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I have already decided to alter my character to be more of a leader than my current one is.
Affiliations:
Lyran Alliance (Tamar)
Quirk/ Hatret of Clans, Edge +1
Primary: German +3
Secondary: English +3
Bonus Skills:
Negotiation +2
Appraisal +1
Perception +2
Lifepath 1: Clan War Orphan
Thresholds: BOD -1, WIL +1, EDG +1, SOC -1
Thresholds (current): STR 6, BOD 5, DEX 6, RFL 6, INT 6, WIL 7, CHA 6, SOC 5, EDG 10
Traits: Poverty, Stigma/Orphan
Skills:
Streetwise/Lyran Alliance +1
Perception +1
Event:(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 2, 1, total 3
Use Edge (Threshold at 9) reroll
(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 1, 4, total 5
Use Edge (8) reroll
Rolled 2d6 : 3, 6, total 9
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9 Trapped on Clan-held world for a time [Streetwise/Clan +2, Scrounge +2]
Heading to Path 2- Mercenary Brat (16 YO)
Thresholds: INT -1, WIL +1 EDG +1
Thresholds (current): STR 6, BOD 5, DEX 6, RFL 6, INT 5, WIL 8, CHA 6, SOC 5, EDG 9
Skills: Interest/Cards +1
Choose 2:
Administration +2
Negotiation +2
Event roll.......
(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 2, 2, total 4
Spend edge, 8 remain reroll
Rolled 2d6 : 6, 5, total 11
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Your adoptive family grants you the finest gift of all on your sixteenth birthday [Choose either Wealth (4) and WellEquipped or Owns Vehicle and Vehicle (2)]
Choosing wealth (4) and well-equipped
Onto Path 3- Lyran Alliance Academy/Sanglamore
Attribute Min: INT 5, DEX 5, WIL 5, SOC 5
Thresholds WIL +2 SOC +1, CHA +1
Thresholds (current): STR 6, BOD 5, DEX 6, RFL 6, INT 5, WIL 10, CHA 7, SOC 6, EDG 8
Traits:
Promotion (2)
Well-Connected
Well-Equipped
Well-Connected/Skye
Quirk/Honorable
Skills:
Academic/Lyran Alliance History +5
Protocol/Lyran Alliance +6
Perception +2
Academic/Skye History +3
Career/Soldier +3
Leadership +2
Strategy +2
Tactics +2
Bureaucracy/Lyran Alliance +1
Blade +2
Fields: Basic Training.
(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d10 : 6, 4, total 10
Use Edge (7 remain) reroll
(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d10 : 7, 1, total 8
edge (6 remain)
Rolled 2d10 : 5, 9, total 14
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1 knew those family connections would be useful. [Contact (2)]
Mandatory Subpath AIT (16 +1 for academy +2 for subpath = 19)
Traits: Promotion
Skills:
Rifles +1
Career/Solder +2
First Aid +2
Administration +2
Scrounge +2
Negotiation +1
Bureaucracy/Lyran Alliance +1
Navigation/ground +1
Martial Arts/Military +1
Field: MechWarrior (Min: DEX: 3, RFL 4, SOC 4)
Subpath (Special Training) (21 yo)
Min: WIL 6, EDG 5
Attribute Thresholds: +1 to any (EDG), INT +1
Thresholds (current): STR 6, BOD 5, DEX 6, RFL 6, INT 6, WIL 10, CHA 7, SOC 6, EDG 7
Traits:
Promotion (2)
Wealth (2)
Well-Connected/LAAF,
Well-Connected/Skye
Skills:
First Aid +3
Career/Solder +3
First Aid +3
+2 to half AIT (MW) round up (6 skills within MW, 3 skills)
Gunnery/Laser/Humanoid +2
Piloting/Mech +2
Tactics/Mech +2
Administration +2
Negotiation +2
Career/Soldier +2
Protocol/Lyran Alliance +2
Field: SPecial Forces (Min: BOD 4, RFL 4)
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Path 4: Tour of Duty: Lyran Alliance 2 yrs (23)
Traits:
Wealth
Skills: +2 to any 3 military field skills, +1 to two others
Gunnery/Laser/Humanoid +2
Piloting/Mech +2
Tactics/Mech +2
Administration +1
Negotiations +1
Event:
Rolled 2d10 : 8, 6, total 14
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14 "Information is ammunition." [Perception +1, Computers +2, Sensor Operations +1, Contact (2)]
Continuted: Tour of Duty: Inner Shpere 2 years (25)
Traits: Vehicle (2)
Skills: Add +2 to any three skills from your Mili
tary Fields, a +1 to any two other skills
Gunnery/Laser/Humanoid +2
Piloting/Mech +2
Tactics/Mech +2
Administration +1
Negotiations +1
Event:
(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 2, 2, total 4
Edge (6 remain) reroll
Rolled 2d6 : 3, 4, total 7
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I shall keep it
7 Uneventful garrison duty [+1 to any one skill]
Gunnery/Laser/Humanoid +1
Going to add up all skills here for now and decide on my next route in a few.
Traits:
Vehicle (2)
Wealth (7)
Poverty (1)
Well-Connected (1)
Well-Connected/Skye (2)
Well-Connected/LAAF (1)
Well-Equipped (2)
Stigma/Orphan
Quirk/Honorable
Quirk/Hatred of Draconis Combine
Rank (5)
Contact (4)
Skills:
Administration (8 )
Negotiation (9)
Scrounge (4)
First Aid (8 )
Rifles (1)
Bureaucracy/Lyran Alliance (2)
Strategy (2)
Tactics (6)
Career/Soldier (10)
Gunnery/Laser (7)
Piloting/Mech (6)
Leadership (2)
Other:
Streetwise/Lyran Alliance (1)
Streetwise/Draconis Combine (2)
Language/German (3)
Language/English (3)
Perception (6)
Interest/Cards (2)
Protocol/Lyran Alliance (8 )
Academic/Lyran Alliance History (5)
Academic/Skye History (3)
Navigation/ground (1)
Martial Arts/Military (1)
Blade (2)
Computers (2)
Sensor Operations (1)
Min: Attribute: Thresholds:
2 STR 6
4 BOD 5
5 DEX 6
4 RFL 6
5 INT 6
6 WIL 10
2 CHA 7
5 EDG 6
5 SOC 6
One skill I have no idea where it goes: Tactics (2)
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Could have taken OCS (SOC 6+ or roll required)...... Anyway Going to take a huge gamble and choose LosTech Prospector (Required well-connected or right contact and wealth 5+ or (vehicle 8+ and own vehicle))
Have Wealth 6 and Well-connected
Time:
(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d6 : 1, total 1+1 year
Min: BOD 4, WIL, 6, EDG 5
Trait: Poverty
Skills:
Appraisal +2
Perception+2
Scrounge +3
Language/German +3
Swimming +3
Riding +3
Event roll:
(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d10 : 6, 7, total 13
I have one more feasible Edge I can use... Reroll (5 remain)
Rolled 2d10 : 9, 7, total 16
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Edge add 1 (17) (4 remain)
17 An awesome haul, but you had to fight off a band of pirates to get to it. [Leadership +2, Good Reputation (2), Wealth (6), Well-Equipped (3), choose one: Disabled, Enemy, Lost Limb, Poor Hearing]
I will add Enemy(Pirate).
added 1+1 years = 27.
Also I chose 3 extra for initial skills when it should have been 2. Remove Language/German +3 since I never did add that to my end total, not that it would have changed anything.
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Add everything back up...
