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

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Author Topic: Questions  (Read 119727 times)

ADHDtv

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Re: Questions
« Reply #105 on: June 24, 2025, 10:45:05 AM »

So Artemis IV FCS is the same equipment with the same weight effect etc no matter what
So do we need to purchase Clan Artemis IV, podded, to attach to a Clan SRM4, podded on a nova or can we attach an IS Artemis IV, podded in its place.
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Darrian Wolffe

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Re: Questions
« Reply #106 on: June 24, 2025, 05:57:09 PM »

So Artemis IV FCS is the same equipment with the same weight effect etc no matter what
So do we need to purchase Clan Artemis IV, podded, to attach to a Clan SRM4, podded on a nova or can we attach an IS Artemis IV, podded in its place.

Fuck me, that's a GOOD question.  I've never even considered that.  Give me a bit to research, yeah?
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ADHDtv

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Re: Questions
« Reply #107 on: July 24, 2025, 11:21:48 PM »

2 things
1) do you have an answer yet to above Artemis IV question
2) when an LAM pilot hits 55 (and 60) years of age do they lose 1 point of one of their 4 skills (MW G/P, ASF G/P) or if they lose a point gunnery they lose it both as ASF skill and MW skill. Not super relevant now but if you’re writing up new rules pdf anyway, enough of us have LAMs now that it might come up.
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Darrian Wolffe

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Re: Questions
« Reply #108 on: July 25, 2025, 05:33:13 AM »

2 things
1) do you have an answer yet to above Artemis IV question
2) when an LAM pilot hits 55 (and 60) years of age do they lose 1 point of one of their 4 skills (MW G/P, ASF G/P) or if they lose a point gunnery they lose it both as ASF skill and MW skill. Not super relevant now but if you’re writing up new rules pdf anyway, enough of us have LAMs now that it might come up.

1) This was actually way more complicated than you think it was.  However, the final answer is no, because Artemis requires special ammo, and Clan and IS ammunition is NEVER considered compatible. Not even when the ammo is a solid sphere of nickel-iron of exactly the same mass, and diameter as a solid sphere of nickel-iron from the other tech base. 

2) Yes, both.  Noted for inclusion.
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Hat

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Re: Questions
« Reply #109 on: July 25, 2025, 09:01:18 AM »

Rob, as part of your update you have:
17) Clarify how TSM/MASC affect reinforcement timer as per Rules Thread post 43/44

I expect that Speed Demon should also affect reinforcement timer.  I understand that it may be implied with the description "Gain +1 Walking MP" but it would be nice if it's called out in the reinforcement timer area for clarity.
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deadlyfire2345

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Re: Questions
« Reply #110 on: July 25, 2025, 11:33:17 AM »

Is this 2(G)/2(P) cap going to apply to clansman as well? Would end up restricting Opfor to never have an elite pilot from their base 7 for the 2 skills.

Was also going to suggest doing an average thing and keep the XP the same, just have capped at average of 2 for the skills, but might be a bit messy.
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Ice

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Re: Questions
« Reply #111 on: July 25, 2025, 11:39:48 AM »

Is this 2(G)/2(P) cap going to apply to clansman as well? Would end up restricting Opfor to never have an elite pilot from their base 7 for the 2 skills.

Was also going to suggest doing an average thing and keep the XP the same, just have capped at average of 2 for the skills, but might be a bit messy.

This could inversely force ATB to pull more higher tonnage in weight class or bv variants to compensate would be my guess. Issue is how the coding is as logically it probably pulls the units and then assigns pilots with whatever skill. With that in mind it may force higher number of upper end pilots. Worse come to worse it gets GM edited.
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Hat

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Re: Questions
« Reply #112 on: July 25, 2025, 11:47:33 AM »

Is this 2(G)/2(P) cap going to apply to clansman as well? Would end up restricting Opfor to never have an elite pilot from their base 7 for the 2 skills.

Was also going to suggest doing an average thing and keep the XP the same, just have capped at average of 2 for the skills, but might be a bit messy.

This could inversely force ATB to pull more higher tonnage in weight class or bv variants to compensate would be my guess. Issue is how the coding is as logically it probably pulls the units and then assigns pilots with whatever skill. With that in mind it may force higher number of upper end pilots. Worse come to worse it gets GM edited.

My recommendation is that if a Clanner is recruited, that any 1 degrades to 2.  Rationalize it as they've lost their razor's edge by not constantly training against other Clanners / despondent about being taken as a bondsman by Inner Sphere freebirths, they simply don't try as hard.
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ADHDtv

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Re: Questions
« Reply #113 on: July 26, 2025, 09:00:35 AM »

How do Lance leaders with LAMs including bomb bays (like every version of the Wasp LAM for example), purchase the light bombing bombs that go in those bays? Paul buys the unit bombings in a different way than lance leaders buy stuff
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ADHDtv

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Re: Questions
« Reply #114 on: July 27, 2025, 12:44:10 PM »

Does the All Weather Fighter SPA or Night Vision Trait allow for Eagle Eyes free probe to be active during dusk / dawn conditions ?
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deadlyfire2345

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Re: Questions
« Reply #115 on: July 29, 2025, 08:36:47 AM »

Seeing as how you've done it once before, could you put what techs have clan tech next to them? You did it only this one time and never again, was just strange to see.
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deadlyfire2345

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Re: Questions
« Reply #116 on: October 20, 2025, 01:23:01 PM »

"High Explosive (HE): Each HE bomb causes 10 points of damage to all units in the target hex"

Using whats written in the rules packet, we are using 4 and 6 bombs respectively for light and heavy bombs, despite each bomb doing 10dmg each. p.246 (TW)

Might also be a disconnect regarding books when HE bombs deal 10 each, but the light bombing does 3 groups of 5 damage in hex based on BSP damage table.

Trying to figure out if we are keeping things as is (which is fine) or alter it some to reflect both TW and BMM some.

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deadlyfire2345

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Re: Questions
« Reply #117 on: December 16, 2025, 05:16:17 PM »

is there any SPA for swarm attacks?
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Black Omega

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Re: Questions
« Reply #118 on: December 16, 2025, 07:48:10 PM »

With regards to the rules v6 conversion, do techs have a basic skill level in gun mech and pilot mech?  If so what level is it?  Reason: one of my techs generated with Human TRO and piloting of 4.  Recently spent xp to reduce gun mech.  Was not sure where to start or whether I did it right or spent correct amount of xp.
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ADHDtv

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Re: Questions
« Reply #119 on: December 16, 2025, 08:12:54 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."


Steve see above, 6/7 was decided for ease of play
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