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12:08, 28th March 2024 (GMT+0)

Post Mission 17 ~ Mulligan Thread.

Posted by KittenFor group 0
Kitten
GM, 6354 posts
Sun 28 Jun 2015
at 22:49
  • msg #1

Post Mission 17 ~ Mulligan Thread.

This is NOT Mandatory.

Enough has changed in the campaign that i feel it's not totally unjustified to check if players want to take a Mulligan on their character.

Some rules to consider might be...
Observation of the character level cap...
The option specs...
The use of conventional units...
Last but not least, the existence of the Archetypes...

or... maybe the simple desire for a change of pace.

Characters at this time may also be discarded, and have their experience transferred to a new character.




Here's how this works.

You will be trading in your old character, and essentially starting over.

You will pick out an Archetype that you desire, and start with the experience and money appropriate for the Archetype.

Any EARNED experience that your character has, will be fully transferred to the new character for use.

Any non-standard equipment that your character owns, may be purchased with your starting fund.  Any Conventional units that you currently have, may also be transfered to the new character.  (If you do this, you do not get the starting availability rolls for a new character)

Going to take this as a chance to do some major reorganizing, and for some of us, that may not be happy with our characters, a chance to seriously revamp them.




Depending on how many people use this thread, presume some serious reorganization.  Units that disband, will have their unit asset's divided among the current members evenly.
Svetlana Arnadottir
Alt, 121 posts
R2 - 2nd Lt.
Snow Witch
Sun 28 Jun 2015
at 22:57
  • msg #2

Re: Post Mission 17 ~ Mulligan Thread.

Bought into the campaign to test the Bug Warrior Archetype, i believe her track record proves that it is a viable and useful design that is not over powered.

Completing this, i leaning torwards an early retirement, if for nothing else, to keep the campaign bookkeeping down.

{Earned Experience and Equipment to be transferred to new LAM Archetype character.}




LAM Archetype {Tentative}

100 Accuracy tn 5+
100 Physical tn 5+
050 Mental   tn 6+

00 xp  0 Edge

75 xp  2 X-Train Aero     {Negate training penalties for Aero/LAM Mode and VTOLs}

25 xp  1 Noble            {+1 Availability Roll}

25 xp  1 X-Technician     {+1 Bonus for

25 xp  1 Tinker           {Up to 1 ton of Mods Allowed on LAM}
15 xp  ~ Alternate Equipment ~ {Beagle Probe / Guardian Suite}
This message was last edited by the player at 18:12, Tue 30 June 2015.
Penny Plenty
player, 707 posts
R3 - 1st Lt.
Gumdrop
Sun 28 Jun 2015
at 23:01
  • msg #3

Re: Post Mission 17 ~ Mulligan Thread.

Bought into the campaign to provide a unit commander, when there was a shortage of them.

That is no longer the case.

Giving VERY serious consideration to retiring the character to develop a new character that wont be a commander, that means the Pussycats will be disbanding, or at the very least under new leadership.

{Character will be redesigned or retired, experience and non standard equipment to be transfered when i decide what to do}
Regina Arlington
Alt, 682 posts
R0 - Mechwarrior
Callsign - 'Siren'
Sun 28 Jun 2015
at 23:03
  • msg #4

Re: Post Mission 17 ~ Mulligan Thread.

Regina... was designed to be a disposable character but... has beaten the odds.  She's one of the oldest characters on the books.

She's actually fun to roleplay and i think has earned her place in the campaign in the niche as the religious zealot.  If retired, I would probably regret it, and perhaps others too, so I plan to continue to see how long she can beat the odds.

Besides, i have future storylines in play that require her to remain in the campaign one way or another, so i might as well keep playing her.

Debating if i want to use an archtype or leave her as is at this time.
This message was last edited by the player at 23:06, Sun 28 June 2015.
Teri Knight
player, 425 posts
Panther, P5, G5
Callsign: Catgirl
Mon 29 Jun 2015
at 00:19
  • msg #5

Re: Post Mission 17 ~ Mulligan Thread.

   I've looked over the new options.  They are nice, but I'm two availability rolls, for another IS DSHS and another medium laser, away from getting Bad Kitty set up as an all ranges Mech with a 22 point knife fighting capability.  I've got too much invested in her to start over from scratch.

   I'll keep things as they are.
David Crain
player, 752 posts
R2 - Sergeant
Callsign: Avenger
Mon 29 Jun 2015
at 00:27
  • msg #6

Re: Post Mission 17 ~ Mulligan Thread.

