E.G 2D6+2 is always a min of 4, max of 14, vs 2D8 which is 2-16, ultimately making it a bigger random range. I think I personally prefer the flat bonuses, as they help to reduce the random factor some.
Kitten
GM, 5551 posts
Fri 6 Feb 2015
at 11:56
  • msg #578

Re: OOC - 12/16

As noted they decrease the chance of rolling a 2, which always fails.

Its different which may not always be good is always I interesting.
Kitten
GM, 5552 posts
Fri 6 Feb 2015
at 13:15
  • msg #579

Re: OOC - 12/16

Right gave it thought and will make it an option to let players increase the dice size rolled, as opposed to getting a simple +1.

Statistically it should work out to the same odds of making target numbers while reducing the chances of rolling a '2' which is an instant failure in the campaign.

It should be noted, that because of this, i am considering an 'extreme' range that will require a natural roll of 13 or better to hit on.  I want this on the table before people make up their mind if they want it or not.


So presume she walks and is at extreme range to hit a slow moving tank that has a Def of +1

Base 4 + 1 Walk + 6 Range + 1 Def = tn 12+  {minimum of 13+ to hit the range bracket}

Rolling 2d8, any roll of 13+ will hit the tank at range 10~12.
This message was last edited by the GM at 13:22, Fri 06 Feb 2015.
Kitten
GM, 5552 posts
Fri 6 Feb 2015
at 15:37
  • msg #580

Re: OOC - 12/16

Will suspend character updates for the day to let players mull this new information over.  Pussycats may have a shuffle about if this makes a difference to them.

On paper this seems balanced, but keep in mind this is an optional Beta rule at the moment in testing, and if its found to be broken, might be repealed in the future.
This message was last updated by the GM at 15:37, Fri 06 Feb 2015.
Kitten
GM, 5553 posts
Fri 6 Feb 2015
at 15:38
  • msg #581

Re: OOC - 12/16

I believe, tables, updated with weapons in use in the campaign.

Proposed Extreme ranges are noted as well.
Kitten
GM, 5554 posts
Fri 6 Feb 2015
at 18:14
  • msg #582

Re: OOC - 12/16

New tables updated.  Some minor things changed here and there, let me know if i forgot something or you have questions on anything.
Akarian Euclid
player, 257 posts
Fri 6 Feb 2015
at 23:06
  • msg #583

Re: OOC - 12/16

So uh, is extreme range now used in consideration of weapon ranges for specialties like Close & Personal, and Knife Fighter? I'm guessing the intent is no, but currently wording wise anyways, a bunch of weapons just vanished from the list of available ones.
Kitten
GM, 5555 posts
Fri 6 Feb 2015
at 23:53
  • msg #584

Re: OOC - 12/16

Cat is used at three or less.  That won't ever change.  It can use the dice method but they won't get an extreme range to use with it.

Will include the dice option when I'm off the tablet.

What weapons are missing?

I thought I added it all to the table?
Kitten
GM, 5556 posts
Sat 7 Feb 2015
at 00:30
  • msg #585

Re: OOC - 12/16

Akarian Euclid:
So uh, is extreme range now used in consideration of weapon ranges for specialties like Close & Personal, and Knife Fighter? I'm guessing the intent is no, but currently wording wise anyways, a bunch of weapons just vanished from the list of available ones.



mmm just checked, the dice raise in place of +1 is there, but there is not extended range for CAT.

The weapons in question were 'removed' but return with the purchase of Specialties.

With the first CAT Specialty you pick up weapons ER SL to usable, and actually adds MPL's to the list as well.

With the full knife fighter you get a whole bunch of weapons to use at range 3 or less.

The very vanilla version was returned to it's original version using SL, SPL, MGs, and Flamers.  Svend should be able to vouch that, was all he got when he asked for the option way back in the Wild Stallions game.  The new specs probably look like a huge boon to him.
Akarian Euclid
player, 258 posts
Sat 7 Feb 2015
at 01:02
  • msg #586

Re: OOC - 12/16

Sorry Kitten, I wasn't totally clear, what I meant is as follows:

Close and Personal ~ cost 15xp
The character may apply their CAT bonus, at a range of 3 or less, when using any weapon with a maximum range of 6 or less.

Medium Pulse laser now has an extreme range of 7-8 for instance which is greater than the maximum range of "6", many weapons now have greater maximum range due to extreme range category being added.
Evan Logan
Alt, 2 posts
Sat 7 Feb 2015
at 01:33
  • msg #587

Re: OOC - 12/16

True. I need to know if this is going to alter my set up...

I took CAT and the two options to take my CAT options to weapons with max range 9, this will make my mech/weapons/CAT combination useless.
Kitten
GM, 5557 posts
Sat 7 Feb 2015
at 01:51
  • msg #588

Re: OOC - 12/16

No, Extreme ranges are 'not official' or part of the Battletech specs.

They were just listed so that players who will be using them with their options know what will be available for the tn 13+ rolls in the Extreme ranges.

The extreme range bracket was not meant to nerf the CAT skills.

Just changed 'maximum' range to 'long' range which should solve the issue.

Will be rethinking how the Sniper computer works with the extreme range too.

It will probably offer you the advantages of the Sniper Specialty, and allow you to use the Extreme ranges with out the requirement of rolling a 13+ to do so.
This message was last edited by the GM at 01:57, Sat 07 Feb 2015.
Akarian Euclid
player, 259 posts
Sat 7 Feb 2015
at 02:00
  • msg #589

Re: OOC - 12/16

Thanks Kitten, I figured that was the general intent and issue at hand, but better to work out the wording of rules sooner, than have questions or gotchas later. :)
Svend Nemerson
player, 45 posts
Backdraft
Sat 7 Feb 2015
at 13:06
  • msg #590

Re: OOC - 12/16

Call me an idiot, but can someone explain where to find repair modifiers and the repair pool stuff. I picked up Trigger Happy to help with the cost of specialty SRM ammo, but I am lost in the myriad of links and references.
Kitten
GM, 5558 posts
Sat 7 Feb 2015
at 13:27
  • msg #591

Re: OOC - 12/16

Repair pools have been around since wild stallions and is in the PDF.

A modifier has been applied for specialty ammo.

A ratio is used for it.  So if ammo repair mod is 2:1 it means that one spec round is equal to two normal rounds for repair pool purposes.

You get one ton std. In the repair pool plus one ton for each level of trigger happy.
Svend Nemerson
player, 46 posts
Backdraft
Sat 7 Feb 2015
at 13:31
  • msg #592

Re: OOC - 12/16

So the repair pool would get half a ton if it was 2:1, plus an extra ton on top?
Kitten
GM, 5559 posts
Sat 7 Feb 2015
at 14:08
  • msg #593

Re: OOC - 12/16

No, it adds 1 ton to the repair pool base of 'standard' ammo.

So, at level one trigger happy, you would get 2 tons of standard ammo back, or 1 ton of specialty ammo that's rated 2:1
Kitten
GM, 5560 posts
Sat 7 Feb 2015
at 14:15
  • msg #594

Re: OOC - 12/16

You have to go through a lot of ammo or use a lot of specialty ammo to make it worth while.

ie.

Regina has (5) Streak 2 SRMs, and loads 50 rounds of Streak ammo.

The Streak Ammo is rated at 2:1.  So if she uses 25 or less ammo the repair pool will top out her ammo.

If she uses more, than that, the repair pool will give her 25 rounds towards topping out her ammo.  If she's hitting with all of them for five turns, they'll top off her ammo for the mission.

This is actually not so bad which is why she's not trigger happy.

Now you look at someone like Penny that had (3) AC/2 Rapids.  A ton of ammo for them was the same (50) Rounds, but she's going through 6 rounds a turn and if she misses she still used the ammo.  If they were expensive Precision rounds keeping them in stock was going to be rough.  They restock at 3:1, so after a mission, she would get 16 rounds back to replace her munition use.  That's a little over 2 rounds of combat for her.  She's probably going to benefit from trigger happy.
Pax Tarkin
player, 886 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Sat 7 Feb 2015
at 23:05
  • msg #595

Re: OOC - 12/16

Svend Nemerson
player, 47 posts
Backdraft
Sat 7 Feb 2015
at 23:37
  • msg #596

Re: OOC - 12/16

Okay, so the trigger happy perk adds to your 'base' pool and the specialty ammo replaces off that. My plan was to grab it so that I could combine it with Tinker options to have multiple configurations and optional equipment that used ammo. Plus, I expect you use lots of specialty ammo.
Kitten
GM, 5562 posts
Sun 8 Feb 2015
at 01:33
  • msg #597

Re: OOC - 12/16

players are not required to use specialty ammo, though they may.  Keep in mind that the pool only replaces what you loaded for the mission, so you do need to go out an hunt down some of the munitions for yourself to start, and again if you run out.
Svend Nemerson
player, 48 posts
Backdraft
Sun 8 Feb 2015
at 07:31
  • msg #598

Re: OOC - 12/16

Right. That is what arms dealer is for.
Kitten
GM, 5563 posts
Sun 8 Feb 2015
at 18:42
  • msg #599

Re: OOC - 12/16

Repair bay closes tonight.  At which point xp spendings will be locked in.  You may opt to change from +1 for weapons to larger dice (this week), since that's not that much bookkeeping, but i'm going to lock the repair bay and start finalizing xp spending tomorrow.
Malcolm Strauss
player, 235 posts
Fri 13 Feb 2015
at 23:29
  • msg #600

Re: OOC - 12/16

Hello everyone,

I am back from vacation and back to a stable internet connection.  I'm still really swamped catching up on work stuff but I should be able to keep up, can anyone give me a Sit Rep to help me catch up on where we are at tactically on the mission?  It would be a huge help catching up :)
Kitten
GM, 5567 posts
Sat 14 Feb 2015
at 21:58
  • msg #601

Re: OOC - 12/16

I believe were waiting on you Malcolm, according to the most recent turn, youre the only one due to move from a loss of intiative then Tau moves.

Dont wait too long on that move, or Tau may just rule that you're (way) passed the deadline and just stand there.
Kitten
GM, 5569 posts
Mon 16 Feb 2015
at 21:44
  • msg #602

Re: OOC - 12/16

We may be adding a new player soon... maybe.

Will probably slot him with the ironswords (if he's 4/6 or 4/6/4) or lancers (if he's faster) who have three men lances to take him in.

Already dropped notes with Tau on how to balance the scenario.  Just waiting for his agreement, and the player to actually submit a mech.
Akarian Euclid
player, 268 posts
Tue 17 Feb 2015
at 09:11
  • msg #603

Re: OOC - 12/16

Kitten, I've been really enjoying this game (Thanks you, and the BMs once again for devoting your time and energy to this) and find I'm also not running into any posting commitment issues. As such I've been thinking about creating an alt character. Just wondering if there is a preferred time to do this, such as in-between contracts? Don't want to cause any inconvenience, extra bookkeeping.
Kitten
GM, 5574 posts
Tue 17 Feb 2015
at 16:19
  • msg #604

Re: OOC - 12/16

Now's fine Akarian.

As long as you acknowledge, that alts have less resources to work with.

300xp, two options, and 2.8 million

as opposed to your main character which had

350xp, three options and 3.2 million.

Now is the perfect time for submission, since Tau is working the mission i actually have time to meander about and sweep up stuff thats been in need of attention and work for the campaign.

Alts are also permanent residents of the Freelancer pool.  They dont join merc units and only get to play if the merc commanders draft them into use.  You're guaranteed one 'mission slot' though, and if Akarian is injured, or would benefit from a mission off to recover from injuries, or to stall for repairs, using an alt is a perfectly fine arrangement.
Kitten
GM, 5584 posts
Thu 19 Feb 2015
at 16:06
  • msg #605

Re: OOC - 12/16

Looking to do a count on available 'BMs' for mission 16.

Mission 16 is suppose to be small unit action.

Looking for between 3 and 5 BMs to run missions.

You should be able to conduct a mission in a timely manner, promoting the concept of 'fun' over a 'must win' mentaltity.

You must be able to generate maps, and present them for players to view.

At the moment, i officially have only Akarian and myself.

Tau will probably make himself available if i need him, but after mission 15, i'd like to give him a few weeks off to kickback and just relax, so i'm looking for alternate BMs at this time.  Several players have expressed interest, but i'm not going to make it official to draft them, till they respond their interest at this time.
This message was last edited by the GM at 16:20, Thu 19 Feb 2015.
Akarian Euclid
player, 271 posts
Thu 19 Feb 2015
at 16:19
  • msg #606

Re: OOC - 12/16

I'm happy to try my hand at battle mastering a small mission. Still looking at the alt as well, should I PM you those details Kitten, or do you want them just posted here in OOC? I think I've seen it done both ways before.
Kitten
GM, 5587 posts
Thu 19 Feb 2015
at 16:20
  • msg #607

Re: OOC - 12/16

Akarian Euclid:
I'm happy to try my hand at battle mastering a small mission. Still looking at the alt as well, should I PM you those details Kitten, or do you want them just posted here in OOC? I think I've seen it done both ways before.



So noted, either way is fin Akarian.
Reyvak Kellosti
player, 94 posts
Javelin | G: 5+ | P: 5+
Captain "Rixx"
Thu 19 Feb 2015
at 20:16
  • msg #608

Re: OOC - 12/16

You know I am interested...
Kitten
GM, 5590 posts
Fri 20 Feb 2015
at 01:51
  • msg #609

Re: OOC - 12/16

In reply to Reyvak Kellosti (msg # 608):

So noted Reyvak.




So noted, looking at putting together next mission.

Also contemplating some reorganization.

I'm starting to linger towards reorganizing the units, between 'fast' (normal) paced, and 'slow' (paced) doubling the normal turn around time from normal.

Gathering up all the players that arent keen on a fast paced mission together for their own mission only makes sense.  Fast paced players wont have to idle and wait for slower ones, and slower ones can gather in a more sedate paced mission to resolve.

At the moment, i'm looking at the Light Lancers as the current unit for the slower paced missions, (since pax has fits of work that, the slower pace may work out well for him), or possibly starting up an entirely new unit for it.

If this happens, who wants to be in the slower paced unit?
Roger Simms
player, 435 posts
Call sign: Viking
lrms 12/12,12/12
Fri 20 Feb 2015
at 01:58
  • msg #610

Re: OOC - 12/16

 If we do make the change then my mech could fit that unit, though i am also happy with the Longswords to.
Svend Nemerson
player, 54 posts
Backdraft
Fri 20 Feb 2015
at 02:22
  • msg #611

Re: OOC - 12/16

My work schedule makes more sense for the slower paced stuff
David Crain
player, 603 posts
R2 - Sergeant
Callsign: Avenger
Fri 20 Feb 2015
at 06:57
  • msg #612

Re: OOC - 12/16

I can probably make the faster paced group.
Reyvak Kellosti
player, 95 posts
Javelin | G: 5+ | P: 5+
Captain "Rixx"
Fri 20 Feb 2015
at 08:04
  • msg #613

Re: OOC - 12/16

Fast Paced is good for me...
Akarian Euclid
player, 272 posts
Fri 20 Feb 2015
at 09:14
  • msg #614

Re: OOC - 12/16

It doesn't matter to me as long as this is temporary for a single mission. In general I'd prefer to just stay with Pax, though if we are talking about creating new lances, than thats a far more interesting and disruptive question, especially with the mulligan.

My personal situation is I work from home, and spend around 10+ hours a day on the computer doing game dev work, and depending a few more doing table top game dev work, so having time to do a fast game and posts tends to not be an issue. So I guess if we are talking about splitting apart the lancers again, and creating more units or something, then I don't know.
Piotr Kaminski
player, 216 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Fri 20 Feb 2015
at 14:00
  • msg #615

Re: OOC - 12/16

Fast paced for a mission or two.  By then spring and summer should be here, so probably slow then.
Daniel Hou
player, 94 posts
Callsign: Monk
Wolfhound
Fri 20 Feb 2015
at 16:11
  • msg #616

Thanks for All the Fish

Apologies folks, Daniel and Greg will be dropping out of the campaign for personal reasons (primarily sleep related). Thanks for having us and best wishes in the future. I'm sure I'll be seeing you elsewhere on RPoL
Kitten
GM, 5591 posts
Fri 20 Feb 2015
at 16:14
  • msg #617

Re: OOC - 12/16

Waiting on Pax's input on this.

Several of the slower players that seem to have trouble keeping up will be moved in and formed up on the slower group.  Just need to see if Pax wants to lead that group, or if we need to form up a new unit for it.

There are no player mulligans expected to be involved in this, unless i need a new commander for it.

Since they're expected to move half as fast, the new unit will probably 'refresh' on 'even' numbered missions.

Players can move into and out of this unit as needed.

Players that ive been noticing having trouble pacing with a faster game, or have indicated they'd be more comfortable in a slower one, at the moment are...

Slow Unit, for sure    ~~~>  Svend, Malcolm, and Roger.

Suggested Slow Unit CO ~~~>  Olaf (?), Pax (?)

If Olaf or Pax want to move over to the 'slow' Unit, they will be leading up and commanding it.  Otherwise, will probably allow one of the slow players a 'mulligan' to gear up towards leading.




Expected organization afterwards to look something like...

Iron Swords (4) Mechs/150 tons
Hatchetman ~ Adam
Panther    ~ Piotr
Valkyrie   ~ Greyson
Whitworth  ~ Olaf (?)

Pussycats (4) Mechs/ 135 tons
Raven    ~ Penny
Jenner   ~ David
Panther  ~ Teri
Javelin  ~ Reyvak

Light Lancers
Mongoose  ~ Pax (?)
Spider    ~ Joaquin
Mongoose  ~ Akarian
Whitworth ~ Donovan
Blackjack ~ Damien
Blackjack ~ Hank

Slow Player Lance
Vindicator  ~ Malcolm
Firestarter ~ Svend
Hunchback   ~ Roger

Wolfhound ~ Daniel {Retiring}
Lucius McMurphy
player, 1750 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Fri 20 Feb 2015
at 16:20
  • msg #618

Re: Thanks for All the Fish

No apologies needed Daniel.  You will be missed and should you find yourself back into a sleep surplus you should look us up again.
Kitten
GM, 5592 posts
Fri 20 Feb 2015
at 16:22
  • msg #619

Re: Thanks for All the Fish

Made a suggestion to Daniel, we'll see how it goes.

If he has to go, he'll go and be missed, but maybe he wont have to.
Kitten
GM, 5593 posts
Fri 20 Feb 2015
at 16:26
  • msg #620

Re: Thanks for All the Fish

I'm also looking at Commanders/BMs

At the moment, we have...

Adam, Penny and Pax.

It looks like we may be adding Akarian and Reyvak to the BM list.




Right.

New BMs.

Appointing Akarian Alpha, and Reyvak Beta, will make the additions after lunch
This message was last edited by the GM at 16:31, Fri 20 Feb 2015.
Kitten
GM, 5596 posts
Fri 20 Feb 2015
at 18:18
  • msg #621

Re: Thanks for All the Fish

Right, Daniel is gone it seems.

Time just wont allow him to linger, even in a slow moving game.

His Alt, Greg, will be removed from the mission shortly.  No adjustment needs to be made at this time, since it's my expectation, that Jack Warren will be replacing him shortly.

Adjustments will be made to Tau's reinforcement points based on the new mech being introduced.

New Mech weight - 20 tons (Greg's mech weight) = Bonus reinforcement points to balance the new mech addition.
This message was last edited by the GM at 18:20, Fri 20 Feb 2015.
Jack Warren
player, 1 post
Fri 20 Feb 2015
at 21:50
  • msg #622

Re: Thanks for All the Fish

Hello there everyone!
Penny Plenty
player, 413 posts
R3 - 1st Lt.
Lollipop
Fri 20 Feb 2015
at 21:52
  • msg #623

Re: Thanks for All the Fish

'Ello Jack.
Kitten
GM, 5600 posts
Fri 20 Feb 2015
at 21:53
  • msg #624

Re: Thanks for All the Fish

A crush of time has recently cost us a player, so if you'd like to join the current mission it'll be minimal impact to arrange.  Just need you to finish a character Jack.
Joaquin Cortez
player, 287 posts
Callsign: "WarDog"
Spider (SDR-5V)
Fri 20 Feb 2015
at 21:55
  • msg #625

Re: Thanks for All the Fish

Hey Jack.....
Teri Knight
player, 320 posts
Panther, P5, G5
Callsign: Catgirl
Fri 20 Feb 2015
at 22:01
  • msg #626

Re: Thanks for All the Fish

Welcome, Jack!
David Crain
player, 604 posts
R2 - Sergeant
Callsign: Avenger
Fri 20 Feb 2015
at 22:18
  • msg #627

Re: Thanks for All the Fish

Hello and welcome!
Jack Warren
player, 2 posts
Fri 20 Feb 2015
at 22:46
  • msg #628

Re: Thanks for All the Fish

I've got my hands on a FFL-4A Firefly, and I've still got 896,500 C-Bills left. Any tips on what to spend this money?
Joaquin Cortez
player, 289 posts
Callsign: "WarDog"
Spider (SDR-5V)
Fri 20 Feb 2015
at 23:02
  • msg #629

Re: Thanks for All the Fish

Hold it for now, and use it for upgrades as they become available unless Kitten allows you to do so before your Firefly enters the map.

Auctions and stuff go fairly high, so my advice is to go big or go without.
Kitten
GM, 5602 posts
Fri 20 Feb 2015
at 23:12
  • msg #630

Re: Thanks for All the Fish

Normal start up rules.

Character options, 3025 modifications, and 3 availability rolls for advance tech/inventories.

Up to 3 tons of armor for inventory, are the typical start up spendings.
Joaquin Cortez
player, 290 posts
Callsign: "WarDog"
Spider (SDR-5V)
Fri 20 Feb 2015
at 23:15
  • msg #631

Re: Thanks for All the Fish

Firefly is a solid mech.
Kitten
GM, 5605 posts
Fri 20 Feb 2015
at 23:17
  • msg #632

Re: Thanks for All the Fish

Lack of arms may hurt it's usefulness for salvage/raids but pretty good otherwise.
Donovan O'Brien
player, 469 posts
Whitworth
Callsign: Lucky
Fri 20 Feb 2015
at 23:21
  • msg #633

Re: Thanks for All the Fish

Welcome the new folk(s)!
Akarian Euclid
player, 275 posts
Sat 21 Feb 2015
at 00:55
  • msg #634

Re: Thanks for All the Fish

Welcome Jack

So does anyone have any thoughts on LRMs and their effectiveness in this format? Indirect fire seems like it could be very useful though ideally you would have Artemis/spotters, and it seems like no one has gone down this path.

Also what about pre-mission  bombardment?
Olaf Oleeson
player, 232 posts
NC-R1 Corporal
Callsign Berserker
Sat 21 Feb 2015
at 01:38
  • msg #635

Re: Thanks for All the Fish

Kitten: I'll stay on with the 'swords rather than move to the slow unit.  As we've seen, my work schedule lends itself to daily access or not at all.  I'll be good to keep up through Feb and Mar then out for most of Apr/May - probably play M16 then disappear for a bit again.

BTW, Welcome Jack.
Greyson Strauss
player, 142 posts
MechWarrior
Striker
Sat 21 Feb 2015
at 01:57
  • msg #636

Re: Thanks for All the Fish

I'll probably be good on the fast posting in the afternoons, ill try and look for a job when i get to that point for the dayshift.
Kitten
GM, 5623 posts
Sun 22 Feb 2015
at 03:58
  • msg #637

Re: Thanks for All the Fish

Akarian Euclid:
Welcome Jack

So does anyone have any thoughts on LRMs and their effectiveness in this format? Indirect fire seems like it could be very useful though ideally you would have Artemis/spotters, and it seems like no one has gone down this path.

Also what about pre-mission  bombardment?



I actually need to finish typing up the rules for LRM support.

Along with other 'Combat Unit Support' rules to be introduced soon.  I've mostly completed the rules in use for 'Air Support' and 'Artillary' Support.  They can be found here...

link to a message in another game


Essentially, VTOLs, will be taking over the roles of Aerotechs.  They may provide bombing support, along with Strafing support.

Artillery, is expected to come into use as well, providing pre-mission bombardment, or throwing out guided munitions into a battlefield, relying on combat units on the battlefield to paint the target with TAG to guide the munitions in.

Campaign rules for the above should be complete (I think) at this time, and available for your review and comment.




LRM indirect support, are still in need of being added.

In Combat LRM fire support relies on the use of hawkeyes.  The pilot tosses out the hawkeyes, and if any targets are painted the missiles will guide in and 'attack' the painted target.  Most veteran players have been the victim of Hawkeyes to know how this works.  Using Hawkeyes does not require and particular specialty, but does require level one tech skills.

In order to use Pre-Mission Bombardment, the pilot, must have the Missile Specialty, 'Indirect Fire Support'.  This specialty reflects, that the mechwarrior has been trained in the use of LRM's for indirect fire, and is capable of firing them using pre mission indirect fire rules for LRMs.

