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Grizzwold posted:The thing I hate most about the Society right now is that they couldn't even be bothered to give their 'mechs interesting names. Why are you making giant robots at that point? I think it's a deliberate refusal to engage with the conclusions and types that the warrior culture left them. All those idiots had lights and mediums and heavies and assaults, but we're infinitely smarter, we don't need to make something light to scout, medium to be generic all purpose, heavy for cavalry or assault for line breaking, we're gonna standardize on a set of, I don't know, 4 different 50 ton chassis, and the warrior biodriods piloting them aren't even going to complain because we removed that from them.
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# ? Jan 13, 2021 04:10 |
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# ? Apr 26, 2024 15:48 |
Cooked Auto posted:Too busy with to care about such trifles as naming. As a scientist, there's no possible way this would actually happen. I know of at least one field where papers have to work to keep dick jokes out of fairly technical electronic sequences(and couldn't keep out BATMAN as a sequence), and another where the name of a compound is literally the first name of the grad student who made it and the first half of an element. That's half the fun of making new things, getting to name it something crazy. Fun to see the Society go the other way, though.
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# ? Jan 13, 2021 04:53 |
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There's a whole bunch of weird gene names too, for some reason the Sonic and Pikachu alleles are easier to remember than FG11225PA and FG11226RA. But the society is clearly up their own rear end a lot, they aren't doing science for the love of the game, nor for actual interest, they are doing it because it was their enforced role and now it is their genetic destiny. PoptartsNinja posted:Even the gas-guzzling nature of the Leukocytes is considered a beneficial feature, not a bug. So rather than using the ER Lasers that would put them at an actual advantage, they're using NewTech chemical lasers that need constant resupply. I was wondering why they had chemical lasers and since they are fusion powered it had to be heat sink mass limiting things.
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# ? Jan 13, 2021 04:57 |
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orders sent. What is the focusing array that comes with my large laser, is that something I have to designate to use? double the range, half the damage?
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# ? Jan 13, 2021 09:45 |
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PoptartsNinja posted:The engineers are boring. The biologists name their 'mechs after deadly neurotoxins. well, at least they're not naming them after rivers on earth!!
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# ? Jan 13, 2021 10:17 |
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They're mean, they're opinionated, they're set in their ways. They're... Grognard-11
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# ? Jan 13, 2021 10:23 |
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All those society slaves are clones of the same mechwarrior. drat. Death to the Society.
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# ? Jan 13, 2021 15:36 |
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sebmojo posted:orders sent. PoptartsNinja posted:Some fun new tech, too:
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# ? Jan 13, 2021 18:05 |
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I changed my mind on requiring player input. If you fire your laser at a target beyond short range the focusing array will be used automatically. One less thing for you to juggle.
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# ? Jan 13, 2021 18:50 |
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Crazy Joe Wilson posted:All those society slaves are clones of the same mechwarrior. "We picked the highest ranking Clan Trueborn we had on file. He died on Luthien."
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# ? Jan 13, 2021 19:33 |
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It's the classic despot idea where they are more afraid of a coup attempt than they are afraid of their military opponents. Except instead of generic right-wing strongmen, these are mad scientist strongmen. Also, there must be a Society archprofessor that is obsessed with gimmicks, and loaded up their warriors with full gimmick machines.
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# ? Jan 13, 2021 21:52 |
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Fun fact: turrets are bad. Extra fun fact: Leukocytes don't really have a front/rear/etc armor facing. While grounded, they roll crits on the front table regardless of the direction the attack came from (unless they took a crit from a mine). Their protection isn't flawless, however. While airborne they take all crits on the rear table instead. VVV It's to make up for the fact that they don't have a highly vulnerable rotor. PoptartsNinja fucked around with this message at 01:42 on Jan 14, 2021 |
# ? Jan 13, 2021 23:07 |
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PoptartsNinja posted:Their protection isn't flawless, however. While airborne they take all crits on the rear table instead. Aha what. That sounds like an excellent way to explode at the shake of a hat.
