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

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Author Topic: QUESTIONS  (Read 34269 times)

deadlyfire2345

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Re: QUESTIONS
« Reply #210 on: July 28, 2018, 03:21:33 PM »

If I want to fire my extra doctor, would I just pay that person the retirement amount as severance? How does that work?
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Re: QUESTIONS
« Reply #211 on: July 28, 2018, 08:28:42 PM »

Is it sad to want 70 XP per pilot to fit a theme that will rarely come into play?  Environmental Specialist: Darkness (10), Blind Fighting (20), Environmental Master: Darkness (20), Speed Demon (20) and they'd all still be veterans at that point.  Fear the things that go jump in the night!  :P

Hey, I can dream.  (Plan)  ;)
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Darrian Wolffe

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Re: QUESTIONS
« Reply #212 on: July 28, 2018, 09:17:57 PM »

If I want to fire my extra doctor, would I just pay that person the retirement amount as severance? How does that work?

I'm sorry, man, but RTFM.

Page 28.

Any non-Lance Leader personnel can be immediately fired at no cost to the unit (aside from MechWarriors, who use the weight class or cash payment rules as per retirement). However, once it is determined that a unit member *is* going to retire, they cannot be fired.
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deadlyfire2345

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Re: QUESTIONS
« Reply #213 on: July 28, 2018, 09:18:59 PM »

I was just asking cuz I asked Jon prior to our last game and mentioned something about a severance. So it does cost nothing. Thank you.
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Re: QUESTIONS
« Reply #214 on: July 28, 2018, 09:20:11 PM »

Will there be a November Market?  Considering ordering additional parts.
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Darrian Wolffe

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Re: QUESTIONS
« Reply #215 on: July 28, 2018, 09:21:50 PM »

Will there be a November Market?  Considering ordering additional parts.

Yes.  Basically, there's no Market available while you're in-transit. 
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Re: QUESTIONS
« Reply #216 on: July 28, 2018, 09:37:01 PM »

Will there be a November Market?  Considering ordering additional parts.

Yes.  Basically, there's no Market available while you're in-transit. 

I wasn't expecting one in-transit, so good to confirm there will be one after landing.  I understand you've got other GM duties to worry about, so I'll look when you have time to post.
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Re: QUESTIONS
« Reply #217 on: July 29, 2018, 10:15:59 AM »

Does anyone have any recommendations on how much spare armor to keep on hand to fix mechs?
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deadlyfire2345

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Re: QUESTIONS
« Reply #218 on: July 29, 2018, 10:17:17 AM »

I have 61 Tons of the stuff, but I feel I may have overshot it some. My 5 mechs have 55.5 tons overall, but currently only using 42.5 with my current unit comp.
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Timberwolfd

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Re: QUESTIONS
« Reply #219 on: July 29, 2018, 10:31:19 AM »

Does anyone have any recommendations on how much spare armor to keep on hand to fix mechs?
It has not been uncommon for me to replace 10 tons of armor after a fight. So figure X number of fights at Y tons of armor per fight in a 3 week interval and that would be how much armor you need to keep on hand. With my lance configured as a heavy cavalry lance, I have had a couple of pretty intense weeks with a solo mission, normal mission, and coming in as reinforcement in a week. Currently I have 56T in my warehouse and I will probably buy another 10 this month.
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deadlyfire2345

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Re: QUESTIONS
« Reply #220 on: July 30, 2018, 08:10:19 AM »

I have a question regarding fist fire. How does it work exactly?

I have been reading through AToW and the wording made it sound like there is two rolls involved, 1 for the punch, then one for the weapon.
I understand that I need all actuators to do it (which the archer has, plus battlefists)
So would we do it like this: pilot + movement+ opponent mod - battlefist - melee spec, if pass add a roll for weapon damage: pilot + movement + opponent mod - fist fire.
Or are we doing it like this : pilot + movement + opponent mod - battlefist - melee spec - fist fire and combine as if one attack?
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Darrian Wolffe

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Re: QUESTIONS
« Reply #221 on: July 30, 2018, 09:45:25 AM »

I have a question regarding fist fire. How does it work exactly?

I have been reading through AToW and the wording made it sound like there is two rolls involved, 1 for the punch, then one for the weapon.
I understand that I need all actuators to do it (which the archer has, plus battlefists)
So would we do it like this: pilot + movement+ opponent mod - battlefist - melee spec, if pass add a roll for weapon damage: pilot + movement + opponent mod - fist fire.
Or are we doing it like this : pilot + movement + opponent mod - battlefist - melee spec - fist fire and combine as if one attack?

The melee attack works as normal.

If the melee attack hits, make a second attack roll for the weapon, *just as though you were firing the weapon at a target at Range 1*, but you get a -1 bonus** to hit with the weapon because it's - in theory - in physical contact with the target.  There is no Hit Location Table roll; it automatically strikes the location struck by the fist.

Since the weapon attack is resolved exactly like a ranged weapon attack, something like Melee Spec won't help, but something like Jumping Jack would.  Also, note that a weapon can only be fired once per turn (even an Ultra AC double-rate attack is still only fired "once" per turn), so if you have Melee Master, the second attack won't get the Fire Fire attempt.

Finally, you have to tell your opponent when you're using Fist Fire BEFORE you make the melee attack roll.  You can't wait to see where your punch hits and then decide to use Fist Fire to do extra damage to a desired location.

**ATOW says a +1 to the to-hit roll.  That's a bonus in ATOW.  To be a bonus in BattleTech, it needs to be a -1.
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deadlyfire2345

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Re: QUESTIONS
« Reply #222 on: July 30, 2018, 09:49:45 AM »

Okay. That is what I thought to some degree. Makes sense. Made changes to my Archer to reflect that and to have better numbers. Thank you.
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Darrian Wolffe

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Re: QUESTIONS
« Reply #223 on: July 30, 2018, 10:24:25 AM »

Okay. That is what I thought to some degree. Makes sense. Made changes to my Archer to reflect that and to have better numbers. Thank you.

Just make sure the weapon has no minimum range.

That would still apply.

Also note, since this was brought up in my PMs a month ago or so, that Fist Fire ONLY applies to punch and melee weapon (arm-mounted) attacks. No, you cannot put a cERPPC on the leg of your Mech, double kick, *and* get the PPC shot off, all into the same location.
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deadlyfire2345

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Re: QUESTIONS
« Reply #224 on: July 30, 2018, 10:26:38 AM »

Wasn't intending on it? I will not like the thought crossed my mind. AToW clearly states arms with all actuations however.
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