Pre Mission LRM fire support uses 'Bombardment' LRMs.  These missiles sacrifice accuracy, to deliver more damage to the 'target'.  Useful when you're less concerned about hitting a specific 'target' and more concerned about saturating the area with damage.

(Game Note:  Used in combat, each missile does 1.5 damage (round down for the salvo), however accuracy suffers, since you roll 3d6 for number of missiles that hit and take the worse two rolls.)

A perk of having a mechwarrior with this specialty, allows them to show up for a mission, provide indirect fire, and then either join the rest of the unit for the mission, or pack it up and withdraw.  (Makes it a particularly good skill for a permanent Freelancer to have to provide support, get some xp, when not actually a part of a mission.)

LRM Indirect fire, is mostly used to soften up STATIC targets (ie, Buildings of Interest that might be an objective.).  They do not saturate a hex with damage the way Artillery does.  Damage to actual 'combat' units that are on the map is very limited.

Exact details on LRM Pre Mission bombardment is still being worked out and not available.  When they're ready they'll be typed up and made public.
This message was last edited by the GM at 14:33, Sun 22 Feb 2015.
Akarian Euclid
player, 282 posts
Sun 22 Feb 2015
at 06:07
  • msg #638

Re: Thanks for All the Fish

Thanks Kitten, thats quite useful.

Can some one remind me, for creating new characters, is basic tech like medium lasers, large lasers and so forth free to simply buy or do they take up the beginning availability rolls?
Kitten
GM, 5624 posts
Sun 22 Feb 2015
at 14:24
  • msg #639

Re: Thanks for All the Fish

Akarian Euclid:
Thanks Kitten, thats quite useful.

Can some one remind me, for creating new characters, is basic tech like medium lasers, large lasers and so forth free to simply buy or do they take up the beginning availability rolls?



If youre buying them to modifications, theyre not taking up an availability roll, if youre buying to put in your inventory, then they do.
Kitten
GM, 5626 posts
Sun 22 Feb 2015
at 16:48
  • msg #640

Re: Thanks for All the Fish

Right.

So, Unit commanders have just hashed out a tentative listing of how things will look for the next mission.  It looks like were moving to a (3) Mech lance at the moment, which will allow the lance, to easily pick up a fourth freelancer for mission.


Iron Swords look like this.

Command Lance
45tn Hatchetman ~ Adam
40tn Whitworth  ~ Olaf
35tn Panther    ~ Piotr


Second Lance
25tn Mongoose   ~ Akarian
30tn Spider     ~ Joaquin
40tn Whitworth  ~ Damien




Pussycats look like this.

Command Lance
35tn Raven   ~ Penny
35tn Jenner  ~ David
35tn Panther ~ Teri


Second Lance
30tn Javelin  ~ Reyvak
30tn Firefly  ~ Jack
30tn Valkyrie ~ Greyson




Lancers, are going to be our slower paced unit.

25tn Mongoose    ~ Pax
45tn Vindicator ~ Malcolm
35tn Firestarter~ Svend




The Following characters are in the freelancer pool, and will have priority placement for missions.

40tn Whitworth   ~ Dono
45tn Blackjack   ~ Hank
50tn Hunchback-J ~ Roger

It should be noted, that any player that feels they are more comfortable in a slower paced mission, may request to be placed in the Lancers.

Simple math...

Five Lances, and (3) Priority Freelancers that will have to be placed every mission.

That means that only (2) Alts will be called up on any for any particular mission.  So if your alt doesnt seem much activity, that's the reason.  If you want to put your alt in to see action, the option does exist, to play your alt in place of your main character.




As noted in the RP, there will be a mini bookkeeping phase after Mission 15, you'll be allowed 2 availability rolls, and be allowed to make modifications to your mech at that time.

Each Lance will also be given option of being purchasing a Light TAG for use.

Each Unit may also make an effort to use their availability roll to try for Combat support units to use for Pre-mission activity or provide Combat options during a mission.




No Repairs after Mission 16 and 17.

Players will be present with the option of

Using their main mechwarrior, and accepting limited repairs for them.

Using their alt, and accepting limited repairs for them.

Using an Omni NPC Cadet, earned experience transfered to one of the players characters.
Akarian Euclid
player, 284 posts
Sun 22 Feb 2015
at 17:55
  • msg #641

Re: Thanks for All the Fish

Kitten:
Akarian Euclid:
Thanks Kitten, thats quite useful.

Can some one remind me, for creating new characters, is basic tech like medium lasers, large lasers and so forth free to simply buy or do they take up the beginning availability rolls?



If youre buying them to modifications, theyre not taking up an availability roll, if youre buying to put in your inventory, then they do.


Right, so do we have some clear way to sort between standard and still beta tech? Or does that distention no longer matter and we can purchase anything initially if its going into a starting mech? Needing only to worry about availability rolls if we're trying to start with an alternative mech config, or buying to store in inventory?
Lucius McMurphy
player, 1756 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sun 22 Feb 2015
at 19:54
  • msg #642

Re: Thanks for All the Fish

Standard 3025 tech would fit the bill of things you wouldn't have to roll for availability Akarian.

Anything not that would be advanced and need rolls even if you were doing mods to a starting characters mech.  Otherwise you could do some frankly broken things with a 'new' character.  Trust me I've done it for grins and it's broken that way.

Course you could use your availability rolls, for three different things mind you as per normal, to get some sick advanced tech to install.
Kitten
GM, 5627 posts
Sun 22 Feb 2015
at 20:01
  • msg #643

Re: Thanks for All the Fish

When making availability rolls, dont forget, youre not allowed to use more than one roll for anything.  So youre not going to be able to do something like throw three dice rolls at endo steel to try and get a mech fully endo steeled from the get go, unless it's something tiny like a locust.

(We saw how well locust do on missions, 25 tons is as small as i recommend a character go, even for alts 20 tons is really tiny and asking for trouble, imho.)
Greyson Strauss
player, 143 posts
MechWarrior
Striker
Sun 22 Feb 2015
at 22:25
  • msg #644

Re: Thanks for All the Fish

why do i feel like a chess piece with all the talk in the roleplaying chat.
Teri Knight
player, 323 posts
Panther, P5, G5
Callsign: Catgirl
Sun 22 Feb 2015
at 22:49
  • msg #645

Re: Thanks for All the Fish

In reply to Greyson Strauss (msg # 644):

We are all pawns.
Lina Todd
NPC, 503 posts
R0 - Private
Callsign: Iron Maiden
Mon 23 Feb 2015
at 03:33
  • msg #646

Re: Thanks for All the Fish

Hello 20002 posts ;)

You're awesome Kitten.
Kitten
GM, 5630 posts
Mon 23 Feb 2015
at 03:42
  • msg #647

Re: Thanks for All the Fish

In reply to Lina Todd (msg # 646):

Only six thousand or so of those post are mind, the rest are credited to all the players past and present that have passed through the campaign.  Still a way to go before it passes the twilight campaign though well past wild stallions...
This message was last edited by the GM at 03:42, Mon 23 Feb 2015.
Kitten
GM, 5642 posts
Tue 24 Feb 2015
at 15:37
  • msg #648

Re: Thanks for All the Fish

Spent the morning adding tentative LRM Support fire rules.

Damage to Buildings and Fortifications is 2/3 of Max LRM damage.

So A LRM 5 would be 5 Damaage using Bombardment LRM's and 3 (3 1/3 rounded down) using normal LRMs.

In theory, Merc Mechwarriros with indirect fire can fire LRMs pre-mission and enter the mission for combat after Support fire has been provided.

Indirect Support Fire is for LRMs only, not LRRs.
This message was last edited by the GM at 15:38, Tue 24 Feb 2015.
Kitten
GM, 5644 posts
Tue 24 Feb 2015
at 21:58
  • msg #649

Re: Thanks for All the Fish

Again...


link to a message in another game


Covers the new LRM rules for indirect fire.

Direct questions here, where others with the same questions can get them answered with on post by me instead of five or six in private message.
Akarian Euclid
player, 292 posts
Tue 24 Feb 2015
at 22:06
  • msg #650

Re: Thanks for All the Fish

Kitten these links never work for me, I'd be much obliged if you could resolve that.

"Game visitors can only view threads in group 0."
Kitten
GM, 5646 posts
Tue 24 Feb 2015
at 22:10
  • msg #651

Re: Thanks for All the Fish

In reply to Akarian Euclid (msg # 650):


Um...

That's a good point.

Here's the LRM indirect support stuff.




Units trained for indirect fire support, and armed with LRMs may be used to provide 'Support fire'.  Support Fire is defined as LRMs fired to support a mission for combat units.  Units that provide Support Fire never 'enter' the conflict, and make an 'Evasion' Roll after the conflict to reflect the exposure of risk they have exposed themselves to during the mission.

Pre-Mission Support Fire:
Use Artillery rules to determine the accuracy of Indirect weapon fire.
For Player Character's use their Base Gunnery, with a +4 Penalty.

Damage to Fortifications/Buildings = 2/3 of Max LRM Damage  {5 Damage groups}
Damage to Mechs/Conventional Units = 1/5 of Max LRM Damage  {5 Damage groups}


Mission Fire Support:
Units providing support fire during a mission, fire Hawkeye LRMs into the Mission area, and rely on combat units armed with TAG to guide the LRM salvo to their target.


Evasion Roll:
Base Evasion Roll = TN 5+
Turns of Active Support Fire   ~> +1 per (1) Turn
Turns of Inactive Support Fire ~> +1 per (2) Turns (Rounded up)

Experience Modifier   ~>  +1  Green / +0  Regular  / -1  Veteran  / -2 Elite
Unit Modifier         ~>  - Max Def Modifier




Use Artillery Tables to resolve Damage.
Mechs do not take automatic motive or critical damage.  Instead they take extra damage.
They take 5 extra damage for a motive damage critical, and 10 extra damage for a Critical.


LRM {Bombard} ~ 1.5 Damage per missile ~ Cost 30k cb per ton ~ Available tn 6+  {Up to 3t per roll}
LRM {Hawkeye} ~ 1.0 Damage per missile ~ Cost 60k cb per ton ~ Available tn 11+ {Up to 1t per roll}
Kitten
GM, 5647 posts
Tue 24 Feb 2015
at 22:32
  • msg #652

Re: Thanks for All the Fish

Footnote:

It is perfectly legal, for players, to have Conventional LRM units in the mission.

Hawkeyes would have to come from the players ammo stores, to load on the unit, and they would be allowed to be on the mission map with the player providing Hawkeye support (they will also be on the map and may be blown up).

So, if Akarian wants to put a Lt TAG on his Mongoose, he can look into getting an inexpensive Tracked AMC to drag into (some) missions to provide Hawkeyes for his TAG to use.
Akarian Euclid
player, 293 posts
Tue 24 Feb 2015
at 23:41
  • msg #653

Re: Thanks for All the Fish

Kitten, I'm having a hard time tracking down a full rules summary on Hawkeyes/TAG, despite looking at the reference/game mechanic threads and more importantly the previous missions. Can you confirm if the following is correct?

1. Hawkeyes maybe fired direct (no penalties, act as normal LRM) or indirect.
2. If fired indirect, they must be declared to be firing during the initiative phase, and that weapon system may not later fire in the regular fire phase.
3. If fired indirect, during the regular fire phase, any targets that are successfully spotted (Is there a missile range limit?), may be hit by the Hawkeyes on a TN5+.
5. Missile hit amounts, hit locations, and damages are calculated as per normal LRMs.
6. If no targets are successfully spotted, the missiles are wasted.

In regards to TAG, given how our initiative and movement/weapon phases are done, is spotting done as part of the normal weapon fire phase?

Also regarding support fire, its also perfectly legal to hire conventional support units for support fire operations correct? So I could hire said tracked AMC with Hawkeyes, but never have them on the map, but have to make an evasion roll later on right?
This message was last edited by the player at 23:43, Tue 24 Feb 2015.
Kitten
GM, 5648 posts
Tue 24 Feb 2015
at 23:58
  • msg #654

Re: Thanks for All the Fish

1 ~ Correct, they may be fired direct normally.

2 ~ Correct, the missile launcher is considered fired and reloading after firing Hawkeyes, so you cant use them for direct fire.

3 ~ You do not fire them indirect during the fire phase.  You may only fire them direct fire during the fire phase.  The moment to fire them indirect is during the initiative phase.

5 ~ Roll missile numbers normally.  Add up all the missiles from Hawkeyes, and allocate them into 5 point groups on the Front armor table.

(ie, 3 LRM 5 Hawkeyes hit, and roll 3, 4, and 5 missile hits. The total missile hits is 12, and allocated as 5,5,3 damage on normal front location tables.)

6 ~ Correct, nothing painted, and the missiles are a total waste.

* ~ TAG is resolved during the fire phase, if you hit the Hawkeyes land after all fire phase, but before physical damage.  For purposes of pilot checks from taking damage, it's considered to be a part of the Fire Phase.  (they simply resolve after all weapon fire (merc or op force) has been resolve).

Remember to provide support from off the map, requires the missile specialty skill Indirect Fire support. Only players that have selected this specialty, or Elite Conventional units, may provide Support without entering the map.

(Hm... which sort of discounts the need to use experience for evasion rolls...)
Akarian Euclid
player, 294 posts
Wed 25 Feb 2015
at 00:08
  • msg #655

Re: Thanks for All the Fish

Right sounds like were on the same page than.

The to hit roll for indirect Hawkeyes is TN5+ all the time correct? (Assuming a target has been successfully spotted.)
Kitten
GM, 5649 posts
Wed 25 Feb 2015
at 00:13
  • msg #656

Re: Thanks for All the Fish

Adjusted by terrain the target might be standing in.

If they're in light woods it becomes a tn6+ cause the trees will get in the way of some of the missiles, is about the only exception i can think of.

The target also must be withing 21 hexes of the unit firing hawkeyes.

If they're 22 hexes away and you paint them, nothing happens cause the hawkeyes wont reach them.  (The exception might be a pilot with missile specialty, i might allow them to hit if they roll tn 13+ with their normal dice, using the extreme range rule.  This would be VERY mexican though.)




It should be noted, that Units must be 'in' the mission to provide Hawkeye support.
This message was last edited by the GM at 00:16, Wed 25 Feb 2015.
Donovan O'Brien
player, 478 posts
Whitworth
Callsign: Lucky
Sun 1 Mar 2015
at 01:52
  • msg #657

Re: Thanks for All the Fish

RIP Mr. Nimoy (He will always be Spock). :-(


Teri Knight
player, 328 posts
Panther, P5, G5
Callsign: Catgirl
Sun 1 Mar 2015
at 01:53
  • msg #658

Re: Thanks for All the Fish

A part of all of us...
Greyson Strauss
player, 145 posts
MechWarrior
Striker
Sun 1 Mar 2015
at 02:50
  • msg #659

Re: Thanks for All the Fish

that just sucks...
David Crain
player, 615 posts
R2 - Sergeant
Callsign: Avenger
Sun 1 Mar 2015
at 05:21
  • msg #660

Re: Thanks for All the Fish

In reply to Donovan O'Brien (msg # 657):

One of the rare times I would want to be able to 'like' a post.
Regina Arlington
Alt, 622 posts
R0 - Mechwarrior
Callsign - 'Siren'
Tue 17 Mar 2015
at 21:37
  • msg #661

Re: Thanks for All the Fish

20 ton, Mech Tinkering for fun...


Locust - 3V
(Availble non-arm internals, (2) CT, (1) RT)

Upgrade with Endo Steel and Ferro Fib Armor.

Standard
-12 Criticals to RT and LT
- 8 Criticals to RA and LA

1/2 Ton against mod cap, to move (4) RT / (3) LT Ferro Fib to (1) RL / (1) LL, (2) RA / (2) LA, (1) HD.
- 8 Criticals to RT
- 9 Criticals to LT
-10 Criticals to RA and LA
- 1 Criticals to RL and LL
- 1 Criticals to HD

Move RL/LL HS to RT/LT, to become DS/HS

Upgrade (2) ML to (2) ER ML.
Remove MG and Ammo to add (1) ER ML and 1/2t Armor

Final Stats.

Move 8/12
Heat Sinks 12

CT ER ML
CT ER ML
RT ER ML

ER ML ~> 5 heat each, 5 damage each, Range 4/8/12

4t Ferro = 71af

H   9a     / 3i
CT 10a(2a) / 6i
RT  8a(2a) / 5i
LT  8a(2a) / 5i
RA  6a     / 3a
LA  6a     / 3a
RL  8a     / 4a
LL  8a     / 4a




Concept Focus, making a 20t mech as mean as possible.

Concept Focus, make a mech using Endo Steel and Ferro Fib.  (A locust with 4 less arm actuators helps)

Original design had (2) ER ML, but there was room for (3).  The mech can run around and snipe without heat issues, or fire off all (3) if it has a good shot and generate movement +3 heat for that turn.

Mech supports maximum armor for it's size.

A variant to run cooler, could trade one of the ERML for a Beta Target computer to increase accuracy for the (2) ER ML.  You can also convert it into a TAG Spotter which does no damage but generates no heat, and lets the mech spot for fire support.  To provide Anti Infantry support, change it to a Small Pulse Laser.  If youre feeling really tweakish, you can move the Ferro Fib from the head to the RT, so that you can install a Plug Suit in the head to gain a point of piloting.




To make this...

(2tn of modification) 1.5 tons to remove MG and .5 tons for non standard Ferro Fib Criticals.

Availability Rolls...
1t of Endo.        (2)Avail Rolls of 11+
4t of Ferro Fib.   (2)Avail Rolls of  8+
3t of (3) ER ML    (3) Avail Rolls of 13+  {OPtional, you can live with normal ML, which would require 1 roll of 7+}
2t of (2) DS/HS    (2) Avail Rolls of 9+   {OPtional, you can live with normal heat sinks}


variant considerations
TAG Avail 9+
Beta TC Avail 11+
Plugsuit Avail 15+


CB Cost...
1t of Endo   40k cb
4t of Ferro  80k cb
3t of ERML  480k cb
2t of DS/HS 120k cb

Total Cost 720k (x1.2 modifier) = total cost of 864k cb, + base Cost of locust (1,512,400cb)

Total Cost for the little monster 2,376,400cb  {A little more than the cost of a Valkyrie}




A toy for a noble, with light mech spec, that has a Locust Heirloom that he wants to trick out... ?
This message was last edited by the player at 21:46, Tue 17 Mar 2015.
Kitten
GM, 5692 posts
Thu 19 Mar 2015
at 18:25
  • msg #662

Re: Thanks for All the Fish

Infantry notes firmed up.

Those of you with infantry, or an interest in infantry should look this thread over.

link to a message in another game

At this time, those of you with infantry, have not had a chance to really use them, aside from assist with field repairs and salvage.  So they're all considered non-combat at this time.

So you only have to pay half their salary.

You should submist (in the repair bay) what sort of infantry you have.

Select weapon appropriate to their quality (inappropriate selections will be changed to 'Rifle')

Select Infantry Options based on the quality of your infantry.

Willing to hear out questions, suggestions, and thoughts on play balance of infantry at this time.

Direct questions 'here'.  Questions in PM will be deleted and ignored.
This message was last edited by the GM at 20:28, Thu 19 Mar 2015.
Kitten
GM, 5695 posts
Sat 21 Mar 2015
at 14:05
  • msg #663

Re: Thanks for All the Fish

Post Mission 15 unit assignments are up.

Spring is here and the breeze is up, that i suspect that Mission 15, will be able to wrap up sooner rather than later.  A good summary wrap up is probably due after we either cross into map 2, or break the Op Force's back as a threat.

So i'm going to be looking into wrapping stuff up.

Merc assignments were made, a restructuring for a variety of reason, not the least of which was the addition of two BMs to allow for smaller unit action.

Units are all currently undersized, and if they want to take any of the priority Freelancers, they may do so.

If the Priority Freelancers stay detached, they will be guaranteed a spot when Free Lancers are drafted.

Alt Freelancers will be a loose pool to be drafted to fill out Freelancing spots.

Any players that desire to be placed in the slower paced unit, may make a request to do so now and adjustments will be made.
Donovan O'Brien
player, 494 posts
Whitworth
Callsign: Lucky
Sat 21 Mar 2015
at 16:26
  • msg #664

Re: Thanks for All the Fish

Definitely would like to be attached to the slower posting unit.
Kitten
GM, 5699 posts
Sat 21 Mar 2015
at 17:19
  • msg #665

Re: Thanks for All the Fish

Noted, slated for the slow lance are Pax, Donovan, and Svend.

Malcolms been offline for a month, and as such is not expected to return.
Pax Tarkin
player, 897 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Sun 22 Mar 2015
at 18:22
  • msg #666

Re: Thanks for All the Fish

Kitten.

M14 Lancers - I did have an infantry unit on the Ferret. Not sure if it was an auto armor pick up or if we could have tried for an auto cannon or two.

Can Unit leader attemp to buy a transport on one of their own availability rolls?
This message was last edited by the player at 18:41, Sun 22 Mar 2015.
Lucius McMurphy
Alt, 1775 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 23 Mar 2015
at 00:11
  • msg #667

Re: Thanks for All the Fish

As far as I'm aware that's how it's worked in the past Pax.  Luc used his rolls to pick up the tractor/trailer since the Quartermaster at the time was crap and failed his rolls.
Kitten
GM, 5713 posts
Mon 23 Mar 2015
at 01:21
  • msg #668

Re: Thanks for All the Fish

Pax Tarkin:
Kitten.

M14 Lancers - I did have an infantry unit on the Ferret. Not sure if it was an auto armor pick up or if we could have tried for an auto cannon or two.

Can Unit leader attemp to buy a transport on one of their own availability rolls?




Vet Infantry pick up 12 af, which is what Pax needed to cover his repairs, so that will wipe the 12 af he used to fix his Mongoose.  Anyone that didnt have to repair a mech can throw some dice for Salvage rolls, 'here' and i'll note them on the mission.  Give you 48 hours to do so.
Kitten
GM, 5714 posts
Mon 23 Mar 2015
at 01:25
  • msg #669

Re: Thanks for All the Fish

Lucius McMurphy:
As far as I'm aware that's how it's worked in the past Pax.  Luc used his rolls to pick up the tractor/trailer since the Quartermaster at the time was crap and failed his rolls.



No.

That was an error on my part that wasnt suppose to happen.

That explains how you got your elite tractor and trailer together.

(thats what happens when you do bookkeeping when youre burnt out and tired on a new game mechanic).

Iron swords will make unit availability rolls just with with quartermaster.

As a point of fairness, will let the Lancers (Pax) and Pussycat's CO's (Penny) expend personal availability rolls to make unit rolls.  After this all unit rolls need to be made by units.  I believe it was only Luc that made rolls and not everyone in the Iron Swords that were making unit rolls, yes?

(Transports and support and Unit ammo for support).

Players can make rolls for inventory (parts) and donate/sell it to the unit.  That was allowed, and is still allowed, but Conventional units were suppose to be a Unit Availability only thing.
Reyvak Kellosti
player, 138 posts
Javelin | G: 5+ | P: 5+
Captain "Rixx"
Mon 23 Mar 2015
at 01:32
  • msg #670

Re: Thanks for All the Fish

Does that mean that my infantry tank thing, wasn't supposed to be rolled for?
Kitten
GM, 5716 posts
Mon 23 Mar 2015
at 01:40
  • msg #671

Re: Thanks for All the Fish

Reyvak Kellosti:
Does that mean that my infantry tank thing, wasn't supposed to be rolled for?



No those are personal conventional units, were talking about Unit Transports.
Lucius McMurphy
Alt, 1777 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 23 Mar 2015
at 02:02
  • msg #672

Re: Thanks for All the Fish

Correct.

At the time you had told me that Unit Commanders could make the rolls because you had just introduced Quartermasters and you weren't sure if you were going to give them rolls of their own or if they were simply going to modify the Unit Commander's rolls for unit stuff.  Otherwise getting Elite Unit Transports is pretty difficult.

Guess that also nixes Adam's idea to roll for the second Karnov and top off their transport carry cap.
Kitten
GM, 5719 posts
Mon 23 Mar 2015
at 02:04
  • msg #673

Re: Thanks for All the Fish

Lucius McMurphy:
Correct.

At the time you had told me that Unit Commanders could make the rolls because you had just introduced Quartermasters and you weren't sure if you were going to give them rolls of their own or if they were simply going to modify the Unit Commander's rolls for unit stuff.  Otherwise getting Elite Unit Transports is pretty difficult.

Guess that also nixes Adam's idea to roll for the second Karnov and top off their transport carry cap.


YOu already have as much cargo hauling as the lancers and cats together so i wont cry much.

Players can still invest in APCs (shrugs) for fast cargo.

Piotr made off with a ton of armor...
Lucius McMurphy
Alt, 1778 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 23 Mar 2015
at 02:11
  • msg #674

Re: Thanks for All the Fish

True.

