Savage Battletech! (#2) (Inactive)

Game Master Atlas2112


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I'm feeling a little verklempt.

Talk amongst yourselves. I will give you a topic.

Savage Battletech is now both savage and Battletech.

Discuss.

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For sake of reference this is the first attempt.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Boot sequence START
BatMekOS v.0.38.48823-A
BatComp....ONLINE
Cooling....ONLINE
Reactor....ONLINE
Sensors....ONLINE
Servos....ONLINE
Gyroscopes....ONLINE
Neural Interface....ONLINE
Weapon Systems....ONLINE

Boot Sequence END

"Locked in and ready to rock."

Tomorrow, 'cuz it's late and I am tired.


Male GMT

Hello folks and thanks, Atlas.

My main experience with the Battletech universe has been through the Mechwarrior rpg. Loads of interesting details...and *lengthy* character creation.

I'll get stuck in when I've a bit more time.

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Okay, so I'll put up some points that I'll probably keep from the 1st attempt. Hopefully I'll put this in the campagin tab later.

1) 1) From now on, the Knowledge(Electronic Warfare) skill not oly the roll you use to see if missiles hit, but it is the Notice and Stealth skill while operating a BattleMech.

I re-thought about this, but I like it because the AGI skill is already super important, but I didn't want to leave out the INT skill, and I didn't want the K(EW) skill to be a one-trick pony, easily ignored if you just don't do missiles. This way it can still be ignored, but your options are limited.

2) We'll be using the Auto rules for missiles, so each missile gets a roll. For a LRM 4 launch, you get to roll 4 times, plus the wild die.
Same thing for defending.

3) For mechs with Stealth, you can move half your pace and still have it in effect.

4) I'm -REALLY- wanting to get the MechWarriors involved in the Mass Combat rules. (Both because I think it'd be cool, and because I always wanted to.) Also, I never liked that initiative was mostly chance. Hence, from now on we'll be using the Knowledge (Battle!) skill as not only the skill to determine Mass Combat, but also as a dice roll to determine initiative. (Unless we're involved in an air battle--that will use Chase rules and initiative will be handled by cards as normal.)
Any feat to enhance your initiative will give you a +2 to the K(Battle!) roll.

(We'll deal with the Joker issue later.)

All PC's start with a free d4 in K(Battle!).

At d8, you get the free feat: WarMaster: Commanding an army comes naturally to you when fed the massive data from a battlemech's sensors. Making a Mass Combat roll is a free action when piloting a battlemech.

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5) It's mandatory for everyone to take the MechJock feat. (You -are- MechWarriors. =) [also, it's not free. This is your first feat.]
--The Mech Jock Feat comes with a free feat: MechWarrior: you can spend bennies to soak wounds done to your mech. (With your own Vigor die.)

A) AMCM Anti-Missile Counter Measures.
Almost all mechs have this. It gives you +2 to defend against hostile missile incoming. What happens is that the attacker rolls for all the missiles (explained above) and, for every K(EW) roll that is higher than a 4, the defender rolls, and they get to add +2 if they have AMCM.

While at first this seems unfair, it looks like (and I may be wrong here, so feel free to correct me) that missiles ignore all other defensive bonuses, such as speed. So the AMCM is the only thing that keeps it from being a toss up, and also motivates that character to keep that skill high.

b) Sensors.
Your sensor package has a range of 1000 yards, which is 500 inches on the table top. It gives you +4 to your K(EW) roll to spot things.

c) Targeting.
Exactly what it says. It negates 2 points of modifiers. (Hence, while it doesn't exactly gibe you +2 to hit, it does make a TN of 8 into a TN of 6.) (No, Targeting does not work for missiles. It applies to anything using the Shooting skill)

Speaking of the table, for the current test I want to invoke that feeling that Mechs battle over enormous distances, so every square is 5 inches. (That gives us a 300 inch map, which, I still think is smaller than I'd druther, but it gives us a happy medium.)

Movement will be in 5-inch units, drop all remainders. (Hence, a movement of 20-24 will still be 4 squares of movement.)

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this post has a walkthrough on how to make a character.

