RolePlay onLine RPoL Logo

, welcome to Y ~ MechWarrior: Mercenaries

07:12, 25th April 2024 (GMT+0)

OOC - Started May 2014.

Posted by KittenFor group 0
Pax Tarkin
player, 575 posts
R3 Traxx G5/P4/M2 +1 Init
Mongoose "Road Runner"
Mon 11 Aug 2014
at 21:28
  • msg #961

Re: Mission Nine

Looking bleak for the Lancers to down 2 of the 4 mechs.

We are on the ropes.
Kitten
GM, 3418 posts
Mon 11 Aug 2014
at 21:34
  • msg #962

Re: Mission Nine

o.O

You can just let it go i suppose?

Seriously...  i didnt follow the mission, but... maybe you should rethink the size and range over speed... or at least not totally ignore it, might be the problem?

Lyran thinking is... over rated.
This message was last edited by the GM at 21:35, Mon 11 Aug 2014.
Malcolm Strauss
player, 60 posts
Mon 11 Aug 2014
at 21:38
  • msg #963

Re: Mission Nine

Never! that one that's left on our map is responsible for taking down almost half of our lance, and I want payback for Lucky and Pax!

IT.

MUST.

DIE.

:D lol
Kitten
GM, 3422 posts
Mon 11 Aug 2014
at 21:50
  • msg #964

Re: Mission Nine

uh-huh...


Okay for Advance and Destroy...

If you want my advice, give up on the bunker.

It's even odds and if you try and get the bunker youre going to get cut down for no good purpose.  Play it out like normal battletech and try and bag as many op force mechs as you can for cb and xp.

If you ignore the Op Force, that command and blackjack is really going to do you a treat.

With a known three turns left in combat, they're not going to be shy about over heating...
This message was last edited by the GM at 21:51, Mon 11 Aug 2014.
Malcolm Strauss
player, 63 posts
Mon 11 Aug 2014
at 22:19
  • msg #965

Re: Mission Nine

Kitten:
maybe you should rethink the size and range over speed...


Yeah, the mission was a serious mis-match for us, I thought it would be starting with us between them and their goal, which would have at least given us a chance, but with them all faster than everyone but Pax and getting a head start on us we never really had a chance, and the dice roller decided to hate all of us at the exact same time and that mission was over almost before it started...  It's hard to tell how much of it was due to the low gravity exaggerating the speed difference, but I'm definitely feeling too slow to keep up, I will most likely sell my Vindicator and look at something that is at least a 5/8 if not a 6/9...  speaking of which, is the link to the mech table (http://users.anet.com/~cplkaga...eretech/bm-3025.html) broken for anyone else?  I can t get it to open.
Helia Quinn
player, 251 posts
R0 (Mechwarrior)
Mon 11 Aug 2014
at 22:37
  • msg #966

Re: Mission Nine

In reply to Kitten (msg # 964):

And let Omni get hit by a massive asteroid? I think not.

If I hadn't gotten decompressed, I would be trying to figure out how to turn my mech's reactor into a bomb before I gave up on that bunker.
Anastasia Karkoff
player, 688 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Mon 11 Aug 2014
at 22:45
  • msg #967

Re: Mission Nine

Map isn't updated though :(
Big Jake
Alt, 58 posts
BJ-1DB G4/P6/M0 3 NRG
Mini WarHammer is here!
Mon 11 Aug 2014
at 22:46
  • msg #968

Re: Mission Nine

ARGGGGGGGGGGGGGGGGGGGGGGGGG !!!!


What advantages lets me double my roll so I can roll an 8 once in awhile on something other than init?




On a different note.
Definite mission mismatch for the lancers to chase down an opposing force.

I will say having a chance to see the various weapon types used for these different mission has expanded my appreciation of weapons I normally avoid.
Anastasia Karkoff
player, 691 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Mon 11 Aug 2014
at 22:49
  • msg #969

Re: Mission Nine

mech database link not working for me either, but it might just be hosting that's down temporarily.
Kitten
GM, 3426 posts
Mon 11 Aug 2014
at 23:06
  • msg #970

Re: Mission Nine

Big Jake:
ARGGGGGGGGGGGGGGGGGGGGGGGGG !!!!


What advantages lets me double my roll so I can roll an 8 once in awhile on something other than init?




On a different note.
Definite mission mismatch for the lancers to chase down an opposing force.

I will say having a chance to see the various weapon types used for these different mission has expanded my appreciation of weapons I normally avoid.



I actually believe i gave Pax choice of missions.  Missions were already typed up and just awaited assignments when they were doled out.
Kitten
GM, 3427 posts
Mon 11 Aug 2014
at 23:06
  • msg #971

Re: Mission Nine

Anastasia Karkoff:
mech database link not working for me either, but it might just be hosting that's down temporarily.


Down for me too... concerning... but i think i have a back up... somewhere.
Kitten
GM, 3428 posts
Mon 11 Aug 2014
at 23:08
  • msg #972

Re: Mission Nine

Ana, why is range only a penalty one for you?