Elite Tractor/Trailer: 38.5 tons
 w/Elite Infantry-MG's and Scavenger x4
Regular Karnov: 9.5 tons
 w/Regular Infantry-Laser and Scavenger

Well the Quartermaster could still roll for any of the other Transports that are in the 10 tons and less range.  Ultimately since Adam has 4 Ranks they can have 4 unit transports.  The Tractor/Trailer aka Big Mac is 50 tons, the Karnov is 15 tons and I want to get a second Karnov for another 15 tons.  That caps us at our current transport max of 180% but if I bumped it up one more time to 200% we could also snag a 10 ton truck or more likely the 7.5 ton Heavy Ferret...I'd rather have three quick response units and one heavy hauler.
Kitten
GM, 5721 posts
Mon 23 Mar 2015
at 13:49
  • msg #675

Re: Thanks for All the Fish

Unless i'm told differently, old characters will use the old weapon spec rule of add +1 for each level.


New characters will automatically use the new weapon spec rule of adding +1 to the dice for each level.
This message was last edited by the GM at 13:49, Mon 23 Mar 2015.
Pax Tarkin
player, 899 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Mon 23 Mar 2015
at 16:29
  • msg #676

Re: Thanks for All the Fish

Do I need to roll for infantry for my existing Karnov UR Transport?
Kitten
GM, 5723 posts
Mon 23 Mar 2015
at 16:30
  • msg #677

Re: Thanks for All the Fish

In reply to Pax Tarkin (msg # 676):

Your old Karnov is Reg quality, you may have reg infantry to go with them.
Pax Tarkin
player, 901 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Mon 23 Mar 2015
at 16:52
  • msg #678

Re: Thanks for All the Fish

In reply to Kitten (msg # 677):

We'll take it.
Pax Tarkin
player, 902 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Tue 24 Mar 2015
at 15:37
  • msg #679

Re: Thanks for All the Fish

Updated repair bay.
have one more roll for QM
Kitten
GM, 5731 posts
Thu 26 Mar 2015
at 11:22
  • msg #680

Re: Thanks for All the Fish

I've got five days till April starts.

Mission 15 is more or less over.  For various reasons, i will be making a summary conclusion to the mission and award rewards based on accomplishments, real and perceived.

Tau drop me a note in Private Messages on 'Actual' kills, and what you project as likely kills for the Mercs.

I'm going to work on concluding the mission, and spend the next few days on bookkeeping.

Players are allowed Two Availability Rolls.

Penny and Pax may spend personal availability rolls for unit acquisition this turn.  Will grant Pax and Penny One extra roll each that must be spent on a unit acquisition.

Adam will be allowed an extra availability roll, but none of his rolls may be used for unit acquisitions.

Unit acquisitions is defined as Transports and support units.  Any one can purchase equipment for unit inventory.

Introduced the concept of unit prestige.  Currently Unit Prestige is all cash that will go into the unit's bank.  After the contract, based on prestige earned, Commanders will be presented with a list, and offered post contract rewards.  As an option to spend prestige on.
Kitten
GM, 5732 posts
Thu 26 Mar 2015
at 13:51
  • msg #681

Re: Thanks for All the Fish

Jump jet cost are a pain to calculate so i made a table.

For those of you with Jump Jets... I made a Jump Jet table on the cost for the jump jets.

(looks at Joaquin)

link to a message in another game

So if you were a spider, and you wanted to pull (2) Jump Jets, the value of the jump jets would be 168k cb, the labor on that would be 30% which is 50,400cb.

Table will also be used to calculated damage...

So if the spider took 2 jump jets damage... the cost to repair it would be 168k, plus 50,400cb for labor, which is 218,400cb.

The lesson here?

If you dont need the jump jets take them off and sell it for weight, so that cheaper jump jets blow up.  (Really the cost get really obnoxious...)
Big Jake
Alt, 146 posts
BJ-1DB G4/P5/M8 3 NRG
Mini WarHammer is here!
Thu 26 Mar 2015
at 15:18
  • msg #682

Re: Thanks for All the Fish

Are we finishing this round for M15?
Lucius McMurphy
Alt, 1783 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 26 Mar 2015
at 15:29
  • msg #683

Re: Thanks for All the Fish

It is my understanding that we are not.  While it might mean not definitely killing an opfor unit it also saves you more damage that could be quite debilitating.
Teri Knight
player, 346 posts
Panther, P5, G5
Callsign: Catgirl
Thu 26 Mar 2015
at 15:39
  • msg #684

Re: Thanks for All the Fish

Dang, I wanted to Alpha the Command SRM Carrier.
Lucius McMurphy
Alt, 1784 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 26 Mar 2015
at 15:49
  • msg #685

Re: Thanks for All the Fish

*laughs*

Yeah with your head hit giving you a +3 to all your rolls?
Teri Knight
player, 347 posts
Panther, P5, G5
Callsign: Catgirl
Thu 26 Mar 2015
at 16:23
  • msg #686

Re: Thanks for All the Fish

In reply to Lucius McMurphy (msg # 685):

Yeah, but I have two medium pulse lasers to help with that.
Lucius McMurphy
Alt, 1785 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Thu 26 Mar 2015
at 16:36
  • msg #687

Re: Thanks for All the Fish

*grins*

Base 5 + Head-Wound-Henrietta 3 + Run 2 + DefMod 1 + Range 2 - Pulse 2 = TN11+

Still possible for sure...
Kitten
GM, 5737 posts
Thu 26 Mar 2015
at 17:57
  • msg #688

Re: Thanks for All the Fish

Made a dent in paperwork, will make another effort probably tommorrow to get closer to done.
Kitten
GM, 5738 posts
Thu 26 Mar 2015
at 19:28
  • msg #689

Re: Thanks for All the Fish

Minimal payroll is around 32k cb.

Most probably made notably more.


Repair bay open for peeps to throw dice for availability .

If you need a Target Number ask and i'll give you the TN.
This message was last edited by the GM at 19:28, Thu 26 Mar 2015.
Adam Carlyle
Player, 77 posts
O4 - Captain
Solid Slug
Thu 26 Mar 2015
at 19:57
  • msg #690

Re: Thanks for All the Fish

Question Kitten...

If someone rolls up a unit that can have infantry and they pick them up can the Unit or another individual 'hire' the Infantry off them to mount on a Unit Transport or a personal combat unit of their own that can have infantry?
Kitten
GM, 5740 posts
Thu 26 Mar 2015
at 20:32
  • msg #691

Re: Thanks for All the Fish

Adam Carlyle:
Question Kitten...

If someone rolls up a unit that can have infantry and they pick them up can the Unit or another individual 'hire' the Infantry off them to mount on a Unit Transport or a personal combat unit of their own that can have infantry?


It might depend on the situation, but in general...

Personal conventional units are personal.  Whoever rolled it up keeps the unit.  If he has multiple transports he can rearrage rides withing his units, but he cant loan them out.

ie.  Piotr's Infantry cant hop on Penny's Ferrets to fly into a mission.

Even if they were in the same lance/unit, he couldnt do it, they're Piotr's infantry and they come in on Piotr's transports, and move when Piotr moves.

exceptions might be, if they dismount and their ride gets blown up.  They can hitch a ride on the unit karnov to leave, else they have to go to ground and make an evasion roll to find their way back to a safe haven.
Adam Carlyle
Player, 78 posts
O4 - Captain
Solid Slug
Thu 26 Mar 2015
at 20:39
  • msg #692

Re: Thanks for All the Fish

Well I was more talking like buying them off the individual like sellingl a ML for 40k to another person.
Kitten
GM, 5742 posts
Thu 26 Mar 2015
at 21:28
  • msg #693

Re: Thanks for All the Fish

No.

They're people, not equipment.

They might want to work for this person or that, and not want to be pimped off to someone, preferring to quit and move on to do something else.
Adam Carlyle
Player, 79 posts
O4 - Captain
Solid Slug
Thu 26 Mar 2015
at 22:40
  • msg #694

Re: Thanks for All the Fish

Cool good to know.

Thank you.
Donovan O'Brien
player, 497 posts
Whitworth
Callsign: Lucky
Fri 27 Mar 2015
at 01:44
  • msg #695

Re: Thanks for All the Fish

Kitten:
No.

They're people, not equipment.

They might want to work for this person or that, and not want to be pimped off to someone, preferring to quit and move on to do something else.

"Pimped off", smiling, I like it...;-)
Big Jake
Alt, 148 posts
BJ-1DB G4/P5/M8 3 NRG
Mini WarHammer is here!
Fri 27 Mar 2015
at 19:18
  • msg #696

OCC

quote:
Character's Rank = Maximum number of conventional units


no rank = no units or everyone can have min. one?


can armor be rolled for multiple time?
Can Jake roll again for more FF armor?
This message was last edited by the player at 19:21, Fri 27 Mar 2015.
Adam Carlyle
Player, 80 posts
O4 - Captain
Solid Slug
Fri 27 Mar 2015
at 19:24
  • msg #697

Re: OCC

Akarian...

We're getting (2) Light TAG units and we do have 3 prestige to pick up stuff.  I know you can see the Merc Commander's Lounge in the other game Kitten has for logistics.  Also when she finishes things up with the bookkeeping she will get around to shifting the McMurphy Ironswords Ready Room to have all the new members between my command and your support so we can talk there.
Kitten
GM, 5754 posts
Fri 27 Mar 2015
at 20:58
  • msg #698

Re: OCC

Big Jake:
quote:
Character's Rank = Maximum number of conventional units


no rank = no units or everyone can have min. one?


can armor be rolled for multiple time?
Can Jake roll again for more FF armor?



correct, no rank.  no conventional.

you cant roll for anything more than once.

There should be enough armor floating around for you to pick some up though.
This message was last updated by the GM at 20:58, Fri 27 Mar 2015.
Kitten
GM, 5755 posts
Fri 27 Mar 2015
at 20:58
  • msg #699

Re: OCC

*pokes Pax*

EDGE!
Pax Tarkin
player, 906 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Fri 27 Mar 2015
at 21:10
  • msg #700

Re: OCC

In reply to Kitten (msg # 699):

Makes sense ... didn't use it for the last mission after all.  I'll try again.  Third times the charm.
Kitten
GM, 5760 posts
Sat 28 Mar 2015
at 03:53
  • msg #701

Re: OCC

Units are being offered one or two light TAGs to purchase without availability rolls.

It's suggested that someone in the unit have them installed.

Some mission for the rest of the Omni campaign will have local Omni fire support offered to the Mercs.  The fire support will be useless without a spotter.  So even if your unit doesnt use Arrow IV or Hawkeyes, you may find a use for it.

It's a half ton investment, even if you dont use it for the missions, you really havent lost much by installing it.

if you dont want to use Light TAG, another option to guide local support,  is to have infantry with a Infantry TAG in it (an 1 point infantry option).

If you dont want to use TAG, you dont have to.  This just means you play your missions out as normal, with out the benefit of Fire Support.  Not a terrible thing, it can most certainly be done without it.
Svend Nemerson
player, 65 posts
Backdraft
Sat 28 Mar 2015
at 05:07
  • msg #702

Re: OCC

I'm looking to make changes to my loadout. I could take the TAG and replace a SL. Plus I will be looking at a SPL or maybe a LML. Knife Fighter works for both. TAG should benefit from that too.

So my arm closeouts would change to this.
RA: ERSL TAG
LA: ERSL LML(or SPL only)
Kitten
GM, 5761 posts
Sat 28 Mar 2015
at 11:21
  • msg #703

Re: OCC

Light TAG goes out to 9, so you 'll need both spec on CAT to make use of it at range 3 or less.
Svend Nemerson
player, 66 posts
Backdraft
Sat 28 Mar 2015
at 23:39
  • msg #704

Re: OCC

Ah, thanks for pointing it out. The Legendary Tech gives a +3 bonus to availability rolls, correct?
Kitten
GM, 5769 posts
Sun 29 Mar 2015
at 00:37
  • msg #705

Re: OCC

In reply to Svend Nemerson (msg # 704):

No tech rolls, not availability rolls.

Tech rolls = repairs/salvage.
Svend Nemerson
player, 67 posts
Backdraft
Sun 29 Mar 2015
at 08:41
  • msg #706

Re: OCC

Copy that. Thanks.
Kitten
GM, 5770 posts
Sun 29 Mar 2015
at 18:06
  • msg #707

Re: OCC

Plan to....

Finish Freelancers ~> Light Lancers ~> what ever looks good.
Svend Nemerson
player, 68 posts
Backdraft
Mon 30 Mar 2015
at 10:08
  • msg #708

Re: OCC

Are our mulligans are in effect post M15?
Akarian Euclid
player, 315 posts
Mon 30 Mar 2015
at 11:16
  • msg #709

Re: OCC

Kitten I've updated and completed my changes in the repair bay. (Just sticking with buying the extra level of rank as you did.)

Although I am a little confused on how conventional units get listed, and inventory for them. (E.G LRM Ammo, and if that uses personal inventory space or not.)

Kitten Note:  In general they dont have inventory, they draw from player inventory.
So if you have and LRM Ferret that you want to have Hawkeyes for, you need to have personal inventory space to store the ammo for them to use, and you need to make availability rolls to find ammo for them.  Conventional specialty ammo is not cover by repair pools, so it's going to be an ongoing supply challenge.

It should be alleviated at least a little since i am presenting unit level prestige ~> Auto Rolls for certain things, of which support ammo is among them.

This message was last edited by the GM at 12:44, Mon 30 Mar 2015.
Kitten
GM, 5774 posts
Mon 30 Mar 2015
at 12:59
  • msg #710

Re: OCC

Bookkeeping for mission 14 done, no small feat since it meant getting all the unit info updated.  Bookkeeping for mission 15 should go a lot quicker.
Svend Nemerson
player, 70 posts
Backdraft
Mon 30 Mar 2015
at 13:26
  • msg #711

Re: OCC

I've posted my intended changes up to the Repair Bay. Could someone just double check me to make sure I'm not doing anything horrendously illegal?
Kitten
GM, 5775 posts
Mon 30 Mar 2015
at 13:30
  • msg #712

Re: OCC

Player base pay is going to be adjusted a little.


Old method was Mech bonus was +1 for 20 to 35 tons and +2 for 40 to 55 tons.


New method will be...

+1 for 20 to 25 tons
+2 for 30 to 35 tons
+3 for 40 to 45 tons
+4 for 50 tons
+2 for 55 tons
+0 for 60+tons


Old method was, you get no bonus for options.

New method will be, +1 for each level 2 option.

This will go into effect AFTER mission 15.
This message was last edited by the GM at 13:34, Mon 30 Mar 2015.
Kitten
GM, 5776 posts
Mon 30 Mar 2015
at 13:30
  • msg #713

Re: OCC

Svend Nemerson:
I've posted my intended changes up to the Repair Bay. Could someone just double check me to make sure I'm not doing anything horrendously illegal?



Sort of bogged down with Mission 15 at moment, will look at it when i start unit bookkeeping.  Light lancers should be first and if i have comments will make them then.
Svend Nemerson
player, 71 posts
Backdraft
Mon 30 Mar 2015
at 13:38
  • msg #714

Re: OCC

In reply to Kitten (msg # 713):

You're the best, Kitten!
Kitten
GM, 5778 posts
Mon 30 Mar 2015
at 16:32
  • msg #715

New Players please pay attention!

Damien Cole:
Ok. Can you or someone explain the whole availability roll thing? I have looked over some of the other posts, but I am not quite sure I understand how it works.



The availability roll is actually a recent game mechanic for the campaign.

During missions, youre busy fighting and you dont have time to worry about things like making modifications, looking for choice tech, or specialty munitions, discussing stuff with conventional units to hire them.

For the sake of bookkeeping reduction this stuff happens 'between contracts'.

I say when a contract is over and a new one is starting.  When that happens were in a bookkeeping phase.

This happens roughly once every three months or so.  Last one was around the new year, so were on schedule, more or less.

Rule of the thumb, you can expect one availability roll, for every mission done for the contract.  This contract had two missions, so unless i say otherwise you will have (2) availability rolls.


The root of the question is, 'what is an availability' roll.

An availability roll, is the odds of your character finding something.  Regardless of what that something is, odds are, it's listed somewhere with what you need to roll to find it.

Most characters are looking for choce  advance tech to improve their rides.  The available technology and the roll needed is listed here.

link to a message in another game


So... Lets say you want to find endosteel to install in your mech.

Endo steel is listed in the second message.

Availability is tn 11+

This means you must roll an 11 or better on 2d6.  This sounds rough, but there are things in the game that can actually ease this roll.  If your character a rank of 2 or higher, the tn is reduced by one.  If your character has noble or well equiped for an option, the tn is reduced by one for each level.  If your character has a high mental, the availability is reduced by one for each two points you have in mental (fractions are dropped).

Let's presume you fail your roll, youre done.  It might be out there to buy, but your character cant find it.

Let's presume you make your roll, according to the chart, you can only buy 1/2 a ton of Endo Steel for each successful roll.  You pay the listed 20,000cb for 1/2 a ton of the stuff, and youre done.  Found or not found, you can only roll for endo steel once per bookkeeping.  You're not allowed to roll for anything more than once per bookkeeping.


So you use these rolls for parts, for trading your mech for a different mech, for finding conventional units to hire (if you have enough rank)

Somethings have instant use.  Find a Medium Laser, and if you have the cash, you can look into installing it on your mech.

Other things, like endo steel, are a long term project.  1/2 a ton will provide 10tons of internals for your mech.  So depending on the size of your mech, you're going to need several rolls over time to install endo steel.




Historical note:

The availability roll is actually a replacement to the brutal player auction house that existed before this.  While fun to watch, it was actually slow to getting tech out, and not all tech that went out was desired by the players, so the availability system seemed better, in that players could roll for something they want each bookkeeping phase, and know what the cost was if they got it.

That about covers it.  Any more questions on this?
Reyvak Kellosti
player, 157 posts
Javelin | G: 5+ | P: 5+
Captain "Rixx"
Mon 30 Mar 2015
at 16:41
  • msg #716

Re: New Players please pay attention!

Kitten, the post you linked to says this:

quote:
Modifiers to Roll:
+1 per level of Nobility the character has (it pays to be connected)

+1 per (2) Levels of Mental Ability the character has (knowing who to go to, and how to convince them to give you what you want is helpful.)

+1 if the character has a Rank of 2 or higher(when all else fails pulling rank can get things done)

per the PDF, Rank can no longer loan a bonus.


So, im not sure, does rank actually give any bonuses?
Kitten
GM, 5779 posts
Mon 30 Mar 2015
at 16:51
  • msg #717

Re: New Players please pay attention!

Reyvak Kellosti:
Kitten, the post you linked to says this:

quote:
Modifiers to Roll:
+1 per level of Nobility the character has (it pays to be connected)

+1 per (2) Levels of Mental Ability the character has (knowing who to go to, and how to convince them to give you what you want is helpful.)

+1 if the character has a Rank of 2 or higher(when all else fails pulling rank can get things done)

per the PDF, Rank can no longer loan a bonus.


So, im not sure, does rank actually give any bonuses?


per the PDF, a character with rank, could loan the +1 from rank to a player under their command.  This rule is no longer in use.

Rank does have a few uses.  As noted above, if you have rank 2 or higher you get a +1 bonus to availability roll.

You're also limited to conventional units equal to your rank, so no rank, no conventional units.

Most notably, rank provided 25xp for each level you had.

So... Rank is still a sought after campaign focus.

At the moment, the only place to get them is in the auction house... when i think the action earns it.

or with unit prestige.  (10 Prestige, allows a unit to 'purchase' a promotion (for 100k cb) for a character that doesnt not have rank 4  {rank 4 is the cap}.  At that point the unit commander can assign it, or throw it up for unit auction to see who gets the promotion.)
Reyvak Kellosti
player, 158 posts
Javelin | G: 5+ | P: 5+
Captain "Rixx"
Mon 30 Mar 2015
at 17:15
  • msg #718

Re: New Players please pay attention!

Oh, so, a character with rank gets the bonus, but they can't lend their bonus to others. Gotcha.
Kitten
GM, 5781 posts
Tue 31 Mar 2015
at 13:57
  • msg #719

Re: New Players please pay attention!

Mission 14 and 15 numbers for
xp, CB, Prestige, and BM for Contract 14 and 15 completed

link to a message in another game

Will be adding them to the character sheet as i go through the repair bay.

Unit commanders should let me know how they want to spend prestige in the unit commander thread with the prestige list.

Battlemasters, should let me know who's getting the BM points, and if they want it as xp or cash.
Kitten
GM, 5786 posts
Tue 31 Mar 2015
at 17:18
  • msg #720

Re: New Players please pay attention!

Except for Roger, all character sheets have been updated to reflect Mission 14 and 15 gains in xp and cb.

I need to work out the math for Roger's change from a Hunchback into a Javelin-10N.

Going to look at getting some missions typed up and aggressively work on repair bay tommorrow.

So you have today and tomorrow~ish to look at the new info presented on your character sheet, and change stuff in the repair bay before i look at it.

Plan is still to get the Lancers up and moving first.
This message was last edited by the GM at 17:19, Tue 31 Mar 2015.
Joaquin Cortez
player, 326 posts
Callsign: "WarDog"
Spider (SDR-5V)
Tue 31 Mar 2015
at 18:32
  • msg #721

Re: New Players please pay attention!

I'll look at everything when I have a minute this evening and get changes and availability rolls into you this evening.
Adam Carlyle
Player, 89 posts
O4 - Captain
Solid Slug
Tue 31 Mar 2015
at 19:27
  • msg #722

Re: New Players please pay attention!

Kitten?

Do you need Conventional Support (bonus mass of vehicles @ 15xp) to take Conventional Commander (character is allowed one additional conventional unit @ 35xp).  It doesn't say so I just wanted to make sure it wasn't an oversight...
Echo Snow
NPC, 349 posts
R1 - Space Cadet
Callsign - 'Princess'
Tue 31 Mar 2015
at 20:14
  • msg #723

Re: New Players please pay attention!

In reply to Adam Carlyle (msg # 722):

Number of Conventional support is equal to rank.

Total weight of Conventional support is 80% of characters mech weight.  If you want more you pay the upkeep for it.  Really 80% should be enough for the average person.  Rank requirements will keep most from getting it, not weight.

At 45 tons, Adam has a conventional weight cap of 36 tons over 4 units that average 9 tons each.  Presuming there are a few 5 ton APCs thrown in, ample weight.  Money and availability rolls are probably going to be the greater issue.
Adam Carlyle
Player, 90 posts
O4 - Captain
Solid Slug
Tue 31 Mar 2015
at 20:20
  • msg #724

Re: New Players please pay attention!

Cool.

I was looking at in the long run...
Leadership (2)
-Conventional Commander 35xp
-Giving Orders 15xp
Noble
-Conventional Commander 35xp
-Pull a few Strings 15xp


Just wanted to make sure I wasn't stuck buying the support as a pre-condition when I wanted the other ones.
Pax Tarkin
player, 910 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Tue 31 Mar 2015
at 23:25
  • msg #725

Re: Thanks for All the Fish

Crud.

I can't find where Kitten talked about support vehicles available if we were not able to roll for them.

Luc/Kitten   could you point me there?
Lucius McMurphy
Alt, 1800 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 1 Apr 2015
at 01:33
  • msg #726

Re: Thanks for All the Fish

You know Pax I can't find it either but at the same time I remember a post.  But I'm not sure if it was in regards to support units or it was the older post about transport units.
Kitten
GM, 5803 posts
Wed 1 Apr 2015
at 15:06
  • msg #727

Re: Thanks for All the Fish

Light Lancers mission in progress of being put together.

Pax, Dono, Svend, Roger, Lucius, and Big Jake should all have access to Light Lancers room (group 7) and the mission thread (group S).


If this is not so. speak up now.

Mission specifics to be discussed in group 7.
Pax Tarkin
player, 911 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Wed 1 Apr 2015
at 20:19
  • msg #728

Re: Thanks for All the Fish

Lucius McMurphy:
You know Pax I can't find it either but at the same time I remember a post.  But I'm not sure if it was in regards to support units or it was the older post about transport units.


I was for support cause it talked about bombers and how we have a chance to get some support vehicles without rolling.



April 1 is always colorful here.
This message was last edited by the player at 20:21, Wed 01 Apr 2015.
Kitten
GM, 5814 posts
Wed 1 Apr 2015
at 21:08
  • msg #729

Re: Thanks for All the Fish

New Combat support units are here...

link to a message in another game


If you roll for one, and you dont get it, you're given an option of consolation prizes to purchase as an alternative you can pick up a 5 ton armored Ferret for bomber support, or 5 ton armed ferret for Hawkeye support
Kitten
GM, 5834 posts
Thu 2 Apr 2015
at 01:09
  • msg #730

Re: Thanks for All the Fish

Mission threads are being built, they're locked until the missions are active and green lighted to go.

BMs should pick out a configuration for the Op Force Power Loader as well as pick out the conventional units they want to use for the mission.




There are two omni cadet, one will be assigned to the unit commander (except Pax) and the other may be assigned to a player in the merc unit to control.

