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Messages - Orange Juice

Pages: [1] 2
1
General Discussion / Re: Gen Con 2012
« on: August 14, 2012, 03:30:38 PM »
I don't come around much and this is last minute. But I'll be heading to Indy, so I'll try and keep an eye our for you folks : )

If there's anything I shouldn't miss, let me know!

~
Ian

2
Apocalypse Rising / Re: Apocalyse Rising Schedule Thread
« on: October 08, 2011, 09:08:47 AM »
I can make it! I can run op/NPC whatever robots!

3
Apocalypse Rising / Re: Apocalyse Rising Schedule Thread
« on: September 24, 2011, 11:00:57 AM »
There must be a conspiracy, I'm having car troubles and might not be able to make it : (

4
Apocalypse Rising / Re: Apocalyse Rising Schedule Thread
« on: September 23, 2011, 03:29:32 PM »
I'll still come by for some bt.

5
Apocalypse Rising / Re: OOC: 8 Jan 2677
« on: September 22, 2011, 06:05:41 PM »
Interesting. The TW I have must have a typo; it reads:

"[a mech] is considered to rise two levels above the underlying level it occupies in a building hex for purposes of LOS to any hex that is not a non-adjacent building hex."

The answer in the link is helpful as I was pretty sure that double negative above was accidental. So. A 'mech is in a level one building, and has another level 1 building adjacent between it and an attacker (who is on the same level as the target 'mech). The target 'mech will also receive partial cover from the level 1 building adjacent to when receiving fire in addition to receiving the damage soaking perk of the building it occupies. Furthermore, it will be able to return fire.

Excellent.

6
Apocalypse Rising / Re: OOC: 8 Jan 2677
« on: September 22, 2011, 05:11:45 PM »
Oh, of course. I should have said: "I think it's reasonable to state that a 'mech in a building hex — unless on the roof — is in the building."

or, if the structure is greater than 2 levels tall, can also be in it.

Wait, so we can't enter a level 1 or level 2 building? "...even though a ’Mech stands two levels tall, when inside a building hex it only occupies a single level at a time." (TW pp. 167)

7
Apocalypse Rising / Re: OOC: 8 Jan 2677
« on: September 22, 2011, 03:04:16 PM »
there is also an assumption made that when ejecting (with a clear hex behind the mech), the mech must've been standing close enough to the edge of that hex to get the pilot clear of whatever else in is in the hex (such as a building).

That's a really good point I think. However, TW p.167 states that units spend mp to explicitly enter a building. "Note that the rules in this section cover entering building hexes below the level of the roof; i.e. movement actually inside the building in a hex." (The rules on the attendent piloting skill rolls are more ambiguous though and state the roll is made when entering a building hex.) It's also impossible to physical attack into or out of a building hex. TW pp. 171 "Physical attacks cannot be made against targets in a building hex by units outside the hex, unless the attacker is located in the same multi-hex building and is adjacent to the target, on the same level of the building hex." I think it's reasonable to state that a 'mech in a building hex is in the building. As such:

Star League Building Code: 341.2: Structures must contain one or more skylights per 900 square meters of ground floor.

 :D

8
Apocalypse Rising / Re: OOC: 8 Jan 2677
« on: September 22, 2011, 10:16:08 AM »
Remember, we are playing a game, and not representing perfect reality.

Sure sure. Personally, I think the idea of being shot out an ever present skylight kind of hilarious. If anything I'm just trying to point out that, according to the rules, keeping a clear hex behind you could make the difference between a bruised pilot and a dead one, which as you mentioned, might not be the way a GM would want to run it. Knowing that building cover is a death trap or a freebee might be nice to know ahead of time for those who have time invested in characters ;)

9
Apocalypse Rising / Re: OOC: 8 Jan 2677
« on: September 22, 2011, 01:39:07 AM »
Exactly. The penalty is based on the landing hex — which is behind the 'mech. So long as you have a clear hex to your back there's no building related ejection penalty, even if you're on the ground floor of a level 666 hardended building that also happens to be on fire.

In the event a building collapses on your ride and a girder impales itself in an ammo-bin, the pilot is saved by an 'auto-defenestration'?

10
Apocalypse Rising / Re: OOC: 8 Jan 2677
« on: September 21, 2011, 04:20:13 PM »
Hey-o; Are there any penalties for ejecting while in a building?...

11
General Discussion / Re: Pope, question for this Sat
« on: August 31, 2011, 05:56:47 PM »
Noted.

Hand me robots, I will shoot things.

12
General Discussion / Re: Pope, question for this Sat
« on: August 29, 2011, 12:51:38 PM »
Thanks to Dan for a fun event, and for all that played. 

Ditto.

When are you guys playing next?

13
General Discussion / Re: Battletech @ Yottaquest Saturday 22nd
« on: January 21, 2011, 11:52:21 PM »
I'll try and be there a little before noon.

14
General Discussion / Re: Battletech @ Yottaquest Saturday 22nd
« on: January 18, 2011, 02:40:29 PM »
Just an FYI, in case you weren't aware, we've got a campaign game on the 29th.  We can almost always accommodate extra players to assist on OpFor.  That game will be at Sci-Fi City.

I know! So much Battletech! = D
I'm planning on attending; Just sent a PM to one of the mods asking for info : )

15
General Discussion / Re: Well I feel stupid
« on: January 18, 2011, 02:31:45 PM »
CASE was introduced to the game in 1989; it took nineteen years for somebody to realize that technically, CASE didn't work on a shutdown Mech.

That is amazing.
Whoever caught that gets a gold sticker.

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