Traits:
Own Vehicle
Vehicle (2)
Wealth (10 (13-2 Poverty-1 cap))
Well-Connected (1)
Well-Connected/Skye (2)
Well-Connected/LAAF (1)
Well-Equipped (5)
Good Reputation (2)
Stigma/Orphan
Quirk/Honorable
Quirk/Hatred of Clans
Rank (5)
Contact (4)
Enemy(Dedrickson's Devils)
Skills:
Administration (8 )
Negotiation (9)
Scrounge (7)
First Aid (8 )(3)
Rifles (1)(3)
Bureaucracy/Lyran Alliance (2)
Strategy (2)
Tactics/mech (6)(3)
Career/Soldier (10)(3)
Gunnery/Laser (7)(3)
Piloting/Mech (6)(3)
Leadership (4)
Other:
Appraisal (2)
Streetwise/Lyran Alliance (1)
Streetwise/Clan (2)
Language/German (3)
Language/English (3)
Perception (8 )
Interest/Cards (2)
Protocol/Lyran Alliance (8 )
Academic/Lyran Alliance History (5)
Academic/Skye History (3)
Navigation/ground (1)(3)
Martial Arts/Military (1)(3)
Blade (2)(3)
Computers (2)
Sensor Operations (1)(3)
Stealth (3)
Survival (3)
Tracking (3)
Free Fall (3)
Demolitions (3)
Min: Attribute: Thresholds:
2 STR 6
4 BOD 5
5 DEX 6
4 RFL 6
5 INT 6
6 WIL 10
2 CHA 7
5 EDG 4
4 SOC 6
Had to reread the rules again regarding Fields, Add +3 to all within those paths.
Fields:
Basic Training
Career/Soldier +3
First Aid +3
Navigation/Ground +3
Rifles +3
Martial Arts/Military +3
MechWarrior
Gunnery/Bal/Humanoid +3
Gunnery/Mis/Humanoid +3
Gunnery/Las/Humanoid +3
Piloting/Mech +3
Sensor Operations +3
Tactics/Mech +3
Special Forces
Blades +3
Demolitions +3
Free Fall +3
Stealth +3
SMG +3
Survival +3
Tracking +3
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Vehicle (2)
Wealth (10 (13-2 Poverty-1 cap)) Sell (3)
Well-Connected (1) Add to LAAF
Well-Connected/Skye (2) Sell 2
Well-Connected/LAAF (1)
Well-Equipped (5) Sell (1)
Good Reputation (2)
Stigma/Orphan
Quirk/Honorable
Quirk/Hatred of Clans
Rank (8 ) Sell (2)
Contact (4) Sell (2)
Enemy(Dedrickson's Devils)
Total Sell: 10
Buy:
Fast Learner-3
Nat Apt/Gunnery -2
Buy vehicle (4)
1 left in pool
New Totals:
Wealth (7)
Well-Connected/LAAF (2)
Well-Equipped (4)
Good Reputation (2) (Lyran Alliance)
Rank (6)
Contact (2) (LAAF 1,Nanking 1)
Stigma/Orphan
Quirk/Honorable
Quirk/Hatred of Clans
Enemy (1): Dedrickson's Devils
Attributes:
STR 5
BOD 5
DEX 5
RFL 4
INT 5
WIL 6
CHA 7
EDG 5 (cost 7)
SOC 5
Total: 49 (1 in pool)
2 total in pool
Changing it since no need for SOC being 6 due to spending edge on lifepath.
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Skills: Subtracting excess from current skills (except those I will add to bring up a level
Administration (8 )-2
Negotiation (9)-3
Scrounge (7)-1
First Aid (11)-5
Rifles (4)-1
Bureaucracy/Lyran Alliance (2)
Strategy (2)
Tactics/mech (9)-3
Career/Soldier (13)-1
Gunnery/Laser (10)-1
Piloting/Mech (9)-3
Leadership (4)-1
New Totals:
Administration (6)
Negotiation (6)
Scrounge (6)
First Aid (6)
Rifles (3)
Bureaucracy/Lyran Alliance (2)
Strategy (2)
Tactics/Mech (6)
Career/Soldier (12)
Gunnery/Laser/Humanoid (9)
Piloting/Mech (6)
Leadership (3)
Pool:21 points
Pool from excess skills: 70/2=35 points
Pool Total: 56 points
Spend 6 points Gunnery
Spend 6 points Piloting
Spend 10 points Strategy
Spend 10 points Bureaucracy/Lyran Alliance
Spend 3 points Leadership
Spend 6 points Negotiations
Spend 6 points Tactics/Mech
Spend 6 points Scrounge
Spend 3 points Rifles
New totals:
Administration (6) +2
Negotiation (12) +3
Scrounge (12) +3
First Aid (6) +2
Rifles (6) +2
Strategy (12) +3
Tactics/Mech (12) +3
Career/Soldier (12) +3
Leadership (6) +2
Gunnery (15) +4
Piloting (12) +4
Bureaucracy/Lyran Alliance (12) +3
Changing values to add towards Unit requirements.
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Just leaves SPAs and Mech. I will roll for mech now.
Rolled 1d1000 : 157, total 157
I am assuming this would be on Lyran or any IS due to last Tour of Duty being Inner Sphere specifically.
I am going to be range oriented to start so SPAs will be as followed
Marksman (20)
Sniper (40)
Environment Spec (forest) as free, assuming my lance leader survives until the end of contract.
I am choosing from the Lyran Alliance sheet for Mech.
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STG-3R Stinger is the Mech I start with...
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I have a question I think I made a mistake for the AIT subpath.
For trait when it says "MechWarrior receives Promotion to Sergeant (Rank 6), do I have to have the MW field before to receive this, or is it given automatically when I choose it as a field?
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I have a question I think I made a mistake for the AIT subpath.
For trait when it says "MechWarrior receives Promotion to Sergeant (Rank 6), do I have to have the MW field before to receive this, or is it given automatically when I choose it as a field?
When you take the Mechwarrior AIT you qualify. So at that point unless promotions before your AIT put you above Rank 6, you're promoted to Rank 6 (Sergeant). Additional Promotion Traits earned after add to that 6 base. So, the character earned an additional 2 Promotions after AIT, netting you out at Rank 8 (Sergeant Major).
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Okay thanks. It would still be 6 after I sold the two off anyway. Good to know.
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Noted.
Thank you for checking with me first as to what you're doing.
Your new PC will take effect as per the end of this contract, retiring the old one.
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Now I just need to figure out how to work well connected (will sell 2 either way, but want to clarify how far 2 points will get me and the best locations for it)
Contact (2) is an interesting one too, on top of good Reputation.
I am still kinda confused on some of the fluff of items and houses, along with the difference in groups within houses.
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I think I made a mistake at the start of life path 3. It states for that academy that I need well connected in either Skye or laaf, a specific contact or soc 6+, does that mean I need my threshold at 6 or have 6 in the end?
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I think I made a mistake at the start of life path 3. It states for that academy that I need well connected in either Skye or laaf, a specific contact or soc 6+, does that mean I need my threshold at 6 or have 6 in the end?
The SOC of 6+ refers to the final stat. For the Traits, you need to have it at the end of character creation. FWIW a SOC of 7+ adds 1 to the unit’s Dragoon Rating if the character is the unit’s CO.
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My spending that last point of edge made it that much more difficult to do so, especially with the changes that are to come. Plus I did not receive any positive quirks at all. If I read the rules a little more and actually added all my fields in the end, this would be avoided. I need to read more.
Just did the math. For my final skills, I lost out on 57 points due to one small thing I skimmed over :(
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I think I made a mistake at the start of life path 3. It states for that academy that I need well connected in either Skye or laaf, a specific contact or soc 6+,
Looking at your PC, you have plenty of Edge threshold remaining by the end. I'm fine if you want to retroactively spend a point of Edge Threshold (meaning you'd have a final EDG score of 4, not 5, with the same number of Attribute Points spent) to justify getting into that academy.
There are problems that can necessitate starting over, or going back a LONG way and resetting the process. This isn't one of them.
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I could just changed the academy I choose and adjust the points as necessary. That way My end result will be the same give or take. I am pretty sure I ended with 4, unless I added one somewhere that should not have gotten it.
I can join all the other Lyran Academies besides Sanglamore and Thorin. Naglelring would require me to have 6+ EDG to join which I would most likely qualify for at that time.
All the special training paths would give me enough Wealth to be able to do my last track.
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Alright I will just do that and buy an enemy at the end for this EDG spent to compensate the additional point needed for 5 EDG to start. Assuming I am allowed to buy enemy like this for RP reasons.
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I will Just do an EDG to gain access into Lyran Alliance Academy/Sanglamore (3 remain), sell off 1 extra point of wealth and 2 well-equipped.
the wealth will go into EDG to keep it at 5 (since new value will be 3) and the two well equipped into CHA to make 7. I will add the changes into my final post regarding traits.
