CincyBattletech
Campaigns (all) => "Have `Mech, Will Travel." => Topic started by: Ice on March 20, 2017, 12:44:22 PM
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I am blind and honestly its a little overwhelming and have no idea where to start now since I have never done this type of thing before. I know having better techs and getting parts is good. If someone can give me a good idea of what books will be needed at this point.
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Contract
Do this first. Go review the available contracts and vote for one.
Warehouse Parts & Cash
No problem man, the only thing you really need to worry about right now is purchasing spare parts to take with you. The first thing to do is find Rob's spreadsheet and download it. Have a look at what parts Rob has and that gives you a good idea of some places to start on purchasing your own.
You also need to figure out how much money you have to buy parts with. Here's what you get:
$430,000 Starting cash from unit creation
$480,000 Bonus cash from Wealth (6) - Wealth (6) = 120k x4 (creation bonus) = 480k
$ 40,000 Bonus cash from Well-Connected (2) = 10k x4 (creation bonus) = 40k
$950,000 Total
Nice job, you're fairly well off. Now if you simply did nothing else but copy what Rob has done, and adjust costs for different tonnages, you'd be just fine and could stop there. Of course, your ammo needs are likely also different, so make changes there as well. Then look at your mech's crit locations and equipment and see if there are any other bases you think you need to cover. You may also want to purchase the parts needed for upcoming desired customizations, if any.
After all purchasing is done, you add up what you spent and subtract from that total. Then you add another bonus to your remaining cash as follows:
Finally, each player force will have EITHER 20,000 CB in cash, OR 1 month's Wealth/Well-connected money in cash form. This is given after you purchase your spare parts, and is intended so you have cash on-hand to pay salaries and maintenance costs. Anything you don't spend on spare parts will also be added at this time.
For you, you'd get another 120k from Wealth and 10k from well-connected added to your total. That takes care of your personal warehouse and cash stuff.
Personnel
Review the available personnel and make a request in the appropriate thread, or request a tech from the spare techs we currently have on-hand, or do both. This is up to you, so you can also skip this part.
Customizing
You can't really start this until you know the timeline, and that won't be until after the contract is picked. How much time you have in transit will make a difference here, but it would still be good to maybe pick out a couple things you'd like to do, and play around with timberwolfd's spreadsheet to see what it might take.
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^^^ All of that.
Nice summary, Bryan. Thanks.
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Thank you both Ill see what i can do from there and if anything more pops up ill post again
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Where is the 120k for wealth 6 coming from? In both MW3e and ATOW, wealth 6 is 100k.
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Where is the 120k for wealth 6 coming from? In both MW3e and ATOW, wealth 6 is 100k.
Campaign rules. 20k per point of wealth, 5k per point of well-connected.
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Ok so as far as customizations at what point were we able to start modding if wanted may 1st I'm assuming? Main thing is I want to get those double Heatsink a in for some of the mechs due to heat concerns. Also when swapping single to double I'm assuming the integral Heatsinks on engine also need to be bought and swapped in which you would end up with a bunch of standards to sell?
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Ok so as far as customizations at what point were we able to start modding if wanted may 1st I'm assuming? Main thing is I want to get those double Heatsink a in for some of the mechs due to heat concerns. Also when swapping single to double I'm assuming the integral Heatsinks on engine also need to be bought and swapped in which you would end up with a bunch of standards to sell?
You can start modifying starting on May 2nd, 3044. The first game is on June 5, 3044. If your modification can be accomplished in that time (using only 1 Tech, who is getting 480 minutes of work per day), then great, no problem. If not, be aware that if you end up fighting on June 5, then you'll be fighting short a Mech. All of this assumes that your planned refit can be accomplished without requiring a Factory facility - you'll want to check StratOps rules to determine that (I think replacing engine heat sink times is only a maintenance-level refit, thought). If your refit requires a factory, then you're SOL, because the unit is not on a world with a factory.
Additionally, at the end of the modification time, your Tech makes a skill roll (you do get the maintenance facility bonus, though, for the DropShip gantry). If it passes, great the customization works. If it doesn't pass, the customization fails and the time is lost. If the roll is a 2, the customization fails, the time is lost, AND you pick up a GM-assigned Negative Quirk.
Finally, if you don't already have the components required to do the customization, you need to acquire them. Go make Scrounge rolls (see my acquisition thread in the Warehouse subforum for the template). Things you order take 21 days to arrive, and the soonest you can try and order parts is June 1, 3044 (which means your customization can't even START until June 22, 3044).
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Well not having strat ops really blows right about now I had a idea in mind for customization for the enforcer as well as dhs for all the mechs and bought up a bunch of stuff for those already but wasnt sure how it would all work exactly so i may have bought to much or to little i mean 16 DHS is either going to be to many or not enough depending on how the conversion goes from standard to double regarding engines
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Well not having strat ops really blows right about now I had a idea in mind for customization for the enforcer as well as dhs for all the mechs and bought up a bunch of stuff for those already but wasnt sure how it would all work exactly so i may have bought to much or to little i mean 16 DHS is either going to be to many or not enough depending on how the conversion goes from standard to double regarding engines
With an AC/10, 4 jump, and large laser, 10 DHS is more than enough.
Let me put it this way, if you do the following refit, which is the SIMPLEST POSSIBLE swap for DHS:
-Swap 12 SHS for 10 DHS (1 DHS goes in each side torso)
-Add 2 tons of armor with the 2 tons you save
...then the total refit looks like this:
(http://i65.tinypic.com/30tkqrn.png)
16,680 minutes of work is essentially 35 days (34.75). If you start it immediately and use your Veteran Tech (so she's no longer available to help repair your other Mechs), your TN looks to be a 9+. If you double the time, you get a -1 bonus (70 days), and if you add another 35-day increment (105 days), you'll get another -1 bonus. So after 135 days you'll make a single, unEdge-able, pass/fail test on a 7+.
Swapping heat sink types takes a really long time. It's something like 11,000 minutes by itself.
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ouch that time just to have to make it still on 7+ would be nice to have an elite tech along that time to make it a 6+ at least but thats a lot of time maybe more worth it to get a salvaged mech refit it there while the other is occupied still and then sell the other with in the unit or to market. not sure if either are possible though
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i doubt it would be more worth it to strip the ac10 and ammo and add a ll with more hs and armor
if swapping the ac10 with its improved cooling jacket is that on the weapon or the mech? if it was mech would it transfer to a large laser put in its place?
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Okay. Here it is. PLEASE HELP! I know I am behind. [If your Dad was in the hospital with a major staph infection, you would be behind too.]
I have copied Rob's Warehouse Spreadsheet and allocated my starting funds {430,000+4[WL(3)+WC(2)]=710,000} to purchase beginning parts. Do I have to make rolls to see if I get them? One of the items is 20 HSx2. Do I have enough time to try to install 10 in PXH-1? I have the BMR. It gives the target roll modifiers. What is the base target? With the veteran tech? Where do I find it? Yes, I know that TimberW has that nice spreadsheet. I have not had a chance to see if it will work on my computer yet. My brain does not work this fast anymore.
As far as Saturday goes, I will bring all of my V's. My lance will be assembled but not uniformly painted to unit colors.
And no, I have not downloaded Megamek or AiB yet. That will be a while.
Yes, I am stressed out.
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I have copied Rob's Warehouse Spreadsheet and allocated my starting funds {430,000+4[WL(3)+WC(2)]=710,000} to purchase beginning parts. Do I have to make rolls to see if I get them?
Your initial items have no roll associated with them. Buy what you want.
One of the items is 20 HSx2. Do I have enough time to try to install 10 in PXH-1? I have the BMR. It gives the target roll modifiers. What is the base target? With the veteran tech? Where do I find it? Yes, I know that TimberW has that nice spreadsheet. I have not had a chance to see if it will work on my computer yet.
It is unlikely you want to replace them now. It will be around 31 days to remove your SHS and put DHS in the mech. At the end of the time, with the vet tech, you need to roll a 9+ to accomplish this, the roll is un-edgeable. The only way to lower the number is to double/triple etc the time, and each of those is only a +1each doubling. The customization rules are in stratops.
However, you do technically have enough time if you want to make the roll, just be aware that failure means you have a disassembled mech for what is likely the duration of the entire contract.
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Thanks, Mike. Where did you get the 9+ target number from?
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Thanks, Mike. Where did you get the 9+ target number from?
Customizations that are not full kit replacements have an inherent +2 in them, so the 7+ for vet becomes a 9+ for customization. It also matches what Rob posted above.
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Don't worry about not getting to the current version of my spreadsheet. AtB uses a mixture of BMR and some StratOps. I will be updating the sheet to agree with AtB so there aren't as many headaches matching predicted and "actual" results.
If I am reading the TO&E correctly, you have 2 veteran techs.
Are the AtB numbers more favorable for 2 veteran techs cooperating? Should be a -1, bringin it to an 8+.
After all maintenance is monthly or after battle, whichever is shorter, so if you do maintenance May 1 and start modifications on the dropship ride out on May 2, that sounds awfully close to our June game date.
Just a thought.
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If I am reading the TO&E correctly, you have 2 veteran techs.
Are the AtB numbers more favorable for 2 veteran techs cooperating? Should be a -1, bringin it to an 8+.
AtB doesn't let you combine Tech teams for negative refit or repair modifiers.
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1 June, 3044
All PCs receive Wealth and Well-connected bonuses.
All PCs subtract their operating costs from their available cash.
Unit receives contract payment of $1,888,114 CB. Each PC adds $157,340 CB to their warehouse. Unit adds $786,700 CB. Unit cash balance at $2,723,144 CB.
Units, and Personnel market refresh.
Force Tracking
After each contract, players will receive another CBill disbursement (payout) to continue to buy parts for their warehouse. Players will receive 20,000 extra CB per point of Wealth Trait and/or 5,000 extra CB per point of Well-Connected Trait.
is the wording off on the rule doc and it will be per month not at end of contract?
Also for dependents when would they get factored in at this point may 2nd or june 1st?
from other thread
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At what point is there no longer 5k bv limit for the 4 man lance? Was that only during creation or did we for sure decide that we would keep it at 5k near indefinitly?
Also for the wing man pilots that have random things next to them on the TOE at what point do those count?
I have a first aid 10+ but another with tactics +2. Am I assuming these are pre bonus numbers like when we did our characters and only the thresholds from that table matter for them?
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Force Tracking
After each contract, players will receive another CBill disbursement (payout) to continue to buy parts for their warehouse. Players will receive 20,000 extra CB per point of Wealth Trait and/or 5,000 extra CB per point of Well-Connected Trait.
is the wording off on the rule doc and it will be per month not at end of contract?
Also for dependents when would they get factored in at this point may 2nd or june 1st?
from other thread
Wealth and Well-connected money comes in every month. This represents you profiting from your wealth and connections every month.
Campaign rules also say that you receive extra payout at the end of each contract. This might be a disbursement from the unit funds, the GM will have to tell us.
You need to add your dependent costs to your monthly operating costs. That updated value needs to be communicated to the GM.
At what point is there no longer 5k bv limit for the 4 man lance? Was that only during creation or did we for sure decide that we would keep it at 5k near indefinitly?
Also for the wing man pilots that have random things next to them on the TOE at what point do those count?
I have a first aid 10+ but another with tactics +2. Am I assuming these are pre bonus numbers like when we did our characters and only the thresholds from that table matter for them?
You should anticipate the 5k limit being in effect for quite awhile. Rob wants to prevent us from going absolutely custom crazy and/or driving 4 assault mechs each after a few contracts. It may eventually go up, something that is very likely to happen circa 3049. Think of it as unit flavor, our unit relies on more mobile forces and doesn't want to risk having mechs that are so customized we can't afford to repair them. That all gets covered by a bv limit of 5k.
Yes, you're right on the wingman bonuses. I think.
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Force Tracking
After each contract, players will receive another CBill disbursement (payout) to continue to buy parts for their warehouse. Players will receive 20,000 extra CB per point of Wealth Trait and/or 5,000 extra CB per point of Well-Connected Trait.
is the wording off on the rule doc and it will be per month not at end of contract?
Also for dependents when would they get factored in at this point may 2nd or june 1st?
from other thread
Wealth and Well-connected money comes in every month. This represents you profiting from your wealth and connections every month.
Campaign rules also say that you receive extra payout at the end of each contract. This might be a disbursement from the unit funds, the GM will have to tell us.
You need to add your dependent costs to your monthly operating costs. That updated value needs to be communicated to the GM.
At what point is there no longer 5k bv limit for the 4 man lance? Was that only during creation or did we for sure decide that we would keep it at 5k near indefinitly?
Also for the wing man pilots that have random things next to them on the TOE at what point do those count?
I have a first aid 10+ but another with tactics +2. Am I assuming these are pre bonus numbers like when we did our characters and only the thresholds from that table matter for them?
You should anticipate the 5k limit being in effect for quite awhile. Rob wants to prevent us from going absolutely custom crazy and/or driving 4 assault mechs each after a few contracts. It may eventually go up, something that is very likely to happen circa 3049. Think of it as unit flavor, our unit relies on more mobile forces and doesn't want to risk having mechs that are so customized we can't afford to repair them. That all gets covered by a bv limit of 5k.
Yes, you're right on the wingman bonuses. I think.
i anticipated as such but wanted confirmation on if it was in fact extended past just creation
Just wanted clarification on if it was one way or both for wealth WC
I have already noted my dependents at 750 each as expenses and im assuming the first withdraw of any expense outside of purchases is june 2nd or 2st whichever day and these are included with the salaries
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What are we assumed to have access to right now bay wise ? I know we had the dropship in transit but are we assumed to have standard maint bay for customize etc or the dropship
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The dropship is ours (the unit owns it) so presumably we are working out of it and therefore have access to a "maintenance facility" but the dropship bay doesn't add any bonuses like a true maintenance facility would. So we could start maintenance level refits, but would get the dropship +0 modifier for the refit and not the higher bonus a true maintenance facility gives. So watch you TNs because it can get ugly.
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The dropship is ours (the unit owns it) so presumably we are working out of it and therefore have access to a "maintenance facility" but the dropship bay doesn't add any bonuses like a true maintenance facility would. So we could start maintenance level refits, but would get the dropship +0 modifier for the refit and not the higher bonus a true maintenance facility gives. So watch you TNs because it can get ugly.
thats why i was asking i know that -1 or -2 would be helpful for doing what i need to do 2
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-Skill Randomization Tab: select “extra randomnessâ€. Set “Overall Recruitment Bonus†to 1. Set Secondary Skill probability to “2â€. Set Tactics Skill to -10/-5/-2/0 from left to right. Set Special Abilities to -10/-0/1/3 from left to right
im assuming this refers to the bonus at 2?
what should the probability itself be it only does increments of 5?
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If i have a jammed Ac/10, do I need a tech to clear it? If so, will some one help me with calculating the numbers?
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If i have a jammed Ac/10, do I need a tech to clear it? If so, will some one help me with calculating the numbers?
How do you jam an AC/10?
Nevermind, quirks, right?
Anyway, I can't find anything on the repair tables for that. Everything relates to repairing crits and you took none.
It seems that long ago, in another merc campaign, I remember Rob saying that jammed ammo required the removal of the loaded ammo, and then a reload. I'm not going to bother posting any potential modifier numbers, because I don't know if that's correct.
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If i have a jammed Ac/10, do I need a tech to clear it? If so, will some one help me with calculating the numbers?
There are no repair rules for a jammed standard AC, so as far as I'm concerned it's automatically cleared as part of your maintenance cycle after the battle. It only affects you during the fight, not during logistics.
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i know at one point someone stated the head location of a mech on box cars does not destroy the location but removes it from the mech
i at the time didnt think of it and went with what was said
just for clarification on whoever asked bmr states on boxcar the section is outright destroyed killing the pilot as well as components
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And costing you a good chunk of change between a new pilot and a new head.
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And costing you a good chunk of change between a new pilot and a new head.
(^_^)b
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Alright so double checking on this
if a tech is actively trying to add armor to a mech but fails that mech can not have its armor added until the attempt is finished? or is it that the time is wasted but would be available to another tech in same time frame
im assuming that i have to wait until the attempt time runs out but wasnt sure if that was the case in this situation
also in the case of techs
regular techs are 40 hrs per week and veterans are 45 hrs per week or are they both 40 hours per week (ive been under assumption of 40 hrs for both)
also when it comes to maintenance minutes per mech is it 60x4 for the month or just 60 for mediums and 75x4 or 75 for heavies
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Alright so here starts the next segment of questions for repairs and other things
when replacing a mechs head does it automatically come with armor and IS(im assuming no based on rest of post)?
Alright so a critted ML--can it be repaired even though it has only 1 critical( im assuming no since it states in strat ops if a ppc with 3 critical hits must be replaced)? If so what is the target number we are using since its not in the excel repair sheet(only shows replace) strat ops shows a weapon rendered inoperable can have a chance to be repaired on 2d6 =10+ (is this the method which we will be using even though its not in bmr?)
what is the correct formula for replacing a mechs head
-- so far i know internal structure tonnage x 2400/10 will give me IS for the head, then I have 200k for the cockpit, life support( head life support are they 50k each or 25k each? i know I have to have 2 life support in the head) then sensors x2 but im having trouble finding the cost of sensors (one that makes sense anyway)
an additional issue has come up with the ssw cost value when i tried to go back and double check what i had which has thrown me off at this point. by right clicking the cockpit section of my trebuchets head and going into details it shows my cockpit costs 350k (im assuming this includes the sensors, life support, and cockpit itself only?)
the only way this all makes sense is if the 350k from ssw indicates life support being 25k then sensors are 50k each
if that is the case to replace the trebuchets head it will have a formula like this
life support=50000(/2 for individual cost=25k each ) + sensors=50x2000(/2 for individual cost=50k each) + cockpit=200000 + IS=50*2400/10=12000 + ARMOR=10000*.5625(total armor on head 9/16 of ton = .5625)= 5625 = 367,625 for a 50 ton head replacement (COMPLETE HEAD REPLACEMENT)
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Ice, when I calculated out the cost of a new 50-ton mech head I came out with 511,250 for the complete new head. You are missing the cost for the "head" itself in your final numbers, also my calculations show each sensor (and you need 2 of them) is 100,000. Life support costs 50k each (you need 2). So from what I see you are missing quite a bit in your calculation.
Now for a question, and one that only exists because lawyer mode was turned on. Darrian, when do you make the CHA oll to see if any captives are recruitable? While the rules appear in the post mission sections, the line "a failed roll means you must hold them prisoner or ransom them back" implies that A) you can ransom people before the end of the mission and B) therefore you would roll for recruit-ability after the mission the captive was taken. I assume I'm in that special place lawyers go which is just a step away from insanity, but can you grant some clarity?
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Ice, when I calculated out the cost of a new 50-ton mech head I came out with 511,250 for the complete new head. You are missing the cost for the "head" itself in your final numbers, also my calculations show each sensor (and you need 2 of them) is 100,000. Life support costs 50k each (you need 2). So from what I see you are missing quite a bit in your calculation.
Now for a question, and one that only exists because lawyer mode was turned on. Darrian, when do you make the CHA oll to see if any captives are recruitable? While the rules appear in the post mission sections, the line "a failed roll means you must hold them prisoner or ransom them back" implies that A) you can ransom people before the end of the mission and B) therefore you would roll for recruit-ability after the mission the captive was taken. I assume I'm in that special place lawyers go which is just a step away from insanity, but can you grant some clarity?
thats why i posted i felt like something seemed off
ssw shows the cost of the cockpit as 350 k (SSW through a wrench and caused a bit of confusion, how accurate is the costs on ssw?)
also what is the true time to reload/remove ammo
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cockpit is 200k
each sensor is 100k = so thats another 200k
lifesupport is 50k =so thats another 100k
these all were in line with what i originally had for my numbers as well before looking at ssw
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(not sure how you got 11250 for the head cost itself though)
BMR formula for replacement of destroyed sections pg90- (2400*(mech tonnage)50)/10 = 12k (unless we decided on something else and i have forgotten by this point)
this includes the cost of IS but not armor, cockpit etc with a head section though they have to be purchased and factored when buying a head at same time apparently since the head already will contain all of it
10000*.5625(total armor on head 9/16 of ton = .5625)= 5625 (unless this is wrong as well)
total of 17625+500k=517625 for total replacement
also since i already have 2 life support parts already are they used first or must i purchase another set(this also is regarding armor points since i already have a bunch of armor as is)
also are we considered to have a maintenance facility right now?
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Ice, when I calculated out the cost of a new 50-ton mech head I came out with 511,250 for the complete new head. You are missing the cost for the "head" itself in your final numbers, also my calculations show each sensor (and you need 2 of them) is 100,000. Life support costs 50k each (you need 2). So from what I see you are missing quite a bit in your calculation.
MekHQ shows the cost for 50 ton head, standard internal structre, with sensors and life support (no cockpit or armor) to be 162,000. 50 ton head internal structure only 12,000. Mek HQ is where Rob gave me numbers from. Here is a screen shot of MekHQ.
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Ice, when I calculated out the cost of a new 50-ton mech head I came out with 511,250 for the complete new head. You are missing the cost for the "head" itself in your final numbers, also my calculations show each sensor (and you need 2 of them) is 100,000. Life support costs 50k each (you need 2). So from what I see you are missing quite a bit in your calculation.
MekHQ shows the cost for 50 ton head, standard internal structre, with sensors and life support (no cockpit or armor) to be 162,000. 50 ton head internal structure only 12,000. Mek HQ is where Rob gave me numbers from. Here is a screen shot of MekHQ.
from meckhq i do see the totals there 162k 12k 200k 5600ish from armor = 375ishk for a cockpit if this way is correct...
at this point gm what are we using
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At the end of the last contract we received " 1 REPAIR PART". Can I please get an explanation of what this is and how it works?
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its a priceless item that cna be used to automatically repair one part--there were some stipulations though cant remember though
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anyone remember where the promote tech section is? i cant remember where it was in the docs not sure if it got cut out on accident since im not seeing it in the files.
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anyone remember where the promote tech section is? i cant remember where it was in the docs not sure if it got cut out on accident since im not seeing it in the files.
It is in the "Have Mech, Will Travel" rule set, pg 11. The download is in the "Campaign Rules 2, Read" This thread.
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anyone remember where the promote tech section is? i cant remember where it was in the docs not sure if it got cut out on accident since im not seeing it in the files.
It is in the "Have Mech, Will Travel" rule set, pg 11. The download is in the "Campaign Rules 2, Read" This thread.
there was another section that specifically said to promote a green to regular its this etc
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anyone remember where the promote tech section is? i cant remember where it was in the docs not sure if it got cut out on accident since im not seeing it in the files.
It is in the "Have Mech, Will Travel" rule set, pg 11. The download is in the "Campaign Rules 2, Read" This thread.
there was another section that specifically said to promote a green to regular its this etc
Rob updated it and changed it to the listed above. Is the same as increasing a skill level.
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Rob, I am preparing to order parts for the salvaged PHawk. Will the "ubiquitious" trait affect the TN for the endo steel PHawk arm and torso parts that I need to order?
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Rob, I am preparing to order parts for the salvaged PHawk. Will the "ubiquitious" trait affect the TN for the endo steel PHawk arm and torso parts that I need to order?
As it was explained to me, as long as it is standard for that model. Anything that is a modification to that model it doesn't apply.
Example, my Griffin 1N has been customized into a 1S model with DHS. The Lg Laser, Med lasers, LRM 5, and DHS required to convert it, are not ubiquitous but everything else still is.
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Several other questions. Where is the salvaged PHawk now? Is it at the dropship base? Do my technicians have access to the dropship maintenance bay? Do I have to shuttle my techs between the dropship and the forward field base where my lance is on patrol?
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Several other questions. Where is the salvaged PHawk now? Is it at the dropship base? Do my technicians have access to the dropship maintenance bay? Do I have to shuttle my techs between the dropship and the forward field base where my lance is on patrol?
All of the above are answered in one:
If you are in the Scout Role, you are considered "In the Field" for all units under your control. This includes salvaged units which have been assigned to you (for precisely the "shuttling Techs around" reason you mentioned). You cannot access the DropShip Maintenance Bay until you are assigned to a Defend or Battle role. If you'd like to be swapped off the Scout role for a time, you have but to ask.
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so im assuming that i can do this but wanted to clarify first.
hip hits dont render the foot and other actuators destroyed so they can be ripped out correct?
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I believe that is correct. The hip actuator is built into the internal structure of the leg requiring complete replacement of the internal structure, but destroying the hip doesn't cause the other actuators to be destroyed in game. Basically, since they can still be crit hit separately, they are intact until hit. You still have to go through the effort of stripping them out.
If we were playing with quality, there could be a case for considering them salvage quality since you would be effectively salvaging them from a destroyed limb. This is one of many reasons I am glad we ditched quality...
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alright another couple questions
single heatsinks or clan doubles cant be fixed if they take a crit because its 50% or less for repair chance correct?
if that is the case then how can you fix an actuator since it only has 1 crit? i know jihad era tech has some other stuff but how does it apply at this point
also with hip hit i know it counts as a replacement for the limb for the tn mods but if the leg is outright destroyed is it considered under replace limb or destroyed section? im assuming that destroyed section only refers to LT or RT? there is a option to replace head, limb so im assuming this is redundant but i wanted to be certain before i did it then someone asked me how i got my numbers
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single heatsinks or clan doubles cant be fixed if they take a crit because its 50% or less for repair chance correct?