Possibly interested in a tweak, yes.  It might be interesting to at least take a look at how David would look under the newly (recently?) redesigned Kitten options.  I also have plans for this character and I would like to see him through to the xp cap.
Kitten
GM, 6357 posts
Mon 29 Jun 2015
at 02:29
  • msg #7

Re: Post Mission 17 ~ Mulligan Thread.

Teri Knight:
   I've looked over the new options.  They are nice, but I'm two availability rolls, for another IS DSHS and another medium laser, away from getting Bad Kitty set up as an all ranges Mech with a 22 point knife fighting capability.  I've got too much invested in her to start over from scratch.

   I'll keep things as they are.


Any non-standard equipment that your character owns, may be purchased with your starting fund.

You can buy your DSHS and MPL's again to reinstall, if that's your desire.

You do need to keep in mind that things like walking the edge, and heirloom mech go away, replaced by archetypes now.  Also you may purchase the equipment with your starting money, but you'll need to reinstall it all over again spending money to do so.
Kitten
GM, 6358 posts
Mon 29 Jun 2015
at 02:31
  • msg #8

Re: Post Mission 17 ~ Mulligan Thread.

David Crain:
Possibly interested in a tweak, yes.  It might be interesting to at least take a look at how David would look under the newly (recently?) redesigned Kitten options.  I also have plans for this character and I would like to see him through to the xp cap.


Let me know what you have in mind and we'll see if it can be done.

you may not want to use the option, since you have so much invested in the mech.  The Jenner-F takes up most of your starting cash and you wont have anything to purchase tech/mods, so in your case you might want to pass.

That said you might look over an alt, doesnt have to be a mech one, even something like an alt technician could be useful to save you some money if nothing else.
Joaquin Cortez
player, 445 posts
Callsign: "WarDog"
Spider (SDR-5V)
Mon 29 Jun 2015
at 02:32
  • msg #9

Re: Post Mission 17 ~ Mulligan Thread.

WarDog is definitely a Veteran Warrior if I took a template. He's pretty much laid out as such now. The only change would be to spend the money for Edge 1 (You never know when it might be used. Its also suppose to be what makes a PC Character better then every other person in the world). I'm not convinced on spending the money for Heirloom makes much sense in his case. I could justify using the money on other things.




100xp for Accuracy 3 (5+ roll)       Rank             :   0 - (Mechwarrior)
 50xp for Physical 2 (6+ roll)       Leadership rating:   0
 50xp for Mental   2 (6+ roll)       Prestige Value   :   0
                                     Pay Modifier     :   9 (7+0+2)
                                     Availability Mod.:  +1

  0xp 0 Edge (Spend 300k CB for Edge 1)

 75xp 2 Close Assault Tactics
 15xp ~ Close and Personal  {May use CAT with weapons that have a range of 6-}
 35xp ~ Knife Fighter       {May use CAT with weapons that have a range of 9-}

 25xp 1 Medium Mech Specialist {+1 Pilot skill for 25 and 30 ton Mechs}

 25xp 1 Tinker {+1 Mech Mod Cap.}
Akarian Euclid
player, 661 posts
R3 - 1st Lt.
Mon 29 Jun 2015
at 03:18
  • msg #10

Re: Post Mission 17 ~ Mulligan Thread.

What rules are being used for LAMs, for instance in aero mode are they actually using aerotech rules and are able to operate on low/high atmosphere, and using wige movement rules for AirMech mode?

Also is there a link to the wasp/stinger LAM available for purchase if taking the LAM archetype, any options for the Valkyrie version?
Teri Knight
player, 426 posts
Panther, P5, G5
Callsign: Catgirl
Mon 29 Jun 2015
at 03:47
  • msg #11

Re: Post Mission 17 ~ Mulligan Thread.

In reply to Kitten (msg # 7):

Naw, I'm good.
Lucius McMurphy
Alt, 1862 posts
NCO1 - Corporal
Callsign - 'Burner'
Mon 29 Jun 2015
at 04:00
  • msg #12

Re: Post Mission 17 ~ Mulligan Thread.

http://www.angelickitten.com/tro/index.html

That will get you to the LAM's.  The Valkyrie is using even more advanced than current advanced tech and the Kitty Hawk never made it game.  So for the moment only the Wasp/Stinger 20 ton versions exist as far as I am aware.
Kitten
GM, 6365 posts
Mon 29 Jun 2015
at 04:11
  • msg #13

Re: Post Mission 17 ~ Mulligan Thread.

Akarian Euclid:
What rules are being used for LAMs, for instance in aero mode are they actually using aerotech rules and are able to operate on low/high atmosphere, and using wige movement rules for AirMech mode?

