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Author Topic: Questions  (Read 119725 times)

ADHDtv

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Re: Questions
« Reply #90 on: January 24, 2025, 06:15:06 PM »

Are lift hoists pod capable
Are quad legs differentiated from biped legs ie can 2 left legs stripped from a nova (clan non endo structure) slot into the two left leg slots of a stalking spider (clan non endo structure) forward and rear. And if not are forward legs ubiquitous with biped legs and rear are special or are all 4 leg types of a quad different line items in the warehouse (still using the same upper lower and foot actuators mainly the hips being the issue being raised)
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ItsTehPope

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Re: Questions
« Reply #91 on: January 24, 2025, 08:25:48 PM »

Are lift hoists pod capable
Are quad legs differentiated from biped legs ie can 2 left legs stripped from a nova (clan non endo structure) slot into the two left leg slots of a stalking spider (clan non endo structure) forward and rear. And if not are forward legs ubiquitous with biped legs and rear are special or are all 4 leg types of a quad different line items in the warehouse (still using the same upper lower and foot actuators mainly the hips being the issue being raised)

They can be podded
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Hat

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Re: Questions
« Reply #92 on: April 13, 2025, 05:09:26 PM »

I added a base pilot and gunnery score (spent XP a bit back) to a tech (they're 5/6), do I designate a weight class to them?
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Darrian Wolffe

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Re: Questions
« Reply #93 on: April 13, 2025, 05:29:40 PM »

I added a base pilot and gunnery score (spent XP a bit back) to a tech (they're 5/6), do I designate a weight class to them?

Yes please.
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ItsTehPope

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Re: Questions
« Reply #94 on: April 13, 2025, 08:13:08 PM »

I added a base pilot and gunnery score (spent XP a bit back) to a tech (they're 5/6), do I designate a weight class to them?

Yes please.

Addendum, If a tech has been in combat before this point, will they be retroactively assigned the weight class that they were in.
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deadlyfire2345

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Re: Questions
« Reply #95 on: May 18, 2025, 07:02:37 AM »

Now that we have bays for ASF, could I get the maintenance facility bonus for repairs for them or would you still prefer no changes?
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Darrian Wolffe

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Re: Questions
« Reply #96 on: June 10, 2025, 11:56:30 PM »

Hey, so this is a suddenly relevant question for all of you, because I swear to Dan that I have answered this question before, but I am totally incapable of finding an answer from a previous precedent-setting post.

Doctor rolls a natural "2" on a medical check for a Wingman.  For Lance Leaders, that's an attribute loss.  I SWEAR I remember it doing something to Wingmen too (cause a Major Injury?), but I cannot figure out what; it's not in the HM,WT rules, it's not in the rules thread, it's not here, and I've run forum searches for "medic" "medical" "doctor" "injury" and "snake eyes".  Does anyone remember what I have previously ruled on this topic?  Textual citation very much needed.

(It will be added to the Rules Thread as soon as I get an answer, as well, unless it's already there and I've managed to repeatedly read past it.)
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ADHDtv

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Re: Questions
« Reply #97 on: June 11, 2025, 12:23:16 AM »

Hi Rob.  So, the Ehreschuld XO took a point of BOD loss due to a botched healing roll.  I'm trying to understand the effects.  In the rules for pilot hits you note the following:

The number of Pilot hits available to your character is [BOD+STR/2]+1. Round mathematically. (Normal MechWarriors have 6 hits on their record sheet; with 5’s in each Attribute).

The equation doesn't work.  [5+5/2]+1 round naturally is 9.  I've already noted -1 BOD and am fine noting -1 Pilot Hit, but would like to clarify how this is actually calculated.  Anders for example has BOD 6, STR 5 which I'm guessing means he's got +1 pilot hit?

2nd unrelated question: Can you voluntarily start a scenario with less than a full load of ammo?  For example, if I've got an SRM-6 with 1T ammo, could I prior to the scenario start, unload 10 shots and only have 5 in the bin?  To clarify, I'm not talking about trying to take up less space on the mech like 0.5T rather than 1T.  If I've got 50 shots for my SRM-2 and I don't think I'll need more than 10, I'd rather not load them and risk an explosion.  Of course once the bin runs dry, it's empty and I can't fire what I don't have loaded.

