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  1. - Top - End - #121
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    AssassinGuy

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by McStabbington View Post
    I see we'll get along just fine.

    One thing I was hoping for was a sense of what to pare out of my character concept, make him a little more focused as a character. One of the things I've been thinking of was that once he went into the MAF, as one of the very few in the Magistracy who had formal mechwarrior training, that part of his backstory was that he'd been brought into the Active Response Corps, which is the Magistracy black ops team. Not anywhere near as good as DEST or the Death Commandos, but extremely solid for the Periphery, probably about as good as MI6 of the Fed Suns. Which in turn would explain part of his backstory in the Andurien Secession Crisis: he was part of a team essentially tasked with making sure Emma Centralla didn't die while she was fighting on Repulse and Canopus with the Second Canopian Cuirassiers. Which would also give him some training in things like anti-battlemech infantry tactics, and give us an option to expand our range of tactics.

    But I also need to realize that a mechwarrior who went to Nagelring, and was a special forces soldier, who is also our unit commander and our ace negotiator, could be a wee bit much for backstory. I mean, there's nothing wrong with the idea that a 45-year old has been all of those things, and PC's in the Battletech universe typically are among the elites for weird and varied experiences. And there's nothing illogical about the progression I'm planning. I'm just saying it could spread the 5000 xp a mite thin, and something might have to give as I go through the character creation process. If so, I'd like to know what to give. I could abandon making him the unit commander, or I could abandon making him former ARC. My choice depends heavily on the campaign: if the thought of planning a mission with us out of our mechs infiltrating enemy base camps and fragging their mechwarriors before they get into their cockpits fills our GM's heart with terror, special forces training might be easier to pass up on.
    omg I just realized you're from Space-Vegas-Without-Limits! (aka. Canopus).

    Also such things like infiltration and sabotage are usually not done by mech warriors. It's more a thing for the Merc infantry or specific specialists within.
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  2. - Top - End - #122
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    DwarfBarbarianGuy

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Black ops MechWarriors aren't without precedent (see Death Commandos, DEST, GDL Commandos), but it looks like it's a bit tough to convincingly realize on 5,000 XP. I'd suggest ditching the special ops stuff, because going in alone is generally suicide. And it avoids the Rogue problem where the whole party sits around picking their noses while Sneak McSneaks runs ahead to do his thing.
    I am not crazy! I prefer "reality impaired".

  3. - Top - End - #123
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    PaladinGuy

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Very true. But Special Forces is a subfield of Advanced Individual Training, and he might have taken that subfield. Which in turn would make him a natural subject for recruitment into ARC. It's perfectly legitimate under the rules, and someone who was former special forces would be a natural person to later found a mercenary outfit. Not only would my character already have experience dealing officially and unofficially with multiple arms of the Inner Sphere governments and streets, but it's a pretty natural progression, and it's hardly Mary Sue-ish in a world where Kai Allard-Liao and Phelan Kell exist. Plus it allows for character conflict, as old allegiances and conflicts die hard.

    I'm just saying that there's the possibility that it threatens my goals for the character. I'd like to make him a pretty solid commander overall: I'm trying to make him good at administration, negotiating, a solid veteran mechwarrior, tactics/strategy, maybe a hobby or two. He's not Jaime Wolf or anything, but definitely a good baseline unit commander for a company-sized mercenary outfit. None of these conflict with Special Forces Training, but making him all those things, plus also a capable former ARC soldier, risks spreading points too thin to make any of them a reality. If I need to hone it, it'd be nice to know from the outset that no, under no circumstances would our GM like to see us doing anything that would involve special forces training.
    Last edited by McStabbington; 2020-03-28 at 01:57 PM.

  4. - Top - End - #124
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    AssassinGuy

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    True on that, both of you. Hence why I said 'usually'.
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  5. - Top - End - #125
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    PaladinGuy

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Hrm. On consulting the spreadsheet, I suspect that math may have solved the problem for me. There just isn't a way to incorporate that many modules in a 5,000 point limit. He's got to be younger than I'd anticipated, and not have near the experience I'd anticipated. So if he's the unit commander, he's young and full of beans, as opposed to the aging warrior poet I was imagining.