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# ? Jan 14, 2021 01:34 |
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Red Dawn 2 “Sh—those things are hard to look at.” “Unfiltered plasma exhaust,” Able’s voice warbled, changing from crisp and clear to tinny and metallic as the Society started up their electronic interference broadcasts. “Make sure you keep your optical filters on when Leukocytes are around. Better yet: switch to MagRes or thermal imaging.” Teija flipped a switch to toggle over to laser-comms. They were short-range and required line of sight, but the Society couldn’t jam them. She grinned as she announced in a mocking singsong, “It’s a feature, not a bug.” “I know you are teasing me,” Able replied, “but you are not wrong. Removing the exhaust filters gives them a marginally higher thrust-per-weight and the Scientists don’t particularly care if their vehicles give unprotected observers retinal damage. They believe it will keep you from spying on them.” “Fortunately, that doesn’t work,” Teija grimaced, staring at the dark circle that appeared under the Leukocyte as her cockpit polarized the transplex to shield her vision. The bubble-shaped tank spun as it ascended, hiding a section of crippled armor plating. “Just aim for the darkest spot in the center of the censor and you’ll clip an engine for sure.” Movement Phase GUR-20 Gurkha (Player) - No orders received! Shooting Phase GUR-20 Gurkha (Player) - Gains 0 heat, sinks 11! UCU-F40W Scarecrow (Player) - Torso-twists to threaten hex 2435! - Must pass a 3+ test to activate Radical Heat Sink: rolled 12, succeeds! - Fires Medium Pulse Laser at Unknown Turret 2631 (3 base + 0 range + 2 movement - 4 immobile target - 1 laser = 0): automatically hit (14/20 armor remaining)! - Fires Medium Pulse Laser at Unknown Turret 2631 (3 base + 0 range + 2 movement - 4 immobile target - 1 laser = 0): automatically hit (8/20 armor remaining)! - Fires Medium Pulse Laser at Unknown Turret 2631 (3 base + 0 range + 2 movement - 4 immobile target - 1 laser = 0): automatically hit (2/20 armor remaining)! - Fires Medium Pulse Laser at Unknown Turret 2631 (3 base + 0 range + 2 movement - 4 immobile target - 1 laser = 0): automatically hit (0/20 armor, 0/1 structure remaining)! Turret destroyed! - Gains 30 heat, sinks [13 * 2 = 26]! Overheating! WVR-60G Wolverine (Player) - Fires Large Laser at Unknown Turret 3031 (2 base + 0 range + 3 movement - 4 immobile target - 1 laser = 0): automatically hit (8/20 armor remaining)! - Fires SRM-6 (iStreak) at Unknown Turret 3031 (2 base + 0 range + 3 movement - 4 immobile target = 1): 6 missiles automatically hit Turret (6/20 armor remaining), Turret (4/20 armor remaining), Turret (2/20 armor remaining), Turret (0/20 armor remaining), Turret (0/1 structure remaining (Turret destroyed!), Turret! - Gains 19 heat, sinks 14! Overheating! Pariah Refit (Player) - Fires Autocannon/20 (Single, AP) at Leukocyte Defender (2 base + 2 range + 2 movement + 0 enemy movement = 6): rolled 7, hit Front (18/38 armor remaining)! - Fires Light Gauss Rifle (Slug) at Leukocyte Defender (2 base + 0 range + 2 movement + 0 enemy movement = 4): Rolled 5, hit Right Side (32/38 armor remaining)! CfMSD! - Gains 10 heat, sinks 10! Crossbow Refit (Player) - Torso-twists to threaten hex 2437! - Fires LRM-6 (HE) at Leukocyte Defender (3 base + 2 range + 2 movement + 0 enemy movement = 7): rolled 8, with a cluster roll of (6 + 2 Artemis = 8): 4 missiles hit Front (13/38 armor remaining), Front (8/38 armor remaining), Front (3/38 armor remaining), Right Side (27/38 armor remaining (CfMSD!))! - Gains 9 heat, sinks 11! Standard Trooper - Fires Autocannon/10 (Ultra, HE) at Pariah Refit (4 base + 2 range + 0 movement + 3 enemy movement = 9): Rolled 10, with a cluster roll of 6: 1 shell hit Left Torso (23/28 armor remaining)! 