CincyBattletech
Campaigns (all) => Have `Mech, Will Travel: The Next Generation => Topic started by: Darrian Wolffe on February 25, 2026, 09:52:49 PM
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(http://i.imgur.com/dR9up7L.png)
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This is the base map layout. I haven't done any work on deployment or target zones or set the citytech mapsheets up.
<removed>
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Oh man this looks like it's going to be a blast. Shame I'm out for this, I really wanted to be apart of this. I've not gotten to go up against VTOLS and Industrial mechs yet
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Take plenty of Pics I want to hear see and know how it goes
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Awww man I'm also bummed to miss this! I'll be out of town.
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NORTH
(https://i.imgur.com/e833cqq.jpeg)
SOUTH
Maps
Desert Airbase 1.......Desert Airbase 2.........Badlands 1
Desert Runway.........Oasis...........................CityTech
Mines 2.....................Forward Base..............CityTech
Buildings are not listed on the CityTech mapsheets intentionally; the Type and Location of the HVT is known and will be shared with PCs during pre-game, but this ensures the OPFOR cannot game the location.
SPECIAL
This scenario is limited by both IRL time limit and in-game turn limit. Please be prepared for this game to potentially last until 6pm. All players will be required to move more quickly than normal; expect a ~90-second move clock for all units you control. That means that CO should not overload slow players, or players who are not comfortable with non-Mech units, during their unit selection. Likewise, this will also mean that I will be MUCH more aggressive about people being away from the table when not moving or on deck. To be clear, unless you're GMing, you may not pull up chairs at the map table this scenario. Sit at a folding table instead. I will also be a lot more aggressive than normal about slow-playing weapons fire, and may cut off weapons fire before everyone is done if it's taking too long to resolve, so watch out for creating 8-unit-on-1 firing phases. In general, please come to this game with your shit together and be ready to play, with somewhat less side talk and socializing than usual. This is a hugely deadly scenario, for reasons which are revealed below, so it's in your best interest to keep things moving, and I expect people to inform me if they encounter an OPFOR player slow-playing semi-intentionally.
Deployment
Any *5* Ranger Lances may be chosen for this mission. Local CO is chosen by Unit CO.
Non-infantry conventional forces (read: tanks) may not deploy in this mission, except for infantry transports.
Infantry conventional forces (battle armor or jump infantry) deploy in the same zone as Local CO.
ALTERNATE: Infantry conventional forces nominated by the Local CO may enter the battlefield riding Allied transports, as per Allied deployment, below. Infantry must be nominated at least **1 IRL week** prior to the game to allow for transport assignment and miniature sourcing.
All Ranger DZs must be chosen before any deployment occurs
Ghost Bear OPFOR #1: Deploy 5 Mechs into each of zones B-A and B-B, full hexes only. Battle Armor may deploy into either zone, but all Battle Armor must deploy into the same zone. Battle Armor may NOT begin the game mounted on Omni units.
Ghost Bear OPFOR #2: Deploy 2 Mechs into each of zones B-1 and B-2, full hexes only. The fifth Mech may deploy into either zone. Battle Armor may deploy into either zone, but all Battle Armor must deploy into the same zone. Battle Armor may NOT begin the game mounted on Omni units.
Ghost Bear Reinforcements: Reinforcement Star containing Gavenia Bekker enters anywhere desired along Zone RR on Turn 3. The second Reinforcement unit enters at a time and place determined by the GM, and may not deploy at all.
Ghost Bear Local Force: Deploy turrets as desired onto any Red Star hex. No more than 2 Turrets may be deployed onto any single mapsheet.
Ranger Forces: Ranger forces will airdrop onto the board prior to the game, making PSRs as the rules require. Turn 1 begins with the Ranger forces having landed in their designated hexes and free to move normally. 1 Lance each may airdrop into Zones D-1 through D-6, into full hexes only.
Allied Units: If used, these enter anywhere desired along the south edge of the map 1 Turn after being requested by the Local CO. This is a Movement Phase declaration made after initiative but BEFORE movement begins; therefore, a declaration on Turn 1 would result in a Turn 2 table entry.
Environmental Conditions
Dawn (short): +1 to hit with all weapon attacks for the first 4 turns of the game. Searchlights have no effect on this modifier; the All-weather SPA and Night Vision Trait will offset it.