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How did this character get into the academy without the prerequisites required?
Not realizing that this individual (will let Megamek RNG create the characters name and gender) went to the wrong academy, while being reviewed by the board, the social status was well overlooked by some sheer of luck and was able to attend due to a clerical error in my favor. My high stroke of luck after devastation struck at a young age gave me the opportunity needed to become a MW to do good for the Alliance.
I should probably come up with a side story for my Lostech Enemy as well.
Ending my time abroad looking for a grandeur promise of riches, went out into the periphery in search for that amazing find. Although the travel was rough and costly, ended up finding the find of a lifetime, worth every C-bill spent within an area where the Dedrickson's Devils were operating at the time. They ended up catching wind to this and almost got to me, before getting away. I may have made a friend from this find, but also made a few enemies in the process. "Was it worth it? Of course. Would I do it again? Without a second thought."
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Ending totals:
Administration (6) +2
Negotiation (6) +2
Scrounge (6) +2
First Aid (6) +2
Rifles (6) +2
Strategy (12) +3
Tactics/Mech (12) +3
Career/Soldier (12) +3
Leadership (12) +3
Gunnery (22) +5
Piloting (15) +4
Traits:
Vehicle (2)
Own Vehicle
Wealth (6)
Well-Connected/LAAF (2)
Well-Equipped (4)
Good Reputation (2) (Lyran Alliance)
Rank (6)
Contact (2) (LAAF 1,Nanking 1)
Stigma/Orphan
Quirk/Honorable
Enemy (1): Dedrickson's Devils
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Looks like an interesting character. The one thing that you’ll need to change is the Quirk/Hates the Clans. They’re not around yet and weren’t responsible for you being an Orphan. I’d just pick an appropriate faction that would have been involved in your familiy’s death and use that.
Before you finalize, if you’re looking at this character being a CO candidate I recommend looking at the skill list again. Either Tactics or Strategy limits the number of lances that can be deployed in a scenario as reinforcements. In my limited experience I don’t think we’ve gone above 2, but I don’t think we’d want that as a hard cap. Might be worth talking to Jon to get his perspective. If you dropped Leadership to 3 you’d have the points for the appropriate 2 to become a 3. Just a thought.
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The quirks/stigmas that are attained (but not available at this time) end up being dormant.
If he is still alive by the time the Clans do come in, the quirk becomes available.
I will have to change Clan orphan to war orphan, as Rob stated in the rules.
in regards to tactics, that is true, was contemplating making my pilot a 3/4 and doing that as well.
The amount of EDG I am forced to start off, I will probably do that and lose 2 excess points I cannot allocate. (Making Leadership a +3 and Strategy plus tactics a +3 as well.)
I have a few months IRL to finalize so I will be looking into items to change.
The way it was set up now was the most optimal of point allocation.
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To me it seems conceptually flawed to have a trait assigned by an inappropriate background. The hatred was given as part of a Clan War Orphan background. It would seem appropriate to have a hatred for whoever caused tour parents to die. Not sure why it would just sit and float or what the rationale is to have a burning hatred for something you’ve never encountered. Ultimately it’s Rob’s call and if he’s happy with it that’s fine. Just trying to understand the rationale.
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The hatred is actually applied by Lyran Alliance/Tamar as my starting house/faction.
Tamar: Quirk/Hatred of Clans, Edge +1
My assumpiton is that Tamar, later on will take the blunt of the Clan attacks. Once that happens, the quirk kicks in.
Donegal, another group under Lyran has Pro-Katherine Stigma, but reading on Sarna, Katherine does not take a position of power until the late 3050s
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Overall, that was pretty light, but I should have been paying attention more to some items instead of others. My rolls, overall did not help much either.
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No worries. The quirk was something I was curious about but not concerned. It’s a 1 point flaw. I probably put too much effort into character creation and go overboard ensuring my characters “fit†in whatever universe they’re being built for. My wife thinks I’m nuts, but I find character creation even to that extreme a fun exercise.
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Good point. Should alter my character a bit and see what comes up..
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Done with this character. I am going to accept it as is now after my new changes.
Lock this thread so I cannot make anymore changes.
Unless I am able to buy other Natural Aptitudes at this stage? I meant to ask that earlier.
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Done with this character. I am going to accept it as is now after my new changes.
Lock this thread so I cannot make anymore changes.
Unless I am able to buy other Natural Aptitudes at this stage? I meant to ask that earlier.
A character may only EVER have a single Natural Aptitude. MechWarrior 3rd edition, page 84. If you're looking to buy more NAs, that's not legal. If you already have more than one NA, then you need to go back and change stuff.
This rule exists, FWIW, because one of the huge advantages of being a Clan Trueborn is that they get two. Don't feel bad. You aren't the first person to not read the MW3e rules. There's been at least one other PC who ran afoul of this, who attempted to buy NAs in all of: Piloting, Gunnery, Strategy, Tactics, Leadership, Negotiation, Scrounge, and Administration.
You will also additionally need to make changes to time-period-specific things, as laid out in the main rules PDF. Hated of the Clans is not yet a thing, so find another major faction applicable to your history and choose them. Draconis Combine would be the logical choice, given you're from Tamar and were born prior to the FRR splitting off.
I'm holding off on locking this thread until these are resolved.
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Actually, hang on. Now that I'm reading this thread in detail, there's some fundamental errors in math going all the way back to your first post. For example, EDG starts at Threshold 8, you gain +1 for being from Tamar, and your first post reflects a Threshold of 10. I'm going to walk through your results and rolls and see if this is salvagable.
EDIT: Ah, and I see the problem. Clan War Orphan Path gives a +1 to EDG. As we can see, tracking all this is very hard through screens. I'm going to continue walking through to double-check.
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I see the NA thing now.
The cost of Natural Aptitude is 1 Character Point for a noncombat
skill, or 2 Character Points for a combat skill (as determined
by the gamemaster). A character may never have more
than one Natural Aptitude without the gamemaster's specific
permission (Clan trueborns are a notable exception to this rule).
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All the math should be right sans the NA item mentioned. That will not be a difficult thing to change. If you want me to change House, that will change the amount of EDG I have at the end by one, changing more items. On top of also changing my starting skills, changing my end pool as well, on top of also changing my ending points as well for my main skills (Since Lyran starts with Negotiation.)
I can remove Tamar and choose Skye, then it starts me with the proper well-connected to get into Sangaling, thereby evening out at the end. Only difference is I also get In For Life and Stigma with Free Skye....
Never mind, forgot Skye has a restriction for stage 1 (no Clan War Orphan)
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If you want me to change House,
Why? Your House and Region are fine, it's simply that time-specific triggers during character creation have to be changed. The specific one in the main rules packet is "Clan War Orphan" becomes "War Orphan". FWIW, there's also specific rules in MW3e regarding tailor text for appropriateness to the campaign. Page 23-24 have an example, so you aren't doing anything rules-wrong by changing this.
And yes, math 98% checks out, though I'm going to ask in the future you format posts so they're a little easier to parse through. The order of operations is hugely important (when something applies to your Attribute thresholds and when EDG is spent, for example), and I'm fairly sure that this helped cause the issue I'm about to address below. Also, in the future, please don't edit posts with dice rolls in them. As much as I hate to point it out, it calls the legitimacy of the rolls into question. Make a new post with the new roll, please.
.............................
The main remaining issue is this:
"Attributes:
STR 5
BOD 5
DEX 5
RFL 4
INT 5
WIL 6
CHA 7
EDG 5 (cost 7)
SOC 4
Total: 48 (2 in pool)
6 total in pool
Changing it since no need for SOC being 6 due to spending edge on lifepath."
This statement isn't correct, and comes down to a mistake in the life pathing order of operations. The attribute minimums are still required; you still attended Sanglamore, so you still have to end character creation with a SOC of 5+. Edge doesn't allow you to ignore minimums set by the path - it allows you to ignore the path restrictions and prerequisites to get onto the path in the first place (MW3e, pg 25 "Edge and Path Restrictions"). In Sanglamore's case, the prequisites are as follows:
Affiliation Lyran Alliance only (Federated Suns may attend prior to the secession of the Alliance in 3057). Cannot have Combat Paralysis or any of the following Traits above the lowest possible level: Disabled, Lost Limb, Poor Vision, Poor Hearing. Character must have one or more of the following: Contact-Free Skye, Well-Connected/Free Skye, WellConnected/LAAF, SOC 6+. May NOT have Stigma/Pro-Katherine or Stigma/Pro-Victor. The character must not have any serious/y "questionable" Events in his or her history relating to Skye (per the gamemaster's judgment) unless the character has or purchases an appropriate Contact who can hide the Event.