IIRC, that's correct. I may be wrong tho; do go check BMR(r).
if that is the case then how can you fix an actuator since it only has 1 crit? i know jihad era tech has some other stuff but how does it apply at this point
You don't. Specifically, you don't REPAIR an actuator. You REPLACE it. A critable item is always destroyed completely when no more unhit critical slots remain. Thusly, a small laser which takes a critical hit must be completely replaced with a new small laser from your warehouse backstock.
also with hip hit i know it counts as a replacement for the limb for the tn mods but if the leg is outright destroyed is it considered under replace limb or destroyed section? im assuming that destroyed section only refers to LT or RT? there is a option to replace head, limb so im assuming this is redundant but i wanted to be certain before i did it then someone asked me how i got my numbers
I'm having a very hard time parsing this, so I'll outline both possibilities.
SCENARIO: Hip Actuator is hit, foot actuator is hit. The Leg has at least 1 point of IS remaining.
1) Spend Tech time to remove upper leg and lower leg actuators. Spend time to remove anything in the last 2 critical slots (if there is anything). Spend Tech time to remove any remaining armor from that leg.
2) Scrap the leg (this takes no time).
3) Spend the time to replace the "Leg Location" with a spare leg from your warehouse. This automatically installs the Hip Actuator while you're at it. Note you are not repairing anything, but replacing it completely. The fact that you had IS left doesn't matter, because you have to get rid of the leg component (and its IS) completely in order to repair the Hip.
4) Spend the time to reinstall the Upper Leg and Lower Leg Actuators you'd removed earlier.
5) Spend the time to install a totally new Foot Actuator (since it had been hit earlier).
6) Spend the time to reinstall the armor you'd removed from the leg, if any.
7) Spend the time to bring the Armor levels on the leg back up to full-strength, if required.
8.) Spend the time to reinstall any components you'd removed from Slots 5 & 6 in the leg.
You now have a fully-repaired Leg.
SCENARIO: Hip Actuator is hit, foot actuator is hit. The Leg lost all of its Internal Structure Boxes, so it is officially DESTROYED.
1) Spend the time to replace the "Leg Location" with a totally new spare leg from your warehouse. This automatically installs a new Hip Actuator while you're at it.
2) Spend the time to install totally new Upper Leg, Lower Leg, and Foot Actuators with spare parts from your warehouse, because all items in a location are considered Destroyed once all the IS is gone.
3) Spend the time to install new versions of any components in Slots 5 & 6 in the leg with spare parts from your warehouse, for the same reason as above.
4) Spend the time to bring the Armor levels on the leg back up to full-strength
You now have a fully-repaired Leg.
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so with the leg being replaced say i have another 50 ton mech(trebuchet I already repaired the legs on it.) can i not outright remove the location intact and install it on the other mech? or do i have to literally take it off piece by piece
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I did not expect timeline to be advanced so soon after our game yesterday. I was planning on ordering parts for salvage on feb 14. in a day or 2 as soon as I get another break in real life.
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when selling a mech if if fully repair it but modify that mechs loadout say by stripping a ML is that considered damage because its not the same as a stock loadout? im assuming that as long as its fully repaired it would get 50%?
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when selling a mech if if fully repair it but modify that mechs loadout say by stripping a ML is that considered damage because its not the same as a stock loadout? im assuming that as long as its fully repaired it would get 50%?
So, for example, you'd be selling a Hunchback with only 1 medium lasers instead of 2, making the ACTUAL mass of the Mech 49 tons instead of 50? Yeah, that would count as damaged. There's supposed to be 50 tons of *stuff* in a Hunchback, and you aren't selling it with that. You're only selling it with 49 tons of *stuff*.
Now, if you didn't have a 2nd medium laser available to you, and so you customized it using normal customization rules and stuffed two small lasers into the arm where the medium laser formerly was? That wouldn't count as damaged. You'd be selling a *completed* custom machine, so have SSW figure out the Mech's total cost for you and you sell it for 50% of its customized list price.
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when selling a mech if if fully repair it but modify that mechs loadout say by stripping a ML is that considered damage because its not the same as a stock loadout? im assuming that as long as its fully repaired it would get 50%?
So, for example, you'd be selling a Hunchback with only 1 medium lasers instead of 2, making the ACTUAL mass of the Mech 49 tons instead of 50? Yeah, that would count as damaged. There's supposed to be 50 tons of *stuff* in a Hunchback, and you aren't selling it with that. You're only selling it with 49 tons of *stuff*.
Now, if you didn't have a 2nd medium laser available to you, and so you customized it using normal customization rules and stuffed two small lasers into the arm where the medium laser formerly was? That wouldn't count as damaged. You'd be selling a *completed* custom machine, so have SSW figure out the Mech's total cost for you and you sell it for 50% of its customized list price.
ok thats what i was hoping for i have standard HS i can throw into the hunch and stinger once they are fixed lol
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when selling a mech if if fully repair it but modify that mechs loadout say by stripping a ML is that considered damage because its not the same as a stock loadout? im assuming that as long as its fully repaired it would get 50%?
So, for example, you'd be selling a Hunchback with only 1 medium lasers instead of 2, making the ACTUAL mass of the Mech 49 tons instead of 50? Yeah, that would count as damaged. There's supposed to be 50 tons of *stuff* in a Hunchback, and you aren't selling it with that. You're only selling it with 49 tons of *stuff*.
Now, if you didn't have a 2nd medium laser available to you, and so you customized it using normal customization rules and stuffed two small lasers into the arm where the medium laser formerly was? That wouldn't count as damaged. You'd be selling a *completed* custom machine, so have SSW figure out the Mech's total cost for you and you sell it for 50% of its customized list price.
ok thats what i was hoping for i have standard HS i can throw into the hunch and stinger once they are fixed lol
It's all good. Just remember that you'd be doing an actual customization, with the TN modifiers for class of refit and the giant time modifiers depending on what you are doing. It's more involved than just a simple "replacement item" roll.
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is terrain master saying tis easier to hit u in woods by 1 or harder to hit in woods by 1
any reason they didnt add a snow terrain type into those SPA?
also is it confirmed that the bv will go up at end of contract by 100 or was it more
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For mech tech skill level (not TN modifier) is Green 1 , regular 2, Veteran 3, and Elite 4 or is it Green 1, regular 3, Veteran 4, and Elite 5. I just want to clarify so I use the correct skill levels to determine how much xp I will need to advance techs.
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For mech tech skill level (not TN modifier) is Green 1 , regular 2, Veteran 3, and Elite 4 or is it Green 1, regular 3, Veteran 4, and Elite 5. I just want to clarify so I use the correct skill levels to determine how much xp I will need to advance techs.
+1, +3, +4, +5. You are correct that buying a skill from +1 to +2 does not actually increase you from Green to Regular.
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Will our annual experience check be on 4/30 or 5/1?
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Will our annual experience check be on 4/30 or 5/1?
5/1. That's also when everybody ages up a year.
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Can prisoners be recruited anytime or only at the end of the contract? It is listed in the post contract section of the rules, but I thought there has been some recruited prior to the end of contracts.
Also, if they are recruited, are their gunnery, piloting, and mech class based on what they were listed in the mission?
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End of contract
I do have a question as far as it goes for spa in pilots recovered
Are they maintained or rerolled I'm assuming maintained
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Rerolled, at least they have been for mine
P/G remained the same
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Are doctors paid like mech techs? Based I assume on skill rating [Reg, Vet, etc]? If higher what is salary? Thx.
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Yes, but they are officers, so more pay.
Regular - 1,800
Veteran - 2,880
Elite - 5,760
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Rob,
I noticed that you bought edge for wingmen. Is that edge a one-shot or one point of permanent edge for the character?
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Rob,
I noticed that you bought edge for wingmen. Is that edge a one-shot or one point of permanent edge for the character?
Wingmen Edge works exactly like PC edge. It's a permanent EDG point, refreshing each battle. Which is why it's A) Expensive, and B) Capped at 2, total.
IIRC, you're thinking about the how we've bought EDG in previous campaigns (1-shot).
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Regarding Ubiquitous, Rob said this in Bright Lance's warehouse thread:
Finding parts for a customization is in no way the same as a *replacement* part, which is what Ubiquitous gives you a bonus to. Need a new left hand actuator? Gets the bonus. Need a jump jet? Gets the bonus. Replacing the -1N's PPC with, say, a Clan Large Pulse Laser? Does not get the bonus. Replacing heat sinks which totally new typs of heat sinks that the Mech was never designed to use? Doesn't get the bonus.
If you're sourcing a part that doesn't appear on the actual stock chassis you started with, Ubiquitous doesn't apply. You can add more DHS to the order, or re-do the entire roll set if you like.
This all makes sense, but now that I have a Shadow Hawk AND another 55-tonner, I'm curious how this quirk will affect ordering parts that can be used for both mechs. For example, actuators are interchangeable between the two, and I'm only tracking them based on weight-class. So if I order another full set of actuators for a 55-ton mech, does ubiquitous apply?
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Regarding Ubiquitous, Rob said this in Bright Lance's warehouse thread:
Finding parts for a customization is in no way the same as a *replacement* part, which is what Ubiquitous gives you a bonus to. Need a new left hand actuator? Gets the bonus. Need a jump jet? Gets the bonus. Replacing the -1N's PPC with, say, a Clan Large Pulse Laser? Does not get the bonus. Replacing heat sinks which totally new typs of heat sinks that the Mech was never designed to use? Doesn't get the bonus.
If you're sourcing a part that doesn't appear on the actual stock chassis you started with, Ubiquitous doesn't apply. You can add more DHS to the order, or re-do the entire roll set if you like.
This all makes sense, but now that I have a Shadow Hawk AND another 55-tonner, I'm curious how this quirk will affect ordering parts that can be used for both mechs. For example, actuators are interchangeable between the two, and I'm only tracking them based on weight-class. So if I order another full set of actuators for a 55-ton mech, does ubiquitous apply?
It says parts are easier to find so I would assume all but that is a good point
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Regarding Ubiquitous, Rob said this in Bright Lance's warehouse thread:
Finding parts for a customization is in no way the same as a *replacement* part, which is what Ubiquitous gives you a bonus to. Need a new left hand actuator? Gets the bonus. Need a jump jet? Gets the bonus. Replacing the -1N's PPC with, say, a Clan Large Pulse Laser? Does not get the bonus. Replacing heat sinks which totally new typs of heat sinks that the Mech was never designed to use? Doesn't get the bonus.
If you're sourcing a part that doesn't appear on the actual stock chassis you started with, Ubiquitous doesn't apply. You can add more DHS to the order, or re-do the entire roll set if you like.
This all makes sense, but now that I have a Shadow Hawk AND another 55-tonner, I'm curious how this quirk will affect ordering parts that can be used for both mechs. For example, actuators are interchangeable between the two, and I'm only tracking them based on weight-class. So if I order another full set of actuators for a 55-ton mech, does ubiquitous apply?
We had this discussion at a game. If I remember correctly, you have to track Ubiquitous and regular part differently, or there is nothing in the rules that would prevent you from buying Ubiquitous legs for all mech classes and then just using them on other mechs.
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Regarding Ubiquitous, Rob said this in Bright Lance's warehouse thread:
Finding parts for a customization is in no way the same as a *replacement* part, which is what Ubiquitous gives you a bonus to. Need a new left hand actuator? Gets the bonus. Need a jump jet? Gets the bonus. Replacing the -1N's PPC with, say, a Clan Large Pulse Laser? Does not get the bonus. Replacing heat sinks which totally new typs of heat sinks that the Mech was never designed to use? Doesn't get the bonus.
If you're sourcing a part that doesn't appear on the actual stock chassis you started with, Ubiquitous doesn't apply. You can add more DHS to the order, or re-do the entire roll set if you like.
This all makes sense, but now that I have a Shadow Hawk AND another 55-tonner, I'm curious how this quirk will affect ordering parts that can be used for both mechs. For example, actuators are interchangeable between the two, and I'm only tracking them based on weight-class. So if I order another full set of actuators for a 55-ton mech, does ubiquitous apply?
We had this discussion at a game. If I remember correctly, you have to track Ubiquitous and regular part differently, or there is nothing in the rules that would prevent you from buying Ubiquitous legs for all mech classes and then just using them on other mechs.
Rob told me you can use regular parts on a ubiquitous mech but you can't use ubiquitous parts on a non-ubiquitous mech.
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Regarding Ubiquitous, Rob said this in Bright Lance's warehouse thread:
Finding parts for a customization is in no way the same as a *replacement* part, which is what Ubiquitous gives you a bonus to. Need a new left hand actuator? Gets the bonus. Need a jump jet? Gets the bonus. Replacing the -1N's PPC with, say, a Clan Large Pulse Laser? Does not get the bonus. Replacing heat sinks which totally new typs of heat sinks that the Mech was never designed to use? Doesn't get the bonus.
If you're sourcing a part that doesn't appear on the actual stock chassis you started with, Ubiquitous doesn't apply. You can add more DHS to the order, or re-do the entire roll set if you like.
This all makes sense, but now that I have a Shadow Hawk AND another 55-tonner, I'm curious how this quirk will affect ordering parts that can be used for both mechs. For example, actuators are interchangeable between the two, and I'm only tracking them based on weight-class. So if I order another full set of actuators for a 55-ton mech, does ubiquitous apply?
We had this discussion at a game. If I remember correctly, you have to track Ubiquitous and regular part differently, or there is nothing in the rules that would prevent you from buying Ubiquitous legs for all mech classes and then just using them on other mechs.
Rob told me you can use regular parts on a ubiquitous mech but you can't use ubiquitous parts on a non-ubiquitous mech.
Don't remember that convo but I guess that makes sense category 2 for same tonnage but ubiquitous guess it would be similar for non standard parts as well that sucks
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Retirement question.
From the rules......
"Each member is rolled for (the Unit CO is responsible for testing for generally-employed unit members such as Doctors and Admin staff), and on a 9+, the member wishes to leave the unit. Your Leadership score acts as a bonus to this roll. Players can prevent this from happening by spending CB on a retention bonus. As long as 20,000 CB are paid to the member, you can make a reroll for that unit member."
So with a PC leadership of 2, the TN 9+ retirement roll becomes TN 11+ ? And there is no re-roll unless 20k CB is paid as cash incentive?
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Retirement question.
From the rules......
"Each member is rolled for (the Unit CO is responsible for testing for generally-employed unit members such as Doctors and Admin staff), and on a 9+, the member wishes to leave the unit. Your Leadership score acts as a bonus to this roll. Players can prevent this from happening by spending CB on a retention bonus. As long as 20,000 CB are paid to the member, you can make a reroll for that unit member."
So with a PC leadership of 2, the TN 9+ retirement roll becomes TN 11+ ? And there is no re-roll unless 20k CB is paid as cash incentive?
Adding to this question, does the CO's leadership contribute to unit rolls like lance leaders' does for their lance?
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Hang on regarding retirement math. I ported the rules from a 3rd party source (because the actual rules in AtB are insane; it's a base 4+ unless you pay $50k per point of roll bonus, and no rerolls are possible, and they have to leave with a Mech of higher current CB value than what they came in with), but this math coming out weird too as I run test cases.
You have until April in real-time, so don't start sweating yet. I don't have a ton to do this week, so I'll make this a priority.
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So...how does purchasing a replacement location work exactly? I need to acquire an 80 ton head. Does it come with all the parts and greeblies already on it?
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So...how does purchasing a replacement location work exactly? I need to acquire an 80 ton head. Does it come with all the parts and greeblies already on it?
According to the BMR each limb or head cost Tonnage x 2400
According to the Tech Manual, Cockpit is 200,000 Life support is 50,000 and sensors are Tonnage x 2000.
You can buy a head with everything preinstalled by just combining the prices.
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You can buy a head with everything preinstalled by just combining the prices.
Not everything. You can buy the head with the SENSORS AND LIFE SUPPORT preinstalled. Not the cockpit.
(https://i.imgur.com/iklXzKg.png)
If you look at the 80ton Mech specifically, it's somewhat decieving, because the difference is exactly $200,000, which is the price of a standard cockpit, which is why the other Head locations are highlighted. You can see the lower price (without anything pre-installed) as the value of simply the Head Location (3 IS and 6 critical slots). THe higher price includes the combined costs of the lifesupport and sensor systems.
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Did not know that. Need to do another roll then for that.
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What are the numbers and times for the cockpit alone then?
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What are the numbers and times for the cockpit alone then?
100,000 CB TN 7
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Still trying to figure out TN and times for cockpit installation.
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Still trying to figure out TN and times for cockpit installation.
Use Timberwolf's repair calculator and select Relace Other Equipment in drop down. That will give TN and time.
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alright so since its almost contract time
so 9+ plus my leadership of 2 makes a tn11+ so on 11 or 12 guy leaves
but prior to that i can spend 10k in increments to raise it by 1 per
so theoretically i can say add 20k force a reroll at worst case on 12+ or 30k and make it impossible to leave?
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Further up the page Rob said he was going to revamp the retirement rules. I don't know if he ever got back to it or posted the revisions.
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Further up the page Rob said he was going to revamp the retirement rules. I don't know if he ever got back to it or posted the revisions.
i was meaning if that ends up staying in place
i mean 9+ is hard to roll anyway and if you at least have +1 on leadership it is 10+ plus 10k per point means your not spending much more than 20k per person to get a favorable roll
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For technicians and doctors, how can their XP be spent? Is it only for improving their numbers or can I do more with them?
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What's the current BV limit? Is it still 5800?
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Rob will probably yell at you and mention a meme about "RTFM", but to answer your question, yes it is for a 4 man squad. The complete rules are in the Rules V2-2 thread.
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Rob will probably yell at you and mention a meme about "RTFM", but to answer your question, yes it is for a 4 man squad. The complete rules are in the Rules V2-2 thread.
That's fine. I was in fact looking at the manual where it notes
"The Lance has a total BV2 allowance of 5800 BV2 if there are 4 units
<snip>
**This BV cap will change over the course of the campaign. See GM or the forums for the current BV cap."
As the rules specifically said "See GM or forums", I was seeing the forums. Thanks for confirming that total is current.
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Rob will probably yell at you and mention a meme about "RTFM", but to answer your question, yes it is for a 4 man squad. The complete rules are in the Rules V2-2 thread.
In fairness, I wouldn't do that for something that very explicitly says to check with the forums/GM.
For most other things that are clearly listed in the rules, then yes, I will. These are gentle reminders to actually read and remember the rules, not just use them as a reference after you've already sent me 3 PMs and started a forum question about the base availability TN of IntroTech equipment a year after the campaign started.
And yes, the BV2 cap is still 5800. Note that this is the amount you can field at one time; if you have 6 Mechs, they could have an AGGREGATE BV2 of 7500, but you can only put 5800 of that actually on to the battlefield at one time (this is intended mostly as a hedge against the "all heavies & assaults" effect which overtakes SO MANY BattleTech campaigns).
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Before selecting what I wanted to have as my well-equipped, I wanted to figure out what a reasonable lance was within the limit. I worked it down to a T-bolt, Wolverine, P-Hawk and Clint with some modifications. I need to get the T-bolt, but given it's ubiquitous, I figure there's a decent chance to pick one up. 5,800 feels tight, but as long as we're balanced against what we're up against and the predominant 3025 tech isn't a show-stopper, I'm good.
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Before selecting what I wanted to have as my well-equipped, I wanted to figure out what a reasonable lance was within the limit. I worked it down to a T-bolt, Wolverine, P-Hawk and Clint with some modifications. I need to get the T-bolt, but given it's ubiquitous, I figure there's a decent chance to pick one up. 5,800 feels tight, but as long as we're balanced against what we're up against and the predominant 3025 tech isn't a show-stopper, I'm good.
Unit availability is almost entirely based on faction availability. Ubiquitous more refers to part availability only when making your check. While it would make sense that a ubiquitous mech would be more available then other mechs it actually makes no difference.
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Ok, I've been reading through the rules and pulling up what I can from source books and some of the other threads here. I still have the following questions.
Questions on initial force creation
1. Starting Warehouse is determined based on starting faction for the purposes of contacts, well-connected, etc, correct?
2. Do the number of acquisition rolls match the starting timeframe? So, I've got 4 months worth of money, I get 4 months worth of acquisition rolls to fill my warehouse? I understand max rolls per month is controlled by WIL or CHA.
3. When looking to acquire personnel - such as a doctor, what list do I use? I would not expect the unit's list until after I'm officially part of the unit between contract end/beginning.
4. I've been looking for salaries for personnel. I found some listed in Paul's lance creation thread. I did not find them in the rules, Tac Ops, Strat Ops or TW. The salaries in AToW don't seem to match. The salaries I'm missing from my chart are WM - Enlisted Green & Elite, Doctor - Green, Regular and Elite and MW - Officer Elite. Can someone fill in the gaps? For my PC who's 4/4, he would count as Regular until I get the Gunnery to a 3, correct?
5. Is there a good rule of thumb on number of months worth of operating costs and hiring bonus money to keep in reserve? I'm not sure how frequently the lances get paid and am trying to figure out how much of my starting cash to spend on parts and how much to hold onto.
6. Along those lines, any rules of thumb for excess tech capacity above maintenance requirements to ensure time for repairs and refits?
7. Looking at the section "Force Tracking, C-Bills" am I correct in understanding that a lance must be able to cover all expenses BEFORE getting their income for traits and contract?
8. How are personnel's additional skills used?
9. How much does an engine cost? Formula for a standard engine is (5,000 * Engine Rating * Unit Tonnage)/75. Consider a 300 VLAR engine. It's the same engine that would go in a 100 Ton (3/5/0), a 75 Ton (4/6/0) a 60 Ton (5/8/0) a 50 Ton (6/9/0) or a 30 Ton (10/15). The price varies though from 600,000 for a 30 Ton Mech to 2,000,000 C-Bills for a 100 Ton mech. Is it really not possible to move the exact same rated engine from one mech tonnage to another?
10. What parts are considered in scope for Mech Quirks and need to be rolled for separately (Ubiquitous, Non-Standard Parts)?
11. From the rules "Green begin at a TN 9+ (Skill Rank +0), and are not considered Regular until reaching 7+. For ease of use, the 8+ skill target will not be tracked; save XP until you have enough to reach Skill Rank +3." If +0 is a 9+ TN, wouldn't +3 then be a 6+ TN (Veteran)?
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1. Starting Warehouse is determined based on starting faction for the purposes of contacts, well-connected, etc, correct?
I don't understand the question. Starting Warehouse what? Money? Parts?
2. Do the number of acquisition rolls match the starting timeframe? So, I've got 4 months worth of money, I get 4 months worth of acquisition rolls to fill my warehouse? I understand max rolls per month is controlled by WIL or CHA.
Starting characters need make no acquisition rolls. You can spend your starting money (which is the base amount + 4 months worth) as you see fit on IntroTech gear.
3. When looking to acquire personnel - such as a doctor, what list do I use? I would not expect the unit's list until after I'm officially part of the unit between contract end/beginning.
Lances don't start with doctors; to hire one, you'll look in the Marketplace topic posted on this forum, and choose a doctor to hire. Originally, Doctors were a "whole unit"-level asset, but that proves too much of a PITA to track, so the existing unit doctors were split up randomly between lance members (and a few lances, like mine, had to hire them from the marketplace).
4. I've been looking for salaries for personnel. I found some listed in Paul's lance creation thread. I did not find them in the rules, Tac Ops, Strat Ops or TW. The salaries in AToW don't seem to match. The salaries I'm missing from my chart are WM - Enlisted Green & Elite, Doctor - Green, Regular and Elite and MW - Officer Elite. Can someone fill in the gaps? For my PC who's 4/4, he would count as Regular until I get the Gunnery to a 3, correct?
The AtB program uses almost all the stats from Field Manual Mercenaries (Revised). Look on page 148.
5. Is there a good rule of thumb on number of months worth of operating costs and hiring bonus money to keep in reserve? I'm not sure how frequently the lances get paid and am trying to figure out how much of my starting cash to spend on parts and how much to hold onto.
Not particularly. The campaign has been too new to really grok that. Lances get paid every month while they're on a contract, and you get your Trait-based money every month whether you're in a contract or not.
6. Along those lines, any rules of thumb for excess tech capacity above maintenance requirements to ensure time for repairs and refits?
You will generally want ~4-6 Techs. You'll want them roughly evenly distributed between Green, Regular, Vet, and Elite; if you miss a repair roll, you have to re-try with a Tech of a HIGHER skill level to affect that repair - if you don't have a Tech of that level, then the repair is impossible barring some major exceptions (ie, tear all the armor off the location, trash said armor, and put totally new armor on that location). Note that even the vet players don't have full sets of Techs yet; Elite Techs are VANISHINGLY rare.
7. Looking at the section "Force Tracking, C-Bills" am I correct in understanding that a lance must be able to cover all expenses BEFORE getting their income for traits and contract?
Technically yes. However, in practice, you aren't going to have to worry about it. Maintenance costs and salaries are ridiculously low compared to the values of Mech parts.
8. How are personnel's additional skills used?
Most of the time, they aren't. However, some scenario can call for them to be used (remember when you and Brent dismounted from your Mechs and fought your way through a bunker)? Some skills get used as a result of random events in campaign play. Gunnery on a Tech, for example, can come into play because it's entirely possible to end up with a scenario where your TECH is piloting a Mech (see the "Star League Cache" scenario thread). Most importantly, if your PC ever bites it, or is on the long-term injured list, you can use a Wingman to act as a replacement Lance Leader, so you can still have ratings in important things like Tactics, Strategy, and so forth. Some skills are only important for the Unit CO, in fairness (mostly administration) - but again, can be called for as a result of random campaign events.