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For the purposes of this scenario, you are a trainee in the Regular House army of the Federated Suns, rule by House Davion, the most powerful Great House in the Inner Sphere. You are a cadet at New Avalon, their capital and one of the most prestigious military colleges in known space.

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There are usually two major penalties to firing weapons: Range and Movement.

All weapons have three ranges listed, short, medium and long.

Hence, for a Short Range Missile, anything before 100 is Short range, anything between 100 and 200 is Medium, and anything from 200 to 400 is Long range.

The penalty for Medium Range is -2 and Long is -4.

Also, for Movement, for every 10 inches the target moved, there is another -1.

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To make combat go faster, I'm introducing 2 new stats:

1) Your Missile Defence Target Number (MDTN). It'll be half your K(EW) die, +2. And then you can always add in any other defenses, like AMCM.
(This is much like your Parry stat. You will roll your K(EW) attack with missiles against the opponent's MDTN.

2) Your Ranged Attack Target Number (RATN). For the most part this is the default 4, but their does exist technology to just flat out increase it.

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Um, quick re-cap of Battletech lore:

Again, I keep forgetting that not everyone on the planet grew up reading BattleTech lore (even if they SHOULD have!) so you might not know some cardinal points....

The Inner Sphere (again, the inhabited region of space that mankind has colonized) was once united under a single flag of the Star League. Peace and prosperity flourished and technology advanced.

Alas, then came the Armanis Civil War. Stefan Armanis, The Ursurper, lead a (spoiler) civil war that broke asunder the Star League and caused the savior of mankind, General Aleksandr Kerensky, to take anything worth having and leave the Inner Sphere.

This left a massive power vacuum, into which came the five Great Houses: House Davion, that rules the Federated Suns (the area of space that your training Academy inhabits); their erstwhile allies, House Steiner, that rules the Lyran Commonwealth; their primary enemy, House Kurita, that rules the Draconis Combine, and their "allies", House Marik that rules the Free Worlds League, and House Liao that rules the Capellan Confederation.

Each of the leaders of the Great Houses declared themselves First Lord of the Star League and, during your characters' time, there have been three massive "Succession wars" that, through the shear scale of violence, have decimated many of the advances in technology that mankind had enjoyed, and made what once was commonplace, now rare and wondrous.

One example of this are targeting systems on missiles. Missiles are "dumber" than even our contemporary systems

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"Vehicles cannot be Shaken, but if damage equals or exceeds their Toughness (whether they take a Wound or not), the driver must make a maneuvering roll or the vehicle falls; this replaces the Out of Control rules"

per SWADE (and SWD): "Each Wound reduces a vehicle’s Handling by 1 (to a maximum of −4). " This translates into a -1 to Piloting.


Male Human Level 3 Investigator

I've never played Savage Worlds so I'll need some hand holding. I do know Battletech pretty well.

Seeing as it's a Federated Suns and my Inner Sphere faction from later on is the Filtvelt Coalition I think I'll make a someone from that neck of the woods. I'm not sure if they ever gave an exact date for when the Filtvelt Academy was built bar "towards the end of the end of the third succession war" but it might be possible he's a noble who's been sent to the NAIS in hopes that after a tour of duty he might be a good instructor for the new academy when it's finished. Sherwood has some pretty strong cultural ties with New Avalon if I recall so I might look it up again.


Male GMT

I have found a battletech name generator.

I have a brewing notion for a military graduate who is striving for a command role. High smarts, etc.

Edit: Hello, Kevin! I just saw your post. Filtvelt Academy sounds like it might be a good fit for my character (if it exists yet). Perhaps they met there?


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Male Human Level 3 Investigator

@Decimus we're going to New Avalon Institute of Science (NAIS) where we are cadets. It's a big deal in world. I can go over some of the different areas of the Federated Suns in PMs, Filtvelt and some of the worlds near it are in what's called the Outback. Under developed, poor worlds near the Periphery for the most part. The planet of Sherlock is better off than most of it's neighbours... for now.

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no need for PMs. We all of will need some brushing up on many things.

just post here. spoiler it if overlong.


