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Author Topic: QUESTIONS  (Read 34316 times)

Hat

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Re: QUESTIONS
« Reply #90 on: March 20, 2018, 09:26:34 PM »

What's the current BV limit?  Is it still 5800?
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deadlyfire2345

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Re: QUESTIONS
« Reply #91 on: March 20, 2018, 09:42:29 PM »

Rob will probably yell at you and mention a meme about "RTFM", but to answer your question, yes it is for a 4 man squad. The complete rules are in the Rules V2-2 thread.
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Hat

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Re: QUESTIONS
« Reply #92 on: March 20, 2018, 09:58:55 PM »

Rob will probably yell at you and mention a meme about "RTFM", but to answer your question, yes it is for a 4 man squad. The complete rules are in the Rules V2-2 thread.

That's fine.  I was in fact looking at the manual where it notes

"The Lance has a total BV2 allowance of 5800 BV2 if there are 4 units
<snip>
**This BV cap will change over the course of the campaign. See GM or the forums for the current BV cap."

As the rules specifically said "See GM or forums", I was seeing the forums.  Thanks for confirming that total is current.
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Darrian Wolffe

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Re: QUESTIONS
« Reply #93 on: March 20, 2018, 10:08:48 PM »

Rob will probably yell at you and mention a meme about "RTFM", but to answer your question, yes it is for a 4 man squad. The complete rules are in the Rules V2-2 thread.

In fairness, I wouldn't do that for something that very explicitly says to check with the forums/GM.

For most other things that are clearly listed in the rules, then yes, I will.  These are gentle reminders to actually read and remember the rules, not just use them as a reference after you've already sent me 3 PMs and started a forum question about the base availability TN of IntroTech equipment a year after the campaign started.

And yes, the BV2 cap is still 5800.  Note that this is the amount you can field at one time; if you have 6 Mechs, they could have an AGGREGATE BV2 of 7500, but you can only put 5800 of that actually on to the battlefield at one time (this is intended mostly as a hedge against the "all heavies & assaults" effect which overtakes SO MANY BattleTech campaigns).
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Hat

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Re: QUESTIONS
« Reply #94 on: March 20, 2018, 11:30:18 PM »

Before selecting what I wanted to have as my well-equipped, I wanted to figure out what a reasonable lance was within the limit.  I worked it down to a T-bolt, Wolverine, P-Hawk and Clint with some modifications. I need to get the T-bolt, but given it's ubiquitous, I figure there's a decent chance to pick one up.  5,800 feels tight, but as long as we're balanced against what we're up against and the predominant 3025 tech isn't a show-stopper, I'm good.
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agustaaquila

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Re: QUESTIONS
« Reply #95 on: March 20, 2018, 11:36:19 PM »

Before selecting what I wanted to have as my well-equipped, I wanted to figure out what a reasonable lance was within the limit.  I worked it down to a T-bolt, Wolverine, P-Hawk and Clint with some modifications. I need to get the T-bolt, but given it's ubiquitous, I figure there's a decent chance to pick one up.  5,800 feels tight, but as long as we're balanced against what we're up against and the predominant 3025 tech isn't a show-stopper, I'm good.

Unit availability is almost entirely based on faction availability.  Ubiquitous more refers to part availability only when making your check.  While it would make sense that a ubiquitous mech would be more available then other mechs it actually makes no difference. 
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Hat

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Re: QUESTIONS
« Reply #96 on: March 21, 2018, 02:37:06 PM »

Ok, I've been reading through the rules and pulling up what I can from source books and some of the other threads here.  I still have the following questions.

