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Topics - agustaaquila

Pages: [1] 2 3 ... 6
1
Have `Mech, Will Travel: The Next Generation / Feb gameday
« on: January 15, 2024, 01:09:58 PM »
I know that I and someone else said they cannot make the Feb 3 date. There is an alternative date of the 24th, so can everyone check if the 24th works with your schedule?

2
Lance Maintenance and Customizations / Foil repair and Customs
« on: July 24, 2022, 06:58:42 PM »
Remove Weapon   1  lpl ra                                                              120
Remove Heat Sink   4 rt and lt                                                               120
Install New equipment in previous occupied slot   1 CM lt               120
Change Armor Quantity   ra, rt, lt. la rl ll                                                      60
 time (all times x4) 420 x4  = 1680   = 3.5 days = 11.5 days with mods

TN = 8

Start june 1   with reg tech Jordan McIsh

Rolled 2d6 : 3, 5, total 8


 


3
Warehouse Rolls / Foil Lance Warehouse
« on: July 23, 2022, 05:57:21 PM »
Here begins the record of foil lance

4
Have `Mech, Will Travel: The Next Generation / Foil Lance
« on: June 28, 2022, 08:05:10 PM »
Xfer forces

Margaret Andrino 23  Med. 3/4 +3 small arms +2 leadership  melee specialist 6 xp
Griffin 1-DS

Techs
Jorden McIsh   Reg  22
Janet Otsuka   vet   28  Pain Resistence

Dr.

Claudia Ferry  Elite   40


5
"Have `Mech, Will Travel." / In the fight area, After June 6
« on: November 17, 2021, 10:32:36 PM »
Anyone seeking out Rosk in the days following June 6 will find one of the lancemates posted at the door with a drawn pistol, looking at the door. While having pistols and other small arms is not unusual based on the current alert state with the attempt at the commanders life, pointing it internally is unusual.

6
Lance Maintenance Rolls / Devil lance Repair, Maintance, Custimization
« on: November 06, 2021, 08:22:28 PM »
Marauder 5D,Custom: No, Start: 2/9/1948, Location: Field Workshop,  Tech Assigned: Jorden McIsh, Tech Level: Regular, No Tech Base Mod Replace Armor, , Hit Locaton: CT, Quantity: 15, Time Multiplier: Double, Total time Min: 300 ,TN: 5:
Rolled 2d6 : 2, 6, total 8
TOTAL TIME 8 HR DAYS: 0.625 TOTAL TIME MINUTES: 300

Guillotine,Custom: No, Start: 2/9/1948, Location: Field Workshop,  Tech Assigned: Maria-Theresa Skrimshire, Tech Level: Elite, No Tech Base Mod Fix <100% Internal Dam, , Hit Locaton: LA, Quantity: 1, Time Multiplier: Triple, Total time Min: 810 ,TN: 7:
Rolled 2d6 : 2, 2, total 4
Fix <50% Internal Dam, , Hit Locaton: RT, Quantity: 1, Time Multiplier: Double, Total time Min: 270 ,TN: 6:
Rolled 2d6 : 4, 2, total 6
Replace Destroyed location, , Hit Locaton: LT, Quantity: 1, Time Multiplier: Quadruple, Total time Min: 960 ,TN: 7:
Rolled 2d6 : 3, 1, total 4
Replace Blown-off Limb, , Hit Locaton: LA, Quantity: 1, Time Multiplier: Double, Total time Min: 360 ,TN: 8:
Rolled 2d6 : 4, 1, total 5
Replace Heatsink, , Hit Locaton: LT, Quantity: 7, Time Multiplier: Double, Total time Min: 1260 ,TN: 4:
Rolled 2d6 : 5, 1, total 6
Fix Jump Jet, , Hit Locaton: LT, Quantity: 1, Time Multiplier: Double, Total time Min: 180 ,TN: 6:
Rolled 2d6 : 2, 1, total 3
Replace Weapon, ml, Hit Locaton: LT, Quantity: 1, Time Multiplier: None, Total time Min: 120 ,TN: 7:
Rolled 2d6 : 6, 2, total 8
Fix Heat Sink, , Hit Locaton: RT, Quantity: 4, Time Multiplier: Double, Total time Min: 960 ,TN: 5:
Rolled 2d6 : 2, 3, total 5
Replace Armor, , Hit Locaton: LA, Quantity: 20, Time Multiplier: None, Total time Min: 200 ,TN: 4:
Rolled 2d6 : 4, 4, total 8
Replace Armor, , Hit Locaton: LL, Quantity: 8, Time Multiplier: None, Total time Min: 80 ,TN: 4:
Rolled 2d6 : 4, 6, total 10
Replace Armor, , Hit Locaton: LT, Quantity: 22, Time Multiplier: None, Total time Min: 220 ,TN: 4:
Rolled 2d6 : 2, 5, total 7
Replace Armor, , Hit Locaton: CT, Quantity: 22, Time Multiplier: None, Total time Min: 220 ,TN: 4:
Rolled 2d6 : 5, 6, total 11
Replace Armor, , Hit Locaton: RT, Quantity: 22, Time Multiplier: None, Total time Min: 220 ,TN: 4:
Rolled 2d6 : 4, 4, total 8
Replace Armor, , Hit Locaton: RA, Quantity: 20, Time Multiplier: None, Total time Min: 200 ,TN: 4:
Rolled 2d6 : 3, 3, total 6
TOTAL TIME 8 HR DAYS: 12.625 TOTAL TIME MINUTES: 5640