Munitions Storage: Each time a building hex is destroyed by BattleMech weapons fire, the GM will draw a card from a pre-set deck of 6 Black and 2 Red cards. A red card results in an explosion that resolves as though it was a Sniper artillery round which also deals 10 heat to any Mech unit caught in the blast radius. This explosion will deal doubled damage to any surrounding building hexes, which may also explode if they are destroyed. When a full building collapses, a single card is drawn; if the card is red, treat all remaining non-collapsed building hexes as though they were the center of a Long Tom artillery hit (remaining building hexes therefore incur a R2 explosion of 20/10 damage around the remaining perimeter of the structure). This explosion deals 10/5 heat to any Mech units in the R2 area, and does not count towards the “external heat” cap.
Any unit in the epicenter hex of ANY of these “artillery” hits takes normal artillery damage to the front arc AND normal artillery damage to the rear arc in clusters of 10 damage, plus gains +15 heat, which does not count as “external” heat. Thusly, should a red card be drawn, a Mech in Hex 409 when the single hex collapses, takes 20 damage to each the front and back, plus 15 heat. A Mech in or on Hex 408 when the entire bulding collapses takes 30 damage to each the front and back.
Time Limit: The Rangers are making a deep, unsupported attack right next to a major Bear staging base. At a predetermined time, Ghost Bear heavy forces will enter the area. 10 Dire Wolf Primes, each with 2/4 pilots, will enter the board from the eastern board edge on that turn, placed by the GM. These units may fire normally, but will not fire a combination of weapons which generate more than 8 net heat after dissipation. That will constitute the final turn of the game. After the End Phase of that turn, each Ranger or allied unit which is not within 3 hexes of the southern map edge will suffer the following damage groupings:
Eastern Map column, hexrows 1500-0800: 5d6 10-point damage groupings
Eastern Map column, hexrows 0700-0100: 4d6 10-point damage groupings
Center Map Column, hexrows 1500-0800: 3d6 10-point damage groupings
Center Map column, hexrows 0700-0100: 4d6 5-point damage groupings
Western Map Column, hexrows 1500-0800: 3d6 15-point damage groupings
Western Map column, hexrows 0700-0100: 2d6 5-point damage groupings
If the unit survives this damage, it is then considered to have been evacuated from the board. Pilots who remain behind will be automatically executed as war criminals; PCs who remain behind may burn 2 points of Edge to survive (1) and escape to friendly territory (1), and while they take no pilot hits must still make a Major Injury check to represent their escape.
Surprise Attack: Each OFPOR Mech, Battle Armor point, or Turret must roll a 5-6 on 1d6 to move or attack during Turn 1. This die is rolled during that units initative phase on Turn 1. OPFOR Battle Armor may bypass this roll, if their declared action is to board an Omni unit. Edge may be spent on this roll. Units which may not move are not considered immobile.
Defenders: Ghost Bear forces may not declare an attack or movement action which would, if carried out successfully, result in CF damage to a building. The only exception is declaring weapons fire against an Ranger unit inside of a building which has fired at a unit outside the building.
Battlefield Support
Rangers: The Rangers have no BSP available.
Clan Ghost Bear: Ghost Bear forces have no BSP available.
Victory Conditions
Rangers
1) Collapse at least 4 buildings (contiguous non-wall hexes) on the Forward Base Mapsheet.
2) Locate and extract the HVT. The transport carring the HVT must exit the south board edge, and is not required to spend 1 turn on the board edge to do so.
ALTERNATE
2) Locate and kill the HVT via building collapse (reduced mission payout: 41,283,000 CB). See MISC #4, below.
ALTERNATE
2) Locate and kill the HVT via targeted infantry assault (standard mission payout). See MISC #4, below
ALTERNATE
2) Locate and kill the HVT, via targeted infantry assault, and make an example of the body (increased mission payout: 75,685,500 CB). See MISC #4, below.
SPECIAL) Rangers are not permitted to engage in widespread civilian casualties. Killing civilians will incur penalties on the Rangers from their employer, including but not limited to: reduced mission payout, minor contract breach, major contract breach, blacklisting, being declared outlaw/pirates. The degree of punishment will be determined after the fact based on the circumstances of the mission and the degree of anti-mercenary bias present in the responsible case officer.
