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242 posts. Alias of Atlas2112.


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Stop using the phrase "Out of Control". How precisely would a mech roll over? Or spin? (While those have technical answers, the visual image of a battlemech executing a perfect pirouette is to horrifying to contemplate.)
I've long ago said that we're doing the SCIFI OOC = Fall rules. Does that clarify things?

Also, there is only one piloting roll whether shaken or wounded. Which is why my flow chart only mentions it once.

That '1 crit per' rule seems better.

That makes it a MAXIMUM of four rolls. (Piloting, crit from enemy fire, falling damage, crit from falling damage) and, in a system where it's considered no large thing to need to make -seven- rolls just to attack. (Making an attack at full auto with an ROF of 3? That's 3 to-hit rolls, plus a wild die, plus 3 damage rolls) I don't see that as out of line with the game system.
And since most damage instances will be a Shaken result and just need a piloting roll (in line with making a Spirit check in normal combat) it's not really something that slows the game down.

Also, it still accomplishes my main goal of being VASTLY easier than Battletech's original system (that we're not keeping track of heat is one my great joys in life) which is the main goal.

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Would a flow chart help?

1------------Did you take damage?

2------------Does Damage exceed Toughness? If so, make a Piloting roll or fall.

3------------Does Damage exceed Toughness by 4 or more? Take a wound for each 4, and roll for 1 crit per wound.

...aaaand, that's it. Huh. The way you've been talking, it seemed like there would be more.

I guess the trade off between mech combat in SW and normal combat is that you won't be facing 37 opponents. A lot of time it's 4 mechs vs 4 mechs, or some other single-digit variant of that.

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Huh, so it does seem to say that every wound is a crit. That still seems like too many dice to me, but now that we have a cleaner crit table to go by (the SWADE one) I'm willing to give it a go. Okay, I concede the point, every wound is a crit.

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Also, 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.

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Roger "RocketJock" Smithson wrote:


Sorry, the above quotes must have confused me. So, we are *not* using the Out-of-Control SWADE vehicular rules? Did you mean to say "falling check Piloting roll" in the second quote? Please note, that to check for falling damage the mech must take a Wound, not just be Shaken. Your last mech to take damage was only Shaken, so no falling check needed.

Wait wait wait...why do you think this?

Page 117, SWADE: "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 go Out of Control"

Page 84, RIFTS: "If a suit of robot armor suffers a wound, the operator must make a roll or the vehicle falls; this replaces the Out of Control rules"

Ooooooo...since it doesn't say that explicitly in the SCI-FI book, were you wondering why that applies when it's Shaken? I guess that sort of makes sense. I could-a swore I stated that, though, otherwise, having a mech Shaken wouldn't have any effect at all.

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GM_Atlas2112 wrote:

Nice doc, Roger!

To address the last point, I've conceded that SWADE seems the best path here, and you need to get a raise in order to get a critical hit.

1) All of this is SW Sci-Fi RAW. Except for the one concession to SWADE where, as above, I already said that we can do it where you need a raise (2 wounds) for a critical Hit roll.

2) I stated this at the beginning, that we are mostly using the SW Sci-Fi Companion.

On page 59 it states:"a pilot must make a Piloting skill roll any time his walkers suffers a wound. If the roll is failed, the walker falls."
He took a wound, failed his roll, and fell down, taking another wound.

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Also, it seems like there was some confusion about why the Hussar fell in the last round of combat. IT was because the shot was equal to or greater than his toughness which force an out-of-control piloting roll.

I'm not sure why it didn't make it to the post, but if we need dice, here:

Piloting! 2 wounds!: 1d8 - 2 ⇒ (1) - 2 = -1

Yep. Less than 4, so fall, with damage.

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Nice doc, Roger!

To address the last point, I've conceded that SWADE seems the best path here, and you need to get a raise in order to get a critical hit.

(I keep trying to think of more to say, but that seems to put it succinctly. I guess, with that said, I don't know what you're referring to as being excessive?)

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@Roger. Okay, thank you. Follow up: How do -you- think about adding in Mass Combat. I prefer to handle things case-by-case, so I'd like to know if you yourself might be ready, or if you're using other people to cover for your own feelings.

@Max. Thank you. That is fine. I knew this wouldn't work out for everyone when I started, and then workload just kinda backstabbed with a two-handed maul. No hard feelings.