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Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

So, basic character concept is Outback grunt turned Mech pilot. I plan on making her a general all-arounder as far as mech combat goes and throw in some repair and engineering skill on top. Background wise, I'm thinking that she's from a world who's noble got too big for his breeches and tried to make a power play that got him crushed. She was part of the loyalist forces that held out during the rebellion and was lucky enough to get herself adopted by one of the commanders who lead the mop up operation.

Stats later, but for now enjoy this pic I drew.


Male GMT

@Kevin: Cheers. I managed to overlook a key word or two!

For examples of Savage Worlds system in action, there's currently a fight in the Secrets of Saltmarsh SW campaign.

Core mechanic is roll your skill die and your wild die, with any modifiers. If either gets a 4, you succeed. 4 above that is a raise, which can have effects. E.g. an extra d6 damage, more impressive spell effect, etc. Dice explode which can lead to fun numbers.

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Kevin O'Rourke 440 wrote:
I've never played Savage Worlds so I'll need some hand holding.

Okay, yes, the first attempt (linked to at the top) holds examples of most of the things we'll be going in to.

Also, the post for how to make a character (linked to a few posts up) has a lot of basic SW discussion.

There's also this thing which is a free, web-based summary of the rules. (Srsly, it's very good. I gamed SW for a year with just that before I even looked at a book.)

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Does anyone have a preference for if we use SWD or SWADE?


Male GMT

I have SWADE on drivethrurpg. SWD in a book downstairs.

So a preference for SWADE but I can do either.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Same here.

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That's super.

But now that I think on it, since I'm basically using the Sci-Fi companion for my conversion rules, and since that's constructed off the SWD infrastructure, we should just stick with the base SWD.

Does anyone have the Sci-Fi companion?

Also!

As soon as someone has a character they're gonna get thrown in the simms, so no reason to tarry. ^_^


Male GMT

No problem.

Sci-fi Companion down to$9.99 on Drivethru atm.


Male Human Level 3 Investigator

I watched some videos... have I messed this up? I think I'll come back to sort out the edges and hindrances over the weekend.

Agility d8
Smarts d8
Spirit d6
Strength d4
Vigor d4

Piloting d8
Shooting d8
K. Electronic Warfare d6
K. Battle 1d6
Investigation d4
Persuasion d6
Fighting d6
Repair d4

Derived
Pace: 6
Parry: 2
Toughness: 4
Load: 0 / 20 (0)
Combat Load: 0 / 20 (0)

Feat Mechjock


Heyas folks. I'm someone that's EXTREMELY familiar with the Battletech universe but a total neophyte with Savage Worlds. Including the acronyms, lol. Just so I know what I'm looking for in rules references, what specifically is SWD?

So NAIS/NAMA? Would folks absolutely hate me if I made a Dr. Banzai fanboy type? Blue Blazer Irregular! I'm kicking around more serious concepts and ideas, or rather more serious-acting characters, but I sort of like the geeky mechjock cadet with at least a few useful technical skills, academic knowledge, and he'll have to play an instrument.

I also like the idea of a Lyran from a minor noble family who is shipped off as part of the FedCom merger. That would probably be more of a face type than a tech type when not in the cockpit.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

At first glance that looks alright. No big snafus that I can see.

I have the scifi companion, so no worries there. I would like to point out that the major differences between SWD and SWADE are some of the skills, the removal of charisma, and how powers work from what I can see. I don't think it'd bee too hard to convert anything that needs converting, at least not on the level of converting DnD characters to different editions.

Now, I do want to know if we're going to be able to pick out our mechs or if you'll be assigning them like last time. If the latter, can I make a request for something with jump jets, Please? I have an idea that I want to try.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99
dickie wrote:

Heyas folks. I'm someone that's EXTREMELY familiar with the Battletech universe but a total neophyte with Savage Worlds. Including the acronyms, lol. Just so I know what I'm looking for in rules references, what specifically is SWD?

