| Deigon Black "Gunny" |
I noted: That the commando's SRM 6 is a medium mount, which should be taking up two internal slots. The base sheet has it listed as only taking one slot. Unless there is something allowing this, it takes the Commando 1 point over its allowed internal structure. I suppose this might be justified by the "Punch above its class" description. If it is a typo, I will downgrade the SRM 6 to a SRM 4. That's assuming the Commando survives LoL.
Atlas2112
|
I noted: That the commando's SRM 6 is a medium mount, which should be taking up two internal slots. The base sheet has it listed as only taking one slot. Unless there is something allowing this, it takes the Commando 1 point over its allowed internal structure. I suppose this might be justified by the "Punch above its class" description. If it is a typo, I will downgrade the SRM 6 to a SRM 4. That's assuming the Commando survives LoL.
Of note, in the 3025 Technical Readout all mechs 25 tons and under only had a 2 ton Gyro, when all other mechs had 3 tons.
Just one of those odd idiosyncrasies.
Jack Elroy Powers
|
[dice=Internal Damage]4d3-8 Damaged Leg Actuator
This brings up a good point. Well, two points.
1) Does the hit affect the Locust for its turn? It seems that it may. If so, it might be that it could only go one space, putting it in +5 instead of +7.
2) To a larger point, have we agreed that the causer of the IS hit rolls the crit value? That seems like it might be putting in an unnecessary step. Unlike 5E, we don't actually "know" if we have a crit until the defender rolls to see if the attack hit. Then upon confirmation we have to wait for the Defender to post to notice it and it's affects before taking their turn.
Therefore, it seems quicker if the -Receiver- of the critical hit could roll it. It's the same random number, after all. Thus, when someone rolls their Defense and sees that, yes, the attack hits and will cause IS damage, they could immediately roll the internal.
| Markus "Meatbag" von Steinchen |
Its hilarious how heavily this made me have that battletech itch, resulting in playing Battletech with the 3062 advanced a lot.
And cursing when you run into whatever 2 binaries are with a single understrength company.
Honestly, if I pull this off lel...
Also, how did he effing vatspawn manage to pull 2 Ultra AC20s in a single 50 ton mech?
| Deigon Black "Gunny" |
2) To a larger point, have we agreed that the causer of the IS hit rolls the crit value? That seems like it might be putting in an unnecessary step. Unlike 5E, we don't actually "know" if we have a crit until the defender rolls to see if the attack hit. Then upon confirmation we have to wait for the Defender to post to notice it and it's affects before taking their turn.Therefore, it seems quicker if the -Receiver- of the critical hit could roll it. It's the same random number, after all. Thus, when someone rolls their Defense and sees that, yes, the attack hits and will cause IS damage, they could immediately roll the internal.
For the most part I agree with this. I enjoy working the (IS) hit into the narrative and waiting to see if it is a hit means delaying that description. I think receiver should roll and track the damage. Thats my 2-cents. So, using Gunny as the example. He currently has a coolant leak and a leg actuator malfunction on the Commando's left leg.
My question comes down to this. If you take a large hit that travels into the (IS), is it still only a single roll on the chart and that's it? I.E. Gunny takes a ten-point hit, which all goes to (IS). The roll on the chart is a 0, which is a coolant leak vs. a one point hit that also creates a coolant leak. In my opinion, Mechs should be assigned a number of base structure stress boxes, which are marked off as the Mech receives internal damage. Each time you take (IS) damage, you mark off a box for each damage you take. Then you roll once on the (IS) damage chart in addition to marking off the (IS) stress box. Generic (IS) stress boxes are equal to the Mech's tonnage divided by 5. If all the (IS) stress boxes become filled, the Mech becomes inoperative. That is in addition to the extra stuff from the (IS) critical chart. That's another 2-cents of my opinion.
| DM - Tareth |
Gunny: You are correct about the SRM6 it should take up 2 internal slots. That is a mistake on the record sheet. You'll notice that you have only 4 armor stress. Normally, a Commando would have 5. Armor and IS can be traded out for each other which was the intention of the design. I just missed adding the extra slot when creating the record sheet. So please continue to use it as an SRM6.
