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, welcome to Y ~ Wild Stallions (Mech warrior)

15:52, 18th April 2024 (GMT+0)

Out of Character - Game related.

Posted by PegasusFor group 0
Kitten
GM, 712 posts
Fri 2 Dec 2011
at 20:26
  • msg #1003

Re: Where we are... what i'm waiting for...

Abusing optional character generation a little but it's all good.  =P
Pvt. Wu Feng Juntuan
player, 3 posts
Fri 2 Dec 2011
at 20:43
  • msg #1004

Re: Where we are... what i'm waiting for...

To take your line:

*kiss, kiss* ;)
Kitten
GM, 717 posts
Fri 2 Dec 2011
at 21:05
  • msg #1005

Re: Where we are... what i'm waiting for...

Baker is probably the units best infantry squad, since it has a Crack, two veteran and a regular trooper.  I'll scrub the npcs off and pencil in the players to fill the void.

Need to take the baby to swim class tonight though, so... no more work to be done here.  I saw Caitlin appear on and off in the pf game, but she didnt make it here.  Auction One, for a command bump resolves official tonight, but i wont look at it till tommorow sometime.  You have till i look at the auction tommorow to get bids in.

I think everyone but Caitlin and Johan have had a chance to put bids in.

Finalizing Johan's mech as a Valkyrie -QA so he's got a budget for auctions now.
This message was last edited by the GM at 21:09, Fri 02 Dec 2011.
Pvt. Althea McCormic
player, 7 posts
Fri 2 Dec 2011
at 22:21
  • msg #1006

Re: Where we are... what i'm waiting for...

okay, can someone, Anyone really, tell me what book to look in to find equipment details and such?
MW Camille Sforza
player, 109 posts
Fri 2 Dec 2011
at 22:29
  • msg #1007

Re: Where we are... what i'm waiting for...

Kitten:
For those of you that were in Mac's game that were battle master, or played under Lings unit, its no surprise to you how things work, for others it might be an epithany.

Bigger... is not always better in the campaign.

For those of you that played with... and against... Ling.  You know that her unit was literally the smallest and lightest unit among the mercs in Macs game, but when it came down to playing out a mission they regularly were under estimated because of their weight and their talent was over looked.  They were feral nasty little beast that ton for ton were tough to beat on 'equal' footing and rolled over things easily in the mission constraints that mac used.

For old players, just something to keep in mind, when eventually, battlefield salvage starts showing up in the auction, weigh what youre trading in against what youre getting.  Ton for Ton is it really an improvement that's worth the increase you'll be dealing with in the Op Force.


I would so have loved to see the sentinels squared off agaisnt lings unit, for one single reason... to have it displayed to them just how horrible our teamwork was :(

and by horrible i mean non existing :(

also GM, we need to eat this thread and start another... I'll cook a sauce if you handle the drinks?
MW Amos Trask
player, 101 posts
Panther-9R
Callsign Joker
Fri 2 Dec 2011
at 22:32
  • msg #1008

Re: Where we are... what i'm waiting for...

In reply to Pvt. Althea McCormic (msg #1006):

Check Msg #5 link to a message in this game and Msg #3 link to a message in this game.

It equipment is very basic and simple... so we won't get bogged down with too many details. If you want something added, then ask Kitten. I'm sure she'll add it to the list
Kitten
GM, 723 posts
Fri 2 Dec 2011
at 22:36
  • msg #1009

Re: Where we are... what i'm waiting for...

Yes... basic equipment so far, will get more fancy i'm sure as the infantry get more inventive.  I'm looking forward to seeing how that works out.

This thread is officially closed.
This message was last edited by the GM at 22:36, Fri 02 Dec 2011.
Pvt. Althea McCormic
player, 8 posts
Fri 2 Dec 2011
at 22:36
  • msg #1010

Re: Where we are... what i'm waiting for...

it's just all these equipment grades and all... C/C/C, D/D/D... etc...

I've no idea what that means or refers to, and what is what?
Kitten
GM, 748 posts
Sat 3 Dec 2011
at 20:40
  • msg #1011

Re: Where we are... what i'm waiting for...

The letters reflect various restrictions to the gears availability.  The 'lower' the letter the easier it is to obtain.  The higher the letter the harder it is to obtain.