You never answered this question, I believe this is what you’re referencing.
Though imo hat did the math wrong anyway, the intent of the rule is pretty clearly ((strength+bod) /2 )+1 to not make Strength a ridiculously more efficient stat than bod.
« Last Edit: June 11, 2025, 12:46:06 AM by ADHDtv »
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ADHDtv

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Re: Questions
« Reply #98 on: June 11, 2025, 09:46:09 AM »

Also short confirmation question, when we buy Piloting and Gunnery skills for techs, do they start at 5/6 and then we decrease normally as per HMWT rules for those two skills?
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Darrian Wolffe

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Re: Questions
« Reply #99 on: June 16, 2025, 09:34:45 PM »

Also short confirmation question, when we buy Piloting and Gunnery skills for techs, do they start at 5/6 and then we decrease normally as per HMWT rules for those two skills?

I believe the last time I ruled on this, it was 6/7, and they are purchased normally from there.  Which makes getting a Tech with a 4 or 5 in a Mech skill the more valuable.
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Hat

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Re: Questions
« Reply #100 on: June 16, 2025, 09:43:30 PM »

Also short confirmation question, when we buy Piloting and Gunnery skills for techs, do they start at 5/6 and then we decrease normally as per HMWT rules for those two skills?

I believe the last time I ruled on this, it was 6/7, and they are purchased normally from there.  Which makes getting a Tech with a 4 or 5 in a Mech skill the more valuable.

I'm fine if that's the case.  What's the cost to purchase down from Pilot 7 --> 6 and Gunnery 6 --> 5?  I've had a tech drop 10 XP to buy down Piloting from 6 to 5 as that's the starting option listed in the XP chart.  I'll correct the XP with updated numbers along with corrected skills, just let us know cost.  Looking at existing #s (Piloting 6-->5 being 10, 5-->4 being 15, I'd recommend 5 XP for Piloting 6 (from 7) and 10 XP following the same early XP progression on the Gunnery side to get to Gunnery 5.  So a 5/6 would be 15 XP investment, then improved normally from there.
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Darrian Wolffe

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Re: Questions
« Reply #101 on: June 16, 2025, 09:45:57 PM »

Base cost to purchase a skill from +0, I think.  I don't have my rules at work with me.
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Hat

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Re: Questions
« Reply #102 on: June 16, 2025, 09:55:01 PM »

Base cost to purchase a skill from +0, I think.  I don't have my rules at work with me.

Buying an unknown skill is 10 XP, so if that's the intent, 20 XP gets you to 5/6 (assuming unskilled/untrained is 6/7), +30 (50 XP) gets you to 4/5.
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Darrian Wolffe

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Re: Questions
« Reply #103 on: June 16, 2025, 10:19:48 PM »

Base cost to purchase a skill from +0, I think.  I don't have my rules at work with me.

Buying an unknown skill is 10 XP, so if that's the intent, 20 XP gets you to 5/6 (assuming unskilled/untrained is 6/7), +30 (50 XP) gets you to 4/5.

Technically speaking, Totally Unskilled is 8/8.  However, Techs are explicitly supposed to be able to move Mechs around and test weapons, so even though we aren't tracking Tech G/P scores too closely, I don't think they "ought" to be 8/8.  6/7 is the ultra-green skill rating, and that seems to sound about right.

The best play here is mostly likely "take the 6/7 and don't overthink too hard."
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Hat

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Re: Questions
« Reply #104 on: June 16, 2025, 10:56:05 PM »

Base cost to purchase a skill from +0, I think.  I don't have my rules at work with me.

Buying an unknown skill is 10 XP, so if that's the intent, 20 XP gets you to 5/6 (assuming unskilled/untrained is 6/7), +30 (50 XP) gets you to 4/5.

Technically speaking, Totally Unskilled is 8/8.  However, Techs are explicitly supposed to be able to move Mechs around and test weapons, so even though we aren't tracking Tech G/P scores too closely, I don't think they "ought" to be 8/8.  6/7 is the ultra-green skill rating, and that seems to sound about right.

The best play here is mostly likely "take the 6/7 and don't overthink too hard."

Ok, so last related question - are techs then assumed to be trained in all weight classes like a PC?  Otherwise they're taking a -2 to everything outside of their weight class which doesn't make a lot of sense as they'd start at 8/9 and would fall over standing still on a bright sunny day.
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