Gunny and Jack: For Internal Damage rolls, I'm in agreement that eliminating some back and forth in the PbP format would be helpful. I am fine with whichever way the group is comfortable doing it. It could be that if an Attack has the potential for an IS hit, then the attacker goes ahead and rolls it as part of the attack, just like missile damage. If the defend succeeds, then nothing happens. If it doesn't the damage occurs. I am also fine leaving this to the defender, if they fail, then they roll on the table and apply the damage. Either works for me and both are better than waiting. If there's a preference among the group, let's just decide and we'll try to stick with that.
On Internal Structure damage more generally, remember that each 'slot/box' absorbs 2 points of damage. (Note: the circles next to each component on the record sheet.) So that is basically the 'generic' IS armor stress. Once both stress boxes for a slot are filled by damage, the associated component becomes damaged and inoperable. It is destroyed if the next slot also becomes completely filled. Thus by the time you get down to gyro and engine, the mech is pretty much inoperable as you say. So any roll on the Internal Structure damage table is in addition to whatever components get damaged or destroyed during the hit.
Sorry I realize I've used the term 'box' a lot. Perhaps calling them internal structure 'slots' with associated internal armor stress 'boxes', would be a little clearer?
Gunny: Heh...you're right. Looks like I totally did not drop a heat damage table into the rules. I think rather than falling to the Battletech siren of more tables, we can just make it a roll on the Internal Damage table just like any other internal structure type hit. That fits better with the rule of you take IS damage, it is a roll on the IS damage table.
Jack: Yep. With the leg hit, the Locust could only make it to zone +5 on it's turn.
Jack Elroy Powers
|
Like magic items, mechs can only be shared if sold.
Unlike magic items, the recepient is often not so obvious. However, there can usually be a trickle-down effect where more than one person benefits by one new mech.
This is my thinking. We can discuss, but here are my reasons:
The Griffin should go to Lape. She did, of course, play a big role in getting it and deserves to be rewarded for it. Afterall, we want her to do this MUCH more often! If we can count on getting the last mech of some encounters (some, not all. But it beats always sifting through the smoking remains) then we should do well.
Also, it looks like Lape's fighting style is to hang back and play the sniper. This is fine, and the Griffin is well suited to that role.
Then, the trickle-down is that the Panther could go to Gunny. He's proven effective in getting stuck-in, and the Panther is good at that. (Later we could even put more SRMs on the Panther in exchange for the PPC, if he wanted.)
Then the Commando could, eventually, go to one of the Wasp pilots.
That would give us a Wasp for parts.
Also, the future of the Jenner is as yet uncertain. It seems almost beyond repair, but I built Jack with exactly this kind of thing in mind, so we'll see, but I'm not counting on it walking just yet.
Thoughts?
| Lloyd Flint |
Lloyd would *love* to be able to stand way back and shoot things from out of their range, but he shouldn't expect to be rewarded for freezing up as soon as something shot at him. :D I think Lapedeira should get the Griffin, yes.
On the topic of who rolls internal damage, I'm fine either way. Defender rolling feels a little better just because it will result in less unused rolls, but that's not a strong preference.
| Charlotte "Charly" Takahashi |
I'm cool with the Griffin going to Lapeidra. I think she's the company's (un)official commander, so it'd make sense anyway.
If we do decide to repair the commando, Lloyd can have it.
As for who rolls what, I think since Fate combat is based around the attack and defender having active roles, the defender should be the one who rolls damage. It reduces back and forth and it would help avoid potential confusion on the results of a roll.
| Lapeidra Apolonia |
Also, it looks like Lape's fighting style is to hang back and play the sniper. This is fine, and the Griffin is well suited to that role.
That's really not my preferred play style, but the Panther is ill-suited for any other tactic. I would have turned down the Griffon but I won't upset the majority decision.
Jack Elroy Powers
|
Lloyd would *love* to be able to stand way back and shoot things from out of their range, but he shouldn't expect to be rewarded for freezing up as soon as something shot at him. :D I think Lapedeira should get the Griffin, yes.
I think your super-power to sensor-lock the toughest enemy is the best use of a turn, short of a 55-ton mech.
How do you feel about staying in the Wasp and keeping strong enemies from hitting people? A -2 penalty us massive in this game.
Jack Elroy Powers
|
Jack Elroy Powers wrote:Also, it looks like Lape's fighting style is to hang back and play the sniper. This is fine, and the Griffin is well suited to that role.That's really not my preferred play style, but the Panther is ill-suited for any other tactic. I would have turned down the Griffon but I won't upset the majority decision.
We're still kicking around ideas here. Feel free to state your preference.