Players of Omni cadets should pick out a Load for their cadets, per Message 3
link to a message in another game
This message was last edited by the GM at 01:11, Thu 02 Apr 2015.
Teri Knight
player, 349 posts
Panther, P5, G5
Callsign: Catgirl
Thu 2 Apr 2015
at 01:59
  • msg #731

Re: Thanks for All the Fish

Catgirl is pretty banged up right now.  She might have to sit this part of the run out in the Medical Bay.
Piotr Kaminski
player, 249 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Thu 2 Apr 2015
at 02:01
  • msg #732

Re: Thanks for All the Fish

huh, huh.. you said banged up...


Kitten
GM, 5835 posts
Thu 2 Apr 2015
at 02:03
  • msg #733

Re: Thanks for All the Fish

Teri Knight:
Catgirl is pretty banged up right now.  She might have to sit this part of the run out in the Medical Bay.


No she should be okay, as i understand it she only took 1 lethal point of damage which healed between missions.
Pax Tarkin
player, 915 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Fri 3 Apr 2015
at 19:05
  • msg #734

Re: Thanks for All the Fish

Wow I was driving a long time yesterday.

Lucius, you have access to the lancer threads.
Lucius McMurphy
Alt, 1807 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 3 Apr 2015
at 19:12
  • msg #735

Re: Thanks for All the Fish

I do.
Pax Tarkin
player, 916 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Fri 3 Apr 2015
at 22:00
  • msg #736

Re: Thanks for All the Fish

In reply to Lucius McMurphy (msg # 735):

Thanks Lucius
Pax Tarkin
player, 917 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Fri 3 Apr 2015
at 22:23
  • msg #737

Re: Thanks for All the Fish

Kitten question:

If you have infantry with missile weapons do you need to allot any personal storage for their ammo?
Kitten
GM, 5870 posts
Fri 3 Apr 2015
at 22:40
  • msg #738

Re: Thanks for All the Fish

Pax Tarkin:
Kitten question:

If you have infantry with missile weapons do you need to allot any personal storage for their ammo?



Not if it's standard ammo, if you want them to use Hawkeyes, or Incendiary or what not, yeah, that comes out of your inventory.
Kitten
GM, 5871 posts
Fri 3 Apr 2015
at 23:37
  • msg #739

Re: Thanks for All the Fish

baby was home all day so got some quality time with him, downside is i didnt get much done, and the hubbie is home and were going to snuggle over a dvd.  Why am i telling you this, cause it means i'm not doing anything for the game tonight.

Will make an effort tomorrow though, nite nite peeps.
Kitten
GM, 5874 posts
Sat 4 Apr 2015
at 13:18
  • msg #740

Mission Objectives Posted

Mission Objectives posted, if you have questions, ask them here.


Freelancers, need to determine who's controlling the Cadets, and what loads they're running.

Default Cadet and Load will be...

quote:
Omni Cadet Stats ~> Gunnery 6 (5 w/ Missiles) / Pilot 6 (5 w/Plugsuit) / Leadership 1

Arms  ~ (2) ER Small Lasers
Torso ~ (2) Streak LRR4 (5/5) Ammo {CASE}


If this does not meet with your approval, best speak up.  Please note this information in the approprate OOC BM thread, by Monday.

Freelance Commanders also need to roll 2d6 and add their rank to see how many support points they have to represent Pre Mission and in Mission support, the Omni Garrison will provide.




Battlemasters need to get me the Load for their Power Loader, if they dont pick one out by monday, they end up with the Default Load listed above.

Battlemasters also need to get me their Conventional Unit selection.

Battlemasters also need to place their units on the map, and put it up for their Freelancers to review for Pre Mission Support fire.




I... still need to sift through the repair bay for character post mission 15 updates.  Will update character info in Missions as I go, expect it to be done by Monday, if this is not so I will notify interested parties that it was not done.

This is my status on the repair bay stuff...

If your stuff has been completed, your information should be deleted from the repair bya and should be so noted on the list.

If your name does not have competed next to it, obviously i havent gotten to it yet, so dont bother asking me why it hasnt been done.  The answer is pretty obvious.

link to a message in this game

Left to do at this instant, is Reyvan, and the Iron Sword command lance.  Have Regina to do too, but she's not participating on Mission 16, so i have time to clean her up after everyone else is done.
This message was last edited by the GM at 18:12, Sat 04 Apr 2015.
Kitten
GM, 5875 posts
Sat 4 Apr 2015
at 15:19
  • msg #741

Re: Mission Objectives Posted

Drat.

~.~

Seems we've lost our TRO again.

Thoughts anyone?
This message was last edited by the GM at 15:19, Sat 04 Apr 2015.
Kitten
GM, 5876 posts
Sat 4 Apr 2015
at 15:24
  • msg #742

Re: Mission Objectives Posted

Keep in mind.

That most characters only have (2) Availability rolls this time around because only two missions have passed, if you made a third roll, pass or fail, it will be ignored.
This message was last updated by the GM at 15:24, Sat 04 Apr 2015.
Akarian Euclid
player, 323 posts
Sat 4 Apr 2015
at 22:06
  • msg #743

Re: Mission Objectives Posted

Drat, not sure why wayback machine decided to no longer work for the TRO, found this, though it doesn't have all the variants.

http://www.solaris7.com/armory/ArmoryInfo.asp?ID=585
Kitten
GM, 5886 posts
Sat 4 Apr 2015
at 22:53
  • msg #744

Re: Mission Objectives Posted

Will give it a look but the prices are a little off, i was slowly converting it to my tables, but i havent come close to completing it.

Will have to give it some thought.
This message was last updated by the GM at 22:53, Sat 04 Apr 2015.
Kitten
GM, 5887 posts
Sat 4 Apr 2015
at 22:54
  • msg #745

Re: Mission Objectives Posted

Be aware...

I'm not accepting dice rolls after Adam and Piotr but will allow late request for changes in upkeep, modifications and use of inventory on hand.  At least until Monday.

Once Monday starts, Repair bay closes, and Mission 16 starts in earnest.
Teri Knight
player, 352 posts
Panther, P5, G5
Callsign: Catgirl
Sat 4 Apr 2015
at 23:02
  • msg #746

Re: Mission Objectives Posted

I'm not very flush at the moment.  How much would it cost to pull a standard heat sink and put in one IS DS HS in an available arm location?  I'm thinking it was about 50k just to replace one.  I have no idea how much it would cost to move one.
This message was last edited by the player at 23:18, Sat 04 Apr 2015.
Kitten
GM, 5888 posts
Sun 5 Apr 2015
at 00:21
  • msg #747

Re: Mission Objectives Posted

Teri Knight:
I'm not very flush at the moment.  How much would it cost to pull a standard heat sink and put in one IS DS HS in an available arm location?  I'm thinking it was about 50k just to replace one.  I have no idea how much it would cost to move one.



For a Panther... assuming you dont have a heat sink there already, and that you have a DS/HS in inventory.

 2000 x .35 for cost to remove a Heat sink for the arm. (700 cb)
60000 x .35 for cost to install DS/HS in the arm.    (21 000 cb)
Teri Knight
player, 357 posts
Panther, P5, G5
Callsign: Catgirl
Sun 5 Apr 2015
at 02:19
  • msg #748

Re: Mission Objectives Posted

Made mech modification request in repair bay Msg 98.
Adam Carlyle
Player, 96 posts
O4 - Captain
Solid Slug
Sun 5 Apr 2015
at 02:37
  • msg #749

Re: Mission Objectives Posted

Jake...

How many tons of your standard armour do you have left to buy?
Kitten
GM, 5892 posts
Sun 5 Apr 2015
at 16:50
  • msg #750

Re: Mission Objectives Posted

Dice rolls... Done, no more availability rolls.

No more buys and sells.

Will only accept Upkeep changes and Mech Modification rolls with what the character has bought this upkeep or have in their inventory currently.

I'm on track for wrap up tomorrow and after all this time, if you havent gotten it done, it can wait for the next upkeep period which should be in 3~4 months real time.

This is not a hard rule (becomes hard tomorrow), but you best have a good reason to be an exception, and get it into the repair bay PDQ if you want it taken care of by tomorrow.
This message was last edited by the GM at 16:51, Sun 05 Apr 2015.
Jack Warren
player, 22 posts
Red Shirt
Sun 5 Apr 2015
at 20:18
  • msg #751

Re: Mission Objectives Posted

Hey there guys, unfortunately as I told Kitten I will be unable to continue playing... So I guess this is goodbye. It was short, but it was fun. Hopefully I can return in the future.
Kitten
GM, 5894 posts
Mon 6 Apr 2015
at 00:00
  • msg #752

Re: Mission Objectives Posted

Jack Warren:
Hey there guys, unfortunately as I told Kitten I will be unable to continue playing... So I guess this is goodbye. It was short, but it was fun. Hopefully I can return in the future.



Kitty hugs, sorry to see you go Jack, will remove your access later this week so you can get proper good byes in.

Let me know if you ever want to come back.

Rixx, i dont fee like reshuffling stuff around, so you'll get Regina to fill in for Jack, they're both 30 tons so no balance issues.

Afterwards, you'll probably get Hank as a third pilot for your lance.
Akarian Euclid
player, 325 posts
Mon 6 Apr 2015
at 00:06
  • msg #753

Re: Mission Objectives Posted

Oh, well that was indeed quick. Best of wishes, hope to see you around again if things change.
Hank Gulsvig
player, 38 posts
Callsign: Swordfish
Blackjack
Tue 7 Apr 2015
at 00:09
  • msg #754

Re: Mission Objectives Posted

Alright a permanent slot. Hate to get it this way. Best of luck Jack.
Kitten
GM, 5898 posts
Tue 7 Apr 2015
at 01:39
  • msg #755

Re: Mission Objectives Posted

Hank Gulsvig:
Alright a permanent slot. Hate to get it this way. Best of luck Jack.



Ponders


You know what.

No time like the present.

You can swap in to the Evan's position Hank, Regina will fill your vacancy with Penny's lance.

Like you said, not the way i wanted things to work out but it is, what it is.

Will cut the XO Lance a break and not balance the Op Force for the extra 15 tons.

On a meta level, this should be okay, because i wont adjust the CO's lance either, which will be 15 tons heavier than it should be.

Been long day, will look at this tomorrow.
Kitten
GM, 5899 posts
Tue 7 Apr 2015
at 21:05
  • msg #756

Re: Mission Objectives Posted

Repair Bay officially closed.

I'm never going to be able to clear out all the entries if people keep respawning new ones.

Current repair bay stuff will be resolved and deleted shortly to show it's been taken care of.

That leaves the rest of you to start as time allows.

BMs, Unit Commanders, and Cadet pilots all have things to do.

Premission support needs to be resolved.


This is all stuff that i should have next to nothing to do
This message was last edited by the GM at 21:06, Tue 07 Apr 2015.
Kitten
GM, 5912 posts
Sat 11 Apr 2015
at 12:02
  • msg #757

Re: Mission Objectives Posted

Right, where i dont have a direction for cadets, i will use my random judgement to hand out cadets.

Time to just get things done so i can move on.
Kitten
GM, 5916 posts
Mon 13 Apr 2015
at 03:34
  • msg #758

Re: Mission Objectives Posted

Right... my goal is to get at least one unit up and started a day, trying to get you all started at once bites, and no one gets started.


Lancers up and waiting of cadet placement and possible premission fire.

XO Swords up and waiting for pre mission fire, and placements/initiative rolls.


Rest of you are on standby as i try and shake off stuf to get enough attention together to get back to business.
Kitten
GM, 5920 posts
Tue 14 Apr 2015
at 02:57
  • msg #759

Re: Mission Objectives Posted

Just Alpha and the Iron Swords CO lance to get squared away now, will work on that tommorrow.
Akarian Euclid
player, 330 posts
Tue 14 Apr 2015
at 21:36
  • msg #760

Re: Mission Objectives Posted

Can someone remind me what the "/" on damage means, having a bad night and morning. Can't remember what the HP bombs 5/2 means, unless that 2 is for damage clustering, though that seems odd.
Kitten
GM, 5921 posts
Wed 15 Apr 2015
at 01:08
  • msg #761

Re: Mission Objectives Posted

In reply to Akarian Euclid (msg # 760):

Number to the left is damage in the hex, number to the right is damage to the six hexes around it.
This message was last edited by the GM at 01:08, Wed 15 Apr 2015.
Akarian Euclid
player, 331 posts
Wed 15 Apr 2015
at 01:36
  • msg #762

Re: Mission Objectives Posted

Ah right, thanks Kitten, was mixing that up with radius.
Kitten
GM, 5926 posts
Tue 21 Apr 2015
at 18:20
  • msg #763

Re: Mission Objectives Posted

bad... bad... bad...

Tau/Luc has been out since early April.

I havent been much better, but i know what my issue is.

I need to pick the baby up but will shuffle stuff up and try and get something up and started for all parties as soon as possible.

I may have to go with older information, so if it's not perfect, be kind and just live with what i hand you if only for the sake of getting things started again.
Kitten
GM, 5927 posts
Tue 21 Apr 2015
at 19:30
  • msg #764

Re: Mission Objectives Posted

Right...

So...

Quick fix of the moment, since were missing a key player/BM.

Pulling Adam off the mission.

Piotr  ~> will join the Iron Sword XO mission, which will have their cadet support and Freelancer removed.

That's my first part of the fix.
This message was last edited by the GM at 19:36, Tue 21 Apr 2015.
Kitten
GM, 5933 posts
Tue 21 Apr 2015
at 20:39
  • msg #765

Re: Mission Objectives Posted

Message 213, has the adjustments being made.
link to a message in this game


Missions have been tweaked.  Some characters have been moved around so that no one ends up playing against themselves.  Some minor adjustments have been made to opforce and in the Iron Swords case to their Omni support, to get things play balanced.

Hopefully inconvenience will be minimal... I THINK, this should all fly.

If not, drop me a note on what the hold ups are.

Groups have been adjusted, if you cant see what youre suppose to see, drop me a note and i'll get on it ASAP.


Footnote:
Not that you really care, but i've been a mess the last couple of weeks cause of the season change, my allergies get all mucked up and my sleeping habits become a mess.  Other stuff contributed to my inattentive nature at the worse moment.  HOpefully i've gotten through the worse of it and will be back on track to getting things squared off for the campaign.

I have no idea what Tau's/Adam's status is, i'm hoping he returns by the time Mission 16 clears.  If not, well i'll deal with that issue when the time comes.
This message was last edited by the GM at 20:41, Tue 21 Apr 2015.
Kitten
GM, 5936 posts
Tue 21 Apr 2015
at 23:50
  • msg #766

Re: Mission Objectives Posted

I JUST got all the shyt together and threw it out there, and will adjust as i go.

Would like to get started ASAP, but if were slow on the jump cause i JUST got it all out, i can live with that.
Kitten
GM, 5944 posts
Wed 22 Apr 2015
at 16:24
  • msg #767

Re: Mission Objectives Posted

Lancers updated.

Ironswords (XO) premission artillery resolved.

still need to look at and resolve Pussycat artillery if not today, tomorrow.

Days still young so i aspire to get to it before it's over.
This message was last edited by the GM at 16:34, Wed 22 Apr 2015.
Kitten
GM, 5951 posts
Wed 22 Apr 2015
at 21:27
  • msg #768

Re: Mission Objectives Posted

Dealing with some irritating shyt, will finish up what needs doing with Cats, XO lance tommorrow when im' in a better mood.
Akarian Euclid
player, 344 posts
Thu 23 Apr 2015
at 20:29
  • msg #769

Re: Mission Objectives Posted

Kitten I had a question on the copperhead support for m16. Do they automatically just begin at round 1 and continue each round (up to 3) or can you call them in at will, or at least initiate when they start?

My general thought here is if they begin round 1 automatically, in most cases at least round 1 is likely to be completely wasted due to TAG range, etc.
Kitten
GM, 5956 posts
Thu 23 Apr 2015
at 20:38
  • msg #770

Re: Mission Objectives Posted

In reply to Akarian Euclid (msg # 769):

They're coming in from several battle boards out.  There is air time involved.

So they're in the air and coming, if you use them you use them, if you dont you dont.  They're  Omni assets so it's found damage.  You can call in your Ferret when you want though, by firing them during the intiative phase.  If you dont, they're direct fire and not used as hawkeyes.
Joaquin Cortez
player, 335 posts
Callsign: "WarDog"
Spider (SDR-5V)
Fri 24 Apr 2015
at 12:04
  • msg #771

Re: Mission Objectives Posted

Just a heads up, I will try to get a post in this evening or at lunch. Have been on virus recovery for the 16 hours.
Kitten
GM, 5958 posts
Mon 27 Apr 2015
at 00:43
  • msg #772

Re: Mission Objectives Posted

Busy weekend, will look at stuff tomorrow.
Akarian Euclid
player, 350 posts
R3 - 1st Lt.
Tue 28 Apr 2015
at 03:57
  • msg #773

Re: Mission Objectives Posted

How are copperheads resolved? Does each missile require a hit roll, or does the entire batch hit on a success? Is there a single damage location roll, or multiple?
Kitten
GM, 5961 posts
Tue 28 Apr 2015
at 13:32
  • msg #774

Re: Mission Objectives Posted

In reply to Akarian Euclid (msg # 773):

If the Tag misses or there is nothing TAG'd they drop harmless somehwhere and are ignored.

If the TAG hits, the copperhead arrives on the target with a tn 4+
Akarian Euclid
player, 352 posts
R3 - 1st Lt.
Tue 28 Apr 2015
at 13:35
  • msg #775

Re: Mission Objectives Posted

In reply to Kitten (msg # 774):

How does this work when there is multiple copperheads? Assuming tag is good, are they treated as singles or a collection for damage location and hitting?
Kitten
GM, 5962 posts
Tue 28 Apr 2015
at 13:42
  • msg #776

Re: Mission Objectives Posted

In reply to Akarian Euclid (msg # 775):

roll for each copperhead.

the tn 4+ according to canon rules is the accuracy of the shell to land on the 'map' allowing it to home in on TAG.  {per Tactical Operations rules}

So after you get a successful TAG roll, you roll a tn4+ for each Copperhead or 5 point (or less) grouping of Hawkeyes.

So if you have (3) copper heads, and you have a TAG hit, you get to roll tn 4+ for each Copper head to land.

If multiple tags hit, they land randomly among the painted targets.
This message was last edited by the GM at 13:44, Tue 28 Apr 2015.
Joaquin Cortez
player, 337 posts
Callsign: "WarDog"
Spider (SDR-5V)
Tue 28 Apr 2015
at 15:59
  • msg #777

Re: Mission Objectives Posted

Will post at lunch or this evening. With Baltimore going crazy I didn't get on yesterday.
Kitten
GM, 5964 posts
Tue 28 Apr 2015
at 20:00
  • msg #778

Re: Mission Objectives Posted

Pussycat XO lance is a go.

Roll premission omni support, Rixx, place the (4) round of pre mission prep fire from omni with your initiative and placement.

I will make rolls to resolve pre mission fire.  Does anyone in the unit use Tag?  if not, the copperheads will be useless.

place yourself on the map, and roll initiative.
This message was last edited by the GM at 20:00, Tue 28 Apr 2015.
Kitten
GM, 5970 posts
Wed 29 Apr 2015
at 17:10
  • msg #779

Re: Mission Objectives Posted

Repair bay opened up. If you have bookkeeping pending from last upkeep phase drop notes in it.

ie.  I know Joaquin has mech mods to get in, and i know Regina has availability rolls to make and if you have something i missed, drop a note in for me to review.  Piotr, did i have work to do on you?  Adam?
Joaquin Cortez
player, 343 posts
Callsign: "WarDog"
Spider (SDR-5V)
Wed 29 Apr 2015
at 18:09
  • msg #780

Re: Mission Objectives Posted

I had them there at one point but they are gone. I'll make the adjustments again and get them in to you again shortly.
Kitten
GM, 5972 posts
Wed 29 Apr 2015
at 20:36
  • msg #781

Re: Mission Objectives Posted

In reply to Joaquin Cortez (msg # 780):

I go through everything carefully on the Repair Bay before deleting it.  If theres a problem, i usually post a note in the unit thread for the players attention.

A note was dropped in the unit thread (message 33) asking for more specific on what was being asked to be done.

I see now that you are removing 4 jump jets which is fine.

The DS/HS mod made space in the head for the TC, that's fine.

You still have not told me how you want the extra armor allocated.

This message was last edited by the GM at 20:37, Wed 29 Apr 2015.
Kitten
GM, 5974 posts
Wed 29 Apr 2015
at 21:05
  • msg #782

Re: Mission Objectives Posted

good news...

The ... TRO seems to be working again...

https://web.archive.org/web/20...eretech/bm-3025.html


I should jot shyt down while i can...
This message was last edited by the GM at 21:05, Wed 29 Apr 2015.
Joaquin Cortez
player, 347 posts
Callsign: "WarDog"
Spider (SDR-5V)
Wed 29 Apr 2015
at 21:31
  • msg #783

Re: Mission Objectives Posted

Kitten:
In reply to Joaquin Cortez (msg # 780):

I go through everything carefully on the Repair Bay before deleting it.  If theres a problem, i usually post a note in the unit thread for the players attention.

A note was dropped in the unit thread (message 33) asking for more specific on what was being asked to be done.

I see now that you are removing 4 jump jets which is fine.

The DS/HS mod made space in the head for the TC, that's fine.

You still have not told me how you want the extra armor allocated.


I spread it over the mech. Just using HMPro generator, it made it easy to roll the stats from there. I made the adjustments at the bottom of the current message in the chart.

I can put the original stats in there as a comparison if needed.

Don't see message above either. Don't think I have rights to the unit thread. I only see the Mission and BM threads for Ironswords currently.
This message was last edited by the player at 21:59, Wed 29 Apr 2015.
Kitten
GM, 5977 posts
Thu 30 Apr 2015
at 12:59
  • msg #784

Re: Mission Objectives Posted

Joaquin Cortez:
Kitten:
In reply to Joaquin Cortez (msg # 780):

I go through everything carefully on the Repair Bay before deleting it.  If theres a problem, i usually post a note in the unit thread for the players attention.

A note was dropped in the unit thread (message 33) asking for more specific on what was being asked to be done.

I see now that you are removing 4 jump jets which is fine.

The DS/HS mod made space in the head for the TC, that's fine.

You still have not told me how you want the extra armor allocated.


I spread it over the mech. Just using HMPro generator, it made it easy to roll the stats from there. I made the adjustments at the bottom of the current message in the chart.

I can put the original stats in there as a comparison if needed.

Don't see message above either. Don't think I have rights to the unit thread. I only see the Mission and BM threads for Ironswords currently.


You have comments in the thread, so i have to presume you have access, it was maybe just missed.

link to a message in this game

No one's fault.  You didnt notice the note, and i was swamped with a ton of stuff at the time so i didnt follow up on it either.  Just want to get it resolved.

Your spider had 3.5 tons armor on it to start 56af

All standard, no Feroo that i know of.

Adding a ton would bring it up to 72af.

You also want to tweak your character a little, otherwise CAT will be useless, since as it stands, they dont work with Medium Lasers which is all that's on your spider.
This message was last edited by the GM at 13:00, Thu 30 Apr 2015.
Kitten
GM, 5978 posts
Thu 30 Apr 2015
at 13:05
  • msg #785

Re: Mission Objectives Posted

apologies Joaquin, my bad.

All players should see a MISSION THREAD

All players should see a READY ROOM FOR THEIR UNIT for planning away from the BM.

All players should have a OOC THREAD to discuss stuff with the BM.

If not, give me a poke.
Kitten
GM, 5984 posts
Thu 30 Apr 2015
at 13:49
  • msg #786

Re: Mission Objectives Posted

A typo is out on some of the POwer loaders sheets, they do NOT jump 8, they only jump as far as they can walk, which will be 4 or 5.
Greyson Strauss
player, 162 posts
MechWarrior
Striker
Thu 30 Apr 2015
at 16:52
  • msg #787

Re: Mission Objectives Posted

was i cloned? or was it a mistake im in the command and freelancer lance?
Kitten
GM, 5989 posts
Thu 30 Apr 2015
at 19:31
  • msg #788

Re: Mission Objectives Posted

Greyson Strauss:
was i cloned? or was it a mistake im in the command and freelancer lance?

YOu are in the Pussycat XO lance, which is serving as the command lance for the mission they are currently in.

You are also assigned an omni cadet, which is part of the freelancer lance.  Starts are listed in the mission.

Will give you some time to discuss strategy, but remember if you lose initiative, i still need for you to move before moving opforce. so...

still waiting on mercs at this point.
This message was last edited by the GM at 19:31, Thu 30 Apr 2015.
Kitten
GM, 6000 posts
Sat 2 May 2015
at 18:46
  • msg #789

refresher for VTOL Campaign rules

Hovertank and VTOL sideslipping.
VTOLs that move at flank speed, need to make a sideslip check everytime they move forward after making a turn.

If they make the roll, they may move normally.
If they fail the roll, note the failure, expend the movement point and make another side slip check.

