Jack Elroy Powers |
Jack: With Vikhaus signing off on the initial contract completion, you've been paid. And yes, I realized after the fact that no roll was necessary for salvage.
I'm sorry, and how much were we paid?
Is that amount each or total and is it all just put into a communal kitty? I assume it's communal.
Are there any more repairs being done or other conversations prior to the next mission? If not, then I'll bump things along over the weekend.
We are just waiting for Markus to ask the GJs if they wanted to do any dealing, specifically to offer our spare Wasp in exchange for parts to repair the TBolt and some spare weapons(SRM 2s) and heat sinks.
@Markus, if you don't want to do that now, that's fine. Just let me know and I'll do something else with my three hours.
Deigon Black "Gunny" |
Gunny: Personal stress renews at the end of a scene. Battlemech armor stress needs to be repaired when you all are out in the field.
Any personal Consequences take longer to heal and thus can last multiple scenes and usually require some kind of medical treatment or first aide at the minimum.
Thanks for the clarification.
Markus "Meatbag" von Steinchen |
Just returned from a martial arts tournament and am a bit concussed (also got a knee to the family jewels), our spare wasp for the thunderbolt seems like a great trade!
Jack Elroy Powers |
GM: In the Repair section is the sentence, "These times can be reduced by a successful Tech Overcome vs +2 with each success shift reducing the time by 15 minutes to a minimum of one quarter hour." Does this apply to all Repair related rolls? I sort of assume it does as it seems both thematic and reality applicable. It's the difference between a newcomer saying he can do it, but it'll take all day, and an old hand who's seen this a hundred times saying he can squeeze it in into an already packed schedule.
Jack Elroy Powers |
@Markus Have you been privy to the discussions of exactly what we need to get the TBolt up and running? It's been a bit messy so let me explain...no, there's to much, let me sum up.
We need a Heavy type Gyro, and a Heavy Leg Actuator.
We also need enough weapons to outfit it because we don't have any. We don't know the exact loadout of a Fate TB, but given that a Rifleman is 60 tons and has 8 IS Boxes of weapons, we'll need 9-10 IS Boxes of weapons. (And no medium lasers. Those are the one things we do got. Unless they can throw in some heat sinks. Otherwise long range options or SRMs would be useful.)
Lapeidra Apolonia |
What is the status of this game?
DM - Tareth |
1 person marked this as a favorite. |
Hey all, apologies for the recent radio silence. Unfortunately, real life has reared its ugly head and sapped a ton of my free time and creative energy the last few weeks. I keep expecting (hoping) things would calm back down to normal levels, but they haven't and in fact just keep getting worse.
In light of that and with the FATE rules not being quite as 'rules-lite' as low GMing lift as I'd hoped, I'm going to have to close this one down. I just don't have the bandwidth to keep it going.
Thanks to you all for giving this a try and putting up with my half-baked mash of FATE and Battletech. I hope to see you all elsewhere on the boards.
Cheers!