6, miss! - Gains 2 heat, sinks 10! Standard Scout - Holds fire! - Gains 0 heat, sinks 13! Standard Terrorizer - Holds fire! - Gains 0 heat, sinks 11! Standard Assault - Holds fire! - Gains 0 heat, sinks 10! Leukocyte Sniper #1 - Holds fire! Leukocyte Sniper #2 - Holds fire! Leukocyte Defender #1 - Fires Medium Chemical Laser at Pariah Refit (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 4, miss! - Fires Medium Chemical Laser at Pariah Refit (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 2, miss! - Fires Medium Chemical Laser at Pariah Refit (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 3, miss! - Fires Medium Chemical Laser at Pariah Refit (4 base + 0 range + 0 movement + 3 enemy movement = 7): rolled 8, hit Right Torso (21/28 armor remaining)! Leukocyte Terrorizer #1 - Holds fire! Feral Team #1 - Holds fire! Feral Team #2 - Holds fire! Shooting End Phase: Leukocyte Defender #1 - Chance for Motive System Damage: rolled (6 - 1 light armor = 5): no damage sustained! - Chance for Motive System Damage: rolled (5 - 1 light armor = 4): no damage sustained! Next Turn’s Movement Phase Leukocyte Defender #1 - Spends 2 MP to rotate damaged armor facings. Rear armor facing becomes front armor facing. Map Link Primary Objective - Destroy the Turret Generators OR Free the Prisoners (0/1) - Kill ArchProfessor Felix Von Neumann (0/1) Secondary Objectives - Destroy the Turret Generators OR Free the Prisoners (0/1) Tertiary Objectives - Evade Capture (0/5) Player Status: OpForce Status: Unknown Turret 1026 (Armor: 10/[10], Structure: 1/1) Unknown Turret 1325 (Armor: 10/[10], Structure: 1/1) Unknown Turret 1322 (Armor: 10/[10], Structure: 1/1) ER Large Laser Turret 2914 (Armor: 15/[15], Structure: 3/3) ER Medium Laser Turret 2212 (Armor: 15/[15], Structure: 3/3) ER Large Laser Turret 2111 (Armor: 15/[15], Structure: 3/3) iATM-12 Turret 3209 (Armor: 15/[15], Structure: 3/3) ER Medium Laser Turret 3107 (Armor: 15/[15], Structure: 3/3) Autocannon/10 Turret 2605 (Armor: 15/[15], Structure: 3/3) OpForce Reinforcements: - Turn 6 - Turn 10 - Turn 13 - Turn 16 - Turn 18 - Turn 19 - Turn 20 Special Rules - High Density Metallic Carbon HD Armor boosts armor protection by 1.5, but due to increased armor density suffers increased EMP damage. For every 5 points (or fraction thereof) of EMP damage an attack deals, units with HD Armor suffer 1 additional point of EMP damage. - Standard Armor Standard Metallic Carbon armor offers no bonuses, and suffers bonus damage from Autocannon Cluster Munitions. - Clan Warrior Clan Warriors may make melee attacks without penalty even on turns they fired their ranged weapons, even without the aid of a Battle Computer. - Warrior Retrotype Warrior Retrotypes feal no fear, and gain a +2 bonus to guts regardless of unit type. However, their impaired cognitive functions randomly reduce either their piloting or their gunnery. The stat affected is determined at the start of battle. - Commander Retrotype Commanders are selected from among the Warrior Retrotype’s most proficient. With most of their conditioning stripped away, they have almost complete control of their cognitive faculties. They receive a -1 bonus to their piloting score due to their experience, but are nearly always emotionally stunted after spending years or even decades as a baseline Warrior. Commanders often have questionable morale and suffer a +1 penalty to all Guts rolls. - Wired Reflexes A pilot with wired reflexes receives a -1 bonus to Gunnery and does not suffer piloting damage from falls as long as they remain conscious. - Flammable Atmosphere Fires can be started in hexes regardless of hex type, but only spread in appropriate terrain. - Toxic Atmosphere (Minor) Pilots suffer one point of damage if their life support is disabled in combat. Vehicles which suffer an armor breach suffer an automatic Crew Stunned critical hit. - Walls Unless otherwise specified, Walls are a Hardened (HD) Height 3 building. - Turrets Turrets have a flat armor value and a single point of structure. They take damage from heat weapons like vehicles. While their weapons are deployed, a turret’s armor value is halved. - Ferrocrete Units that run and turn on Ferrocrete must make a piloting test to avoid skidding, unless they are equipped with an undamaged Battle Computer. - Integral