Griffin,Custom: No, Start: 2/9/1948, Location: Field Workshop,  Tech Assigned: Chantel Ojacarcu, Tech Level: Veteran, No Tech Base Mod Fix Engine 1 Crit, , Hit Locaton: RT, Quantity: 1, Time Multiplier: Quadruple, Total time Min: 400 ,TN: 4:
Rolled 2d6 : 4, 2, total 6
Fix Engine 1 Crit, , Hit Locaton: CT, Quantity: 1, Time Multiplier: Quadruple, Total time Min: 400 ,TN: 4:
Rolled 2d6 : 1, 6, total 7
Fix Gyro 1 Crit, , Hit Locaton: CT, Quantity: 1, Time Multiplier: Quadruple, Total time Min: 480 ,TN: 6:
Rolled 2d6 : 3, 4, total 7
Fix Weap/Equip 1 crit, , Hit Locaton: RT, Quantity: 1, Time Multiplier: Double, Total time Min: 200 ,TN: 7:
Rolled 2d6 : 2, 5, total 7
Fix <100% Internal Dam, , Hit Locaton: LL, Quantity: 1, Time Multiplier: Double, Total time Min: 540 ,TN: 9:
Rolled 2d6 : 1, 3, total 4
Fix <50% Internal Dam, , Hit Locaton: CT, Quantity: 1, Time Multiplier: Triple, Total time Min: 405 ,TN: 6:
Rolled 2d6 : 3, 4, total 7
Fix Weap/Equip 2 crit, , Hit Locaton: LL, Quantity: 2, Time Multiplier: Double, Total time Min: 600 ,TN: 8:
Rolled 2d6 : 5, 5, total 10
Fix <50% Internal Dam, , Hit Locaton: RT, Quantity: 1, Time Multiplier: Double, Total time Min: 270 ,TN: 7:
Rolled 2d6 : 6, 4, total 10
Fix <50% Internal Dam, , Hit Locaton: RA, Quantity: 1, Time Multiplier: Double, Total time Min: 270 ,TN: 7:
Rolled 2d6 : 1, 2, total 3
Replace Armor, , Hit Locaton: LL, Quantity: 18, Time Multiplier: None, Total time Min: 180 ,TN: 5:
Rolled 2d6 : 4, 3, total 7
Replace Armor, , Hit Locaton: LA, Quantity: 7, Time Multiplier: None, Total time Min: 70 ,TN: 5:
Rolled 2d6 : 5, 4, total 9
Replace Armor, , Hit Locaton: CT, Quantity: 20, Time Multiplier: None, Total time Min: 200 ,TN: 5:
Rolled 2d6 : 6, 1, total 7
Replace Armor, , Hit Locaton: RT, Quantity: 20, Time Multiplier: None, Total time Min: 200 ,TN: 5:
Rolled 2d6 : 4, 4, total 8
Replace Armor, , Hit Locaton: RA, Quantity: 14, Time Multiplier: None, Total time Min: 140 ,TN: 5:
Rolled 2d6 : 3, 6, total 9
TOTAL TIME 8 HR DAYS: 9.07291666666667 TOTAL TIME MINUTES: 4015