I suppose the easiest thing to do would be to give it to Gunny (he's certainly earned it with his actions and truly 'punching above his weight) and we work with the Commando after it's no longer out-of-combat.
I admit that having our heaviest mech be support in the back rank is a bit wonky, but that's a problem for later. =]
| Deigon Black "Gunny" |
@DM-Tareth: OK, I think I’m starting to grasp how you want the IS damage to playout. It’s not so much as track the amount of internal damage, but more in line with tracking the hit itself. For some reason, the comment about each box absorbing two points of damage, got me jammed up. I see on the chart that “Weapons Malfunction, Fusion Reactor Damage, and Gyroscopic System Damage, all correlate with the internal structure boxes. So, assuming one of those comes up on the (IS) roll, then you mark a box next to the selected weapon or component. Other categories on the chart, like “Coolant Leak and Sensor Knocked Out,” create a situational quark for the Mech. Makes sense.
The Commando: OK, I see now. So you traded an armor box for the added fire power. I now understand what happened.
@ Jack Elroy Powers: Gunny will pilot whatever the group decides is best. He has no sentimental connection to the Commando or the massive amount of work it’s going to take to put it back together….(LoL), But you are correct when you point out that Gunny’s a scraper. He is capable of filling a long-range role if needed, but he truly loves to be in the thick of things. That has always resulted in whatever he is piloting getting beat the hell up. I would go as far as to say that most the Steiner techs probably hated working on his Mech. That said, when the scene is done, just let me know what the group decides.
If Gunny is going to pilot the Griffin, it will eventually need to be modified for a more in your face role. I could look over its current allocations and work with Jack on modifying it down the road. That said, if it’s modified for a more upfront role, does that change anyone else’s opinion on wanting it? Gunny is CMOMPLEATLY ok with piloting anything.
| Lapeidra Apolonia |
Lapeidra's preference is for Gunny to have the Griffon. He's proven himself in this battle to be a courageous and stout mechwarrior. She's content with the Panther for now and feels like she hasn't really had a chance to put it through its paces yet, given her lackluster performance on the battlefield.
Jack Elroy Powers
|
Done!
Gunny, please assume command of the Griffin.
The Commando will be held out of combat until such time as it has a non-zero amount of armor on it.
I know right? I'm already pondering what we can do to make the Griffin a close-in knife fighter. And with this new system to hash out? Pfffff.
With a scrap Wasp and possibly whatever we can scavenge from the Jenner, there are a lot of possibilities.
| Lapeidra Apolonia |
Edited gameplay post. Lapeidra is not passive-aggressive.
| Deigon Black "Gunny" |
Prefered Griffin loadout would include mid ranged weapons, preferably SRM’s due to their possible increased damage. Jump jets are not preferable, but increased armor is. A melee weapon…. Emm…might be nice. It eliminates the -2 out of the equation when determining damage. The Griffin is a 55-ton Mech, meaning it will do 6 base damage with a melee weapon, plus the amount of shifts between the attacker’s piloting skill vs. the defender’s piloting defend. To make it better, the attack doesn’t generate any heat, so it makes the option a nice way to attack when trying to vent heat. On the other side of the coin, the Griffin can make the same attack with its arm, doing 2 less damage. Not using a melee weapon would free up two additional slots that could be used for 2 light weapons, 1 medium weapon, or 2 more armor. (Shrug) I suppose it really will depend on what’s available and if the added heat can be managed.
Good thing Jack took a +4 in engineering. Gunny’s new BFF…(LoL)
| Deigon Black "Gunny" |
I thought about it a little more, if possible, I would remove the jump jets +2 slots, plasma cannon +3 slots, and LRM 10 +2 slots. That opens up seven slots of available space. Add 1x melee weapon -2 slots, 3x SRM 4s -3 slots, 2x armor -2 slots. I would say the griffin would look a little more like a scrapper at that point.
Alternatively
Add in 4x SRM 4s -4 slots, 2x heat sinks -2 slots, and 1x armor -1 slot.
I think the first option might be a bit scrappier, but the second option would provide a bit more damage at range 2. Question on Heat Sinks: How much heat dissipation does a single heat sink dissipate?
| Markus "Meatbag" von Steinchen |
Overall Status and questions:
--Markus has taken some 3 armor damage, can likely be restored easily?
--Gunny has taken 4 armor damage, but nothing internal?
