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, welcome to Y ~ MechWarrior: Mercenaries

02:07, 27th April 2024 (GMT+0)

OOC - Started May 2014.

Posted by KittenFor group 0
Helia Quinn
player, 217 posts
R0 (Mechwarrior)
Sat 2 Aug 2014
at 21:30
  • msg #861

Re: Mission Nine

I hear that.

I honestly would probably have been happier in a medium. But the power loaders don't really get that big as of now, so I'm not too worried about locking myself into the Light class via specialization. Low tonnage is just what you have to deal with as an Edenite. :P
Akarian Euclid
player, 88 posts
Sat 2 Aug 2014
at 21:36
  • msg #862

Re: Mission Nine

I think for me, the mod cap and rules are the real limiter here, not weight class so much.

Doing light, and fairly stock is being cool though, I don't have any complaints.
Mattias Hudson
player, 21 posts
Quixotic
Sat 2 Aug 2014
at 21:38
  • msg #863

Re: Mission Nine

Being my first mission with this game I believe that I will want to change some things about my character and Mech, even if I have to start over from scratch.

I will be too slow to keep up in a normal gravity game.  I've enjoyed walking at a running pace, but the speed modifiers to be hit are worth more than the extra armour for the Blackjack.  The normal heat profile is awesome, but unless I put MASC in for the occasional boost combat becomes over there instead of over here.
Lucius McMurphy
player, 927 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Sat 2 Aug 2014
at 21:44
  • msg #864

Re: Mission Nine

Kitten usually allows people a mulligan after their first mission or so to tweak their character/mech once they see how things are done.  Your mech as is would work but it would simply take some...adjustments of tactics both on your side and the rest of your lance.

I would have worked just fine in a 3/5...cept for an unexpected ammo explosion...
Lina Todd
Alt, 358 posts
R0 - Private
Callsign: Iron Maiden
Sat 2 Aug 2014
at 23:57
  • msg #865

Re: Mission Nine

Power Loaders are in the 20, 25, 30, 40 and 65 ton range.

X-3 (25 tons) and X-3a (30 tons) are available to any Eden character.  X-3EW (20 tons) requires serious mental power and/or tinker or tech.  X-3c (30 tons) requires two rank, but isn't limited to only officers.  X-5 (65 tons) requires a 4 accuracy and 3 physical.  X-6 is the LAM and more or less unavailable to PC's at this point.  A-3s (25 tons) is the upgraded version of the X-3EW, A-3 (30 tons) is the upgraded version of the X-3a and the A-3c (40 tons) is the token medium and upgraded version of the X-3c.  Currently there is no upgraded version of the X-5 in the A series.
Kitten
GM, 3340 posts
Sun 3 Aug 2014
at 01:27
  • msg #866

Re: Mission Nine

Advance and Fire Mission updated, good luck peeps, shoot straight.
Lina Todd
Alt, 359 posts
R0 - Private
Callsign: Iron Maiden
Sun 3 Aug 2014
at 01:35
  • msg #867

Re: Mission Nine

Get north of that line if you can people :-P
Lina Todd
Alt, 360 posts
R0 - Private
Callsign: Iron Maiden
Sun 3 Aug 2014
at 02:11
  • msg #868

Re: Mission Nine

10+ is Decompression, so the LT hit would take that torso out of action...meaning one less AC/5 in the mix.
Anastasia Karkoff
player, 637 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Sun 3 Aug 2014
at 03:59
  • msg #869

Re: Mission Nine

I'm at a famiky thing right now, expect to be home in about 12 hours.

Blame phone
Helia Quinn
player, 219 posts
R0 (Mechwarrior)
Sun 3 Aug 2014
at 13:36
  • msg #870

Re: Mission Nine

Ana, you need to be adjacent to the center hex of the hill to scan it :(

Otherwise I would have attempted a scan of this hill last turn...
Anastasia Karkoff
player, 639 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Sun 3 Aug 2014
at 13:55
  • msg #871

Re: Mission Nine

cna't move faster... so... not much help there.
Kitten
GM, 3343 posts
Mon 4 Aug 2014
at 00:34
  • msg #872

Re: Mission Nine

Update halted for the moment, i have the Shadow Hawk and Hornet left to resolve their attacks.