  6. - Top - End - #126
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    AssassinGuy

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by McStabbington View Post
    Hrm. On consulting the spreadsheet, I suspect that math may have solved the problem for me. There just isn't a way to incorporate that many modules in a 5,000 point limit. He's got to be younger than I'd anticipated, and not have near the experience I'd anticipated. So if he's the unit commander, he's young and full of beans, as opposed to the aging warrior poet I was imagining.
    We are allowed to modify the final age by a year or two from the GM's side. not by 3 or 5 or some such. Just a minor variation was allowed for me at least.
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  7. - Top - End - #127
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    It was my understanding your character could be as old as you want, provided you aren't taking the 100/year XP bonus listed in the rules. Thing is, I'm not looking at the ages. I'm just looking at module costs, in reference to the 5000 XP hard limit, and I'm saying they don't fit. Just doing the math on the life experience through Section 3, plus the OCS, cost me 3675 XP. That means there's room for one, and only one, Stage 4 module, plus extras for modification.
    Last edited by McStabbington; 2020-03-28 at 02:44 PM.

  8. - Top - End - #128
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by McStabbington View Post
    It was my understanding your character could be as old as you want, provided you aren't taking the 100/year XP bonus listed in the rules. Thing is, I'm not looking at the ages. I'm just looking at module costs, in reference to the 5000 XP hard limit, and I'm saying they don't fit. Just doing the math on the life experience through Section 3, plus the OCS, cost me 3675 XP. That means there's room for one, and only one, Stage 4 module, plus extras for modification.
    well... no. when you pick an education, your character ages. if you pick any Real Life modules there's a year-cost to it as well since you spent time or real life things.
    I have my character's age reduced by 2 (from 27 to 25) and has a birthday in about a month's time in-game to represent having started the Military School Education a little over a year earlier than the norm and has continued life from there being a little over a year ahead in each thing by default.
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  9. - Top - End - #129
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by Hemnon View Post
    well... no. when you pick an education, your character ages. if you pick any Real Life modules there's a year-cost to it as well since you spent time or real life things.
    I have my character's age reduced by 2 (from 27 to 25) and has a birthday in about a month's time in-game to represent having started the Military School Education a little over a year earlier than the norm and has continued life from there being a little over a year ahead in each thing by default.
    What do you mean, "no"? I'm sure everything you've said is true. But none of that really conflicts with my assertion that 1) I don't really care what my character's final age is, though I intend to obey the required listed terms, 2) I do care about staying within the 5000 XP hard limit, and 3) the conflict between the two necessitates that my character be younger than I imagined him to be. He can't be older than his mid-twenties, when I had imagined him to be around 45 or so. I was envisioning a veteran of the Andurien Secession conflict, whereas the points say that he had to have been around 8 or so when that conflict started.

  10. - Top - End - #130
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by McStabbington View Post
    What do you mean, "no"? I'm sure everything you've said is true. But none of that really conflicts with my assertion that 1) I don't really care what my character's final age is, though I intend to obey the required listed terms, 2) I do care about staying within the 5000 XP hard limit, and 3) the conflict between the two necessitates that my character be younger than I imagined him to be. He can't be older than his mid-twenties, when I had imagined him to be around 45 or so. I was envisioning a veteran of the Andurien Secession conflict, whereas the points say that he had to have been around 8 or so when that conflict started.
    Oh sorry, I think I misread. you meant you can AGE the character further if wanted? I guess that's true and possible, yeah.
    English ain't my native language so these misunderstandings happens sometimes.
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by Hemnon View Post
    Oh sorry, I think I misread. you meant you can AGE the character further if wanted? I guess that's true and possible, yeah.
    English ain't my native language so these misunderstandings happens sometimes.
    Oh, sorry about that then. I'm used to the rules from Mechwarrior: 2nd Edition, and I'm working through the AToW booklet as we speak on a spreadsheet. So when you said that no, that's not how it works, I didn't think "oh, perhaps he misunderstood". I thought "oh, there's some passage in a part of the book I've not read yet that just invalidated the hours of work I put in." Hence the "Now wait just a minute!" response.