By spending 1 point of EDG, you ignore all of the above text, and then you can enter the path. THEN the SOC minimum is set to 5. Or to put it another way, the SOC minimum of 5 is not required to ATTEND the Academy; it's the level of SOC score you get as a result OF attending the Academy, so since the Academy happened to you, you have to have the SOC score to represent it.
You'll need to find a Trait Point somewhere so you can shove a point back into your SOC stat.
...............................
The other math issues I was seeing were mostly addressed upthread (Promotion, and Rank, specifically). You incorrectly combined your pair of Contact (2)s into a single Contact (4)...and then sold back half of it. So it ends up being math-correct.
Again, these are tweaks and you don't need to do a full restart or anything.
...............................
To sum up:
1) Fix the time-specific triggers and text
2) Fix the Natural Aptitude issue
3) Find a point somewhere to plow into your SOC stat
4) Find some points somewhere to get into a heavier Mech. Whether unintentional or not, this is an excellent example gaming the system because you're planning on having tbe new PC take over an existing lance, you've got spare Mechs in your lance, and you're planning to immediately seat your Lance Leader in a heavier Mech, and so why spend Trait Points on a heavier Mech in the first place? TBH, I can think of no possible way that this was done unintentionally, given the number of Trait Points sold back which could have been used for this, and so I'm telling you to change it so that a precedent isn't set. If it's not intentional, then change it anyway, so that a precedent isn't set.
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So removing one of the naturals would give me the points needed for soc to be 5 +1 point left over. Could I reroll for mech then and also how big do you want it
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So removing one of the naturals would give me the points needed for soc to be 5 +1 point left over.
Indeed. You may also want to consider looking more deeply into the various Positive Traits and how they impact someone who is attempting to run a merc unit. While I know better than to think of suggesting removing Trait Points spent on SPAs, you may want to consider blowing up your Wealth (as you can't sell back any more Rank) in favor of things like Brave, Gregarious, Night Vision, Combat Sense, 6th Sense, and so forth.
Of course, taking away SPA trait points would also help with that. The best fighters in the cockpit are rarely the best leaders.
Could I reroll for mech then and also how big do you want it
Of course you can reroll, as long as your Mech class changes. As to how big, that's up to you. Be honest about what sort of Mech you think someone with aspirations of command rank and with SpecOps training (thus being a valuable and expensive asset to the Lyran state) would be driving. This isn't intended to cripple a character, but I'm also aware of the precedent here; unless I make everyone build all-new lances when they retire a PC, this sort of thing has to be kept watch upon.
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<snip>
Be honest about what sort of Mech you think someone with aspirations of command rank and with SpecOps training (thus being a valuable and expensive asset to the Lyran state) would be driving.
But, but, but... Superheavy ‘Mechs aren’t legal atm, and it’s not like he’d be driving a Steiner SCOUT ‘Mech! He’s better than that! ;)
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I am still somewhat green on the lore of anything. I have started only playing since 2014 and actually started getting more in depth into IS, after going somewhat in depth on the Clan side last campaign.
Could I buy Custom vehicle? I only need 2 to make full custom right?
Also, for some of the positives, are we going off values inside MW3?
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Never mind I got my numbers finally.
Vehicle (2)
Wealth (10) sell 3
Well-Connected/Skye (2) sell 2
Well-Connected/LAAF (2)
Well-Equipped (5) sell 3
Good Reputation (2; Lyran Alliance)
Rank (8 ) sell 2
Contact (2) sell 2
Contact (2; LAAF)
Buy:
Brave (1)
Fast Learner (3)
Nat Apt/Gun (2)
Vehicle (4)
2 in pool
Totals:
Vehicle (6)
Own Vehicle (free)
Wealth (7)
Well-Connected/LAAF (2)
Good Reputation (2;Lyran Alliance)
Rank (6)
Contact (2; LAAF)
Fast Learner (3)
Nat Apt/Gun (2) Nat Apt/Strategy (1), Attractive (1)
Brave (1)
Stigma/Orphan
Quirk/Honorable
Enemy (1): Dedrickson's Devils
52 points towards attributes
STR: 5
BOD: 5
DEX: 5
RFL: 4
INT: 5
WIL: 6
CHA: 7
EDG: 5 (spend 7)
SOC: 7 (spend 8 )
Totals: 52 points
Skills:
Administration (6) +2 (12) +3
Negotiation (12) +3
Scrounge (6) +2 (12) +3
First Aid (6) +2
Rifles (6) +2
Bureaucracy/Lyran Alliance (6) +2 (12) +3
Strategy (12) +3
Tactics/Mech (12) +3
Career/Soldier (12) +3
Leadership (12) +3
Gunnery/Laser (22) +5 (12) +3
Piloting/Mech (6) +2
5 wasted points left over with this original setup.
My free SPA will be Environment Spec (Forest) (Assuming Gonzalo survives)
Made an error in my math. I have 5 points left over and will use them to adjust. Will leave original data and add changes.
These changes are designed where I spend starting XP on gun/pilot.
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Rolling For heavy Mech on Lyran Alliance Table
Rolled 1d1000 : 17, total 17
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That was great....
Salvage: Kurita 3028
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I am assuming its another 1d1000
Rolled 1d1000 : 423, total 423
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I am assuming the 3028 and 3039 mech charts are different?
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I am assuming its another 1d1000
(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d1000 : 423, total 423
Yes, the 3025 chart and 3039 chart are different. See page 33 of the v2.2 rules PDF.
And neat. You've got an LNC25-02 Lancelot. We'll say it's one of the ones with the old Krupp targeting & tracking systems so you'll still get the AAA targeting quirk.
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BMM has it with Anti-Air, Narrow/Low and Bad Rep..
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Oh, I forgot to mention. Remember, you CAN generate a reroll on the Mech chart by permanently burning a point of Edge. This isn't affected by your Edge Minimum, since your Mech selection happens after the character is fully completed.
BMM has it with Anti-Air, Narrow/Low and Bad Rep..
Yes, it does. The -02 model specifically removed the Targeting system that gave it the AAA quirk. http://www.sarna.net/wiki/Lancelot (http://www.sarna.net/wiki/Lancelot)
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Just means I have to buy another mech. No reason to sell it with bad rep. Well, my character is now ready and waiting. I just hope Gonzalo does not die before contract end.
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How does administrating and bureaucracy affect being Unit CO and is it worth putting points into either of them?
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How does administrating and bureaucracy affect being Unit CO and is it worth putting points into either of them?
When I talked to Jon about it, they didn’t factor into the Dragoon Rating. Bureaucracy was noted as being needed for some missions, likely including training. Only 4 skills are on the Dragoon Rating tab - leadership, tactics, strategy and negotiation. That said, Rob also has a tendency to ensure skills are used to people’s benefit or detriment depending on how specialized characters get.
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How does administrating and bureaucracy affect being Unit CO and is it worth putting points into either of them?
They don't affect the Dragoons Rating.
They are required for some mission types. Bureacracy in particular gets used for this in defensive contracts.
They also form a soft cap on the size of the overall unit, and administration in particular limits the total number of admins the unit can hire. We just haven't run into that yet because Jon has a good score. The higher of Bureaucracy or Administration, times 3, plus three, is the total number of lances the unit can have. So right now the overall unit cap is 12 lances but again, we haven't run into that so it hasn't mattered.
Finally, random events can pop up which require skill rolls on behalf of the Unit CO or the Lance COs. We just left the initial 2-year "probationary" rules period, so I'm expecting that to start popping up relatively soon. The skills which get called for are actually what determined which non-combat skills I retained from MechWarrior 3e. Basically, there are no safe "dump" skills.
That said, Rob also has a tendency to ensure skills are used to people’s benefit or detriment depending on how specialized characters get.