OPFOR
1) Destroy, cripple, or render incapable of spending MP, at least 10 attacking units
2) Prevent the Rangers from doing whatever the hell the freebirths are doing
MISCELLANEOUS
1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn. Only a single spent MP is required to move offboard (ie, the environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it). Ranger and Ranger Allied units may move off the SOUTH map edge freely during this scenario, without requiring a 1 turn delay.
2) OPFOR MechWarriors will ignore any ejected Ranger MechWarriors in this scenario. OPFOR Elementals will fire on ejected MechWarriors using AP weapons only (Range 1/2/3), unless there is a Ranger Mech unit within 9 hexes and LOF.
3) Ghost Bear units do not generally recognize zellbringen against mercenaries, and will fight and combine fire as though they were not Clan forces. If they are an OmniMech unit, they will not make physical attacks, but may always use defensive SPAs regardless of their unit type. Ghost Bear units will not fire at grounded transport units unless those units fire at them.
4) HVT
-Locating the HVT
-Rangers are informed as to the location of the HVT. OPFOR is not. Rangers must confirm the HVT’s presence via PSR during the End Phase from an active Ranger battlefield unit adjacent to the bulding at a +2 penalty (plus any applicable Light condition penalties), or via an an active Ranger battlefield unit adjacent to the bulding at no penalty if the unit has any sort of Active Probe (Electronic Wizard SPA has its normal effects). Alternatively, an infantry unit on the correct floor of the building will automatically confirm or deny the presence of the HVT as long as they are not engaged in active combat with another infantry unit.
-Extracting the HVT
The HVT can be extracted by an infantry unit on the same floor as the HVT. The infantry unit must make a Gunnery check at a +4 penalty, applying no other modifiers. A success captures the HVT. A failure is no result, but a roll of snake eyes results in the death of the HVT. The infantry unit can then move back to their transport and must exit the board for the extraction to be completed. The destruction of the transport with the HVT onboard will fail the mission, as the kill confirmation becomes impossible.
-Killing the HVT
The HVT can be killed on one of two ways:
1) Collapsing the building via damage. Collapsing the building will automatically kill any infantry unit in the building, including the HVT. If this is done, the kill must be confirmed, or the mission will automatically fail. Confirming the kill requires an infantry unit in or adjacent to any building hex. During the End Phase, roll 2d6 for each infantry unit which performs this action and which doesn’t fire at an enemy unit; on a roll of 10+, the kill is confirmed.
2) Targeted killing via infantry. An infantry unit on the same floor of the building as the HVT may attempt to kill the HVT. Make a Gunnery check at a +2 penalty, applying no other modifiers. Success kills the HVT. A failure automatically deals standard damage to any other non-Ranger infantry unit occupying the HVT’s floor, or an adjacent floor (determined randomly). A roll of snake eyes sets the building on fire, dealing normal damage to every infantry unit in the building each turn.
-Exhibiting the body
The HVT’s body may be strung up as per the request of your employer, making reference to the villains of humanity’s past. This requires the infantry unit which has either captured or killed the HVT to exit the building and make their way to Level 0 Clear terrain. There, they must spend 1 turn stationary to locate a suitable street light or bridge truss, and during that End Phase they will complete the unsavory task.
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So I know that Marigold, Pilum and Ehreschuld (at least being able to be deployed, but may come later) are unavailable. I will be in operations of this.
What we got left:
Blitzkrieg
Foil
Fury
Jazz
Norbotten
Paladin
Wyrm
Zeta
What I am thinking:
1.Lancer (Local CO)
2.Paladin
3.Foil
4.Norbotten
5.Blitzkrieg
If Norbotten wont be there, then my choice is between Wyrm and Zeta.
For infantry, its one ton for every 7 units? Or are units like the Ueda Jumpers heavier than normal?
Also, my Gray Death suits do not jump, can they still be transported in one of me Bandits?
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If anyone doesnt like my decisions, they can argue with me via RP as unit commanders or as players due to time/suggested constraints.
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Colonel,
I have no issues going after the kuzu otoko.
I just needs assurances that we will satsujin him.
Foil actual.
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If light is dawn, reroll for dusk.
