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

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Author Topic: QUESTIONS  (Read 34238 times)

Darrian Wolffe

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Re: QUESTIONS
« Reply #255 on: October 09, 2018, 04:44:17 AM »

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:



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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Ice

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Re: QUESTIONS
« Reply #256 on: October 09, 2018, 06:45:34 AM »

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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Ice

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Re: QUESTIONS
« Reply #257 on: October 09, 2018, 01:15:21 PM »

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?

« Last Edit: October 09, 2018, 01:28:22 PM by Ice »
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agustaaquila

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Re: QUESTIONS
« Reply #258 on: October 09, 2018, 02:19:54 PM »

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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ItsTehPope

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Re: QUESTIONS
« Reply #259 on: October 09, 2018, 02:55:43 PM »

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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Ice

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Re: QUESTIONS
« Reply #260 on: October 09, 2018, 03:15:52 PM »

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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Re: QUESTIONS
« Reply #261 on: October 09, 2018, 05:10:28 PM »

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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Darrian Wolffe

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Re: QUESTIONS
« Reply #262 on: October 09, 2018, 07:16:43 PM »

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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Re: QUESTIONS
« Reply #263 on: December 18, 2018, 06:52:28 AM »

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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Timberwolfd

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Re: QUESTIONS
« Reply #264 on: December 18, 2018, 09:18:55 AM »

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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Re: QUESTIONS
« Reply #265 on: December 18, 2018, 09:39:25 AM »

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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Darrian Wolffe

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Re: QUESTIONS
« Reply #266 on: December 18, 2018, 11:24:06 AM »

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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Re: QUESTIONS
« Reply #267 on: December 18, 2018, 11:45:18 AM »

Removed LL, LRM15, 2MG, SRM2, 15 SHS. Added 2 PPC, 2 SPL, 13 DHS, 4 JJ.
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Darrian Wolffe

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Re: QUESTIONS
« Reply #268 on: December 18, 2018, 11:58:10 AM »


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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Re: QUESTIONS
« Reply #269 on: December 18, 2018, 12:13:04 PM »

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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