C.A.S.E. II All Society units come with C.A.S.E. II modeled into their design at no extra cost in weight. - Integral Networks All Society units exist on a network. A networked unit counts as a spotter for all other units on the same network. iATMs fired indirectly against a target spotted by a unit on the same network keep their Streak functionality. Networks must be established prior to the start of the game. Society Commanders and units carrying a Scientist exist on the ‘Master Network,’ and can use targeting data from all other allied Society units in play. Units on the Master Network do not share targeting data and do not act as spotters for other units, even if those other units are also on the Master Network. Orders Due: Any Time On Saturday! PoptartsNinja fucked around with this message at 02:07 on Jan 14, 2021 |
# ? Jan 14, 2021 01:54 |
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Need to add exploded turrets to that list.
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# ? Jan 14, 2021 02:04 |
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Thinking I might run up and shank the leukocyte
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# ? Jan 14, 2021 02:28 |
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It's lifted off to altitude 3, so it's currently too high to punch.
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# ? Jan 14, 2021 02:53 |
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PoptartsNinja posted:It's lifted off to altitude 3, so it's currently too high to punch. Because I have to ask, can there be melee between two units that are adjacent and at the same altitude? Can you DFA someone that's hovering at H+3 if your Jump Jets can get you that high? Just asking. For a ... friend.
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# ? Jan 14, 2021 03:19 |
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berryjon posted:Because I have to ask, can there be melee between two units that are adjacent and at the same altitude? Can you DFA someone that's hovering at H+3 if your Jump Jets can get you that high? You would need to be able to get above it to be a DFA, for one
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# ? Jan 14, 2021 03:20 |
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VTOL units can't be the target of DFA attacks. You can still punch them if they're flying low enough.
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# ? Jan 14, 2021 03:23 |
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gonna run up to 3230 and take a potshot at the leukocyte, then I can jump over the fence and punch the sentry next turn.
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# ? Jan 15, 2021 14:09 |
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What's L1 and M2 objects again? Since I have this fancy torso-twist, I'm thinking of hoofing it into that space and taking some shots at the side/back of the mech and/or leukocyte. If L1/M2 are explodey maybe I don't want to get too close, plus I don't have jump jets though so I don't think I can get over those walls, I'll have to walk back out.
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# ? Jan 15, 2021 17:12 |
sebmojo posted:gonna run up to 3230 and take a potshot at the leukocyte, then I can jump over the fence and punch the sentry next turn. Also, you are on a 3 height hex, I am pretty sure you need to jump to get anywhere. Ardlen fucked around with this message at 19:04 on Jan 15, 2021 |
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# ? Jan 15, 2021 18:51 |
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PoptartsNinja posted:VTOL units can't be the target of DFA attacks.
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# ? Jan 15, 2021 21:23 |
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Ardlen posted:It looks like there is still a wall in 3031 where the turret was, so you would not have LOS to the leukocyte. good point re jumping, but isn't the leukocyte at height 3 itself? In any case I'll jump six straight north and take a shot.