On top of all of the above, there is also this point. Again, I don't believe in dump skills or stats. Everything can be important, and while certainly piloting and gunnery are the skills we end up using most because we're playing BattleTech, ALL skills can and will come into play, or they wouldn't exist. The most important skill in the game is whichever one I'm telling you to roll right now.
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They also form a soft cap on the size of the overall unit, and administration in particular limits the total number of admins the unit can hire. We just haven't run into that yet because Jon has a good score. The higher of Bureaucracy or Administration, times 3, plus three, is the total number of lances the unit can have. So right now the overall unit cap is 12 lances but again, we haven't run into that so it hasn't mattered.
This is good to know, if I wanted my gun to be high, my admin and bureaucracy would be at a +2, so me hindering my gunnery puts us to where Jon is.
But I guess long run question would be is if there is a possibility of having 12+ lances at this time?
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This is good to know, if I wanted my gun to be high, my admin and bureaucracy would be at a +2, so me hindering my gunnery puts us to where Jon is.
But I guess long run question would be is if there is a possibility of having 12+ lances at this time?
Having counted the number of active lances, I'd worry more about what happens if you put a +2 in there, making the unit cap only 9 lances.
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I changed my skills to make my gun/pilot a 5/6 to make admin/bureau/ and scrounge a +3.
But if its one or the other, should I use the extra six points from either admin and bureau to increase my strategy?
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Right now, I am willing to hinder my pilot since he is forced to have 5 edge anyway. Starting XP will be enough to get me to 4/5 or even bring tactics up to 4 and be 3 points above Jon in terms of rating. That includes my SOC and CHA at 7 plus brave.
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Right now, I am willing to hinder my pilot since he is forced to have 5 edge anyway. Starting XP will be enough to get me to 4/5 or even bring tactics up to 4 and be 3 points above Jon in terms of rating. That includes my SOC and CHA at 7 plus brave.
Paul, while I appreciate your enthusiasm, take a moment and breathe. :) I understand you're interested in the CO position. You have to build and be happy with your character whether you're the CO or not. Mechanically Jon's character seems at least at a good level for CO, so I'd use that as a baseline. Going above what he's got is nice, but really is gravy. Even losing a point or two off the Dragoon Rating wouldn't really hurt much if it came down to it. Beyond the strict point total for the Dragoon Rating, what impact do your choices make? For example, given a choice between having Brave as a Trait and an extra point of say Negotiation what fits your character best or feels like it's more beneficial for the unit? They both add a single point to the DR so no difference there, but the choice has other consequences. Strategy controls the number of reinforcement lances that can be brought in. At some point we'll hit a number that effectively makes that next point irrelevant. Are we ever going to bring in 4 reinforcement lances on top of whatever's assigned to the mission? I'm thinking 3 is probably the most we'll ever do, though I could be wrong. But if it's 3, does a 4 strategy help you? Is it worth it to have a 3 point higher DR for the unit at the cost of having a far poorer Piloting and Gunnery than you're going to be happy with?
Unless the group's preference is really a coin flip between candidates, an extra point of Dragoon Rating or two, isn't going to be the deciding factor. Ultimately, my recommendation is build a character that you're extremely happy to play and go from there.
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True, but having admin/bureaucracy at 2 will have the potential of kicking 2 PC lances out of the unit. I would much rather avoid all that. Having a 4 strategy would just practically get me in turn 3 or 2 with how my lance is currently designed and will be once he joins.
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Having Tactics to 4 might be better then, just to have more people with a high initiative roll.
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<snip>The higher of Bureaucracy or Administration, times 3, plus three, is the total number of lances the unit can have. So right now the overall unit cap is 12 lances but again, we haven't run into that so it hasn't mattered.
That's an interesting fact. I just searched the rules and didn't see it there. Did I miss it?
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True, but having admin/bureaucracy at 2 will have the potential of kicking 2 PC lances out of the unit. I would much rather avoid all that. Having a 4 strategy would just practically get me in turn 3 or 2 with how my lance is currently designed and will be once he joins.
Agreed. That wouldn't be good. I'd need to commit to investing at least 21 XP to bump Bureaucracy to a 3 or 35 XP to get Admin there. I've got 4 XP at the moment. I'm willing to do so though I'd want to understand the feasibility of getting at least 17 XP before Jon leaves to see if it's even feasible.
Based on current PCs, the only character that could maintain the entire unit at its current size is Steve's as he's got a Bureaucracy of 4+.
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You have a Natural Aptitude, which should reduce the cost of skills/attributes by a decent amount.
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So what I am thinking of at the moment is this:
Admin (6)+2
Negotiation (12)+3 (maybe higher, since this can help with contracts)
Scrounge (12)+3 ( for buying purposes)
First Aid (6) +2
Rifles (6) +2
Bureaucracy (12) +3 (can increase this instead if we get more players between now and end of contract)
Strategy (12) +3 (help with reinforcements and get my lance on board faster)
Tactics/Mech (12) +3 (for initiative rolls)
Career/Soldier (12) +3
Leadership (6) +2
Gunnery (Nat Apt) (15) +4
Piloting (12) +3
Any suggestions to changes would be appreciated.
Altered some. More manageable. All the important stuff is still high, while making my gun/pilot one better.
Miscalculated Career/Soldier. Initial calculation correct, mispelled soldier in some parts when trying to CTRL+F words. Adjusted on prior posts. Done adjusted based on added and loss points.
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Paul, as a CO build, it looks fine. Very balanced. I’d suggest bumping your pilot to a +3, rather than Tactics to a +4, though you can look at the costs to increase and decide if the delay in purchasing is worth the frustration of a lower value.
The question to ask in my opinion is: if the character isn’t the CO and is just a lance leader, will you be happy playing it or wish the character was different? If happy, then I think you’re good. If not, find the tweaks that balance the two options. That’s my suggestion.
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I could reduce Rifles back down to +1, and remove natural aptitude and make tactics a +3 with enough points to increase piloting to a +3 as well. Since I tend not to have ammo explosions, may as well work with it low.
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Vehicle (6)
Own Vehicle
Wealth (7)
Well-Equipped (4)
Well-Connected/LAAF (2)
Good Reputation (2;Lyran Alliance)
Rank (6)
Contact (2; Estate Generals Representative)
Fast Learner
Nat Apt/Gunnery
Stigma/Orphan
Quirk/Honorable
Quirk/Hatred of Draconis Combine
Enemy (1): Dedrickson's Devils
1 points open
Attrubutes:
STR: 5
BOD: 5
DEX: 5
RFL: 4
INT: 5
WIL: 6
CHA: 7
EDG: 5
SOC: 5
Total: 49 (1 open)
Skills:
Administration +2
Negotiation +3
Scrounge +3
First Aid +2
Rifles +2
Bureaucracy/Lyran Alliance +3
Strategy +3
Tactics/Mech +3
Leadership +2
Gunnery +4
Piloting +3
Mech (Heavy): Lancelot LNC25-02 Quirks: Anti-Aircraft Targeting, Narrow/Low Profile, Bad Reputation (bleh). Base model.
Buy SPA 20XP: Environment Spec (INT 5): Mountain
Free SPA (if applicable): Environment Spec (INT 5): Forest
This setup allows me to use every allocated point and have a fairly balanced leader to start.
If there are many alterations, I am still in though regarding what I want.
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Looking at Sarna, it appears that Tamar was attacked around 3022 by Draconis Combine.
Knowing this Could I change my Streetwise/Clan to Streetwise/Draconis Combine, would I also change my quirk/hatred of clans to quirk/Hatred of Draconis Combine?
This would work within the timeline since my character ended at 27 (meaning birth would put him around 3019).
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<snip>The higher of Bureaucracy or Administration, times 3, plus three, is the total number of lances the unit can have. So right now the overall unit cap is 12 lances but again, we haven't run into that so it hasn't mattered.
That's an interesting fact. I just searched the rules and didn't see it there. Did I miss it?
It wasn't enabled when I wrote the rules 2 years ago. It's an option in the program. Like random events and a bunch of other niche stuff, it was enabled at the end of the last contract (2 years in-game after we started), to give people a chance to get into the game, get used to how stuff works, and so forth.