I'll wait until we hear Darwin weigh in. If he also thinks this is some monkey-butt, I'll probably chalk it all up to a learning experience and wait until things settle on my end. If he wants to tally ho (y'know, like a REAL man ;) then I'll just find a replacement (I've got 2 on the short list and 5 on the long list) and we'll try to muddle forth as we can.

Also, as I examine my thoughts, I realize I've been saying it wrong. Missiles are -slow-. They also have guidance. The guidance (however primitive) allows them to correct their targeting, making the speed of the mech irrelevant. (Also, their rules RAW is butt, so we gotta buff them somehow. ^_^)

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Well, this looks like where I am right now.

They changed my classification so I'm just about guaranteed to work at least 12 hrs a night, so the only posting time Imma have is now, late on a Sunday.

The good news is that a plan is -definitely- in the works to make this situation temporary. The bad news is that the hammer doesn't drop until the start of summer. =/

Hence, what do ya wanna do? Going slow will give us all a chance to learn the rules at a leisurely pace, but for some just posting once a week just isn't plausible.

(Also! IF we keep going, I -really- wanna try out the Mass Combat rules. I think I've got a very neat take on it, and I don't think it'll be hard at all. Meh. Whateves. Just wanted to make sure to write it down so I didn't forget. =)

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Oh, also, do all you guys have a solid enough grasp of the rules that I don't need to write out all the math for every shot, or would you rather that I keep it up still? Like, I didn't explain why Roger's shot didn't make a wound, but I didn't want to be redundant at this point.

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Ouch. A transfer to the infantry at this point, so far into your commission, would all but give you the stigma of joining the ranks of the Dispossessed--those that had known the feel of a BattleMech beneath them, but had lost it, for any of a legion of reasons.

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Yes, movement only applies to shooting, because missiles are fast, and with the opposed roll, also applying movement penalties would just be silly. Hence, yes, your first roll did miss, so you were wise to spend the benny.

The four lasers on Roger's Jenner fire off in quick succession, their arcing beams lagging just a touch behind the wounded Hussar. But just at the last minute Roger hits his BCB (Big Cheat Button) and H4XX0RZ the sim controls, the lasers suddenly turning in place and honing in on his foe like a...like some...really precise kind of...uh, lasers.

*WHAM*

The battery of energy hits the hussar dead on, but fails to pierce the heavy chest plate.

****

Max desultorily looses a volley of missiles, but he forgot to arm their warheads, so they crash into the Hussar with a heartbreaking THUD THUD THUD THUD.

***

Darwin's FRICKING LAZER BEEM launches out like an angry tiger, hitting the Hussar just below the left arm socket.

Remember, when one of your dice rolls its maximum, you get to roll it again. In the interest of time Imma do that for you.

MOAR damage!: 1d8 ⇒ 3 = total of 23.

The large projection cannon doesn't -quite- pierce the heavy combat chassis, but it does rock the big robot backward, the pilot unable to keep it upright after such a heavy hit, and it falls to the ground!

Falling damage!: 6d6 ⇒ (1, 3, 4, 4, 2, 6) = 20
Falling damage ACE!!: 1d6 ⇒ 6
Falling damage ACE ACE!!!: 1d6 ⇒ 3

The weakened torso meets the ground in a spot already weakened by withering fire, and its weakened weakness collapses weakly, not strong at all.

And explodes!

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Having taken a bad hit, the pilot tries to keep his mech under control!

Piloting roll after Wound! 2 Wound taken!: 1d8 - 2 ⇒ (3) - 2 = 1

The mech falls like a flower pot in love with the ground.

Falling damage!: 6d6 + 1d6 ⇒ (4, 6, 3, 1, 4, 2) + (2) = 22

But his thick armor protects it from further harm.

RISING from the ground, he jogs 30' to the West and turns his TERRIBLE WEAPON on him that hast harmed him!

Shoot at Jenner with guns!: 1d8 ⇒ 1

The blast is dead on, but only succeeds in taking out an random flock of seagulls that were flying by.

Hussar = 2 nds, mv pen = -3, GM bennies = 2. Party is up!

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*PEW* *PEW* *PEW* *PEW*

The quad-battery on Roger's Jenner belts out it quartet of death with three part harmony.

With AP 10, we're looking at a net TOU of 26. The good news is that 41 is VERY much more than that. Mind you, this seems like a good time to talk about the Compartments Rule (page 58, SCi-Fi companion.):
"A Mech can never suffer more than two wounds from a single attack."
Yeah yeah, I realize this seems like a cheesy cop-out now, but if I ever get a lucky hit on one of the PC's unblemished mechs, I think we'll all see the logic here. =) Of course, that does mean 2 wounds, so that means 1 crit.