9. How much does an engine cost? Formula for a standard engine is (5,000 * Engine Rating * Unit Tonnage)/75. Consider a 300 VLAR engine. It's the same engine that would go in a 100 Ton (3/5/0), a 75 Ton (4/6/0) a 60 Ton (5/8/0) a 50 Ton (6/9/0) or a 30 Ton (10/15). The price varies though from 600,000 for a 30 Ton Mech to 2,000,000 C-Bills for a 100 Ton mech. Is it really not possible to move the exact same rated engine from one mech tonnage to another?
No, you can't move an engine from one Mech to another of different weight. Yes, we know it's stupid. You have to specify the tonnage of engine you're buying and storing; look at how engines are listed in my Warehouse doc. Catalyst errata'd things to work this way a decade ago, specifically because players in C-bill campaigns were taking 30-ton Mech engines and shoving them into 100-ton Mechs.
10. What parts are considered in scope for Mech Quirks and need to be rolled for separately (Ubiquitous, Non-Standard Parts)?
If you're buying parts for a Mech with one of those quirks, that part needs to be separately accounted for. So you can have an "Upper Arm Actuator, 50 tons", and an "Upper Arm Actuator, Enforcer" listed separately in your Warehouse.
11. From the rules "Green begin at a TN 9+ (Skill Rank +0), and are not considered Regular until reaching 7+. For ease of use, the 8+ skill target will not be tracked; save XP until you have enough to reach Skill Rank +3." If +0 is a 9+ TN, wouldn't +3 then be a 6+ TN (Veteran)?
Typo. That should say "Skill Rank +1", not "Skill Rank +0". So if a PC came out of character creation with a Small Arms skill of +3, they would be have a Regular skill rating (7+) in Small Arms. This is an artifact of the Against the Bot program, and we're having to adapt to be able to use said program (otherwise all the contract $$ values will be wrong).
For what it's worth (because you're coming at this ruleset without context), our last campaign disintegrated, and this campaign ruleset was written from scratch in 3 days so we could play the following month after the previous campaign ended. We've had a few revisions since, but everyone's aware that strict RAW readings of the ruleset will make the whole thing fall apart. Because again, written in 3 days with no editing passes. Basically, as a guideline, if the bulk of the rules are intimating one thing, and a single word or number somewhere makes it work the opposite way, then go with the bulk of the rules.
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Rob,
Thanks for all the answers and the context. I'm trying to make sure I get everything right the first time, so that I avoid headaches later. Which I realize means a good number of questions now and more headaches for you up front.
1. What is the maximum number of battles in a campaign month so far? Knowing how many times I may need to repair/replace parts would be helpful to know.
2. Are Ammo or Armor impacted by Mech Quirks for availability?
Hat
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Rob,
I just though of something that might have been forgotten.
Did we ever roll for the possible skills of my wingmen? I know its a bit late into my time in the unit, but just wanted to make sure.
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1. What is the maximum number of battles in a campaign month so far? Knowing how many times I may need to repair/replace parts would be helpful to know.
So far, I think we've had 4 battles inside of a month. This contract has been particularly difficult because it's dropped several battles in very tight succession, followed by many weeks of downtime, followed by several battles in quick succession. Because of the tremendous variety of contract lengths, and because I'm artificially capping contracts at a maximum of ~6 battles (so we aren't spending more than a half-IRL year on 1 contract), it's hard to be more specific.
2. Are Ammo or Armor impacted by Mech Quirks for availability?
No they are not.
Rob,
I just though of something that might have been forgotten.
Did we ever roll for the possible skills of my wingmen? I know its a bit late into my time in the unit, but just wanted to make sure.
Yes I did. I have rolled for everyone's starting wingmen as they joined the campaign. The vast majority of people got nothing; Paul simply got two very high rolls on the check.
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Ok, just so I'm clear, is everything except armor and ammo impacted by ubiquitous and non-standard parts (heat sinks, engine, cockpit, life support, gyro, weapons, jump jets, actuators, components and sensors)? Of my 4 mechs, 2 are ubiquitous at different tonnages and one has non-standard parts, so I want to make sure I'm not buying more than I need.
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Ok, just so I'm clear, is everything except armor and ammo impacted by ubiquitous and non-standard parts (heat sinks, engine, cockpit, life support, gyro, weapons, jump jets, actuators, components and sensors)? Of my 4 mechs, 2 are ubiquitous at different tonnages and one has non-standard parts, so I want to make sure I'm not buying more than I need.
correct
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If I already have a part in general pool, can I use that on a mech with the ubiquitous quirk? I would think that’s fine as it would be not taking advantage of a easy to find part. I understand that non-standard would need to be handled separately as it’s a disadvantage.
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If I already have a part in general pool, can I use that on a mech with the ubiquitous quirk? I would think that’s fine as it would be not taking advantage of a easy to find part. I understand that non-standard would need to be handled separately as it’s a disadvantage.
Yes, you can. From talking with people, it generally seems as though most folks are only bothering with tracking stuff like actuators, gyro, engine, and head equipment. They don't generally bother applying the bonuses (or the penalties) to weapons or heat sinks, and that's fine.
Oh, this is an important caveat: those quirks only affect the canon versions of the Mech. So, for example, if I have a Ubiquitous Shadow Hawk -2H, and I rip off the AC/5 and add a Large Laser in its place, I don't suddenly get bonuses to find large lasers for the Shad.
(Quirks require a TON of adjucation, a lot of which we've learned in-campaign and you've missed. A generally important thing is that, as a rule, if you're doing a customization to get rid of negative quirks, it won't usually work. For example, if you replace the LRM-10 on a Wyvern [poor ammo feed] with an SRM-6, the SRM-6 is going to pick up Poor Ammo Feed as well. Catalyst comes outright out and says that GMs should be extremely aggressive in preventing any "gaming" of the quirks system and not to let PCs try and work around existing negative quirks. Fair warning up front.)
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Thanks for the clarity. Again, just trying to get caught up on understanding How things should work. One thing I’m realizing is that having spare parts is expensive. Hopefully there will be time to get the parts in stock before I need them.
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Thanks for the clarity. Again, just trying to get caught up on understanding How things should work. One thing I’m realizing is that having spare parts is expensive. Hopefully there will be time to get the parts in stock before I need them.
Yeah, spare parts are a big reason why most folks don't have a ton of cash lying about. Something that happens in fluff and hasn't happened so far (but may START happening now that many folks have 5-6 Mechs available to them) is that they don't spend a ton of money getting spare parts in and lying about waiting to be used, but they will lay a Mech up for 3-4 weeks while they wait on the spare parts to get in and run a lance with their other Mechs.
IIRC, there's a hump you have to get over when running a C-bill based campaign; once you're over it, money generally stops mattering much. For IntroTech, that's around the "$10 million CB in the bank" mark. For Level 2 tech, that's around the $25 million mark (mostly due to XL engines). The fact that nobody is really approaching that yet means the campaign is working as intended, since a big part of the point of running a mercenary CB-based campaign is for the money to actually matter.
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How is land speed for off map movement done? Specifically how do Jump jets, MASC and SPAs play in? Trying to figure out how to potentially speed up mechs or equalize them without necessarily playing with the engine.
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How is land speed for off map movement done?
It's not. The only relevant off-map movement is reinforcement time. The formula for reinforcement movement is found in the rules document, is based off the Strategy skill, and works off the average speed of your lance (plus whether or not it jumps). The only SPA which has any effect is Speed Demon (which gives a +1 MP to the pilot's Mech's effective speed), because there's no chance of failure when using it; MASC/TSM/anything else have no effect.
The most reliable way to speed up Mech Reinforcement Time is to have faster Mechs. If you don't want to mess with the engine, that generally means, "have lighter Mechs."
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I've got 65-ton parts since I've been running a Catapult from the beginning. Now, I've got repairs to do on a salvaged Crusader. The Crusader needs a new LL since it took a Hip crit, so can I use a spare LL I've got in stock? Thought I should ask about this one, because clearly the Crusader does not have reverse-canted legs like the Cat.
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On the subject of retirement, I have scoured my records and the TO&E and cannot find any information on the ages of Dancer lance mechwarriors Smith, Lewis and Zweibel. All other Dancer personnel have ages. Do I randomly assign ages? GM assign? Cannot do retirement rolls without this information.
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In terms of gaining salvage and the requirement to put it back to factory standard before customization. Where is that exactly in the rules? I do not see it.
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where are the ages again for our personnel
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In terms of gaining salvage and the requirement to put it back to factory standard before customization. Where is that exactly in the rules? I do not see it.
im not seeing it either which actually kind of severely hampers peoples ability to do anything with the new mechs they just got
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Parts ordered question.
Say I order parts on 11/1 and we dust off on 11/3. Do the parts meet up with us in transit or do they meet us on our next touch down, and can i order parts while we are in transit?
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21 days after ordering parts, regardless of where we are.
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21 days after ordering parts, regardless of where we are.
Man, even in the 31st century Amazon has their shipping down.
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Ok, trying to do customization calculations by hand, but have a copy of the version 8 repair and refit calculator. Is it safe to use that?
Also, in Rob's example he made a single roll for all removals, and a single roll for all installs. Does each change get it's own roll?
Techs - is it possible to use multiple techs on the same mech for customizations? It's unclear to me on how to combine Techs of different grades.
How many days / month do we assume for techs to be working? I.e. if it's 29 days, is that just under a month's effort or is that roughly a month and a half?
Would have assigned my Vet Tech to the Vindicator customization as that's the most involved and started work on Nov 3, as I have the parts. The regular 'Mech tech would need to do maintenance on the two mechs not otherwise being worked on in November (Clint and Phoenix Hawk) before starting on the Wolverine's customization. Is that the right way to think about it?
Thanks for the help!
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1. The calculator is a spreadsheet I made to make life easier. It is good, but there are a few things that couldn't be easily Excel'd. The big one is that the sheet can't handle rush work. You will have to handle the time/difficulty adjustment manually.
2. Rob has made a change to the normal customization rules allowing us to split the removal of stuff from fresh installs. This is a time saving change since all removals are simple maintenance removals (basically an A level mod). Then the installs can happen as whatever level is appropriate. Note that if you choose to do removals separately, you make it harder to install stuff (mostly D level refits to install new equipment, since the previous removals took away the equipment) as a trade off. The main benefit is that A-D level stuff can happen in the dropship. This lets you focus on factory mods at the factory without inflating the time with a bunch of removals.
3. We are playing with each tech being a lead tech with a small team of assistant techs (astechs). Basically, the old school rules way. Because of that multiple techs (and their teams) may work on different repairs but not the same repair or customization. Be sure to include the +2 for customization on all of your changes where you didn't use a refit kit (which don't exist yet).
4A. The unit of work is in minutes with 480 minutes/day.
4B. We will be on the factory world for 11 days. The 5th through the 15th (when we will need to lift off to make our contract). Note that AtB is lax on adjudication of days. You have 480 minutes to work per day. Events that happen during the day happen during that day until the advance day button is pressed. Basically we land on the 5th. But the event of landing is not given a time, same goes for battles. You could be in a battle twice in one day and simply take a day to repair between battles.
5. yes.
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Ok, I had a bad roll for customization. Is it possible to spend an edge or is the only option to spend the time again for the repair?
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Ok, I had a bad roll for customization. Is it possible to spend an edge or is the only option to spend the time again for the repair?
The custom work gets done but it takes twice the time. If you rolled an 2 I believe you get a negative quirk.
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Ok, I had a bad roll for customization. Is it possible to spend an edge or is the only option to spend the time again for the repair?
The custom work gets done but it takes twice the time. If you rolled an 2 I believe you get a negative quirk.
Ok, so add another 57 days. Clint readiness April 17, 3046. Thanks. It was a 3, not a 2, so no negative quirk.
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Ok, I had a bad roll for customization. Is it possible to spend an edge or is the only option to spend the time again for the repair?
The custom work gets done but it takes twice the time. If you rolled an 2 I believe you get a negative quirk.
2 or 12 on the actual customization rolls are the ones you have to report to rob. 2= negative and 12= positive
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I joined the unit on Nov 3. Do I pay monthly fees in November, or start all payments Dec 1?
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I joined the unit on Nov 3. Do I pay monthly fees in November, or start all payments Dec 1?
Your first fees to personnel will occur on the 1st of every month (including maintenance value of 300/mech). For your new personnel you acquired on the 5th. It will just be the hire bonus, then first payment on the 1st of Jan.
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If a mechwarrior is cross trained and retires, what type of mech do they leave with?
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I believe the answer we came to was the original classification.
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Can't remember... If a mech's leg is blown off [boxcars] but still had internal structure left, can it be reinstalled? or is it destroyed? On similar vein, mech's left torso is destroyed and left arm falls off but had internal structure left. Can arm be reattached to new torso? or is it destroyed too?
Thanks
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They can be reattached.
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Odd question - is it possible to collect / buy all the pieces to assemble a mech or do you need one that's already been built though has potentially been gutted? I had planned to upgrade the engines in a couple of mechs once I get something in the right weight class, but was thinking about whether I could use the engine and simply start building one.
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Odd question - is it possible to collect / buy all the pieces to assemble a mech or do you need one that's already been built though has potentially been gutted? I had planned to upgrade the engines in a couple of mechs once I get something in the right weight class, but was thinking about whether I could use the engine and simply start building one.
you require a frame which is the base chassis itself as far as i know
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Odd question - is it possible to collect / buy all the pieces to assemble a mech or do you need one that's already been built though has potentially been gutted?
What you're describing is a hole in the rules since they started doing Mech prices. It's cheaper to buy all the components of a Mech and assemble them into a functional unit than it is to buy the actual Mech. It always has been. There's a flat +% cost modifier (or something similar) applied at the end of all Mech construction. It's a known issue, and it's something which can't be fixed without going back and retconning a ton of Mech prices, and CGL doesn't want to do that.
I would rule one of two ways, and honestly, I don't have a preference:
1) No, you can't build a Mech to take advantage of the rules loophole (even though that was not your intention).
2) Yes, you can, but you'll have to pay the difference in C-bills (miscellaneous costs related to the process of constructing a Mech without an actual factory).
IMO, the easier route is to simply require that you have the CT of an existing Mech with 1 IS point left in it, and you can buy everything else and rebuild it from that 1 remaining IS point. But that does require you to have the CT available in the first place.
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Odd question - is it possible to collect / buy all the pieces to assemble a mech or do you need one that's already been built though has potentially been gutted?
What you're describing is a hole in the rules since they started doing Mech prices. It's cheaper to buy all the components of a Mech and assemble them into a functional unit than it is to buy the actual Mech. It always has been. There's a flat +% cost modifier (or something similar) applied at the end of all Mech construction. It's a known issue, and it's something which can't be fixed without going back and retconning a ton of Mech prices, and CGL doesn't want to do that.
I would rule one of two ways, and honestly, I don't have a preference:
1) No, you can't build a Mech to take advantage of the rules loophole (even though that was not your intention).
2) Yes, you can, but you'll have to pay the difference in C-bills (miscellaneous costs related to the process of constructing a Mech without an actual factory).
IMO, the easier route is to simply require that you have the CT of an existing Mech with 1 IS point left in it, and you can buy everything else and rebuild it from that 1 remaining IS point. But that does require you to have the CT available in the first place.
I wasn't aware of the hole in the rules. I'm ok with either of the two options you mentioned above. In terms of price, my suggestion is to purchase the internal structure at a base price of the unit to build minus all of the components for one of the standard variants. If this works you'd need to figure out whether an Endosteel frame could be purchased this way. Honestly I'm not sure if this is the best way to go, just trying to figure out my options to pick up an extra mech, eventually 2 with the focus on saving for a dropship.
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How would both of those options interact with an endo-steel change over?
EDIT
For a quirk like Non-Standard Parts work with respect to parts not specifically for THAT mech? The question is specific to the Clint. I assume that armor and ammunition are generic and NOT subject to the +2 difficulty to procure penalty (correct?). I assume that all sections and actuators ARE subject to the +2. My question revolves around the rest of the components. Are weapons and heatsinks subject to the penalty? Are other mech support components, like the cockpit, sensors, engine, and gyro?
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How would both of those options interact with an endo-steel change over?
I thought I specifically called out Endo Steel as being non-refittable, because doing an Endo Steel refit is literally building a new Mech. You have to take off every single component, assemble the skeleton, and then build around the Endo parts. Rules PDF, p7, 1st Paragraph.
Non-standard Parts
From what I told Brandon, both NSP and Ubiquitous apply to locations and actuators only. If you want to track them for other components, you can, but that means you need to track *everything*, for that Mech, individually, AND you need to apply it to ALL Ubiquitous AND NSP Mechs you have. You cannot say "I'm going to track Ubiquitous Griffin parts and make separate Warehouse Entries for Griffin components only (so you have a separate entry for 'PPC, Inner Sphere, Griffin'), but not bother to track NSP parts for a Centurion at all and only take the penalty to the locations and actuators."
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What about multiple mechs of the same weight both having ubiquitous?
For example, my Vindicator (since I got it prior to BMM) has ubiquitous and if I end up with a Phoenix Hawk that also has it, would I have to separate it for both mechs or just separate it to those that do not have it.
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What about multiple mechs of the same weight both having ubiquitous?
Gotta separate. That's to ensure that we can't use a Ubiquitous part bought for one Mech and that sits in our warehouse on a later Mech which doesn't have Ubiquitous.
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Well hot damn. PXH-3MxSR mod finished on New Year's Eve. Kang gets 7 xp for the boxcar. And the mech gets a positive quirk.
Hey, Rob, what kind of quirk would adding armor get?
Maybe protected actuators?
Also do the quirks on the Enforcer kick in at this time?
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Well hot damn. PXH-3MxSR mod finished on New Year's Eve. Kang gets 7 xp for the boxcar. And the mech gets a positive quirk.
Hey, Rob, what kind of quirk would adding armor get?
Maybe protected actuators?
Also do the quirks on the Enforcer kick in at this time?
Bump for GM.
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Maybe protected actuators?
Also do the quirks on the Enforcer kick in at this time?
Yes, and yes.
(Quirks simply for adding armor are tough to figure, and protected Actuators is a good one)
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1/22
Going to alter Archer some more
Using Rafael Rodruiguez (elite)
Removal of:
4 ML (LA, CTx2, RA)
1 LRM20 x 2 tons ammo (RT)
Time: 2880
TN: 5
(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 3, 4, total 7
Addition of
2 Large Laser (LA, RA)
4 Jump Jets (2xLL, 2xRL)
2 DHS (1 Eng, 1 RT)
Time: 5400
TN: 7
(http://forums.cincybattletech.com/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 2d6 : 6, 6, total 12
Rob, I need a GM call on a custom for Archer.
Since I added Large Lasers and Heat sinks into this custom, I was thinking Cooling Jacket for the lasers?
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Rob, I need a GM call on a custom for Archer.
Since I added Large Lasers and Heat sinks into this custom, I was thinking Cooling Jacket for the lasers?
It would be Cooling Jacket for ONE laser; it's a separate Quirk for each instance of Cooling Jacket. My preference would have been to give you Nimble Jumper, because it's a single Quirk, but it explicitly is disallowed for Heavy and Assault Mechs. So, yeah. One large laser gets Cooling Jacket.
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Ok, a couple of questions on the salvaged vehicles.
1. Are all the vehicles considered crippled, i.e. 10% of value?
2. Can I strip out the medium lasers and subtract the full value of the MLs from the vehicle value before applying the 10%? It seems silly to sell MLs at 10% of value and then buy them back at 100% of value.
With a sweep of his...
Hat
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Ok, a couple of questions on the salvaged vehicles.
1. Are all the vehicles considered crippled, i.e. 10% of value?
2. Can I strip out the medium lasers and subtract the full value of the MLs from the vehicle value before applying the 10%? It seems silly to sell MLs at 10% of value and then buy them back at 100% of value.
With a sweep of his...
Hat
1) Yes, except in cases where the vee is disabled through some crit like crew killed.
2) You have no mechanics able to work on the vees and remove the ml. So you know for the future, you may also not sell underweight units. For example, you get a hunchback with its right torso destroyed but its left arm intact. You want the ml, so you have your techs remove the ml and not repair any destroyed locations. Because the removed ml weighs one ton you would need to put one ton of weapons on the mech before selling it.
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Ok, a couple of questions on the salvaged vehicles.
1. Are all the vehicles considered crippled, i.e. 10% of value?
2. Can I strip out the medium lasers and subtract the full value of the MLs from the vehicle value before applying the 10%? It seems silly to sell MLs at 10% of value and then buy them back at 100% of value.
With a sweep of his...
Hat
1) Yes, except in cases where the vee is disabled through some crit like crew killed.
2) You have no mechanics able to work on the vees and remove the ml. So you know for the future, you may also not sell underweight units. For example, you get a hunchback with its right torso destroyed but its left arm intact. You want the ml, so you have your techs remove the ml and not repair any destroyed locations. Because the removed ml weighs one ton you would need to put one ton of weapons on the mech before selling it.
Ok on #1, on #2 it makes partial sense (mechanics). If I'm discounting the full price of the equipment removed I'm not sure why it's a problem to sell it "under weight". It sounds like this is a rule to keep this simple, just a pain to pay 10x the price for no apparent good reason. I expect I could hire a set of mechanics for a fraction of the price difference to pull the equipment even if it's a minimum of a month's salary with hiring bonus.
I'll work the math that way, just really annoying.
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Ok on #1, on #2 it makes partial sense (mechanics). If I'm discounting the full price of the equipment removed I'm not sure why it's a problem to sell it "under weight". It sounds like this is a rule to keep this simple, just a pain to pay 10x the price for no apparent good reason. I expect I could hire a set of mechanics for a fraction of the price difference to pull the equipment even if it's a minimum of a month's salary with hiring bonus.
I'll work the math that way, just really annoying.
You would hire the mechanic and pay the signing bonus then be on the hook for their retirement, which would negate any benefit you actually got.
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Ok on #1, on #2 it makes partial sense (mechanics). If I'm discounting the full price of the equipment removed I'm not sure why it's a problem to sell it "under weight". It sounds like this is a rule to keep this simple, just a pain to pay 10x the price for no apparent good reason. I expect I could hire a set of mechanics for a fraction of the price difference to pull the equipment even if it's a minimum of a month's salary with hiring bonus.
I'll work the math that way, just really annoying.
Yes, there are a lot of rules that are written that way because A) its simpler or B)AtB does it this way with no actual in rules justification leading to frustration for us all. There was a lot of time at the start of the campaign trying to reverse engineer numbers and ratios, until we realized that AtB has its own logic that doesn't correlate to anything else. It eventually comes down to "how I learned to stop worrying and love the broken math of AtB"
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Ok on #1, on #2 it makes partial sense (mechanics). If I'm discounting the full price of the equipment removed I'm not sure why it's a problem to sell it "under weight". It sounds like this is a rule to keep this simple, just a pain to pay 10x the price for no apparent good reason. I expect I could hire a set of mechanics for a fraction of the price difference to pull the equipment even if it's a minimum of a month's salary with hiring bonus.
I'll work the math that way, just really annoying.
Yes, there are a lot of rules that are written that way because A) its simpler or B)AtB does it this way with no actual in rules justification leading to frustration for us all. There was a lot of time at the start of the campaign trying to reverse engineer numbers and ratios, until we realized that AtB has its own logic that doesn't correlate to anything else. It eventually comes down to "how I learned to stop worrying and love the broken math of AtB"
QFT
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Ok on #1, on #2 it makes partial sense (mechanics). If I'm discounting the full price of the equipment removed I'm not sure why it's a problem to sell it "under weight". It sounds like this is a rule to keep this simple, just a pain to pay 10x the price for no apparent good reason. I expect I could hire a set of mechanics for a fraction of the price difference to pull the equipment even if it's a minimum of a month's salary with hiring bonus.
I'll work the math that way, just really annoying.
You would hire the mechanic and pay the signing bonus then be on the hook for their retirement, which would negate any benefit you actually got.
I understand Mike’s point about the just accept the way it is and will, but I disagree with this assessment.
6 medium lasers @ full price - $240M, value @ 10% = $24M, net loss $216M
Hire a Veteran Mechanic - $15,000 signing bonus, $1,280 / month salary. Retirement - $10,000 * rating (I believe 5 for a Vet) = $50,000, so $65,000 + $1,280 / month.
2 MGs ($10M = 1 ton as a swap for the 1 ton ML), so 12 MGs = $60M for equipment replacement.
Total cost of replacement equipment and a Veteran mechanic for 1 month = $126,280 + lost value $24,000 = $150,280 total cost vs. $240,000 to buy the 6 medium lasers would be a net $90,000 in my favor.
Costs for repair $407M
Complete Salvage $340M (including the $65M, excluding the Tech)
Net loss on the mission: $67M
It sounded like others were worse off than I was after the mission in terms of repairs. Is it common to take losses on individual missions, but net out positive on the contract as a whole?
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Probably cheaper to replace with single heatsinks.
Also, damage was relatively high and salvage pretty low this mission.
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Probably cheaper to replace with single heatsinks.
Also, damage was relatively high and salvage pretty low this mission.
Regardless, my understanding is that it’s not permitted. If I’m wrong, let me know. I’ll get the numbers figured out.
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Probably cheaper to replace with single heatsinks.
Also, damage was relatively high and salvage pretty low this mission.
Regardless, my understanding is that it’s not permitted. If I’m wrong, let me know. I’ll get the numbers figured out.
To replace the 1T of anything (IE the ML to something else like 1T armor or a heat sink) would end up being considered a custom and has to follow the custom rules as such. Its a time waster sure, but is not that bad in the end.
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That being said, I was able to repair my Rifleman to whole, minus the gyro I pulled from it to customize and sell the Grasshopper. Since I am not changing the engine size to where the gyro needs to be replaces, would it be possible to start on its customization now until I get all the parts I need to fully customize it?