  12. - Top - End - #132
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by McStabbington View Post
    Oh, sorry about that then. I'm used to the rules from Mechwarrior: 2nd Edition, and I'm working through the AToW booklet as we speak on a spreadsheet. So when you said that no, that's not how it works, I didn't think "oh, perhaps he misunderstood". I thought "oh, there's some passage in a part of the book I've not read yet that just invalidated the hours of work I put in." Hence the "Now wait just a minute!" response.
    I just hope I do not have to redo the math for my character, because I am 99% certain i did everything according to the rules and I even have a setup-page made in notepad but accidentally deleted it a few days ago :S
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Tell me about. Equipment took me all day, but my character is finally complete. I hope.

    Also, Xiofan's going to love working for a Canopan, seeing how her father was killed by them in the 3030 invasion.
    I am not crazy! I prefer "reality impaired".

  14. - Top - End - #134
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by RandomLunatic View Post
    Tell me about. Equipment took me all day, but my character is finally complete. I hope.

    Also, Xiofan's going to love working for a Canopan, seeing how her father was killed by them in the 3030 invasion.
    Not to mention any encounters with Draconic Combine allied forces will most likely require my character to fight to do death or suffer hella bad negative modifiers for a while.
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  15. - Top - End - #135
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by Hemnon View Post
    I see no place in the rules mentioning a limit to negative traits. Only a limit of a total of -5 TPs in Additional XP purchased, which is the final step in character creation.
    On re-reading that section, you're right.
    Quote Originally Posted by Hemnon View Post
    Remember that my character is also 25 (almost 26), so gets a massive Attribute Bonus boost just from that.
    This might account for most of what seemed off to me math-wise.

    Quote Originally Posted by McStabbington View Post
    Just to be clear, exactly what kind of campaign are we to expect? Is the DM planning extensive rp, or extensive action outside the cockpit?
    Quote Originally Posted by Hemnon View Post
    I am personally hoping for a mix of Courtly level interactions (Mechwarriors are seen as Larger-than-life people akin to the knights of old... although Merc Mechwarriors are more like a Roving Knights-for-hire rather than household-knights), so a chance to socialize, heck even a chance to meet some lords and ladies of the local planet, a chance to show off and either confirm or go against perceived expectations of a Mercenary.

    Then chances to also pilot the mechs would be nice (Duh).
    Intrique moments of PC enemies showing up (not neccessarily for battle, but rather to flaunt their presence and such).

    Ya know, a little of that wider appeal focus to allow other character skills than just Gunnery/Mech, Pilot/Mech and Sensory Rolls being the only thing.
    Stuff like negotiating a contract, stipulating specific clauses in the deal, possible honorary titles given for services done high above expectations, etc. etc.
    Moments of calling in Aerofighter support, that first encounter with the clans later on, etc.
    Not always forcing a battle but allowing stuff like a measure of understanding, maybe play by the clanners' rules for a time, etc.
    This is more-or-less what I'll be aiming for.
    Quote Originally Posted by McStabbington View Post
    If I need to hone it, it'd be nice to know from the outset that no, under no circumstances would our GM like to see us doing anything that would involve special forces training.
    There will be uses for those related skills, but you won't be expected to be a squad of fully-trained DEST commandos.
    Quote Originally Posted by Hemnon View Post
    I just hope I do not have to redo the math for my character, because I am 99% certain i did everything according to the rules and I even have a setup-page made in notepad but accidentally deleted it a few days ago :S
    I'm going to go more in depth on reviewing character sheets and their math tomorrow and Monday, my schedule is a little short on time today.

    Also: I've decided to waive the cost of the Citizenship trait for Capellan (or Marian) characters. I don't like traits whose sole function is to absorb XP compared to other characters. It'd be different if it was an all-Capellan military unit of mixed-caste characters or a Clan campaign, where the difference between being a Citizen/Trueborn actually has more of an impact, but not in a mixed-origin mercenary group where even a Periphery character from somewhere like the Outworlds Alliance or Oberon Confederation has a functional leg up over someone who hails from one of the Successor States (albeit the currently-weakest one).