In general, the harder it is to get something the more lethal/useful something is.
Kitten
GM, 749 posts
Sat 3 Dec 2011
at 20:49
  • msg #1012

Re: Where we are... what i'm waiting for...

Lance assignments are being worked out and finalized.

At the moment Crispin is the only one with a firm rooster to work with so i will start posting the next mission notes for him.
Kitten
GM, 760 posts
Sun 4 Dec 2011
at 18:47
  • msg #1013

Re: Where we are... what i'm waiting for...

Mission (4) set up informatin is up, feel free to 'roleplay'  (it is not a four letter word, it's eight) how you want to deploy the reserve units to respond to the Combine Pincer movement.

Bravo Squad... is still pending Infantry character submissions, will make a go of it with the dynamic duo if no one else wants to join in the infantry scenario.
Kitten
GM, 761 posts
Sun 4 Dec 2011
at 19:15
  • msg #1014

Re: Where we are... what i'm waiting for...

Should be noted... that while it's preferable to see a tank explode than a mech, that they're really not 'expendable' resources.  get them blown up and they wont be there for the next scenario.
Kitten
GM, 762 posts
Sun 4 Dec 2011
at 19:27
  • msg #1015

Re: Where we are... what i'm waiting for...

As requested, Wild Stallions unit tables have been updated.

combine forces have been generated, you just cant see them till the scenario starts.
Kitten
GM, 763 posts
Sun 4 Dec 2011
at 19:36
  • msg #1016

Re: Where we are... what i'm waiting for...

Alot of copy pasting done, if i messed something up, let me know.

The 6th Recon Company unit info, and the M4 unit info... i think... is accurate.
Kitten
GM, 768 posts
Sun 4 Dec 2011
at 22:16
  • msg #1017

Infantry Combat Load...

Looking at the infantry stuff at the moment (found my pdf of MW 3rd in my Nook) and concluded the option point system doesnt seem fair.  Since i'm tracking kg. for personal gear, it made sese to me to base Infantry Combat load in kg.

Combat Load = their Physical stat (x3)kg, so the typical infantryman with a (3) physical stat can carry 9kg with out slowing down.

Carrying an additional Physical stat (x2)kg, in equipment will cost the character (-1ap)

that would explain why the 'big guys' are usually carrying the heavy weapons and stuff.

Im sifting through the MW book now and putting up 'stuff' for trooper to buy.
Kitten
GM, 770 posts
Mon 5 Dec 2011
at 01:04
  • msg #1018

>.<

This... is probably not my brightest idea, since i'm sure i'm making work for myself but...

In the interest of being 'fair'.  Any one that wants to re-roll their character using the optional rules may.  New mechwarriors, and Infantry are using the optional rules, and characters are coming out a little more diverse, which i consider a good thing.

If you want to redraft your character let me know in your private threads, and post your desired redraft, and note how your auction adjustments were spent.

Keep in mind...

Ranged Combat ~ Obviously an important ability since everything in the game relies on hitting things to kill it.

Physical ~ Not to be ignored.  It's used for intiative, and physical combat (in and out of mech).  Infantry need to pay even more attention to it, since it decides help much gear you can carry, and how stealthy you are.

Mental ~ For mechwarriors not too important a stat.  For officers a little more.  Players will need to get an 7+ to get intiative.  This will go up, or down, depending on who's got the smarter commander.  It would be used to determine if traps and ambushs were detected.  If you took option (3) to customize your mech, it would add one ton for each level you had in mental ability to determine the cap you were allowed.

I suspect Crispin might become the resident tactical guru in the unit.

For infantry, it would be use to oppose stealth checks and use things that require technical know how.  Most notably explosives.  You need at least a Mental abilty of '2' to use demolitions, and the higher your mental ability, the quicker you can safely use them.

If you're frowning and mulling over if you really want to ignore an ability, i consider that good.  I'm trying to give the game more depth and keeping it from becoming a one stat (gunnery) oriented game.
This message was last edited by the GM at 01:48, Mon 05 Dec 2011.
Kitten
GM, 771 posts
Mon 5 Dec 2011
at 02:39
  • msg #1019

Re: >.<

I've been asked to appeal the encumbrance rule for infantry to be a little merciful to the infantry trying to lug alot of gear around.


Combat Load = 4 + Physical stat (x2)kg, so the typical infantryman with a (3) physical stat can carry 9kg with out slowing down.