--Markus used 3 fate points, how many do I actually have and how quickly, or by what means, do they restore?
Projects:
Markus can try to requisition additional supplies. He got a 4 in resources and will probably play acquisition officer.
His first inquiry will be Griffon spare parts, because reasons.
General question: Does the Hatchetman exist yet?
Jack Elroy Powers
|
We'll try to make that happen for ya, Gunny!
Mind you, I don't know how things will go buying equipment. Maybe Markus can facilitate that.
Marcus: Page 46 (-ish. That pages aren't numbered, but that what my PDF says) Says:
Basic field repairs, reload and maintenance while in the middle of a mission can be
completed by anyone with access to proper tools, supplies, and time. Armor
replacement and ammunition reloads can be completed at the rate of clearing one
armor stress box per hour or a full mech reload in one hour. 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.
Jack was built for field-repairs so I can, on average, repair one armor point every 30 mins. So even alone that completely blind estimation of 2 hours is in the ballpark.
Gunny: Can you please tell us the status of the Commando? I thought it had taken internal hits, but I admit I lost track. ^_^
| Markus "Meatbag" von Steinchen |
Hmm, I have heard of something called hatchetman being utilized now. I wonder if Big Rocks plans for his Errant Idol include her Mech having a big f#+@ off Axe and an AC5?
| DM - Tareth |
| 1 person marked this as a favorite. |
Markus: The Hatchetman is a long way from coming on line. The year is 2950. Hatchetman doesn't come online until 3023.
The Commando did take internal damage. I think 1 point but maybe 3 which would have left the SRM4 damaged. Plus the engine damage.
Everyone should have started with 3 fate points.
ALL: We can go ahead and Refresh at this point, so everyone can regain a number of FP's up to their refresh rate. Maximum number of FP is still 3.
If because of a compel or hostile invoke you gained a FP and didn't spend any during the scene then you can keep the extra even if it over the max, you just don't refresh any additional points.
We've made it through the initial battle scene. I hope everyone is enjoying the rules. Apologies once again for all the typos, incomplete thoughts, etc. But things seem to be coming together pretty well. Thanks for sticking with it. I will try to get an update doc posted next weekend.
Finally, I am having to travel for work next week. Days will be full of meetings and activities, so I won't be able to post as often. I'll try to keep things moving, but depending on available time and brain power, I may miss a day or two. Things will hopefully get back to normal by Friday.
| Deigon Black "Gunny" |
The Commando took a total of (4) armor damage, and (4) internal damage, which resulted in two rolls on the internal damage chart. Neither result ended in an internal box being checked. It has 23/25 SRM 4 ammo and 12/15 SRM 6 ammo left. The following are the results of the internal chart rolls.
DAMAGED LEG ACTUATOR
CAN ONLY BE REPAIRED IN A REPAIR FACILITY AND A +2 TECH ROLL. MOVEMENT IS REDUCED TO HALF UNTIL REPAIRED. IF THIS IS THE SECOND TIME THIS HAS OCCURRED WITHIN THE SAME ENCOUNTER THEN THE LEG GAINS THE DESTROYED ASPECT AND THE MECH CAN NO LONGER MOVE.
COOLANT LEAK
-1 HEAT REDUCTION EACH ROUND. TAKES A +2 TECH ROLL TO REPAIR.
In addition, its starting quirk is:
WEAK ENGIN
This MECH sports an undersized engine for its tonnage. Decrease its normal MP BY 2.
Its starting stunt is:
Knockout Punch
Spend a Fate Point to add +2 to a Piloting Melee Attack Action.
It was at 3 heat stress, but I'm sure that has vented since combat ended. Of course, if Gm wants to apply additional quarks due to the damage that was taken, that would be in addition to the ones I listed above.
| Deigon Black "Gunny" |
Jack, does that multitool allow you to forgo the repair facility requirement?
| DM - Tareth |
Quickly, on internal damage. The weapon damage still gets applied to the internal stress boxes. If the Commando took 4 total IS damage. Then 2 of that would be applied to the SRM4 slot and 2 would be applied to the first SRM6 slot. (Each slot absorbs 2 points of damage.) The SRM4 would be destroyed. The SRM6 damaged. This would be the base damage recieved. Then we would apply any additional damage from rolling on the Internal Structure table.
