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Axeman!? Ugh. A melee mech? Can I appeal that? Personally, I'd rather pilot a medium than have to deal with that little rustbucket. No offense, but I kinda hate the Axeman.
Anyway, right. ((Why do they even make those? I mean, c'mon, if you kill someone at point blank, the reactor breach would destroy your own mech.)) |
want a mulligan ok, i'm game CRD-4K Crusader
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Thank you. Very much.
And while I'm not complaining, I might point out that the Crusader variant you assigned me isn't Lyran. It's Draconis Combine. |
What do those do?
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well equiped 1 (1000 c-bills in gear) hurray!
Ablative/Flack Jacke $300 Large calibur pistol $200 2x Vibrodagger $50 Long Range Personal Communicator $200 Ammo:30x .45 $150 Deluxe field kit $100 few changes and some ammo and were good to go. |
well equipped amount.
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kay, that's all i used when i made my list. just wanted to be sure.
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i for got something
Ammo Pistol $2 Autopistol $4 .45 $5 Sniper $2 Heavy rifle $5 Rifle $2 Shotgun $.5 Submachinegun $10 Gyroslug carbine $5 Gyroslug rifle $20 Gyrojet rifle $200 Gyrojet Gun $250 rocket Launcher $75 Machine gun $10 Grenade Launcher $50 SRM $2000 Heavy SRM $5000 Needler $1 Dart gun $5 Flamer $2 |
Replace one medkit with 5x pistol ammo.
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Expenses and other equipment (you can use your assets or equipment for this if you want. )
You have $500 which is your starting bank account unless you took wealth. I'm going to assume you all have a 2 bedroom apartment and any clothes you want. Military field rations (7 included in a field kit) $2 restraunt meal Fast food$2.5 Sit down restraunt $4 Gourmet $10-100 Housing 3-bedroom house $90,000 2-Bedrooom apartment $200/month Hotel room $10-200 a night Flophouse $7/ night Mercenary bivouac $60/ week Tri-vid Set $220 Electronic compass $30 Verigraph Uniforms Jumpsuit $24 Camo fatigues $30 Dress Uniform $45 Clothing/footwear pants $17 Shirts $10 Skirts $22 Hats $12 Socks $1 Undergarments $2 Rain gear $20 Athletic shoes $26 Work boots $35 Hiking boots $46 Knee high boots $50 Fashionable high heels $300 Wellingtons $38 Parachute $78 Underwater operations gear $125 Climbing gear $75 Transportation Dropship $800-4,500 Jumpship $2,200-4,000 |
Question, if the Solaris VII entry fee is 5,000 c-bills, and the non-wealthy only have 500, how are they going to enter to compete?
Just a little Q. Unless there is a third money-pool for mech-based stuff. Which is what I'm wanting to look at. Additional: Assuming my wealth 1 (10,000) is this in addition to the 500? (10,500), or simply 10k? Secondly, you assume we have clothes and an apartment, are these "Free" so to speak, or do you expect we pay for them? EDIT: Fourthly, how do we calculate our per-cycle upkeep expenses? Those assault mechs don't maintenance themselves. |
I'll give you the repair costs after the matches in an itemized bill, you can opt not to pay something, or go into dept to a bank. My charachter took out a $1,000,000 Loan against the value of his mech to start up his stable and will be paying your entrance fee for the match. unless you want to take out a loan and pay it for yourself.
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Right, well that works. Thanks for clarifying. ;)
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I've put the character sheet in the appropriate format. I'll buy equipment later, but right now, I've got questions as to forming Tillie's history...
I'm terribly ignorant of the way Houses do things, particularly House Kurita. Is it possible that a House Kurita soldier could go to the arena with a ComStar-supplied BattleMech and not have it be a bad thing AND make sense? If Tillie's name needs to be changed just to make it work, I don't mind at all. |
Well, AB... ComStar is more of a religious-fanatical communications monopoly. Sure, they've got the comguards, with lostech mechs and C3 computers, but they'd never lend them to anyone.
Even during the clan invasions, nobody knew the comguards had what they did until they won the day on Tukkayid, ending the invasion. They're a neutral party mostly. Granted, they pissed off a lot of the major houses by doing this, but being the sole corporation with knowlege of how HPGs work, to mess with ComStar is to be cut off from the rest of the galaxy. So, I doubt you'd manage it (Unless I'm missing something, SC probably knows more Inner-Sphere fluff than I do. I'm a clanner myself.). Surely house Kurita would have their own mechs? A Victor is generally a House Davion mech, so perhaps you got it as salvage in an engagement with them? |
There we go. Now all I need to do is hit the shoppy shop for stuffy stuff.