Carrying an additional Physical stat (x2)kg, in equipment will cost the character (-1ap)

That should help ease Encumbrance for the physical challenged character.  Still not a total fix, but better.
Kitten
GM, 978 posts
Mon 12 Dec 2011
at 22:05
  • msg #1020

Re: >.<

To be clear...

The events that happened in the Fire/Support lance missions were not done quickly or lightly.

They were discussed with the player and options were presented.  In the interest of remaining true to the characters personality, and the deadliness of war, and a really stylish way to go in a blaze of glory.

Crispins fate were wrote off as a cinematic end.  The player will remain with us, and is already contemplating a new character to bring into the game.  So dont feel bad about Crispin's passings.  The risk of a character dying is ever possible.  At least Crispin went at a time when he wanted to go, in a manner he wanted to go.

How many character real or fictional get to say that?
Kitten
GM, 984 posts
Tue 13 Dec 2011
at 00:24
  • msg #1021

Re: >.<

>.<

Man is it just me or is the 6th recon Company sort of cursed?
Kitten
GM, 986 posts
Tue 13 Dec 2011
at 13:15
  • msg #1022

Re: >.<

Command ~ Still waiting for Devlin to roll intiative and move Nate and himself.
Camille, dont forget the AMCs

Bravo ~ Waiting for Wu to take his last four ap, before moving off 01:10 Mission time.
This message was last edited by the GM at 13:18, Tue 13 Dec 2011.
Kitten
GM, 988 posts
Tue 13 Dec 2011
at 13:20
  • msg #1023

Re: >.<

Camille, did you really just run all the way across the board, to offer the Hunchback your rear arc?

OKay (makes 'T' with hands).

Timeout on the field, i think you and Devlin need to talk a little strategy before i blow up the entire Command Lance on a bad pilot skill check and intiative roll.
Kitten
GM, 993 posts
Tue 13 Dec 2011
at 15:16
  • msg #1024

Re: >.<

Gave it some thought, and i'm going to keep Nate and Pegan around.  The game is too small to make it a player only company like i wanted to.

Pegan is useful for introducing advance tech into the unit.

Nate is just useful as a no-nonsense red neck commander who likes big guns.  (and with a mech large enough to get shot at by most things with a fair chance of surviving)

Unit will be reorganizing... again.  (sorta have to when a command personality dies)

Waiting on Crispin to make a new character and hoping to pick some new ones up from Mac/Thantos' game, or player want ad.
This message was last edited by the GM at 15:17, Tue 13 Dec 2011.
Kitten
GM, 995 posts
Tue 13 Dec 2011
at 16:22
  • msg #1025

Re: >.<

Presuming Devlin and Camille come out of the fight more or less... in one piece.

The planned organization for 6th Company is...


Command Lance
Enforcer - Nate
Whitworth - Wolfman
Panther - Joker

Strike Lance
Valkyrie - Blueblood
Valkyrie - Rabbit
Valkyrie - Pegan


Pursuit Lance
Cicada - Goth
Clint - Cowboy
Commando - Halo
Kitten
GM, 996 posts
Tue 13 Dec 2011
at 17:11
  • msg #1026

Re: >.<

meh.

okay ive been editing the 6th Company thread most of the morning...

I've updated it for expected new organization, new characters, and characters redone with the optional method.

My head hurts.  I'm sure i did something wrong somewhere.  Everyone, please takes a look at the thread, to make sure the parts that pertain to your character is accurate.

I believe the character sheets are solid for everyone but Amos, who i've allowed an extension to use the optional character sheet in, because of tardiness on my part to answer his question.

link to a message in this game

Lance assignments were...
Command - our 4/6/4 jumpers and 'tough guys'
(Player Commander Devlin)

Strike - 5/8/5 or 6/9/6 jumpers
(Player Commander Johan)

Pursuit - 6/9/0 or faster mechs
(Player Commander Adam)
This message was last edited by the GM at 17:14, Tue 13 Dec 2011.
Kitten
GM, 1000 posts
Tue 13 Dec 2011
at 19:25
  • msg #1027

Re: >.<

Camille moves, and Nate moves, then Combine moves.

For what it's worth, Devlin wins intiative and has the option to move now (to avoid being pinned in the corner) or can wait to see where the combine goes to move after them.
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