Lucius McMurphy
Alt, 1844 posts NCO1 - Corporal Callsign - 'Burner' Sat 16 May 2015 at 01:09 | 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.
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Kitten
GM, 6170 posts Sat 16 May 2015 at 03:22 | 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.
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Lucius McMurphy
Alt, 1845 posts NCO1 - Corporal Callsign - 'Burner' Sat 16 May 2015 at 03:28 | 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.
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Kitten
GM, 6171 posts Sat 16 May 2015 at 03:56 | Re: Modifications? Who wants those things? Bah!No. reduce the cost of energy down to one option slot instead of two.
or something.
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Lucius McMurphy
Alt, 1846 posts NCO1 - Corporal Callsign - 'Burner' Sat 16 May 2015 at 04:10 | 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.
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Alaric Drusus
player, 40 posts Sat 16 May 2015 at 05:21 | 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?
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Kitten
GM, 6172 posts Sat 16 May 2015 at 11:34 | 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.
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Akarian Euclid
player, 408 posts R3 - 1st Lt. Sat 16 May 2015 at 11:50 | 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.
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Akarian Euclid
player, 409 posts R3 - 1st Lt. Sat 16 May 2015 at 11:56 | 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.
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Alaric Drusus
player, 41 posts Sat 16 May 2015 at 13:26 | 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?
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Kitten
GM, 6173 posts Sat 16 May 2015 at 14:11 | 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.
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Alaric Drusus
player, 42 posts Sat 16 May 2015 at 15:00 | 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?
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Kitten
GM, 6174 posts Sat 16 May 2015 at 18:39 | 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
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Alaric Drusus
player, 43 posts Sun 17 May 2015 at 03:07 | Re: Modifications? Who wants those things? Bah!Here's where I am now, with regard to character creation. Thoughts?
Experience Log | | Wallet |
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Entry | Amount | Current | Total | | Entry | Amount | Current | Total |
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Character Creation | 350 | 350 | 350 | | Character Creation | 3,200,000 | 3,200,000 | 3,200,000 |
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Accuracy 3 | -100 | 250 | 350 | | Javelin-10F | -2,361,840 | 838,160 | 3,200,000 |
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Physical 2 | -50 | 200 | 350 | | Heirloom Mech | -118,092 | 720,068 | 3,200,000 |
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Mental 1 | -25 | 175 | 350 | | Walking the Edge | -300,000 | 420,068 | 3,200,000 |
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Damage Magnet 1 | -25 | 150 | 350 | | | | | |
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Tactics 1 | -25 | 125 | 350 | | | | | |
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Hazard Check 1 | -25 | 100 | 350 | | | | | |
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Prepared for Worse | -15 | 85 | 350 | | | | | |
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Evasive Movement | -15 | 70 | 350 | | | | | |
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Damage Magnet 2 | -50 | 20 | 350 | | | | | |
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Bodyguard | -10 | 10 | 350 | | | | | |
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Attributes |
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Accuracy | 3 | Base tn 5+ | Physical | 2 | Base tn 6+ | Mental | 1 | Base tn 7+ |
Character Options |
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Edge | 1 | - | Damage Magnet | 2 | Repair 16af Standard or 8af FerroFib armor after a mission | Tactics | 1 | +1 bonus to pilot skills when rolling for Initiative | Hazard Checks | 1 | +1 bonus to pilot skills to avoid falling |
Specialties |
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Damage Magnet | Prepared for Worse | Hazard Check | Evasive Movement | Tactics | Bodyguard |
This message was last edited by the player at 15:04, Sun 17 May 2015.
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Lucius McMurphy
Alt, 1847 posts NCO1 - Corporal Callsign - 'Burner' Sun 17 May 2015 at 03:20 | Re: Modifications? Who wants those things? Bah!Looks pretty solid.
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Kitten
GM, 6175 posts Sun 17 May 2015 at 05:01 | 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.
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Lucius McMurphy
Alt, 1849 posts NCO1 - Corporal Callsign - 'Burner' Sun 17 May 2015 at 05:03 | Re: Modifications? Who wants those things? Bah!Sorry to see you go Hank. Wish you the best.
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Akarian Euclid
player, 423 posts R3 - 1st Lt. Mon 18 May 2015 at 13:26 | 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.
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Alaric Drusus
player, 44 posts Mon 18 May 2015 at 14:43 | 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.
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Akarian Euclid
player, 428 posts R3 - 1st Lt. Mon 18 May 2015 at 15:33 | 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)
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Alaric Drusus
player, 45 posts Mon 18 May 2015 at 15:44 | 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?
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Akarian Euclid
player, 431 posts R3 - 1st Lt. Mon 18 May 2015 at 19:09 | 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.
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Alaric Drusus
player, 46 posts Mon 18 May 2015 at 19:12 | Re: Modifications? Who wants those things? Bah!That's fair. I would not expect otherwise.
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Lucius McMurphy
Alt, 1850 posts NCO1 - Corporal Callsign - 'Burner' Mon 18 May 2015 at 19:18 | 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.
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Svetlana Arnadottir
Alt, 44 posts R2 - 2nd Lt. Snow Witch Mon 18 May 2015 at 20:01 | 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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