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

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Author Topic: QUESTIONS  (Read 34168 times)

deadlyfire2345

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Re: QUESTIONS
« Reply #435 on: October 28, 2021, 08:25:55 PM »

Good to know now because there was discussion before that led me and deadly both to believe it was factory required or I would've added it in the last custom  :(

As far as I can tell, MASC almost certainly falls under the Category C or D.  I genuinely don't recall off-hand if MASC *must* be installed all in 1 location, or if it can be split between locations.

If it's split between locations then it's a D.  If it isn't, then it's a C.  The rules have nothing else regarding MASC at all, but there's ALSO the possibility it's a Class E (factory) because Xotl's dev notes on the customizations section have "anything that screws with myomers" as the note for Class E, and MASC is a piece of equipment, but one that screws with myomers.  I'll run it up the errata pole and see what happens.
MASC cannot be split. I do not think there's a single piece of equipment that can be outside of weapons.
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Darrian Wolffe

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Re: QUESTIONS
« Reply #436 on: October 28, 2021, 08:30:12 PM »

I do not think there's a single piece of equipment that can be outside of weapons.

Null-sig.  It's explicitly called out in CampOps Revised as a piece of equipment that is split between multiple locations and therefore is reason itself for a Refit to be Class D.

And the question has been sent up the pole.  Now...for the waiting game.
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Darrian Wolffe

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Re: QUESTIONS
« Reply #437 on: October 29, 2021, 01:07:01 AM »

And the question has been sent up the pole.  Now...for the waiting game.

Official answer  is that MASC is just like any other piece of equipment. Class B or C refit, depending on how it's being installed, or Class D if using the optional rules which allow it to be split up (we aren't).
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Ice

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Re: QUESTIONS
« Reply #438 on: October 29, 2021, 08:13:19 AM »

And the question has been sent up the pole.  Now...for the waiting game.

Official answer  is that MASC is just like any other piece of equipment. Class B or C refit, depending on how it's being installed, or Class D if using the optional rules which allow it to be split up (we aren't).

In that case can I add the additional time for the full planned modification on the awesome or leave it as it is?

I have all components additional time consists of 90min for 2 dhs removal and 120min adding the masc and this was the final intended modification and this wouldve been done  - minus now possibly removing the negative quirk on Capella and oh boy rng will either be nice or hate me when that comes

new total time 27 days vs 24.75 (these would both be doubled because of fail) and the finish date would be  6/14 vs 6/10
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Darrian Wolffe

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Re: QUESTIONS
« Reply #439 on: October 29, 2021, 03:07:35 PM »

As long as the target number doesn't change, yeah go ahead and add the time.
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Ice

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Re: QUESTIONS
« Reply #440 on: October 29, 2021, 03:43:46 PM »

As long as the target number doesn't change, yeah go ahead and add the time.

Alrighty TY

That works out then. TN stays the same I was already in class c with installing the jj while masc in this case was class b.
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Black Omega

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Re: QUESTIONS
« Reply #441 on: October 29, 2021, 05:26:24 PM »

Eva Ly - Elite Hyperspace Navigator - Unit



Curious, Rob.  The good Lt above is rated elite Hyper Nav with 3+.  Is the 3+ skill level or target Number?  How does she compare with my mechwarrior Jeff Smith who rolled up with Hyper Nav 4+ ? 
Thanks

Bump
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Re: QUESTIONS
« Reply #442 on: October 29, 2021, 06:28:06 PM »

Steve, given she’s elite it should be the target number.
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Ice

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Re: QUESTIONS
« Reply #443 on: November 05, 2021, 03:18:04 PM »

What constitutes losing omni capability exactly? I know that doing 1 for 1 swaps is fine per rule and anything not podded cant go on basically without killing the omni quirk. Im good to those points.

Is it the reduction in pod space that removes the omni capability itself? If I wanted to say up armor or redistribute armor or change engine or armor types does that nullify it as well?  

The next question come up for the restriction of pod based weapons and hand actuator as MML lets a blazer cannon sit in an avatar arm with a hand while a ppc drops both arm and lower actuator. Where are these rules at source wise just to have an idea of when to force remove those things so can keep them for ease of reference?

This may help coming up here in next few game years....

Also when doing the custom to try and remove the negative quirks im assuming this base TN is without custom +1 and also we can choose to try and rush or give extra time just not get the factory mod?
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Darrian Wolffe

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Re: QUESTIONS
« Reply #444 on: November 05, 2021, 04:13:12 PM »

What constitutes losing omni capability exactly?