Questions on initial force creation
1. Starting Warehouse is determined based on starting faction for the purposes of contacts, well-connected, etc, correct?
2. Do the number of acquisition rolls match the starting timeframe?  So, I've got 4 months worth of money, I get 4 months worth of acquisition rolls to fill my warehouse?  I understand max rolls per month is controlled by WIL or CHA.
3. When looking to acquire personnel - such as a doctor, what list do I use?  I would not expect the unit's list until after I'm officially part of the unit between contract end/beginning.
4. I've been looking for salaries for personnel.  I found some listed in Paul's lance creation thread.  I did not find them in the rules, Tac Ops, Strat Ops or TW.  The salaries in AToW don't seem to match.  The salaries I'm missing from my chart are WM - Enlisted Green & Elite, Doctor - Green, Regular and Elite and MW - Officer Elite.  Can someone fill in the gaps?  For my PC who's 4/4, he would count as Regular until I get the Gunnery to a 3, correct?
5. Is there a good rule of thumb on number of months worth of operating costs and hiring bonus money to keep in reserve?  I'm not sure how frequently the lances get paid and am trying to figure out how much of my starting cash to spend on parts and how much to hold onto.
6. Along those lines, any rules of thumb for excess tech capacity above maintenance requirements to ensure time for repairs and refits?
7. Looking at the section "Force Tracking, C-Bills" am I correct in understanding that a lance must be able to cover all expenses BEFORE getting their income for traits and contract?
8. How are personnel's additional skills used?
9. How much does an engine cost?  Formula for a standard engine is (5,000 * Engine Rating * Unit Tonnage)/75.  Consider a 300 VLAR engine.  It's the same engine that would go in a 100 Ton (3/5/0), a 75 Ton (4/6/0) a 60 Ton (5/8/0) a 50 Ton (6/9/0) or a 30 Ton (10/15).  The price varies though from 600,000 for a 30 Ton Mech to 2,000,000 C-Bills for a 100 Ton mech.  Is it really not possible to move the exact same rated engine from one mech tonnage to another?
10. What parts are considered in scope for Mech Quirks and need to be rolled for separately (Ubiquitous, Non-Standard Parts)?
11. From the rules "Green begin at a TN 9+ (Skill Rank +0), and are not considered Regular until reaching 7+. For ease of use, the 8+ skill target will not be tracked; save XP until you have enough to reach Skill Rank +3." If +0 is a 9+ TN, wouldn't +3 then be a 6+ TN (Veteran)?
« Last Edit: March 21, 2018, 02:41:05 PM by Hat »
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Darrian Wolffe

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Re: QUESTIONS
« Reply #97 on: March 21, 2018, 03:39:38 PM »

1. Starting Warehouse is determined based on starting faction for the purposes of contacts, well-connected, etc, correct?

I don't understand the question.  Starting Warehouse what?  Money?  Parts?

2. Do the number of acquisition rolls match the starting timeframe?  So, I've got 4 months worth of money, I get 4 months worth of acquisition rolls to fill my warehouse?  I understand max rolls per month is controlled by WIL or CHA.

Starting characters need make no acquisition rolls.  You can spend your starting money (which is the base amount + 4 months worth) as you see fit on IntroTech gear.


3. When looking to acquire personnel - such as a doctor, what list do I use?  I would not expect the unit's list until after I'm officially part of the unit between contract end/beginning.

Lances don't start with doctors; to hire one, you'll look in the Marketplace topic posted on this forum, and choose a doctor to hire.  Originally, Doctors were a "whole unit"-level asset, but that proves too much of a PITA to track, so the existing unit doctors were split up randomly between lance members (and a few lances, like mine, had to hire them from the marketplace).


4. I've been looking for salaries for personnel.  I found some listed in Paul's lance creation thread.  I did not find them in the rules, Tac Ops, Strat Ops or TW.  The salaries in AToW don't seem to match.  The salaries I'm missing from my chart are WM - Enlisted Green & Elite, Doctor - Green, Regular and Elite and MW - Officer Elite.  Can someone fill in the gaps?  For my PC who's 4/4, he would count as Regular until I get the Gunnery to a 3, correct?

The AtB program uses almost all the stats from Field Manual Mercenaries (Revised).  Look on page 148.


5. Is there a good rule of thumb on number of months worth of operating costs and hiring bonus money to keep in reserve?  I'm not sure how frequently the lances get paid and am trying to figure out how much of my starting cash to spend on parts and how much to hold onto.

Not particularly.  The campaign has been too new to really grok that.  Lances get paid every month while they're on a contract, and you get your Trait-based money every month whether you're in a contract or not. 

6. Along those lines, any rules of thumb for excess tech capacity above maintenance requirements to ensure time for repairs and refits?