Crit hit!: 2d6 ⇒ (6, 6) = 12

As aforementioned, we're using the SWADE crit hit tables (modified per RIFTS for Guidance and Locomotion results) so a 12 is a "System" hit. Most mechs will have 3 of these non-weapon systems, AMCM, Targeting, and Sensors. Random!

1 AMCM, 2 Target, 3 Sensors: 1d3 ⇒ 1

Roger's Jenner BLASTS into the side of the Hussar, crippling it sorely and knocking out the thing's AMCM.

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*ZZZZZZZZZZZZZZZZZZZZZZZZING!*

The Panther brings its impressive cannon to bear, but the quick-footed hussar evades its targeting program.

The Hussar moved 30, which gives it a movement to-hit penalty of 3. Your Targeting Computer brings that down to 1, but the base to-hit # is 4, bringing the net number to 5, which you -barely- missed.

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Defend,Valkyrie, #1: 1d8 - 4 + 2 ⇒ (7) - 4 + 2 = 5
Defend,Valkyrie, #3: 1d8 - 4 + 2 ⇒ (5) - 4 + 2 = 3
Defend,Valkyrie, #4: 1d8 - 4 + 2 ⇒ (3) - 4 + 2 = 1

The Hussar convinces the lead missile from the Valkyrie that it's actually an olive. It leaves to go find a lake that thinks it's a vodka martini.

*SLAM* *SLAM*

The other two missiles stay on track and make some impressive explosions, but are unable to pierce the tough hide of the Hussar.

The AP 8 of the LRMs brings the Hussar's net toughness to 28, which neither missile pierced.

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Thanks guys. =)

See, like last night. Last night I did not work twelve hours!

...

I did however work 14 hours, just got up and now have to go back to work. =p

(Fortunately it's the perfect storm, in that I both like what I do, and we reallllllly need the money. That's what they call a win-win, right?)

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Blargh. Things were easier when I only worked 8 hours and was bored. Now that I work 13 on the regular it's harder.

Balls, I'd update now but I gotta go to work.

No no no, I'm not dropping this idea, I've got too much to do, and we've done some good work here.

I'm just saying that if I don't do an update its because I had a loooong shift and do not have the minutes to type the keyboard, and I feel more badder about than anyone. =/

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The hussar, accepting the challenge, runs 30" SouthWest and attempts to return the favor back at Roger's Jenner.

Except, not having any missiles, he just uses a gun.

Shooting!: 1d8 ⇒ 1

And misses terribly.

Hussar: No wounds. mv pen -3. GM bennies = 2.

Party up!

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Roger seems un-nerved that the mech has given off shooting at him, and in his INHUMAN RAGE to get back at his enemy, his targeting is less than perfect and only one powerful SRM locks on.

Defend!: 1d8 - 4 + 2 ⇒ (1) - 4 + 2 = -1

Okay, now that I'm down to one mech, here seems as good a time as any to talk about another rule that is a basic SW rule that I've just not brought up yet. And that is about "bennies". Bennies are free things you get that allow you to do, usually, one of two things: 1) Soak wounds (this is usually what they are used for) or, 2) re-roll dice. If you roll poorly and want a "do-over" you can spend a 'benny' and re-roll that die. (Or all of them, in the case of missiles, when one action gets you multiple dice.) Each PC starts with 3 bennies. Mind you, the GM also gets some, 1 per PC. Now seems like a good time to illustrate this rule by using one of my 3 GM bennies.

Spend GM bennie to try again! Defend!: 1d8 - 4 + 2 ⇒ (8) - 4 + 2 = 6
Ace!: 1d8 ⇒ 3

The quick-yet-heavy scout confounds the lone accurate missile and sends it spiraling toward some helpless puppies.

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Darwin, ever the opportunist, switches targets to the last remaining mech, the Hussar, and opens fire with his MASSIVE arm canon!

The range on the MedPartAcc is the same as the SRM. For targets closer than 100 inches, that's short range at no penalty. For targets between 100 and 200, that's medium range, -2. For btw 200-400, that's long range, -4. All targets are currently short range to each other.

The Hussar is as close as you can get to combat-worthy light mech, at 36(17). The AP of 10 brings the net toughness to 26, which is greater than the damage of 18.

