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<blockquote data-quote="Darimaus" data-source="post: 3770906" data-attributes="member: 50345"><p>Arlighty, very good job everyone. You all made warrior, and I'm pretty sure everyone is getting a good grasp of the system. However, there is one more bit of buisiness that we need to attend to before we can begin the campaign. You see, I planned the thing for 2 star commanders, and we only have 1. So we will settle this in the old fashioned clan way. A Grand Melee. Anyone who wants in is allowed, anyone who doesn't want to be burdened with command can sit this one out. </p><p></p><p>Rules are simple, last man standing. Clan rules of warfare involving melee attacks still apply. </p><p></p><p>I am making some slight changes to the way everything is running now. Please read over them carefully.</p><p></p><p>#1: Everyone will be rolling their own rolls from now on. This will save me alot of hassle. Everyone should be familiar with the way they should be posting them, and if not, re-read your trials. Another important tid-bit. I want a stat block at the top of every in game post showing your character name, your mech name, your gunnery/piloting score, and your initiative. This will make administrative duties alot simpler for me. </p><p></p><p>#2: I am going to now try out a new initiative system. We will be rolling for initiative every roudn now, rather than once per combat. This will be easy to maintain with you guys handling your own rolls. Please post your NEXT rounds initiative with your attack and hit location rolls. </p><p></p><p>#3: Since you guys will be rolling your own crits now, heres how they work. When you roll a 12 on an attack roll (unless you needed a 12 to hit) you get crit threat. Also, whenever you damage critical slots on a mech (done so after all the armor is gone) you get a crit threat. You get 1 threat for every weapon that deals damage to at least 1 critical slot. When you roll, you need to get 8 or higher to crit. 10 or 11 means 2 crits. 12 means 3 crits, or in the case of head/arms/legs you blow it off. You roll 2d6, the first 1d6 showing top or bottom chart on the location you crit, the second showing where it hit. Roll 10 dice whenever you attempt for crit location, and use first applicable. If the item hit can't be destroyed (I.E. Ferro Fibrus or Endo Steel slots) or its already been hit, use the next roll. I'll fill you in on the results of certain crits when they come up.</p><p></p><p>#4: I made 2 mistakes when running this trial that I didn't fix during it for the sake of fairness. The first is that when you move to a different elevation (I.E. up or down hill) it costs a MP. The second is that cover only applies a +3 difficulty to hit, not a +4. These rules shall now be applied.</p><p></p><p>#5: Anyone who goes inactive without a warning will be NPCed after 3 days. If you give a warning, I may still decide to NPC, but you can tell me what you are going for ahead of time. I know posting is hard sometimes, but all I need is a basic hello for piece of mind. For this upcoming competition though, the 3 day limit will instead be disqualification. I can postpone that if you post when you will be back on, but this is an important event, and the last thing standing in our way of starting the campaign.</p><p></p><p>Now that thats settles, I'm giving you guys a few days to e-mail me revised mech designs if you want them. Either way, I'm also putting in a roll call. I want everyone to post in the OOC thread telling me whether or not they want a part in the competition to get Promoted to Star Commander. </p><p></p><p>Once again, great job on the trials guys. I'm sure will will strike terror into the heart of the Inner Sphere.</p></blockquote><p></p>
[QUOTE="Darimaus, post: 3770906, member: 50345"] Arlighty, very good job everyone. You all made warrior, and I'm pretty sure everyone is getting a good grasp of the system. However, there is one more bit of buisiness that we need to attend to before we can begin the campaign. You see, I planned the thing for 2 star commanders, and we only have 1. So we will settle this in the old fashioned clan way. A Grand Melee. Anyone who wants in is allowed, anyone who doesn't want to be burdened with command can sit this one out. Rules are simple, last man standing. Clan rules of warfare involving melee attacks still apply. I am making some slight changes to the way everything is running now. Please read over them carefully. #1: Everyone will be rolling their own rolls from now on. This will save me alot of hassle. Everyone should be familiar with the way they should be posting them, and if not, re-read your trials. Another important tid-bit. I want a stat block at the top of every in game post showing your character name, your mech name, your gunnery/piloting score, and your initiative. This will make administrative duties alot simpler for me. #2: I am going to now try out a new initiative system. We will be rolling for initiative every roudn now, rather than once per combat. This will be easy to maintain with you guys handling your own rolls. Please post your NEXT rounds initiative with your attack and hit location rolls. #3: Since you guys will be rolling your own crits now, heres how they work. When you roll a 12 on an attack roll (unless you needed a 12 to hit) you get crit threat. Also, whenever you damage critical slots on a mech (done so after all the armor is gone) you get a crit threat. You get 1 threat for every weapon that deals damage to at least 1 critical slot. When you roll, you need to get 8 or higher to crit. 10 or 11 means 2 crits. 12 means 3 crits, or in the case of head/arms/legs you blow it off. You roll 2d6, the first 1d6 showing top or bottom chart on the location you crit, the second showing where it hit. Roll 10 dice whenever you attempt for crit location, and use first applicable. If the item hit can't be destroyed (I.E. Ferro Fibrus or Endo Steel slots) or its already been hit, use the next roll. I'll fill you in on the results of certain crits when they come up. #4: I made 2 mistakes when running this trial that I didn't fix during it for the sake of fairness. The first is that when you move to a different elevation (I.E. up or down hill) it costs a MP. The second is that cover only applies a +3 difficulty to hit, not a +4. These rules shall now be applied. #5: Anyone who goes inactive without a warning will be NPCed after 3 days. If you give a warning, I may still decide to NPC, but you can tell me what you are going for ahead of time. I know posting is hard sometimes, but all I need is a basic hello for piece of mind. For this upcoming competition though, the 3 day limit will instead be disqualification. I can postpone that if you post when you will be back on, but this is an important event, and the last thing standing in our way of starting the campaign. Now that thats settles, I'm giving you guys a few days to e-mail me revised mech designs if you want them. Either way, I'm also putting in a roll call. I want everyone to post in the OOC thread telling me whether or not they want a part in the competition to get Promoted to Star Commander. Once again, great job on the trials guys. I'm sure will will strike terror into the heart of the Inner Sphere. [/QUOTE]
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