You will generally want ~4-6 Techs.  You'll want them roughly evenly distributed between Green, Regular, Vet, and Elite; if you miss a repair roll, you have to re-try with a Tech of a HIGHER skill level to affect that repair - if you don't have a Tech of that level, then the repair is impossible barring some major exceptions (ie, tear all the armor off the location, trash said armor, and put totally new armor on that location).  Note that even the vet players don't have full sets of Techs yet; Elite Techs are VANISHINGLY rare.

7. Looking at the section "Force Tracking, C-Bills" am I correct in understanding that a lance must be able to cover all expenses BEFORE getting their income for traits and contract?

Technically yes.  However, in practice, you aren't going to have to worry about it.  Maintenance costs and salaries are ridiculously low compared to the values of Mech parts.


8. How are personnel's additional skills used?

Most of the time, they aren't.  However, some scenario can call for them to be used (remember when you and Brent dismounted from your Mechs and fought your way through a bunker)?  Some skills get used as a result of random events in campaign play.  Gunnery on a Tech, for example, can come into play because it's entirely possible to end up with a scenario where your TECH is piloting a Mech (see the "Star League Cache" scenario thread).  Most importantly, if your PC ever bites it, or is on the long-term injured list, you can use a Wingman to act as a replacement Lance Leader, so you can still have ratings in important things like Tactics, Strategy, and so forth.  Some skills are only important for the Unit CO, in fairness (mostly administration) - but again, can be called for as a result of random campaign events.

9. How much does an engine cost?  Formula for a standard engine is (5,000 * Engine Rating * Unit Tonnage)/75.  Consider a 300 VLAR engine.  It's the same engine that would go in a 100 Ton (3/5/0), a 75 Ton (4/6/0) a 60 Ton (5/8/0) a 50 Ton (6/9/0) or a 30 Ton (10/15).  The price varies though from 600,000 for a 30 Ton Mech to 2,000,000 C-Bills for a 100 Ton mech.  Is it really not possible to move the exact same rated engine from one mech tonnage to another?

No, you can't move an engine from one Mech to another of different weight.  Yes, we know it's stupid.  You have to specify the tonnage of engine you're buying and storing; look at how engines are listed in my Warehouse doc.  Catalyst errata'd things to work this way a decade ago, specifically because players in C-bill campaigns were taking 30-ton Mech engines and shoving them into 100-ton Mechs.

10. What parts are considered in scope for Mech Quirks and need to be rolled for separately (Ubiquitous, Non-Standard Parts)?

If you're buying parts for a Mech with one of those quirks, that part needs to be separately accounted for.  So you can have an "Upper Arm Actuator, 50 tons", and an "Upper Arm Actuator, Enforcer" listed separately in your Warehouse. 

11. From the rules "Green begin at a TN 9+ (Skill Rank +0), and are not considered Regular until reaching 7+. For ease of use, the 8+ skill target will not be tracked; save XP until you have enough to reach Skill Rank +3." If +0 is a 9+ TN, wouldn't +3 then be a 6+ TN (Veteran)?

Typo.  That should say "Skill Rank +1", not "Skill Rank +0".  So if a PC came out of character creation with a Small Arms skill of +3, they would be have a Regular skill rating (7+) in Small Arms.  This is an artifact of the Against the Bot program, and we're having to adapt to be able to use said program (otherwise all the contract $$ values will be wrong).

For what it's worth (because you're coming at this ruleset without context), our last campaign disintegrated, and this campaign ruleset was written from scratch in 3 days so we could play the following month after the previous campaign ended.  We've had a few revisions since, but everyone's aware that strict RAW readings of the ruleset will make the whole thing fall apart.  Because again, written in 3 days with no editing passes.  Basically, as a guideline, if the bulk of the rules are intimating one thing, and a single word or number somewhere makes it work the opposite way, then go with the bulk of the rules. 
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Hat

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Re: QUESTIONS
« Reply #98 on: March 21, 2018, 05:44:20 PM »

Rob,

Thanks for all the answers and the context.  I'm trying to make sure I get everything right the first time, so that I avoid headaches later.  Which I realize means a good number of questions now and more headaches for you up front.

