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Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

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 71 
 on: November 09, 2024, 12:59:32 PM 
Started by agustaaquila - Last post by agustaaquila
May 3061 xp

Mechwarriors
Koda Yuki
Rolled 2d6 : 2, 2, total 4

Rolled 1d6 : 2, total 2


Caroline Togo
Rolled 2d6 : 6, 3, total 9

Rolled 1d6 : 6, total 6

 
Margaret Adrino
Rolled 2d6 : 2, 4, total 6

Rolled 1d6 : 3, total 3


Destiny Diddler   
Rolled 2d6 : 1, 1, total 2

Rolled 1d6 : 2, total 2


Viorel Ito
Rolled 2d6 : 1, 6, total 7
   
Rolled 1d6 : 5, total 5
   

Docs
Claudia Ferry
Rolled 1d6 : 2, total 2

 72 
 on: November 08, 2024, 12:33:44 PM 
Started by ADHDtv - Last post by ADHDtv
"MECH CUSTOMIZATION
Date: AUG 1 3061  LOCATION: Maintenance Facility  EXTRA TIME: None
MECH: Black Hawk NOVA XO   TECH BASE: Clan
MECH TECH BASE: Clan  ADD COMPONENTS: NO   REFIT KIT: NO
TECH NAME: Artie Geerlof  TECH LVL: Elite  TECH KNOWLEDGE BASE: IS/Clan
Remove Weapon Quantity 1 podded is ml LA
Install Omni Pod Weapon/Equipment Quantity 1 podded small laser LA
Remove Heat Sink Quantity 1 podded c DHS RT
Install Omni Pod Weapon/Equipment Quantity 1 podded Beagle Probe RT
TOTAL MIN: 540   TOTAL DAYS: 1.06  TN 1
Rolled 2d6 : 1, 6, total 7
"

 73 
 on: November 08, 2024, 06:46:20 AM 
Started by Darrian Wolffe - Last post by Darrian Wolffe
Minis call

This is my first pass.

Blue and/or White preferred; Rob's are in Lyran Guard.
Lineholder - Rob
Cestus - Rob
Grasshopper - Rob
Wolverine - Rob
Thunderbolt - Rob
Warhammer - Rob

MPL Turret - Rob
MPL Turret - Rob
MPL Turret - Rob
LRM Turret - Rob
LBX Turret - Rob
LBX Turret - Rob

Green preferred.  Rob's Clan units are in CJF Delta Galaxy.
Summoner - Rob
Stormcrow - Rob
Puma - Rob
Night Gyr - Rob
Mad Cat - Rob
Black Hawk - Rob
Black Lanner - Rob
Warhammer IIC - Rob
Kingfisher - Rob
Jenner IIC - Rob
Shadow Hawk 2H - Rob
Excalibur B2b - Rob
Hussar 200-D - Rob
Flashman 8k - Rob
Guillotine 3N - Rob

Fire Falcon - Rob
Puma - STEVE
Hellbringer - Rob
Grendel - Rob
Viper - Rob
Phoenix Hawk 1c - Rob
Crab 27b - Rob
Lancelot 01 - Rob
Quickdraw 4G - Rob
Crusader 2R - Rob

 74 
 on: November 08, 2024, 06:32:23 AM 
Started by Darrian Wolffe - Last post by Darrian Wolffe
THIS GAME WILL NOT TAKE PLACE AT THE USUAL LOCATION


The game will instead take place at the Sharonville Rec Center.
10990 Thornview Dr.
Sharonville OH, 45241

Now that Hat has recovered from working the poles polls, he will tell us the logistical details about when we can arrive and how we get into the building, and where we'll be more specifically. 

 75 
 on: November 08, 2024, 06:30:35 AM 
Started by Darrian Wolffe - Last post by Darrian Wolffe
NORTH

SOUTH

Maps (note BattleTech logo positions and placement for reference)
Lunar Promo (full)....Lunar Promo (half)
Lunar Base.............Lunar Promo (half)
Lunar Promo (half)....Lunar Promo (full)

Deployment
Lyran Alliance Forces: Air-drop simultaneously on Turn 1 with Ranger deployment.

Base Turrets: Prior to any and all other deployment choices, turrets may deploy onto any hex marked with a Red Star.  At least 1 LB Turret and at least 1 MPL turret must deploy on the eastern-central mapsheet.

