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Topics - Ice

Pages: [1] 2
1
Have `Mech, Will Travel: The Next Generation / Dual Cockpit Mechs
« on: January 22, 2024, 12:02:34 PM »
So this is for ease of reference for those who happen to want a DC mech over the CC mech.

These are the only valid variants that may even pull up in mission or otherwise.

Sarna lists these as DC mechs specifically. There are some in which the entries are missing outright or clarified further to show CC on Sarna. There are also other less known sources or apps correcting some variants to CC but as they are not as known as Sarna I defer to Sarna. Some of these had multiple variants listed but I've listed out which mech is not a DC or the valid variants that are. Basically intro tech or bust in most cases if you want a DC so good luck.

Atlas - Although on sarna as a DC mech both entries are listed as CC
Cyclops 10-Z-DC
Battlemaster 1G-DC
Zeus 6S-DC
Orion - Although on sarna as a DC mech both entries are listed as CC
Marauder 3M-DC
Warhammer 6R-DC or 6L-DC
Grand Dragon 1GK-DC -  Solaris unit and most likely 0% to be seen

2
5/1/3057

Sunder 0A
- remove Gauss POD LA 30minx3
- remove MPL POD RT, Gauss ammo PODx2 - 30minx3
- remove MPL POD LT, LRM5 ammo PODx2 - 30minx3
- remove ERPPC POD RA - 30minx3
- remove LRM POD x2 CT - 30minx3
- remove LRM 5 POD H - 30minx3

- ADD 2xDHS POD PPC POD LT - 30minx3
- ADD DHS POD 2xPPC POD RT - 30minx3
- ADD MPL POD H- 30minx3
- ADD MPL POD CT -30minx3
- ADD 2 90T JJ POD LL - 30minx3
- ADD 2 90T JJ POD RL - 30minx3

ALL UNDER CLASS B

THIS IS ALL POD CHANGES

1080min = 2.25days 4.5 if fails - finishes regardless 5/6

4/6/4 3xPPC 2 MPL 18DHS

TN breakdown - REG TECH 7 (base)+ 3 class B -2 for maintenance -4 for omni = TN 4

This dice roll has been tampered with!
Rolled 2d6 : 2, 4, total 6


well accidentally added my warehouse sheet to this thread 10/30/22


3
Parts coming with Atlas

20 tons of equipment, 30 items and 10 tons armor

10 tons standard armor

2xPPC
2xGauss ammo
2x100 ton JJ

RT x2
LT x2
RA x2
LA x2
RL x2
LL x2
UPPER ARMx2
LOWER ARMx2
HAND x2
UPPER LEGx2
LOWER LEGx2
FOOT x2

Starting purchases

3x PPC podded
Case
2xGauss Ammo podded
6 DHS podded
11 DHS

950,400 cbills from purchases

29,600 cbills remaining before contract payment

warehouse attached doc updated for 5/1 purchases, 6/27 purchases/pod swap


4
Affiliation Draconis Combine (HOUSE KURITA)
 
 Primary Language: Japanese
 Secondary Languages: Swedenese, Arabic, English
 Bonus Skills: Art/Oral Traditions +3, Martial Arts/Karate +2, choose one: Staffs +1, Archery +1, Throwing Weapons +2

Bonus Traits: Quirk/Xenophobia; Pain Resistance and Combat Sense traits each cost
one Character Point less than normal (2 and 3 points respectively) because most Combine characters
are so highly disciplined.

Path Restrictions: Draconis Combine characters cannot enter the High School Path.

Skills (given or chosen from prior to path 1)
Art/Oral Traditions +3, Martial Arts/Karate +2, Throwing Weapons +2, Language English +6, Perceptions +2

Traits
Xenophobia

STR: 2/6
BOD: 2/6
DEX: 2/6
RFL: 2/6
INT: 2/6
WIL: 2/6
CHA: 2/6
EDG: 2/8
SOC: 2/6

I will try this one more time.... talk about busted RNG
If it doesn't work it's not meant to be a drac and rng hates me

5
Have `Mech, Will Travel: The Next Generation / ICE LANCE CREATION
« on: June 27, 2022, 08:06:28 AM »
Affiliation Draconis Combine (HOUSE KURITA)
 
 Primary Language: Japanese
 Secondary Languages: Swedenese, Arabic, English
 Bonus Skills: Art/Oral Traditions +3, Martial Arts/Karate +2, choose one: Staffs +1, Archery +1, Throwing Weapons +2

Bonus Traits: Quirk/Xenophobia; Pain Resistance and Combat Sense traits each cost
one Character Point less than normal (2 and 3 points respectively) because most Combine characters
are so highly disciplined.