1. What is the maximum number of battles in a campaign month so far?  Knowing how many times I may need to repair/replace parts would be helpful to know.
2. Are Ammo or Armor impacted by Mech Quirks for availability?

Hat
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deadlyfire2345

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Re: QUESTIONS
« Reply #99 on: March 21, 2018, 06:25:47 PM »

Rob,
I just though of something that might have been forgotten.
Did we ever roll for the possible skills of my wingmen? I know its a bit late into my time in the unit, but just wanted to make sure.
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Darrian Wolffe

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Re: QUESTIONS
« Reply #100 on: March 21, 2018, 06:42:22 PM »

1. What is the maximum number of battles in a campaign month so far?  Knowing how many times I may need to repair/replace parts would be helpful to know.

So far, I think we've had 4 battles inside of a month.  This contract has been particularly difficult because it's dropped several battles in very tight succession, followed by many weeks of downtime, followed by several battles in quick succession.  Because of the tremendous variety of contract lengths, and because I'm artificially capping contracts at a maximum of ~6 battles (so we aren't spending more than a half-IRL year on 1 contract), it's hard to be more specific.


2. Are Ammo or Armor impacted by Mech Quirks for availability?

No they are not.

Rob,
I just though of something that might have been forgotten.
Did we ever roll for the possible skills of my wingmen? I know its a bit late into my time in the unit, but just wanted to make sure.

Yes I did.  I have rolled for everyone's starting wingmen as they joined the campaign.  The vast majority of people got nothing; Paul simply got two very high rolls on the check.
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Hat

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Re: QUESTIONS
« Reply #101 on: March 21, 2018, 11:22:51 PM »

Ok, just so I'm clear, is everything except armor and ammo impacted by ubiquitous and non-standard parts (heat sinks, engine, cockpit, life support, gyro, weapons, jump jets, actuators, components and sensors)?  Of my 4 mechs, 2 are ubiquitous at different tonnages and one has non-standard parts, so I want to make sure I'm not buying more than I need.
« Last Edit: March 21, 2018, 11:42:27 PM by Hat »
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Re: QUESTIONS
« Reply #102 on: March 22, 2018, 07:06:54 AM »

Ok, just so I'm clear, is everything except armor and ammo impacted by ubiquitous and non-standard parts (heat sinks, engine, cockpit, life support, gyro, weapons, jump jets, actuators, components and sensors)?  Of my 4 mechs, 2 are ubiquitous at different tonnages and one has non-standard parts, so I want to make sure I'm not buying more than I need.


correct
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Hat

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Re: QUESTIONS
« Reply #103 on: March 22, 2018, 10:07:12 AM »

If I already have a part in general pool, can I use that on a mech with the ubiquitous quirk?  I would think that’s fine as it would be not taking advantage of a easy to find part. I understand that non-standard would need to be handled separately as it’s a disadvantage.
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Darrian Wolffe

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Re: QUESTIONS
« Reply #104 on: March 22, 2018, 11:59:48 AM »

If I already have a part in general pool, can I use that on a mech with the ubiquitous quirk?  I would think that’s fine as it would be not taking advantage of a easy to find part. I understand that non-standard would need to be handled separately as it’s a disadvantage.

Yes, you can.  From talking with people, it generally seems as though most folks are only bothering with tracking stuff like actuators, gyro, engine, and head equipment.  They don't generally bother applying the bonuses (or the penalties) to weapons or heat sinks, and that's fine.

Oh, this is an important caveat: those quirks only affect the canon versions of the Mech.  So, for example, if I have a Ubiquitous Shadow Hawk -2H, and I rip off the AC/5 and add a Large Laser in its place, I don't suddenly get bonuses to find large lasers for the Shad. 

(Quirks require a TON of adjucation, a lot of which we've learned in-campaign and you've missed.  A generally important thing is that, as a rule, if you're doing a customization to get rid of negative quirks, it won't usually work.  For example, if you replace the LRM-10 on a Wyvern [poor ammo feed] with an SRM-6, the SRM-6 is going to pick up Poor Ammo Feed as well.  Catalyst comes outright out and says that GMs should be extremely aggressive in preventing any "gaming" of the quirks system and not to let PCs try and work around existing negative quirks.  Fair warning up front.)
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