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News:

Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

Pages: [1] 2 3 ... 10
 1 
 on: Today at 08:42:54 AM 
Started by Darrian Wolffe - Last post by deadlyfire2345
Unit:
Karen Pak, 35, Elite Admin/Logistic
Nataly Combs, 31, Veteran BA pilot with Salamander BA (STD) (32/32)
Albina Koudelka, 20, Green Doctor (12/12)
Francisco Sandoval, 26, Veteran Vehicle Driver
Chaparral Missile Artillery Tank to replace one of the Zephyrs.

Ehreschuld:
Battlemaster DC

Foil:
Mist Lynx

None:
Lancer, Blitzkrieg, Fury, Fire, Paladin

No answer:
Marigold, Norbotten, Jazz, Spectre

 2 
 on: Today at 08:29:43 AM 
Started by Darrian Wolffe - Last post by Ad Hoc
I also did not vote for this contract.

I agree with not changing anything except possibly terrain.



 3 
 on: Today at 08:09:34 AM 
Started by Darrian Wolffe - Last post by serrate
I did NOT vote for this contract, had to say that first.

Oh wow, that is a LOT of clan stuff. That is ugly.

I agree with Ice, more buildings for them to land on would be perfect. I'd suggest reroll for Heavy urban. Love to see some non-jumping mechs get stuck on top of skyscrapers. I don't have a lot of all-weather SPA's, so I'd prefer weather stay clear.

 4 
 on: Today at 07:56:29 AM 
Started by Darrian Wolffe - Last post by Ice
Well gents thats not a fun way to start

Thoughts on terrain? Kind of thinking potential drift and cover with woods and buildings. Not my fault if they land in a building right? Maybe we shoot for heavy urban? Thoughts on changing the weather or time? I'm asking because this is going to need to be a group effort in addition to focus fire galore.

Holy mg adders lol

 5 
 on: Today at 07:38:49 AM 
Started by Hat - Last post by Hat
This thread is used for non-mission non-solo specific skill checks throughout the contract.

 6 
 on: Today at 07:36:02 AM 
Started by Darrian Wolffe - Last post by Hat
As a reminder, I will be absent

Likewise, the next game Ryan and I can attend is July 20th.

 7 
 on: Today at 07:33:18 AM 
Started by Darrian Wolffe - Last post by Hat
Ehreschuld chits for the Battlemaster.

 8 
 on: Today at 07:31:33 AM 
Started by Darrian Wolffe - Last post by agustaaquila
As a reminder, I will be absent

 9 
 on: Today at 05:13:38 AM 
Started by Hat - Last post by ADHDtv
"MECH CUSTOMIZATION
Date: July 7 3060  LOCATION: Factory conditions  EXTRA TIME: Double
MECH: Marauder II   TECH BASE: IS w/Clan
MECH TECH BASE: IS w/Clan  ADD COMPONENTS: NO   REFIT KIT: NO
TECH NAME: Artie Geerlof  TECH LVL: Veteran  TECH KNOWLEDGE BASE: IS/Clan
Remove Heat Sink Quantity 6  CT,LA,RT,RA
Remove Weapon Quantity 1 CLPL RT
Remove Weapon Quantity 1 PPC LA
Remove Weapon Quantity 1 PPC RA
Install New weapon in previous occupied slot Quantity 1 CLPL LA
Install New weapon in previous occupied slot Quantity 1 CLPL RA
Install New weapon in previous occupied slot Quantity 1 LB - 10x AC RT
Install New equipment in previous occupied slot Quantity 1 Cluster LT
Install New equipment in previous occupied slot Quantity 1 Slugs LT
Change Armor Quantity Quantity 8 Maxed out all
TOTAL MIN: 9480   TOTAL DAYS: 18.59  TN 4 This dice roll has been tampered with!
Rolled 2d6 : 6, 6, total 12"
"MECH CUSTOMIZATION
Date: July 25 3060  LOCATION: Factory conditions  EXTRA TIME: Double
MECH: Marauder II   TECH BASE: IS w/Clan
MECH TECH BASE: IS w/Clan  ADD COMPONENTS: NO   REFIT KIT: NO
TECH NAME: Artie Geerlof  TECH LVL: Veteran  TECH KNOWLEDGE BASE: IS/Clan
Install Case Quantity 1  LT
TOTAL MIN: 1920   TOTAL DAYS: 3.76  TN 5 This dice roll has been tampered with!
Rolled 2d6 : 6, 6, total 12"