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That being said, I was able to repair my Rifleman to whole, minus the gyro I pulled from it to customize and sell the Grasshopper. Since I am not changing the engine size to where the gyro needs to be replaces, would it be possible to start on its customization now until I get all the parts I need to fully customize it?
You can start a customization, just remember that once the custom tag applies all times take the x2 modifier.
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I understand Mike’s point about the just accept the way it is and will, but I disagree with this assessment.
(sorry for the delays; I SAID I wasn't going to get around to much until Monday at best).
A quick point:
You can't do anything to a vee without a mechanic, and we aren't allowing mechanics for Lance Leaders, simply as a way of restricting the scope of the campaign logistics burden. Lances are intended to be purely Mech units, and not allowing lance-level access to Mechanics is one way to enforce that. This is a completely arbitrary restriction, but one being universally applied. Every Lance Leader who gets vees as salvage has to deal with the same problem.
This campaign is intended for a variety of players with a WIDE variety in how much spreadsheet work they're willing to accept, and the rules are written in such a way as to ensure that the people who are willing to do that extra work aren't getting a game advantage over the people who aren't. If vees were scrappable and you could pull components off of them, that's a tremendous parts advantage to the people who are willing to track an extra category of personnel and all their maintenance and working hours and so forth.
So yes. It's an arbitrary restriction for purposes of gameplay. It is, however, being applied to everyone equally.
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Rob, no worries. I expected it was for simplicity and had no doubt it was being applied to everyone equally.
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Question regarding endo steel equipped mechs like mikes royal Hermes
So the leg itself is a tn7 before scrounge well connected reputation
Endo steel is advanced tech right? If so would that make the leg a tn10 plus scrounge etc?
I know we can't pay to upgrade a mech into endo steel but I would think we could get the parts to repair it
Also with ferro and endo internal slots how does that get affected when customizing as far as moving them around? Are those slots stuck as is?
Primary reason for asking is the royal shadowhawk if we salvage it
Damn auto correct - fixed few words
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Might as well add ferro-fibrous armor to Ice's customization question.
Also, can we buy fully assembled limbs? Or any level in between limb bone and fully assembled?
Basically, can I buy an arm that comes with actuators installed? And armor? And weapons?
I would assume that only standard variant limbs would be on the market...
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Also, can we buy fully assembled limbs? Or any level in between limb bone and fully assembled?
No.
Endo steel is advanced tech right? If so would that make the leg a tn10 plus scrounge etc?
Yes. You're replacing a location (TN7), which is created via advanced-level tech (TN10). As is always true in BattleTech, the higher applicable TN overrides the lower one.
I know we can't pay to upgrade a mech into endo steel but I would think we could get the parts to repair it
Yes, you can. See above for the TN.
Also with retro and endorsed internal slots how does that get affected when customizing as far as moving them around? Are those slots stuck as is?
The new slot layout is now "stock" for your customization. If you want to move them around, that's another customization. If the limb is destroyed, it must be restored to "stock" (ie, what you customized it to be now) before being customized again. This would also apply to Ferro armor slots or Endo slots as well; if you were to add Ferro, once those slots are assigned, they're fixed unless/until you perform a customization action to move them around again.
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Hi Rob,
We'd talk briefly about the possibility of building a mech from effectively the ground up over time. Given that I've got engines and currently nothing to put them in, I thought I'd make a proposal. :)
Buiding Over Time
A unit to be built over time must have an active plant to purchase from. The "core" of the mech must be purchased all at once and should match an existing variant. TSM being perhaps something to figure out. This includes:
1. Structure
2. Musculature
3. Cockpit
4. Life Support
5. Sensors
6. Actuators
7. Case (if appropriate)
What is left at that point is the engine, gyro, heat sinks, armor and weapons.
If the Engine and Gyro are not purchased at the same time, they would still require a factory to install them, as they are considered a Class F refit.
So as Example 1, if I wanted to build from scratch a 70 Ton Mech, I could pick a Warhammer as it's in production, but not a Grasshopper as there's no factory churning them out. I'd have to buy an existing one or capture one to get it if that's what I had my heart set on.
I could buy the core of a Royal Thunderbolt, but even without the Gyro and Engine it would still run 739,400.
200,000 Cockpit
50,000 Life Support
130,000 Sensors
130,000 Musculature
104,000 Endo Steel
13,000 Upper Arm Actuators (2)
6,500 Lower Arm Actuators (2)
10,400 Hand Actuators (x2)
19,500 Upper Leg Actuators (x2)
10,400 Lower Leg Actuators (x2)
15,600 Foot Actuators (x2)
50,000 Case (RT)
739,400 Total
Getting the Core together is what also ensures that the Mech retains all of its quirks and allows it to be Standard rather than Customized from a very early point.
Thoughts?
With a sweep of his...
Hat
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11. From the rules "Green begin at a TN 9+ (Skill Rank +0), and are not considered Regular until reaching 7+. For ease of use, the 8+ skill target will not be tracked; save XP until you have enough to reach Skill Rank +3." If +0 is a 9+ TN, wouldn't +3 then be a 6+ TN (Veteran)?
Typo. That should say "Skill Rank +1", not "Skill Rank +0". So if a PC came out of character creation with a Small Arms skill of +3, they would be have a Regular skill rating (7+) in Small Arms. This is an artifact of the Against the Bot program, and we're having to adapt to be able to use said program (otherwise all the contract $$ values will be wrong).
For what it's worth (because you're coming at this ruleset without context), our last campaign disintegrated, and this campaign ruleset was written from scratch in 3 days so we could play the following month after the previous campaign ended. We've had a few revisions since, but everyone's aware that strict RAW readings of the ruleset will make the whole thing fall apart. Because again, written in 3 days with no editing passes. Basically, as a guideline, if the bulk of the rules are intimating one thing, and a single word or number somewhere makes it work the opposite way, then go with the bulk of the rules.
Rob, would you please confirm my thinking here? A reg doctor [TN 7+] corresponds to skill lvl 3 in medicine. To advance from reg to vet, one needs to raise medicine skill to lvl 4 which is 4*7 = 28 xp. To advance from vet to elite [TN 5+], medicine skill must be raised to lvl 5 [5*7=35 xp over vet. Correct?
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We'd talk briefly about the possibility of building a mech from effectively the ground up over time. Given that I've got engines and currently nothing to put them in, I thought I'd make a proposal. :)
OK, I've been kind of waiting for this question or a question like this since the top of the campaign, because it ALWAYS comes up in anything having to to with C-bill costs and Mech maintenance, and has done so for damn near 30 years.
No, you cannot simply buy the parts and build a Mech from scratch. This is also true for every other vee, aircraft, spacecraft, and vehicular unit in the game.
Why?
Because it's always, universally, cheaper to just buy the parts and assemble them than to actually buy the completed unit. Look at TechManual, pg 285 (or older rulebooks; this is not a new thing CGL introduced). Every mechanized unit in the game adds up the total cost of their assorted parts, and then multiplies that amount by a Final Cost Modifier (which is usually tied to tonnage). 20-ton Mechs are 20% more expensive than the actual cost of their parts, while 100-ton Mechs are 100% more expensive; DropShips are multiplied by a flat x28 or x36 modifier, and IIRC WarShips have a x45 modifier.
Allowing people to buy parts and assemble them results in a whole host of problems in terms of having any difficulty at all in your games. For example, want a DVS-2 Devastator in 3040 instead of at least 3058? The parts are all out there; just buy them individually and assemble them. More prosaically, it means that the actual marketplace becomes completely pointless, as does salvage to a lesser degree, because you don't have to go out and find that UltraMech you've been searching for: you can just buy the parts (considerably easier than trying to find the UltraMech) and just build it yourself. The amount of money the unit saves on building Mechs instead of buying them completely dwarfs the cost of sitting around for a calendar year while people wait for the parts to get to them and make the necessary rolls for assembly.
For this reason, I'm sorry, but I cannot countenance the complete scratchbuilding of Mechs from component parts.
Rob, would you please confirm my thinking here? A reg doctor [TN 7+] corresponds to skill lvl 3 in medicine. To advance from reg to vet, one needs to raise medicine skill to lvl 4 which is 4*7 = 28 xp. To advance from vet to elite [TN 5+], medicine skill must be raised to lvl 5 [5*7=35 xp over vet. Correct?
That should be correct, yes. At our current rate, a doc should gain between 5-10 XP per year (MVP and Best at Table awards included), so it should take a regular doctor the better part of a decade to get from Regular to Elite.
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<snip>
For this reason, I'm sorry, but I cannot countenance the complete scratchbuilding of Mechs from component parts.
I knew there was something I was forgetting. Part of the discussion had also been the cost of the mech's "core" outside of individual parts. This was basically the listed value of the mech with all individual components subtracted such that assembling your own was the same cost as purchasing it complete. If the answer is still no from a concept / headache perspective, that's fine. The intent was not to game the system, just not have to pay for components that would be coming out and sold back for a fraction of their value.
To the example, with all "core" parts including Cockpit, sensors, musculature, actuators, frame, life support and sensors (so no engine, gyro, heat sinks or case) the "core" cost for the Royal Thunderbolt would be 2,489,677 C-bills. You'd then need to add an engine, gyro, heat sinks, armor, weapons and equipment. Or if you really wanted to start piecemealing it together completely from scratch with cockpit etc. it'd be 1,800,277 "base" plus start adding parts. Each mech would need to be figured out, but I could put together a spreadsheet for it if desired.
I'm fine with this approach, but again, if it's too much of a headache, don't worry about it.
With a sweep of his...
Hat
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Understanding this is not likely to go anywhere, Rob's comment did make me curious just how under cost the component approach was to 'Mechs. It ranged from 506M for a Hornet to 4.9MM for a Banshee. I went through a list of IS mechs that are in production as of 3047 as noted on the Battletech Wiki (through individual page review). I then baselined all of the mechs using Solaris Skunk Werks through the following process.
1. Reduce heat sinks to 10 single
2. Remove jump jets (if any)
3. Ensure engine, gyro and all components are standard
4. Ensure armor is standard and reduce to 0 tons, 0 points
5. Remove all equipment
This gave me a stripped down cost. I then removed the engine, gyro and structure as I expected those would be items people would rather not buy then sell back. The actuators, musculature, cockpit, life support, sensors remained for the price listed below. On top of the "base" cost you'd have to add an engine, gyro, internal structure, heat sinks (if other than 10 standard), armor, equipment and weapons. If I did the math correctly, taking the base cost and adding the components mentioned at standard prices should match each variant. I did not check multiple variants to ensure that the pricing was consistent. I tried to stick to L1 tech variants as the baseline. Here's what I found, again mostly for my curiosity (sorted by weight and then name).
Base Cost Tons Mech
$571,200 20 Flea
$505,867 20 Hornet
$581,867 20 Locust
$577,440 20 Stinger
$577,440 20 Wasp
$688,750 25 Commando
$817,840 30 Javelin
$943,840 30 Spider
$648,300 30 UrbanMech
$796,720 30 Valkyrie
$1,065,150 35 Firestarter
$1,089,008 35 Jenner
$1,122,317 35 Ostscout
$910,543 35 Panther
$926,842 35 Raven
$1,299,546 40 Assassin
$1,452,134 40 Cicada
$1,256,880 40 Clint
$1,256,880 40 Hermes II
$1,252,400 40 Vulcan
$1,047,066 40 Whitworth
$1,203,325 45 Blackjack
$1,220,290 45 Hatchetman
$1,476,790 45 Phoenix Hawk
$1,215,070 45 Vindicator
$1,399,333 50 Centurion
$1,722,000 50 Chameleon
$1,405,333 50 Hunchback
$1,632,667 50 Trebuchet
$1,875,434 55 Dervish
$1,889,074 55 Griffin
$1,889,074 55 Kintaro
$2,185,450 55 Scorpion
$1,315,000 55 Shadowhawk
$1,889,074 55 Wolverine
$2,154,400 60 Dragon
$2,010,400 60 Merlin
$2,154,400 60 Ostroc
$2,154,400 60 Ostsol
$2,169,760 60 Quickdraw
$2,000,800 60 Rifleman
$2,272,258 65 Catapult
$2,300,143 65 Crusader
$2,272,258 65 JagerMech
$2,300,143 65 Thunderbolt
$2,603,306 70 Archer
$2,593,786 70 Cataphract
$2,603,306 70 Grasshopper (Not available for purchase until 3049)
$2,806,116 70 Guillotine
$2,584,266 70 Warhammer
$2,916,250 75 Flashman
$3,003,750 75 Marauder
$2,916,250 75 Orion
$2,951,120 80 Awesome
$3,873,787 80 Charger
$3,525,253 80 Victor
$3,520,933 80 Zeus
$3,960,476 85 Battlemaster
$3,255,175 85 Longbow
$3,255,175 85 Stalker
$4,413,760 90 Cyclops
$3,644,080 90 Highlander
$4,905,823 95 Banshee
$4,472,000 100 Atlas
If there's an interest I can post the Excel file I created. I would also expect that if it's possible to buy a partial mech, delivery time would be significantly longer than 3 weeks. Likely at least a couple of months plus the 3 weeks as a thought.
With a sweep of his...
Hat
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So what happens generally with salvage on a mission and does it matter whether it's solo or standard?
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So what happens generally with salvage on a mission and does it matter whether it's solo or standard?
solo mission if salvage requirements are met that player gets the salvage - reason wouldnt - didnt meet enemy kill ratio/ objective to control or opfor auto controls battlefield after battle
regular mission - same applies here as other but only difference is the co determines salvage allocation usually taking into account player lance status/damage/ planned lance changes(ie/ if player needs to upgrade horrible units to at least mediocre etc)
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Thanks.
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Sorry about all the questions, still trying to learn how the campaign works. Looking at the first 2 chunks of time for current contract, it looks like missions are generated in 3 week lots (March 10 through March 31, April 1 through April 21). Is that correct, making the next passage of time April 22 - May 12? I believe Rob said there's a random number of missions generated, so I'm guessing that could be 0 in a given window?
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Missions are generated weekly by Against the Bot. Rob throws out unfun to play missions and keeps good ones. Unfun missions usually being send two lances out to murder a dozen light vehicles, impossible chase missions, etc. The 3 week chunks for the last couple of periods is a fluke.
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Missions are generated weekly by Against the Bot. Rob throws out unfun to play missions and keeps good ones. Unfun missions usually being send two lances out to murder a dozen light vehicles, impossible chase missions, etc. The 3 week chunks for the last couple of periods is a fluke.
Ok, so expect one or more missions then in late April?
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Missions are generated weekly by Against the Bot. Rob throws out unfun to play missions and keeps good ones. Unfun missions usually being send two lances out to murder a dozen light vehicles, impossible chase missions, etc. The 3 week chunks for the last couple of periods is a fluke.
Ok, so expect one or more missions then in late April?
Yes and no. The missions come in sporadically and only come in weekly. So it is possible to have a chunk of missions the next week, but the same could be silence for an entire month. You never know it seems.
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Missions are generated weekly by Against the Bot. Rob throws out unfun to play missions and keeps good ones. Unfun missions usually being send two lances out to murder a dozen light vehicles, impossible chase missions, etc. The 3 week chunks for the last couple of periods is a fluke.
Ok, so expect one or more missions then in late April?
We had what 4 missions in a week one contract?
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Is there a limit to the number of missions on a particular contract, or does it just roll forward until time is exhausted regardless if that's 2 missions or 20?
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Is there a limit to the number of missions on a particular contract, or does it just roll forward until time is exhausted regardless if that's 2 missions or 20?
There probably would be more missions with more lances involved. This contract required 8 lances min, which was more than the previous contract. I am assuming there will be more on contracts requiring more lances than those that do not.
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Rob already posted the next few missions in the contract thread.
I assume that dancer's solo mission is from the prior week. Which would make the 14th to the 21st the next week of battle generation.
Watch out for the week boundaries because you can see Sunday to Saturday, but won't see the next Sunday until time advances. This makes Saturday battles more dangerous, because you can have a Saturday fight and then advance time one day into a sudden Sunday fight.
No limit in AtB on battles, but we have been playing ~1 battle/month of contract. We have also been playing more high tempo battle missions and avoiding guard duty, so operational tempo has been pretty brisk.
AtB contracts with time limits just roll forward, but you can close the contract early under certain conditions. Taking out the enemy's base is a common one (see July game).
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Also, the total number of all group missions for the contract is limited to about 6, as in real life time 6 months for a contract is a long period in everyones life.
In AtB, it can be a lot more than 6 missions in a contract.
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How are authorities contacted to get rid of prisoner? Dancer Commander/Lance will NOT space prisoner. Dancer would like to turn prisoner to unit command [maybe infantry] until authorities contacted. Final decision to unit command.
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How does replacing endo slots work?
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Replacing as in:
1. Removing endosteel from the mech
2. You have an endosteel section that needs to be replaced
3. Moving endosteel criticals?
If memory serves from previous conversations with Rob:
1. You don't. It is basically mech construction and Rob has nixed that
2. You have a more expensive section to buy to use as a replacement and it comes with all of the standard endosteel crits for that section.
3. You don't.
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I forgot this Griffin has both endo and ferro. The torso that was destroyed has endo and case installed. Would the torso be worth more then and if so how much?
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CASE is separate equipment and relatively cheap at 50,000, but it is advanced equipment, so it is a harder procurement roll to make.
Endosteel cost 4 times what standard structure costs and would be advanced equipment to procure replacement sections.
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Question...
PHawk with XL engine.
Left torso completely destroyed, 3 engine hits in left torso.
Is engine repairable per repair rules for 3 engine hits or does engine have to be replaced due to torso destruction?
Thank you
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Question...
PHawk with XL engine.
Left torso completely destroyed, 3 engine hits in left torso.
Is engine repairable per repair rules for 3 engine hits or does engine have to be replaced due to torso destruction?
Thank you
I've been repairing it. Don't get a 4th hit though...
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So 4th+ hit means replace?
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I'm not seeing in the rules the costs for skillups for technical staff, can someone point that out to me?
Thank you
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Dan,
See this thread, page 7, posts 160-161. this should help.
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So 4th+ hit means replace?
Engine repair modifiers and such are only listed to 3 hits. So I would assume 4th or more equals replace.
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So 4th+ hit means replace?
Engine repair modifiers and such are only listed to 3 hits. So I would assume 4th or more equals replace.
This is correct, yes.
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So 4th+ hit means replace?
Engine repair modifiers and such are only listed to 3 hits. So I would assume 4th or more equals replace.
This is correct, yes.
Thanks, Rob. Luckily, engine already purchased and on the way.
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What are the possible outcomes of the group who came after Kong will affect me after engaging with them the last turn?
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Could be amusing on my end as well as a former Fed Suns Armored Cavalry officer.
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Questions: As part of the customization for the Wolverine to swap out a LL and install an ER LL, I rolled a 12 on the uninstall. Am I correct in believing that it’s +1XP rather than a positive quirk as it’s the removal and not the installation?
For the new Phoenix Hawk, Every roll was successful except attaching the RA including all of the weapon installs and armoring of the RA. I would expect that means the arm is completely ready to go, and just need a better tech to attach it, right?
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1. No. You only get xp on the customization and not the removal.
2. Yes everything in the arm is already in the arm and just needs to be placed with a higher tech.
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1. No. You only get xp on the customization and not the removal.
2. Yes everything in the arm is already in the arm and just needs to be placed with a higher tech.
Actually for #1, according to p. 13, "1 XP: Techs and Doctors gain +1 XP for rolling a 12 on a skill check." It was more a question on the second part and clarifying that the "customization" is limited to the install and not the removal.
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For the new Phoenix Hawk, Every roll was successful except attaching the RA including all of the weapon installs and armoring of the RA. I would expect that means the arm is completely ready to go, and just need a better tech to attach it, right?
Yes, you can keep trying as long as you have a higher level tech. If your highest level tech fails, the part becomes unusable and is discarded.
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For the new Phoenix Hawk, Every roll was successful except attaching the RA including all of the weapon installs and armoring of the RA. I would expect that means the arm is completely ready to go, and just need a better tech to attach it, right?
Yes, you can keep trying as long as you have a higher level tech. If your highest level tech fails, the part becomes unusable and is discarded.
This is one of the reasons to have a selection of skill ratings. When you have time, you let the green goober try, when they fail, throw the regular schmuck at it, then let the veteran take one for the team and then pray the elite actually makes it work.
Note: for armor, you lose the points of armor you tried to add/repair if the roll fails and if your highest level tech fails, you have to re-armor the whole section instead of just adding back missing points.
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Also, y'know, "Quadruple Time".
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How does changing the engine size that requires a change in the gyro size affect the time of the custom? I am still somewhat confused on this matter.
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How does changing the engine size that requires a change in the gyro size affect the time of the custom? I am still somewhat confused on this matter.
I've had a question into the rules forum on this for ~6 months with no answer. So it will boil down to ask Rob.
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How does changing the engine size that requires a change in the gyro size affect the time of the custom? I am still somewhat confused on this matter.
I'm unsure I understand the question. If your engine change requires installing a new gyro, the rules for installing a gyro already exist and have a time factor (which would be doubled because a customization is happening).
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How does changing the engine size that requires a change in the gyro size affect the time of the custom? I am still somewhat confused on this matter.
I'm unsure I understand the question. If your engine change requires installing a new gyro, the rules for installing a gyro already exist and have a time factor (which would be doubled because a customization is happening).
Changing engine rating is a D, changing engine type is an F and changing gyro type is an F. Changing gyro tonnage is not addressed. Does the gyro change have any impact on final class of refit? The actual replacement of the gyro and the modifiers are easy to do. The missing piece is if I go from a 275 rated engine with a 3T gyro to a 350 rated engine with a 4T gyro, what is the class of the refit?
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Changing engine rating is a D, changing engine type is an F and changing gyro type is an F. Changing gyro tonnage is not addressed. Does the gyro change have any impact on final class of refit? The actual replacement of the gyro and the modifiers are easy to do. The missing piece is if I go from a 275 rated engine with a 3T gyro to a 350 rated engine with a 4T gyro, what is the class of the refit?
Going from a 275 SFE (3t gyro) to a 350 SFE (4t) would be a Class D refit by definition. If changing the gyro tonnage was a Class F refit, then it would be impossible to actually perform a Class D refit to increase engine rating, since you only apply the highest customization class rating. There'd be no point in giving the "change engine rating" a customization classification in the first place if the adjacent and mandatory gyro change was a higher customization classification.
Going from a 275 SFE (3t gyro) to a 350 XLFE (4t) would be a Class F refit. Changing the engine type is a Class F and therefore overrides everything else anyway.
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I just assumed the gyro was included in changing the engine rating since raising or lowering past the threshold would force you to change size of gyro as is. The numbers in question are changing gyro type which is something that won't happen for a long while
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Changing engine rating is a D, changing engine type is an F and changing gyro type is an F. Changing gyro tonnage is not addressed. Does the gyro change have any impact on final class of refit? The actual replacement of the gyro and the modifiers are easy to do. The missing piece is if I go from a 275 rated engine with a 3T gyro to a 350 rated engine with a 4T gyro, what is the class of the refit?
Going from a 275 SFE (3t gyro) to a 350 SFE (4t) would be a Class D refit by definition. If changing the gyro tonnage was a Class F refit, then it would be impossible to actually perform a Class D refit to increase engine rating, since you only apply the highest customization class rating. There'd be no point in giving the "change engine rating" a customization classification in the first place if the adjacent and mandatory gyro change was a higher customization classification.
Going from a 275 SFE (3t gyro) to a 350 XLFE (4t) would be a Class F refit. Changing the engine type is a Class F and therefore overrides everything else anyway.
I agree in principle. It's just another poorly written rule. Also, you can change engine rating without changing the gyro for many light and medium mechs, so it's not an automatic slam dunk.
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Ok, I'll have enough money to get 10 Tons of FF armor and get it applied to a 'Mech. When I remove the armor and add the armor, do I make rolls on a per location basis or do remove X points of standard armor, add Y points of FF armor?
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One other question, swapping armor types is a class C customization, so that can be done on the dropship, correct?
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Any C or D can be done on the ship.
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Ok, so looking back over the rules, it looks like all of the armoring should be done separately. So armored the Clint. Of the 11 rolls for removing armor, no 2s, no 12s. For the 11 rolls for adding FF armor, no 12s, one 2 on CT (R).
Rob - what's the negative effect? (6 points FF were to be added)
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Ok, so looking back over the rules, it looks like all of the armoring should be done separately. So armored the Clint. Of the 11 rolls for removing armor, no 2s, no 12s. For the 11 rolls for adding FF armor, no 12s, one 2 on CT (R).
Rob - what's the negative effect? (6 points FF were to be added)
Armor repairs should be done separately. Armor customizations are executed as a single roll based on the total time of the customization, mods, time multipliers, etc.
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Ok, so looking back over the rules, it looks like all of the armoring should be done separately. So armored the Clint. Of the 11 rolls for removing armor, no 2s, no 12s. For the 11 rolls for adding FF armor, no 12s, one 2 on CT (R).
Rob - what's the negative effect? (6 points FF were to be added)
Armor repairs should be done separately. Armor customizations are executed as a single roll based on the total time of the customization, mods, time multipliers, etc.
Ok, so everything went fine, no negative impact. Armor removal as a single roll if pulling off (non-repair)?
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If I want to fire my extra doctor, would I just pay that person the retirement amount as severance? How does that work?
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Is it sad to want 70 XP per pilot to fit a theme that will rarely come into play? Environmental Specialist: Darkness (10), Blind Fighting (20), Environmental Master: Darkness (20), Speed Demon (20) and they'd all still be veterans at that point. Fear the things that go jump in the night! :P
Hey, I can dream. (Plan) ;)
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If I want to fire my extra doctor, would I just pay that person the retirement amount as severance? How does that work?