So NAIS/NAMA? Would folks absolutely hate me if I made a Dr. Banzai fanboy type? Blue Blazer Irregular! I'm kicking around more serious concepts and ideas, or rather more serious-acting characters, but I sort of like the geeky mechjock cadet with at least a few useful technical skills, academic knowledge, and he'll have to play an instrument.

I also like the idea of a Lyran from a minor noble family who is shipped off as part of the FedCom merger. That would probably be more of a face type than a tech type when not in the cockpit.

SWD => Savage Worlds Deluxe Edition (This was the previous edition)

SWADE => Savage Worlds Adventurer's Edition (This is the new edition)
SFC => Science Fiction (or Sci-Fi, not sure which one it is) Companion

I'd say go for whatever whacky idea you have that might not work in a full campaign. I'm noodling out my character's concept and she's a rocker with a worrying fixation on making things go boom in many creative and unorthodox ways. The lab experiment that singed off the dean's eyebrows and the last stubborn patch of hair on the top of his head? That was her. The "Mk 44.25 Special with 25% more BOOM!" that shut down the range for a month? Her doin'. The power armor wrestling match that totaled the commandant's limo? She won with that body slam thank you very much! The funny thing is you'd never expect it from her. Line her up with the rest of the cadets and she looks like a model student.

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Yes, you can request what kind of mech you get to ride. As long as it's a Light mech, I can't right now see any kind of reason why you wouldn't get it.

There are a lot of light mechs with jumps. Also, the universal rules for SW mean that all light mechs have similar builds points in them. I've maintained the flavor by keeping the fast mechs fast and the beefy mechs beefy, but a Wasp won't be totally outclassed by a Valkyrie because weights.

Yes, the sci-fi book has rules for DFB, so rock on. ^_^

A word on length;
Yes, this isn't just a dice-rolling test per se (unlike some other experiences) but I have a set plan I'd like to go through. To wit, we'll do one simm just to get the rules down, another simm to introduce infantry, a scenario to get some RP and real combat down, and then I've painstakingly converted an entire original BT module over (and I also got it to make sense...this was the hardest part.)

Hence, while we're not doing 5 books of kingmaker (and, spoiler, no one has because it gets real boring real quick) there is a reasonable length to play a character through so don't make something you hate and name him Sir Poopypants Poops because you'll hate yourself.

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@Kevin: Your character looks fine mostly. Your parry is actually 5 because you add in have your fighting die (half of 6 is 3, hence).

You also have the new derived stat of MDTN (Missile Defense Target Number). It's like Parry, of half your K(EW) +2, so right now its also 5. (If your mech has AMCM, you add 2 more to it.)

Do you want to start up right now? I'm letting everyone get at least one free modification, so you can add Hindrance points in later.

Also, I know that GMs tend to COMPLETELY IGNORE hindrances, but I really wanna try to fold them into the omelet. I may get rather tangential on this.


Male GMT

I'm thinking a young, ambitious noble, hoping to make a name for himself in the military.

Agility d8
Smarts d10
Spirit d4
Strength d4
Vigor d4

Notice d6
Piloting d8
Shooting d8
Knowledge (Battle) d8
Knowledge (Electronic Warfare) d10

Derived
Charisma: +2
Pace: 6
Parry: 2
Toughness: 4
Load: 0 / 20 (0)
Combat Load: 0 / 20 (0)

Edges
Alertness (+2 Notice)
Mechjock
Noble (+2 Charisma, Rich Edge)

Hindrances
Code of Honor (major)
Enemy (minor - rival noble)
Loyal (minor)


Male Human Level 3 Investigator

Sure, I've never played any savage worlds so its a little awkward to get my head around the whole thing.

On the mech choices... my favourite light mech that existed in the period (but hadn't been in production for some time) is the Firebee 2E- the factory was blown up in the first succession war. But the Stinger 3R is a nice mech too and far more available. The Valkyrie QA is a bit more Davion and more likely for me not to have to punch out as often than the Stinger however.