AC/6 TN= 4+1(walked)+1(range)+3(def) = 9+
Anastasia Karkoff
player, 693 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Mon 11 Aug 2014
at 23:34
  • msg #973

Re: Mission Nine

standard targeting computer :P

edited post in combat thread now for clarity.
This message was last edited by the player at 23:35, Mon 11 Aug 2014.
Kitten
GM, 3429 posts
Mon 11 Aug 2014
at 23:41
  • msg #974

Re: Mission Nine

That's not a range adjustment, but okay.

Map was updated, posted wrong link, needed an 'a' on it.  If you click it now, you should see everything updated.
Malcolm Strauss
player, 64 posts
Mon 11 Aug 2014
at 23:43
  • msg #975

Re: Mission Nine

I just wanted to take a moment to pause and appreciate just how thoroughly the dice roller HATES the lancers.  this is Jakes most recent set of rolls:
4,2 using 2d6,2d6 with rolls of 2,2,1,1.
15:10, Today: Big Jake rolled 2 using 2d6 with rolls of 1,1.

the probabilities of that group of rolls, is just astronomically small...  this is pretty much how our entire mission went... lol.
Anastasia Karkoff
player, 695 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Mon 11 Aug 2014
at 23:50
  • msg #976

Re: Mission Nine

uh it isn't?

I thought it changed ranges to 0/+1/+3 with the option for rpecision targeting at short range, if i'm willing to take a penalty of 3

quote:
(Beta/Prototype) Targeting Computer:
The Targeting Computer can be used to help aim all direct fire weapons, including most energy and ballistic weapons. This results in a -1 to-hit modifier for all eligible weapons that tie in, at medium or long range.

At short range the Targeting Computer provides no hit modifier but may be used to aim for a location that is not the head with a +3 to-hit penalty.

The Targeting Computer weighs 1/2 ton and occupies one critical slot for every two tons it controls (rounded up).

{Pulse lasers and multi-shot firing autocannon cannot aim their fire, unless the affected autocannon are fired in single shot mode. In addition, an LB-X autocannon only receives the benefits if it is firing solid rounds instead of cluster ammunition.}

Cost 10,000 cb per 1/2 ton {x Maintenance Modifer}

Lucius McMurphy
player, 931 posts
O3 - 1st Lieutenant
Callsign - 'Burner'
Mon 11 Aug 2014
at 23:53
  • msg #977

Re: Mission Nine

All Kitten is saying is it wouldn't be listed at a 'range' modifier but listed as BTC

ala

Base 4 + Range 4 + Walk 1 + Target 2 - BTC 1 = TN10+
Kitten
GM, 3431 posts
Mon 11 Aug 2014
at 23:59
  • msg #978

Re: Mission Nine

Malcolm Strauss:
I just wanted to take a moment to pause and appreciate just how thoroughly the dice roller HATES the lancers.  this is Jakes most recent set of rolls:
4,2 using 2d6,2d6 with rolls of 2,2,1,1.
15:10, Today: Big Jake rolled 2 using 2d6 with rolls of 1,1.

the probabilities of that group of rolls, is just astronomically small...  this is pretty much how our entire mission went... lol.



They would be killer locations though.
Malcolm Strauss
player, 66 posts
Tue 12 Aug 2014
at 00:05
  • msg #979

Re: Mission Nine

Lol, yep... if we were ever able to actually hit anything those would have been great location rolls :)
Ziro Borovei
player, 58 posts
Tue 12 Aug 2014
at 00:06
  • msg #980

Re: Mission Nine

I just think the dice roller has a sense of humor and dramatic intent.

It's why, for example, I got to decompress the Dragon--and then also hit the Locust in the ONE PLACE that didn't autodecompress from an AC2 round.
Anastasia Karkoff
player, 697 posts
Rank 4: Force commander
Dragon, Ld4, G4+,P6+
Tue 12 Aug 2014
at 00:30
  • msg #981

Re: Mission Nine

That decompress on the dragon was amazing! :D
Kitten
GM, 3433 posts
Tue 12 Aug 2014
at 00:36
  • msg #982

Re: Mission Nine

I cant plan the sort of shyt the dice roller pulled, if i did, people would just point at me and say that would never happen with real dice

 >.>
Regina Arlington
Alt, 332 posts
R0 - Mechwarrior
Callsign - 'Siren'
Tue 12 Aug 2014
at 00:36
  • msg #983

Re: Mission Nine

Dice roller loves me... usually.
Mattias Hudson
player, 50 posts
Quixotic
Tue 12 Aug 2014
at 01:04
  • msg #984

Re: Mission Nine

Op force had weapons with low heat requirements, which helped them very well.  I agree, ammunition weapons did well.  I've always hated the chance of the mech blowing up, but the decompression rolls help keep that a slim chance in this scenario.

Ziro's shot on the Dragon was amazing and saved us a lot of pain, considering the drop in Op leadership rating it caused.  Despite our injuries, we did pretty well, just not likely well enough.

I have a question for Kitten.  Listening to the Op force radio chatter, were all the Op force female mech pilots we heard?  That would be rather interesting considering the target and possible Op motivations.
Kitten
GM, 3436 posts
Tue 12 Aug 2014
at 01:09
  • msg #985

Re: Mission Nine

No.  The lighter mechs were female, the heavier ones were male.  Towards the end i gave them personalities to make it interesting.

The Blackjack is a guy, as is the new commando pilot.
Sign In