    Quote Originally Posted by RandomLunatic View Post
    Also, Xiofan's going to love working for a Canopan, seeing how her father was killed by them in the 3030 invasion.
    Quote Originally Posted by Hemnon View Post
    Not to mention any encounters with Draconic Combine allied forces will most likely require my character to fight to do death or suffer hella bad negative modifiers for a while.
    Independent affiliations do exist, for those whose greatest allegiance is to money and not to an interplanetary super-state too massive to return your affections.

  16. - Top - End - #136
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    DwarfBarbarianGuy

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by Mando Knight View Post
    Also: I've decided to waive the cost of the Citizenship trait for Capellan (or Marian) characters. I don't like traits whose sole function is to absorb XP compared to other characters. It'd be different if it was an all-Capellan military unit of mixed-caste characters or a Clan campaign, where the difference between being a Citizen/Trueborn actually has more of an impact, but not in a mixed-origin mercenary group where even a Periphery character from somewhere like the Outworlds Alliance or Oberon Confederation has a functional leg up over someone who hails from one of the Successor States (albeit the currently-weakest one).
    Woo-hoo! Thanks a lot! You're right, the citizenship trait seems like an awful point sink punishing you for taking the wrong faction. It seems like an adaptation of the defunct SOC score from 3rd ed. Which was also a point sink in that nobody cared about unless the lifepath dictated a minimum.

    Great, now I have to go back with my new equipment level and re-do all my gear.

    Speaking of gear, to address the idea of standard gear, we're a mercenary 'Mech unit. The main combat gear is the BattleMech, which is generally on a take what you can get basis. You'll probably want something resembling uniform, maybe a dress one too, although there's way better things for a start-up unit to spend C-bills on. MechWarriors won't wear armor in battle. Maybe issue a flak jacket and helmet for tooling around base. Pick a ballistic sidearm and be done. You can make arguments for any. Revolvers are cheap, reliable, and perform well against armor. Auto-pistols have more ammo and are still cheap. Magnums are pricier, but not much, and the extra punch might save a valuable MechWarrior in a pinch. My personal vote is magnum revolvers, they hit about as hard as most rifles. You only get 5 shots, but BT's not the type of setting where you can Rambo through an entire squad of enemy troops.
    I am not crazy! I prefer "reality impaired".

  17. - Top - End - #137
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by Mando Knight View Post
    On re-reading that section, you're right.

    This might account for most of what seemed off to me math-wise.




    This is more-or-less what I'll be aiming for.

    There will be uses for those related skills, but you won't be expected to be a squad of fully-trained DEST commandos.


    I'm going to go more in depth on reviewing character sheets and their math tomorrow and Monday, my schedule is a little short on time today.

    Also: I've decided to waive the cost of the Citizenship trait for Capellan (or Marian) characters. I don't like traits whose sole function is to absorb XP compared to other characters. It'd be different if it was an all-Capellan military unit of mixed-caste characters or a Clan campaign, where the difference between being a Citizen/Trueborn actually has more of an impact, but not in a mixed-origin mercenary group where even a Periphery character from somewhere like the Outworlds Alliance or Oberon Confederation has a functional leg up over someone who hails from one of the Successor States (albeit the currently-weakest one).



    Independent affiliations do exist, for those whose greatest allegiance is to money and not to an interplanetary super-state too massive to return your affections.
    Oh thank the flying spaghettimonster! I am so happy I wasn't totally wrong-counted somewhere!

    And yeah I had to re-read that part a few times to make sure I had understood it right, and indeed, no negative trait limit, except for when you buy extra XP, and then it's just a max of 5 negative Trait Points of XP value. Sorta makes sense since it can help you bolster a negative trait that you feel would work better at a higher level, and then be rewarded in turn for it.

    Well the Capellan one is only for people that want Military School or Academy. One could go with an alternate path and then spent some spare XP to buy up Mech-related skills to show a live-and-learn training rather than a formal level of training.
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by RandomLunatic View Post
    Woo-hoo! Thanks a lot! You're right, the citizenship trait seems like an awful point sink punishing you for taking the wrong faction. It seems like an adaptation of the defunct SOC score from 3rd ed. Which was also a point sink in that nobody cared about unless the lifepath dictated a minimum.