I will need 2x conventional infantry pieces. I have the rest.
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I'll get to other stuff later, but keep in mind Moderate Rain's effect on infantry.
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Thats fine. What the transport vehicles are for.
Based on 6th revision of Tac Ops Advanced Rules; there is no movement modifier penalty for infantry, or anything negative for moderate. Nothing under mud against infantry either.
p.48 for mud, 34 for the movement table, and 57 for rain (+1 page for pdf).
Any rules against having BA drop while attached to a mech?
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Rob, can you confirm there are dirt road hexes on the map? Perhaps south central 1502-1504, but are there any others?
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OK, since I've had some (17) questions about weather conditions, here are the collected summaries of the relevant weather conditions and things you should consider.
Mud:
1) Mechs and Hovers ignore mud completely, unless they Bog Down via Jumping
2) Infantry require +1 MP to enter a Mud hex, and can Bog Down on a 4 or less on 2d6
3) VTOLs can bog down if they land in a mud hex
4) A jumping Mech that lands in a Mud hex is AUTOMATICALLY Bogged Down
5) Enemy weapons and physical attacks gain a -2 bonus to hit a target that's bogged down
6) Mud adds a +1 to PSRs taken in a Mud hex.
7) There are no dirt roads on this map
Finally) Mud will apply to ALL CLEAR HEXES ON THE MAP.
Moderate Rainfall
1) Applies Mud to all Clear Hexes on the map (remember that a hex with a level change but no other terrain type is still a Clear hex).
2) Adds +1 to hit modifier for all weapons fire on top of any penalties from light (apologies; it was LIGHT rainfall which smacked infantry)
Airdropping
1) PSR modifiers for terrain, light, and wind, all apply to the PSR required to airdrop (Mud Hexes add +1; Darkness between +0 and +2)
2) A Mech airdropping into a Mud hex counts as jumping, and will therefore AUTOMATICALLY get bogged down on landing. And remember the to-hit bonus to shoot at stuck units.
3) Battle Armor cannot be airdropped while on a Mech. They deploy separately using their own jets or disposable jump pack. And can bog down during the airdrop.
4) Conventional infantry can ONLY be airdropped if they have Jumping MP available, have Paratrooper equipment, or are Mechanized VTOL infantry; otherwise they have to ride in on VTOLs
General Notes
1) Any wind, light, or terrain modifiers will ALSO apply to PSRs - including Landing PSRs - made by your Allied VTOLs (if you elect to use them). Which will need to land to disembark the infantry required to achieve your mission objective.
2) OPFOR always have the option to use the careful movement rules: make a PSR, ignore any increased MP costs caused by terrain conditions. So most of them are pretty safe to ignore the MP increases.
OPFOR Units guaranteed to have searchlights
Hellbringer
All Vultures (the nose has a light)
All Summoners (center chest)
Marauder IIC (it's a Marauder)
Warhammer IIC (it's a Warhammer)
Locust IIC (has a chin light under the cockpit, see Sarna pic)
Powerman (literally has 4 lights next to the cockpit; see Sarna pic)
1d4-1 random Turrets
...but on the bright side, because there's enough OPFOR units already carrying searchlights, the garrison will not have equipped any other units with temporary searchlights. So you've got that going for you, which is nice.
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Reroll weather then. Aim for something clearer
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Reroll weather then. Aim for something clearer
You want to wait until others have a chance to chime in, or are you good with the reroll outright?
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We can reroll Thanks. Lets avoid having to do that much thinking between moves.
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Rolled 1d10 : 1, total 1
Rolled 1d6 : 6, total 6
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OK, you've got clear weather. Dawn/Dusk still applies; 2 rerolls left. I'll check back when I wake up.
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What I will do is print off all the sheets and hand them off to you Sunday. That way, you can get SPAs on them and we can get the ball rolling asap.
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I’m going to make a sheet for CF tracking on the Forward Base, since it is an objective it is more relevant, will include Turrets values too.
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WE can gen now.
Unit bringing in 2 BA, 1 of which will be transported in (Gray Death) in one of the 2 Bandits.
Unit also bringing in 2 Infantry groups, the Jump infantry, and Mechanized infantry, which will also be in one of the Bandits.
Will require just the 2 infantry teams.