This is answered within the game rules (StratOps and the new CampOps).  The summary is that if you do anything to remove, replace, or modify (no, not repair, and not replace a destroyed component either) with any sort of fixed equipment on any Omni for any reason and in any circumstances at all, you lose Omni capability on that Mech forever.  Pull the Jump Jets off a Summoner to add armor? No more Omni.  Replace a torso jump jet with a medium laser?  No more Omni.  Take away a ton of pod space to up-armor a Hellbringer? No more Omni.  Put an XL engine in an SFE Omni? No more Omni.

Replace a Jump Jet that got shot during a fight with a functional Jump Jet? Yes, you keep Omni capability, obviously.

In essence, Omnis trade complete freedom to screw around with their weapon and equipment loadout for being strictly unable to modify anything that isn't found inside the pod space.  For the purposes of HM,WT, and only for that purpose, I wrote a very limited and specific exception into our rules, which allows you to replace a piece of hard-mounted equipment with an item that takes up the same tonnage and same critical space (using the hard-mounted Avatar medium lasers in the CT as the example).  That is a house rule for our campaign and this campaign only.
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Ice

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Re: QUESTIONS
« Reply #445 on: November 05, 2021, 08:46:31 PM »

What constitutes losing omni capability exactly?

This is answered within the game rules (StratOps and the new CampOps).  The summary is that if you do anything to remove, replace, or modify (no, not repair, and not replace a destroyed component either) with any sort of fixed equipment on any Omni for any reason and in any circumstances at all, you lose Omni capability on that Mech forever.  Pull the Jump Jets off a Summoner to add armor? No more Omni.  Replace a torso jump jet with a medium laser?  No more Omni.  Take away a ton of pod space to up-armor a Hellbringer? No more Omni.  Put an XL engine in an SFE Omni? No more Omni.

Replace a Jump Jet that got shot during a fight with a functional Jump Jet? Yes, you keep Omni capability, obviously.

In essence, Omnis trade complete freedom to screw around with their weapon and equipment loadout for being strictly unable to modify anything that isn't found inside the pod space.  For the purposes of HM,WT, and only for that purpose, I wrote a very limited and specific exception into our rules, which allows you to replace a piece of hard-mounted equipment with an item that takes up the same tonnage and same critical space (using the hard-mounted Avatar medium lasers in the CT as the example).  That is a house rule for our campaign and this campaign only.

That was my expectation but wanted to make sure it was for the broad stroke of things. Also stops mostly further questions by others as omnis come up more frequently in next couple in game years
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deadlyfire2345

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Re: QUESTIONS
« Reply #446 on: November 15, 2021, 10:55:31 AM »

This question refers to the repair table under replacement for
Destroyed location vs reattach/replace blown off limb/head

I was under the assumption if any location was completed destroyed once all internal structure damage of said location reached 0, whereas "blown off" was from a result of rolling 12 on a critical for limb/head or if a torso destruction caused the limb to fall off.

For the head, TW treats the head as destroyed on a result of 12, while Campaign ops treats it as being able to be salvaged to be reattached back on the mech itself.
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Re: QUESTIONS
« Reply #447 on: November 15, 2021, 02:58:15 PM »

This question refers to the repair table under replacement for
Destroyed location vs reattach/replace blown off limb/head

I was under the assumption if any location was completed destroyed once all internal structure damage of said location reached 0, whereas "blown off" was from a result of rolling 12 on a critical for limb/head or if a torso destruction caused the limb to fall off.

For the head, TW treats the head as destroyed on a result of 12, while Campaign ops treats it as being able to be salvaged to be reattached back on the mech itself.

This stems from a conversation we were having. Looking at the table with a heading of Replacement I’ve read it “Replacement: blown-off limb” +2, head +3 and effectively torsos +4. To me at least it’s logical to be easier to attach an arm than a head, and a head than an entire side torso.  At a minimum the rules have changed since BMR, as a head blown off crit explicitly now destroys the head and kills the pilot according to TW.
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deadlyfire2345

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Re: QUESTIONS
« Reply #448 on: November 16, 2021, 08:16:49 PM »

How does permanent internal structure work? Would it affect the armor value for that location or is the point just gone?
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Ice

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Re: QUESTIONS
« Reply #449 on: November 16, 2021, 09:47:34 PM »

How does permanent internal structure work? Would it affect the armor value for that location or is the point just gone?

Max armor in that case if I remember right is limited to 2x whatever is repaired but good question
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