    Great, now I have to go back with my new equipment level and re-do all my gear.

    Speaking of gear, to address the idea of standard gear, we're a mercenary 'Mech unit. The main combat gear is the BattleMech, which is generally on a take what you can get basis. You'll probably want something resembling uniform, maybe a dress one too, although there's way better things for a start-up unit to spend C-bills on. MechWarriors won't wear armor in battle. Maybe issue a flak jacket and helmet for tooling around base. Pick a ballistic sidearm and be done. You can make arguments for any. Revolvers are cheap, reliable, and perform well against armor. Auto-pistols have more ammo and are still cheap. Magnums are pricier, but not much, and the extra punch might save a valuable MechWarrior in a pinch. My personal vote is magnum revolvers, they hit about as hard as most rifles. You only get 5 shots, but BT's not the type of setting where you can Rambo through an entire squad of enemy troops.
    Heh, yeah I had troubles figuring what weapon to get my own character as well. I decided to play on the ComStar Trained Mechwarrior and took a Laser Pistol because I could get it rules-legally and I felt it fit.
    Maybe the thought is on if you want the sidearm to be focused around emergency moments when ejected from your mech, or more as a weapon-of-choice for non-mech moments? Something like a Flechette pistol (needler) would be a good idea for more courtly intrique since it's quieter than normal firearms and extremely lethal when used against unarmored opponents.
    Maybe look at the type of weapons being 'capellan' focused on the weapon-lists and figure what might also fight the background affiliation.

    That's just my 10 cents of course.


    ------------------
    Also GM, I'd ask again cuz I might have missed it or maybe you missed the question prior:
    Do we have any Merc Company given Gear? Stuff we do not own but is issued from the Mercenary Company itself to support our role. Like a Basic Neurohelmet and coolingvest?

    PS: Just curious, if my character should go and end up dying, would you allow my next character to potentially be an Aerospace pilot that more or less works towards supporting the Mechs on the ground, either in an anti-bomber 'Interceptor' capacity, or if no Aerofighter intel is present, go with a Bomber-capable aerofighter to more directly help the Mechwarriors with bombing runs and such?

    Oh and PPS: Do we go with the less-lethal rules with regards to the auto-ejection system normally going into action to preserve the pilot in catastrophic situations like Cockpit-breach, ammo explosions, etc?
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by RandomLunatic View Post
    Tell me about. Equipment took me all day, but my character is finally complete. I hope.

    Also, Xiofan's going to love working for a Canopan, seeing how her father was killed by them in the 3030 invasion.
    I don't think he needs to worry about that. I had no idea the 5,000 XP limit would be as severe as it is. Right now, I'm trying to figure out whether or not optimization will be enough to allow me to have both OCS training and a bloody mech, because at the moment, it looks like it's either/or.

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    *Sigh*

    Okay, I think I have the numbers right. I'm a thoroughly green lance commander, and I own but a meager . . .

    [rollvd1000]

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    For crying out loud, would you just roll the stupid dice without making me type this whole damned message into the machine!

    (1d1000)[667](667)

    A Locust. I'm an owner of my very own LCT-1V Locust.
    Last edited by McStabbington; 2020-03-28 at 11:45 PM.

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by McStabbington View Post
    I don't think he needs to worry about that. I had no idea the 5,000 XP limit would be as severe as it is. Right now, I'm trying to figure out whether or not optimization will be enough to allow me to have both OCS training and a bloody mech, because at the moment, it looks like it's either/or.
    well you can go without owning the mech or rolling on a table and just pay 400 XP in Vehicle and be issued a random mech by the Merc Company.

    Oh btw remember the rebate XP you get from the Higher Education Field (each Field Skill costs 30 XP, and then you get a rebate of 6 for each Field back as spendable XP.) PS: this is extremely easy to miss that you have to pay extra XP for a Higher Education Choice with Fields in it, like Military Academy costs 830 just to take it, and then for just basic training you pay another 150 for the 1-year long Basic Field, which nets you 30 XP in return as rebate btw, AND then if you also want the Advanced Field in that education.... such as Mechwarrior, then you pay another 150 XP (and gets 30 XP back as a rebate)..... well then it gets expensive. If you want Officer Candidate School as well to get them O-ranks, then it's even more expensive cuz that's an extra Education tree to pay for PLUS the field skills.

