Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]

Just a small clarification:

I will make the King Crab or the Thug availalbe, if you want one of them.

(The Marauder II won't work, because it's not only a recent design but also exclusive property of one mercenary group that guards its secrets rather jealously.)


As for indirect fire, that only works with LRM (Long-Range Missiles). :(


Customizing, eh? You just hit one of the peculiar spots of BT 3025. ;)

Mechs are rarely customized, because they come off automated assembly lines which make use of technology that is no longer understood by current science. Thus almost everyone uses stock designs. Most existent rebuilds are the result of extensive battle damage.


Folkert
 
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I'd rather go with us being in the middle of the 4th Succession war and it heating up around us, I think that would give us the biggest opportunity.

As far as the other, I'd rather have us recruited and then thrown together on a mission a couple days later, we could use the time spent in transit to get to know each other and to get organized, figure out lance assignments, whos in charge of what, etc. All part of the Drama, it would also be interesting to have to learn about what everyone else's specialties are and exactly what they pilot enroute to a fight. I imagine I'll get quite a few questions about the Wolfhound, seeing as how its one of the first few to roll of the factory line, and most likely no one has ever seen one.
 

Douane, in response to your questions I'd prefer to go 2 for the first question (that means during the war right?) and 1 for the second.
 

I'd suggest against going King Crab, its very ammo Dependent, while it has awesome damage potential in the 2 AC20s, it has 10 shots between them, meaning you are gonna run out damn fast and then you'll be pretty useless. It does haave an LRM system, but again, limited ammo, leaving you with a Large laser once you run out of ammo, even my wolfhound has a large laser.

The Idea behind assault mechs is that they lead the charge, they soak up the damage and punch the hole in the enemy lines to let the smaller mechs through. If your going assault, your gonna be the main target of the opponents regardless, so you might as well set yourself up for that. My best suggestion would be to go with the Atlas or to go with the Star League Highlander. You could see if Duoane wouldn't let you switch he Gauss rifle for an AC20 (with triple ammo) considering that you said you spent time repairing the mech, it would make sense that in a major repair job that you would replace parts you can no longer get with something equivalent. The Highlander is a very rare assault in that it actually has Jump jets, something no one would expect, they also make the Highlander much faster over rough terrain.
 

About Indirect Fire
I believe only autocannon and missiles can do indirect fire; energy weapons like PPCs and Lasers obviously can't do that (because you can't make a laser bend over a hill, you see). The other good reason to use indirect fire is that you get to use your forward observer's range for to-hit purposes, which is quite nice because it can make you much more likely to hit.

About PPCs
You're right, Radiant, it's Particle Projector Cannon. They work by using a mech's fusion reactor's electrical output to energize particles into ions and then electrostatically firing them out of a tube-shaped chamber. PPCs are kind of an extreme weapon: They deal a massive amount of damage, have a long effective range, and can operate indefinitely. But they do have a minimum range, so you have to get lucky if you want to hit at point-blank distance. They also have a teensy-weensy little heat problem . . . okay actually they run hotter than any other weapon in the game. For instance I can only fire my Warhammer's two PPCs and run around at full speed for two turns before I start to feel the effects, and if I go for more than four or five I'm risking a shutdown or worse.

About Missiles
Missiles come in two (common) flavors: Long-Range and Short-Range. The only thing that hits further away than an LRM salvo is the AC/2, the lightest class of autocannon. With both LRMs and SRMs, once you determine that you've hit your target, you make an unmodified roll of 2D6 and consult a chart to determine how many missiles hit (the mean and median is just over half that fired; for example with an LRM-20 you're probably going to get about 12 missiles hitting the target on average).

With LRMs, you get one point of damage per missile, with SRMs you get two. To save time, LRM damage is broken into 5-point 'clusters' (and a 'leftovers' cluster), with each cluster being applied to the target as a single hit. Each SRM that hits is resolved like a single hit. This means that with missiles, the chances are good that your target will take damage all over the mech, instead of concentrated in one place like a laser or autocannon blast.

Once the armor is lost in a location, each hit is a chance to cause critical damage (like shorting out a weapon, blowing up ammunition, breaking the elbow joint, etc). Since each missile (or cluster of missiles in the case of the LRM) is a separate chance at achieving critical damage in the target, missiles are useful to finish off a target that's already got the 'juicy insides' exposed.

More on Mech Combat
Your piloting skill doesn't have a direct effect on combat; I don't know why not, but it's probably because mechs are so large (they can be upwards of forty feet tall) and their weapons so fast (lasers after all are speed-of-light) that dodging isn't really possible. Piloting skill is instead used for avoiding falls (say, when your mech takes a lot of damage in one turn, or gets pushed, or kicked, or has one of its hips give out), and also I believe for making physical attacks like punching, kicking, charging, etc. Since damage for physical attacks is calibrated by weight, having a heavy mech means you can really dish out the punishment (presuming you can catch anyone faster than you).

