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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]
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<blockquote data-quote="Shalimar" data-source="post: 1469768" data-attributes="member: 9600"><p>Erm, Drak, how much do you actually know about Battletech?</p><p> </p><p>Lets see, I'll start on Ammo, as you fire any non-energy weapon, you use up its ammo. As you use up the ammo, you have less remaining in your battlemech, you can only fire a given ammo dependent weapon X times, where x is the amount of ammo. There are tradeoffs, ammo weapons run cooler then energy weapons, but they can also run out, they also tend to weigh more then energy weapons, but that is balanced by the fact that depending on the weapon, they do more damage. Being as we are mercs, we have no one to rely on to purchase supplies except ourselves, that means that every round of ammo you fire costs money to replace, and this is not chump change I am talking about.</p><p> </p><p>Weapons Damage, well, each weapon does a certain amount of damage every time it hits, based on what weapon it is, this number never changes. An Autocannon 20 does twenty damage no matter what when it hits its target, a medium laser does 5 damage, etc. To hit a target, Duoane will roll 2D6, and then compare it to your Gunnery skill, which is currently 4+ with your latest incarnation of the character. If the roll of the dice meets or exceeds your Gunnery skill you hit. Specific things like cover, distance to target, how hot you are, how fast you are moving, how fast he is moving, all of these things modify the target number for your gunnery roll. So if your standing still, but the target is running up to you, depending on how fast he is moving and how far away he is, your target number might be 8 or higher.</p><p> </p><p>Armor, armor is simple, a mech has a given amount of armor based on what type it is. The mech is divided up into sections, Head, R. Arm, L. Arm, R. Leg, L. Leg, Center Torso, L. Torso, R. Torso, and Center Torso Rear, L Torso Rear, and R Torso Rear. Each section has x armor which is distributed based on the mech. The Armor soaks up the damage from weapons hits until its destroyed, at which point the mech internal structure starts getting beaten up. While the internal structure is getting pounded, your mechs weapons that are stored in that section could be damaged by hits as well and stop functioning. Every mech has an amount of internal structure, and once the internal structure for a given part of the mech is destroyed, that part of the mech is gone, so an armor destroyed like that would fall off and stop working, a destroyed leg would mean that the mech is lying on the ground and Can't get up, a destroyed Head kills the pilot, and a destroyed Center Torso destroys the mech. After a section is destroyed any further damage to it transfers inward from the arms to the side torsos, from the side torsos to the center torso.</p><p> </p><p>Heat, a mech is run by a fusion reactor, so naturally it can get hot, most actions a mech takes produce heat. Walking your mech produces a little bit, running it produces a bit more then walking it, firing jumpjets, if a mech has them, and almost no assaults do, produces an amount of heat proportional to how far you are jumping. Firing weapons produces heat based on which weapon it is, the larger the weapon, the more heat, Energy weapons produce more then Ballistics, etc. Firing a medium laser for example is 3 heat, Firing an AC20 produces 7, but thats because it is soo big. Well, I have told you how to build heat, now I will tell you how to get rid of it. A mech comes with things to dissipate heat, called heatsinks, these heatsinks dissipate a certain amount of heat per turn, based on how many a given mech has. An Atlas for instance has 20 heatsinks, and sinks 20 points of heat a turn.</p><p> </p><p>Final note, if you get too hot due to constant firing of your weapons or having heatsinks destroyed, your mechs speed will slow down the hotter you get, also, its possible to shut your mech down making it immobile until your safety system says its ok to start the mech again, lastly, if you get too hot, your mech;s ammunition could pottentially explode, almost certainly crippling if not out right destroying the mech. So long as you show some restraint in firing the Atlas's weapons it should not be a problem. For example, your atlas could run and fire all of its short range weapons and not gain any net heat after your heat sinks cut in, or if firing at long range, only your LRM 20 would be worth firing since the other weapons are short range, and the LRM 20 will never, never, over heat you. Just use common sense and its fine.</p></blockquote><p></p>