Domestic crisis distracting me.
Kitten
GM, 3344 posts
Mon 4 Aug 2014
at 14:22
  • msg #873

Re: Mission Nine

Op Force firephase completed, no mercs were lost, but armor was certainly thinned and scrubbed off a little.

Op Force has cooled off and seems to have six mechs ready to fight.

Mercs have seven active mechs, but there is a lot of heat out there, which will hamstring their movement and offensive this turn.

Combat seems to be split between the forward area and the back field.

Ziro and Quix and Viking all took damage, so they are considered 'engaged' and may not advance forward into the forward scouting zone.  (Not that they're really fast enough to help contribute there, just saying.)

Viking and Quix need to move at this time, the rest of the Mercs have initiative and may wait for Op Force to move.
Anastasia Karkoff
player, 640 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Mon 4 Aug 2014
at 14:49
  • msg #874

Re: Mission Nine

kitten, doesn't need to be edited, but shouldn't my weapons fire modifier be gone?, that's at 8 heat, i'm at 7 (this was the deciding factor in me not shooting the previous turn)
Mattias Hudson
player, 23 posts
Quixotic
Mon 4 Aug 2014
at 15:09
  • msg #875

Re: Mission Nine

In reply to Kitten (msg # 873):

I have 8.5 working heat sinks.  My heat has been reduced by 5.  Is this because I was shut down?
Kitten
GM, 3345 posts
Mon 4 Aug 2014
at 15:51
  • msg #876

Re: Mission Nine

Yeah, i did a quick heat chart last night and noted changes needed to be done, but forgot to do them this morning.

They've been updated so it should all be good.
Kitten
GM, 3346 posts
Mon 4 Aug 2014
at 16:03
  • msg #877

Re: Mission Nine

Quix's damage was accidentally marked off against Ziro.

Damage has been corrected and should be accurate now.
Kitten
GM, 3347 posts
Mon 4 Aug 2014
at 16:09
  • msg #878

Re: Mission Nine

Right Viking has moved, just waiting on Quix now.

No rush.  Just letting you know who i'm waiting on.
Mattias Hudson
player, 24 posts
Quixotic
Mon 4 Aug 2014
at 23:25
  • msg #879

Re: Mission Nine

In reply to Kitten (msg # 878):

Back from work.  Updating now.
Roger Simms
player, 286 posts
Call sign: Viking
lrms 10/11,10/10
Tue 5 Aug 2014
at 01:57
  • msg #880

Re: Mission Nine

 Well, my decompression  roll is either very good or very bad. Rolled a 2 with 2d6.
Kitten
GM, 3352 posts
Tue 5 Aug 2014
at 02:50
  • msg #881

Re: Mission Nine

Very much a miss.
Ziro Borovei
player, 42 posts
Tue 5 Aug 2014
at 10:43
  • msg #882

Re: Mission Nine

Quick question, Kitten: I know I can't cross the enemy line, but am I able to stand on it?
Kitten
GM, 3353 posts
Tue 5 Aug 2014
at 11:26
  • msg #883

Re: Mission Nine

On to, Yes.  (ie. 0610, is on the line.)

Past, No.  (ie. 0710,is past the line.)
This message was last edited by the GM at 14:12, Tue 05 Aug 2014.
Kitten
GM, 3358 posts
Tue 5 Aug 2014
at 13:57
  • msg #884

Re: Mission Nine

o.O

Will give Ziro the rest of the day to get movement/fire orders in.

Tomorrow if i wake up to do turns and nothing is in, he just... sort of stands there.
Helia Quinn
player, 228 posts
R0 (Mechwarrior)
Tue 5 Aug 2014
at 14:03
  • msg #885

Re: Mission Nine

He should have something up soon. I am bugging him about it :3
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