Knowing this Could I change my Streetwise/Clan to Streetwise/Draconis Combine, would I also change my quirk/hatred of clans to quirk/Hatred of Draconis Combine?
This would be why I suggested changing time-relevant triggers to the Combine in a post yesterday.
The question to ask in my opinion is: if the character isn’t the CO and is just a lance leader, will you be happy playing it or wish the character was different? If happy, then I think you’re good. If not, find the tweaks that balance the two options. That’s my suggestion.
This is hugely relevant. Paul, assume that you AREN'T going to be the CO, and build the character from there. Then you'll know if you'll be happier playing this new PC.
FYI, I'm away from home over the holiday weekend (till Tuesday evening). I'll be able to check in from my phone, but I won't have rules and so forth with me, so try to keep the panic to a minimum.
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I am not going to panic. Not like we have a few months IRL to finalize this. just wish rolls were better, but I will make do. I just like to be punctual. I will look around to see what possibilities I can do and work with it.
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Either way, got two mechs I would like for you to paint for me (Panther and Dragon).
Will bring mechs and money on Sat.
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Okay, I am done messing with this. Starting to second guess my math. It is proper now. I will end with a 4/5 pilot with 5 edg and 2 possible SPAs plus a lot of goodies.
No more second guessing myself. This is great.
I wanted a character that was more heavily towards the administrative side, and I accomplished it.
I will alter my play style with this character as well and gear towards walking/running vice jumping all the time.
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Realized I missed a few points total in the free pool.
Forgot my initial Appraisal at +1 (3 total, not 2) plus the Swimming and Riding at +3 each from LosTech Prospector.
I am going to tweak the numbers to make sure I use every feasible point I can.
Pool Skills:
Appraisal 3
English 3
German 3
Perception 8
Streetwise/LA 1
Streetwise/DC (replaced Streetwise/Clan) 2
Interest/Cards 1
Academic/LA History 5
Protocol/LA 8
Academic/Skye History 3
Blade 5
Navigation/Ground 4
Martial Arts/Military 4
Computers 2
Sensor Operations 4
Demolition 3
Free Fall 3
Stealth 3
Survival 3
Tracking 3
Swimming 3
Riding 3
Submachine Guns 3
Total: 80/2 =40
Skills:
Negotiation 9-3 = (6)
Scrounge 7-1 = (6)
Administration 8 -2 = (6)
Career/Soldier 13 -1 = (12)
Leadership 4 -1 = (3)
Strategy 2 -1 = (1)
Bureaucracy/LA 2 -1 = (1)
First Aid 8 -2 = (6)
Rifles 7 -1 = (6)
Piloting 9 -3 = (6)
Gunnery (Nat Apt) 10 -1 = (9)
Tactics 9 -3 = (6)
Total excess points : 24
Points total: 64
Spend 6 points on Negotiation (12) +3
Spend 6 points on Scrounge (12) +3
Spend 0 points on Administration (6) +2
Spend 0 points on Career/Soldier (12) +3
Spend 3 points on Leadership (6) +2
Spend 11 points on Strategy (12) +3
Spend 0 points on First Aid (6) +2
Spend 0 points on Rifles (6) +2
Spend 13 points on Piloting (19) +4
Spend 13 points on Gunnery (22) +5
Spend 6 points on Tactics (12) +3
Spend 2 points on Bureaucracy/Lyran Alliance (3) +1
Traits:
Quirk/Hatred of Draconis Combine
Quirk/Honorable
Wealth (4 )
Well Equipped (4)
Good Reputation (5) IS/Clan
Vehicle (8 )
Custom Vehicle (2)
Owns Vehicle
Natural Aptitude/Gunnery (2)
Fast Learner (3)
Rank 6
Stigma/Orphan
Enemy (3): Dedrickson's Devils
Timid
Sold: 17 (Wealth (6), Well connected (1), Well connected/LAAF (1), well equipped (1), Rank (2), Contact (2), Contact (2), Well Connected/Skye (2))
Buy Negative Traits: 4 (Raise Enemy to 3 (2), Timid (2))
Bought: 16 (Vehicle (6), Fast Learner (3), Nat Apt/Gunnery (2), Custom Vehicle (2), Good Reputation (3))
5 points remain
Ending Attributes
Min, ATT, Threshold, Ending
2 STR 6 (5)
4 BOD 5 (5)
5 DEX 5 (5)
4 RFL 6 (4)
5 INT 5 (5)
6 WIL 10 (6)
2 CHA 7 (8 ) (Cost: 9)
5 EDG 3 (5) (Cost: 7)
5 SOC 5 (5)
Total used: 51
-1 remains
4 points total:
Spend 4 points to buy Weapon Spec-Large Laser (Gun 3, DEX 5)
Free SPA: Lucky (EDG 4)
I have been thinking about it. I want this character to be more about survival vice usable in an administrative sense.
Also, with how I have my lance currently set up vs how I want it set up, this makes more sense to do.
Going to raise the mech into an assault to compliment what I have in mind with my new lance leader.
Will spend initial XP to reduce piloting to a 4, due to XP needs being much cheaper than increasing base skills by 1.
Will stock up on XP if/when I will be needed as CO.
Will be more useful as reinforcements.
Will be able to buy parts without need of bonuses. Will be able to sell for potentially more.
Backstory as to why Enemy and Edg used for path added here:
How did this character get into the academy without the prerequisites required?
Not realizing that this individual (will let Megamek RNG create the characters name and gender) went to the wrong academy, while being reviewed by the board, the social status was well overlooked by some sheer of luck and was able to attend due to a clerical error in my favor. My high stroke of luck after devastation struck at a young age gave me the opportunity needed to become a MW to do good for the Alliance.
I should probably come up with a side story for my Lostech Enemy as well.
Ending my time abroad looking for a grandeur promise of riches, went out into the periphery in search for that amazing find. Although the travel was rough and costly, ended up finding the find of a lifetime, worth every C-bill spent within an area where the Dedrickson's Devils were operating at the time. They ended up catching wind to this and almost got to me, before getting away. I may have made a friend from this find, but also made a few enemies in the process. "Was it worth it? Of course. Would I do it again? Without a second thought."
My Custom:
Longbow LGB-0W-1x
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/E-F-E-A
Production Year: 0
Cost: 19,956,258 C-Bills
Battle Value: 1,924
Chassis: Unknown Standard
Power Plant: Unknown 340 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
4 Large Lasers
4 Medium Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: XL Fusion Engine 340 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Double Heat Sink 18(36) 8.00
Heat Sink Locations: 2 LT, 2 RT, 1 RA
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 256 16.00
Internal Armor
Structure Factor
Head 3 9
Center Tors 27 36
Center Torso (rear) 15
L/R Torso 18 25
L/R Torso (rear) 11
L/R Arm 14 28
L/R Leg 18 34
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser RT 8 2 5.00
Medium Pulse Laser RT 4 1 2.00
Large Laser LT 8 2 5.00
Medium Pulse Laser LT 4 1 2.00
Large Laser RA 8 2 5.00
Medium Pulse Laser RA 4 1 2.00
Large Laser LA 8 2 5.00
Medium Pulse Laser LA 4 1 2.00
Free Critical Slots: 14
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 19
4j 5 5 0 0 4 1 Structure: 4
Special Abilities: ENE, SRCH, ES, SEAL, SOA
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Rolling on Steiner Assault table:
Rolled 1d1000 : 122, total 122
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LGB-0W
Longbow:
Anti Aircraft Targeting, Searchlight, Ubiquitous; No/Min Arms.
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I have three questions...
1. Can I roll on the medium table to see what comes up (assuming its a 50+ ton mech I was going to keep it)
2/3. How does buying negative traits work and am I limited to what I can buy?
I was reading a little more into Lyran with the part of traits, stating "The easy life so common among Lyrans has led to a general distaste for
the dirty business of combat. To reflect this, increase the value of the Timid and Combat Paralysis traits
by one for characters from the Alliance when purchased after the Life Path. "
According the MW3, the cost of timid and combat paralysis are 1 and 4 respectively, meaning this statement would become 2 and 5 for each. Just trying to see what limitations I can do since most of the negative traits are primarily affected if I am CO.