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JAD, can I take a loan out to add to my wealth and shiat?
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Ahhh, Crawly/Crowley, where would we be without you?
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Equipment:
A/F Body Suit ($800) Large Caliber Pistol ($200) 50x .45 Ammo ($250) Vibroblade ($100) LR Personal Communicator ($200) Respirator ($50) Deluxe Field Kit ($100) |
it's what they say. One is for repairing battlemechs and has the necessary equipment and tools to do all mech repairs, replacement parts aren't in it.
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*nods in an understanding fashion*
okay...so here's my other question. In theory, the stable would repair our mechs after each competition. So in theory, one would only need a repair kit if we were going to be acting outside that. Basically it comes down to necessity, I guess. Ah, heck with it I'll get one anyway. |
The stable will supply you with the best deals and techs they can find, but since you own your mech you will be paying for repairs.
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Well, nice to know that's been cleared up.
Kinda reminds me of the structure they used in Mechwarrior 4 Mercenaries for the Solaris arenas. If your mech got shot up, you'd have to pay repairs. Makes sense though. |
If we do well we can earn a fat endorsement deal
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Well, that's always good.
I've decided to leave out the repair kit...for now. |
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Y'know, the whole "Dedicate Victory" option works well too. ;)
"Oh, well, I have to thank House Steiner for my recent win in Solaris. They're really awesome." Steiner Rep: "Um... Right, well, that's good PR. Get him some money, quick. This is good..." PS: The Lyrans have all the big mechs. They're good friends. :p Any ideas for the first match? Certain weight class division, grand melee, capture the flag, team destruction? |
A class d Pay per view event called the "Battle of the 5 armies"
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(Character repost, this is version 3)
Name: Sigil Kadis Attributes: Build: 4 Reflexes: 6 Intuition: 6 Learn: 4 Charisma: 4 Athletic: 8 Physical: 6 Mental: 6 Social: 10 Miscellaneous Edge: 1 Advantages: Ambidextrous (1) Equipment: (One 20'000 credit loan later...) HEV Suit ($10000) Crowbar (gratis) Emergency Jetpack ($5000) 2x Pulse Laser Pistol ($2000) A/F bodysuit ($800) Medipack ($400) Solar Power Cell ($200) LR Personal Communicator (AKA Iridium Satellite Phone)($200) 1 contract promising Dante's soul to JADGuy for $20'000 (You don't want to know) Mech: AS-7 Atlas, S variant Skills: Small Arms 2 Medtech 1 Gunnery (mech) 3 Piloting (mech) 3 Piloting (aerospace) 1 Damage thresholds: Head: 12 Torso: 36 Arm: 18 Leg: 18 History: A former Kell Hound like Karen, Sigil was hardly an elite pilot like her, but he was good enough that he warranted an assault mech over the course of his career with House Steiner. Disgruntled with the way things were in his life, he quietly deserted the House forces with his 'mech and made his way to Solaris, where his Atlas Reaper Man was repainted and renamed Lucifer. Sigil likes his life as a gladiator. Not a lot of people can really hurt him, the pay's good, and he met a really nice girl recently in the circuit. However, a series of bad decisions left him in debt to a very nasty loanshark calling himself Jad Guy. He's joining the current tournament so he can pay it off, and also because he noiced Karen taking part as well. (Hurray for crappy stories. I'm soooo burned out today) |
Hey, when in doubt, become a Kell Hound. It seems like a good career path.
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indeed
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So... When do we start? and what other things do we need to set up before we're finished?
I'm sure we're going to need CBT-style mech TROs for each of our mechs. Or something. |
I'll make up your mech sheets and post them.then we can start prelimnaries before the match
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Alright let's list weapons cause we need this info. We'll be using a sametime system so we don't have to wait for people.