This is just a draft of the crunch:

Agility d10
Smarts d8
Spirit d4
Strength d4
Vigor d4

Knowledge (Battle) d6
Knowledge (Computer) d8
Knowledge (Electronic Warfare) d6
Piloting d8
Shooting d10

Derived
Charisma: +0
Pace: 6
Parry: 2
Toughness: 4
Load: 0 / 20 (0)
Combat Load: 0 / 20 (0)

Edges
Mech Jock (free)
TBD (no points from hindrances spent yet)

Hindrances
Heroic (major)
Habit: drums on everything (minor)
Pacifist (minor)

With some of the combat edges, do they translate to 'mech combat at all? Like if I wanted to be a hotshot evasive pilot phenom type and take the Dodge edge? Also, would the Knowledge (Computer) cover hacking?

I don't have the name yet, but this kid is an annoying do-gooder who idolizes the media image of Dr. Buckaroo Banzai and Team Banzai. He dreams of drumming for the big man's band and keeps drumsticks nearby at all times.

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Nice!

Seeing some good stuff here!

Some quick points as I give things a once-over.

@Decimius: I don't see any Persuasion in your skills, so that Charisma is gonna have a hard time getting above the surface. I mean, during the playtest there isn't any dialogue, but there may be down the road, and if you wanna flaunt it, you might wanna think about some redistribution.

Also, you know as well as I do that the noble edge is cheese...but I like cheese so far be it from me to gainsay it. I will say that it might mean you'll need to defend something and have some combat for no profit, just for the privilege of holding on to what you got. And that's all fine, I just can't have you say that no one ever warned you. ^_^

@Dickie: Is there hacking rules in SW? There is in the Sci-Fi handbook, so we can go with that, and, yes, it does use that skill. There's even stats for a cyberdeck, chummer.

Um, I keep having a hard time swallowing the Pacifist thing for what is a rather militaristic themed game. Like, imagine if Wraith was all like "Shoot at them? Nah we're not gonna be doing that." That might be fine for a support character, but someone willfully piloting 35 tons of a cutting edge walking death machine? As always, if you can give me some phantabulous RP reason for this, maybe, but pacifists and organized military units go together about as well as Wraith and sobriety.

@Kevin: Wow! You mentioned a mech that I had never heard of. That is not an easy thing. Props unto you and glory unto your house, sir! Mind you, that mech has the negative quirk of being obsolete in 2524. That's just a -titch- before 3025, so, ya, no, there's not many of them around. =p Mind you, if you really wanted something like that, you can always customize something. If someone gives me a good enough Repair roll, anything is possible.

Oh yeah, there's a Repair skill. Did you guys know about that? That might be kind of important for, um, repairing things that go into combat. But how often does that really happen? =p

@Kevin: P.S. So, wait, which mech do you want, a Stinger or a Valk? I re-read your post three times and I'm know more confused than after I read it just once.


The pacifist was trying to keep the "paladin" white-hat super good guy thing, trying to make sure he's the type that would throw a fit about executing prisoners, but that might be too narrow for a real hindrance. I'll keep looking.

I'll go digging into the sci-fi book tomorrow, might not be worth it to go the hacking route. At the moment I'm likely to swap it to Repair since you mention it.

That's why it's a draft!

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You already have Code of Honor, which specifically mentions prisoners, so that seems good enough.

I say you get a high repair and then take All Thumbs. Because it would be funny.

To me. =)

Um, the feats that we can translate are more to thinking things than doing things. If you wanna take Healer but be +2 to Repair (y'know, to counter your All Thumbs) that's fine. But Dodge doesn't translate as well.

Tell ya what. I hate just saying no to something, makes me look old. I will say that there is a "Mechanical Main Guache" feat that parallels the Parry feat, but only in BattleMech combat.

That might not seem like much until a Hatchetman jumps next to you. ^_^


I kind of like the all tumbs idea. He can make his 'mech dance across the parade ground but for some reason he can't help smacking his knuckles against a bolt, shocking himself on an exposed wire, or just plain fumbling tools. He's just haunted by gremlins.