Path Restrictions: Draconis Combine characters cannot enter the High School Path.

Skills (given or chosen from prior to path 1)
Art/Oral Traditions +3, Martial Arts/Karate +2, Throwing Weapons +2, Language English +6, Perceptions +2

Traits
Xenophobia

STR: 2/6
BOD: 2/6
DEX: 2/6
RFL: 2/6
INT: 2/6
WIL: 2/6
CHA: 2/6
EDG: 2/8
SOC: 2/6

Mercenary Brat
Nobility

Rolled 1d2 : 1, total 1

6
General Discussion / MECHHQ+MEGAMEK
« on: January 05, 2021, 09:13:23 AM »
Who has the most recent version of these?

debating on putting something together so people can get their fix of battletech

Will need to wait to determine schedules until possibly end of January

7
General Discussion / Gen con dice
« on: August 03, 2019, 03:05:45 PM »
Figures I decide not to go because of the fiasco last year and now they release more dice

Are there even any of the dice sets left ?

Also are they the rounded edge or no

8
"Have `Mech, Will Travel." / ICE lance 2.0 PC. ( William Moon )
« on: April 16, 2019, 10:11:26 AM »
THIS POST IS THE FINAL RESULT

Character backstory

Born William Allan Moon 10/11/25 - 25 after creation
 
Born October 11th 3025 on New Avalon. His parents were mechwarriors in the LCAF, while down the line his lineage traces back recounting wild tales of the SLDF 741st striker regiment, SLDF exodus, and family assumed dead but found alive. The family who stayed remained with the LCAF and mercenary units continuing this tradition until now.

  Will had a hectic life bouncing around while his parents were attached to the 23rd Arcturan Guards. Eventually they would see combat but by that point he was sent to the academy. The day he left a chemical leak nearly killed them all and pushed his family to the brink. He wouldn't see them until after he somehow got into the Nagelring.

He would qualify for military scientist as well as officer training but earned a reputation for resourcefulness making him a go to for many people. He would establish himself as an excellent pilot graduating towards the head of his class.

  He would be assigned for garrison duty on Here with the 8th Arcturan Guards. Pirate forces caused trouble but would be destroyed. His mech would take a freak srm hit damaging his cockpit sending plasteel through his foot losing a toe. Luckily they were able to put it back on.

   His unit would fight the clans on Here and Sudeten. His enlistment would end during the fighting and his CO wouldn't accept reenlistment ordering him and the wounded off planet while able.He would provide info to the GDL and fill in on the line as needed after being ordered to hold. The Rangers offered a hand, he held a brief conversation with Drake Sharpe and the Ranger interim CO enlisting and taking over ICE lance. Originally piloting a MAD 5M he swapped with Lynn to better accommodate the lance.


Character stats

STR 5
BOD 6
DEX 5
REF 5
INT 5
WIL 6
CHA 5
SOC 5
EDG 5

-Traits/Quirks -

-Quirk / honorable
- sixth sense -( combat sense - per GM swapped as not usable except in RPG)
-Vehicle 6 - MAD 3M
-Owns Vehicle
-Wealth 5
-Well equipped +2 - 1 XL engine
-Stigma / Pro Fed Com
- Stigma/ Fixer
- Commission 1 -
- well connected - skye
- well connected - tharkad

disability - no effect on play - loss of toe - artificial
addiction - beer

carried over 49 xp from prior lance leader - holding onto for after contract selection

free 20xp SPA - melee spec
30xp from creation - melee master

mech is stock MAD 3M

command mech
directional torso mount RT
exposed weapon linkage RT
narrow low profile
hyper extending actuators

---------------
Piloting +5
Gunnery +5
Administration +1
Bureaucracy/Lyran +0
Career/Soldier +3
First Aid +1
Leadership +2
Negotiation +2
small arms +2
Scrounge +1
Strategy +3
Tactics/Mech +3

---------
44 points to spend to get final numbers above

18 for gunnery to 3
18 for piloting to 3
4 for negotiation
4 for leadership
---------









9
General Discussion / mechs - painted for each faction
« on: March 27, 2018, 01:51:35 PM »
Here's my painted faction stuff