Shadow Hawk,Custom: No, Start: 2910/48, Location: ,  Tech Assigned: Sille Selle, Tech Level: Veteran, No Tech Base Mod Replace Heatsink, , Hit Locaton: LL, Quantity: 1, Time Multiplier: Double, Total time Min: 180 ,TN: :
Rolled 2d6 : 6, 1, total 7
Replace Blown-off Limb, , Hit Locaton: LA, Quantity: 1, Time Multiplier: Triple, Total time Min: 540 ,TN: :
Rolled 2d6 : 6, 1, total 7
Replace Actuator Upper Arm, , Hit Locaton: LA, Quantity: 1, Time Multiplier: Triple, Total time Min: 270 ,TN: :
Rolled 2d6 : 1, 6, total 7
Replace Actuator Lower Arm, , Hit Locaton: LA, Quantity: 1, Time Multiplier: Triple, Total time Min: 270 ,TN: :
Rolled 2d6 : 5, 5, total 10
Replace Actuator Hand, , Hit Locaton: LA, Quantity: 1, Time Multiplier: Triple, Total time Min: 270 ,TN: :
Rolled 2d6 : 3, 6, total 9
Replace Armor, , Hit Locaton: LA, Quantity: 18, Time Multiplier: None, Total time Min: 180 ,TN: :
Rolled 2d6 : 1, 1, total 2
Replace Armor, , Hit Locaton: LT, Quantity: 14, Time Multiplier: None, Total time Min: 140 ,TN: :
Rolled 2d6 : 2, 5, total 7
Replace Armor, , Hit Locaton: LL, Quantity: 15, Time Multiplier: None, Total time Min: 150 ,TN: :
Rolled 2d6 : 5, 3, total 8
Replace Armor, , Hit Locaton: CT, Quantity: 3, Time Multiplier: None, Total time Min: 30 ,TN: :
Rolled 2d6 : 4, 5, total 9
Replace Armor, , Hit Locaton: RT, Quantity: 12, Time Multiplier: None, Total time Min: 120 ,TN: :
Rolled 2d6 : 5, 3, total 8
Replace Armor, , Hit Locaton: RA, Quantity: 3, Time Multiplier: None, Total time Min: 30 ,TN: :
Rolled 2d6 : 4, 4, total 8
Replace Armor, , Hit Locaton: RL, Quantity: 7, Time Multiplier: None, Total time Min: 70 ,TN: :
Rolled 2d6 : 1, 5, total 6
TOTAL TIME 8 HR DAYS: 4.6875 TOTAL TIME MINUTES: 2250

Phoenix Hawk,Custom: No, Start: 2/25/1948, Location: Field Workshop,  Tech Assigned: Chantel Ojacarcu, Tech Level: Veteran, No Tech Base Mod Replace Blown-off Head, , Hit Locaton: H, Quantity: 1, Time Multiplier: Quadruple, Total time Min: 800 ,TN: 7:
Rolled 2d6 : 3, 2, total 5
Replace Life Support, , Hit Locaton: H, Quantity: 2, Time Multiplier: Double, Total time Min: 720 ,TN: 6:
Rolled 2d6 : 6, 6, total 12
Replace Sensors, , Hit Locaton: H, Quantity: 2, Time Multiplier: Double, Total time Min: 1040 ,TN: 7:
Rolled 2d6 : 2, 4, total 6
Replace Other Equipment, , Hit Locaton: H, Quantity: 1, Time Multiplier: Double, Total time Min: 240 ,TN: 7:
Rolled 2d6 : 3, 5, total 8
Replace Armor, , Hit Locaton: RA, Quantity: 10, Time Multiplier: None, Total time Min: 100 ,TN: 5:
Rolled 2d6 : 3, 2, total 5
TOTAL TIME 8 HR DAYS: 6.04166666666667 TOTAL TIME MINUTES: 2900