    There's also the part of not buying away negative traits you start with, that are not at a full level so you can gain some extra XP that way (by getting a compulsion of -25 XP to a -100, which grants you a nice extra +75 XP to toss around).
    THat's what I did for Nikita and it worked out pretty well. Sure I couldn't have all the nice positive traits I wanted, but then again, I'd rather have functional skills, functional-person Attributes and such, instead.
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  23. - Top - End - #143
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    AssassinGuy

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by McStabbington View Post
    For crying out loud, would you just roll the stupid dice without making me type this whole damned message into the machine!

    [roll0]

    A Locust. I'm an owner of my very own LCT-1V Locust.
    You were soooo close to get an Urbie tho!
    PS: I'd recommend having a higher Vehicle trait so you can avoid that LCT-1V if possible. Good thing with it is that it's fast as hell and is good at making ALL the crit hits once armor is actually breached on an enemy mech with them machine guns.
    Last edited by Hemnon; 2020-03-28 at 11:59 PM.
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    DwarfBarbarianGuy

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    It's not like standard Shadow Hawk is much of an improvement. At least the LCT-1V is the third best of the 3025 20-tonners, and is quite functional at its job. I can't even figure out what the SHD-2H's role is supposed to be.
    I am not crazy! I prefer "reality impaired".

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by RandomLunatic View Post
    It's not like standard Shadow Hawk is much of an improvement. At least the LCT-1V is the third best of the 3025 20-tonners, and is quite functional at its job. I can't even figure out what the SHD-2H's role is supposed to be.
    I think it's meant to be a moving strike platform that can do long range effectively and shortrange just as effectively, but does the best at the 6+ range bracket.

    you should roll on the 3039 table. not the 3025 one.
    that means you get.... I think it's a Hunchback? on 667 should be a hunchback on the 3039 table iirc.
    PS that's the 4G version with the mech-killer AC/20 on that shouldermount

    Actually, 667 on the 3039 table is an Urbanmech UM-60.....


    Was looking on the wrong table here
    Yeah, a Locust... Well, it's fast as hell... 12 spaces for a run. Not gonna be a wanted target by just about any other mechs... the big Heavy Mech might be more of an interesting Target if so.

    If it can get into rear armor territory, it can really be annoying cuz just a round or two of rear attacks can be internally damaging rather quick. And then there's the whole 'what direction does the enemy mech want to face' in such a situation?
    Last edited by Hemnon; 2020-03-29 at 01:07 AM.
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Well, good news is that, having reviewed the original post, I can shave an extra 100 XP from my rank, since I'm technically Rank 4, rather than Rank 3 for an Ensign. That being said, I'm far more inclined to put those ranks back into skills or eliminate the Glass Jaw I got from my noble heritage than I am to upgrade my mech. RandomLunatic is correct that the upgrade on the Magistracy of Canopus table is a Shadow Hawk, and I have to agree that Shadow Hawks are pretty useless. I think they're more test beds for various weapon systems than they are effective combat mechs in their own right. They chew ammunition like no one's business, and they do next to no damage. Best thing I could probably do with a Shadow Hawk is try and hock it for something better, like a WLF-2 Wolfhound when those start rolling off the assembly lines.

    But I've handled Locusts in combat. And sure, if the GM is a killer GM, I won't last long. But so long as you pick your ranges carefully and keep your modifiers high, most people don't actually spend that much time targeting Locusts. In my experience, they'd usually much rather spend their fire on easier-to-hit targets that do more damage. Efficiency tends to be the name of the game when it comes to weapons fire in the 3025-3050 era, if for no other reason than heat, and it's almost never an efficient use of your resources to take out a Locust. Sure I'd want to upgrade if and when . . . pretty much anything came available. But Locusts aren't the death traps they appear to be, provided you use them properly.