At the end of the movement, {before attack rolls}, the opposing player may displace the VTOL one hex in any direction for each failed sideslip rolls.  Resolve any collisions or illegal terrain entries this may cause normally.  (Side slip does NOT change levels)



VTOL Movement.   {Beta testing}
VTOLs that are not landed are always +1 Bonus Def Modifier
VTOLs that do no move, but are not landed are penalty 1 to Attack Rolls.
VTOLs that move at Cruise Speed are penalty 2 to Attack Rolls.
VTOLs that move at Flank Speed are penalty 3 to Attack Rolls.
This message was last edited by the GM at 18:47, Sat 02 May 2015.
Akarian Euclid
player, 364 posts
R3 - 1st Lt.
Sat 2 May 2015
at 19:58
  • msg #790

Re: refresher for VTOL Campaign rules

In reply to Kitten (msg # 789):

This reminds me, was there an issue with the standard Total Warfare side slipping rules? I get where the modified version requires another back and forth between player and BM, but I'm not quite sure what caused the modified version to be created to start with, or what the goal is here.
Kitten
GM, 6001 posts
Sat 2 May 2015
at 20:48
  • msg #791

Re: refresher for VTOL Campaign rules

unless you slow the game down significantly, it's too easy to fudge the side slip rules as written.

with a bit of tweaking, it's quite easy to work around a sideslip.

ie.  it's not much of a handicap to sideslip.

new rules as written, make side slipping much more of a handicap, with minimal impact on mission pacing.
This message was last edited by the GM at 20:49, Sat 02 May 2015.
Akarian Euclid
player, 365 posts
R3 - 1st Lt.
Sat 2 May 2015
at 21:00
  • msg #792

Re: refresher for VTOL Campaign rules

In reply to Kitten (msg # 791):

Fair enough, I know we have used side slips in the past to actual advantage. So yeah they can certainly be not much of a disadvantage as written.
Kitten
GM, 6014 posts
Sun 3 May 2015
at 23:48
  • msg #793

Re: refresher for VTOL Campaign rules

Footnote...

To 'hold' a mission map, you need to clear out all the non-infantry 'ground units'.

Infantry are not strong enough to hold the map alone, and VTOLs fly by and harasses, but do not count for 'holding the map.

{You need to 'hold' the map to perform salvage operations.}
Akarian Euclid
player, 369 posts
R3 - 1st Lt.
Tue 5 May 2015
at 14:11
  • msg #794

Re: refresher for VTOL Campaign rules

In case anyone is ever waiting on a reply by me, my schedule and as such posting schedule have recently changed. For the last 5 years or so I've been up/online from around 1-2PM PST time till 5-7am PST. My new schedule has me around from 4-5AM PST to 8-10PM PST

Of course I'm not always on RPOL but being self employed and a lot of my work being computer based, it's usually open a good chunk of the day.
Kitten
GM, 6031 posts
Tue 5 May 2015
at 14:20
  • msg #795

Re: refresher for VTOL Campaign rules

I have zero problems with your pacing and response time.
Kitten
GM, 6047 posts
Fri 8 May 2015
at 23:50
  • msg #796

Re: refresher for VTOL Campaign rules

New Player has been added peeps.

Alaric Drusus, will be joining us as a priority placement Freelancer for the next mission and will be drafted out for mission as normal.

He's still making a character, but since we're in the middle of missions he has plenty of time to get a character together.

You may make what ever character you want Alaric, though this is a player economy on what's 'in demand' so it might be wise to ask around to see what the other unit commanders are looking for, presuming you want permanent placement in a unit.

Character of note (cause they're unit commanders and who you'll be sucking up to if you want placement with their units)

are...

Adam ~ Iron Swords Command Lance
Akarian ~ Iron Swords XO Lance

Penny ~ Pussycats Command Lance
Reyvak ~ Pussycat's XO Lance

Pax ~ Light Lancers
This message was last edited by the GM at 23:52, Fri 08 May 2015.
Alaric Drusus
player, 1 post
Fri 8 May 2015
at 23:53
  • msg #797

Re: refresher for VTOL Campaign rules

Sounds fair to me.

Hello everyone!
Penny Plenty
player, 501 posts
R3 - 1st Lt.
Gumdrop
Fri 8 May 2015
at 23:58
  • msg #798

Re: refresher for VTOL Campaign rules

'ello Alaric, do you know what mech you want to pilot yet, you have 3.2 million or so to buy something nice... That'll get you up to a 40 tonner if you dont mind a slow whitworth, or something light and fast.
Alaric Drusus
player, 2 posts
Sat 9 May 2015
at 00:06
  • msg #799

Re: refresher for VTOL Campaign rules

I'm pretty fond of light and fast. The Bug Warrior character option is intriguing. Would you say that being restricted to 20-ton mechs is too limiting or is there sufficient versatility available between the models to warrant it?
Penny Plenty
player, 504 posts
R3 - 1st Lt.
Gumdrop
Sat 9 May 2015
at 00:11
  • msg #800

Re: refresher for VTOL Campaign rules

That was only added a few months ago.

You HAVE to be a very good finesse player or youre going to end up dead in that thing.

That said, you can make a really good bug warrior, in that thing, you cough up a pile of cash, but if youre in a 20 ton mech you wont care, and the extra xp and option slot is REALLY handy.

The question is, can you handle survival in a bug?
Kitten
GM, 6051 posts
Sat 9 May 2015
at 00:55
  • msg #801

Re: refresher for VTOL Campaign rules

Alaric, if you have questions ask them here, someone will probably answer you.  They've all been where you are, and i encourage players to help new players with orientation into the campaign.
Alaric Drusus
player, 3 posts
Sat 9 May 2015
at 01:00
  • msg #802

Re: refresher for VTOL Campaign rules

Staying alive when you're in a tiny fragile mech is (very generally) a matter of being fast, using terrain, and never standing still. It's certainly challenging. Am I up to the challenge? Only really one way to find out.

An important question is whether it would be useful to the folks in charge of hiring.
Penny Plenty
player, 509 posts
R3 - 1st Lt.
Gumdrop
Sat 9 May 2015
at 02:47
  • msg #803

Re: refresher for VTOL Campaign rules

I think most of the current unit commanders prefer small and quick.

Which mech were you considering?
Alaric Drusus
player, 4 posts
Sat 9 May 2015
at 03:33
  • msg #804

Re: refresher for VTOL Campaign rules

Of the 20T models, I like the LCT-1E Locust, MCY-98 Mercury, STG-3G Stinger, WSP-1D Wasp, and WSP-1A Wasp. It's been a while since I had a chance to play, and I recall Jump Jets being great for getting into difficult locations but leaving the mech vulnerable on the turn they were used. I feel like that makes them less attractive for very small mechs like these, especially when the ones without the jump jets are so much faster. But, I could be wrong on this.
Teri Knight
player, 389 posts
Panther, P5, G5
Callsign: Catgirl
Sat 9 May 2015
at 03:48
  • msg #805

Re: refresher for VTOL Campaign rules

Hi, Alaric!  Welcome to the game.

You will have the option to pick up after market parts that you can use to upgrade your ride.  These parts won't make you invulnerable, but they could help keep you alive.

I like Jump Jets.  They give you a chance to get to places where you couldn't walk or run and land facing the direction you choose.
Akarian Euclid
player, 375 posts
R3 - 1st Lt.
Sat 9 May 2015
at 11:16
  • msg #806

Re: refresher for VTOL Campaign rules

Welcome Alaric, a 20 ton mech seems iffy to me on a primary character. Certainly possible I guess, but one screw up, or a bad dice day could see things going south very quickly.
Penny Plenty
player, 516 posts
R3 - 1st Lt.
Gumdrop
Sat 9 May 2015
at 15:30
  • msg #807

Re: refresher for VTOL Campaign rules

Akarian Euclid:
Welcome Alaric, a 20 ton mech seems iffy to me on a primary character. Certainly possible I guess, but one screw up, or a bad dice day could see things going south very quickly.



says the unit commander in the 25 ton mongoose...
Akarian Euclid
player, 377 posts
R3 - 1st Lt.
Sat 9 May 2015
at 15:37
  • msg #808

Re: refresher for VTOL Campaign rules

Penny Plenty:
Akarian Euclid:
Welcome Alaric, a 20 ton mech seems iffy to me on a primary character. Certainly possible I guess, but one screw up, or a bad dice day could see things going south very quickly.



says the unit commander in the 25 ton mongoose...

Haha, yep. Those 5 tons help a lot though. Also the goose packs quite a lot of armor, almost as much as a 30 ton Valkyrie, of course the trade off is no jump jets.
Svetlana Arnadottir
Alt, 21 posts
R2 - 2nd Lt.
Snow Witch
Sat 9 May 2015
at 15:43
  • msg #809

Re: refresher for VTOL Campaign rules

All sorts of things to consider.

If youre giving up jump jets be wary of the entrapment ploy, where you're surrounded by op force units and cant move leading to a def mod of +0 and possible obliteration the following turn.

I'm in a Locust, Heavily modified 3V variant.  I wanted a Locust for sentimental reasons, and the selling point on this one was the two Medium Lasers in the CT, and the removable ammo in the RT for modification.  It's a pocket Jenner at the moment, quick, nimble, with four medium lasers, but it has no jump jets and Blake help me if i do something stupid, cause i wont have the armor to soak the damage from careless stupidity.

Luc is in a Wasp-1A.  Off the shelf it's a terrible mech, but the selling point on the mech is the placement of equipment that loans itself to some nifty modifications.


I want to endorse the Hornet, but i'm not sure i can.  The 5/8/5 movement is pretty good on any other mech, but for a mech this size, it just might not cut it.  That said, it's got some pretty nifty critical locations if you can leave with the 'average' speed.

Would not suggest the Flea or Thorn.  No jump jets and slower than a locust.  Very bad mix for a mech with a maximum armor factor around 69af.  If youre not going to take a jumper look at the Locust or Mercury.  The Mercury is almost... a baby Mongoose.  Same speed... same potential weapon profile.  Just 1.5 tons less armor, and .5 tons less internals.  The criticals are spaced okay, for some okay mods and it has all it's arm actuators which can be useful sometimes.
Regina Arlington
Alt, 653 posts
R0 - Mechwarrior
Callsign - 'Siren'
Sat 9 May 2015
at 15:46
  • msg #810

Re: refresher for VTOL Campaign rules

Akarian Euclid:
Penny Plenty:
Akarian Euclid:
Welcome Alaric, a 20 ton mech seems iffy to me on a primary character. Certainly possible I guess, but one screw up, or a bad dice day could see things going south very quickly.



says the unit commander in the 25 ton mongoose...

Haha, yep. Those 5 tons help a lot though. Also the goose packs quite a lot of armor, almost as much as a 30 ton Valkyrie, of course the trade off is no jump jets.



Those five tons can be a notable difference in mods.

It's the difference between need 1 tons Endo Steel and 1.25 tons of Endo Steel, which can be an aggrevating tease when modifications come around.

That said, theres no doubt 25 tons is better than 20 tons, but with the bug warrior incentive, an extra option and 50 extra xp, can go a long way to making that 20 ton's mechwarrior more competent
Penny Plenty
player, 517 posts
R3 - 1st Lt.
Gumdrop
Sat 9 May 2015
at 15:50
  • msg #811

Re: refresher for VTOL Campaign rules

This is a light mech focused campaign.

Average movement speed out there is around 5/8/5

If youre moving 4/6/4 or 5/8/0 youre probably going to be looked at as 'slow'.

If you're only moving 4/6/0 you better be (by this campaigns standards) Huge.

Average mech size is probably around a 30~35 ton mech.

A lot of Valkyries, Jenners and Panthers.

There are a few Mongoose but they're balanced by the occasional whitworth, blackjack or even hatchetman.

We had a Hunchback in the campaign for a while, but ultimately it's slow speed made it vulnerable and it took an ammo explosion, survived with CASE, but it wasnt pretty.

I dont think it would be inaccurate to say that most of the unit commanders are looking for average speed or better, and prefer to stay in the light category of mechs.
Kitten
GM, 6055 posts
Sat 9 May 2015
at 15:52
  • msg #812

Re: refresher for VTOL Campaign rules

While... 20 tons is never ever going to be considered huge, it's no longer at the bottom of the food chain.

Some tweaking and the inclusion of Ultra Light mechs that come in at 10 and 15 tons give the 20 tonners the hope of having someone to bully around.
Alaric Drusus
player, 5 posts
Sat 9 May 2015
at 22:21
  • msg #813

Re: refresher for VTOL Campaign rules

These are all lovely points. I remember there being a downside to jump jets in that it was easier for people to hit you on the turn they were used. I may be remembering incorrectly however. I am really fond of utility, and trading some speed for a third mode of movement is a pretty fair deal, if using it doesn't make it easier to get killed.
Kitten
GM, 6056 posts
Sat 9 May 2015
at 22:42
  • msg #814

Re: refresher for VTOL Campaign rules

Using makes it harder to hit things, but it can get you out of some bad spots and is pretty useful as a foil to prevent enveloping death.
Akarian Euclid
player, 378 posts
R3 - 1st Lt.
Sat 9 May 2015
at 23:45
  • msg #815

Re: refresher for VTOL Campaign rules

Jump jets are really nice, especially when the last few missions have been endless concrete hell. :) E.G can't run and move without skid checks.
Kitten
GM, 6058 posts
Sun 10 May 2015
at 00:46
  • msg #816

Re: refresher for VTOL Campaign rules

On the bright side this mission is an effort to leave the concrete hell.
Akarian Euclid
player, 379 posts
R3 - 1st Lt.
Sun 10 May 2015
at 14:58
  • msg #817

Re: refresher for VTOL Campaign rules

In reply to Kitten (msg # 816):

^^ That it is.

Off for the day to the coast.
Kitten
GM, 6068 posts
Mon 11 May 2015
at 12:47
  • msg #818

Re: refresher for VTOL Campaign rules

Alaric, will make you a member of all three missions so you can see how the missions are conducted and resolved.

If you have any questions please as them here.
Alaric Drusus
player, 6 posts
Mon 11 May 2015
at 13:11
  • msg #819

Re: refresher for VTOL Campaign rules

Thank you! I will do so.

edit: I appreciate that the 3.2mm c-bills for new characters to purchase their mechs are just enough to buy a Jenner and leave about 1,625 c-bills left over for lunch.

The Jenner is a classy machine. Tempting, especially since 7/11/5 is great movement ability compared to 8/12/0 or 6/9/6 and you get 15 extra tons of mech with it. (over the 20-ton models).

That being said, I also like the Wasp-1D, if the Flamer can be swapped out for another medium laser.
This message was last edited by the player at 14:50, Mon 11 May 2015.
Alaric Drusus
player, 7 posts
Mon 11 May 2015
at 15:18
  • msg #820

Re: refresher for VTOL Campaign rules

In the thread that details character creation (link to a message in another game) there are a number of options and it states that you can select up to two of them at character creation. In the PDf, there are a number of other things listed as Options which all cost exp and it says a character can have as many as three of these. Are these different things from one another?

Bug Warrior states that the character can pick an additional option, is that from the list in the RTJ thread, the PDF, both? Thanks folks!
Adam Carlyle
Player, 97 posts
O4 - Captain
Solid Slug
Mon 11 May 2015
at 15:23
  • msg #821

Re: refresher for VTOL Campaign rules

If you like dual medium lasers on a 20 ton mech then your mech of choice is the Stinger.  It's alt the 3G strips off the MG's for a second medium laser and a ton of armour.

---

Every primary character has the three main attributes: Accuracy, Physical, Mental as well as Edge and the choice of three options.

Of all of the options Energy Weapons requires you devoting two of them to take it thus it would limit you to Energy Weapons and only one other option.

If you take Bug Warrior it allows an 'extra option' thus a total of four for a primary character.
Alaric Drusus
player, 8 posts
Mon 11 May 2015
at 15:45
  • msg #822

Re: refresher for VTOL Campaign rules

So, hypothetically, were I to go with the Stinger-3G, I could spend 500k for Bug Warrior, 300k for Walking on the Edge, and 1,662,240 for the mech, leaving me with 737,760c-bills and 400 exp to spend on attributes and up to 4 of the options listed in the PDF. Is that correct?
Kitten
GM, 6069 posts
Mon 11 May 2015
at 15:51
  • msg #823

Re: refresher for VTOL Campaign rules

You start with 3.2 million

Less 500k for Bug warrior brings you to 2.7 Million.
Less 300k for walking the edge brings you to 2.4 million
less cost of the mech, you're stating which mech, so i cant confirm cost.

if it's what you say it is, the math looks sound.

that leaves you with 737,760cb for stuff....promotions... modifications... parts... whatever.

You have 400xp and 4 option slots... (Energy does take up two slots)
This message was last edited by the GM at 15:51, Mon 11 May 2015.
Adam Carlyle
Player, 98 posts
O4 - Captain
Solid Slug
Mon 11 May 2015
at 15:52
  • msg #824

Re: refresher for VTOL Campaign rules

Hypothetically speaking, yes.

Though if you went with the Jenner-F (The one with four medium lasers and more armour) you will have more c-bills left over than the standard Jenner with the four medium lasers and SRM4.
Akarian Euclid
player, 380 posts
R3 - 1st Lt.
Mon 11 May 2015
at 15:55
  • msg #825

Re: refresher for VTOL Campaign rules

Of course you can't take bug warrior with a Jenner.
Kitten
GM, 6070 posts
Mon 11 May 2015
at 16:09
  • msg #826

Re: refresher for VTOL Campaign rules

Yes... Jenners... are not bugs.
Greyson Strauss
player, 181 posts
MechWarrior
Striker
Mon 11 May 2015
at 17:11
  • msg #827

Re: refresher for VTOL Campaign rules

Kitten:
Yes... Jenners... are not bugs.


Why does it sound to me like your conveying what gritting your teeth together would be like in words?
Kitten
GM, 6071 posts
Mon 11 May 2015
at 17:30
  • msg #828

Re: refresher for VTOL Campaign rules

all imagination.

Just confirming what's said.
Kitten
GM, 6072 posts
Mon 11 May 2015
at 19:13
  • msg #829

Re: refresher for VTOL Campaign rules

Alaric Drusus:
Thank you! I will do so.

edit: I appreciate that the 3.2mm c-bills for new characters to purchase their mechs are just enough to buy a Jenner and leave about 1,625 c-bills left over for lunch.

The Jenner is a classy machine. Tempting, especially since 7/11/5 is great movement ability compared to 8/12/0 or 6/9/6 and you get 15 extra tons of mech with it. (over the 20-ton models).

That being said, I also like the Wasp-1D, if the Flamer can be swapped out for another medium laser.



Suggest starting to get me a character, towards the end of a mission i get thrown all sorts of bookkeeping, and you want my full attention when you submit a character for questions and what not.

Pussy Cats (CO) Lance should be don this time next week is my guess,and shortly after the Ironswords (XO) Lance.  Pussycats (XO) Lance got a late start though so they'll be done a little later is the expectation.
Alaric Drusus
player, 9 posts
Tue 12 May 2015
at 01:02
  • msg #830

Re: refresher for VTOL Campaign rules

In reply to Kitten (msg # 829):

Roger that! I'll get it to you asap.

edit: the PDF states that Rank can be bought up at creation using C-Bills, and provided that the prerequisites are met. Does the sentence "Each time a character is promoted, they earn twenty five experience points" apply for rank increases at character creation, or only for those earned during play?
This message was last edited by the player at 01:14, Tue 12 May 2015.
Akarian Euclid
player, 381 posts
R3 - 1st Lt.
Tue 12 May 2015
at 02:27
  • msg #831

Re: refresher for VTOL Campaign rules

In reply to Alaric Drusus (msg # 830):

It applies during character creation as well.
Lucius McMurphy
Alt, 1813 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 12 May 2015
at 02:48
  • msg #832

Re: refresher for VTOL Campaign rules

So if you have the c-bills and the right options (and you spend initial xp on them to where you need it) you can purchase anywhere from 1 to 4 rank bumps and get 25-100 additional experience to spend.

Mind 800 xp is still the current ceiling and between taking 4 ranks and Bug Warrior with a starting character you will be at 500 of 800 possible xp right off.  Nothing wrong with that since xp past 800 is turned into c-bills to buy more stuff and expensive things, just something to think about.
Kitten
GM, 6073 posts
Tue 12 May 2015
at 12:21
  • msg #833

Re: refresher for VTOL Campaign rules

Dont forget to look over Specialties Alaric.

Message 14,15,16,17
link to a message in another game

You're allowed to pick one specialty for each point you have in the option they relate to.

You should post your character here for general review.

I'm notoriously unhelpful for letting players make what ever character they please.
Alaric Drusus
player, 10 posts
Tue 12 May 2015
at 14:02
  • msg #834

Re: refresher for VTOL Campaign rules

Thank you for pointing out the specialties! It was really helpful! With those in mind, I made a few changes to the initial build I'd sent via PM. I think there's two options here, and I'm not sure which is a better fit for the game.



Option 1: Is the more team-centric one, with Tactics to help out the leadership.

Experience Log Wallet
EntryAmountCurrentTotal EntryAmountCurrentTotal
Character Creation350350350 Character Creation3,200,0003,200,0003,200,000
Bug Warrior50400400 Bug Warrior-500,0002,700,0003,200,000
Accuracy 4-200200400 Walking the Edge-300,0002,400,0003,200,000
Physical 3-100100400 STG-3G Stinger-1,662,240737,7603,200,000
Mental 1-2575400 Rank +1-100,000637,7603,200,000
Mech Specialist 1-2550400 Rank +2-100,000537,7603,200,000
Energy Weapons 1-500400     
Corporal2525425     
Tactics 1-250425     
Sergeant2525450     
Mech Specialist (Born to Fly)-1015450     
Tactics (Bodyguard)-150405     

That will give him Accuracy 4, Physical 3, Mental 1
Edge 1
Mech Specialist (light mechs, for +1 die size in 10-20 ton mechs)
Energy Weapons 1 (not sure on whether to take the +1 or the die size increase)
Tactics 1 (+1 Initiative)
Rank: SGT
Bank: 537,760cb
Restriction: 20T Mechs (Bug Warrior)
Mech: STG-3G Stinger (https://web.archive.org/web/20...25/bm-Stinger3g.html)



Option 2: Is more focused on personal skill and being able to get more mileage out of modifications.

Experience Log Wallet
EntryAmountCurrentTotal EntryAmountCurrentTotal
Character Creation350350350 Character Creation3,200,0003,200,0003,200,000
Bug Warrior50400400 Bug Warrior-500,0002,700,0003,200,000
Accuracy 4-200200400 Walking the Edge-300,0002,400,0003,200,000
Physical 3-100100400 STG-3G Stinger-1,662,240737,7603,200,000
Mental 1-2575400 Rank +1-100,000637,7603,200,000
Mech Specialist 1-2550400     
Energy Weapons 1-500400     
Corporal2525425     
Tinker 1-250425     

That will give him Accuracy 4, Physical 3, Mental 1
Edge 1
Mech Specialist (light mechs, for +1 die size in 10-20 ton mechs)
Energy Weapons 1 (not sure on whether to take the +1 or the die size increase)
Tinker 1 (+1 bonus when making modifications) [this could also be Cross-Training Technician, thoughts?]
Rank: CPL
Bank: 637,760cb
Restriction: 20T Mechs (Bug Warrior)
Mech: STG-3G Stinger (https://web.archive.org/web/20...25/bm-Stinger3g.html)
Akarian Euclid
player, 382 posts
R3 - 1st Lt.
Tue 12 May 2015
at 14:06
  • msg #835

Re: refresher for VTOL Campaign rules

Alaric, you can only buy promotions, if you take leadership or noble options, and its only 1 rank per level of each.
Alaric Drusus
player, 11 posts
Tue 12 May 2015
at 14:10
  • msg #836

Re: refresher for VTOL Campaign rules

I am confused by the table in the PDF, which indicates different requirements for the NCO ranks. Are those the minimums to be promoted during play?
Akarian Euclid
player, 383 posts
R3 - 1st Lt.
Tue 12 May 2015
at 14:19
  • msg #837

Re: refresher for VTOL Campaign rules

Alaric Drusus:
I am confused by the table in the PDF, which indicates different requirements for the NCO ranks. Are those the minimums to be promoted during play?


Yes, those are general requirements to meet the rank if you get promoted/buy a promotion during the campaign.

Right above it, it states that a character's starting rank is zero, and maybe improved if the character has noble or leadership. I forget if noble is treated as NCO, I believe it is, as Noble doesn't help with unit leadership.
Kitten
GM, 6075 posts
Tue 12 May 2015
at 14:21
  • msg #838

Re: refresher for VTOL Campaign rules

In reply to Alaric Drusus (msg # 836):

Those are the minimums to allow you to qualify for promotion.  Which actually need to be tweaked a little i think.

qualifying for a promotion and getting one are two distinct statuses.

YOu may only buy promotions at character generation if you have ranks of leadership or noble, and only as many ranks as you have in those options.