That is why I noted that adding the internal structure table rolls make for a more destructive campaign overall, because it adds potential damage for each mech. But it also offers those chances for cockpit or leg hits which can disable a mech quickly.
| Deigon Black "Gunny" |
Quickly, on internal damage. The weapon damage still gets applied to the internal stress boxes. If the Commando took 4 total IS damage. Then 2 of that would be applied to the SRM4 slot and 2 would be applied to the first SRM6 slot. (Each slot absorbs 2 points of damage.) The SRM4 would be destroyed. The SRM6 damaged. This would be the base damage recieved. Then we would apply any additional damage from rolling on the Internal Structure table.
How are you determining which component takes the hit? Are you simply applying it from the top down, using the Mech sheet? Or is there another chart I'm missing?
When a mech takes multiple hits from different weapons, from different combatants, when do we roll and apply the effects of the chart? Once per round? Once per weapon that hit you? Once per enemy that hit you?
How much heat does a heat sink dissipate?
What effect does damaged do? I.E. the SRM 6 is damaged.
Jack Elroy Powers
|
How are you determining which component takes the hit? Are you simply applying it from the top down, using the Mech sheet? Or is there another chart I'm missing?
I also have wondered this. However, from his example, he is siting damage as though it was applied top-down.
Given that it gets worse as one goes on, and that the Engine is the bottom one, that gives this theory merit.
When a mech takes multiple hits from different weapons, from different combatants, when do we roll and apply the effects of the chart? Once per round? Once per weapon that hit you? Once per enemy that hit you?
I beleive we are running with the rule that you take a roll per opponant. That is, if an enemy mech hits with two weapons, and they both hit IS, they only get one hit.
But if two enemy each hit with one weapon, they each get their own roll.
How much heat does a heat sink dissipate?
On page 47 there is the BattleMech Equipment Table. (Yes, this really should be on page 39 or 40, right after the Weapons Table). It says that an additional heat sink contributes +2 Reduction. (Given that it is Small--in essence, still one ton, the same as replacing a Med Laser--this seems like a huge gain. I had anticipated it just being +2 heat Capacity, given that all mechs have a 4 of Heat reduction, no matter the given heat sinks. But it is what it is.)
What effect does damaged do? I.E. the SRM 6 is damaged.
I don't think we have a RAW from Tareth for this yet, but given FATE's penchant for trying to be rules light, I'd imagine it is...nothing. Since/if IS damage is top-down, there is no cheesing by selectively giving large systems non-impactful damage. It would simply mean that a big system has redundancies that mean it doesn't break until it is hit way whole bunch more hardererer.
Jack Elroy Powers
|
Jack, does that multitool allow you to forgo the repair facility requirement?
Heh.
Um, there are actually very few things that specifically call out the need for a repair facility. Indeed, per RAW (page 46) -ANYONE- can fix armor at 1 point per armor (this makes sense. It's not technical, just unbolting things and re-bolting other things). And it's just a roll to make it _faster_.
IS repair takes an Engineering roll, but that's it.
On the table on that same page the only thing that -needs- a repair facility is the replace or repair of Large or bigger components.
So, alas, no it does not help me forgo that, but it does mean that for anything short of that, I got ya covered!
Does this help?
| DM - Tareth |
Extra heat sinks give a +2 heat reduction bonus.
Damaged is an Aspect. So it can be invoked by another player or the GM to benefit a Defend roll against the weapon.
For marking off internal damage I am just working down the components as listed on the mech sheets starting at top left. Gyros and engine are always last to go.
For how often to roll on the chart, I think this is what Jack asked earlier. I would like to stick with only one chart roll per Attack per turn regardless of number of weapon hits. I think doing more will likely be too much. Generally with an internal hit, at least one component is going to get damaged or destroyed and a roll on the table will cause a second effect. To have both for every weapon hit during an Attack will ne too powerful. If the defender is rolling then they can work it into the narrative as they like.
Jack Elroy Powers
|
DAMAGED LEG ACTUATOR
CAN ONLY BE REPAIRED IN A REPAIR FACILITY AND A +2 TECH ROLL. MOVEMENT IS REDUCED TO HALF UNTIL REPAIRED. IF THIS IS THE SECOND TIME THIS HAS OCCURRED WITHIN THE SAME ENCOUNTER THEN THE LEG GAINS THE DESTROYED ASPECT AND THE MECH CAN NO LONGER MOVE.COOLANT LEAK
-1 HEAT REDUCTION EACH ROUND. TAKES A +2 TECH ROLL TO REPAIR.