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Most of what you’re asking, Rob will need to answer. Two thoughts:
1. Buying the Custom Mech Trait would allow you to pick a Mech within your weight class. If you bought that I would think it would replace your roll. This is balanced by negative Traits to offset the new positive one.
2. This is a roll during character creation so I expect you could reroll by spending an Edge Threshold. That should be confirmed by Rob.
If you truly wanted a Medium Mech vs an Assault you could sell down to Medium, get the Custom Trait and have 2 points left over for additional Positive Traits.
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He mentioned something before regarding not being able to buy more well-equipped after creation end, I assumed it would have been the same for custom vehicle as well. At first before going to an assault, I was thinking medium with either sixth sense or combat sense (or give me more edge than I really need).
The first question was for Rob since he mentioned earlier I could reroll so long I changed the mechs weight, I also assumed he did not want me in a medium because of the mechs I have already and probably assumed I would sell it depending on the mech I rolled (which is a fair assumption, given the dragon I got in my solo mission).
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Ah. I would say it’s fair to expect your unit commander to arrive at a minimum in the weight class he will pilot. If that’s a heavy, then downgrading to a custom heavy may still be permitted as he would stick with the ride he’s bringing in. If I bring in a new PC at some photo will certainly do things differently than I did last time.
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I was going to avoid placing an XL in an assault, unless I can make it go 5/8/5 (which would be restricted to 80T mechs, after max armor and jump jets, I would be left with I believe was 18 tons to work with)
If I ever did get something like that, it would have been my 2.0 Cataphract, but with only 10 ML instead of 12.
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I’m leery of making a heavy or assault Mech with a max range of 9. With time and patience a Phawk or similar Mech could take you down without a scratch.
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I was doing a lot of damage with the cataphract. I was forced to use a box of death so all my hit locations were pretty spread out, making it hard to kill. With the Archer with how I have him set up, he has been doing more consistent damage with fist fire from what I saw with my solo.
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I want to make this interesting while making it difficult on the battlefield. Can I max out my enemy? I will add everything once I figure out my restrictions on buying negative traits. Plus make the backstory a little more colorful to say the least.
I will keep the assault. If I can buy Custom vehicle, I will customize the mech and place the finalized build on here, if not, do not worry.
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For Rob and Dan. For Jan and Feb, just for now, assume I will not have my table by then and schedule as such. Most likely I will be home for both months since nothing goes on in the family then anyway. If I am out of town, I will allow people to enter the house, will just get the garage code to Brandon and Dan since those are the only two numbers I currently have at this time.
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Did not realize how stressful home buying is during last seconds to close. Underwriter keeps constantly asking for more papers, was worse last week when I was supposed to close Friday and ended up having to fill more forms out then. I hate last-minute items, just bugs me to no end.
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You do have home owners insurance lined up, right?
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I did not even see you message. Yes I do. Everything is set up with Duke, GCWW, and Rumpke. Along with ADT and Cinci Bell (FWIW). I still would rather close later, but it is what it is. As far as I know, everything is now done.
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Okay, looking at the new ruleset and everyones stats on the google doc, it seems we would be at an issue if Jon relinquishes roles as CO at end of contract (which I am assuming he leaves shortly after unfortunately).
I see that Administration/Bureaucracy affect the amount of lances, with administration affecting the number of admin we can have at one time (assuming the penalty will be a loss of admin if nobodys skill is high enough for all 19 currently.)
Best option to maintain number of lances would be Dancer having a 4 in bureau but a 0 in admin would leave us with 5 total.
Next two would be Ice or Midnight (both having a 2/2) with Ice not wanting to be CO and unsure as to how much XP Midnight can stock up prior to end of contract.
Everyone else has 1/2 or some combination lower than that.
How would we allocate CO if everything stayed constant?
I only offered to be CO since I am pretty much the only person in the group who does virtually nothing on a daily basis.
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Okay, looking at the new ruleset and everyones stats on the google doc, it seems we would be at an issue if Jon relinquishes roles as CO at end of contract (which I am assuming he leaves shortly after unfortunately).
I see that Administration/Bureaucracy affect the amount of lances, with administration affecting the number of admin we can have at one time (assuming the penalty will be a loss of admin if nobodys skill is high enough for all 19 currently.)
Best option to maintain number of lances would be Dancer having a 4 in bureau but a 0 in admin would leave us with 5 total.
Next two would be Ice or Midnight (both having a 2/2) with Ice not wanting to be CO and unsure as to how much XP Midnight can stock up prior to end of contract.
Everyone else has 1/2 or some combination lower than that.
How would we allocate CO if everything stayed constant?
I only offered to be CO since I am pretty much the only person in the group who does virtually nothing on a daily basis.
my issue is what we have talked about prior...I also do not have as much time as i did with my new job.
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Okay, looking at the new ruleset and everyones stats on the google doc, it seems we would be at an issue if Jon relinquishes roles as CO at end of contract (which I am assuming he leaves shortly after unfortunately).
I see that Administration/Bureaucracy affect the amount of lances, with administration affecting the number of admin we can have at one time (assuming the penalty will be a loss of admin if nobodys skill is high enough for all 19 currently.)
Best option to maintain number of lances would be Dancer having a 4 in bureau but a 0 in admin would leave us with 5 total.
Next two would be Ice or Midnight (both having a 2/2) with Ice not wanting to be CO and unsure as to how much XP Midnight can stock up prior to end of contract.
Everyone else has 1/2 or some combination lower than that.
How would we allocate CO if everything stayed constant?
I only offered to be CO since I am pretty much the only person in the group who does virtually nothing on a daily basis.
my issue is what we have talked about prior...I also do not have as much time as i did with my new job.
I believe Rob gives gives bonus points to the person who takes over CO role to help round out charactt for the job. I know this is true for if your lance leader is killed and you promote one of your wingman to leader.
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I'm still fine to take over as CO if that's what the group wants. I'm currently saving for bumping up one of the skills to 3 which would cover our current unit size with no room. Given Jon's intention to leave late next summer, we don't need to cut over until after an additional contract if needed. That said, let's wait until after tomorrow night when I run my solo mission. Based on the results I could be anywhere from nearly there to the XP needed, to about the same to rolling up a new character. ;)
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We have time so there is that. Just something to think about is all. Just keep in mind it is Administration to 3 to satisfy both lance number and admin number.
I will just set up two character profiles for him then.
1 if CO, 1 if not.
With the units blessing of course. Be easier than me just altering the same one constantly.
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We have time so there is that. Just something to think about is all. Just keep in mind it is Administration to 3 to satisfy both lance number and admin number.
I will just set up two character profiles for him then.
1 if CO, 1 if not.
With the units blessing of course. Be easier than me just altering the same one constantly.
Honestly, I would figure out what you're going to have fun playing and just stick with it. The penalty for not having sufficient admin to cover all the lances is a -3 to initiative. Painful, but not crippling. Admins would off-set that. Say for arguments sake that Midnight's CO becomes the unit CO. You pick the non-commander build. The first mission you play in, Midnight happens to play in too and the CO dies. Are you expecting someone to retire their existing character to build a CO? Again, play what you're going to have fun with.
If you feel it's critical to know who the next CO is sooner rather than later, then post a poll, plan to discuss it with the group on Saturday or however the process works. Ultimately the goal is for everyone to have fun. If they are, then it doesn't really matter to me if we've got a -3 initiative penalty for a while as the CO builds up the proper skills. The challenges just build character. ;)
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We have time so there is that. Just something to think about is all. Just keep in mind it is Administration to 3 to satisfy both lance number and admin number.
I will just set up two character profiles for him then.
1 if CO, 1 if not.
With the units blessing of course. Be easier than me just altering the same one constantly.
Honestly, I would figure out what you're going to have fun playing and just stick with it. The penalty for not having sufficient admin to cover all the lances is a -3 to initiative. Painful, but not crippling. Admins would off-set that. Say for arguments sake that Midnight's CO becomes the unit CO. You pick the non-commander build. The first mission you play in, Midnight happens to play in too and the CO dies. Are you expecting someone to retire their existing character to build a CO? Again, play what you're going to have fun with.