During the course of play it's possible to get promotions but because of the perks of rank, they're a hard fought over auction to get.  Keep a roll of CB's in your pocket if you want to get one from auctions cause you have around two dozen other character who will be looking to do the same thing.  {campaign cap of 4 ranks btw}

also keep in mind i said that the pdf was 90% accurate and some rules were phased out or no longer in use.  Like the prestige system doesnt resemble anything close to whats in the pdf at the moment.
Kitten
GM, 6076 posts
Tue 12 May 2015
at 14:22
  • msg #839

Re: refresher for VTOL Campaign rules

Akarian Euclid:
Alaric Drusus:
I am confused by the table in the PDF, which indicates different requirements for the NCO ranks. Are those the minimums to be promoted during play?


Yes, those are general requirements to meet the rank if you get promoted/buy a promotion during the campaign.

Right above it, it states that a character's starting rank is zero, and maybe improved if the character has noble or leadership. I forget if noble is treated as NCO, I believe it is, as Noble doesn't help with unit leadership.



Noble doesnt help with leadership, but it does help with getting equipment, which some consider more important if they have no designs on leading.
Kitten
GM, 6078 posts
Tue 12 May 2015
at 14:33
  • msg #840

Re: refresher for VTOL Campaign rules

I will redefine control of the map as having 'superior' ground forces on the map when the mission ends and make decisions case by case, based on BM input on what they believe is fair.


At the moment...

Pussycats (CO) have tactical control over their mission map.

Pussycats (XO) and Ironswords (XO) mission maps are both 'contested', no clear control of the map yet.

Since the Cadets stay behind, if you clear enough of the op force, and then withdraw, it's possible to control the mission map for salvage, as well as withdraw to the academy missions.

Pussycats (CO) are in 7th turn and seem on track to do this.

Pussycats (XO) are in 3rd turn, and seem to be at a slight disadvantage (trading a Valkyrie for a Warrior VTOL)

Ironswords (XO) are in 3rd turn, and seem to be at a slight advantage (taking out the Foxfire and Warrior while taking no losses)
This message was last edited by the GM at 14:37, Tue 12 May 2015.
Alaric Drusus
player, 12 posts
Tue 12 May 2015
at 14:36
  • msg #841

Re: refresher for VTOL Campaign rules

Thank you both for the explanation! With that in mind, I'll go with the latter option and just drop the last two items:

Experience Log Wallet
EntryAmountCurrentTotal EntryAmountCurrentTotal
Character Creation350350350 Character Creation3,200,0003,200,0003,200,000
Bug Warrior50400400 Bug Warrior-500,0002,700,0003,200,000
Accuracy 4-200200400 Walking the Edge-300,0002,400,0003,200,000
Physical 3-100100400 STG-3G Stinger-1,662,240737,7603,200,000
Mental 1-2575400 Rank +1-100,000637,7603,200,000
Mech Specialist 1-2550400     
Energy Weapons 1-500400     
Corporal2525425     
Tinker 1 -25 0425     

That will give him Accuracy 4, Physical 3, Mental 1
Edge 1
Mech Specialist (light mechs, for +1 die size in 10-20 ton mechs)
Energy Weapons 1 (not sure on whether to take the +1 or the die size increase)
Tinker 1 (+1 bonus when making modifications) [this could also be Cross-Training Technician, thoughts?]
Rank: CPL PVT
Bank: 637,760cb 737,760cb
Restriction: 20T Mechs (Bug Warrior)
Mech: STG-3G Stinger (https://web.archive.org/web/20...25/bm-Stinger3g.html)
Pax Tarkin
player, 949 posts
Lancers CO - 1st Lt
Mongoose "Road Runner"
Tue 12 May 2015
at 14:38
  • msg #842

Re: refresher for VTOL Campaign rules

Ohhhh O

Chart user.   :)

Welcome aboard.
Akarian Euclid
player, 384 posts
R3 - 1st Lt.
Tue 12 May 2015
at 14:39
  • msg #843

Re: refresher for VTOL Campaign rules

I'd recommend considering making your mech a heirloom, to gain the +1 bonus to initiative.
Kitten
GM, 6079 posts
Tue 12 May 2015
at 14:40
  • msg #844

Re: refresher for VTOL Campaign rules

Character is legal, though i feel compelled to point out that you've only developed 3 of 4 possible options and selected no specs.

If youre good with this, i'm good with this.

You'll have an edge of 1 from walking the edge.
Your gunnery is 4, 3 with energy.
Your pilot is 5, 4 with Light mechs.
Kitten
GM, 6080 posts
Tue 12 May 2015
at 14:40
  • msg #845

Re: refresher for VTOL Campaign rules

Akarian Euclid:
I'd recommend considering making your mech a heirloom, to gain the +1 bonus to initiative.



Cant.  He's taking Bug Warrior and Walking the edge, he can only take two.
Akarian Euclid
player, 385 posts
R3 - 1st Lt.
Tue 12 May 2015
at 14:41
  • msg #846

Re: refresher for VTOL Campaign rules

Kitten:
Akarian Euclid:
I'd recommend considering making your mech a heirloom, to gain the +1 bonus to initiative.



Cant.  He's taking Bug Warrior and Walking the edge, he can only take two.

Oh, was thinking Bug Warrior was a character option, which was why he only had 3 options listed. Never mind, bad logic on my part.
Penny Plenty
player, 555 posts
R3 - 1st Lt.
Gumdrop
Tue 12 May 2015
at 14:42
  • msg #847

Re: refresher for VTOL Campaign rules

If all youre using is energy, and all youre piloting is light mechs.

I would consider reducing the Accuracy and Physical numbers and using the saving to pick a fourth option, maybe bump up your options and pick up some specialties.
Kitten
GM, 6081 posts
Tue 12 May 2015
at 14:43
  • msg #848

Re: refresher for VTOL Campaign rules

I think i'm going to call those Archetypes options...
Alaric Drusus
player, 13 posts
Tue 12 May 2015
at 15:23
  • msg #849

Re: refresher for VTOL Campaign rules

In reply to Penny Plenty (msg # 847):

Thank you! Those are good ideas. :)

Kitten, are these new archetypes replacing the list of character options on page 17 of the RTJ thread, or just moving ones like Bug warrior to be an archetype and leaving the rest there?

Pax o/
Kitten
GM, 6082 posts
Tue 12 May 2015
at 15:54
  • msg #850

Re: refresher for VTOL Campaign rules

Very much a work in progress...

At the moment i let players 'pick' their options.  Really i'm looking into making 'archetypes' though.

I should go through the old Mechwarrior book to see what they have for archetypes.
Lucius McMurphy
Alt, 1814 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 12 May 2015
at 20:10
  • msg #851

Re: refresher for VTOL Campaign rules

I wasn't saying not to take rank if you have the cash, but to think about where you ultimately want your character to be.  Since we know that there is a limit of 800 total points you also know you can't be good at everything.  Add in the fact we know how the progression works it was me saying at least roughly plan where you want to go with those points.

:)
Penny Plenty
player, 569 posts
R3 - 1st Lt.
Gumdrop
Tue 12 May 2015
at 20:26
  • msg #852

Re: refresher for VTOL Campaign rules

Bug Warriors also have a fourth option slot which is a mixed blessing, good cause options are really neat, but bad, cause you still have an 800 point cap and a fourth option slot crying for xp attention.
Alaric Drusus
player, 14 posts
Tue 12 May 2015
at 21:23
  • msg #853

Re: refresher for VTOL Campaign rules

Penny - thank you for the recommendation on pulling exp out of Accuracy and Physical!

I made some adjustments with that in mind, which freed up space to buy specialties. If the archetypes linked earlier are going to be used, I have that in another tab of my spreadsheet and can post it as well.

Experience Log Wallet
EntryAmountCurrentTotal EntryAmountCurrentTotal
Character Creation350350350 Character Creation3,200,0003,200,0003,200,000
Bug Warrior50400400 Bug Warrior-500,0002,700,0003,200,000
Accuracy 3-100300400 Walking the Edge-300,0002,400,0003,200,000
Physical 2-50250400 STG-3G Stinger-1,662,240737,7603,200,000
Mental 1-25225400     
Light Mech Specialist 1-25200400     
Energy Weapons 1-50150400     
Hazard Checks 1-25125400     
Light Mech Specialist (Born to Fly)-15110400     
Energy Weapons (Clutch Shot)-2585400     
Hazard Check (Evasive Movement)-1570400     
Light Mech Specialist (Shoot on the Fly)-3535400     
Light Mech Specialist (Run and Gun)-350400     

Attributes
Accuracy3
Physical2
Mental1

Character Options
Edge1
Light Mech Specialist1either +1 to pilot rolls, or +1 die size
Energy Weapons1not sure on whether to take the +1 or the die size increase
Hazard Checks1+1 to pilot skills to avoid falling

Specialties
Light Mech SpecialistBorn to Fly
Light Mech SpecialistShoot on the Fly
Light Mech SpecialistRun and Gun
Energy WeaponsClutch Shot
Hazard CheckEvasive Movement

RankPVT
Bank637,760cb
RestrictionMechs up to 20T
MechSTG-3G Stinger (https://web.archive.org/web/20...25/bm-Stinger3g.html)

Piotr Kaminski
player, 264 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Tue 12 May 2015
at 21:26
  • msg #854

Re: refresher for VTOL Campaign rules

Bah, screw hazard checks.  Offense > defense.  Physical Combat Specialist baby!  +1 to KICK!
Alaric Drusus
player, 15 posts
Tue 12 May 2015
at 21:29
  • msg #855

Re: refresher for VTOL Campaign rules

Just realized I messed up the specialties for Light Mech Specialist. Will fix.
Lucius McMurphy
Alt, 1815 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 12 May 2015
at 21:32
  • msg #856

Re: refresher for VTOL Campaign rules

Only thing that has to be changed by my quick lookover is you can only have one specialty per level in the option.  So since you took Light Mech Specialist and put one level worth into it you can only pick up 1 specialty for it.  It also limits the number of specialties for any given option to two as that is the maximum number of levels you can have for any option currently.

Took the words right out of my fingers ;)
Kitten
GM, 6082 posts
Tue 12 May 2015
at 21:40
  • msg #857

Re: refresher for VTOL Campaign rules

Archtype not in use.

Archtypes in development, so dont wait for them.

Future characters will get to pick out an archetype which will have niche oriented concepts to help them along.  They are not ready for mass consumption yet.

YOu should pick an avatar out Alaric, they're used on the map.
This message was last edited by the GM at 21:41, Tue 12 May 2015.
Kitten
GM, 6083 posts
Tue 12 May 2015
at 21:48
  • msg #858

Re: refresher for VTOL Campaign rules

Run and gun requires sprinting.

Shoot on the fly requires Born to fly.

Those are level 2 specialties.  So youre going to need to work the option up to level two, and have the prequisite before you can take the level 2 specialty.

Laugh at Hazard check if you want, in a 20 ton mech it can be a life saver, when you work it up to take roll with the punches.
Kitten
GM, 6083 posts
Tue 12 May 2015
at 21:48
  • msg #859

Re: refresher for VTOL Campaign rules

Run and gun requires sprinting.

Shoot on the fly requires Born to fly.

Those are level 2 specialties.  So youre going to need to work the option up to level two, and have the prequisite before you can take the level 2 specialty.

Laugh at Hazard check if you want, in a 20 ton mech it can be a life saver, when you work it up to take evasive manuver and roll with the punches.
This message was last edited by the GM at 21:50, Tue 12 May 2015.
Alaric Drusus
player, 16 posts
Tue 12 May 2015
at 21:53
  • msg #860

Re: refresher for VTOL Campaign rules

My apologies, I had not realized that the specialties were limited to one per level of the option. Fixing now.

In Sprinting, where it says "Attacks against a sprinting mech receive a bonus of one," does that mean that it is easier to hit sprinting mechs?
Piotr Kaminski
player, 265 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Tue 12 May 2015
at 21:57
  • msg #861

Re: refresher for VTOL Campaign rules

In reply to Kitten (msg # 859):

How much can fall damage do in a 20 ton mech?  Ten dollars?

https://www.youtube.com/watch?v=Nl_Qyk9DSUw
This message was last edited by the player at 21:57, Tue 12 May 2015.
Kitten
GM, 6085 posts
Tue 12 May 2015
at 21:58
  • msg #862

Re: refresher for VTOL Campaign rules

Yes.  You have more movement points to get higher def modifiers, but when youre sprinting your not really concerned with making yourself hard to hit, which makes you easier to hit, reducing your def modifier.


So a Wasp that goes 6/9 might sprint 12 and get a +4 def mod, but cause he's sprinting it's reduced back to a +3 Def Mod, which it'll pretty typically reach with a move of 8 or 9.

it's not something you'll use too often, but it can be handy for those moments you dont expect to shoot at anything, and want to get someplace in a hurry.

Tentative character sheet up Alaric.
Kitten
GM, 6086 posts
Tue 12 May 2015
at 22:00
  • msg #863

Re: refresher for VTOL Campaign rules

Piotr Kaminski:
In reply to Kitten (msg # 859):

How much can fall damage do in a 20 ton mech?  Ten dollars?

https://www.youtube.com/watch?v=Nl_Qyk9DSUw



It's not the fall damage darling, it's the increased Def modifier from evasive movement and the ability to move a critical hit location a little to give you at least a little choice in what sort of critical youre going to take when you take it.

In a 20 ton mech you cant have too much def mod, and in a 20 ton mech you'll be taking criticals pretty easily if youre not careful.
This message was last updated by the GM at 22:01, Tue 12 May 2015.
Lucius McMurphy
Alt, 1816 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 12 May 2015
at 22:02
  • msg #864

Re: refresher for VTOL Campaign rules

Piotr Kaminski:
In reply to Kitten (msg # 859):

How much can fall damage do in a 20 ton mech?  Ten dollars?

https://www.youtube.com/watch?v=Nl_Qyk9DSUw


A pilot hit to make you useless.
Kitten
GM, 6087 posts
Tue 12 May 2015
at 22:03
  • msg #865

Re: refresher for VTOL Campaign rules

That's when you start wishing for Toughness, but it's a seriously overlooked option.
Piotr Kaminski
player, 266 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Tue 12 May 2015
at 22:13
  • msg #866

Re: refresher for VTOL Campaign rules

In a merc unit, not making money makes you useless.  Getting all those bonuses by not making attack rolls is nice, but it ain't gonna pay the bills.
Alaric Drusus
player, 17 posts
Tue 12 May 2015
at 22:27
  • msg #867

Re: refresher for VTOL Campaign rules

I appreciate being able to hit things, hence Energy Weapons and the Clutch Shot specialty. Melee with a 20T mech sounds like something to avoid at just about any cost. :)
Svetlana Arnadottir
Alt, 22 posts
R2 - 2nd Lt.
Snow Witch
Tue 12 May 2015
at 22:29
  • msg #868

Re: refresher for VTOL Campaign rules

Piotr Kaminski:
In a merc unit, not making money makes you useless.  Getting all those bonuses by not making attack rolls is nice, but it ain't gonna pay the bills.



o.O

I hit stuff fine.  I just do it from behind your beefy Panther.
Piotr Kaminski
player, 267 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Tue 12 May 2015
at 22:33
  • msg #869

Re: refresher for VTOL Campaign rules

Svetlana Arnadottir:
Piotr Kaminski:
In a merc unit, not making money makes you useless.  Getting all those bonuses by not making attack rolls is nice, but it ain't gonna pay the bills.



o.O

I hit stuff fine.  I just do it from behind your beefy Panther.


Regression to the mean Lieutenant... it's not how you start but how you finish.
Alaric Drusus
player, 18 posts
Tue 12 May 2015
at 22:39
  • msg #870

Re: refresher for VTOL Campaign rules

Ok, adjustments made. There's still 70xp left. Could buy Edge, Mental, Hazard Checks, or Light Mech Specialist 2. Could sit on it for Energy Weapons 2 in 30 more exp. Thoughts?

Experience Log Wallet
EntryAmountCurrentTotal EntryAmountCurrentTotal
Character Creation350350350 Character Creation3,200,0003,200,0003,200,000
Bug Warrior50400400 Bug Warrior-500,0002,700,0003,200,000
Accuracy 3-100300400 Walking the Edge-300,0002,400,0003,200,000
Physical 2-50250400 STG-3G Stinger-1,662,240737,7603,200,000
Mental 1-25225400     
Light Mech Specialist 1-25200400     
Energy Weapons 1-50150400     
Hazard Checks 1-25125400     
Light Mech Specialist (Sprinting)-15110400     
Energy Weapons (Clutch Shot)-2585400     
Hazard Check (Evasive Movement)-1570400     

Attributes
Accuracy3
Physical2
Mental1

Character Options
Edge1
Light Mech Specialist1Roll 2d7 for pilot checks in 10-20T mechs
Energy Weapons1Roll 2d7 for attacks with energy weapons
Hazard Checks1+1 to pilot skills to avoid falling

Specialties
Light Mech SpecialistSprinting
Energy WeaponsClutch Shot
Hazard CheckEvasive Movement

RankPVT
Bank737,760cb
RestrictionMechs up to 20T
MechSTG-3G Stinger (https://web.archive.org/web/20...25/bm-Stinger3g.html)

This message was last edited by the player at 00:05, Wed 13 May 2015.
Kitten
GM, 6091 posts
Tue 12 May 2015
at 22:46
  • msg #871

Re: refresher for VTOL Campaign rules

I know what i would do, but i dont want a campaign full of Kitten cookie cut characters, so i'll let you decide for yourself with the help of your lancemates.
Svetlana Arnadottir
Alt, 23 posts
R2 - 2nd Lt.
Snow Witch
Tue 12 May 2015
at 22:47
  • msg #872

Re: refresher for VTOL Campaign rules

This will be the most points you have at one time Alaric.

It's best to pick up the expensive stuff now, cause the wait to get it in campaign is a lesson in patience.
Alaric Drusus
player, 19 posts
Tue 12 May 2015
at 22:51
  • msg #873

Re: refresher for VTOL Campaign rules

Svetlana Arnadottir:
It's best to pick up the expensive stuff now


Sounds like a vote for sitting on it to buy Energy Weapons 2?
Svetlana Arnadottir
Alt, 24 posts
R2 - 2nd Lt.
Snow Witch
Tue 12 May 2015
at 22:58
  • msg #874

Re: refresher for VTOL Campaign rules

Alaric Drusus:
Svetlana Arnadottir:
It's best to pick up the expensive stuff now


Sounds like a vote for sitting on it to buy Energy Weapons 2?


or finding 30 points from somewhere and spending it now?
Kitten
GM, 6093 posts
Tue 12 May 2015
at 22:59
  • msg #875

Re: refresher for VTOL Campaign rules

Pussy Cats Resolved, so ... Penny, David, and Teri get to kick it back and look at repairs and what not.
Alaric Drusus
player, 20 posts
Tue 12 May 2015
at 23:35
  • msg #876

Re: refresher for VTOL Campaign rules

For the options that alter rolls (e.g. "+1 bonus with Energy Attacks or
May increase the size of dice by one and use Extreme Range Rules.") what does that look like at Option 0, 1, and 2? The simple +1, seems simple (+0, +1, +2) but how does it work for the die size?
Lucius McMurphy
Alt, 1817 posts
NCO1 - Corporal
Callsign - 'Burner'
Tue 12 May 2015
at 23:45
  • msg #877

Re: refresher for VTOL Campaign rules

Rolling 2d6 (regular), 2d7 and 2d8

You basically have either a guaranteed +1 for each level or a chance of up to 2 more.
Kitten
GM, 6095 posts
Tue 12 May 2015
at 23:50
  • msg #878

Re: refresher for VTOL Campaign rules

New characters its just a dice bump.

The choice was there for old characters, to allow them to keep the +1, but all new characters just use bigger dice.
Alaric Drusus
player, 21 posts
Wed 13 May 2015
at 00:09
  • msg #879

Re: refresher for VTOL Campaign rules

Anyone else want to weigh in on the 70 exp question? I'd love to get some more thoughts on it. :)
Kitten
GM, 6100 posts
Wed 13 May 2015
at 01:03
  • msg #880

Re: refresher for VTOL Campaign rules

First mission wrapped up, Pusscat XO and Ironswords XO have 2 1/2 weeks or so to wrap up, if you cant wrap up in that time, i will look the missions over and work out a summary resolution for what happens.
Akarian Euclid
player, 386 posts
R3 - 1st Lt.
Wed 13 May 2015
at 11:49
  • msg #881

Re: refresher for VTOL Campaign rules

Just waiting on Kappa to try an destroy me, doesn't seem he has logged in for a few days.
This message was last edited by the player at 11:50, Wed 13 May 2015.
Kitten
GM, 6101 posts
Wed 13 May 2015
at 12:05
  • msg #882

Re: refresher for VTOL Campaign rules

Waiting on Pussycatss (XO) to post move/fire orders myself. so yeah..

i'm waiting too.
Lucius McMurphy
Alt, 1818 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 13 May 2015
at 14:40
  • msg #883

Re: refresher for VTOL Campaign rules

I'm cooling my heels in the Lancers :)
Alaric Drusus
player, 22 posts
Wed 13 May 2015
at 15:18
  • msg #884

Re: refresher for VTOL Campaign rules

All right folks. Once more for good measure, and then I think I'll be out of your hair with regard to creation. :)

I have one person's input for these 70exp saying that I should either sit on them to buy Energy Weapons 2, or find 30 more exp and buy that now. I could drop both the Evasive Movement, and Sprinting specialties from Hazard Check and Mech Specialist respectively to get those 30 exp. That would leave me with those options at 1 each with no specialties, and Energy Weapons at 2 with Clutch Shot.

Being able to reliably hit is important, but I can't really weigh the opportunity cost. Part of me wants to throw (some) caution to the wind and pile on the offensive capacity. Another part of me points out that it's still a 20T mech and caution is relevant to my long-term survival.

Your insight is appreciated, thanks!
Akarian Euclid
player, 387 posts
R3 - 1st Lt.
Wed 13 May 2015
at 15:28
  • msg #885

Re: refresher for VTOL Campaign rules

I'd question the option and exp of Hazard Checks in general, when you have a mech that can jump for 6. Unless you plan on either getting kicked/kicking a whole lot, or taking a ton of 20+ damage hits (which you likely can't survive to start with) I'm not sure why you be making a ton of pilot rolls?

Thats just me though, not sure how you plan on playing exactly.
Svetlana Arnadottir
Alt, 25 posts
R2 - 2nd Lt.
Snow Witch
Wed 13 May 2015
at 15:33
  • msg #886

Re: refresher for VTOL Campaign rules

I think he's taking the Hazard Option not to avoid falls, but for the specialties.
Lucius McMurphy
Alt, 1819 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 13 May 2015
at 15:38
  • msg #887

Re: refresher for VTOL Campaign rules

Though remember the advantage of having a bonus against hazards means reducing the chances of you having to make a pilot hit from falling, allowing 'safer' running on concrete, better landing rolls from orbital drops and the specialties.

There are a lot of uses for it...they just appear to be passive at first glance.
Alaric Drusus
player, 23 posts
Wed 13 May 2015
at 15:40
  • msg #888

Re: refresher for VTOL Campaign rules

(Svetlana and Lucius are on target here.)

I don't plan on doing a lot of kicking and will try to avoid both being kicked and taking 20+ damage hits. I like Hazard Checks more for the Evasive Movement and Roll With the Punches specialties than for the bonus to avoid falling down.

A 20T mech on a field of mostly larger mechs seems to me like a motorcycle on the highway. You might be faster and more maneuverable than just about everything on the road, but one misstep and you're not just having a bad day, but more than likely dead. Those two Hazard Checks specialties strike me as 'defensive driving' skills. Commuting through Maryland/Washington DC traffic in a Fiat has taught me a few things about being both aggressive and defensive behind the wheel.

I'd be happy to hear other opinions on it!
Joaquin Cortez
player, 356 posts
Callsign: "WarDog"
Spider (SDR-5V)
Wed 13 May 2015
at 15:45
  • msg #889

Re: refresher for VTOL Campaign rules

I agree with Akarian on this point. As an original 8/12/8 mech (Spider-5V), I found that while I preferred the quick movement and ability to get in and out quickly, I wasn't drawing a lot of XP or resources as the others were. In the system it is imperative that you gain as much as you can in regards to XP/CBills due to the "auction" system. I've had to learn on the fly and have found that being able to still go 8/12 has helped and ton. I had to remove my JumpJets entirely to get the functional abilities I wanted. I ended up going CAT in place of Energy Specialty (my initial choice) for those very reasons. Next Mission I should see the results of my changes (due to some factors out of our control they weren't ready for the current mission).