  27. - Top - End - #147
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by McStabbington View Post
    Well, good news is that, having reviewed the original post, I can shave an extra 100 XP from my rank, since I'm technically Rank 4, rather than Rank 3 for an Ensign. That being said, I'm far more inclined to put those ranks back into skills or eliminate the Glass Jaw I got from my noble heritage than I am to upgrade my mech. RandomLunatic is correct that the upgrade on the Magistracy of Canopus table is a Shadow Hawk, and I have to agree that Shadow Hawks are pretty useless. I think they're more test beds for various weapon systems than they are effective combat mechs in their own right. They chew ammunition like no one's business, and they do next to no damage. Best thing I could probably do with a Shadow Hawk is try and hock it for something better, like a WLF-2 Wolfhound when those start rolling off the assembly lines.

    But I've handled Locusts in combat. And sure, if the GM is a killer GM, I won't last long. But so long as you pick your ranges carefully and keep your modifiers high, most people don't actually spend that much time targeting Locusts. In my experience, they'd usually much rather spend their fire on easier-to-hit targets that do more damage. Efficiency tends to be the name of the game when it comes to weapons fire in the 3025-3050 era, if for no other reason than heat, and it's almost never an efficient use of your resources to take out a Locust. Sure I'd want to upgrade if and when . . . pretty much anything came available. But Locusts aren't the death traps they appear to be, provided you use them properly.
    That's why the Locust works best when paired with something big, scary and more inviting as a target so it can run around like crazy and NOT be an inviting target cuz it'd be waste of an attack doing 11+ rolls to hit it in SHORT range, when there's a big and inviting medium or Heavy mech that is much, MUCH easier to hit.

    Although with a 100 XP in Custom Vehicle you can pick the Affiliation Table you wanna use the roll on tho. There's stuff like a Stinger instead, Firestarter, Ostscout, etc. And Urbanmech of course if you go with the Cappelan table....
    Last edited by Hemnon; 2020-03-29 at 02:12 AM.
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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    cheer Locust ... as a light mech its one of the more flexible ones
    one of my favorite Locust loadouts is 2 small or med lasers, and the rest all MG's, max speed, full armor, zip around and take out rear armor as stated.

    my personal preference though is the shadow cat - granted it's clanner
    Last edited by samduke; 2020-03-29 at 06:23 AM.

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Well, before I apply that last 100 XP, someone please check my math to see whether I did this right.

    As of the completion of base point application, and before I started optimizing or adding additional negative traits for more points, I had two negative traits: Enemy at -275, and Glass Jaw at -100. So I used points to raise Enemy to -200, then added five more points to make it Enemy -700. Storytelling-wise, I figured that my noble family had some nemeses, and wouldn't you know it, but who was head of the MAF officer entrance committee? Hence why I didn't go into the MAF, and instead had to look for work with a reputable mercenary outfit willing to hire on a greenhorn officer.

    Okay, but enough storytelling, this is a math question. Right now at this point in the calculations, I'm at:

    Glass Jaw -100
    Enemy -700

    It was at this point that I looked through the traits listings, and found that Glass Jaw is worth 300 points rather than 100, so the choice was either make up the -100 points which I didn't have, or move it back up (down?) to -300. So I moved it back down, but crucially, I swapped over two hundred points from enemy because I figured that this was the equivalent of taking additional disadvantages. So the point total on my spreadsheet currently stands as follows:

    Glass Jaw -300
    Enemy -500

    The question is: did I do the calculation correctly, or did I just reduce my additional disadvantages by 200?

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    Default Re: Battletech - A time of Total Warfare (Combo of A time of War and Total Warfare)

    Quote Originally Posted by McStabbington View Post
    Well, before I apply that last 100 XP, someone please check my math to see whether I did this right.

    As of the completion of base point application, and before I started optimizing or adding additional negative traits for more points, I had two negative traits: Enemy at -275, and Glass Jaw at -100. So I used points to raise Enemy to -200, then added five more points to make it Enemy -700. Storytelling-wise, I figured that my noble family had some nemeses, and wouldn't you know it, but who was head of the MAF officer entrance committee? Hence why I didn't go into the MAF, and instead had to look for work with a reputable mercenary outfit willing to hire on a greenhorn officer.