FRR - (work in progress) 3rd drakkon - Panther, Trebuchet, Hunchback, Grasshopper, Quickdraw, Battlemaster
Steiner -
Davion - (Hammerhands - 1st Crucis Lancers)
Capellan - Anubis(Red Lancers or Prefectorate Guard need repaint), (work in progress) House Dai Da Chi - Blackjack, Men Shen, catapult, Cataphract, Emperor
Kurita -
Marik - ( work in progress )- 1st Free Worlds Guards - Orion, Banshee, Urbanmech, Catapult, Blackjack, Wyvern
SLDF - Griffin
SLDF 2 -
FEDCOM - (work in progress)
steiner civil war - (work in progress) 8th fedcom rct,  8 donegal guards rct
davion civil war - (work in progress) 1st davion guards, 10th lyran guards rct

Kell Hounds - Crusader, Griffin
Wolf Dragoons - Imp, Warhammer, marauder, griffin, stinger,
Our unit - Warhammer, Griffin (work in progress Pheonix hawk, Trebuchet, ostsol Enforcer)

Clan Wolf - Timberwolf - (), Dire Wolf - beta galaxy , Executioner - Iota Galaxy(need repaint)
Clan Jade Falcon - TimberWolf - Omega galaxy, Crossbow - Vau Galaxy, Mad Dog - Delta Galaxy,
Clan Ghost Bear - Dragonfly(Viper) - Theta Galaxy
Clan Nova Cat - Warhammer IIC
Clan Wolverine - Griffin

10
Alright so future plans for end of contract depending on how many pilots stay I'm looking to throw the xl into an enforcer or the griffin depending on time tables - most likely griffin so I can throw the erppc into it

My lance is direct fire support and brawl that is the goal as of now instead of long range support as wanted before
But I want the capability to be there still so the stabled mechs once I can get them will be interchanged based on mission needs and damaged

Questions concerns comments - regarding choice of tactic for the lance or customization choices please post

 I can always try to revert a mech to stock such as the enforcer to sell it etc as well if a suggestion comes up worth while

11
General Discussion / MINIS
« on: November 30, 2017, 10:15:32 PM »
What minis are people looking for out of curiosity?

12
"Have `Mech, Will Travel." / Warhammer ideas
« on: November 11, 2017, 09:01:56 PM »
So at this juncture I have a dilemma

the warhammer doesnt have the jj in the lance and is odd mech out at this point and hindering my unit from getting on earlier

i can drop a single ppc a dhs and add 3 ml and 5 jj  (which seems to be best option) or  i can leave it as is

any better ideas?

13
"Have `Mech, Will Travel." / PC MECH LOAD OUTS
« on: November 08, 2017, 07:51:50 PM »
This thread is for the PC lances for any player wishing to post them in case they can not or might not attend a game

I will post mechs individually with pilots edge and spas

these will be added and removed as customizations or mech changes happen

This is a good idea, but we need a different execution.  Go to this thread:  http://forums.cincybattletech.com/index.php?topic=885.0

14
General Discussion / June 17th
« on: June 16, 2017, 05:51:52 PM »
What's people up to tomorrow

Grinder anyone?

15
Lance Maintenance Rolls / ICE LANCE - CUSTOMIZE/REPAIR/SKILLS
« on: June 04, 2017, 04:34:54 AM »
any down time not used is considered to be used on maintenance - makes no sense to have to make a simple post every month if its just sitting there all of my mechs take 24 or less hrs to maintain a month

Enforcer- 9 armor head 1 internal head 2 life support hit , 10 armor ra ac10 jammed, 5 armor la, fired 4 ac10 rounds- need reload, 2 armor lt, 2 armor rl, 2 armor ll, 11 armor ct
pilot- 2 pilot hits
Enforcer- 4 armor ct rear 11 armor ct, 2 armor ll, 11 armor rl, fired 8 ac10- need reload
Griffin- fired 8 of 24 lrm10 rounds - need reload
Warhammer- 21 armor ra 7 internal ra, 3 armor la, 22 armor lt 4 internal lt, 12 armor ll, 6 armor rl, 15 armor rt, 18 armor ct 2 armor rt rear


plans- wont have enough bv cap to do all of these

enforcer- remove ac10 make 5/8/5 max armor swap heatsinks to doubles add large mediums
enforcer- remove the ac10 large laser make 5/8/5 max armor swap heatsinks to doubles add medium lasers
griffin- swap the lrm10, heatsinks to double heatsinks, medium lasers, relocate jj to legs
lastly warhammer tweaking

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