7
Warehouse Rolls / Devil Lance Warehouse
« on: September 09, 2021, 01:38:42 PM »
3 FEB 3053

Devil lance sells

Hermes (crippled)
Wasp (crippled)

8
Hi everyone, I'm back after 3 years. As my last PC left pursued by most of the CCAF, I'm making a new PC.

So here we go. The oddness starts right off the back, with most of this being for GM eyes only. Yes, the move from Stage 1 to stage 4 is completely legal for my character, in case you were wondering.

Faction: (classified)

Stage 1: Street

Rolled 2d6 : 5, 6, total 11

9
General Discussion / Jackets advance
« on: April 16, 2019, 10:09:50 PM »
So do we have to wait for American football season and the upcomming Bengals Superb Owl to confirm that hell froze over, or can we just start recognizing hell as frozen over now?

Go Jackets.

10
General Discussion / Chessix bases
« on: May 29, 2018, 07:12:27 PM »
I know several people asked about Chessix bases.  I have just over 50 lipped bases, if I remember the number in a bag correctly and also chessix QA.  I only want to doll them out in groups of 5 minimum, for $.20.  Also, I know that at least Brian and Rob want some, but please post what you want.

11
"Have `Mech, Will Travel." / questions of heavy lifter SPA
« on: November 15, 2017, 12:33:07 AM »
Ok, I am considering picking up the heavy lifter SPA I want to confirm the rules that I would regularly use.  From what I can tell, we would need to use all to TO 92-99 in order for this SPA to mean anything. 

For those who don't want to read a lot of math, these rules allow mechs to do things such s pick up vees and throw them.  Possibly into enemy mechs. Or tear limbs off immobile prone mechs.

I do not know if the rules for grappling would also need to be used, just for hilarity sake.  They could be useful, but also could add more complexity to an already complex system.

And for those keeping track at home, yes battletech has rules for picking up tanks and throwing them into mechs.  Its in TO.

Where am I right o wrong on my assumptions before I buy the skill.

12
"Have `Mech, Will Travel." / Kong Lance- Repair, Rearm and Remake
« on: May 27, 2017, 01:53:06 PM »
July 11, 3044

Green team: replace Wolverine SRM ammo with inferno ammo
Double Time, TN 2+

Rolled 2d6 : 5, 5, total 10

13
"Have `Mech, Will Travel." / Longterm plans for your lance
« on: March 26, 2017, 06:59:40 PM »
Alright everyone, let's talk about what you want for short and long term changes/customizations so we can plan for allocating salvage and customization time.  The more public we are about our desires the better I feel we can work together to have everyone accomplish their goals.

Short term: 
Increase my minimum speeds to 5/8 so I am an actual scout lance.

Long term:
Recustomize my main mech with TSM and endo (3065 is earliest I can accomplish this)

14
Warehouse Rolls / Kong lance
« on: March 23, 2017, 09:47:35 PM »
Scrounge skill +3
no well connected
no location

10 tons standard Mech armor Need 2+

[box] it's 2+, so I just get standard equipment? [/box]

Medium laser need 7+

Rolled 2d6+3 : 4, 2 + 3, total 9


Medium laser need 7+

Rolled 2d6 : 2, 1, total 3


MASC for 19 ton 300 engine.  need 10+

Rolled 2d6 : 1, 1, total 2


I'm not doing final until I can confirm I get armor after paying for it and it shows up 21 days later.

15
Good things to buy.  A good first practice is to list all ammo types across your lance, and buy several tons of reams for each.  Also buy armor, likely enough tons for a full rearm.  Then you have to think about how you use your mechs.  Mechs in close combat will te3nd to use more limbs and take more cries.  Buy internal strutting and joints for mechs you think will take more damage.

Be aware that you will not have enough resources to buy enough.  I recommend buying weapons and armor though, as they get expended the quickest.

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