You get 3 weapon attacks Main weapon Weapons configuration a Weapons configuration b The main weapon can be manually cycled to your other guns, but you can only fire the selcted weapon if you choose to fire this. i recomend your largest weapon being your main weapon. Config A works like a macro you push the button and all the weapons in the configuration fire. Config b is an alternate macro I recomend this to be an all out blast. Weapons/heat/dmg/delay/minimum range/Short range/ med/ long/extended/tons/crit/ammo Energy weapons ER Large/12/8/1/-/1-7/8-14/15-19/20-28/5/2/- ER Medium/5/5/1/-/1-4/5-8/9-12/13-16/1/1/- ER Small/2/3/1/-/1-2/3-4/5/6-8/.5/1/- Large/8/8/1/-/1-5/6-10/11-15/16-20/5/2/- Medium/3/5/1/-/1-3/4-6/7-9/10-12/1/1/- Small/1/3/1/-/1/2/3/4/.5/1/- Pulse Large/10/9/1/-/1-3/4-7/8-10/11-14/7/2/- Pulse medium/4/6/1/-/1-2/3-4/5-6/7-8/2/1/- Pulse small/2/3/1/-/1/2/3/4/1/1/- Laser Anti Missile System/2d6/2d6*/0/-/-/-/-/-/1.5/2/- PPC/10/10/3/3/1-6/7-12/13-18/19-24/7/3/- ER PPC/15/10/3/-/1-7/8-14/15-23/24-28/7/3/- Flamer/3/2/-/-/1/2/3/4/1/1/- Balistic weapons Anti Missile system/1/2d6/-/-/-/-/-/-/.5/1/12 Long Tom Cannon /20/20(10)/5/4/1-6/7-13/14-20/21-20 Maps/20/15/5 Sniper Cannon/10/10(5)/5/2/1-4/5-8/9-12/13-12 maps/15/10/10 Thumper Cannon/6/5(2)/5/3/1-4/5-9/10-14/15-14 maps/10/7/20 AC/2 /1/2/1/4/1-8/9-16/17-24/25-32/6/1/45 AC/5 /1/5/1/3/1-6/7-12/13-18/19-24/8/4/20 AC/10 /3/10/1/-/1-5/6-10/11-15/16-20/12/7/10 AC/20 /7/20/1/-/1-3/4-6/7-9/10-12/14/10/5 LB 2-X /1/2/1/4/1-9/10-18/19-27/28-36/6/4/45 LB 5-X /1/5/1/3/1-7/8-14/15-21/22-28/8/5/20 LB 10-X /2/10/1/-/1-6/7-12/13-18/19-24/11/6/10 LB 20-X /6/20/1/-/1-4/5-8/9-12/13-16/14/11/5 Ultra AC/2 /1/2/-/3/1-8/9-17/18-25/26-34/7/3/45 Ultra AC/5 /1/5/-/2/1-6/7-13/14-20/21-26/9/5/20 Ultra AC/10 /4/10/-/-/1-6/7-12/13-18/19-24/13/7/10 Ultra AC/20 /8/20/-/-/1-3/4-7/8-10/11-14/15/10/5 Machine gun /.5/2/-/-/1/2/3/4/.5/1/200 Gauss Rifle /1/15/2/2/1-7/8-15/16-22/23-30/15/7/8 Missiles Arrow IV System/10/20(10)/5/-/0/0/0/5 maps/15/15/5 LRM 5 /2/1 per missile/2/6/1-7/8-14/15-21/22-28/2/1/24 LRM 10 //1 per missile/2/6/1-7/8-14/15-21/22-28/5/2/12 LRM 15 //1 per missile/2/6/1-7/8-14/15-21/22-28/7/3/8 LRM 20 //1 per missile/2/6/1-7/8-14/15-21/22-28/10/5/6 Thunderbolt 5 /3/5/3/5/1-6/7-12/13-18/19-24/3/1/12 Thunderbolt 10 /5/10/3/5/1-6/7-12/13-18/19-24/7/2/6 Thunderbolt 15 /7/15/3/5/1-6/7-12/13-18/19-24/11/3/4 Thunderbolt 20 /8/20/3/5/1-6/7-12/13-18/19-24/15/5/3 SRM 2 /2/2 per missile/2/-/1-3/4-6/7-9/10-12/1/1/50 SRM 4 /3/2 per missile/2/-/1-3/4-6/7-9/10-12/2/1/25 SRM 6 /4/2 per missile/2/-/1-3/4-6/7-9/10-12/3/2/15 Streak SRM 2 /2/2 per missile/2/-/1-3/4-6/7-9/10-12/1.5/1/50 Streak SRM 4 /3/2 per missile2/-/1-3/4-6/7-9/10-12/3/1/25 Streak SRM 6 /4/2 per missile/2/-/1-3/4-6/7-9/10-12/4.5/2/15 Narc Missile Beacon/0/0/1/0/1-3/4-6/7-9/10-12/3/2/6 Other equipment (name/ton/crit/range or other) Artemis FCS /.5/1/- Battlemech Jump pack /varies/-/- Beagle active probe /1.5/2/4 Case /.5/1/- C3 computer Master /5/5/Comunications range C3 computer slave /1/1/communications range Coolant pod /1/1/- Gaurdian ECM /1.5/2/6 Melee weapon /1/15th mechs weight rounded up/1 per ton of the hatchet/1 Double Heat Sink /1/3/- Heat sink /1/1/- Masc /20% tonnage/20% tonnage/- Null-signature System /0/7/10 heat PPC Capacitor /1/1/ +5 damage +5 heat Supercharger /10% Engine's weight/1/- Tag /1/1/1-5/6-9/10-15/16-18 Triple-Strength Myomer /0/6/activates on 9+ heat +1 movement, double melee wounds |
So... Basically we have Chain Fire, Group 1, and Group 2 for firing solutions, and only one firing solution per shooting phase, right?