Also is there a link to the wasp/stinger LAM available for purchase if taking the LAM archetype, any options for the Valkyrie version?



LAMs are limited in what they can do.

Mech Mode is Mech mode.

LAM Mode is treated much like a VTOL, with the exception that when landed they actually have some movement.

Aero mode, is limited to space deployments.  They dont have to combat drop, they fly down to the mission map, and never scatter, nor do they have to make a combat landing.  If you've played mission drops you know this is no small advantage to not have to worry about.  Beyond that, they're mostly used for travel and fluff.  Not here to play Aero Tech, in fact i've gone to great pains to phase them out in active play and they exist mostly as fluff and use in the inner sphere where the cost of Aero operations can be sustained easier.  (stuff like fuel and the like to maintain Aero mode always made me wonder, since no weight is allocated to actual fuel)

LAMs do not carry bombs, ever.

LAMs do not get modified, unless the character has Tinker.

LAMs component/equipment cost are 175% normal.

LAMs are a toy for heavy roleplaying, because on the map, they're mediocre.
This message was last edited by the GM at 13:23, Mon 29 June 2015.
Akarian Euclid
player, 663 posts
R3 - 1st Lt.
Mon 29 Jun 2015
at 05:44
  • msg #14

Re: Post Mission 17 ~ Mulligan Thread.

Thanks Kitten.

This is looking like quite a possibility, do we get any availability rolls at all if we do this assuming we buy back advanced tech and transfer conventionals? (contract break perhaps)
Piotr Kaminski
player, 290 posts
R2 (2nd Lieutenant)
Callsign: Sabre
Mon 29 Jun 2015
at 09:55
  • msg #15

Re: Post Mission 17 ~ Mulligan Thread.

I'd like to cash in Piotr and his units for a player to be named later if possible.

After playing a Jenner and now a Panther, 4/6/4 is just too slow for the way I like to play.  I'm thinking that I need to end up around 5/8/5 or 6/9 in a 25 to 30 ton mech to be where I want to be.

I'm seriously mulling over a Seasoned Mechwarrior (Tactics, Well Equipped, Missile Spec) driving Lyran battle armor (aka the Commando), but I need to run some numbers on it first and this being my last week at work, I'm just not sure how much time I'll have.
Kitten
GM, 6368 posts
Mon 29 Jun 2015
at 10:35
  • msg #16

Re: Post Mission 17 ~ Mulligan Thread.

Akarian Euclid:
Thanks Kitten.

This is looking like quite a possibility, do we get any availability rolls at all if we do this assuming we buy back advanced tech and transfer conventionals? (contract break perhaps)



No.  Your buy backs are your starting availability rolls.

We are how ever between contracts, and everyone will get two availability rolls,as normal for the contract bookkeeping period.
Kitten
GM, 6369 posts
Mon 29 Jun 2015
at 10:38
  • msg #17

Re: Post Mission 17 ~ Mulligan Thread.

Piotr Kaminski:
I'd like to cash in Piotr and his units for a player to be named later if possible.

After playing a Jenner and now a Panther, 4/6/4 is just too slow for the way I like to play.  I'm thinking that I need to end up around 5/8/5 or 6/9 in a 25 to 30 ton mech to be where I want to be.

I'm seriously mulling over a Seasoned Mechwarrior (Tactics, Well Equipped, Missile Spec) driving Lyran battle armor (aka the Commando), but I need to run some numbers on it first and this being my last week at work, I'm just not sure how much time I'll have.


No worries, Piotr, i"m aware of your situation.  Work at your pace, we can leave you as an freelancer and not slotted in any unit till you feel ready to resume.

Would like answers from people that want to play in mission 18 by the end of the month (which is only a few days away.)

Then will start the 'end' contract bookkeeping.

Players that participated in the Academy mission will get some sort of advance tech bonus of some sort.  Not sure what yet give me a little bit of time to work it out.
Alaric Drusus
player, 96 posts
Veles
Mon 29 Jun 2015
at 12:00
  • msg #18

Re: Post Mission 17 ~ Mulligan Thread.

I am going to look at the numbers of retooling Alaric under the Seasoned Mechwarrior archetype. With very quick and dirty mental math, I think it will be worth it.
Kitten
GM, 6370 posts
Mon 29 Jun 2015
at 12:27
  • msg #19

Re: Post Mission 17 ~ Mulligan Thread.

If you dont have a huge investment in your mech, (like some veteran players do), it's worth while to look over the archetypes, to throw money at improving skills is a pretty good bump for using the archetypes.
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