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OK, since you aren't using the VTOLs, I don't have the gen them. That makes things a bit easier, player-wise. TY.
I've got several dozen infantry stands. A couple of which are even in Rangers colors, IIRC.
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I'm out for Saturday.
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Ok, so please confirm.
We are missing
Hat
Bryan
Dan
Other Rob
That gives us 8 if everyone shows, yes?
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Also missing IIC
That would make current attendance
Seth
Rob
Paul
Jordan
Steve
Mike
Taelor
Xander
Maybe Dan I don’t know if we ever got confirmation
Might want to reconfigure to 4 lance mission
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Yeah, I'm gonna have to cut it down. Hard. 8 people can't remotely pull this off. Ok, stay tuned.
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I have confirmation I can go if needed this Saturday.
Sorry for the late notice, mix up in comms.
Anyone want girl scout cookies?
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Not happy about it, but this is the cut-down, revised OPFOR. The Mission Briefing post has been revised as well.
(https://i.imgur.com/5OGsEFB.png)
I need more time to think about whether I'm cutting the PCs down to 4 Lances. Right now, the weight of fire that Mike, Seth, and Deadly can bring to bear creates a problem, because cutting down the number of OPFOR allows for even more concentration of fire and faster kill times. But the scenario was built in such a way that you NEED 5 lances to do everything you need to do because you need to do things in multiple directions. I am wholly opposed to this scenario being a rollover for reasons of people dropping attendance. Feel free to make a case either way; I'll at least read any responses before making a choice.
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If 4 lances, it will be Lancer, Paladin, Foil, and Blitzkrieg.
If 5 lances, with attendance issues, it will be Norbotten since I already dropped off Opfor sheets to Rob.
if 5 lances, with no attendance issues, Fury will be called in and keeping original plan.
I only knocked off the VTOL due to attendance issues, could we just have 2 on standby in case this gets resolved? especially if we only had 5 Opfor, they would have 7/8 units to run at any given time.
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All right. I've divided the turrets into 2 groups of 3 each, and I count the Elementals as a single unit. With that in mind, there's 23 OPFOR units guaranteed to deploy. With 5 OPFOR players, that's ~4.5 units per person, which is squarely in the range that I want to be.
Since we only have 9 attendees, and 5 of them need to be OPFOR, that means 4 PC lances by definition.
Because of this, and some other issues via PM, I'm going to do a quick re-design of the target building, instead of using a cardstock Level 30 skyscraper counter. No, you may not bring the VTOLs after the fact.
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Minis?
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Minis: (Helping Rob to do this a little faster)
Guass Turret - Rob
SRM Turret - Rob
SRM Turret - Rob
Artillery Turret - Rob
Quad laser turret - Xander
Quad laser turret - Xander
Ryoken - Rob
Shadow Cat - Paul
Loki - Paul
Vulture - Rob
Mad Cat - Rob
Daishi - Rob
Gladiator - Rob
Vulture - Rob
Thor - Rob
Dragonfly - Rob
Elementals x5 - Rob
Marauder IIC - Rob
Warhammer IIC - Rob
Shadow Hawk IIC - Xander
Wyvern IIC
Stooping Hawk - Rob
Vulture - DAN
Hankyu - Rob
Vixen - Rob
Dragonfly - Rob
Dasher - Rob
Ursus - Rob
Hellhound - Rob
Locust IIC - Xander
Hunchback IIC - Rob
Kingfisher - Rob
Apologies for the delay; I was dealing with Levs drama on top of this game's attendance issues. I do have a gray Shadow Hawk we can use as well, just not a IIC. I THOUGHT I had a gray Shadow Cat in Wolf colors, but I can't find it anywhere. Finally, I have laser turrets, but I'm missing all of my magetized turret bases, so I can't use them.
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Loki in Brown/black
Shadow Cat in Snow Ravens. Still have them packed rom M2.
Vulture in Snow Ravens as well.
Wyvern and Locust maybe just the IS equivalent as well?
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I have the quad laser turrets, shadow Hawk IIC and Locust IIC. (Turrets in my colors, mechs in blue)
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I've actually got a ghost bear mad dog and I'll bring my box of random turrets as well
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OK, somebody just bring a Wyvern and we'll be set. TY.