I'm sorry, man, but RTFM.
Page 28.
Any non-Lance Leader personnel can be immediately fired at no cost to the unit (aside from MechWarriors, who use the weight class or cash payment rules as per retirement). However, once it is determined that a unit member *is* going to retire, they cannot be fired.
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I was just asking cuz I asked Jon prior to our last game and mentioned something about a severance. So it does cost nothing. Thank you.
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Will there be a November Market? Considering ordering additional parts.
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Will there be a November Market? Considering ordering additional parts.
Yes. Basically, there's no Market available while you're in-transit.
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Will there be a November Market? Considering ordering additional parts.
Yes. Basically, there's no Market available while you're in-transit.
I wasn't expecting one in-transit, so good to confirm there will be one after landing. I understand you've got other GM duties to worry about, so I'll look when you have time to post.
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Does anyone have any recommendations on how much spare armor to keep on hand to fix mechs?
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I have 61 Tons of the stuff, but I feel I may have overshot it some. My 5 mechs have 55.5 tons overall, but currently only using 42.5 with my current unit comp.
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Does anyone have any recommendations on how much spare armor to keep on hand to fix mechs?
It has not been uncommon for me to replace 10 tons of armor after a fight. So figure X number of fights at Y tons of armor per fight in a 3 week interval and that would be how much armor you need to keep on hand. With my lance configured as a heavy cavalry lance, I have had a couple of pretty intense weeks with a solo mission, normal mission, and coming in as reinforcement in a week. Currently I have 56T in my warehouse and I will probably buy another 10 this month.
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I have a question regarding fist fire. How does it work exactly?
I have been reading through AToW and the wording made it sound like there is two rolls involved, 1 for the punch, then one for the weapon.
I understand that I need all actuators to do it (which the archer has, plus battlefists)
So would we do it like this: pilot + movement+ opponent mod - battlefist - melee spec, if pass add a roll for weapon damage: pilot + movement + opponent mod - fist fire.
Or are we doing it like this : pilot + movement + opponent mod - battlefist - melee spec - fist fire and combine as if one attack?
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I have a question regarding fist fire. How does it work exactly?
I have been reading through AToW and the wording made it sound like there is two rolls involved, 1 for the punch, then one for the weapon.
I understand that I need all actuators to do it (which the archer has, plus battlefists)
So would we do it like this: pilot + movement+ opponent mod - battlefist - melee spec, if pass add a roll for weapon damage: pilot + movement + opponent mod - fist fire.
Or are we doing it like this : pilot + movement + opponent mod - battlefist - melee spec - fist fire and combine as if one attack?
The melee attack works as normal.
If the melee attack hits, make a second attack roll for the weapon, *just as though you were firing the weapon at a target at Range 1*, but you get a -1 bonus** to hit with the weapon because it's - in theory - in physical contact with the target. There is no Hit Location Table roll; it automatically strikes the location struck by the fist.
Since the weapon attack is resolved exactly like a ranged weapon attack, something like Melee Spec won't help, but something like Jumping Jack would. Also, note that a weapon can only be fired once per turn (even an Ultra AC double-rate attack is still only fired "once" per turn), so if you have Melee Master, the second attack won't get the Fire Fire attempt.
Finally, you have to tell your opponent when you're using Fist Fire BEFORE you make the melee attack roll. You can't wait to see where your punch hits and then decide to use Fist Fire to do extra damage to a desired location.
**ATOW says a +1 to the to-hit roll. That's a bonus in ATOW. To be a bonus in BattleTech, it needs to be a -1.
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Okay. That is what I thought to some degree. Makes sense. Made changes to my Archer to reflect that and to have better numbers. Thank you.
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Okay. That is what I thought to some degree. Makes sense. Made changes to my Archer to reflect that and to have better numbers. Thank you.
Just make sure the weapon has no minimum range.
That would still apply.
Also note, since this was brought up in my PMs a month ago or so, that Fist Fire ONLY applies to punch and melee weapon (arm-mounted) attacks. No, you cannot put a cERPPC on the leg of your Mech, double kick, *and* get the PPC shot off, all into the same location.
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Wasn't intending on it? I will not like the thought crossed my mind. AToW clearly states arms with all actuations however.
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Wasn't intending on it? I will not like the thought crossed my mind. AToW clearly states arms with all actuations however.
You weren't the problem.
But your question brought that older PM back to the forefront of my mind.
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Do reinforcements arrive at the beginning or end of the Turn they arrive? If you would show up Turn 1 (beginning) or Turn 0 (end) do you just join normal set up?
Currently Midnight reinforces on Turn 2, so curious what the “best†time a unit could show up.
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Do reinforcements arrive at the beginning or end of the Turn they arrive? If you would show up Turn 1 (beginning) or Turn 0 (end) do you just join normal set up?
Currently Midnight reinforces on Turn 2, so curious what the “best†time a unit could show up.
Entering during the Movement Phase of Turn 2 is as good as one can get.
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Follow up question on fist fire. So let's say the punch connects and goes internal then the weapon connects as well. Are the punch and weapon fire considered separate entities or part of the same cluster of damage?
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Follow up question on fist fire. So let's say the punch connects and goes internal then the weapon connects as well. Are the punch and weapon fire considered separate entities or part of the same cluster of damage?
Separate. So if the punch goes in, you'll get 2 crit checks, the punch followed by the shot.
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Okay, thank you. Just wanted to fully clarify before trying to use this SPA for the first time.
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Ok, stupid question. Does dropping the building and destroying the artillery bunker count as a kill for xp?
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Ok, stupid question. Does dropping the building and destroying the artillery bunker count as a kill for xp?
You didn't drop the building, but you did kill the turret, and turret kills do count for XP. The Enforcer killed the Thumper turret with a Gauss shot.
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What do you want me to do with these destroyed mechs again?
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When do repairs start? The day of the combat or the next day? Trying to determine readiness for Mission 2 which is the day after Mission 1.
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Day of for repairs. Day after for injured pilots.
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For the administrator that gives 30 minutes / day of tech support, how does that work?
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For the administrator that gives 30 minutes / day of tech support, how does that work?
Instead of having a budget of 480 minutes/day, each of your Techs has a budget of 510 minutes/day. That simple.
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Mechs from duels are included as part of the salvage and assessed at 40% (or whatever our salvage % is), correct?
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Mechs from duels are included as part of the salvage and assessed at 40% (or whatever our salvage % is), correct?
I dont think they are considering I fought 1 mech would mean I get 40% of that mech which can't happen so I would end up with no mech if that were the case
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Mechs from duels are included as part of the salvage and assessed at 40% (or whatever our salvage % is), correct?
Under certain conditions, but not in this case. The downside to doing solo missions is you get no help and can have things go very wrong, very fast. The upside is that you get all the salvage and downed pilots left on the battlefield. High risk, high reward.
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Would it be possible to determine SPAs for Mech Pilots before being hired? I understand it’s extra work and I’d be fine to take it on. I’m not suggesting full skill generation for all personnel as that seems like way too much. If it’s a question of balance we could add money to the signing bonus to reflect a more skilled pilot. Thoughts?
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Would it be possible to determine SPAs for Mech Pilots before being hired?
It would not.
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alright so just a clarification question on creation of character
it says you may choose to go back to stage 3 (rolling again) - theres some confusion on my part maybe im over thinking it.
1-is this meaning we roll again in the previous stage 3 following its result and subpaths again (if so is this considered reentry into the stage 3 path to where we gain the bonus stuff again?)
2-Does this happen only if a life path 4 says to go back to path 3?,
3-do we get to pick a new stage 3 enter get its benefits and follow the rolls and subpaths there?
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Rob
A question on Gladiator repairs. Situation: RT destroyed, attempting to install new torso. Destroyed RT had 2 ML installed that had stable quirk for -1 to hit bonus. Does new torso lose the stable quirk due to torso replacement?
Thx
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Rob
A question on Gladiator repairs. Situation: RT destroyed, attempting to install new torso. Destroyed RT had 2 ML installed that had stable quirk for -1 to hit bonus. Does new torso lose the stable quirk due to torso replacement?
Thx
Nope. Quirks are integral to the mech.
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1] Last game, I supplied an opfor Panther, Liaison Wasp and a Hunter tank. Mike gave me back the mechs but he didn't have the Hunter. I am just making sure someone has it at the Sept 29 game.
2] A few games ago I thought I supplied a Drillson hover tank. It was painted crappy black enamel [I think]. Has anyone seen it? I can't find it in my minis.
Thanks, guys.
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1] Last game, I supplied an opfor Panther, Liaison Wasp and a Hunter tank. Mike gave me back the mechs but he didn't have the Hunter. I am just making sure someone has it at the Sept 29 game.
2] A few games ago I thought I supplied a Drillson hover tank. It was painted crappy black enamel [I think]. Has anyone seen it? I can't find it in my minis.
Thanks, guys.
The Hunter is in one of my minis cases
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Environmental Specialist (Darkness) reduces the MP cost by 1 for darkness. Terrain Master (Darkness) notes: "Darkness: While Walking, ignore all light-based MP modifiers. If Running, reduce MP costs by only 1." Is that -1 for running in addition to the -1 for Environmental Specialist?
Related, where do I find rules on Darkness and penalties? I found some in Tac Ops, not sure if it's that or something else.
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TacOps has the light rules. You want to look at some of the tables in that section for a clearer description of what is going on. The text version is not always as clear as one would like. IIRC the most useful tables are a couple of pages before the descriptions of the different weather conditions.
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1] Last game, I supplied an opfor Panther, Liaison Wasp and a Hunter tank. Mike gave me back the mechs but he didn't have the Hunter. I am just making sure someone has it at the Sept 29 game.
2] A few games ago I thought I supplied a Drillson hover tank. It was painted crappy black enamel [I think]. Has anyone seen it? I can't find it in my minis.
Thanks, guys.
The Hunter is in one of my minis cases
Thanks Dan
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can anyone direct me to where the list of non searchlight quirk mechs that actually are fluffed with searchlights
or can we start a thread and add to it so its an easy find for night missions
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can anyone direct me to where the list of non searchlight quirk mechs that actually are fluffed with searchlights
or can we start a thread and add to it so its an easy find for night missions
I'm not sure I follow. If they don't have the quirk they'd need to have a slot devoted to the equipment or carry a handheld, correct?
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can anyone direct me to where the list of non searchlight quirk mechs that actually are fluffed with searchlights
or can we start a thread and add to it so its an easy find for night missions
I'm not sure I follow. If they don't have the quirk they'd need to have a slot devoted to the equipment or carry a handheld, correct?
We decided that some mechs with the inherent fluff would get searchlight even though they didnt have quirk
Why I was asking if anyone remembered the thread or if we can get a thread pinned with the info
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Read this post re: searchlights.
http://forums.cincybattletech.com/index.php?topic=868.msg12039#msg12039 (http://forums.cincybattletech.com/index.php?topic=868.msg12039#msg12039)
And there is no official list in reference to item #2 in that link, nor am I going to go through the entire product line - including 150 novels - and pull out every mention of when a Mech has a searchlight. Ya'll are welcome to start one if you absolutely must. I've pulled relevant citations for a few of them (the Marauder is called out as having a searchlight equivalent to that of a Warhammer during the scene where Grayson captures a Drac MAD-3R on Verthandi in the novel Mercenary's Star, and the Crusader, Thunderbolt, and Stalker all have canon art showing that they have searchlights in the torso, for example). Basically, if you want to claim that a Mech has a searchlight and it doesn't already have the searchlight quirk or have a searchlight on the record sheet, find a citation and/or artwork to that effect.
EDIT: Corrected the formatting. I put IMG tags around the link instead of URL tags
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For anyone curious why I added the medical rules and Major Injury rules to the v3.0 rules, I'm following in AtB's footsteps. They finally implemented a UI for a detailed injury subsystem that's been coded into the program for several years. My rules are only paying lip service to the AtB implementation, but to be honest, the AtB version is so detailed it'd be almost unplayable in tabletop format. Here's what it looks like:
(https://i.imgur.com/LwpJMEN.png)
Note that this is just major injuries to the abdomen. The head, chest, each arm, each leg, each hand, and each foot all have between 4 and 8 injury possibilities, and each injury has a game effect. I'm trying to keep things somewhat more simple.
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Holy hell battletech the medical
The search light thread is what I was looking for just couldn't remember if we had it in a seperate thread randomly
I mean I was asking because some ppl may prefer darkness for missions and some missions may default to darkness anyway
Wasn't sure if we just wanted to start one one and actually update as we went
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Does anyone know what the srch on alpha stroke cards is?
Is that search light?
Also what about info for battle force that refers to arch in ssw
Also something I read that in one tech manual all mechs are considered to have at least 1 light
If that ends up being the case are we sticking with fluff quirk and actual mounted searchlights vs all?
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Does anyone know what the srch on alpha stroke cards is?
Is that search light?
I couldn't find it in the rules with a quick lookover, but overall as the CCG is apocryphal, I would want another source for any mech which the CCG claims having a searchlight.
I also found the fax number for the line, so you could fax WOTC with your question if we want to recreate the late 90s as best as possible.
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Does anyone know what the srch on alpha stroke cards is?
Is that search light?
I couldn't find it in the rules with a quick lookover, but overall as the CCG is apocryphal, I would want another source for any mech which the CCG claims having a searchlight.
I also found the fax number for the line, so you could fax WOTC with your question if we want to recreate the late 90s as best as possible.
a former legal eagle taking shots at the fax machine.
Anyone else wanna pick up this rebound?
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Does anyone know what the srch on alpha stroke cards is?
Is that search light?
I couldn't find it in the rules with a quick lookover, but overall as the CCG is apocryphal, I would want another source for any mech which the CCG claims having a searchlight.
I also found the fax number for the line, so you could fax WOTC with your question if we want to recreate the late 90s as best as possible.
a former legal eagle taking shots at the fax machine.
Anyone else wanna pick up this rebound?
I dont have really any of the rule sets for alpha strike so I want sure if it was defined in the actual alpha strike source book. Also I was not aware that alpha strike cards were considered ccg considering the cards are necessary to play alpha strike with. Do all of those cards contain srch or is that an spa or something weird in game?
As far as battle force I've heard it by name and seen the very small minis. I have no further knowledge of that particular rule set so I want sure there either
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Environmental Specialist: Darkness: reduce MP cost for moving through selected terrain by -1 to a minimum of 1 MP
Terrain Master: while Walking, ignore all light-based MP modifiers. If Running, reduce MP costs by only 1 MP
These are cumulative, resulting in reducing the movement cost for running in darkness by 2 MP, minimum 1, correct?
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Environmental Specialist: Darkness: reduce MP cost for moving through selected terrain by -1 to a minimum of 1 MP
Terrain Master: while Walking, ignore all light-based MP modifiers. If Running, reduce MP costs by only 1 MP
These are cumulative, resulting in reducing the movement cost for running in darkness by 2 MP, minimum 1, correct?
As far as I'm aware, that is correct, yes.
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Rob - the customization of my Thunderbolt ended up with a negative quirk installing a JJ CT. Nothing immediately looked obvious. I was thinking about +1 Heat while Jumping. Thoughts or other suggestions?
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Rob - the customization of my Thunderbolt ended up with a negative quirk installing a JJ CT. Nothing immediately looked obvious. I was thinking about +1 Heat while Jumping. Thoughts or other suggestions?
Unbalanced, Difficult to Maintain, Poor Workmanship, and Non-Standard Parts could all fit. Your suggestion is basically Poor Cooling Jacket applied to the Jump Jet, which would be up to Rob as to whether to extend the "weapon" definition to a Jump Jet.
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Yes, Poor Coolling Jacket was effectively the inspiration. Another thought I had rather than heat was to add a +1 PSR when jumping, though that comes up so rarely as I recall (DFA and of terrain is particularly hard to land in?) that something minor but frequent seemed to make more sense. Another thought would be to drop the Rugged (2) to Rugged (1), showing that it requires more maintenance.
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Rob - the customization of my Thunderbolt ended up with a negative quirk installing a JJ CT. Nothing immediately looked obvious. I was thinking about +1 Heat while Jumping. Thoughts or other suggestions?
Give me a rundown of the entire customization - what did you remove and what did you add, please?
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Removed LL, LRM15, 2MG, SRM2, 15 SHS. Added 2 PPC, 2 SPL, 13 DHS, 4 JJ.
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1) Poor Workmanship (CT only)
2) Poor Cooling Jacket (all CT JJs)
3) No Cooling Jacket (all CT JJs)
4) No Torso Twist
Rolled 1d4 : 4, total 4
Also, I've poked Xotl about the fact that there aren't any JJ-relevant negative quirks. At the very least, the Cooling Jacket stuff SHOULD apply.
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Hi Rob. So no torso twist for now. Got it. If I move the Jump jets to the side torsos, does that negate it? If I add a jump jet back to the CT later (just 1 rather than 2) does it come back? Eventually the unit will be 5/8/5.
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Hi Rob. So no torso twist for now. Got it. If I move the Jump jets to the side torsos, does that negate it? If I add a jump jet back to the CT later (just 1 rather than 2) does it come back? Eventually the unit will be 5/8/5.
The rules for getting rid of negative quirks are listed in the campaign rules document.
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Hi Rob. So no torso twist for now. Got it. If I move the Jump jets to the side torsos, does that negate it? If I add a jump jet back to the CT later (just 1 rather than 2) does it come back? Eventually the unit will be 5/8/5.
The rules for getting rid of negative quirks are listed in the campaign rules document.
Thanks. Found it.
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When does a brand new lance start with the unit? Contract ended Jan 3. Basically when does Ryan come in? I've looked at the new rules under both the Lance Leader Generation and Campaign Play Between Contracts sections, but couldn't find it.
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A Gauss Rifle is clearly level 2 tech. But is the ammo?
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When does a brand new lance start with the unit? Contract ended Jan 3. Basically when does Ryan come in? I've looked at the new rules under both the Lance Leader Generation and Campaign Play Between Contracts sections, but couldn't find it.
Immediately after we sign the next contract (so March 1st, theoretically).
A Gauss Rifle is clearly level 2 tech. But is the ammo?
Unless otherwise stated in the BattleTech rules, ammunition for a weapon type is at the same "rules level" as the weapon itself.
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With full command structures established for the support forces, can they be assigned to the Training role?
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With full command structures established for the support forces, can they be assigned to the Training role?
Yes they can.
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Alright so the swap option for changing armor types am I putting that in the calculator plus the change armor distribution amount of whatever else remains or am I doing change armor distribution for the amount I have currently on mech then change armor type the new armor amount?
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Trying to catch up my lance (repairs, xp, etc), and I'm confused about the retirement stuff. According to what I see in the rules:
Retirement checks happen after each contract completion.
On May 1st of each year, all characters age 1 year and test for extra XP.
However, John's notes in this current contract specify that retirement checks are being done mid-contract each May 1st. I was looking for Rob or John's retirement rolls to basically just follow their example but I have no idea where their rolls are.
So, do we make retirement rolls after each contract OR on May 1st?
If we do retirement rolls after each contract, are there any exclusions? For example, would you roll for retirement for a character that joined your lance during that contract? Or a prisoner that joined the unit during that contract?
Halp!
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Blood stalker question. Is target chosen at beginning of scenario or can it be activated in middle of game? AToW and campaign rules do not say.
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Blood stalker question. Is target chosen at beginning of scenario or can it be activated in middle of game? AToW and campaign rules so not say.
When we were playing the clan game, I played it as declare activation before declaring an attack. Then it maintains effect until the target is destroyed.
My $0.02
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Trying to catch up my lance (repairs, xp, etc), and I'm confused about the retirement stuff. According to what I see in the rules:
Retirement checks happen after each contract completion.
On May 1st of each year, all characters age 1 year and test for extra XP.
However, John's notes in this current contract specify that retirement checks are being done mid-contract each May 1st. I was looking for Rob or John's retirement rolls to basically just follow their example but I have no idea where their rolls are.
So, do we make retirement rolls after each contract OR on May 1st?
If we do retirement rolls after each contract, are there any exclusions? For example, would you roll for retirement for a character that joined your lance during that contract? Or a prisoner that joined the unit during that contract?
Halp!
Retirement rolls are after each contract and/or each year in May, whichever comes first. Basically, there is a yearly "I'm getting too old for this" check each year if there is no end of contract roll.
You can see my yearly rolls at:
http://forums.cincybattletech.com/index.php?topic=769.msg17129#msg17129
http://forums.cincybattletech.com/index.php?topic=769.msg17273#msg17273
I believe only the prisoner who joined at end of contract would be excluded since they don't join until after the end of contract. That would be a good one for Rob to clarify.
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Haha, my monthly expenditures just increased from $21, 290 to $141,310 (80k for mech maintenance, another 61310 in personnel)
It might be time to start moving away from ammo-based weaponry lol. Well done sir. :D
Just to make sure I've got it right, a mech is considered a TW-level custom even if it's done nothing but upgrade to DHS, correct?
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Other than during transport, are scout lances always under field repair conditions or how do they come in? Ripping out and internal structure repair was 50/50 with an elite tech and quadruple time.
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Other than during transport, are scout lances always under field repair conditions or how do they come in? Ripping out and internal structure repair was 50/50 with an elite tech and quadruple time.
Yes, units in the Scout Role are always under field repair conditions. This is a major reason why the HR Administrators get assigned to lances in the Scout Role, to give you some extra repair time/day to make it easier to use the Extra Time modifiers for repairs.
No, it's not unreasonable to ask to be rotated back if you have a major repair(s) to do.
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It might be time to start moving away from ammo-based weaponry lol. Well done sir. :D
Just to make sure I've got it right, a mech is considered a TW-level custom even if it's done nothing but upgrade to DHS, correct?
Or, you know, use less customs and/or less personnel. Ammo costs are *relatively* small potatoes
And yes, a TW-level custom is any custom Mech which is not in a stock configuration.
I believe only the prisoner who joined at end of contract would be excluded since they don't join until after the end of contract. That would be a good one for Rob to clarify.
Yeah, it wasn't my intention to have prisoners who were just recruited suddenly retire. I can see how the rules can be read that way, though.
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Is it possible to get a refit kit to a standard variant that has EndoSteel? Example: Midnight has 2 Shadow Hawks, one Royal and one 2D. He’d like to standardize on the new 5M version which has an EndoSteel frame. The Royal version uses EndoSteel already. Can I get a refit kit for one or both?
Based on past comments, I expect the answer is that I could get it for the Royal, but not the 2D, but wanted to confirm.
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When are personnel from a marketplace picked up? I've got a couple of people I'm hoping to hire in the same month I happen to be going into training.
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When are personnel from a marketplace picked up? I've got a couple of people I'm hoping to hire in the same month I happen to be going into training.
Ok, I went back and looked at the rules again. Personnel are hired on the first of the month so should qualify for training.
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Is it possible to get a refit kit to a standard variant that has EndoSteel?
Refit Kits have not appeared for sale yet, and will not until (IIRC) mid-3050.
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So given the upcoming events on Somerset I expect we’ll have at least one mission tied to the event. If we have 5 missions prior to May ‘50, do we just add a 6 or how does that work? And I understand that given ATB, we might not know until we get there.
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Is it possible to buy/sell 'mechs within the unit? I would think at full price if it's permitted. I tried to find something in the rules that either prevented it or allowed it and didn't see it.
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Something on my mind in terms of maintenance costs. How do we factor in a custom from a stock? Would we consider the mech at custom value before or after customization is completed?
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Something on my mind in terms of maintenance costs. How do we factor in a custom from a stock? Would we consider the mech at custom value before or after customization is completed?
Not official, but to my mind at least you can't maintain something that is actively being built/customized. Maintenance implies a steady state. Therefore I would think waiting on paying the increased fees until the customization is complete would make more sense. Ultimately Rob's call.
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Is it possible to buy/sell 'mechs within the unit? I would think at full price if it's permitted. I tried to find something in the rules that either prevented it or allowed it and didn't see it.
It's only permitted at the PC to HQ level. PC to PC trades are strictly forbidden
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If you have the no cooling jacket quirk for the P-Hawk LAM’s LL, and you refit to another variant that changes out the weapon, is the quirks removed? If not, is there a way to remove the quirk? This particular one sounds more like a maintenance issue than a design flaw.
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I know in terms of rules, this is a yes, but for the campaign, I would like to know if we can equip communication equipment onto our mechs?
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Ok so question
If a lancemate is to buy a spa requiring a dex of 5 what are considering them to have
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Something on my mind in terms of maintenance costs. How do we factor in a custom from a stock? Would we consider the mech at custom value before or after customization is completed?
They are not a custom unit until after the customization has successfully taken effect; you pay normal maintenance costs until then.
Is it possible to buy/sell 'mechs within the unit? I would think at full price if it's permitted. I tried to find something in the rules that either prevented it or allowed it and didn't see it.
No. The Unit Reserve can TEMPORARILY LOAN a unit to an understrength lance (has 3 or fewer Mechs - damaged or not - available to it), but there's no sales up or down. This was incorrectly played once early in the campaign.
If you have the no cooling jacket quirk for the P-Hawk LAM’s LL, and you refit to another variant that changes out the weapon, is the quirks removed? If not, is there a way to remove the quirk? This particular one sounds more like a maintenance issue than a design flaw.
The quirk will apply to any weapon you change it out with. The only quirks which can be outright avoided are the ones like Bad Ammo Feed where (if you replace an ammo weapon with a non-ammo weapon) it can't affect the mounted weapon. In that case, the quirk still exists, but has nothing to work on. The Pixie's Poor Cooling Jacket quirk will always apply to *a* weapon on the Mech, because all weapons build up heat (even if the Heat Value is 0).