    Okay, but enough storytelling, this is a math question. Right now at this point in the calculations, I'm at:

    Glass Jaw -100
    Enemy -700

    It was at this point that I looked through the traits listings, and found that Glass Jaw is worth 300 points rather than 100, so the choice was either make up the -100 points which I didn't have, or move it back up (down?) to -300. So I moved it back down, but crucially, I swapped over two hundred points from enemy because I figured that this was the equivalent of taking additional disadvantages. So the point total on my spreadsheet currently stands as follows:

    Glass Jaw -300
    Enemy -500

    The question is: did I do the calculation correctly, or did I just reduce my additional disadvantages by 200?
    Optimizing existing traits doesn't count against your disadvantage limit, provided you only take it down to the next valid level. If you go more than one level down, then it counts as a bought disadvantage. As glass jaw only has one level, you're fine.

    Quote Originally Posted by Hemnon View Post
    I think it's meant to be a moving strike platform that can do long range effectively and shortrange just as effectively, but does the best at the 6+ range bracket.
    In practice it's "figure out what your enemy is bad at, then go there." Snipe a Hunchback, brawl a Griffin.

    But just from that stat sheet, you can't even figure out what the vision is. You have average movement and armor, although the 3 jump capacity is a waste. You have an AC/5, which is usually a low-heat supplement to a big long-range gun. You have an LRM-5, which is either a token long-range weapon or a light supplement to existing long range weapon. A single medium laser is a throw-on to cover short ranges. SRM-2s just suck, but they're usually a toss-in short range weapon. So you have a 'Mech with two sets of back-up weaponry for a primary gun that doesn't exist.

    Was looking on the wrong table here
    Yeah, a Locust... Well, it's fast as hell... 12 spaces for a run. Not gonna be a wanted target by just about any other mechs... the big Heavy Mech might be more of an interesting Target if so.

    If it can get into rear armor territory, it can really be annoying cuz just a round or two of rear attacks can be internally damaging rather quick. And then there's the whole 'what direction does the enemy mech want to face' in such a situation?
    Quote Originally Posted by McStabbington View Post
    Well, good news is that, having reviewed the original post, I can shave an extra 100 XP from my rank, since I'm technically Rank 4, rather than Rank 3 for an Ensign. That being said, I'm far more inclined to put those ranks back into skills or eliminate the Glass Jaw I got from my noble heritage than I am to upgrade my mech. RandomLunatic is correct that the upgrade on the Magistracy of Canopus table is a Shadow Hawk, and I have to agree that Shadow Hawks are pretty useless. I think they're more test beds for various weapon systems than they are effective combat mechs in their own right. They chew ammunition like no one's business, and they do next to no damage. Best thing I could probably do with a Shadow Hawk is try and hock it for something better, like a WLF-2 Wolfhound when those start rolling off the assembly lines.

    But I've handled Locusts in combat. And sure, if the GM is a killer GM, I won't last long. But so long as you pick your ranges carefully and keep your modifiers high, most people don't actually spend that much time targeting Locusts. In my experience, they'd usually much rather spend their fire on easier-to-hit targets that do more damage. Efficiency tends to be the name of the game when it comes to weapons fire in the 3025-3050 era, if for no other reason than heat, and it's almost never an efficient use of your resources to take out a Locust. Sure I'd want to upgrade if and when . . . pretty much anything came available. But Locusts aren't the death traps they appear to be, provided you use them properly.
    Backstabbing heavy and assault units requires at least two Locusts to pull off, unless it has really thin rear armor like a Rifleman. Otherwise, you're going to spend way too long just trying to peel off the back armor to do anything useful. Better to circle around the flank to selectively nibble away at any weak points the big boys start exposing.

    Fortunately, the P-Hawk is pretty comparable in terms of battlefield mobility, and brings the firepower of two Locusts to the table. I can see it now-the heavier Enforcer and Guillotine providing the anvil while the lighter 'Mechs run around for the backstab.

    At least I assume we're all going to be in the same lance. It seems easier than spreading all the PCs across a company and then having to drag all those NPC into a PbP company-scale action.
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