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We are having a bit of a bind in how we do turret health.
If I recall, we have done 20 (30 for artillery) +10 additional armor for each additional weapon/tube.
Someone in chat stated they think its +10 for each weapon in the turret.
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Salvage pickup:
Blitzkrieg: Dropped Highlander
Paladin: Dropped Nova
Foil: Vulture Prime
Lancer: Dire Wolf Prime
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AAR:
Being a bit skeptic about being given false info for something the unit is not entirely used to was a concern for Mayer. Thankfully, it was on the up and up. Lancer, along with Paladin, Blitzkrieg, and Foil, were sent into what felt like a suicide mission to kill someone who betrayed his people to the clans. We had our game plan ready, Foil, along with the help of Paladins LAM took out an artillery turret as fast as possible, Blitzkrieg took the task to destroy munitions buildings, Lancer and Paladin worked on finding the target in the SE. We did not get the full drop on them for some were able to immediately react to our presence. Turrets on the forward base were taken out swiftly and destruction of buildings went underway.
Not wanting to trouble our employer, we kept all units in house while traversing into the penthouse suite of his building by having a jumping unit bring a point of BA close to the top floor. Enemy elementals followed, but were slowed by the fact that the Gray Death are fast and nimble on the ground. While the BA did its thing, fire against the Rangers began to heat up. So much so that Foil was separated on the trek back from destroying artillery and almost had Owens drop from damage. Blitzkrieg started to get surrounded by a few small omnis with an assault star closing in on position. Dealing with the buildings dealt massive damage to Blitzkrieg CO and his Highlander had to shut down to be preserved from more damage.
Paladin was met with a heavy star and also began to take heavy damage and had to abandon a Nova to preserve it. Lancer kept towards the building to ensure the BA had a place to exfil when the mission ultimately was completed. They jumped out of the building onto local Fenris while an Elemental point was harassing the mech. By the time we completed everything and were heading out the door, seismic readings picked up rumbling coming in from the East, which ended up being at least a binary of Daishis that would have wreaked havoc on units that were left behind. Thankfully all Ranger MW survived the encounter, while only taking small casualties in an infantry team that tried to stay behind and take pot shots at enemies. Was killing him worth it in the end? Unsure, but everything worked out somehow with min issue.
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Rob,
I realize this is the first contract of this kind that we've seen and want to understand how it's working.
p.58 of the rules v6 - Final Release under the "Assassination" mission notes: "-if successful, every Lance Leader rolls two Random Bonuses (no Personnel results) with a reroll."
Are these still to be done or did our contract effectively exclude them?
Hat
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Rob,
I realize this is the first contract of this kind that we've seen and want to understand how it's working.
p.58 of the rules v6 - Final Release under the "Assassination" mission notes: "-if successful, every Lance Leader rolls two Random Bonuses (no Personnel results) with a reroll."
Are these still to be done or did our contract effectively exclude them?
Hat
I straight forgot. Adepticon. Please remind me on Monday and I'll get it done immediately.
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Hi Rob. This is your Monday reminder.
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Hi Rob. This is your Monday reminder.
Just woke up, working now
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Paul, did you post the payout info from the MEDEA anywhere, or are you waiting to disburse funds until the end of WOTAN?
Random Bonuses from Assassination Mission
If you want a reroll, post your request. Don't DM me, please. Remember, if you get a Mech and have no mech slots left, you need to immediately sell something (which can be the Mech you got as a bonus). Vehicles go directly to the unit, but it's polite for the Unit CO to give you a reasonable CB disbursement in return. Trading you a Unit Mech is probably also OK. Lances being able to get Vees as random bonuses makes things a bit loose.