Basically the rules for getting rid of quirks are found in the rules doc. If you want to get rid of a quirk, use those; they're supposed to be very hard to get rid of. It is a stated goal by CGL that someone who attempts to min/max quirks is playing the game wrong, and attempts to game the quirk system via customization should be shut down by the GM.
I do understand that in the particular case of the Pixie LAM, that quirk stems from a maintenance issue, but if it's not treated the same as other quirks, then it may as well not exist in the first place.
I know in terms of rules, this is a yes, but for the campaign, I would like to know if we can equip communication equipment onto our mechs?
Is this intended to be the comms equipment which grants an initiative bonus based on tonnage? Or the essentially non-functional comms equipment that's mounted on Mechs like the 3028 Raven?
If the former, then I have to think about it; I can definitely see the custom design space for someone taking a Mech, stripping all weapons/armor from it, keeping it in the back corner of the board where it'll never get shot at, and granting a permanent +4 Init or something (on top of Tactics, Admin, and Command Mech bonuses) and making the initiative roll completely pointless with the quantity of static bonuses to the roll. I'm not OK with that as a concept, and tbh, neither is the BT universe, given that nobody has ever actually done that.
In the full game, IIRC, this is countered by the fact that Comms Equipment is basically just "not available for sale" unless you're a multi-planet government. Its availability is "X"s and "NA"s all the way down; the fact that it's purchasable under these campaign rules is an artificial artifact of the fact that our purchasing rules are 1 page, and not 30 pages of details and specific exceptions. The entire point behind the Mobile HQ being so rare, after all, is that the Comms Equipment is basically just "not available".
If a lancemate is to buy a spa requiring a dex of 5 what are considering them to have
We don't track Wingman Attributes, so you can safely ignore the attribute-based pre-requisites for SPAs. A Wingman would still have to have Melee Spec before buying Melee Master, and still has to have Piloting 4 before buying Melee Specialist...but doesn't have to worry about the INT 5 requirement for Environmental Specialist.
Note that pilots generated for OPFOR by AtB are NOT subject to these restrictions. It's entirely possible for a pilot to have a single SPA, and for it to be Sniper or Sandblaster.
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<snip>
If you have the no cooling jacket quirk for the P-Hawk LAM’s LL, and you refit to another variant that changes out the weapon, is the quirks removed? If not, is there a way to remove the quirk? This particular one sounds more like a maintenance issue than a design flaw.
The quirk will apply to any weapon you change it out with. The only quirks which can be outright avoided are the ones like Bad Ammo Feed where (if you replace an ammo weapon with a non-ammo weapon) it can't affect the mounted weapon. In that case, the quirk still exists, but has nothing to work on. The Pixie's Poor Cooling Jacket quirk will always apply to *a* weapon on the Mech, because all weapons build up heat (even if the Heat Value is 0).
Basically the rules for getting rid of quirks are found in the rules doc. If you want to get rid of a quirk, use those; they're supposed to be very hard to get rid of. It is a stated goal by CGL that someone who attempts to min/max quirks is playing the game wrong, and attempts to game the quirk system via customization should be shut down by the GM.
I do understand that in the particular case of the Pixie LAM, that quirk stems from a maintenance issue, but if it's not treated the same as other quirks, then it may as well not exist in the first place.
Rob, that's fine. It doesn't operate like other quirks (random roll) and appears to be a maintenance thing as we discussed, so it made sense to ask. If it makes your life easier to keep it as is, no worries.
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Rob, that's fine. It doesn't operate like other quirks (random roll) and appears to be a maintenance thing as we discussed, so it made sense to ask. If it makes your life easier to keep it as is, no worries.
Yeah, in retrospect, I sounded a little (lot) more harsh than I meant to. I wanted to give you a complete explanation as to why, not just say "no".
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I do not remember if this was asked or not, but are endo slots permanent to where they are currently fixed, or can they be moved around?
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(https://i.imgur.com/VwePdSL.jpg)
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The above (posted from my phone, which is why nothing is resized - sorry about this) is what AtB thinks is an appropriate challenge for ONE lance. That is a scenario generated by AtB where Dancer is the only Ranger force. Would anyone like to bother calculating BV for that fight? Dancer should be somewhere around 4500 BV2 these days, for reference.
If anyone would like further proof as to why I'm going to be editing the hell out of any Clan fights for this campaign, I can provide it...but that image really ought to be sufficient evidence.
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Base BV is 48,280 before pilot adjustments.
With Pilots it is 79,386.
Balanced, ... right.
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RIP
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I do not remember if this was asked or not, but are endo slots permanent to where they are currently fixed, or can they be moved around?
I believe the answer was it takes a refit of that level to move it. Adding EndoSteel is a class E refit iirc, so it would be an E to move the crit. Moving an FF crit would be a D.
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I do not remember if this was asked or not, but are endo slots permanent to where they are currently fixed, or can they be moved around?
I believe the answer was it takes a refit of that level to move it. Adding EndoSteel is a class E refit iirc, so it would be an E to move the crit. Moving an FF crit would be a D.
Ok that's more manageable vs never
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Lol nothing about the charge of 3 mechs directly into line of fire to try and break the stalemate against that flank though
We had to rotate armor heavily as they were held in rear to avoid breach of contract and VP loss until new armor was needed lol they hit the gap after we forced it open
It would be cool to develop a software that could interpret each sides movements based on damage position etc
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RIP
They wouldn’t be RIP, they’d be MIA. With all that concentrated firepower there wouldn’t be enough bits of mechs left together to even realize they were there. 79,000+ vs 5,800? Poof.
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RIP
They wouldn’t be RIP, they’d be MIA. With all that concentrated firepower there wouldn’t be enough bits of mechs left together to even realize they were there. 79,000+ vs 5,800? Poof.
Well yeah true enough
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They're scared of me ;). I got this. Rob, please re-roll light (^_^)b
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I wanted to make a quip about how easy most of your solos have been lately and to give yourself a challenge. I should have rolled with it.
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They're scared of me ;). I got this. Rob, please re-roll light (^_^)b
They saw the Wolfhound and are worried you will scratch their paint.
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They're scared of me ;). I got this. Rob, please re-roll light (^_^)b
rofl 10/10
So, seriously though, what's the deal? This isn't some weird shenanigans where ATB is calculating elemental points wrong. IS there not a setting that needs to be adjusted? I'm guessing ATB developers are long gone and so this can't be addressed?
Kind of a bummer, because I like the arbitrary and random nature of ATB force generation. Not to mention the fact that this now adds a whole separate headache for Rob. On the other hand, Rob's imagination combined with historical TO&E knowledge should allow us to see some fun stuff.
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IIRC, canonically the entire 94th Striker Cluster hit the academy. Understandably, they went through the cadets like crap through a goose. So, while the AtB listing isn't fair or even fun really, it could be fairly historical.
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Looking back at the scenario generated it's clear ATB is pulling for us. I mean there are multiple pilots worse than 3/4 and there's even a Clan 2nd Line Mech! It's pulling for us. Steve: You've got this, definitely re-roll light. :D
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I talked to Rob. He plans to update things Saturday night or Sunday afternoon.
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I was looking back over my pilots and SPA descriptions. My Elite Light pilot has EnviroSpec (Hills), but that's not in the 3.1 rules. Should I just make that Enviro Spec (Mountains) with the corresponding -1 MP to elevation changes?
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I was looking back over my pilots and SPA descriptions. My Elite Light pilot has EnviroSpec (Hills), but that's not in the 3.1 rules. Should I just make that Enviro Spec (Mountains) with the corresponding -1 MP to elevation changes?
Yes, apologies for the confusion.
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As a general consideration for everybody, be warned that mech prices will skyrocket with the invasion. So plan to be flexible and run non-ideal mechs. It would be a good idea to hoard a little wingman XP for class changes. You may not be able to get your hands on mechs that fit the classes you built your lances on. A pinch of prior planning will prevent pitiful and painful performance post purchase.
Is there a chance that the prices [ie the percentage increases for MoS rolls] for selling mechs will go up also? Particularly hi tech machines like a Royal PHawk?
PS Jon, I bet your English teacher loved you (^_^)b
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Is there a chance that the prices [ie the percentage increases for MoS rolls] for selling mechs will go up also? Particularly hi tech machines like a Royal PHawk?
Yes. That whole thing will automatically happen in MegaMek sometime around 3051 - I'd been talking about it to Jon, but it hasn't happened yet. Essentially, base prices for buying and selling Mechs have a multiplier applied to them before anything else happens. It's not in the base rules because it's a conditional event which comes back down over time. When it occurs, there'll be a big header in the first applicable Marketplace thread.
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It also makes complete sense in universe. Think about the kind of money that had to be sent to Marik for all of the refit kits.
Also, Rob, rules question to consider before we hit it. Will BLC be based on the base cost of the (base) mech or on the current/multiplied price of the (base) mech?
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Also, Rob, rules question to consider before we hit it. Will BLC be based on the base cost of the (base) mech or on the current/multiplied price of the (base) mech?
I don't have to consider it; it's already set within the AtB written rules. BLC is the base coat of the Mech, period.
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Ok with the 75% rule on facility in order for it to count, if a customization fails and will take double the time, you need 75% of the total time, rather than pre-fail time, correct?
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Ok with the 75% rule on facility in order for it to count, if a customization fails and will take double the time, you need 75% of the total time, rather than pre-fail time, correct?
That is correct, yes.
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Does the +2 modifier for Clan tech on an IS based unit replace the +1 for customized? To be in the category of clan based equipment on an IS base it by definition has to be customized.
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Does the +2 modifier for Clan tech on an IS based unit replace the +1 for customized? To be in the category of clan based equipment on an IS base it by definition has to be customized.
No it does not. They do in fact stack.
There's a reason why the entire 17th Recon Regiments had one Clan Mech (the CO's Mad Cat D), and why the Grey Death Legion never got into them at all. They didn't have access to the large number of Clan Techs which the Kell Hounds and Wolf's Dragoons did.
How to get Clan Techs? Go on raids against Clan worlds and the opportunity to pick them up will arise. But there's no way to train an IS Tech to ClanTech standards (until, IIRC, after the FedCom Civil War).
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Given that response, I assume the mixed tech penalty would also stack(?).
Not that it will matter for years, but how would that work with mechs designed from the start as mixed tech?
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Tech Sgt Coppola is retiring at the end of Operation Kestrel. Rules state retiring personnel leave when next contract is signed. So, since we have not signed a new contract, and I continue to pay her, do I continue to benefit from her services until the next contract is signed?
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Tech Sgt Coppola is retiring at the end of Operation Kestrel. Rules state retiring personnel leave when next contract is signed. So, since we have not signed a new contract, and I continue to pay her, do I continue to benefit from her services until the next contract is signed?
You do!
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Why is communication thread locked?
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If an Omnimech swaps pods out, do we need to update that in the custom mech thread?
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If an Omnimech swaps pods out, do we need to update that in the custom mech thread?
Probably would be a good idea.
The two boundary cases I see where you would need to for sure are:
1. If you no longer have equipment used in the configuration - your Turkina configuration has two clan Gauss Rifles but one is damaged/destroyed/sold and you don't have a spare. Now your config is not legitimate and needs to be updated.
2. If someone else will be playing your lance and you want a specific configuration used.
Rob may come up with others as well.
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I am going to strip what I want from Loki then sell the mech entirely, but I wanted a BMM question regarding wording of good reputation:
Furthermore, this quirk is not applicable to Clan machines, as the
Clans do not really have a secondary ’Mech market and Inner Sphere
customers will gladly pay inflated prices to acquire Clan ’Mechs
regardless of their reputation.
Would this apply to selling any clan mech within IS space to acquire Good reputation with regards to selling?
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Also, what is an omnipod exactly? Is it just an item that groups weapons together, or is it an entire location like the arm or torso?
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Also, what is an omnipod exactly? Is it just an item that groups weapons together, or is it an entire location like the arm or torso?
Each weapon or system that is mounted in omnipod space is an individual pod. So an Adder's flamer or Avatar's 2x CT MLas are not omnipods. Every other weapon is.
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So pulling out the 2 lb10x, 3erml that survived and the srm6 would be considered omnipod weapons? How would that work when placing the weapons on an inner sphere mech?
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So pulling out the 2 lb10x, 3erml that survived and the srm6 would be considered omnipod weapons? How would that work when placing the weapons on an inner sphere mech?
Theyre pod mounted as per the Omnimech rules. See the rules thread that covers this.
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Do mechs shipped as cargo require monthly maintenance?
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Do mechs shipped as cargo require monthly maintenance?
Yes. All Mechs in your warehouse do, whether they're cargo, salvage, inoperable, or whatever.
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There are some questions that came up during my solo mission I’m hoping to get clarification on.
1. Initiative - when there’s an imbalance 5 vs 4 for example, when you alternate, does the 2 mech group go first or last?
2a. Reckless movement - are there any modifiers? Reading the BMM it looks like it’s a flat PSR. Is that correct?
2b. Can vehicles do reckless movement? Failing the PSR results in an automatic fall, which vehicles can’t do.
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1. the two mech group goes last, unless they lose initiative, which would make them go first.
2a. reckless movement is a flat psr and the roll is done in the first hex, and after any terrain or lateral changes.
2b. I do not remember which book had the explanation for vees. Will check on it after appointment.
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Answers 1 and 2a are ALMOST correct. In the case of Reckless Movement, you make a PSR in the first hex of movement...and you also make additional PSRs each time you enter a non-Clear hex, or change level, during your entire movement path.
In the case of Answer 2b (Reckless Vehicle Movement), the answer is on page 63 of Tactical Operations. In summary, the vehicle can either skid or crash, depending on the specific terrain and conditions. A skid is a skid, while a crash can either simply cost 1 extra MP, or it can end the vehicle's movement and the vehicle takes damage to its Front as though it had charged.
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Has anyone updated the repair/customization spreadsheet with the new rules?
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Has anyone updated the repair/customization spreadsheet with the new rules?
I haven’t yet. I’ll try and get to it this weekend as I have repairs to make.
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Has anyone updated the repair/customization spreadsheet with the new rules?
I have redone the repairs and custom, but it does not cover refit kits yet. attached is what I have.
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Has anyone updated the repair/customization spreadsheet with the new rules?
I have redone the repairs and custom, but it does not cover refit kits yet. attached is what I have.
If you try the repair/refit calculator I posted, please pm me with errors you find so I can fix it. I believe the repair section is ok. I know the custom/refit section has errors but need help finding and fixing them.
Thanks
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I do have a question about customization now.
Regarding times.
1. Refit kits I assume are not hit by the x2 time for custom since it is pretty much going from one configuration to another?
2. Every instance in SO and the new errata only has the x2 to time being for failed rolls, was the x2 for customs a GM call?
3. Given that every refit time multiplier has been doubled or tripled, that would make customs being 2x or even 3x as long as before, are we to assume that things will be more difficult as the years go by?
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Has anyone updated the repair/customization spreadsheet with the new rules?
I have redone the repairs and custom, but it does not cover refit kits yet. attached is what I have.
If you try the repair/refit calculator I posted, please pm me with errors you find so I can fix it. I believe the repair section is ok. I know the custom/refit section has errors but need help finding and fixing them.
Thanks
Adding the LAM modifiers might be useful.
Essentially, +1 for repairs, +2 to refit, +3 for customization, and +2 TN penalty for LAM-specific parts (Cockpit, Avionics, Sensors, Life Support, all non-hand and non-foot actuators; plus these parts have their purchase cost doubled)
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I do have a question about customization now.
Regarding times.
1. Refit kits I assume are not hit by the x2 time for custom since it is pretty much going from one configuration to another?
2. Every instance in SO and the new errata only has the x2 to time being for failed rolls, was the x2 for customs a GM call?
3. Given that every refit time multiplier has been doubled or tripled, that would make customs being 2x or even 3x as long as before, are we to assume that things will be more difficult as the years go by?
...what x2 multiplier are you talking about? There's no x2 flat customization modifier in the 4.0 ruleset. The only time multiplier mentioned in the Customization section says:
"On the Refit Installation Table, locate the Time Multiplier for the relevant refit classification and multiply the Base Refit Time by this amount." (Rules v4.0, pg 28)
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Note that items on a Mech can be removed under the auspices of a Refit (and a skill check made to perform this
action). After this is completed, new items may be installed under the auspices of a Customization. This has the benefit
of saving time (the removed items don’t get hit by the x2 customization time multiplier), but it means that more rolls will
be required, usually increasing the odds of failure at some point in the process.
I misread this bit. Now it makes more sense.
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Has anyone updated the repair/customization spreadsheet with the new rules?
I have redone the repairs and custom, but it does not cover refit kits yet. attached is what I have.
Steve pointed out an issue with my calculator for customs. It didn't have the extra/rush time mods being calculated in. I fixed the issue and posted it in the Lance Maintanence thread. If you find any other errors please let me know in that hread or PM me.
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Hey Mike. The time area is also not changing TN either.
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Are the mixed tech units available as a refit?
Example being the SHD- 2H (C) or the ARC-2R (C) which replaces all IS weapons with Clan tech variants.
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Are the mixed tech units available as a refit?
Example being the SHD- 2H (C) or the ARC-2R (C) which replaces all IS weapons with Clan tech variants.
Rob's mentioned that refit kits will pop up in the marketplaces. Given that the examples you gave are Clan specific variants for 2nd line troops, I'd be shocked if they showed up there or would even be considered a "standard" variant.
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So when purchasing Refit kits, are all the parts still restricted based on region or can we buy any of them anywhere?
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So when purchasing Refit kits, are all the parts still restricted based on region or can we buy any of them anywhere?
If it shows up in the marketplace it will have all the parts.
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So when purchasing Refit kits, are all the parts still restricted based on region or can we buy any of them anywhere?
If it shows up in the marketplace it will have all the parts.
You can also do acquisition rolls for them which is in the rules under repairs and refits. I would probably say if this how you are getting the refit then it would be restricted by what is available for the region you are in.
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There's a problem with refit kits proc-ing in MekHQ, and when they do bother to generate, the costs are WILDLY inaccurate. Upgrading a CRD-3L to a CRD-5M, for example, prices out at $33,000 CB...the refit includes an XLFE. (Ignore the Kit TN column; it's never had any functionality.)
(https://i.imgur.com/kLWMseo.png)
I think I'm going to have to start generating them manually for the Marketplace, or else find a reasonably balanced way to try to use standard Acquisition Rolls to find them and offload the logistic burden of figuring out the cost/components required for Refit Kits to the various Lance Leaders.
Are the mixed tech units available as a refit?
Example being the SHD- 2H (C) or the ARC-2R (C) which replaces all IS weapons with Clan tech variants.
Lolno.
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Been looking at MekHq regarding many of the items we have in use. I noticed that the refit kit is based off what is needed for the refit and what you have on hand. In this case, looks like whoever owns this Crusader also owns the XL for the refit. Notice how its showing it needs 10 DHS, but the refit requires 13.
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Skaraborg requests notation of addition of dependant.
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Has anyone here seen my BMM? I appear to be missing it.
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Has anyone here seen my BMM? I appear to be missing it.
I haven't had much of a chance to dig into the Vatican for some reason.
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Has anyone here seen my BMM? I appear to be missing it.
Disregard. We can delete this now. Thanks for those who looked.
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Does Sudaten count as a contract for retirement purposes? If yes, Phoenix needs to do retirement checks. If not, he doesn't.
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Does Sudaten count as a contract for retirement purposes? If yes, Phoenix needs to do retirement checks. If not, he doesn't.
Last retirement rolls prior to this contract I have done were in May, prior to that was Somerset. Timeline never included retirement rolls after liftoff from Sudaten. Sudaten was not an official contract that counted against us.
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Regarding refit kits with armor variants less than a ton, how do you want to factor that in price? Actual value of armor needed, a whole ton, or the regular 10 ton orders?
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Rob,
Could a jettison capable weapon be considered an omni podded weapon or receive a bonus to the roll/cost of pod for that location only? I am thinking of the PHawk's RA mounted LL or ERLL. Thanks
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Rob,
Could a jettison capable weapon be considered an omni podded weapon or receive a bonus to the roll/cost of pod for that location only? I am thinking of the PHawk's RA mounted LL or ERLL. Thanks
Nope. Omnipods are a specific component of omnimechs. As soon as a podded weapon is attached to a non Omni unit, the pod ability is lost. You're still spending time programming the mech to accept the new weapon, and the time to properly mount it. Omnis come with a giant pile of empty DIN rails to hang stuff on.
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Did we lost the Mobile HQ? I do not see it on the TO&E
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Did we lost the Mobile HQ? I do not see it on the TO&E
It died on Somerset during the evac.
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Gotcha. Thanks for that.
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What is with AtB and female characters?
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What is with AtB and female characters?
What about it? You were in the MOC.
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Are we going to add objective xp to rules?
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Does the Lucky SPA apply to the to hit rolls of weapons and physical attacks, damage hit location rolls, and crit chance rolls?
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Are we going to add objective xp to rules?
Remind me what objective XP were supposed to be, please.
Does the Lucky SPA apply to the to hit rolls of weapons and physical attacks, damage hit location rolls, and crit chance rolls?
Lucky applies to any dice roll - during a combat encounter - on which you could use Edge.
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Are we going to add objective xp to rules?
Remind me what objective XP were supposed to be, please.
You gave XP to those who extracted from the breakthrough 2 games ago, I was thinking just part of the primary objective, so for this next game, it would be to a) scan the corner and b) return to starting corner with information sort of thing. Any primary objective outside of kills sort of thing.
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For AMS, can you have more than 1 in the same arc? If so, what is the effect beyond running through your ammo faster?
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Only one AMS can engage each attack, regardless of how many
AMS cover the attack direction. If a ’Mech mounts more than one
AMS that covers the same attack direction, the defender chooses the
order in which they activate and against which (if any) missile attack
each inflicts their modifiers.
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For AMS, can you have more than 1 in the same arc? If so, what is the effect beyond running through your ammo faster?
Yes.
You can engage multiple volleys that way, so if you have two AMS, you can engage two volleys with the -4 to cluster roll.
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We can use TAG systems right? I was wondering since it is not on the tech table in rules.
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We can use TAG systems right? I was wondering since it is not on the tech table in rules.
It *should* be around at this point, if somewhat uncommon depending on the era, (Pending GM decision) but right now we have nothing that uses it.
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We can use TAG systems right? I was wondering since it is not on the tech table in rules.
Huh, good catch. It's not on the table.
As per TechManual p238, it was recovered by the Suns in 3033, and the Capellans had it by the mid-3040s so they could use it with Arrow IVs. Based on that, I'd say it's completely available to the entire Inner Sphere by 3050, and honestly to pretty much everyone by 3052 at the latest.
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Ok, probably more of a question for XOTL, but I don’t have access, why doesn’t the Black Knight have the quirk Improved Communications? The entire first paragraph of fluff goes on and on about how good the unit’s communication equipment is including linking with satellites. Anyone know?
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Ok, probably more of a question for XOTL, but I don’t have access, why doesn’t the Black Knight have the quirk Improved Communications? The entire first paragraph of fluff goes on and on about how good the unit’s communication equipment is including linking with satellites. Anyone know?
Odd thing to remove, but with the new rule books, I have been finding some odd continuity between old and new, along with new and new.
Example: when I saw the Snub Nose PPC had the date changed from 3067 to 3037 between the old and new TM (in description)
Another one I recently saw was TAG ranges: in BMM p.123, it has the ranges at 5/10/15 (as opposed to the original 5/9/15), but the new TM has the ranges at the original 5/9/14.
Definitely something to look into. Definitely something going on in quality control.
With regard to quirks, we could still play like we have been with flashlight (fluff, quirk, art).
I also may just be nitpicking, but the fact that different books have different info does get confusing quick.
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I remember Rob mentioning there were some Quirk corrections coming such as putting the Command Mech designation back on the PHawk. Not sure if this is one of them. I worry a bit less about raw sources as we’re using a defined set of rules. Just something I saw that looked odd and thought I’d mention.
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Ok, probably more of a question for XOTL, but I don’t have access, why doesn’t the Black Knight have the quirk Improved Communications? The entire first paragraph of fluff goes on and on about how good the unit’s communication equipment is including linking with satellites. Anyone know?
I'd argue it doesn't go "on and on", since the vast majority of the paragraph is talking about it's BAP system. However, generally orbital commlinks *do* warrant Improved Comms; the primary example being the Atlas, which has the Quirk. I'll ask.
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Ok, probably more of a question for XOTL, but I don’t have access, why doesn’t the Black Knight have the quirk Improved Communications? The entire first paragraph of fluff goes on and on about how good the unit’s communication equipment is including linking with satellites. Anyone know?
I'd argue it doesn't go "on and on", since the vast majority of the paragraph is talking about it's BAP system. However, generally orbital commlinks *do* warrant Improved Comms; the primary example being the Atlas, which has the Quirk. I'll ask.
Agreed that on and on was an overstatement. Any update?
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Questions on aging: If a stat or skill drops below the minimum needed for an SPA does it have any affect on access to the SPA?
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Questions on aging: If a stat or skill drops below the minimum needed for an SPA does it have any affect on access to the SPA?
Yes. If you no longer meet the prerequisites for an SPA, then you can no longer access it. This is one reason why age-related character retirements exist.
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Rob: As we move into the era where battle armor is available, are the Rangers able to pick up any? Given our close work with the GDL I expect we'd be on the list of the limited number of mercenary units allowed to purchase them. I understand looking at the rules we can have up to 4 platoons of infantry so do they just count as 1 platoon if we hire them? Alternatively, are we able to convert existing infantry platoons into BA platoons?