[QUOTE="Shalimar, post: 1469768, member: 9600"] Erm, Drak, how much do you actually know about Battletech? Lets see, I'll start on Ammo, as you fire any non-energy weapon, you use up its ammo. As you use up the ammo, you have less remaining in your battlemech, you can only fire a given ammo dependent weapon X times, where x is the amount of ammo. There are tradeoffs, ammo weapons run cooler then energy weapons, but they can also run out, they also tend to weigh more then energy weapons, but that is balanced by the fact that depending on the weapon, they do more damage. Being as we are mercs, we have no one to rely on to purchase supplies except ourselves, that means that every round of ammo you fire costs money to replace, and this is not chump change I am talking about. Weapons Damage, well, each weapon does a certain amount of damage every time it hits, based on what weapon it is, this number never changes. An Autocannon 20 does twenty damage no matter what when it hits its target, a medium laser does 5 damage, etc. To hit a target, Duoane will roll 2D6, and then compare it to your Gunnery skill, which is currently 4+ with your latest incarnation of the character. If the roll of the dice meets or exceeds your Gunnery skill you hit. Specific things like cover, distance to target, how hot you are, how fast you are moving, how fast he is moving, all of these things modify the target number for your gunnery roll. So if your standing still, but the target is running up to you, depending on how fast he is moving and how far away he is, your target number might be 8 or higher. Armor, armor is simple, a mech has a given amount of armor based on what type it is. The mech is divided up into sections, Head, R. Arm, L. Arm, R. Leg, L. Leg, Center Torso, L. Torso, R. Torso, and Center Torso Rear, L Torso Rear, and R Torso Rear. Each section has x armor which is distributed based on the mech. The Armor soaks up the damage from weapons hits until its destroyed, at which point the mech internal structure starts getting beaten up. While the internal structure is getting pounded, your mechs weapons that are stored in that section could be damaged by hits as well and stop functioning. Every mech has an amount of internal structure, and once the internal structure for a given part of the mech is destroyed, that part of the mech is gone, so an armor destroyed like that would fall off and stop working, a destroyed leg would mean that the mech is lying on the ground and Can't get up, a destroyed Head kills the pilot, and a destroyed Center Torso destroys the mech. After a section is destroyed any further damage to it transfers inward from the arms to the side torsos, from the side torsos to the center torso. Heat, a mech is run by a fusion reactor, so naturally it can get hot, most actions a mech takes produce heat. Walking your mech produces a little bit, running it produces a bit more then walking it, firing jumpjets, if a mech has them, and almost no assaults do, produces an amount of heat proportional to how far you are jumping. Firing weapons produces heat based on which weapon it is, the larger the weapon, the more heat, Energy weapons produce more then Ballistics, etc. Firing a medium laser for example is 3 heat, Firing an AC20 produces 7, but thats because it is soo big. Well, I have told you how to build heat, now I will tell you how to get rid of it. A mech comes with things to dissipate heat, called heatsinks, these heatsinks dissipate a certain amount of heat per turn, based on how many a given mech has. An Atlas for instance has 20 heatsinks, and sinks 20 points of heat a turn. Final note, if you get too hot due to constant firing of your weapons or having heatsinks destroyed, your mechs speed will slow down the hotter you get, also, its possible to shut your mech down making it immobile until your safety system says its ok to start the mech again, lastly, if you get too hot, your mech;s ammunition could pottentially explode, almost certainly crippling if not out right destroying the mech. So long as you show some restraint in firing the Atlas's weapons it should not be a problem. For example, your atlas could run and fire all of its short range weapons and not gain any net heat after your heat sinks cut in, or if firing at long range, only your LRM 20 would be worth firing since the other weapons are short range, and the LRM 20 will never, never, over heat you. Just use common sense and its fine. [/QUOTE]
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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]
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