Hey GM, how long does and Internal crit hit take to fix? From the wording I'm guessing its just an Action, but I wanted to confirm.
| Deigon Black "Gunny" |
| 2 people marked this as a favorite. |
Thanks, Jack, for all that insight. That solidifies a few of the things I was concluding but wasn't sure about.
The material didn't give much insight on how, or when, to record internal damage. Its description led me to think each box represented a structure point, which led me to ask what to do with an odd point off damage. Now I realize that each box represents a single point of damage on a single allocated structure point. That eliminates the odd point of damage question, which I surmised not too long ago.
I was still unsure how to determine which internal structure to mark off and when. Dm's description also led me to believe he was using the mech sheet and simply going from top to bottom. makes sense but wasn't clear via the material. I'm still a bit curious how we will assign internal priorities on an upgrade or new build. Granted that's more of a curiosity then currently needed at this point. I'm also curious if all Mech's are going to have a quirk or if we will come across some that don't. Again, just curious. It would be interesting if there were a percentage chance that a Mech didn't have a quirk.
I must have missed the heatsink information. At first, I was thinking one heat sink per. one heat disbursement. 2 Disbursement makes a big difference in the value of a single heat sink. Later, I noticed some of the bigger mechs having heat sinks listed and having well over the base 4 heat disbursement. The math added up to two heat per listed sink. So I did conclude that two heat per sink was likely correct, but I wanted to confirm it seeing it makes a BIG difference on a build.
Everything considered, the Commando also has a destroyed SRM4 and a damaged SRM6.
| Markus "Meatbag" von Steinchen |
If we want to continue immidiatly, it may make sense to put Gunny into the Griffin although uhhmmm, Markus Alpha strike may have done a bit of a number on it.
Also, can I utilize resources to create advantadges for repairs done by Jack?
As in Heh, I asked that nerd whom I teached how to card shark properly to compile a list of the most useful spareparts for a merc company, based on monitoring spare part prices, collated with local merc lance makeups, over mercnet and bought these in particular, hope this helps!
| Deigon Black "Gunny" |
The description on page 32 is what had me confused. Because it states that “Internal structure boxes are similar to stress boxes for characters.” This led me to think the boxes on the Mech sheet displayed (IS) “boxes”, which were similar to the stress boxes of the character.” Then it states, “Each IS box buys off two shifts of damage.” This statement led me to think the boxes on the Mech sheet each represented two damage.
OK, so obvious this is incorrect. I’m now of the same mind as Jack in concluding that DM-Tareth is likely applying damage from top to bottom on the Mech sheet. If this is wrong, please correct me. And, each box on the Mech sheet is likely representing only one point of damage while the terminology “Box” in the above statement is likely referring to structure slot, which each comes with two stress boxes. (Tossing this out there for confirmation or correction.)
Based on the above statement, it's safe to conclude that "Damaged" means "not functioning" and it only takes two damage to make an (IS) slot "Damaged / not functioning". Does that change when we are talking about a component that takes up multiple (IS) slots, like an LRM 20, AC 20, or a PPC, which each take up multiple slots with two stress boxes per. slot?
Also, the above statement says, "If the next (IS) box is also destroyed, then the previous module become destroyed and can no longer be repaired." This statement is confusing. If the first (IS) point is "Damaged" after taking two points of damage, which fills all of its stress boxes, how does the second (IS) point also become destroyed when the first point isn't destroyed yet. I'm thinking this is likely a typo?
My interpretation of this is as follows. When the first (IS) stress point receives two damage, the component becomes "Damaged." When the second (IS) point receives two damage it becomes "Damaged and the first (IS) point becomes destroyed. When the third (IS) point receives two damage it becomes "Damaged" and the second (IS) point becomes destroyed. So on and so forth. (Tossing this out there for confirmation or correction.)
Using the "ARC Archer" for an example. If it’s LRM 20 takes two damage, is the weapon “Damaged / Not functioning”? More feedback on this would be welcomed.
INTERNAL STRUCTURE
OO LRM 20 OO LRM 20 OO GYROSCOPE
OO LRM 20 OO LRM 20 OO FUSION ENGINE
OO LRM 20 OO LRM 20
OO LRM 20 OO LRM 20
OO MEDIUM LASER OO MEDIUM LASER
OO MEDIUM LASER OO MEDIUM LASER
Jack Elroy Powers
|
If we want to continue immidiatly, it may make sense to put Gunny into the Griffin although uhhmmm, Markus Alpha strike may have done a bit of a number on it.