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As we have a mech with a command console and assuming the PC is in the commander role, what happens with their XP for things like kills? Is the XP awarded to the unit (both pilot and commander) or just the pilot? On the one hand only the pilot makes sense as they're the one pulling the trigger/maneuvering. On the other being able to maneuver into the right position is in part a reflection of good initiatives which a dedicated commander helps provide and the commander otherwise caps at 2 XP every mission or 3 if they're blown out of their 'Mech.
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Rob,
Any chance you'd be willing to allow us to buy actuators as a set or components as a set if desired? Right now, to get a full set of actuators, components and sensors (excluding cockpit, life support, etc.) is 14 successful acquisition checks. If the intent is to make it more difficult as part of the flavor you're going for, that's fine. From a warehouse management perspective though some consolidation on basic components would be appreciated.
With a sweep of his...
Hat
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Rob: As we move into the era where battle armor is available, are the Rangers able to pick up any?
They will become available to you as time progresses, yes. A BA platoon is 16 troopers in 4 squads of 4 men each, so a BA platoon would take up a platoon slot just as a normal platoon would. Existing infantry platoons cannot be converted (strictly speaking, they *could*, but we'd have to generate RPG stats for *every* infantryman to find out who has the minimum STR and BOD stats to operate Battle Armor, and I'm flatly not going to do that, so the answer is no).
As we have a mech with a command console and assuming the PC is in the commander role, what happens with their XP for things like kills?
XP for kills goes to the pilot. The Commander in the Console could only qualify for "survival", "mission success", and for "MVP/Most Enjoyable" XP. That's the downside of a Command Console: you're commanding, not fighting and improving.
Any chance you'd be willing to allow us to buy actuators as a set or components as a set if desired?
No. Rules are working as intended.
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Could Hitzig contact her contact while on planet, see if they have any work that needs to be done while we are here?
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Could Hitzig contact her contact while on planet, see if they have any work that needs to be done while we are here?
Just curious, why? We'll be on planet for 2 weeks and then off to New Earth. Atayde will not take a contract right now for the unit. The soonest we'll even consider a contract is 3 months after leaving Skye.
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Could Hitzig contact her contact while on planet, see if they have any work that needs to be done while we are here?
Just curious, why? We'll be on planet for 2 weeks and then off to New Earth. Atayde will not take a contract right now for the unit. The soonest we'll even consider a contract is 3 months after leaving Skye.
I was not hoping for anything long term, and it might just be resolving an easy conflict. Of course our timeline would be noted and cannot be wavered. More for RP reasons.
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How does refitting omnimechs work exactly? Is it like a normal refit or custom roll, or is it taking each piece out and throwing new ones in.
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How does refitting omnimechs work exactly? Is it like a normal refit or custom roll, or is it taking each piece out and throwing new ones in.
Depends on what, specifically, you're doing.
As per pg 27 of the rules, swapping OmniPod stuff around is a always a Class A refit, with an equipment modifier of -4 and with a base time of 30 minutes per item.
So swapping an cERPPC for a cLPL would look like this:
OmniPod Swap. Base time, 30 minutes. TN modifier -4
Class A refit. Time multiplier: x2 TN modifier +2
Total time, 60 minutes
TN: -2, not counting time modifiers and location modifiers
Screwing around with NON-OmniPodded stuff (with a sole exception, outlined on pg 30 of the HM,WT rules) always means that you permanently lose OmniMech status. Hard-mounted stuff is hard-mounted.
Converting non-Omni equipment to Omni-capable equipment is also on page 30.
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So, from what I have podded already, I would like to:
Remove everything on Summoner B (2 LRM-20 4 tons ammo, 2 SRM-4 2 tons ammo, 1 AMS 1 ton ammo, 1 Narc 1 ton ammo)
Adding: 3 DHS, 2 LPL, 2 ERML, 1 3T Targeting computer, 1 SRM-6 with 1 ton ammo. Also hand actuators. Cannot forget those.
That would end up being 30 min per pod double time for Class A?
Also not seeing the Class A thing in the rules, from p 27 to 30, but I will take your word for it on this one.
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It's from an errata, because StratOps didn't originally say it either.
Question: where are you getting a targeting computer?
And yes, 30 minutes per item, the end sum multiplied by x2 since it's a class A refit.
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Clan targeting computer? Was that not an option I could have bought? Purchased while in Skye.
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Question. Since I have been repairing a clan omnimech for about 3 years now and helped write the book, is it possible to nominate the one or two techs who did the most work on the Turkina to get the clan training without penalty since they're already well exposed to it? I would of course reference the repair logs to find who it was.
Thank you.
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Rob, I have questions regarding initial warehouses for PCs.
1) I cannot find any rules about starting with a warehouse, but I seem to remember that we were able to use our initial funds to start with some warehouse items. Is this the case?
1b) Given if I am remembering correctly, and that its now '52, am I able to purchase DHS in this initial allotment? Other level 2 gear would require well-equipped, but well-equipped explicitly does not allow the selection of DHS.
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Rob, I have questions regarding initial warehouses for PCs.
1) I cannot find any rules about starting with a warehouse, but I seem to remember that we were able to use our initial funds to start with some warehouse items. Is this the case?
1b) Given if I am remembering correctly, and that its now '52, am I able to purchase DHS in this initial allotment? Other level 2 gear would require well-equipped, but well-equipped explicitly does not allow the selection of DHS.
Starting cash is on page 12 of the rules. You can use your initial funds (prior to "joining" the unit) to purchase spare parts with no acquisition rolls. Your starting funds are equal to $500,000 + 4 month's worth of "Well-connected/Wealth" cash.
You may purchase any starting gear to which you have access based on the year and your location. Well-equipped didn't allow for DHS due to DHS not being useful unless you had like 20 of them, and well-equipped only gives you a couple of items. You are in a time and place where you can purchase DHS, and you're welcome to do so.
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Question. Since I have been repairing a clan omnimech for about 3 years now and helped write the book, is it possible to nominate the one or two techs who did the most work on the Turkina to get the clan training without penalty since they're already well exposed to it? I would of course reference the repair logs to find who it was.
Thank you.
Totally fair question. The answer is no, because I don't want to set the precedent of players tracking which of their techs is working on what for how long, and then asking the same question after several years in-game. It's a lot of extra tracking that I don't want people to have to deal with...and you 100% know that as soon as your Tech gets that benefit, at least 4 other people will start tracking what all their Techs are doing, all the time.
There will be opportunities shortly to train up Techs on ClanTech, and to hire ClanTech-trained Techs on the personnel market.
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Rob, can elite tech who is converting to clan vet tech still work on IS tech? And at what skill level? Still elite or vet?
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Rob, can elite tech who is converting to clan vet tech still work on IS tech? And at what skill level? Still elite or vet?
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They can still work on IS tech. They'd just be a veteran skill level; that's what being reduced to veteran skill level means.
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I can't remember so I ask. Does Lance leader have to be piloting the mech with command mech quirk to get the init bonus? Or can another pilot in lance pilot the command mech?
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I can't remember so I ask. Does Lance leader have to be piloting the mech with command mech quirk to get the init bonus? Or can another pilot in lance pilot the command mech?
Commander needs to be in the command mech.
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For events noted in the timeline such as Hanse’s death, Romano’s assassination, the Word of Blake splintering off Comstar, MRBC being set up on Outreach etc, can we assume we hear about these events within a few months or how do you want that to work?
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When doing a customization. If the mech will be a mixed Inner Sphere and Clan technology does the +2 mod for Inner Sphere mech tech apply? And for future reference, if it does, would it be the same if it was a Clan mech tech doing the modification?
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Please describe bonus for spa environmental specialist urban. I know rules state a 1 mp reduction.
1] Is that only for going through buildings?
2] Is there any increased mp for staying on pavement?
3] Is there any bonus for skid checks?
I realize this taxes the finger. Sorry. At least these are y/n questions.
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Did we have a specific timeline condensed of our travels/stops from Tukyyaid to our current location? Can't see to find it for some reason.
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Rob: at least for unit CO if not for XO and Company Commanders, would you be willing to provide targeted XP for unit specific skills (Admin, Bureaucracy, Leadership, Negotiation, Scrounge, Strategy and/or Tactics) as say a Command XP pool or some such? I was thinking either <#> XP / Mission and Contract, but honestly any help would be appreciated. If not, that's fine, figured it wouldn't hurt to ask.
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Did we have a specific timeline condensed of our travels/stops from Tukyyaid to our current location? Can't see to find it for some reason.
How detailed do you need? Approximately, we left Tukayyid on 1 June, and got to Skye around 15 July. The Rangers spent until early August on Skye, then left for New Earth. You arrived on New Earth at the tail end of September, and stayed there until 7 November, when you signed the contract and departed for Vrana.
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Rob: at least for unit CO if not for XO and Company Commanders, would you be willing to provide targeted XP for unit specific skills
OK, so here's problem. XP is and always will be a limited pool. The entire point behind any XP system where XP is "spent" to purchase upgrades to a character is that it's intended to force the player into making difficult choices on how to spend that XP. That's basic game design. There should never be an instance where a player has enough XP - except through a combination of EXTREMELY long gameplay timelines and uncapped XP earning - to buy everything they want to. You (not literally "you", Hat) always have to short something. Because the alternative is that everyone can eventually just buy elite skills in everything.
The CO gets the benefit of being able to distribute salvage as they want to, and making the ultimate decisions on where and when the unit fights. In return, they have more paperwork, and end up having to split their XP between 3 more skills than a normal player does, meaning that their combat skill is by definition going to suffer. Now, I *am* sympathetic to the idea that lack of combat skill means that the CO ends up with MVP XP much less often, creating a death spiral where lack of XP leads to a lack of XP. But I have to balance that with the entire concept behind an XP expenditure system as described above. So I'm going to throw this back at you: what do you think a good way to square this circle would be?
Keep in mind that we don't particularly want to track *more* numbers or modifiers than we already do, and that the Admin/Bureacracy/Negotiation scores (which are really the CO-specific ones; everything else listed are important for *everyone*) don't get skill check rolls for you to earn bonus XP upon, what sort of numbers are you looking at seeing on your character, and how would you like to see XP awarded? Give me something concrete to work with that a) will still force difficult choices, b) doesn't inevitably lead to "being able to be elite at everything" syndrome, and c) doesn't hideously complicate the campaign any more than it already is.
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Please describe bonus for spa environmental specialist urban. I know rules state a 1 mp reduction.
1] Is that only for going through buildings?
2] Is there any increased mp for staying on pavement?
3] Is there any bonus for skid checks?
I realize this taxes the finger. Sorry. At least these are y/n questions.
N, N, N
Specifically, it reduces by 1 the MP cost of moving into/out of/though buildings, down to a minimum of 1. Note that this would also decrease the cost of moving ON to a building, and would reduce the cost of moving out of a basement into which you've fallen (although you'd still be unable to leave a level 3+ basement), since you're clearly inside a building to have fallen into a basement.
CGL did a poor job when they called it "urban"; it should be "building", or something similar, since "urban" terrain type isn't really a thing, compared to knowing when you're in a forest or not.
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Did we have a specific timeline condensed of our travels/stops from Tukyyaid to our current location? Can't see to find it for some reason.
How detailed do you need? Approximately, we left Tukayyid on 1 June, and got to Skye around 15 July. The Rangers spent until early August on Skye, then left for New Earth. You arrived on New Earth at the tail end of September, and stayed there until 7 November, when you signed the contract and departed for Vrana.
That's close enough for contact maths, thank you
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Ok, per your request, here's what I've put together with a limited focus on just a few skills.
Proposal:
Option 1:
Command XP
Characters earn Command XP = to the number of unit missions (not solo) played in each contract they take part in. Command XP can only be spent to increase Admin, Bureaucracy and Negotiation.
Contract / Command XP / Lance Start
Pokey /3 / Mudd (Dancer), Breisacher (Crusher)
Themyscira / 5 / Brightsword (Bright), Wilhelm (Reaper)
Running Horse / 6 / Hartman (Freya), Kronwall (Skaraborg)
Slammer / 3 / Atayde (Midnight)
Henhouse / 5 / Cherikov (Wolverine)
Kestrel / 5 / Malthus (Phoenix)
Sudeten / 3 / Moon (Ice)
Liber / 3 / Hitzig (Dragon)
Justice / 2
Tukayyid / 3
Angel / TBD / Roskakoriinnen (Devil)
38 XP starting at Pokey
Starting Values
Breisacher (A: 0, B: 1, CS: 1, N: 1) [Pokey]
Mudd (A: 0, B: 4, CS: 1, N: 1) [Pokey]
Wilhelm (A: 1, B: Nil, CS: 2, N: 2) [Themyscira]
Brightsword (A: Nil, B: Nil, CS: 2, N: Nil) [Themyscira]
Hartman (A: Nil, B: 2, CS: 4, N: 2) [Running Horse]
Kronwall (A: 1, B: 2, CS: 2, N: 0 ) NOTE: No PC creation thread I could find [Running Horse]
Atayde (A: 2, B: 2, CS: 3, N: 4) [Slammer]
Cerikov (A: 0, B: 0, CS: 2, N: 2) [Henhouse]
Malthus (A: 1, B: 1, CS: 3, N: 1) [Kestrel]
Moon (A: 1, B: 0, CS: 3, N: 2) [Sudaten]
Hitzig (A: 5, B: 3, CS: 3, N: 5) [Liber]
Roskakoriinnen (A: Nil, B: Nil, CS: 2, N: Nil) [Angel]
Notes
While several entries are listed at 0 in Google Sheets, they're actually Nil
Mudd bought Admin to 1 (7 XP)
Atayde spent 21 XP to go from Admin 2 to 3.
Under the proposal above, here's how much command XP people would get:
Mudd: 38
Breisacher: 38
Brightsword: 35
Wilhelm: 35
Hartman: 30
Kronwall: 30
Atayde: 24
Cherikov: 21
Malthus: 16
Moon: 11
Hitzig: 8
Roskakoriinnen: 0
If Mudd focused all of his Command XP on Admin, he'd be +2 up from +0 and able to make +3 after this contract. That would leave his Bureaucracy and Negotiation untouched, and he's been around since the campaign's beginning. Brightsword's 35 would mean all 3 Command skills could be at +0 with 1 closing on +1 having only missed Pokey.
Career XP
I would suggest an additional XP award following the same criteria as Command XP. In this case, both Mudd and Breisacher who have completed 10 contracts and been active as Mercenaries since May of 3044 (almost 9 years gametime) would go from CS: 1 to CS: 3 at a cost of 35 XP, so with 3 left over. To reach +4 assuming 3.8 XP on average and needing another 25, it would be 7 more contracts.
Rationale
The goal is to keep things simple rather than add a bunch of extra book keeping. The advantage to the above is that you can always calculate it if there's ever any question and you have the baseline for all PCs, so it can be corrected as needed. Through the entire campaign other than myself and maybe Steve, no one has spent on any of the 4 skills mentioned. Honestly, I'd be almost willing to bet that virtually no one has spent on any skills outside of P/G and maybe Scrounge since generating their character. So while I agree the goal is to avoid making letting everyone get elite skills unless they've been around forever and have earned gobs of XP, the way the campaign is structured I don't see that happening. With the frequency that other skill rolls get used, I don't think anyone would consider it a difficult choice to select Admin, Bureaucracy, Career: Soldier, First Aid, Leadership, Negotiation or Small Arms against Piloting, Gunnery, Scrounge or an SPA. Tactics might depend on whether a PC is up the chain of command and even then I think it loses. For most PCs Strategy only comes into play when there is a reinforcement lance to select. And to be fair, I don't think I've ever heard anyone say they would have brought in X lance except they'll arrive too late. There's also a certain homogeneity with every PC lance except Devil having either a 3 or 4 strategy. In general, this all works fine it just means PCs are essentially only changing a few skills and SPAs barring aging or catastrophic events. The Apocalyse Rising Campaign made greater use of the broader skill set and so it made sense that people would invest more in other areas. Different campaigns, different flavors.
I don't think the numbers listed above break anything, but with the request to essentially make people make choices, Option 2 below puts more skin in the game.
Option 2:
As option 1 above but with the following change: Command and Career XP can only cover as much XP as your current level. So assuming you have enough C/C XP available, here are the costs:
Level 0 (from Nil): Level Nil is 0 XP, Level 0 is 10 XP, C/C XP max: 0, Real XP cost: 10
Level 1 (from Level 0): Level 0 is 10 XP, Level 1 is 7 XP, so if you have the C/C XP, can pay to get to Level 1 with C/C XP entirely
Level 2 (from Level 1): Level 1 is 7 XP, Level 2 is 14 XP, C/C XP max: 7, Real XP cost: 7
Level 3 (from Level 2): Level 2 is 14 XP, Level 3 is 21 XP, C/C XP max: 14, Real XP cost: 7
etc.
All this assumes you have the C/C XP available, it costs you 10 Real XP to get to level 0, but level 1 will effectively be free and then 7 Real XP for each bonus after assuming you have the C/C XP available.
This means you get a benefit, but you still have to invest something.
In terms of what it would mean to Atayde, for simplicity sake I would leave his starting point as it is and not look to get XP back on Admin 3, just have the options available moving forward.
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Excellent post. Let me think about it. Regardless of anything else, it's another number people have to track, but it's only one number and it seems fairly simple to calculate and use. Nicely thought out.
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Excellent post. Let me think about it. Regardless of anything else, it's another number people have to track, but it's only one number and it seems fairly simple to calculate and use. Nicely thought out.
Thanks. Technically 2 numbers if you do both the Command and Career XP, but it's not that much and as mentioned can be recalculated at any time. Any player not wishing to advance those skills never really has to worry about it.
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Hat, I thought that might get your attention. Please see the following from PM to Rob:
Rob,
Is it permissible for a tech to spend xp on edge? And could that edge be used to save his life in a combat situation?
Absolutely.
This is correct. Spending Edge to gain or force a reroll in a combat situation where the Tech is piloting a Mech is functionally the only way that a Tech can interact with Edge. So, for example, Reaper's Tech is piloting a Mech in his Star League Cache mission. Because the Tech is piloting a Mech, any Edge that Tech has can be used to reroll or force a reroll.
Because we don't track Techs to the degree that we track Mechwarriors, however, this is the only way that Techs can interact with Edge. It could not be used, for example, to force an enemy Firestarter shooting at a Tech squad to force a reroll of the attack roll (the Tech is only part of the squad, not the whole thing), and it cannot be burnt to save the Tech's life, because the Tech has no chance to suffer a long-term injury (the chance of LTI is the price of getting to use Edge to save your life, and LTI only affects MechWarriors). And Techs very definitely cannot spend Edge on rerolls to repair things, because then we'd have to define "how often" Edge can be used, and that's a giant can of worms given that MechWarriors can play in (theoretically) multiple scenarios per in-game day, and they explicitly get their full Edge allotment in each one (and that one isn't on me - that's how Edge in BattleTech play has ALWAYS worked going back to FASA).
I think we visited the topic once before, after an SLDF Cache mission, where the same question was asked in theory. But I'm unsure if we ever put the answer into the rules. I'll note it for inclusion in the upcoming revision, since we've got enough clarifications floating about the forums to require one.
So, Rob, to clarify the above, one can only use edge for a tech that is actively piloting a mech [and they have edge to use] and that techs in infantry situations cannot use edge [similar to not being able to re-roll repairs or mods]. If this is the case then I will formerly withdraw the edge spent on my 2 techs at this time. This ruling does not prevent my buying edge now or in the future for my techs, it just limits what I can use it for. I did not mean to cause any problems with the rest of the group. I was just looking at how to protect the techs in my employ in a very unusual situation. I took your initial answer "absolutely" as gospel. I did not realize that my question was somehow unclear or misleading.
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What is the cost of Clan FF and Endo? BMR (revised) has the cost of clan weapons and equipment, but there are no clan specific costs or multipliers for armor or internal structure.
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What is the cost of Clan FF and Endo? BMR (revised) has the cost of clan weapons and equipment, but there are no clan specific costs or multipliers for armor or internal structure.
Clan Endo is - surprisingly - the same price as IS Endo.
Clan FF is 20,000 CB per ton.
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Ok, I’m trying to figure out how the contract score process works and have been looking at the rules. P. 46 of the rules cover it. +2 for each successful mission, +1 more if there are no enemies remaining. It states it subtracts 2 for a failed mission, -1 more if there are no PCs left on the battlefield at end of play.
The current AAR shows 4/4 after mission 2 (2 successes, 2 points each). So far so good. Mission 3 notes no impact on contract score. Np, doesn’t count towards the contract. Got it. After mission 4 (contract mission 3), we’re listed as 4/6. This is where the rules or our score should be modified. The rules state we lose 2 points rather than we get 0. I understand that 4 is 2 points less than 3 successful missions. By strict rules, the max score after 3 missions is 9, with a typical score of 6.
A bit further down, the rules explicitly state what is required for contract success - # of missions * 1.25 round up = min score required. So 1 mission = 2 pts, 2 missions = 3 pts, 3 missions = 4 pts, 4 missions = 5 points, 5 missions = 7 points and 6 missions = 8 pts.
With a -2 for a failed mission, RAW means that with std victory conditions, any contract less than 6 missions fails, as a failed mission negates a std victory. So if Mission 1 succeeds and Mission 2 fails, we’d be at 0 points, 2 after Mission 3, 4 after Mission 4, 6 after Mission 5 and 8 after Mission 6.
I believe based on the AAR totals, the intent is 0 points for a failed mission, -1 for no PCs on the field at end of battle. It would mean losing a single mission can still result in a net contract success as long as there are at least 3 missions, but 2 lost missions is a contract failure unless you get to 6 missions. The penalties for a failed contract are a 15 point swing in Dragoon rating (-10 instead of +5) and a 5 year ban from working for that employer.
Given you’re talking about updating the rules, this seems fortuitous timing. That or the AAR should reflect that we’re at 2 points.
If I’m missing something, let me know.
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One other related question, would it be possible to spend Edg on a reroll in the case where the mission Is unplayable? I’m thinking it is then not available during the scenario, so still a limited resource and by definition the one calling for rerolls has to be present.
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Ok, I’m trying to figure out how the contract score process works and have been looking at the rules. P. 46 of the rules cover it. +2 for each successful mission, +1 more if there are no enemies remaining. It states it subtracts 2 for a failed mission, -1 more if there are no PCs left on the battlefield at end of play.
I believe the contract stuff was updated in AtB since we started the campaign and our written rules just didn't keep up. You all show as having 4/6 points available on the Briefing Tab. The current values in AtB are: 2 for success, +1 for clean sweep, 0 for fail, -1 for OPFOR clean sweep, -1 for minor breach, mission fail for major breach.
I'll put a note in for an update to the campaign rules.
would it be possible to spend Edg on a reroll in the case where the mission Is unplayable?
No. Manage your rerolls better. In this specific case, it was caused specifically because you were trying to screw over the OPFOR as hard as you could with as many rerolls as possible, and the RNG bit back. Had you kept a roll in reserve this almost certainly wouldn't have happened (ie, only use 4 of 5 rolls), and had you accepted the weather condition which penalized the OPFOR as being "good enough" (reroll 3), this definitely wouldn't have happened. The mechanics are there to save you from yourselves already; no additional safety net is required. Only different choices.
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Eva Ly - Elite Hyperspace Navigator - Unit
(https://i.imgur.com/Iiloul3.png)
Curious, Rob. The good Lt above is rated elite Hyper Nav with 3+. Is the 3+ skill level or target Number? How does she compare with my mechwarrior Jeff Smith who rolled up with Hyper Nav 4+ ?
Thanks
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Do we have something clarifying if masc is considered class e or f or if its able to be added as just a component
Or direction of what book what clarify it
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Do we have something clarifying if masc is considered class e or f or if its able to be added as just a component
You're thinking of TSM, which is a different myomer type.
MASC is a a piece of equipment. Adding it could be a Class C or D refit, depending on the specifics of the customization.
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Do we have something clarifying if masc is considered class e or f or if its able to be added as just a component
You're thinking of TSM, which is a different myomer type.
MASC is a a piece of equipment. Adding it could be a Class C or D refit, depending on the specifics of the customization.
Good to know now because there was discussion before that led me and deadly both to believe it was factory required or I would've added it in the last custom :(
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Good to know now because there was discussion before that led me and deadly both to believe it was factory required or I would've added it in the last custom :(
As far as I can tell, MASC almost certainly falls under the Category C or D. I genuinely don't recall off-hand if MASC *must* be installed all in 1 location, or if it can be split between locations.
If it's split between locations then it's a D. If it isn't, then it's a C. The rules have nothing else regarding MASC at all, but there's ALSO the possibility it's a Class E (factory) because Xotl's dev notes on the customizations section have "anything that screws with myomers" as the note for Class E, and MASC is a piece of equipment, but one that screws with myomers. I'll run it up the errata pole and see what happens.
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Good to know now because there was discussion before that led me and deadly both to believe it was factory required or I would've added it in the last custom :(
As far as I can tell, MASC almost certainly falls under the Category C or D. I genuinely don't recall off-hand if MASC *must* be installed all in 1 location, or if it can be split between locations.
If it's split between locations then it's a D. If it isn't, then it's a C. The rules have nothing else regarding MASC at all, but there's ALSO the possibility it's a Class E (factory) because Xotl's dev notes on the customizations section have "anything that screws with myomers" as the note for Class E, and MASC is a piece of equipment, but one that screws with myomers. I'll run it up the errata pole and see what happens.
MASC cannot be split. I do not think there's a single piece of equipment that can be outside of weapons.
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I do not think there's a single piece of equipment that can be outside of weapons.