Even the over-gunned panther's assault canon is not enough to breach the Hussar's heavy plate.

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Confound, can you people at least say minor details like -who- you are shooting at? Would a thin veneer of RP be too much to ask? Well, yeah, maybe. Alright, let's put this to bed and see where we're at. Of note, after having re-jiggered the new NEW rulez, the now MDTN is 4. (Appropriate number, all considered.)

Hence, all Max's LRMs from his Valkyrie to the Wasp are On Target.

Defend!: 1d8 - 4 + 2 ⇒ (1) - 4 + 2 = -1
Defend!: 1d8 - 4 + 2 ⇒ (6) - 4 + 2 = 4
Defend!: 1d8 - 4 + 2 ⇒ (1) - 4 + 2 = -1
Defend!: 1d8 - 4 + 2 ⇒ (5) - 4 + 2 = 3

Ouch. Not his day. 3 hit. #2, the one with the lowest damage roll, misses, because of course it does.

With an AP of 8, LRM has a damage of 22 going against a net toughness of 16. (The Wasp is 24(9); 24 - 8 = 16.) That's only one raise, and, therefore, one wound.

LRM 3 has dmg = 20, which, given, again, a net toughness of 16, is enough to kill it.

The light scout mech is blasted apart under a hail of long-range missile fire. Man you kicked that frail light mech apart you bad ass!

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ZenFox42 wrote:

...did you intentionally remove the +2 to the MDTN calculation? That would make it *easier* for missiles to hit...

Unfortunately, that puts having to handle armor, AP, and calculating Wounds into the hands of the players, which may be overwhelming at first.

To address Max's issue, how about : for one or more Raises on the Attacker's K(EW) roll, the defender has an extra -2 penalty added to his roll?

1) Yes. Giving the defender a 'saving throw' is a huge benefit, so we don't need such a high threshold to make.

ALSO! (And this is the main reason.) When you look at an opposed roll, you'll be rolling against, on average, their average. (i.e. if you're rolling off against a d8, you'll be rolling against a 4.5.) By rounding that to a 5, that fairly re-creates the experience, but gets rid of a die roll.

2) Correct. However much of this has been hard at first, but I feel I have men of such stronger stuff here that we can adapt to it. I imagine that I'll be helping such rolls along for some time, and then it'll be second nature.

3) No, I don't like that. A bonus to hit, in SW, is MUCH more favorable than a bonus to damage. I propose that we keep the rule that we know: A raise grants +1d6 damage.
(I may eat those words. We might just go with the -other- rule on missile fire that I've actually been dreading, because it's so counter to the setting, but we may have no choice. And that is that on a success you only get to fire -half- of the missiles that you can. You need a raise for a full blast. )

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Maximillian Sterling wrote:

So, no penalties for speed, range, or size? I am all for that. What the hell does a missile care about any of those things.

But what if I get a raise on a to-hit roll? Or a couple raises? Does the enemy still only need to roll a success at -4 +2 to evade? That seems wrong.

Are you waiting to spring Heat on us until the end or are you scrapping heat from the game? I would be cool not having to think about that.

1) I am of the same thoughts--except for range. Now that I think on it, it seems fair that range penatyies would apply. I say that so that there is always some advantage to getting closer. To have missiles always ignore range, is to give SRM as de facto range of 400, which is just wrong. But not speed and ESPECIALLY not size. That's so dumb that the missiles fired from a Valkyrie would somehow be more accurate than those fired from an Archer. sheesh!

2) wait one. Apparently I'm going with keeping the bonus damage. That makes sense--that if you aim more betterer you can hit something a bit more vital than usual.

3) You said you read the Walker rules from SW SCifi, which is what we're playing now, and they don't have heat. So, yeah, none of that.

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Okay, different idea.

Instead of the above idea, we instead have the MDTN be half EW, rounded up. And that's it. Attack roll is only against that. Then the defender gets their EW roll, -4, with Amcm.

I read the rule wrong before, and I think this represents it accurately, but with one less roll.

What do y'all think?

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Alright, it looks lime my attempt to break Missiles down into one die roll has failed.

For the rest of the combat, let's try to *sigh* play by close to the rules.

From SWADE: Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed Electronics roll. Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.

The enemy attempts to evade each missile separately by making a maneuvering roll at −4

Great Jabba the Hutt that's -3- rolls as written. Okay, we can't have that. Let's break it down into two steps:

1) Instead of an Opposed roll, it'll just be a normal to-hit, (with speed modifiers, range, size, etc) using the K(EW) skill to hit.