My plan in the long term is build a slightly less weight Venom. I'm fairly close to that goal now. I might need some upgrades to finish filling it out as best I can in this particular setup.
I have 40 ton prototype in another game that is a monster to handle. Its pretty hardcore in the scenario we play in. Endo, XL, 8/12/8, 20 DHS, 6 Meds, ECM, and maxed armor. She handles her role as a Recon Killer nicely. I couldn't build that in this particular setup. I'm enjoying Kitten's tweaks none the less. It makes playing Light Mechs a lot of fun. They are normally overlooked by many players. I currently do tabletop with several of the Catalyst guys (Ben Rome, Paul Sjardjin, Chris Sheldon, Chris Callicoat, Chris Searls, Brain "Hellbie" Bunch, Herb Beas and few others I've know awhile) and this is a totally different spin from what we normally do.
Akarian Euclid
player, 388 posts
R3 - 1st Lt.
Wed 13 May 2015
at 15:49
  • msg #890

Re: refresher for VTOL Campaign rules

Yep its a matter of play styles really. I'd considered the benefits of it for skid checks and what not, but jump jets tend to be amazing on maps that are full of concrete hell. Also for landing/scatter checks from orbital drops.

Evasion has its uses, but prevents attacking that turn.

One could argue that tactics might be more useful, as losing init can seriously compromise your position and offense.

That said, lots of valid points for hazard checks to.
Alaric Drusus
player, 24 posts
Wed 13 May 2015
at 15:56
  • msg #891

Re: refresher for VTOL Campaign rules

Tactics is my next choice. It's fair to say that, being able to move after the other guy is likely more advantageous than having to move before him, but getting to make yourself hard to hit. Tactics also helps with increasing NCO ranks down the road.
Svetlana Arnadottir
Alt, 26 posts
R2 - 2nd Lt.
Snow Witch
Wed 13 May 2015
at 18:49
  • msg #892

Re: refresher for VTOL Campaign rules

Cant be all things to all situations.

You can only work out what's important to your playstyle.

What works for someone else might not work for you, so you really should follow your own muse regarding how to build your character and how to play it.

There is no randomness for character builds.  You have cash... xp... options... and now specialties... there are no random dice rolls to decide anything beyond starting advance equipment, so much of the randomness is out.
Teri Knight
player, 407 posts
Panther, P5, G5
Callsign: Catgirl
Wed 13 May 2015
at 19:54
  • msg #893

Re: refresher for VTOL Campaign rules

   And in building your character, don't forget about after the battle.  Having the parts set aside to repair a certain amount of damage to your armor at no cost can be very important.  Also, having the ability to trick out pimp customize your ride your way cannot be overlooked.

   It's all about you and the way you play.
This message was last edited by the player at 19:56, Wed 13 May 2015.
Svetlana Arnadottir
Alt, 27 posts
R2 - 2nd Lt.
Snow Witch
Wed 13 May 2015
at 20:22
  • msg #894

Re: refresher for VTOL Campaign rules

Alaric Drusus:
Tactics is my next choice. It's fair to say that, being able to move after the other guy is likely more advantageous than having to move before him, but getting to make yourself hard to hit. Tactics also helps with increasing NCO ranks down the road.


Teri makes a good point.

You should really consider what youre piloting and how much youre going to want to modify it.

Lucius is piloting a heavily modified Wasp.  (Message 4)

I'm piloting a heavily modified Locust.  (Message 5)

They're not going to be brute forcing through any missions but they're both a lot leaner and meaner than their size might suggest.

link to a message in another game


You're not going to be able to get where we are out of the box, but if you dont think about it, and start gathering what you need you'll never get there.  About the only nice thing about 20 tonners is they're inexpensive to modify.

Keep in mind the modification caps though.  base 2 tons of modification for a 20 ton mech, plus mental ability ranks.  Though if youre in a Stinger-3G, really there isnt a lot more to look at to trick it out.  I think your biggest issue is that you dont have enough guns on it.  You have two medium lasers on it, and Joaquin will be the first to tell you, that on a mission, two medium lasers feels under gunned.

The surest path to survival is to bury the op force before he buries you.
Lucius McMurphy
Alt, 1820 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 13 May 2015
at 20:37
  • msg #895

Re: refresher for VTOL Campaign rules

I didn't start with any advanced tech because I started back at the beginning so it's taken me this long to build up my hoard to do the massive mods...and built my character in such a way that I could do them using Kitten's version of modification limits.

Still the best way to figure out what you like and don't is to play and see it in action.
Svetlana Arnadottir
Alt, 28 posts
R2 - 2nd Lt.
Snow Witch
Wed 13 May 2015
at 20:54
  • msg #896

Re: refresher for VTOL Campaign rules

We're both playing concept 20 tonners.

My concept is to throw out 40 criticals of space on the mech to mount Ferro/Endo Steel.  That doesnt leave a lot of space to work with for equipment, but as a 20 tonner, i dont need a lot of space, and missing 2 actuators in each arm helped me along.


Lucius is playing a bit of a min max game with his Wasp, he's balancing everything on the mech for a purpose.  If it's on the mech it's there for a reason.


Its almost a clan like mentality, in taking the absolute smallest mech you can find acceptable and tricking it out to be ton for ton, the meanest thing on the map.  The catch is, often, it wont be a ton for ton fight.
This message was last edited by the player at 20:55, Wed 13 May 2015.
Lucius McMurphy
Alt, 1821 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 13 May 2015
at 21:32
  • msg #897

Re: refresher for VTOL Campaign rules

Yeah in a way it is very Clanner style.

I can only do a few more things to it to make it more effective...and that's debatable on the persons perception of things.

Swap in Endo but have to get rid of Ferro.  Possibly take advantage of BAES in the Legs by shifting Jump Jets into the Torso's but then that leaves me a little short in the armour department but very secure in piloting rolls versus hazards.  Or equalized the armour and install the remaining BTC to make sure all four of the lasers are linked.

Could do both if I yanked two of the three jump jets and only left one on to aid in orbital drops and little hops up cliffs right next to me that I couldn't walk/run up.

Get enough Hoff Heat Sinks and I could start swapping out the regular lasers for ER versions.

Stuff like that.

All very expensive modifications moving forward.
Svetlana Arnadottir
Alt, 29 posts
R2 - 2nd Lt.
Snow Witch
Wed 13 May 2015
at 21:43
  • msg #898

Re: refresher for VTOL Campaign rules

I'm essentially in a baby jenner.

A little faster, non jumping, but with the same 4 medium lasers and 10 heat sinks.

Wont take a hit like a jenner, but my mission foot print is almost half that of a Jenner so in theory at least, the stuff i'll be running into will be half the size of a jenner.
Lucius McMurphy
Alt, 1822 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 13 May 2015
at 21:46
  • msg #899

Re: refresher for VTOL Campaign rules

You know if I got myself a ER ML I could almost call myself a micro-grasshopper.

And if you hadn't phased out the LRM2's I really could be ;)
This message was last edited by the player at 21:49, Wed 13 May 2015.
Joaquin Cortez
player, 357 posts
Callsign: "WarDog"
Spider (SDR-5V)
Wed 13 May 2015
at 21:48
  • msg #900

Re: refresher for VTOL Campaign rules

2 meds was no fun. If I had my version of Joaquin now, back then, I'd have made a descent dent in things. As it stands, did little damage and watched others soak up kills & XP. Tough pill to swallow.
Lucius McMurphy
Alt, 1823 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 13 May 2015
at 21:52
  • msg #901

Re: refresher for VTOL Campaign rules

At least here kill xp and c-bill bonus is shared when you do damage to the same things that get killed.  Two mediums can be just fine you just have to think about things in a different light when you're playing a Spider and your combat role is different than other 30 ton mechs.
Kitten
GM, 6105 posts
Wed 13 May 2015
at 21:53
  • msg #902

Re: refresher for VTOL Campaign rules

LRM 2s were a cute concept...

but they were just too grossly advantageous compared to the slightly longer ranged AC/2.


Everyone starts on a learning curve Joaquin, that why i encourage new players to talk to the players.  Even so he'll probably want to twink stuff and make use of the mini mulligan somewhere along the way is my guess.
Kitten
GM, 6106 posts
Wed 13 May 2015
at 21:56
  • msg #903

Re: refresher for VTOL Campaign rules

Going to have to start looking at Mission 17.

My prediction is that the Pussy Cats CO lance and Iron Swords XO lance will advance.

Iron Swords CO lance was mostly a non-show so Adam and Olaf, if he's back will get to sit on defense with the lancers, just faster missions.  I have serious concerns for the Pussy Cat's XO lance, with Rixx absent, they're really hurting on player leadership to get through the mission.

Appoint Quintus, mission leader for now... Till Rixx gets back he'll run Rix.

Hank runs Evans

Greyson runs both cadets.
Lucius McMurphy
Alt, 1824 posts
NCO1 - Corporal
Callsign - 'Burner'
Wed 13 May 2015
at 21:57
  • msg #904

Re: refresher for VTOL Campaign rules

LRM2's would be great on 20 ton and lighter mechs when matched with fire discipline/sure shot.

It would be like a mini Reggie ;)

---

Could have Adam show to help out Pussy Cat XO...
Alaric Drusus
player, 25 posts
Wed 13 May 2015
at 21:58
  • msg #905

Re: refresher for VTOL Campaign rules

I cannot tell you how useful all of this is for me (seriously, thank you!). The specialties are very useful in terms of providing inspiration for well, specializations. There will always be trade-offs and I'm getting a stronger idea of which things are more important to me. Two outcomes are important to me here: being very fast, and able to shoot a bunch of lasers. With that in mind, trading jump jets for better ground speed and more lasers seems like a good move to me. I'm thinking that Stinger is not as much for me and probably more like the Locust or the Mercury. Still a little hazy on how modifications work, as well as what kind (if any) can be done before entering game.
Svetlana Arnadottir
Alt, 30 posts
R2 - 2nd Lt.
Snow Witch
Wed 13 May 2015
at 22:08
  • msg #906

Re: refresher for VTOL Campaign rules

Running a locust/mercury is not without dangers.

Browse Mission 11: Fort Brag

The Valkyries were all runners, no jumpers and were entrapped and mangled over multiple turns when they couldnt run anywhere.  No the dangers you're working with when you make certain decisions.

Mech mods...
link to a message in another game
This message was last edited by the player at 22:09, Wed 13 May 2015.
Alaric Drusus
player, 26 posts
Thu 14 May 2015
at 01:24
  • msg #907

Re: refresher for VTOL Campaign rules

So, as an example of modifications. Let's take a Stinger-3R (https://web.archive.org/web/20...3025/bm-Stinger.html).

Let's say we wanted to drop the MGs in the arms and the ammo from the CT. Together they weigh 2T and take up 3 crits. Could we replace them with 2 additional Medium Lasers, say, one in each arm, leaving us with 2 ML in the RA and 1 ML in the LA.

a) is this a possible modification? b) how many tons of modification does it count as?

Assuming that the above is possible, would it then be possible to drop 2 Jump Jets (say, 1 from each LT and RT) and add a 4th medium laser? How many tons of modification would that be?

What would the cost be for these modifications?
Lucius McMurphy
Alt, 1825 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 14 May 2015
at 01:44
  • msg #908

Modifications?  Who wants those things? Bah!

Alaric Drusus:
So, as an example of modifications. Let's take a Stinger-3R (https://web.archive.org/web/20...3025/bm-Stinger.html).

Let's say we wanted to drop the MGs in the arms and the ammo from the CT. Together they weigh 2T and take up 3 crits. Could we replace them with 2 additional Medium Lasers, say, one in each arm, leaving us with 2 ML in the RA and 1 ML in the LA.

a) is this a possible modification? b) how many tons of modification does it count as?


Yes it is.  You have to pay the removal cost for the MG's and Ammo bin.  You have to buy the Medium Lasers and then pay in the install cost to slot them into the existing criticals.  Depending on your upkeep costs (don't know if Kitten covered that bit yet with you) you could either sell the MG's and Ammo or keep it in storage if you wanted.

It counts as 2 tons of modifications.

Alaric Drusus:
Assuming that the above is possible, would it then be possible to drop 2 Jump Jets (say, 1 from each LT and RT) and add a 4th medium laser? How many tons of modification would that be?


Yes, you could pull the Jump Jets after paying the removal cost, which then you would sell (keeping those isn't helpful because of the exponential cost difference).  Then you'd have to buy another medium laser, and pay the cost to install the laser either in the critical you didn't use from removing the MG and Ammo or one of the slots where the Jump Jets were.

That would count as another ton of modifications for a total of 3 to this point.

Alaric Drusus:
What would the cost be for these modifications?


Not bad and possible for a starting character but much harder once you are in the game.  I'd pop the numbers in for you but I'm also filling in for a BM so I don't have the time to do that at this juncture but tomorrow morning maybe.
Kitten
GM, 6128 posts
Thu 14 May 2015
at 02:20
  • msg #909

Re: Modifications?  Who wants those things? Bah!

Mech critical locations are actually a resource for modifications.  You cant just put equipment anywhere, you have to vacate space and then you can use the location, or you can put them in the arm critical.

Keep in mind that you can only mod 20% of the mechs weight to start, so you can do 2tons just from the mech weight, to do three tons, would mean you need a point of mental to justify it.

Mental doesnt help you hit stuff, or stay up right or dodge damage, but it does have some uses in the campaign to keep it useful, key among them for a non leader character would be mech modification.

For a unit leader it's really important.
Alaric Drusus
player, 27 posts
Thu 14 May 2015
at 02:52
  • msg #910

Re: Modifications?  Who wants those things? Bah!

I thought there was room in both the Tonnage and crits to make it work. If this is correct, it should fit within the available space. I would just need to know how to determine the cost of removing the MGs, Ammo, and 2 JJs, and purchasing and installing the 3 additional MLs. Also how to determine if I can purchase the lasers (edit: if the costs listed in the PDF are accurate, the 3 lasers would cost 120,000cb). It is a 20T mech and I put Mental 1 on him, so he should be able to do this, provided the total modification cost is 3T.

Stinger-3R Base

Weapons & Equipment:    Loc     Heat    Ammo    Crits   Mass
1 Medium Laser          RA      3               1       1.00
1 Machine Gun           RA      0       200     2       1.50
   (Ammo Loc: 1 CT)
1 Machine Gun           LA      0               1        .50
6 Standard Jump Jets:                           6       3.00
   (Jump Jet Loc: 3 LT, 3 RT)
TOTALS:                         3               47     20.00
Crits & Tons Left:                              31       .00

Remove Machine Gun from LA (frees up 1 LA crit and 0.5t)
Remove Machine Gun from RA (frees up 1 RA crit and 0.5t)
Remove MG Ammo from CT (frees up 1 CT crit and 1t)
Remove 1 JJ from LT (frees up 1 LT crit and 0.5t)
Remove 1 JJ from RT (frees up 1 RT crit and 0.5t)

Free Crits: LA 1, RA 1, CT 1, LT 1, RT 1
Free Tonnage: 3.0

Purchase and Install 1 ML in LA (takes up 1 crit and 1t)
Purchase and Install 1 ML in LT (takes up 1 crit and 1t)
Purchase and Install 1 ML in RT (takes up 1 crit and 1t)

Free Crits: RA 1, CT 1 (plus any which were available prior to modifications)
Free Tonnage: 0

Weapons & Equipment:    Loc     Heat    Ammo    Crits   Mass
1 Medium Laser          RA      3               1       1.00
1 Medium Laser          RT      3               1       1.00
1 Medium Laser          LA      3               1       1.00
1 Medium Laser          LT      3               1       1.00
4 Standard Jump Jets:                           4       2.00
   (Jump Jet Loc: 2 LT, 2 RT)
TOTALS:                         3               45     20.00
Crits & Tons Left:                              33       .00

This message was last edited by the player at 03:00, Thu 14 May 2015.
Lucius McMurphy
Alt, 1826 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 14 May 2015
at 03:16
  • msg #911

Re: Modifications?  Who wants those things? Bah!

What you need for most things: link to a message in another game
Tech Availability - Current Timeline

That should have the costs for items.

A Wasp's repair modifier is 1.2 and that is figured buy adding 10% of the mechs tonnage to just past the decimal mark.  Hatchetman would be 1.45 in the grand scheme.  The bigger you get the more expensive it is to monkey around with it.

Thus buying each medium would cost 40k and installing it would be 8k

You should be able to figure out the rest of the weapons for yourself.

Other modification rules (as well as Jump Jet values allowing you to figure removal/install costs) are here: link to a message in another game
Mech Modifications
Alaric Drusus
player, 28 posts
Thu 14 May 2015
at 03:30
  • msg #912

Re: Modifications?  Who wants those things? Bah!

Is it then just the installation cost to remove something?

e.g. Adding a 6th jump jet to a 20T Mech costs 44,000 to purchase and 44,000 * 0.2 to install, so removing the 6th jet would cost 44,000cb * 0.2 = 8,800cb. And the 5th jet would cost 36,000 * 0.2 = 7,200cb.

Is it also fair to assume that modifying a mech during character creation still requires successful rolls to acquire the new components?
Lucius McMurphy
Alt, 1827 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 14 May 2015
at 03:41
  • msg #913

Re: Modifications?  Who wants those things? Bah!

Correct the install costs are the same as the removal costs.

For any 3025 technology aka non-advanced there is no roll needed at character creation but you have to install it on your mech.  You can't stockpile stuff.

So for your Medium Lasers you have no trouble.  Any questions about what is and isn't just ask away, I don't mind letting you know if you aren't sure about it.
Alaric Drusus
player, 29 posts
Thu 14 May 2015
at 03:50
  • msg #914

Re: Modifications?  Who wants those things? Bah!

How about the ammo for the MGs? Is the removal cost for that just 0.2 * (cost of 1T MG ammo)? Or is there an additional cost since the entire capacity to store ammo is being removed?
Lucius McMurphy
Alt, 1828 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 14 May 2015
at 03:53
  • msg #915

Re: Modifications?  Who wants those things? Bah!

Since there is 'standard' ammo for all weapons the costs of the ammo bins is for the standard load.  In this case MG's use cheap ammo so the bins that hold them are cheap.
Alaric Drusus
player, 30 posts
Thu 14 May 2015
at 04:11
  • msg #916

Re: Modifications?  Who wants those things? Bah!

Understood. Thanks for all the help! I'm heading to bed over here. Will put the numbers together in the morning. Should be just about done with the sheet as well. Now for more RP research.
This message was last edited by the player at 04:12, Thu 14 May 2015.
Lucius McMurphy
Alt, 1829 posts
NCO1 - Corporal
Callsign - 'Burner'
Thu 14 May 2015
at 04:15
  • msg #917

Re: Modifications?  Who wants those things? Bah!

No problem.  I had to rebuild a map from scratch so I was busy until just now anyhow.
Kitten
GM, 6143 posts
Thu 14 May 2015
at 15:14
  • msg #918

Re: Modifications?  Who wants those things? Bah!

(Kitty yawns) Just finished the Academy mission design, just have to see how many ironswords show up for it.

Alaric will probably be slotted to play as a freelancer with the Eden defense missions, which i'll get on typing up next.
Alaric Drusus
player, 31 posts
Thu 14 May 2015
at 15:29
  • msg #919

Re: Modifications?  Who wants those things? Bah!

From the RTJ thread, I believe I have the option of trying to make up to 3 availability rolls. Would it be reasonable to try to pick up 2 ER MLs? I know they take an additional crit, but there's space in the arms for those. This would be upgrading the existing ML in the Right Arm to ER (or moving that one to the torso, if it can be done without increasing the total modification tonnage), and buying a second ER ML for the Left Arm. Regular MLs would go into the two torso spots.

edit: The 13+ tn for the availability roll might actually make it impossible for me, which I hadn't considered initially.
This message was last edited by the player at 15:31, Thu 14 May 2015.
Kitten
GM, 6144 posts
Thu 14 May 2015
at 15:34
  • msg #920

Re: Modifications?  Who wants those things? Bah!

Pass or fail you may only make one roll for something.

So you may try for one but will never get two.
Svetlana Arnadottir
Alt, 31 posts
R2 - 2nd Lt.
Snow Witch
Thu 14 May 2015
at 15:41
  • msg #921

Re: Modifications?  Who wants those things? Bah!

Alaric Drusus:
edit: The 13+ tn for the availability roll might actually make it impossible for me, which I hadn't considered initially.


You start looking at stuff that adjust the rolls then.  2 point of mental or 2 points of rank add 1 each, and noble and well equipped options add one for each level in the option.

Sometime bonus go up for auction as well, but this wont be any help for start up rolls.
Alaric Drusus
player, 32 posts
Thu 14 May 2015
at 17:35
  • msg #922

Re: Modifications?  Who wants those things? Bah!

I wanted to make sure the intended modifications are functional within the limitations of the Stinger-3R, so I pulled the crits from the WizKids 3025 record sheet and put them in Google Sheets. Everything with a dash was empty on the base sheet and is highlighted red (except the ones in the arms) to indicate they are unavailable for use. The five critical locations being altered by the intended modifications have comments to indicate what is being done there. I also included a log on the right listing what is being removed, from where, at what cost, and what is being installed, to where, and the cost of those items. Can anyone confirm that this is both accurate and falls within (or exactly) 3T of modification?

https://docs.google.com/spread...8xk/edit?usp=sharing
Penny Plenty
player, 578 posts
R3 - 1st Lt.
Gumdrop
Thu 14 May 2015
at 18:16
  • msg #923

Re: Modifications?  Who wants those things? Bah!

MG ammo is only 1k cb, not 10k cb.

Everything else looks about right to me.

( Also for people contemplating engine changes, take a look at message 6
link to a message in another game )
Greyson Strauss
player, 186 posts
MechWarrior
Striker
Thu 14 May 2015
at 21:05
  • msg #924

Re: Modifications?  Who wants those things? Bah!

I'm just curious, but what happens to me kitten?
Kitten
GM, 6150 posts
Fri 15 May 2015
at 00:21
  • msg #925

Re: Modifications?  Who wants those things? Bah!

Will have to ransom back the valkyrie.  Cost of the ransom impacts everyones pay out.

Up to fifty percent, if it still comes up short, it'll have to be sold, the difference paid to the ransom to get it back in the first place, and you take what's left to buy a new ride.

exact numbers are elusive at the moment i need to work on the mission but got distracted with a busy day.
Alaric Drusus
player, 33 posts
Fri 15 May 2015
at 12:50
  • msg #926

Re: Modifications?  Who wants those things? Bah!

Good morning folks! I can see the light at the end of the number-crunching tunnel. Modifications are ready (https://docs.google.com/spread...8xk/edit?usp=sharing). In short they take a Stinger-3R, remove both MGs, the MG Ammo, and 2 Jump Jets to add three MLs. Making it a 6/9/4 mech with 48 points of armor and 4 medium lasers.

There are still a fair number of C-Bills left over and I know there are options there. I need to determine what to do with the equipment removed for modifications (sell or keep), but I'm not sure where to go from there. What kind of supplies can I get for post-mission repairs? Other options?

Character creation is basically done, but I still need to sort out how to finish spending (or not spending) the exp. I have two options, and I appreciate any insight that you're willing to offer.



Option #1:
This one starts out with more specialties but will have some unspent exp regardless of what I do. I can a) sit on the 70 exp to buy something in play, or b) bump something that costs 50 exp to 2 and sit on the remaining 20. The things which can be bumped to 2 for 50exp include Mental, Edge, Light Mech Specialist, and Hazard Checks. The bonus of the last one would be leaving me only 15 exp short of Roll with the Punches to help out with the inevitable crits.

Experience Log Wallet
EntryAmountCurrentTotal EntryAmountCurrentTotal
Character Creation350350350 Character Creation3,200,0003,200,0003,200,000
Bug Warrior50400400 Bug Warrior-500,0002,700,0003,200,000
Accuracy 3-100300400 Walking the Edge-300,0002,400,0003,200,000
Physical 2-50250400 STG-3R Stinger-1,615,440784,5603,200,000
Mental 1-25225400 Modifications-162,200622,360 
Light Mech Specialist 1-25200400     
Energy Weapons 1-50150400     
Hazard Checks 1-25125400     
Energy Weapons (Some like it hot)-25100400     
Hazard Check (Evasive Movement)-1585400     
Light Mech Specialist (Sprinting)-1570400     

Attributes
Accuracy3Base tn 5+
Physical2Base tn 6+
Mental1Base tn 7+

Character Options
Edge1
Light Mech Specialist1Roll 2d7 for pilot checks in 10-20T mechs
Energy Weapons1Roll 2d7 for attacks with energy weapons
Hazard Checks1+1 to pilot skills to avoid falling

Specialties
Light Mech SpecialistSprinting
Energy WeaponsSome like it hot
Hazard CheckEvasive movement

RankMW
Bank622,360
RestrictionMechs up to 20T
MechSTG-3R Stinger (modified)
Linkhttps://web.archive.org/web/20...3025/bm-Stinger.html



Option #2:
This option leaves no unspent exp, at the cost of limited specializations and focusing on energy weapons out of the gate. Energy Weapons 2 is quite expensive as far as purchase options go and this would permit me to buy a second specialization for it in the not-too-distant-future.