If you feel it's critical to know who the next CO is sooner rather than later, then post a poll, plan to discuss it with the group on Saturday or however the process works. Ultimately the goal is for everyone to have fun. If they are, then it doesn't really matter to me if we've got a -3 initiative penalty for a while as the CO builds up the proper skills. The challenges just build character. ;)
I know I know. Just trying to be considerate to those who are busy with work or life.
I do enjoy everyone's company so no matter what happens I don't care either way.
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This is just to push this up in the forums so it can be transferred in when ready.
Also Character Name I have decided to go with Herbert Esser
Will have my characters created in an excel sheet that I have been using for some time now.
Backstory as to why Enemy and Edg used for path added here:
How did this character get into the academy without the prerequisites required?
Not realizing that this individual went to the wrong academy, while being reviewed by the board, the social status was well overlooked by some sheer of luck and was able to attend due to a clerical error in my favor. My high stroke of luck after devastation struck at a young age gave me the opportunity needed to become a MW to do good for the Alliance.
I should probably come up with a side story for my Lostech Enemy as well.
Ending my time abroad looking for a grandeur promise of riches, went out into the periphery in search for that amazing find. Although the travel was rough and costly, ended up finding the find of a lifetime, worth every C-bill spent within an area where the Dedrickson's Devils were operating at the time. They ended up catching wind to this and almost got to me, before getting away. I may have made a friend from this find, but also made a few enemies in the process. "Was it worth it? Of course. Would I do it again? Without a second thought."
My Custom:
Longbow LGB-0W-1x
Mass: 85 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/E-F-E-A
Production Year: 0
Cost: 19,956,258 C-Bills
Battle Value: 1,924
Chassis: Unknown Standard
Power Plant: Unknown 340 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
4 Large Lasers
4 Medium Pulse Lasers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 130 points 8.50
Engine: XL Fusion Engine 340 13.50
Walking MP: 4
Running MP: 6
Jumping MP: 4 Standard
Jump Jet Locations: 2 LL, 2 RL 4.00
Heat Sinks: Double Heat Sink 18(36) 8.00
Heat Sink Locations: 2 LT, 2 RT, 1 RA
Gyro: Standard 4.00
Cockpit: Standard 3.00
Actuators: L: SH+UA R: SH+UA
Armor: Standard Armor AV - 256 16.00
Internal Armor
Structure Factor
Head 3 9
Center Tors 27 36
Center Torso (rear) 15
L/R Torso 18 25
L/R Torso (rear) 11
L/R Arm 14 28
L/R Leg 18 34
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser RT 8 2 5.00
Medium Pulse Laser RT 4 1 2.00
Large Laser LT 8 2 5.00
Medium Pulse Laser LT 4 1 2.00
Large Laser RA 8 2 5.00
Medium Pulse Laser RA 4 1 2.00
Large Laser LA 8 2 5.00
Medium Pulse Laser LA 4 1 2.00
Free Critical Slots: 14
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 9 Points: 19
4j 5 5 0 0 4 1 Structure: 4
Special Abilities: ENE, SRCH, ES, SEAL, SOA
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With as much crap as I get for my Crusaders, your Longbow should cause a near fatal allergic reaction.
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I wanted to throw in a MASC, but did not want to waste my second SLDF from well equipped for it, since the price between that and the XL I wanted for my cicada is a 1.7m difference. Would be cheaper to buy it then try and stick it in when possible.
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With as much crap as I get for my Crusaders, your Longbow should cause a near fatal allergic reaction.
XD
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This is just to push this up in the forums so it can be transferred in when ready.
Also Character Name I have decided to go with Herbert Esser
Update your Lance Warehouse and send it to Jon so he can update the TO&E. Update your lance in the Google Doc, and update your post in the customs thread.
Also, hooooly hell that Longbow. *shrug* OK, it's your custom/funeral.
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So what day does he officially join the unit then? On the 1st right?
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So what day does he officially join the unit then? On the 1st right?
Correct. But go ahead and update everything to the 1st regardless.
Jon, I'll leave it up to you as to whether you update the Roll of Honor with Freeman's info; I didn't for Sylvie, but you're the CO.
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Yessur. Right on it.
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So what day does he officially join the unit then? On the 1st right?
Correct. But go ahead and update everything to the 1st regardless.
Jon, I'll leave it up to you as to whether you update the Roll of Honor with Freeman's info; I didn't for Sylvie, but you're the CO.
I thought the roll of honor was for fatalities in the line of duty, not alumni (?).
Also, as long as he is replacing mech and pilot with a similar tech mech and experience pilot, it won't affect the Dragoons Rating.
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Yes and no. Currently pilot is 3/6, but I intend on spending XP to get him down to 3/4 prior to next contract.
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Yes and no. Currently pilot is 3/6, but I intend on spending XP to get him down to 3/4 prior to next contract.
He won't be enough of a drag to pull down the unit average rating to regular.
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My Custom:
Longbow LGB-0W-1x
Yay, a Longbow!
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Large Laser RT 8 2 5.00
Medium Pulse Laser RT 4 1 2.00
Large Laser LT 8 2 5.00
Medium Pulse Laser LT 4 1 2.00
Large Laser RA 8 2 5.00
Medium Pulse Laser RA 4 1 2.00
Large Laser LA 8 2 5.00
Medium Pulse Laser LA 4 1 2.00
What the heck. :(
Is there no shame? :P
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XD be glad it doesn't have masc yet
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Is there no shame? :P
You should no this group better than that. The only shame he will feel is when a Wasp back shots him.
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I can flippy flippy my arms you know.
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I can flippy flippy my arms you know.
I didn't say the Wasp would survive its act of heroism.
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I do not need to rely on an admin anymore for buying things which will be nice.
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I do not need to rely on an admin anymore for buying things which will be nice.
Yeah, failing an armor acquisition roll or two really starts sucking after a while.
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Regular armor and weapons, I would need a 3+, advanced tech I am looking at a 6+. I will not have to rely on ubiquitous so I can just buy normal parts now and use them for whatever as well.
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To put MASC into a mech, what would it constitute as when customizing? What is the min facility needed to put it in?
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To put MASC into a mech, what would it constitute as when customizing? What is the min facility needed to put it in?
Class E.
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Is there no shame? :P
To be totally honest, if all the weapons were stuffed into the arms, I wouldn't care one bit. Longbow arms are like Archer torso bays; they're huge and stuffing a wide variety of weapons into them is common. I seem to recall a 3/5 movement, dual AC/20 Archer that appeared in a Cincy game once long ago (that may predate you and Phil, though). Anyway, the biggest issue with that Longbow is that it doesn't have the side torso armor to deal with the amount of firepower it's going to attract, with an XLFE underneath, and without enough movement available to be able to keep its TMMs high enough so that most of the fire misses.
I probably would have set it to 3/5/3, kept an SFE in there, and thrown a ton of lasers into the arms, were I running it. Longbow OWs are a hard thing to work with and still keep them credible in an environment where recovered tech starts popping up. Maybe something like this, which has better long-range fire past 15 hexes, equivalent medium-range fire between 6-15 hexes, only gives up a little short-range firepower, will have the same TMMs, because of bracketing fire will have roughly the same heat efficiency, and doesn't have an XL engine (the MPLs could go in the arms too, I guess; they're in torsos for crit-padding). Admittedly, it *is* slower by 1 MP, which can cause reinforcement time difficulties, depending on how the average speed for the lance averages out.
(https://i.imgur.com/6kPUCFP.png)
Now, what I am looking forward to Xotl's maintenance rules revision dropping, though. Adding additional CBill costs "per weapon" (ballistics cost least, missiles cost middle, laser/PPCs cost the most) is both a fantastic idea, consistent with the fluff, and gives a reason why everything in-universe isn't "laser spam forever".
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I thought about putting Long Toms on it and just staying at range. I like this build though. If I did this, then it would invalidate me buying the MASC, which I already did. I see your point though, the armor usage on the torsos are pretty low.
Right now most of my units are 4/6/4 currently, so I would have to keep the original speed, but I can just scrap the XL and work with another idea I had to be cheap about it. That way, me already buying the MASC would still be viable.
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I will stick with my guns on this one. I have 5 EDG to burn to keep it alive. Plus I have other units for support, just need to get them up to a usability. Most units have the same movement profile, so keeping them close together in this case would be optimal. I will just have to alter my play style.