Falcon Primary OPFOR: The first 10 Mechs listed must deploy into Zones Red A, B, C, or D, with no more than 3 Mechs deploying into any single zone, and must deploy into hexes adjacent to building hexes.  The final 5 Mechs listed must deploy into Zone Red M, 1 Mech per map quarter and must deploy no fewer than 5 hexes in between one another's Mechs.  The final Mech in Zone Red M is deployed within 1 hex of the center of that map, regardless of the other Mech positions.

Falcon OPFOR #2: Enter the board on Turn 2 on their initiative, from the north board edge.

Ranger Forces:  Choose Drop Zone Blue 1 or Blue 2.  Each lance drops into a single board quarter along that row.  The allied Mechs may use either DZ 1 or DZ 2, and may double up along with a Ranger lance that is not the Local CO.  The liaision drops along with the Local CO.  Only BattleMech and Battle Armor units may be deployed into this mission.


Environmental Conditions
Low Gravity:  The moon's gravity of 0.65g means there will also be a +1 to hit mod for missile/ballistic weapons.  Jump MP is also affected by gravity. No PSR mod for gravity.  Movement speeds are increased to the following:
3/5 rounded to 5/8
4/6 rounded to 6/9
5/8 rounded to 8/12
6/9 rounded to 9/14
7/11 rounded to 11/17
8/12 rounded to 12/18
9/14 rounded to 14/21
10/15 rounded to 15/23

If you expend more MP than your normal Running MP, make a PSR (using all normal modifiers) or take 1 IS damage to each leg (causing a critical hit check) for each point your actual movement exceeded your normal movement.  Usually Run 8 and run 10 instead?  Take 2 IS damage to each leg, plus a critical hit check to each leg.  Finally, any fall damage is multiplied by 0.65, and rounded mathematically, in groups of 5 points each.

Hard Vacuum:  Whenever a location takes damage during a phase, make a *single* 2d6 Breach check for that location at the end of the Phase. On a 10+, all components in that location cease to function.  ALL UNITS have been pre-hardened for vacuum; losing all armor in any location but the head will only force a "breach" on a 2d6 roll of 8+, instead of automatically shutting down. Losing all armor on the head is always a breach.  If a location goes from pristine to entirely stripped of armor in a single round, only a single Breach check is made, at the 8+ level.

Any Ranger or Lyran pilot can choose to pilot in a Vacc Suit.  This will incur a +1/+1 penalty to G/P skills, but will allow the pilot to survive an ejection or a head breach.  If a pilot is not wearing a vacc suit and their head is breached or they have to eject, they are automatically killed (2 points of Edge must be burnt to allow for a miracle survival by a PC).  A Vacc Suit will also protect against the Life Support damage "suffocation" rules found on TacOps page 52.  Lyran and Ranger MechWarriors may choose to wear a Vacc Suit at their discretion.  Jade Falcon forces using Clan Base Tech units may not elect to pilot in a Vacc Suit, while Jade Falcon units piloting IS or Star League Base Tech units may choose to employ a Vacc Suit at their discretion.  Any pilot without a Vacc Suit who abandons a Mech may shelter in the wreckage for 1 turn, representing them putting on a Vacc Suit in the cockpit, and then may abandon the Mech safely. Finally, Battle Armor pilots are automatically killed when their suit is destroyed (ie, they essentially "lose" the last point on their damage track).

Ballistic Attack:  The Rangers have come in on a powered-down ballistic flight arc, essentially dropping on the Clan forces totally by surprise.  Rangers use standard air-dropping rules from Strategic Operations.  They will touch down on Turn 1, and be capable of movement on Turn 2.  Any Clan unit which begins Turn 1 adjacent to a building is still powering up, and may not move or fire weapons during Turn 1, but is not considered an immobile target (just).  This means that the only Clan units which may move and fire on Turn 1 are the final 5 Mechs listed under Clan Jade Falcon Primary OPFOR.  Turrets may, of course, fire normally on Turn 1.

In space, no one can hear you fall down the stairs:  There are no basements under any building hex.

Battlefield Support
Rangers may employ up to 2 ASF in the air attack role (the others are escorting the DropShip), each loaded for any 2 desired air-to-ground attacks.  Note that there is no "in atmosphere" penalty to lawn dart PSR rolls.

Clan forces have no BSP available (in fact, neutralizing most of the Cluster's air assets is the whole point of this attack).