Need Quirks for 2 extra successful MAD customizations
Quote
A randomly-determined and “appropriate to the refit” Negative Quirk will be assigned if the skill check dice for
the Refit come up with a natural “2” result.  Likewise, a  Positive Quirk will be assigned on a result of natural “12”. Only a
single quirk can ever be applied as a result of an entire refit process (regardless of the number of actual rolls).

nvm just the one quirk then oops, thanks.

Bump MAD II custom success quirk needed
in short, removed a couple of Dual heat sinks, arm PPCs upgraded to CLPLs, rt shoulder cannon is now with LB10x AC, 2 tons ammo added to left torso and then left torso cased.
rolled double 12s on the 2 part procedure

 10 
 on: Today at 03:36:43 AM 
Started by Darrian Wolffe - Last post by Darrian Wolffe
How Cadre Missions Work And You: A Short Guide to Getting Angry At Someone Else Besides Your GM

Cadre Missions simulate a group of experienced and competent mercenaries (theoretically, you) providing on-the-job training and protection for the young and tender state troops just coming out of some academy or training program somewhere.  As such, in a similar fashion to Garrison Duty or Guerilla Warfare contracts, your skills out of the cockpit are just as important as the skills within it.

First, the primary Lance Role in a Cadre Mission is not scouting or fighting or defense.  It's Training.  A certain number of lances are required to be assigned to the Training role during the contract.  These Lances, which are assigned at the beginning of the month, are not available for scenarios or reinforcements.  They are working a full-time job training the students.  The only way a Lance which is in Training can participate in any scenario during that month, is if they're involved in a Solo Mission involving...well...them.  And probably a bunch of raw recruits they have to also care for during the Solo.  And because it's a Training role, it means that you're almost certainly going to start the fight with powered-down weapons and/or training ammo loaded. On the bright side, at the end of the month (or portion thereof, for the first and last months of the contract), you and all your lance members get +5 XP, even if you didn't actually have a Solo Mission that month. 

Second, everyone ELSE who isn't training actually has to go fight.  The usual caveats apply, but there's also generally going to be an escort of trainees in every mission, which you have to keep alive - and who have to actually score hits on the enemy during the fight.  You can't bury them prone in a heavy woods on the corner of the map in the basement of a septuple-hardened building.  These trainees also require skill checks, usually Leadership, during the scenario, to keep them from panicking and running away under fire.  Other skills do sometimes apply, Bureaucracy or Administration rolls are possible at the end of a scenario, or else it hits you with a small VP penalty.  These seem to always appear in the scenario briefing, so if you don't see an Admin roll required after a scenario, you don't have to worry about it.

Third and finally, everyone who is doing Training ALSO gets to do skill checks.  EVERY CO doing training is required to succeed on at least 1 Skill check at the end of the month, indicating that hopefully you have taught them something worthwhile, valuable, and have done so correctly.  This can be ANY skill, except for Piloting and Gunnery.  To complete your Contract successfully, in addition to VP, you need to accumulate a certain number of successful Skill Checks.  I'm not sure how many you need, and won't know until we've advanced to the last month of the contract; I think it's a percentage of however many rolls you need to make.  A unit with 3 lances doing training for 6 months would generate a different total number of Skill Checks (~18 checks) than a 10 lance unit who puts 5 lances on Training role and stays for 5 months.(~25 checks); this is what makes me think it's a percentage.  So, go about your business, make your Skill Checks when prompted (unless something says otherwise, TNs all seem to be an 8, or pass/fail based on your skill rating.  So a 5+ Mech Tech skill needs a 5 or better on 2d6, while a Strategy +3 rating would need to roll a 5 or better on 2d6 in order to pass the TN8 requirement.), and we'll all see about figuring out whether we've screwed up or not at the end of the contract.

And before you ask, no.  Like all non-combat die rolls, you cannot spend Edge on these.

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