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# ? Jan 16, 2021 00:14 |
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Radio Free Kobold posted:this continues to be one of the lamer rules. if you can somehow get yourself higher than the VTOL, you absolutely should be able to koopa-stomp it. 'Mechs and vehicles don't fill their entire hex, and I would think that an omnidirectional VTOL would be more than maneuverable enough to dodge an incoming 'Mech on a fixed trajectory.
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# ? Jan 16, 2021 03:02 |
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El Spamo posted:What's L1 and M2 objects again? L1 means Light building, height 1, and M2 means Medium building, height 2. I don't remember what PTN uses as standard CFs for his buildings, but Light is probably 20-25 CF, and Medium is maybe 50 or so. If you weigh more than the CF of the building, you'll drop right through it. As an aside for the other forts, H means a Heavy building, with a CF of probably around 75.
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# ? Jan 16, 2021 03:06 |
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W.T. Fits posted:'Mechs and vehicles don't fill their entire hex, and I would think that an omnidirectional VTOL would be more than maneuverable enough to dodge an incoming 'Mech on a fixed trajectory. Jumping mechs aren't on a fixed trajectory, even strictly mechanically, they can change vectors in midair.
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# ? Jan 16, 2021 03:10 |
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SIGSEGV posted:Jumping mechs aren't on a fixed trajectory, even strictly mechanically, they can change vectors in midair. If you could change vectors in mid-air you'd be able to jump in routes that are not the shortest path possible between two hexes. The way jump jets work in the MechWarrior games is one of those things they got wrong, like how MechWarrior 2 made PPCs comically slow. MechWarrior 3's intro video with the scout mech is like the only time they've gotten it right (then hosed it up in the actual game).
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# ? Jan 16, 2021 03:32 |
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On the other hand, you can sideways jumpjet away from the slow PPCs etc
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# ? Jan 16, 2021 03:44 |
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If you can't just run faster than the projectiles travel you've done it all wrong!
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# ? Jan 16, 2021 04:20 |
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I'm going to be moving to 2139 and blasting the mech with both salvos of HE missiles.
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# ? Jan 16, 2021 04:54 |
There was some SPA or mech ability that let you jump in non-straight lines that appeared in the thread. Possibly the last thread?
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# ? Jan 16, 2021 06:52 |
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A super ace can adjust the fixed trajectory of flight, just like a super ace can make lasers bend around them.
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# ? Jan 16, 2021 06:55 |
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Olothreutes posted:There was some SPA or mech ability that let you jump in non-straight lines that appeared in the thread. Possibly the last thread? There's a 'Mech quirk called "Nimble Jumper" that does that. It applies to approximately three 'Mechs (out of ~900 or so).
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# ? Jan 16, 2021 07:10 |
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In mechwarrior games after 2 you just don't have the jump jet fuel to make significant course corrections iirc But then again I really only played mechwarrior 4 + mercs
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# ? Jan 16, 2021 08:12 |
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You didn't in 2, either. It's just that MW2 had no air friction so as long as you were in the air with even a little upward momentum you usually had time for your jets to recharge just enough to keep you airborne indefinitely.
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# ? Jan 16, 2021 21:33 |
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PoptartsNinja posted:You didn't in 2, either. It's just that MW2 had no air friction so as long as you were in the air with even a little upward momentum you usually had time for your jets to recharge just enough to keep you airborne indefinitely. MW2 also let you thrust in the cardinal directions, not just forward at an angle.
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# ? Jan 17, 2021 01:20 |
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that sounds like it ruled. the jumpjets in mechwarrior 4 sucked so i always took them off and mounted more armor/heat sinks
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# ? Jan 17, 2021 01:50 |
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# ? Apr 26, 2024 15:48 |
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Radio Free Kobold posted:that sounds like it ruled. the jumpjets in mechwarrior 4 sucked so i always took them off and mounted more armor/heat sinks hard disagree, I enjoyed going over buildings.
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# ? Jan 17, 2021 02:26 |