Null-sig. It's explicitly called out in CampOps Revised as a piece of equipment that is split between multiple locations and therefore is reason itself for a Refit to be Class D.
And the question has been sent up the pole. Now...for the waiting game.
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And the question has been sent up the pole. Now...for the waiting game.
Official answer is that MASC is just like any other piece of equipment. Class B or C refit, depending on how it's being installed, or Class D if using the optional rules which allow it to be split up (we aren't).
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And the question has been sent up the pole. Now...for the waiting game.
Official answer is that MASC is just like any other piece of equipment. Class B or C refit, depending on how it's being installed, or Class D if using the optional rules which allow it to be split up (we aren't).
In that case can I add the additional time for the full planned modification on the awesome or leave it as it is?
I have all components additional time consists of 90min for 2 dhs removal and 120min adding the masc and this was the final intended modification and this wouldve been done - minus now possibly removing the negative quirk on Capella and oh boy rng will either be nice or hate me when that comes
new total time 27 days vs 24.75 (these would both be doubled because of fail) and the finish date would be 6/14 vs 6/10
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As long as the target number doesn't change, yeah go ahead and add the time.
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As long as the target number doesn't change, yeah go ahead and add the time.
Alrighty TY
That works out then. TN stays the same I was already in class c with installing the jj while masc in this case was class b.
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Eva Ly - Elite Hyperspace Navigator - Unit
(https://i.imgur.com/Iiloul3.png)
Curious, Rob. The good Lt above is rated elite Hyper Nav with 3+. Is the 3+ skill level or target Number? How does she compare with my mechwarrior Jeff Smith who rolled up with Hyper Nav 4+ ?
Thanks
Bump
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Steve, given she’s elite it should be the target number.
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What constitutes losing omni capability exactly? I know that doing 1 for 1 swaps is fine per rule and anything not podded cant go on basically without killing the omni quirk. Im good to those points.
Is it the reduction in pod space that removes the omni capability itself? If I wanted to say up armor or redistribute armor or change engine or armor types does that nullify it as well?
The next question come up for the restriction of pod based weapons and hand actuator as MML lets a blazer cannon sit in an avatar arm with a hand while a ppc drops both arm and lower actuator. Where are these rules at source wise just to have an idea of when to force remove those things so can keep them for ease of reference?
This may help coming up here in next few game years....
Also when doing the custom to try and remove the negative quirks im assuming this base TN is without custom +1 and also we can choose to try and rush or give extra time just not get the factory mod?
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What constitutes losing omni capability exactly?
This is answered within the game rules (StratOps and the new CampOps). The summary is that if you do anything to remove, replace, or modify (no, not repair, and not replace a destroyed component either) with any sort of fixed equipment on any Omni for any reason and in any circumstances at all, you lose Omni capability on that Mech forever. Pull the Jump Jets off a Summoner to add armor? No more Omni. Replace a torso jump jet with a medium laser? No more Omni. Take away a ton of pod space to up-armor a Hellbringer? No more Omni. Put an XL engine in an SFE Omni? No more Omni.
Replace a Jump Jet that got shot during a fight with a functional Jump Jet? Yes, you keep Omni capability, obviously.
In essence, Omnis trade complete freedom to screw around with their weapon and equipment loadout for being strictly unable to modify anything that isn't found inside the pod space. For the purposes of HM,WT, and only for that purpose, I wrote a very limited and specific exception into our rules, which allows you to replace a piece of hard-mounted equipment with an item that takes up the same tonnage and same critical space (using the hard-mounted Avatar medium lasers in the CT as the example). That is a house rule for our campaign and this campaign only.
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What constitutes losing omni capability exactly?
This is answered within the game rules (StratOps and the new CampOps). The summary is that if you do anything to remove, replace, or modify (no, not repair, and not replace a destroyed component either) with any sort of fixed equipment on any Omni for any reason and in any circumstances at all, you lose Omni capability on that Mech forever. Pull the Jump Jets off a Summoner to add armor? No more Omni. Replace a torso jump jet with a medium laser? No more Omni. Take away a ton of pod space to up-armor a Hellbringer? No more Omni. Put an XL engine in an SFE Omni? No more Omni.
Replace a Jump Jet that got shot during a fight with a functional Jump Jet? Yes, you keep Omni capability, obviously.
In essence, Omnis trade complete freedom to screw around with their weapon and equipment loadout for being strictly unable to modify anything that isn't found inside the pod space. For the purposes of HM,WT, and only for that purpose, I wrote a very limited and specific exception into our rules, which allows you to replace a piece of hard-mounted equipment with an item that takes up the same tonnage and same critical space (using the hard-mounted Avatar medium lasers in the CT as the example). That is a house rule for our campaign and this campaign only.
That was my expectation but wanted to make sure it was for the broad stroke of things. Also stops mostly further questions by others as omnis come up more frequently in next couple in game years
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This question refers to the repair table under replacement for
Destroyed location vs reattach/replace blown off limb/head
I was under the assumption if any location was completed destroyed once all internal structure damage of said location reached 0, whereas "blown off" was from a result of rolling 12 on a critical for limb/head or if a torso destruction caused the limb to fall off.
For the head, TW treats the head as destroyed on a result of 12, while Campaign ops treats it as being able to be salvaged to be reattached back on the mech itself.
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This question refers to the repair table under replacement for
Destroyed location vs reattach/replace blown off limb/head
I was under the assumption if any location was completed destroyed once all internal structure damage of said location reached 0, whereas "blown off" was from a result of rolling 12 on a critical for limb/head or if a torso destruction caused the limb to fall off.
For the head, TW treats the head as destroyed on a result of 12, while Campaign ops treats it as being able to be salvaged to be reattached back on the mech itself.
This stems from a conversation we were having. Looking at the table with a heading of Replacement I’ve read it “Replacement: blown-off limb†+2, head +3 and effectively torsos +4. To me at least it’s logical to be easier to attach an arm than a head, and a head than an entire side torso. At a minimum the rules have changed since BMR, as a head blown off crit explicitly now destroys the head and kills the pilot according to TW.
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How does permanent internal structure work? Would it affect the armor value for that location or is the point just gone?
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How does permanent internal structure work? Would it affect the armor value for that location or is the point just gone?
Max armor in that case if I remember right is limited to 2x whatever is repaired but good question
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ATB question
When we get a mission like this upcoming one where it becomes end early on win or defeat what is the official contract end date ? Does it pull the same day as the final contract day or is there a specific draw down time of say 3 days etc that gets added to end of contract?
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ATB question
When we get a mission like this upcoming one where it becomes end early on win or defeat what is the official contract end date ? Does it pull the same day as the final contract day or is there a specific draw down time of say 3 days etc that gets added to end of contract?
Contract usually ends the following day. I haven't ever seen that not happen.
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How does permanent internal structure work? Would it affect the armor value for that location or is the point just gone?
Permanent IS damage (which is what I assume you're asking about) does in fact work the way ICE describes.
So, take a Mech with 10 IS in the side torso. It has 15 armor in the front, and 5 in the rear, for a total of 20 armor, meaning that it has reached its maximum supportable value (20 total points; 10x2 = 20) and no more can be added. It takes 2 points of permanent IS damage and has only 8 IS remaining. The maximum supportable armor value is now 16 points (8x2 = 16). The armor values may be repaired as you feel fit, but cannot be repaired over a total of 16 total points of armor, in any combination. How do you get around this? The entire location must be dismounted and scrapped, and a new location installed. In the case of a side torso, this means that you must dismount the arm, first. Finally, and it is CRITICALLY important, note that permanent CT IS damage simply cannot be fixed at all; once you scrap the CT location, the Mech is destroyed no matter what. Since scrapping the location is required to make the permanent damage go away, well...
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How does permanent internal structure work? Would it affect the armor value for that location or is the point just gone?
Permanent IS damage (which is what I assume you're asking about) does in fact work the way ICE describes.
So, take a Mech with 10 IS in the side torso. It has 15 armor in the front, and 5 in the rear, for a total of 20 armor, meaning that it has reached its maximum supportable value (20 total points; 10x2 = 20) and no more can be added. It takes 2 points of permanent IS damage and has only 8 IS remaining. The maximum supportable armor value is now 16 points (8x2 = 16). The armor values may be repaired as you feel fit, but cannot be repaired over a total of 16 total points of armor, in any combination. How do you get around this? The entire location must be dismounted and scrapped, and a new location installed. In the case of a side torso, this means that you must dismount the arm, first. Finally, and it is CRITICALLY important, note that permanent CT IS damage simply cannot be fixed at all; once you scrap the CT location, the Mech is destroyed no matter what. Since scrapping the location is required to make the permanent damage go away, well...
Got it thanks. Thors armor value lives for another day.
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How does permanent internal structure work? Would it affect the armor value for that location or is the point just gone?
Permanent IS damage (which is what I assume you're asking about) does in fact work the way ICE describes.
So, take a Mech with 10 IS in the side torso. It has 15 armor in the front, and 5 in the rear, for a total of 20 armor, meaning that it has reached its maximum supportable value (20 total points; 10x2 = 20) and no more can be added. It takes 2 points of permanent IS damage and has only 8 IS remaining. The maximum supportable armor value is now 16 points (8x2 = 16). The armor values may be repaired as you feel fit, but cannot be repaired over a total of 16 total points of armor, in any combination. How do you get around this? The entire location must be dismounted and scrapped, and a new location installed. In the case of a side torso, this means that you must dismount the arm, first. Finally, and it is CRITICALLY important, note that permanent CT IS damage simply cannot be fixed at all; once you scrap the CT location, the Mech is destroyed no matter what. Since scrapping the location is required to make the permanent damage go away, well...
One possible addendum would be im assuming possibly if you have an elite +4 tech etc vs the base elite +5 or is the wording specific to if an elite fails it fails regardless of level of elite?
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One possible addendum would be im assuming possibly if you have an elite +4 tech etc vs the base elite +5 or is the wording specific to if an elite fails it fails regardless of level of elite?
Nope, Elite is Elite for purposes of the StratOps/BMR repair rules. It doesn't care about the skill bonus, just the ranking level.
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One possible addendum would be im assuming possibly if you have an elite +4 tech etc vs the base elite +5 or is the wording specific to if an elite fails it fails regardless of level of elite?
Nope, Elite is Elite for purposes of the StratOps/BMR repair rules. It doesn't care about the skill bonus, just the ranking level.
Ouch
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Ok, so in my solo my Wolfhound got crunched. The CT is down 5 of 11 IS, 3 CT Engine Hits and 1 CT Gyro hit. According to Total Warfare the Mech was destroyed. Because it was destroyed, can I leave it in that state and take the BLC at the end of the contract or because it's technically possible to fix it do I need to keep it, no matter whether I fail or how much it costs? I would expect I am allowed to walk away from it if I want as otherwise only completely having a CT destroyed would qualify. I need to understand so I can sort out salvage. Thanks.
Ok, for clarity and having talked through things with Deadly, in my case an Elite tech with Quad time is a TN: 6 to fix the IS and a TN: 8 to fix the engine. Fail the former and the mech's destroyed completely. Fail the later and the engine gets replaced. Those however are for field conditions. If I were in Defend as opposed to Scout, fixing the IS would be a 2 (or a 4 if just a single point of IS remains) and the engine's a 4.
I would lean towards clarifying the rules to indicate that the only time a mech doesn't return to the stable is if the CT is completely destroyed.
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Hey Wolffe whats the chances we get to buy dhs in says 5 or 10 increment slots considering it takes 10 min for a mech to work and dhs are not that uncommon now
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Does the Paramour provide any mechanical benefit for units in the field like the Wayland does? I thought it might at least qualify as field workshop.
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Ok, so in my solo my Wolfhound got crunched. The CT is down 5 of 11 IS, 3 CT Engine Hits and 1 CT Gyro hit. According to Total Warfare the Mech was destroyed. Because it was destroyed, can I leave it in that state and take the BLC at the end of the contract or because it's technically possible to fix it do I need to keep it, no matter whether I fail or how much it costs?
BLC only pays out for "truly destroyed" units, meaning units which cannot be repaired. Your Wolfhound, therefore, would not qualify for BLC.
Hey Wolffe whats the chances we get to buy dhs in says 5 or 10 increment slots considering it takes 10 min for a mech to work and dhs are not that uncommon now
All internal components are purchased in single increments and will be for the foreseeable future.
Does the Paramour provide any mechanical benefit for units in the field like the Wayland does? I thought it might at least qualify as field workshop.
I thought we have covered this, but I can't find "Paramour" except in this very thread using the Search function, so we may have done it in person long ago. Yes, it works similar to others of its type. You can assign it to a lance In The Field, and that lance will be considered to have Field Workshop conditions, as per the Master Repair Table. It may only be assigned for 1 month/30 day segments (you can't pull it from a lance on 4 December and reassign it to someone else who has a solo on 6 December, or even on 1 January).
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So melee master with a hatchet does it apply?
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So melee master with a hatchet does it apply?
ATOW, pg 223.
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So melee master with a hatchet does it apply?
ATOW, pg 223.
TY
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Can pod-capable equipment be mounted in non-omni mech and remain pod-capable? IE trying to create pod mount in non-omni?
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For the ClanTech manual usage it states "at the cost of 1 experience level (an elite Tech becomes a Veteran Tech)". How would this affect my Elite 4+ tech if I used one of the manuals on her?. Would the difference of an Elite 4+ and Elite 5+ be considered an experience level or would she drop all the way to a Vet? Because there has been a lot of XP spent to get her to Elite 4+ and I don't want to waste them and drop her all the way to Vet.
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Can pod-capable equipment be mounted in non-omni mech and remain pod-capable? IE trying to create pod mount in non-omni?
From what I understand, no, once pod-capable equipment is mounted in a non-omni unit, it stops being pod-mountable. I suppose there's nothing stopping you from using the rules to convert it *back* to a pod-mount, however.
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For the ClanTech manual usage it states "at the cost of 1 experience level (an elite Tech becomes a Veteran Tech)". How would this affect my Elite 4+ tech if I used one of the manuals on her?. Would the difference of an Elite 4+ and Elite 5+ be considered an experience level or would she drop all the way to a Vet? Because there has been a lot of XP spent to get her to Elite 4+ and I don't want to waste them and drop her all the way to Vet.
I've thought back and forth on this. A LOT. You're correct that that's a ton of XP to get back, but I have to balance that out regarding consistency within the game rules, and consistency with how I've already handled things so far during the campaign. I'll be frank that when I came up with the tech manual rules, I wasn't thinking about the possibility of a 4+ Tech; I just wanted a fast and above all SIMPLE downside to the item for some game balance purposes. Gain a bonus, lose an experience ranking.
In this case, as I've already had to handle this item and need to maintain consistency within the campaign, I will stick to my guns on this. The downside is the downside: the Tech loses an experience rating, meaning that they drop from Elite to Veteran, no matter what their Elite TN actually is. If it makes one feel better about it, fluff it as someone being set sufficiently in their ways that a fundamental change to how they do their job actually hurts them more (think about all the 60+ year olds handed office desktop computers for the first time in the mid-to-late 1990s). My personal suggestion, therefore, would be to not train the 4+ Tech in question, and reserve that Technician for IS-only units.
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For the ClanTech manual usage it states "at the cost of 1 experience level (an elite Tech becomes a Veteran Tech)". How would this affect my Elite 4+ tech if I used one of the manuals on her?. Would the difference of an Elite 4+ and Elite 5+ be considered an experience level or would she drop all the way to a Vet? Because there has been a lot of XP spent to get her to Elite 4+ and I don't want to waste them and drop her all the way to Vet.
I've thought back and forth on this. A LOT. You're correct that that's a ton of XP to get back, but I have to balance that out regarding consistency within the game rules, and consistency with how I've already handled things so far during the campaign. I'll be frank that when I came up with the tech manual rules, I wasn't thinking about the possibility of a 4+ Tech; I just wanted a fast and above all SIMPLE downside to the item for some game balance purposes. Gain a bonus, lose an experience ranking.
In this case, as I've already had to handle this item and need to maintain consistency within the campaign, I will stick to my guns on this. The downside is the downside: the Tech loses an experience rating, meaning that they drop from Elite to Veteran, no matter what their Elite TN actually is. If it makes one feel better about it, fluff it as someone being set sufficiently in their ways that a fundamental change to how they do their job actually hurts them more (think about all the 60+ year olds handed office desktop computers for the first time in the mid-to-late 1990s). My personal suggestion, therefore, would be to not train the 4+ Tech in question, and reserve that Technician for IS-only units.
That’s fair. Just needed clarification because it was a new situation. Thanks
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Rules require consultation with GM to use customization process to rid a mech of negative quirk. Case in point....new neg quirk [unstable] in Dancer Phoenix Hawk. Rob, please see discord private message to start consultation process.
Thanks
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Looking at the our campaign rules for podding weapons and equipment. Is there a penalty if the item is Clan tech and the technician is only IS rated?
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Looking at the our campaign rules for podding weapons and equipment. Is there a penalty if the item is Clan tech and the technician is only IS rated?
Yes, that penalty applies any time a tech touches any sort of work involving Clan Tech AND the tech lacks the 'Clan training' ability.
As a side note to everyone: I'm starting to get back to working on everything I missed during my near death (seemingly) experience, so I'll be updating things as I find them. The actual mission stuff for Operation SOVNYA will go up ASAP, and we'll play Mission 1 in February. Apologies for the delay.
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Repairs to Gladiator question. At beginning of battle, Gladiator was mixed tech with clan weapons in RA. During battle, RA completely destroyed. There is currently no clan tech left on mech.
Is mech still considered mixed for repairs to all other areas?
Can RA be replaced as IS then mixed as clan weapons are reinstalled?
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Repairs to Gladiator question. At beginning of battle, Gladiator was mixed tech with clan weapons in RA. During battle, RA completely destroyed. There is currently no clan tech left on mech.
Is mech still considered mixed for repairs to all other areas?
Can RA be replaced as IS then mixed as clan weapons are reinstalled?
Um. That's a very good set of questions.
For purposes of simplicity, I have to say that the Mech is considered Mixed Tech because you're repairing it to what it used to be prior to damage (ie, mixed). You have to repair a Mech to the "prior to damaged state" as the first step in either a repair or customization process; the rules have been very clear about that. Since it was Mixed prior to the damage, it would be to be mixed after the repair.
The second question would literally be an example of customization: taking an existing tech base (IS) and then modifying it (to Clan). But again, as you need to repair to its prior configuration BEFORE starting any sort of customization, to be consistent within the ruleset, the idea - while a good one - wouldn't help in this case.
I agree that if the only Clan Tech on the Mech is in the RA, the RA is gone, and you aren't repairing that yet and are only, say, replacing armor on the Left Torso, then it doesn't make much sense to apply the Mixed Tech penalty. I do get that. But I don't think I can write a set of rules that's going to cover all the possible permutations of that conclusion, which is still playable, and which still maintains a sense of deliberately limiting MixTech units to be in keeping with the universe fluff, since they're supposed to be relatively rare and difficult to keep operational.
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Rob: On May 14th, SGT Young (Phoenix Lance) under doctor's care with 1 box left to heal experienced significant issues (roll of 2). How does the loss of an Attribute Point work for a wingman?
Update: This has been compounded with a second roll of snake eyes on the next healing check (Yes, the dice forum roller really hates me, and by extension, Ryan).
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Rob: On May 14th, SGT Young (Phoenix Lance) under doctor's care with 1 box left to heal experienced significant issues (roll of 2). How does the loss of an Attribute Point work for a wingman?
Update: This has been compounded with a second roll of snake eyes on the next healing check (Yes, the dice forum roller really hates me, and by extension, Ryan).
I'm not near my rules right now, but it's fairly simple, because we don't track attributes for anyone but full PCs. As per the normal SPA rules, if you ever don't know what an attribute is actually scored at, it counts as a 4. This rule would therefore include wingmen, as their attributes aren't normally tracked. DEX and REF each require a minimum score of 4 to remain a MechWarrior (as per the Attribute Use Summary Chart in the HM,WT rules). So roll for attribute loss as appropriate - (1d7, affecting STR, BOD, DEX, REF, INT, WIL, or CHA) - if DEX or REF are lost, the character can no longer effectively pilot a Mech. If they have other skills that the lance can use then they can be kept on and reclassed (into, say, a Mech Tech), but otherwise it's your choice whether to keep them on or to ask them to tender their resignation at the end of the Contract. If other attributes are lost, there's no real game effect, short of whatever narrative you'd like to create regarding the situation.
Note that all of this is separate from the Major Injuries procedure, which I'm assuming SGT Young didn't suffer. Wingmen absolutely can and do suffer Major Injuries as per the table in the HM,WT medical rules section.
Also, I would suggest sacrificing a goat to the dice roller gods in fairly short order.
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<snip>
So roll for attribute loss as appropriate - (1d7, affecting STR, BOD, DEX, REF, INT, WIL, or CHA) - if DEX or REF are lost, the character can no longer effectively pilot a Mech...
Note that all of this is separate from the Major Injuries procedure, which I'm assuming SGT Young didn't suffer. Wingmen absolutely can and do suffer Major Injuries as per the table in the HM,WT medical rules section.
Also, I would suggest sacrificing a goat to the dice roller gods in fairly short order.
Young didn't suffer 4+ pilot hits, just 2, so no Major Injuries. Goat sacrificed, and it worked at least for the 1d7 rolls. BOD and WIL lost.
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Rob - how is changing armor types for customization handled given the "swap all of 1 type for a location" such as HS? Previously swapping out 10 HS in the engine was 900 minutes and because 90 minutes modified by the refit type. If you move from Std to FF, or FF to Std, how does the 1 location thing work (if at all) given a single box of armor is 10 minutes and just stripping 10T of armor becomes a 1600 minute base job * refit multiplier meaning a minimum of 3200 minutes (x2) (6.67 days) just to get the armor off, not putting anything in its place?
As the actual example, I'm looking at changing the Lancelot LNC25-01 to LNC25-01sl variant. It replaces the 9.5T Std armor with 9.5T FF armor. It adds 2 DHS (1 added to LT), and swaps the 2 LL and PPC in place to 3 ER LL total. This seems like a fairly simple change. It's a Class C (adding the DHS to the LT) with a x5 time multiplier. Swapping the 3 weapons is 360 minutes to remove, 360 minutes to add, 720 minutes total. Adding 1 DHS to the Engine (90 minutes) + 1 DHS to the LT (90 minutes) adds another 180 minutes, 900 minutes total. If every box of armor needs to be removed and added individually at 10 minutes / box that's another 3220 minutes. It's a Class C refit though, making it 16100 minutes just over 33.5 days just to swap the armor. All told before any modifiers are added for time to try and make the process more manageable (again going from a standard variant to standard variant) total time is 20,600 minutes or approximately 43 days. With an Elite Tech (5+) and a Maintenance Facility (-2) vs. the Customization mod (+3), it's a TN: 6 at 43 days effort. At quad time (-3 mod) it converts on a TN: 3+ at a little under 172 days, so almost half a year to go from a standard variant to a standard variant.
If the armor instead is treated as by location, with 11 locations and use 1 box of armor as base, it's 110 minutes to get the old armor off and 110 minutes to get the new armor on for a total of 220 minutes base. Added to the 900 minutes, it's 1110 minutes * 5 = 5550 minutes (a little over 11.5 days) before any additional time is applied to help ensure that the customization works. At quad time (-3 mod) it converts on a TN: 3+ at ~46 days moving from a standard variant to a standard variant.
Again, both examples are already using an Elite tech to do the work in a maintenance facility.
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Bump. Still looking for an answer for the question above.
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Bump. Still looking for an answer for the question above.
I'm still waiting on a clarification myself. Honestly, neither option feels particularly acceptable once one takes some edge cases into account, so I'm running it up the chain.
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Bump. Still looking for an answer for the question above.
I'm still waiting on a clarification myself. Honestly, neither option feels particularly acceptable once one takes some edge cases into account, so I'm running it up the chain.
Cool. I’m just looking for something that makes sense. Thanks for the update.
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Bump. Still looking for an answer for the question above.
I'm still waiting on a clarification myself. Honestly, neither option feels particularly acceptable once one takes some edge cases into account, so I'm running it up the chain.
Cool. I’m just looking for something that makes sense. Thanks for the update.
Aaaaand, ANSWERED!
The official answer is that there are three things which are handled "by location", meaning you change all of the things in that location with a single increment of time. Those three things are:
Heat Sinks.
Omni Podded items.
Armor.
The reason it took so long to get an answer is because I referenced the StratOps errata when I wrote the original question, but the answer already existed. It's in Campaign Ops, p205.
So now, to give an example, if the base time increment of 1 box of armor is 10 minutes, and you want a REFIT (not a repair) of the 20 points of armor in that location, the base time to refit will be 10 minutes (10x1), not 200 minutes (10x20). Same with Omni-podded weapons; if you've got Ryoken with 6 ERMLs in the right arm, and want to pull all of them and exchange them for 6 ER Smalls, then pulling them would be 15 minutes (15x1), not 90 minutes (15x6). Note that this applies to refits, not repairs. Armor must still be repaired box by box, and omni-podded items must be repaired individually.
I'll be cross-posting this over into the rules thread as well, since it's a fairly hefty clarification.
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Question regarding omnipods and onmis. Is it possible to replace any lost pods with a refit of equal weight or do you want us to put it back to the cofiguration it was prior to the loss?
So I lost that cLPL in the Thor and was just wondering if I could refit it to fill up the 6 tons lost from the destroyed weapon.
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As far as narrow profile goes since we had that discussion at last game are we maintianing current rules and debate is still in the air or did we decide to go back to version 1 following last game next contract or next rules set or leave as is?