Additionally, I assume we've got restrictions on mech lab weapons adjustments, as personally, I don't like my mech's loadout, so it's a question i've got. Since 3050 IS mechs aren't omni however, are we allowed to swap configurations at all? ((I've been so spoilt with clan omnis :( )) |
You can buy new weapons and have them put in but that takes time. The weapons groups are of your current weapon loads I have it easy I only have 3 weapons
So mine are main Medium laser (+cycle) a Both SRM launchers b all out fire. |
Mmm'kay. Right. Since ER-PPCs cost in the 600,000 range, I'll need to wait before retooling my mech from missle boat to energy/projectile platform. I don't even want to think about buying my choice of mech... Millions aren't easy to come by.
Anyway, for my weapons groups, Assuming chaosmarch's CRD-4K Crusader TRO is correct in the lasers being *pulse* lasers... Main: LRM-15 (Cycle with other LRM-15) Group 1: 2 Medium Pulse Lasers, 2 SSRM-2 Launchers Group 2: Alpha Strike (All weapons) (Down: I'm not sure I like Tbolts, but I might go for it.) |
I also said you can switch lrm for Thuderbolts for free.
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Weapon loadout:
Main: 2 ER Large Laser (+cycle through weapons) Group 1: 2 ER Large Laser, 2 Pulse Med Lasers Group 2: All weapons (other weapons on 'Mech are Machine Gun & Anti-Missle System) |
http://www.sarna.net/btech/bt-board-tables-bmr.shtml
Tables http://www.classicbattletech.com/PDF.html blank record sheet |
Would replacing my LRM racks with Thunderbolt LRMS prevent me from using the LRM variant missles?
Example, Cluster LRMs for infantry and Thunder LRMs for minelaying. I'm not even sure these are supported in CBT, but I know Inferno SRMs are, which may or may not require a specific launcher. Anyway, if we're using standard missles only, I'll go for Tbolts. However, important, do Tbolts lock on like LRMs do? Don't know what effect that has, but it's probably a -X to the gunnery roll. Anyway, you're the CBT whiz Squishy, how about you give the advantages/disadvantages for me and the rest of us to peruse? |
Time to catch up...
Equipment Ablative/Flack Jacket $300 Heavy submachine gun $100 Semi automatic pistol $50 Deluxe field kit $100 Long Range Personal Communicator $200 Grenade Launcher $100 Grenade Launcher Ammo x2 $100 Pistol Ammo x5 $10 Submachinegun ammo x4 $40 Mech Loadout Main: LRM-15 (Cycle with other LRM-15) A: Machine Gun x2, Large Laser B: Medium Laser x3, SRM-2 Why do I get the feeling my mech's going to be overheating more than anyone else's. Even without an Alpha Strike. |
LRM lots of missiles, but not all hit, and longer range, also you can multiple missile locks (declare 5 missiles per target.)
Thunderbolt only one missile to shoot down, but does full damage |
I'll stick with regular LRMs then. I love the swarm feeling you get when you unload two LRM-20's from a Timber Wolf on some unsuspecting guy from half a map away.
