OOC - Started May 2014
Status of Mercs Bookkeeping, and Unit organization for next contract.
Arms Inc. (leadership 4)
(30t) Valkyrie - Odin /Kurt - Ready {suited}
(35t) Jenner-F - Avenger/David - Ready {NO suit}
(40t) Whitworth- Viking /Roger - Ready {suited}
(35t) Panther - Catgirl/Teri - Ready {suited}
Iron Swords (leadership 4)
(30t) X-3a - Burner / Lucius - Waiting on Load (suited)
(35t) Jenner-F - Dust Storm/Raith - Ready {NO suit}
(35t) Raven-1x - Rook /Jennifer - Ready {suited}
(30t) Valkyrie - Reggie /Regina - Ready {PSuit}
Valkyries (leadership 4)
(30t) X-3c - Dragaon/Anastasia- WIP {suited}
(30t) A-3 - Ironmaiden/Lina - Ready {PSuit}
(25t) Xa-3 - Hina - Waiting on Load {NO suit}
(25t) Xa-3 - Helia - Waiting on Load {PSuited}
Lancers (leadership 3)
(25t) Mongoose - Traxx / Pax - Ready {NO suit}
(40t) Whitworth- Lucky / Donovan - Ready {suited}
(30t) Spider - War Dog/Joaquin - Ready {suited}
(25t) Mongoose - Akarian - Ready {suited}
Freelancers (leadership 2)
(45t) Vindicator - Malcolm - Ready {NO suit}
(45t) Blackjack - Big Jake - Ready {NO suit}
(35t) Jenner-F - Scorpion - Ready {NO suit}
Bookkeeping going well, we should be able to start soon, probably before June rolls around.
Rolling whats left of the Freelancers together and using the best leadership for the lance (Malcolm in the vindicator). While he is in roleplaying command, it should be noted that he has the least experience with actual table top play, so Jake and Hassan should really make an effort to help him along. If he goes down, so does the lance leadership.
On the next mission, cockpit decompression can kill your pilot.
To avoid this gruesome fate, Mechwarriors are offered a space suit that is capable of resisting the vacuum of space. The downside to this, is that all your pilot skill rolls will be at a penalty of one. You are presumed not to be wearing one unless you request it, and it is noted with the comment '{suited}' next to your name. Characters with Plugsuits, may use them in place of the generic one being issued.
An hit on a mech can cause decompression, on a roll of 10+. When this happens all critical locations are disabled (not destroyed!) and cease to function for the rest of the mission. This will NOT trigger ammo explosions. If the Cockpit, Center Torso, or Leg Decompresses the mech will be considered disabled for the mission and with be in the process of shutting down, if not already done so.
The Vacuum of space is no friend to your heat sinks efforts to get rid of heat. Each heat sink will get rid of 1/2 a point of heat. Fractional heat will be counted, though the heat is rounded down on the heat scale for purposes of penalty effects.
The Gravity is going to be light. That means you'll be able to move around really fast. Walks are (x1.5) and runs are recalculated on the new walk speed. Each jump jet used will carry you 1.5 hexes. If you stay at, or under your safe speeds, everything is fine. If you exceed the 'safe' distances there is a chance of seriously damaging your mech. During the initiative phase, you will make a pilot check. If you fail your pilot check, your mech will take a point of damage to each leg, for each movement point you exceeded your safe move by (A natural roll of 2 will always fail.). Keep in mind movement penalties from heat will be multiplied by (x1.5) to reflect these rules.
I believe this is the gist of the special rules in use for the next mission. Just finishing up bookkeeping at we should be able to start.... soon.
This message was last edited by the GM at 14:52, Sun 25 May 2014.