Male Human Level 3 Investigator

Lets go with Valkyrie, its pretty popular in the Federated Suns. I suspected the Firebee might be troublesome. The firebee is kind of a curveball as it's introduced in the 3075 book when they found it's schematics in a memory core... There's a few other nice mechs like the Gladiator, Toro (very cool but super rare at this point unless we want to steal one that is a national treasure from the taurian concordant) and Hammerhands... and the Crossbow Battlemech because heaven forbid the Clans made new things that weren't just tweaks of the existing tech while outside the Inner Sphere! ...except battle armour, thats a lot more than a tweak.


Male GMT

@GM: Fair points! I have a picture of a lesser family member who isn't the most prominent socially but keeping an eye out for opportunities. But he absolutely should have some persuasion at least. As for noble, I absolutely recognise that it's effectively two edges - with effectively a built-in hindrance. Being a bit wary makes sense for him methinks!

As for mech, this is where my not-so-detailed Battletech knowledge hits.

What's the sort of missle-loaded, long-ranged mech that a noble scion might see as a good choice?

Also, would Noach Andre Visser make a reasonable noble name? I can't for the life of me find a demographics breakdown of the Federated Suns.

Agility d8
Smarts d10
Spirit d4
Strength d4
Vigor d4

Notice d6
Persuasion d4
Piloting d6
Shooting d8
Knowledge (Battle) d8
Knowledge (Electronic Warfare) d10

Derived
Charisma: +2
Pace: 6
Parry: 2
Toughness: 4
Load: 0 / 20 (0)
Combat Load: 0 / 20 (0)

Edges
Alertness (+2 Notice)
Mechjock
Noble (+2 Charisma, Rich Edge)

Hindrances
Code of Honor (major)
Enemy (minor - rival noble)
Loyal (minor)

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Decimus Observet wrote:


What's the sort of missle-loaded, long-ranged mech that a noble scion might see as a good choice?)

heh. there is only one light mech that has Long Range Missiles(LRM).

The Valkyrie.

haha. Imma need both of you to come up with names for your mechs so I dont get them mixed up.


Male GMT

"Solar Spear"


I'm adding some finishing touches and will get an alias setup sometime tonight or tomorrow. He will be using the 'mech his grandfather captured some time ago, a Spider. No name, call-sign, or 'mech name yet, but coming soon.

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If you want some action, you gotta show a little leg...

VLK-QA Valkyrie stats:

Size: 6
Pace: 28
Strength: d12+4
Toughness 26(11)

Modifications:
Jump Jets
ATS (AMCM, Targeting, Sensors)

Quad linked M Laser (1 battery pack = 25 shots)
+1 battery pack (+25 shots = 50 total)

4 LRM missile rack 
4 LRM missile rack(2nd one)
36 LRM(Lt.) missiles 

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SDR-5V Spider stats:

Size: 6
Pace: 36(!)
Strength: d12+4
Toughness 22(7)

Modifications:
Jump Jets
ATS (AMCM, Targeting, Sensors)

M Laser (1 battery pack = 100 shots)
M Laser (1 battery pack = 100 shots)

Stealth system

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A word on linked weapons in SW.

A Dual-linked system fires two weapons as a battery, giving the one attack +1 to hit and +2 damage. It also consumes twice the ammo.

A Quad-linked system gives +2 to hit and +4 damage, but uses 4 shots.

Hence the two non-linked lasers on the Spider have 100 shots each, but the Valk's have only 25, and needed an additional battery.


Male GMT

Duly noted!

A profile for Noach Andre Visser.

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Since Noach has a profile and a name for his mech, he may post to gameplay.

If anyone else is ready, just say so.


This is dickie's new alias! Do we have any gear we need to worry about? Other than drumsticks, which would be a flavor item, Simon wouldn't worry about a lot. He might keep a weapon in the cockpit, but nothing special. A generic slug thrower, a medkit, and basic survival kit.

Any specific information or format for the classes/level line?

Also have a limited number of posts where I could potentially add a callsign, open to suggestions from the rest of the crew, since they're the ones most likely to have given me one.

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Um, for the...three tests, there is no gear needed. indeed as cadets you have nothing that would be called adventure gear.

for the campaign yeah, do a full buy.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Sorry for the lack of posting. I had to work late last night and I'm playing catch up. I'll have a character tonight.

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