Just as an explanation, the game is played on hexes and moving forward or backward one hex or turning your mech's facing by one hex-side costs a single movement point. Changing elevation and stomping through the woods, etc, costs more movement points. This means that my Warhammer, if running (6 MP) can move at most six hexes in a turn, and that if I want to turn 180 degrees and run the other way, I can only move about three hexes total.

Other than that, it's all about the standard military ideas about tank combat: Who's got the best position, who can concentrate their fire most effectively, who can screen well, and who can set the best ambush.

Oh yeah, real quick, you can't target a specific location on the 'mech unless the 'mech is shutdown, and even then it's really hard to hit the head.

-S

Shalimar-

Sorry, I think I misspoke myself . . . I meant that I'd rather try to start up our own independently-operating mercenary company, where we sort of offer our services as a group, rather than each of us sort of contracting individually withour employer.

But I think it's perfectly okay if our first job together is through some employer whose hired each of us individually, though. Makes slamming us together more convenient for Douane after all. : ]
 
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Shurai,

I actually meant we were hired by someone putting together a mercenary unit, or someone looking to expand their merc unit. I doubt any employer would take the time to higher pilots individually, because they would not be effective, an employer would want an organized force that is capable of teamwork. That or they would be hiring the mercs for the longterm, turning them into house troops, negating them being mercs.
 

Shalimar said:
I doubt any employer would take the time to higher pilots individually, because they would not be effective, an employer would want an organized force that is capable of teamwork.

Ohh, now I see. Yeah I agree with you in that case; I guess what I was really after was a degree of leadership; where we as the Player Characters are sort of in charge of our own cohesive unit.
 

I like option number 2 from the first set of choices Douane. Having the 4th Succession War start gives us a lot of potential for jobs. Depending on who hires us there are a wide variety of missions we can undertake.

I'd rather we start slowly rather than be thrown together, but since it is Thursday I'm sure you already have a plan.

Switching topics to assault mechs, one of my favorite mechs is the Stalker. Very nice weapons load-out for both fire support and close range brawling. 2 LRM 10's, 2 Large Lasers, 4 Medium Lasers, 2 SRM 6's and 20 heat sinks. The Atlas is nice but it really only has one weapon with a range over 270 meters (9 hexes). Too bad Douane prohibited the Banshee 3S, it is a pretty rocking assault mech.

I don't know that selecting an assault mech to do indirect fire support is the best idea. None of the assualt mechs pack as many missles as an Archer. Most of the designs do much better at just blowing away what ever comes into their line of fire.

One thing to remember Drakknyte is that just because you have all your weapons doesn't mean you have to fire them every round. One of the things you will learn as you get the hang of the system is that a lot of 3025 mechs are designed with a 'heat curve' in mind. At such and such a range I fire my PPC, when they get closer I switch to using my Medium Lasers and SRM 6's. Not many 3025 mechs can fire every weapon (alpha strike) every turn and keep functioning for long.
 

My two cents about the whole who are we and then are we thing.

I have no idea what you planned so that's pretty hard to say.
All depends if this is about us getting thrown into some huge war thing or smaller fights... (like those first Gray Death novels there a few mechs where the most dangrous force on a whole continent).
So what I guess what I want to say is: I have no idea.

@Drakknyte32: One thing you should consider between all the rule stuff is that Doune said that it will still mostly be a roleplaying game. Not sure if it was in a post or an email but I think he also mentioned that he will often handle battles more story and rpg like than sticking to the letters of the tabletop. I highly doubt we have to think about hexes. That would be a real mood killer anyway.
Guess what I want to say is since Doune stated that no one has to know the rules to play and that Battletech is one of the most diffucult tabletop systems I know my bet is that we won't have to worry too much about exact details.

Another word abpout ppcs and energy weapons in generaL:
I think they rule especialy for mercs and in the rpg there you can ammuntion problems far more often than in the tabletop. And having a punch like a ppc that never runs out of ammo is worth a lot.
 

Alright thanks for your help everyone. I think I understand more of the game now.

On note about my mech. I found it in an old, abondoned mech research facility. I didn't think it would be just any mech. Actually I had hoped the mech would be unique, it would heve made the character pretty interesting for a wet behind the ears kid to have a never before seen super mech. Very anime like :) .

For that reason I'm leaning towards getting the thug right now. Since it's not commonly available it will work for a unique mech.

I'm also thinking about the battlemaster 1D or 1G. Not unique but I like the weapon lineup on them a little more. A PPC for long range and a set of medium lasers for mid-long range. It can do a lot of damage and doesn't rely on ammunition so much.

If you do let me have a customized mech then I'd get the best of both worlds. A battlemaster without it's MG, SRM, or two Med. Lasers but with an extra PPC and a pair of double heat sinks. Good long and mid range firepower and heavily customized so at least somewhat unique in a world of stock mechs. If you really don't want me to then I guess I'll go with the thug.

I know you said that mech combat won't be a major part of the game but A mech helps define the character still. People just think of you differently if you pilot an atlas :)
 

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