BLITZKRIEG
1) 10 tons Clan F/F armor
2) 275,000 CB
FOIL
1) 2x Kanga Jump Tank (standard)
2) STN-3Lb Sentinel
FURY
1) 150,000 CB
2) 6x Clan DHS, 2x Clan ERLL
JAZZ
1) 30x Star League Vintage RL-10s
2) SHG-2F Shogun
LANCER
1) 1 Repair Part
2) 8 tons standard armor, 1 complete set of leg actuators for any 1 Mech you currently own
MARIGOLD
1) Partisan AA Tank
2) 350,000 CB
NORBOTTEN
1) 1x badass hoverlimo with wood paneling (requires 5k/mo upkeep + full time vet Mechanic; gives unit CO +1 to Negotiation skill)
2) FRB-1E Firebee
ERESCHULD
1) OWR-2M Ostwar
2) 1 Mech cockpit
PALADIN
1) 200,000 CB
2) 275,000 CB
PILUM
1) 50,000 CB
2) EXT-4D Exterminator
WYRM
1) CRK-50003-0 Crockett
2) 1 Blazer Cannon, 4 tons std armor, 1 ton MG ammo, 1 case of 2000 white dress gloves (left), 1 12ct case assorted Successor Lord Inflatable Love Dolls
ZETA
1) 1 3-ton gyro
2) 8 Prototype IJJs rated for a tonnage of any 1 Mech you own (all the same, no mixing weights)
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Paladin also denies the payment from the bonus rolls, she doesn’t want any of the blowback for this operation potentially falling back on her in a theoretical future where they “follow the money” so to speak.
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I would like a reroll
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reroll armor and actuators for me. If both are needed to roll, then so be it.
As a heads up for those with tanks, you can ask for a reroll
My 2nd roll please reroll
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I would like a reroll
For which one?
Oh, dammit I didn't say
GUYS IF YOU WANT A REROLL SPECIFY WHICH OPTION YOU'RE REROLLING - THEY'RE SEPARATE ROLLS
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So for the Ostwar:
MegaMek Labs - primitive cockpit & armor
SSW - primitive structure (though same weight), primitive engine, cockpit & armor. Gyro is standard.
If I wanted to try and update, which parts are considered standard and which would need to be upgraded? The mech quirk is Easy to Maintain which would hopefully make this process easier/possible to at least get to modern standard equipment. Had it been a primitive anything else I probably would have sold it without thinking twice, but it's another Ostwar, so...
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Please reroll the Kanga tanks. DFA tanks are no longer allowed, so it doesn't hurt.
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I would like a reroll
For which one?
Oh, dammit I didn't say
GUYS IF YOU WANT A REROLL SPECIFY WHICH OPTION YOU'RE REROLLING - THEY'RE SEPARATE ROLLS
The improved jump jets
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Reroll Cockpit please.
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Norbotten requests a reroll of the Firebee. The limo will be sent to the unit.
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Blitzkrieg-Reroll 1) 10 tons clan ff armor
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Final Random Bonuses from Assassination Mission
BLITZKRIEG
1) 4x Mech Mortar/4 weapon systems, plus 10 tons ammo
2) 275,000 CB
FOIL
1) 8x Prototype IJJs for a 60-ton Mech
2) STN-3Lb Sentinel
FURY
1) 150,000 CB
2) 6x Clan DHS, 2x Clan ERLL
JAZZ
1) 30x Star League Vintage RL-10s
2) SHG-2F Shogun
LANCER
1) 1 Repair Part
2) 225,000 CB
MARIGOLD
1) Partisan AA Tank
2) 350,000 CB
NORBOTTEN
1) 1x badass hoverlimo with wood paneling (requires 5k/mo upkeep + full time vet Mechanic; gives unit CO +1 to Negotiation skill)
2) 2x Large X-pulse Laser, 4x Medium X-pulse Laser
ERESCHULD
1) OWR-2M Ostwar
2) 1 spare Life Support system for EACH Mech you currently own (note - including the Ostwar)
PALADIN
1) 200,000 CB
2) 275,000 CB
PILUM
1) 50,000 CB
2) EXT-4D Exterminator
WYRM
1) CRK-50003-0 Crockett
2) 1 Blazer Cannon, 4 tons std armor, 1 ton MG ammo, 1 case of 2000 white dress gloves (left), 1 12ct case assorted Successor Lord Inflatable Love Dolls
ZETA
1) 1 3-ton gyro
2) 1x Sniper Artillery Cannon, 6 tons standard HE ammo
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That bad ass limo better have a horn like a old Benz Grosser
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Unit pays 750,000 for Limo to Norbotten.
Unit spends 4,000,000 for Partisan from Marigold
Unit sells Devastator tank and replaces with Partisan.
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Like Paladin, Jazz will deny any payment from Medea.