Victory Conditions
Rangers
1) Destroy, force the withdrawal of, or render incapable of spending MP, 12 total units from the OPFOR Forces 1 & 2.
2) Identify and destroy the power relays and the communications center
3) End the game with the Lineholder unit and at least 1 Lyran Mech still on board and capable of spending MP.

OPFOR
1) Destroy, or render incapable of spending MP, at least 4 Lyran Alliance attacking units, including the Lineholder, and at least 8 Ranger units.
2) Prevent the destruction of the power relays
3) Prevent the destruction of the communications center

MISCELLANEOUS
1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn.  Only a single spent MP is required to move offboard (ie, the environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it). 

2) OPFOR MechWarriors will ignore any ejected Ranger or Allied MechWarriors in this scenario. 

3) Jade Falcon Clan Mechwarriors will not use zellbringen when targeting mercenaries, though they will not make physical attacks (they may use the Dodge SPA).  They will still use zellbringen when declaring attacks against all Lyran units, but may exit the duel freely if another unit interferes.  If three duels are canceled in this manner, the Jade Falcon units may ignore zellbringen totally, against all units, including making physical attacks.

4) Target buildings.  PC players will be given a private handout explaining how the buildings will be identified, so OPFOR players cannot game the system.  Additionally, OPFOR players will not be told which buildings are which, as the OPFOR doesn't "know" the objective of the attack, only that "they're probably here to blow up part of our base".

 76 
 on: November 07, 2024, 10:01:14 AM 
Started by Hat - Last post by Ice
What are we considered in right now being it was a LA world but is now clan for markets

Also no I am not asking for clan penalties to be lifted if its clan space for those who might be thinking it lol

Also on another note

I have an inquiry regarding reinforcement jj eligibility.

There are mechs like the arctic cheetah, Jenner, shadowhawk, gunslinger that do not have matching jump to walk profiles.

Would it nullify the jump credit for those mechs toward reinforcement timer as they dont match?

I would argue that a mech like the gunslinger at even 2 jj would still be fair to apply credit. The tonnage cost was paid in an increment of more than a single jj. There was discussion prior as it states if all units are jump capable but then we had discussion that it couldn't just have 1. I can't remember if the minimum was 3 or not. Might not even need to worry about it.

 77 
 on: November 06, 2024, 08:29:13 AM 
Started by Darrian Wolffe - Last post by serrate
Makes sense, thanks!

 78 
 on: November 04, 2024, 09:55:10 PM 
Started by Darrian Wolffe - Last post by Darrian Wolffe
Given the increasing prevalence of Clantech within the IS, can we add an option for a tech to add that training for an XP cost, perhaps at a discounted rate by year?  So maybe it starts out at 30 or 40 XP and stages down by 5 XP periodically?

This never got answered in the thread, and I was also curious about it.

Sorry, the answer to this is the same as when I answered it at a game.  No, because being able to repair ClanTech affects your Dragoons rating, and because I cannot edit a pilot card in AtB to include Clan Tech Training.  Because I would be unable to edit the card, it wouldn't correctly affect the Dragoons Rating of your unit, and would therefore produce increasingly inaccurate results for everything affected by the rating.  Doing it one time in the previous campaign for a specific person's specific background "cash-in" is something that was lost in a Rating rounding error.  Allowing it for everyone would produce a *significant* series of errors, increasing over time.

Also, frankly, if I were to allow that, the personnel market will matter even less than it does now. 

 79 
 on: November 04, 2024, 09:48:02 AM 
Started by Darrian Wolffe - Last post by Hat
This is going to be rocky in both directions. Please have your wills ready.

Absolutely!  Try to keep Will at range and moving fast so they shoot at him longer and give the rest of us time to accomplish the mission.

 80 
 on: November 04, 2024, 07:03:48 AM 
Started by Darrian Wolffe - Last post by deadlyfire2345
Units that will begin:
Lancer (In charge)
Jazz
Foil
Paladin
Fury
Pilum

Units in M2
Ehreschuld
Blitzkrieg
Zeta
Fire
Marigold
Norbotten


Going off a suggestion by XO, having CO and XO command both missions simultaneously is the ideal approach. I misread the mission and noticed we are defending the base (even though its written as us attacking)

This is going to be rocky in both directions. Please have your wills ready.

Please generate.

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