Of course, I've got a Crusader, but it's close. :p |
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Main: 4 ER Medium Lasers + AC/20 (Can I upgrade this to an Ultra, pwease?)
Group 1: 4 ER Medium Lasers + Streak SRM 6 + 2x Streak SRM 2 + Thunderbolt LRM 20 Group 2: Alpha Strike (everything dies) |
Errgggh...the subscription system is again being rather mean to me.
Main: 2x ER PPC (+cycle through weapons) 1st Group: 2x Medium Laser and 1x Machine Gun 2nd Group: Alpha Strike (and I'm only doing this 'cause the WHM-7M has double Heat Sinks) |
It should activate automatically, IMO.
Otherwise you might as well mount 16 MGs and manually target every incoming missile. |
My point exactly. Official canon states that the AMS can be activated and deactivated at will, but it's not part of any weapon group, and it automatically will track and eliminate incoming missiles.
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Main: LRM 15 x 2
Group A: Pulse Medium Laser x 4, Streak SRM 2 x 2 Group B: Narc This mech just isn't build for alpha strikes. ^^; |
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A little consolation eh? Certainly better than the Video game. Hehe, looking at Dante's atlas again, It proves that he has more and bigger guns than us. ;) PS: AMSes are automatic, yes... |
but it is possible to overide and to weaponize.
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Head shot is easier.
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I thought hit-locations were random? If not, what's the called-shot penalty for aiming for a specific location?
((I know headshots are hella hard, even with 6 gunnery.)) |
depends on the other penalties too
But with a clan targeting computer it's a +3 to call a shot +6 to call head. so without that it's double +6 to call body. +12 to call head You can reduce this by standing still and actually aiming, but you'de need about 12 turns to cancel the penalty. |
Yes... The Clan Tesla 2 TC's are really good, and a high gunnery pilot can nail good shots with them, at least in the fiction. Anyway, since the roll is only 2d6+modifiers, a +12 mod might very easily make you auto-miss without some serious bonuses.
Garud: Why don't you set your Narc to chain fire? I mean, seriously, then you could have both LRM racks in a group, or cycle them as needed, and the Narc wouldn't take up a groupfire slot. Besides, once you narc them, you're going to want to launch all your missles since they'll auto-lock on the Narc beacon. ((Friendly missles autolock onto friendly narc beacons unless they already have a lock, correct? So if Ecurt narcs someone, any dumbfire LRMs I launch will vector to attack the narc beacon, right?)) |
except 12s are auto success
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Ok, time to catch up...
Name: Alison Hunter Age: 21 Height: 170 cm (6'2") Weight: SECRET Eyes: Blue Hair: Long and blonde Atributes: Build: 4 Reflexes: 6 Intuition: 6 Learn: 5 Charisma: 6 Characteristics Athletic: 7 Physical: 6 Mental: 8 Social: 6 Miscellaneous Edge: 1 Advantages: Well Equipped 1 Equipment: Medkit (10$) Deluxe Tool Kit (500$) Personal Communicator (50$) Armor Bodysuit (150$) Deluxe Field Kit (100$) Automatic Pistol (100$) Automatic Pistol Ammo x22 (88$) Mech:ASN-101 Assassin [B] Weapons Loadout: Main Weapon 1x Medium Laser + SRM 2 Secondary 1: 3x Small lasers Secondary 2: Alpha Strike Skills:[/B] Advanced University Medtech: 4 Technician: 3 Pilot: 2 Gunnery: 2 Engineering: 2 Small Arms: 1 Tinker: 1 Computer: 1 Elective: Art: 1 Damage threshholds Head: 8 Torso: 24 Arm: 12 Leg: 12 History: After studying Engineering at University, Alison had a bright future in working at designing mining mechs for a presigious company. However, the prospect of sitting behind a desk for the rest of her life horrified her, so after getting a tip off from a friend, she became a mech engineer worked her way up until she got her own mech and started in the mechwarrior circuit, taking repair jobs to pay for her equipment until she joined a steady stable permanently. One day, she was repairing a random mech when the pilot began to hit on her. At first she was ready to smash him in the head with her wrench, but they eventually hit it off. The pilot turned out to be Sigil and soon they became involved as boyfriend and girlfriend. Recently, in her last battle before joining Blitz's group, Alison sustained a shattered arm and has been on the mend. Only after her new stable's first battle has she recovered enough to rejoin them. |
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