Experience Log Wallet
EntryAmountCurrentTotal EntryAmountCurrentTotal
Character Creation350350350 Character Creation3,200,0003,200,0003,200,000
Bug Warrior50400400 Bug Warrior-500,0002,700,0003,200,000
Accuracy 3-100300400 Walking the Edge-300,0002,400,0003,200,000
Physical 2-50250400 STG-3R Stinger-1,615,440784,5603,200,000
Mental 1-25225400 Modifications-162,200622,360 
Light Mech Specialist 1-25200400     
Energy Weapons 1-50150400     
Hazard Checks 1-25125400     
Energy Weapons (Some like it hot)-25100400     
Energy Weapons 2-1000400     


Attributes
Accuracy3Base tn 5+
Physical2Base tn 6+
Mental1Base tn 7+

Character Options
Edge1
Light Mech Specialist1Roll 2d7 for pilot checks in 10-20T mechs
Energy Weapons1Roll 2d8 for attacks with energy weapons
Hazard Checks1+1 to pilot skills to avoid falling

Specialties
Energy WeaponsSome like it hot


RankMW
Bank622,360
RestrictionMechs up to 20T
MechSTG-3R Stinger (modified)
Linkhttps://web.archive.org/web/20...3025/bm-Stinger.html

Svetlana Arnadottir
Alt, 39 posts
R2 - 2nd Lt.
Snow Witch
Fri 15 May 2015
at 12:54
  • msg #927

Re: Modifications?  Who wants those things? Bah!

o.O

You dont want to put another ton of armor on?

Armor is life, especially in a light mech so little internals.
Alaric Drusus
player, 34 posts
Fri 15 May 2015
at 13:00
  • msg #928

Re: Modifications?  Who wants those things? Bah!

I could mod a Stinger-3G in similar fashion, dropping 2 jump jets and adding a 3rd ML. It has 64 pts of armor, would that make more sense?
Svetlana Arnadottir
Alt, 40 posts
R2 - 2nd Lt.
Snow Witch
Fri 15 May 2015
at 13:11
  • msg #929

Re: Modifications?  Who wants those things? Bah!

I almost always work as much armor onto a mech as possible, as a player, before looking at equipment.

Especially with a 20 tonner, you get hit its going to hurt, why make it easier to blow you up?
Alaric Drusus
player, 35 posts
Fri 15 May 2015
at 13:29
  • msg #930

Re: Modifications?  Who wants those things? Bah!

To be honest, it has been several years since I've had a chance to play MW at all, let alone an actual campaign. It may be that whatever survival instincts I had in the past have become fairly dull. I've got some people suggesting to make the thing as tough as possible, others to maximize damage, and plenty of reminders for how incredibly fragile a 20T mech really is.

Perhaps, I would be better off playing it safe. Drop Bug Warrior and buy a Jenner-F instead? Instead of getting Light Mech Specialization and Hazard Checks, go for Tactics? Buy Edge 1 with exp instead of c-bills. Maybe use the last 50 exp for a 'Do anything for money' and make it an Heirloom Mech?

I am reasonably confident that I can have fun in just about anything, but I have the feeling that most of the folks offering their insight are somewhat concerned that I'm going to explode hilariously minutes after setting foot on the battlefield for the first time.
Adam Carlyle
Player, 100 posts
O4 - Captain
Solid Slug
Fri 15 May 2015
at 13:42
  • msg #931

Re: Modifications?  Who wants those things? Bah!

When you are dealing with a campaign that had Light mechs as the majority you can't use heavier mechs to screen damage for you so to speak cause everyone is more or less on the same page.  That is why Svetlana is suggesting maxing out or getting your armour close to max.  Especially when on a 20 ton mech if you don't have max armour the average weapon out there (Medium Laser) might pierce your skin and start doing internal damage in one hit.

No...

You won't explode hilariously unless you take an ammo laden mech like I did first time round. ;)
Penny Plenty
player, 579 posts
R3 - 1st Lt.
Gumdrop
Fri 15 May 2015
at 14:04
  • msg #932

Re: Modifications?  Who wants those things? Bah!

Where upon you'll explode hilariously at the end of the mission?

They still play that event the Solaris circuit bloopers holo reel highlights...
Adam Carlyle
Player, 101 posts
O4 - Captain
Solid Slug
Fri 15 May 2015
at 14:10
  • msg #933

Re: Modifications?  Who wants those things? Bah!

Yeah I know.

I can make a killer version of that now that we have access to some advanced tech.  Sell off my Hatchetman and downgrade into the Urbie and trick it out with some serious bling ;)
Alaric Drusus
player, 36 posts
Fri 15 May 2015
at 14:11
  • msg #934

Re: Modifications?  Who wants those things? Bah!

I think Jayne Cobb put it best when he said, "I don't wanna explode."

edit: there are really 2 primary benefits to making the switch to a larger mech. For one, Jenner's are awesome. For two, I would have somewhat more room to make newbie mistakes. There is some appeal to that.
This message was last edited by the player at 14:19, Fri 15 May 2015.
Adam Carlyle
Player, 102 posts
O4 - Captain
Solid Slug
Fri 15 May 2015
at 14:20
  • msg #935

Re: Modifications?  Who wants those things? Bah!

Slap some Endo on, swap the AC/10 for a LBX AC/10, swap the SL for an ERSL and strip that superfluous HS out.  Mate a BASE to the AC/10, bump it's engine up to make it go 3/5 and use the last half ton for CASE.

3/5/2, LBX AC/10 w/BAES & CASE, ERSL, 6 tons of armour.  Not bad and not far from the Clan Urbanmech IIC
Akarian Euclid
player, 403 posts
R3 - 1st Lt.
Fri 15 May 2015
at 14:54
  • msg #936

Re: Modifications?  Who wants those things? Bah!

I kinda wish I had taken a Jenner, even if the armor is thinner.

Though they have their downsides as well, quite expensive, and lack hands/lower arm which is bad for punching and more importantly depending salvage.

Still though they're a nice ride.

Nothing wrong with starting your life in a heavier mech Alaric.
Adam Carlyle
Player, 103 posts
O4 - Captain
Solid Slug
Fri 15 May 2015
at 15:04
  • msg #937

Re: Modifications?  Who wants those things? Bah!

Thinner armour than what?  It's got heftier armour that your starting ride and the K is close to maxed :P

Though the lack of hands does limit salvage operations, that much is quite true.
Akarian Euclid
player, 404 posts
R3 - 1st Lt.
Fri 15 May 2015
at 15:07
  • msg #938

Re: Modifications?  Who wants those things? Bah!

In reply to Adam Carlyle (msg # 937):

Thinner armor than my original Mongoose :)
Adam Carlyle
Player, 104 posts
O4 - Captain
Solid Slug
Fri 15 May 2015
at 15:13
  • msg #939

Re: Modifications?  Who wants those things? Bah!

That's right...it starts with 4 tons and the F (not K I just think all the Kurita mods slap K on it) bumps it up to 7.
Kitten
GM, 6163 posts
Fri 15 May 2015
at 15:33
  • msg #940

Re: Modifications?  Who wants those things? Bah!

Right...

Mission 16 is ending in a couple of weeks, and i just finished up the archetypes.

Everyone should look them over, in particular... the Alts.

Even if you have no desire to play a second mech in the campaign you should look the alts over, to see if the concept of playing supporting Tech, Cavalry, or even Infantry appeals to you.  They rely on your mechwarrior, goes where your mechwarrior goes, and if your mechwarrior has rank, fights with them, as well.

Players currently with fighting alts... may consider the attractive nature of keeping the mech alt vs the support alt.  These Archetypes are all 'Beta' at the moment and subject to change.  I am still accepting input from players regarding these archetypes.  I believe they are all balanced, and bring something to the campaign to make it more enjoyable.

link to a message in another game
Akarian Euclid
player, 405 posts
R3 - 1st Lt.
Fri 15 May 2015
at 15:47
  • msg #941

Re: Modifications?  Who wants those things? Bah!

I like the idea of conventional cavalry, could see myself having done/doing something with that, though starting with no CB is hard.

Ah yeah Jenner F... yeah thats really quite nice.
This message was last edited by the player at 16:32, Fri 15 May 2015.
Kitten
GM, 6164 posts
Fri 15 May 2015
at 18:18
  • msg #942

Re: Modifications?  Who wants those things? Bah!

Akarian Euclid:
I like the idea of conventional cavalry, could see myself having done/doing something with that, though starting with no CB is hard.

Ah yeah Jenner F... yeah thats really quite nice.



They start with no money in hand, because your mech warrior buys the conventional unit and hands it over to them to use... and bankrolls the cash for modifications and what not.
Joaquin Cortez
player, 359 posts
Callsign: "WarDog"
Spider (SDR-5V)
Fri 15 May 2015
at 19:21
  • msg #943

Re: Modifications?  Who wants those things? Bah!

I originally looked at the Fire Javelin (10F model I believe off the top of my head). She's a beast. Little slower then a Jenner, but has arms and for a "Light" takes a beating.
Talons are some of my fav light units, but aren't incredibly practical in Kitten's campaign. It's a Locust on roids. 8/12, PPC & 2 Meds. Star League upgrading goes to ERs. I've seen Pulse variants but not nearly as brutal as with the ER PPC.
Commandos get a lot of flack, but in the right hands are an extremely reliable and deadly mech.
That Wasp variant with a load of small lasers is nothing to mock either.
Listen to those telling you armor matters. Look at what one shot just did to my Spider. It shaved everything in my Right Torso off. No internal crits yet (Thank Goodness), but that might not be the case soon. Use cover and movement modifiers to your advantage. Biggest cup of advice I can give you from my experience..... ALWAYS check the post ahead of you before declaring your movement. Collisions due to error do not end well for all parties involved.
Akarian Euclid
player, 406 posts
R3 - 1st Lt.
Fri 15 May 2015
at 19:27
  • msg #944

Re: Modifications?  Who wants those things? Bah!

In reply to Kitten (msg # 942):

Yep I know, and I think that's fine, just I can't afford it :)

Or at least for anything I'd want to risk a character in combat in.
This message was last edited by the player at 19:36, Fri 15 May 2015.
Lucius McMurphy
Alt, 1840 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 15 May 2015
at 19:40
  • msg #945

Re: Modifications?  Who wants those things? Bah!

I started in a Fire Javelin.  Good tough little machine.
Alaric Drusus
player, 37 posts
Fri 15 May 2015
at 20:28
  • msg #946

Re: Modifications?  Who wants those things? Bah!

Took a closer look at the Javelin-10F and... wow. That's really nice. I think I kept missing it since the page links to the 10N model with SRMs and less armor first. Going to have to drop Bug Warrior and go with that, since it has all of the things I want and some of the ones I didn't even know I needed. Heading home from work soon and will revisit the exp/cb situation there. Thanks for the recommendation!
Lucius McMurphy
Alt, 1842 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 15 May 2015
at 20:37
  • msg #947

Re: Modifications?  Who wants those things? Bah!

*chuckles*

Glad we could help.
Alaric Drusus
player, 38 posts
Fri 15 May 2015
at 20:52
  • msg #948

Re: Modifications?  Who wants those things? Bah!

I really like Damage Magnet, which I'd ignored previously as attracting damage felt antithetical to Bug Warrior, since it looks great for getting back out into the field quickly. And since being in the field is the thing that generates more c-bills and exp, a quick turnaround is desirable.

For the other two options though... There's always Energy Weapons, which I am confident is pretty great. But that would preclude other, also useful things like Tactics, or perhaps Noble. Being able to win initiative more often or bring along additional targets, I mean conventional units both feel pretty useful. In the 'big picture, long-term slog' kind of sense.

Would I be gimping myself if I did not take Energy Weapons?
Lucius McMurphy
Alt, 1843 posts
NCO1 - Corporal
Callsign - 'Burner'
Fri 15 May 2015
at 20:58
  • msg #949

Re: Modifications?  Who wants those things? Bah!

Not if you plan on having things like Targeting Computers that help with aiming or putting xp into Gunnery.

In the past taking Energy/Ballistic/Missile weapons was a way for you to more easily get equivalent Gunnery levels of 3 and 2 without dumping massive xp into that attribute since it was a +1 or +2 (essentially lowering your skill and making you a better shot).  Now it don't make your shot easier it potentially allows you to roll better and to take advantage of extreme ranges (which you can only hit if you naturally roll 13+ on the 2d7 or 2d8...even if the shot at extreme range after modifications drops to say a 10+ you still need to roll at least a 13 when they are in that phantom range)

So no you wouldn't.  It just eliminates another level of complexity to potentially take advantage of.
Kitten
GM, 6168 posts
Fri 15 May 2015
at 21:58
  • msg #950

Re: Modifications?  Who wants those things? Bah!

I'm ... contemplating some rule changes for the weapon options actually.

Energy, Ballistic, and Missiles all use a bump in dice.

They all allow access to Extreme range, which i'm thinking will be a flat penalty 6 roll

Damage starts to taper off at that range though.

Ballistics do one less damage.

Normal Missiles are -1 on number that this chart.
Streaks are no longer streak at that range and roll number to hit..

Energy Weapons are 1/2 damage (Rounded up)

This make sense to you peeps and are you all down with it?
Teri Knight
player, 408 posts
Panther, P5, G5
Callsign: Catgirl
Fri 15 May 2015
at 22:23
  • msg #951

Re: Modifications?  Who wants those things? Bah!

(Drools slightly)  So the extreme range for a PPC could be...
Kitten
GM, 6169 posts
Fri 15 May 2015
at 22:33
  • msg #952

Re: Modifications?  Who wants those things? Bah!

24, but if it's only doing half damage its only doing 5 damage at that range.
Alaric Drusus
player, 39 posts
Fri 15 May 2015
at 23:29
  • msg #953

Re: Modifications?  Who wants those things? Bah!

If one is going to purchase rank, do you need to go up through the NCO ranks and then into the officer ones or can you just pick a rank tree?
Akarian Euclid
player, 407 posts
R3 - 1st Lt.
Fri 15 May 2015
at 23:40
  • msg #954

Re: Modifications?  Who wants those things? Bah!

You need leadership option for officer ranks I believe.
Lucius McMurphy
Alt, 1844 posts
NCO1 - Corporal
Callsign - 'Burner'
Sat 16 May 2015
at 01:09
  • msg #955

Re: Modifications?  Who wants those things? Bah!

Leadership or Noble for Officer Ranks, Tactics and/or Mental for NCO Ranks.

For purposes of this game you stay in one area or the other unless special circumstances require a mini-mulligan of sorts like when we needed more Lance Commanders and people that chose that could re-jigger their characters to have those skills and correspondingly get promoted differently.

As for the extreme range stuff...

Adding 6 is right in line with the previous ranges of 2 and 4 so that makes total sense.

I either wouldn't monkey with the damage at all or keep the -1 across the board for energy weapons too.  That's my 2 c-bills.
Kitten
GM, 6170 posts
Sat 16 May 2015
at 03:22
  • msg #956

Re: Modifications?  Who wants those things? Bah!

Lucius McMurphy:
Leadership or Noble for Officer Ranks, Tactics and/or Mental for NCO Ranks.

For purposes of this game you stay in one area or the other unless special circumstances require a mini-mulligan of sorts like when we needed more Lance Commanders and people that chose that could re-jigger their characters to have those skills and correspondingly get promoted differently.

As for the extreme range stuff...

Adding 6 is right in line with the previous ranges of 2 and 4 so that makes total sense.

I either wouldn't monkey with the damage at all or keep the -1 across the board for energy weapons too.  That's my 2 c-bills.


Well part of the reason, i was twinking with this, was that i was contemplating reducing the energy weapon option to one, if this gave Missile/ballistic a big enough bump.

I'm not sure it does.
Lucius McMurphy
Alt, 1845 posts
NCO1 - Corporal
Callsign - 'Burner'
Sat 16 May 2015
at 03:28
  • msg #957

Re: Modifications?  Who wants those things? Bah!

They need a larger bump?

It already costs half the xp that it takes to increase Energy and both of them have the option to make their weapon type the equivalent of Streak.  Both Missile and Ballistic also have specialty ammo and capabilities that Energy can't match with the inclusion of lighter missiles, ballistics and new rockets giving them range over all but the heaviest Energy weapons that are hard pressed to keep up because of heat requirements.

:P

What crack have you been smoking.
Kitten
GM, 6171 posts
Sat 16 May 2015
at 03:56
  • msg #958

Re: Modifications?  Who wants those things? Bah!

No.  reduce the cost of energy down to one option slot instead of two.

or something.
Lucius McMurphy
Alt, 1846 posts
NCO1 - Corporal
Callsign - 'Burner'
Sat 16 May 2015
at 04:10
  • msg #959

Re: Modifications?  Who wants those things? Bah!

Oh...

Nah I think what you have right now is working pretty good to me.  If you have energy loose half their power at extreme range and the trade off is opening up a whole additional slot and the cost of it drops down to regular...it would make Luc even more deadly with a whole new option available.  Much as I could like that...I don't think it's for the best.
Alaric Drusus
player, 40 posts
Sat 16 May 2015
at 05:21
  • msg #960

Re: Modifications?  Who wants those things? Bah!

I've seen 'upkeep' mentioned in several places and references to things like having your own repair team. I haven't found anything yet that offers specific details on this. Also how does one obtain conventional units to bring along?
Kitten
GM, 6172 posts
Sat 16 May 2015
at 11:34
  • msg #961

Re: Modifications?  Who wants those things? Bah!

Buying tanks and stuff is like equipment theres an availability roll on the TRO.

Number of conventional units may not exceed the characters Rank.
Weight of the conventional units may not exceed Mechwarriors mech weight.

Unless you have Conventional Cavalry for an alt you cant take Unit level Support conventional.
Unless you have a Technician for an Alt, you cant take Salvage units.
Akarian Euclid
player, 408 posts
R3 - 1st Lt.
Sat 16 May 2015
at 11:50
  • msg #962

Re: Modifications?  Who wants those things? Bah!

Mmmm I'd forgotten the conventional units weights can't surpass mech weight rule, that's a bit of a bummer for Conventional Cavalry option.
Maybe the alt should boost that limit.
This message was last edited by the player at 12:15, Sat 16 May 2015.
Akarian Euclid
player, 409 posts
R3 - 1st Lt.
Sat 16 May 2015
at 11:56
  • msg #963

Re: Modifications?  Who wants those things? Bah!

Also if energy only cost 1 option, I'd be dropping 150xp worth of CAT and specialities instantly, I doubt the option would ever be worth taking.
Alaric Drusus
player, 41 posts
Sat 16 May 2015
at 13:26
  • msg #964

Re: Modifications?  Who wants those things? Bah!

For options, I'm thinking Damage Magnet, Tactics, and <maybe Noble or Well-Equipped or Tinker or X-Tech> -or- Damage Magnet and Energy Weapons.

Why do decisions have to be so hard?
Kitten
GM, 6173 posts
Sat 16 May 2015
at 14:11
  • msg #965

Re: Modifications?  Who wants those things? Bah!

Dont forget, the Javelins are sort of neat, but there's an often forgotten, +1 hazard check penalty for them.  They're... top heavy and not balanced well.

(Its in the TRO, really.)

Luc, Roger, Reyvak, all deal with the risk of falling down more.
Alaric Drusus
player, 42 posts
Sat 16 May 2015
at 15:00
  • msg #966

Re: Modifications?  Who wants those things? Bah!

Good to know!

There have been several versions of the game are we generally using the most recent WK/Catalyst material or the older stuff from FASA?

To clarify, the die size increase from Mech Specialist applies to all pilot rolls, and the +1/level of Hazard Checks is only for checks related to falls. So, if you had both at 1, you'd roll 2d7+1 for pilot checks to avoid falls, is that correct?
Kitten
GM, 6174 posts
Sat 16 May 2015
at 18:39
  • msg #967

Re: Modifications?  Who wants those things? Bah!

That is the way it's written, the dice increase mechanics is a little in 'beta' testing, since they were only added as of last mission.

It's being tried out and the kinks are being worked on, if it works out,they might all just be 'increase' dice size, and at some near date be a simple 2d8
Alaric Drusus
player, 43 posts
Sun 17 May 2015
at 03:07
  • msg #968

Re: Modifications?  Who wants those things? Bah!

Here's where I am now, with regard to character creation. Thoughts?

Experience Log Wallet
EntryAmountCurrentTotal EntryAmountCurrentTotal
Character Creation350350350 Character Creation3,200,0003,200,0003,200,000
Accuracy 3-100250350 Javelin-10F-2,361,840838,1603,200,000
Physical 2-50200350 Heirloom Mech-118,092720,0683,200,000
Mental 1-25175350 Walking the Edge-300,000420,0683,200,000
Damage Magnet 1-25150350     
Tactics 1-25125350     
Hazard Check 1-25100350     
Prepared for Worse-1585350     
Evasive Movement-1570350     
Damage Magnet 2-5020350     
Bodyguard-1010350     

Attributes
Accuracy3Base tn 5+
Physical2Base tn 6+
Mental1Base tn 7+

Character Options
Edge1-
Damage Magnet2Repair 16af Standard or 8af FerroFib armor after a mission
Tactics1+1 bonus to pilot skills when rolling for Initiative
Hazard Checks1+1 bonus to pilot skills to avoid falling

Specialties
Damage MagnetPrepared for Worse
Hazard CheckEvasive Movement
TacticsBodyguard

Rank 
Bank420,068
MechJVN-10F Javelin
Linkhttps://web.archive.org/web/20...25/bm-Javelin1f.html

This message was last edited by the player at 15:04, Sun 17 May 2015.
Lucius McMurphy
Alt, 1847 posts
NCO1 - Corporal
Callsign - 'Burner'
Sun 17 May 2015
at 03:20
  • msg #969

Re: Modifications?  Who wants those things? Bah!

Looks pretty solid.
Kitten
GM, 6175 posts
Sun 17 May 2015
at 05:01
  • msg #970

Re: Modifications?  Who wants those things? Bah!

We just lost hank tonight, he's departing the campaign for various reasons, so it looks like you can have his spot Alaric.
Lucius McMurphy
Alt, 1849 posts
NCO1 - Corporal
Callsign - 'Burner'
Sun 17 May 2015
at 05:03
  • msg #971

Re: Modifications?  Who wants those things? Bah!

Sorry to see you go Hank.  Wish you the best.
Akarian Euclid
player, 423 posts
R3 - 1st Lt.
Mon 18 May 2015
at 13:26
  • msg #972

Re: Modifications?  Who wants those things? Bah!

Can someone remind me if physical attacks from inside a building hex to a unit outside a building are legal? I know the reverse is illegal by TW (Outside unit to inside unit), but can't find anything on inside to outside.
Alaric Drusus
player, 44 posts
Mon 18 May 2015
at 14:43
  • msg #973

Re: Modifications?  Who wants those things? Bah!

So, other than availability rolls and some supplies and/or crew, I'm pretty much ready to go. I'm not sure what I might want to use the rolls for, any suggestions? Will someone please re-link the post describing the costs of crew? I've lost the link to that one. Are the costs listed there both the initial and upkeep costs? And, how often is upkeep charged?

Thanks!
This message was last edited by the player at 14:44, Mon 18 May 2015.
Akarian Euclid
player, 428 posts
R3 - 1st Lt.
Mon 18 May 2015
at 15:33
  • msg #974

Re: Modifications?  Who wants those things? Bah!

If you mean conventional unit upkeep costs, you can't buy them without rank. If you mean the personal technician and other costs for storage and what not, I believe they are applied after each mission, though credits and experience don't normally get finalized and made available until around 3 missions or so on average have been completed. (Usually when the timeline/story is advancing)
Alaric Drusus
player, 45 posts
Mon 18 May 2015
at 15:44
  • msg #975

Re: Modifications?  Who wants those things? Bah!

Can you still purchase personal technicians and/or put items in storage with C-bills from character creation?
Akarian Euclid
player, 431 posts
R3 - 1st Lt.
Mon 18 May 2015
at 19:09
  • msg #976

Re: Modifications?  Who wants those things? Bah!

You specify your starting levels of personal technician, storages, and so forth.

I'm pretty sure any gear you make with acquisition rolls during character creation you can also store.

However, I don't believe Kitten is allowing you for instance to buy 4 spare medium lasers with no rolls, and store them away.
Alaric Drusus
player, 46 posts
Mon 18 May 2015
at 19:12
  • msg #977

Re: Modifications?  Who wants those things? Bah!

That's fair. I would not expect otherwise.
Lucius McMurphy
Alt, 1850 posts
NCO1 - Corporal
Callsign - 'Burner'
Mon 18 May 2015
at 19:18
  • msg #978

Re: Modifications?  Who wants those things? Bah!

But you can store the stuff you removed from your mech as well as anything that you use an acquisition roll on...

Which would be the only way to 'stockpile' a normal piece of gear...paying for it with both the chance of not making the roll as well as using up a roll that could be used on rarer things.
Svetlana Arnadottir
Alt, 44 posts
R2 - 2nd Lt.
Snow Witch
Mon 18 May 2015
at 20:01
  • msg #979

Re: Modifications?  Who wants those things? Bah!

You have to remember you cant roll for anything more than once, so certain things take long term planning.

Especially for larger mechs.

You have to stockpile things like Endo and Ferro Fib, if you want to make the change over to using them.

Among energy pilots, stuff like IS/DS HS is pretty popular.
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