That is a good plan, but I am nervous about it.
Since the Griffin has only one armor point left, it would be very bad if we lost our new Griffin to a medium laser hit. Yes, it has long range weapons, so it can stay out of the fight, but lots of mechs have LRMs.
I would propose that we pause for a lousy -15- minutes. With Charly repairing at the same time, both I and her can restore 1 armor point each. (Probably. We'd both have to roll a 4, which is average. With help, we can both do that. I think Gunny has 1 in Tech, which is a guaranteed +1. With Meatbag giving an Advantage, then we should be good.)
That would be 3 points on the Griffin, which would be better.
Then we all go North and do all the things.
| Lloyd Flint |
For marking off internal damage I am just working down the components as listed on the mech sheets starting at top left. Gyros and engine are always last to go.
I feel like rolling for it here would be a little closer to the feel of the games, where you're never quite sure if you'll hit an arm or the head, but that also sounds like a lot of rolling.
| Charlotte "Charly" Takahashi |
Just a thought, but why not tie it into the degrees of success? A regular hit is on the arms or legs but a success with style lands one on the torso or head. A friend of mine and I came up with something like this for a mech wargame we played together.
Roll 1d6 to determine where it lands.
1 - Left Leg
2 - Right Leg
3 - Left Arm
4 - Right Arm
5 - Torso
6 - Cockpit
If the limb's already gone, it goes the torso.
Could also add in called shots. A limb or torso shot is a -1 to hit, a cockpit or specific system is a -2 to hit.
| Deigon Black "Gunny" |
Personally, I'm ok with the top to bottom method, now that I understand that's how we are doing it. The randomness of the Optional chart adds enough flavor for me and is unpredictable.
Although I believe Gunny is the only one, at this point, who has had to deal with (IS) damage. I think it is a good thing to iron out the expectation now, so there is way less questions about it down the road.
Apologies for all the previous questions. I know it sounds like badgering, but I felt it was likely that others might have similar uncertainties and would likely be following the Q & A.
| Lapeidra Apolonia |
You lead, I'll follow.
| Charlotte "Charly" Takahashi |
Okay, then we are. I thought it'd be a good idea to check that first before hitting the one where we know there will be baddies.
| Deigon Black "Gunny" |
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Really should consider taking a small break to allow Jack enough time to conduct repairs. Times not a rush unless you intend to assist the Locust pilot, which I believe headed off towards the farthest reading.
I wouldn't underestimate a tank, or in this case, a few tanks.
| Charlotte "Charly" Takahashi |
I'm not expecting anything too dangerous at the closer source, that's why I figured it would be okay to check it out while Jack's busy.
I've been thinking about how to make Charly different from Jack, and I think I'm going to lean more towards being a generalist and systems development. Jack seems to be more focused on field repairs and mechs.
Jack Elroy Powers
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Really should consider taking a small break to allow Jack enough time to conduct repairs. Times not a rush unless you intend to assist the Locust pilot, which I believe headed off towards the farthest reading.
I wouldn't underestimate a tank, or in this case, a few tanks.
I also think this.
As much as I don't like splitting the party, I guess there is nothing wrong with sending light mech scouts on a scouting mission.
| Deigon Black "Gunny" |
Deigon Black "Gunny" wrote:Really should consider taking a small break to allow Jack enough time to conduct repairs. Times not a rush unless you intend to assist the Locust pilot, which I believe headed off towards the farthest reading.
I wouldn't underestimate a tank, or in this case, a few tanks.
I also think this.
As much as I don't like splitting the party, I guess there is nothing wrong with sending light mech scouts on a scouting mission.
LoL, perhaps it will be ok. I have to many PTS moments with wandering down some ally way alone in a role-playing game. "NOTHING EVER" happens when someone wanders off alone. Nope, should be OK.
Light Mech Loadout= Medium laser, maybe a couple machine guns, or a slingshot.
Tank Loadout= PPC, PPC, or LRM 20, LRM 20,
All supported by a menacing "Bob and Weave" Locust!
The mental imagery is making me laugh. Perhaps I shouldn't be so negative.
| Lapeidra Apolonia |
I would think that a Repair roll (Engineer/Tech whatever) could also be used to disable a mech temporarily, subject to another character's opposed Repair roll.