2) Then the target gets to do their evade (also with K(EW)) at the appropriate modifier. (which is -4, and this is where AMCM applies.)

ZenFox: I know it says that Piloting is supposed to come in to play here, but that missiles have proven so powerful only increases my estimation that a different, non-primary skill needs to be used here. Also, it makes more sense that one skill is used in this weapon set.

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The Commando continues to stalk the Valkyrie, and fires its laser.

Shooting!: 1d8 ⇒ 2

And misses horribly.

Just then the Hussar ignores the mech that just sent a missile into its chest and also turns on Maximillian in the scout-hunter.

Shooting!: 1d8 ⇒ 7

It's Heavy laser barely manages to follow the rapid-moving Valkyrie.

Your movement penalty of 3 made the to-hit number 7.

Heavy Laser Damage! AP15!: 4d10 ⇒ (4, 6, 3, 2) = 15

Which glances off Maximillian's thick armor.

Well that didn't go as I planned. Party up.

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Roger, please note:

GM_Atlas2112 wrote:
Edit: It's important to note that SRMs fire -TWO- at a time, while LRMs fire -four- at a time. Yes, the panther has -two- SRM launchers, but firing one of these is an action. The other launcher is there mainly if one gets destroyed. Or, of course, you can always try firing both at the same time, but then -all- rolls get a Multi-Action Penalty (MAP) of -2. And, yes, AP = Armor Piercing.

One of your first two rolls hits, but your wild die missed, so I'll take your first damage roll. It's okay, we're all learning here, I probably should have been more clear on the difference between mechs that have LRMs (like the Valkyrie) and can fire 4 lighter missiles, and the Jenner, that can fire two of the heavier SRMs. Mind you, I wouldn't worry about it because....

The heavy SRM from Roger's Jenner SLAMS into the Hussar, causing massive trauma in the...

Crit!: 2d6 ⇒ (2, 5) = 7

...chassis, failing to find anything squishy, but still leaving a large smoking hole in the chest.

Piloting!: 1d8 - 2 ⇒ (8) - 2 = 6

But the skilled AI pilot manages to stay on his feet!

Hussar = 2 wounds.

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Yes, Darwin, that is correct! That leaves the Wasp with only it's base Toughness of 15. 4 more than that is 19, which is one wound, so it would take damage of 23 to make two wounds. So close!

The AP of the SRM SLICES through the Wasp and rocks it to the core.

Piloting!: 1d8 - 2 ⇒ (4) - 2 = 2

The Wasp pilot can't handle the shock and FALLS to the ground!

Damage!: 6d6 ⇒ (6, 4, 6, 2, 2, 4) = 24
Damage ACE ACE!: 2d6 ⇒ (6, 2) = 8
Damage ACE!!!: 1d6 ⇒ 4 = 36

The ground is equally unforgiving and the chassis CRACKS in half. The scout mech lays still.

First kill to Darwin!

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Also!

Humans can only go up to d12 in anything, either attributes or skills.

Technically, after that, it goes d12+1, d12+2, etc. One example of this is that your mechs all have a Strength of d12+4.

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Whoa, whoa, whoa.

No, no, they're...not. They're just not.

SRMs and LRMs are the -only- two missile types that exist. (currently)

They're solid hitters at the light-mech levels, but the other weapons haven't been demonstrated much yet.

Darwin in his Panther hasn't even fired his Particle Acceleration Cannon yet.

Both your Valkyrie and Roger's Jenner have quad medium lazers that not only have VERY GOOD damage, but also get a bonus to hit.

So yeah, right now, missiles are okay, but I wouldn't sink your shooting to d6 because of it.

Hrmmmm, perhaps a demonstration of this battle stations full capabilities are in order....

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Roger "RocketJock" Smithson wrote:
Atlas - in the future, in your attacks could you please refer to us by our character names, not the names of our vehicle types? Thanks!

Huh? You don't subsume your own personality for the technical capabilities of the vehicle you currently pilot? Huh, weird. Well if that's the kink you're into I guess so. =) Also, you wanna give us an action this round?

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Darwin "Nasty D" Foxwell wrote:

"Taste missile, AI goon!" Darwin smashes his big fat fist on the keypad and sends two more missiles at The Wasp (TM).

[dice=Missiles]1d8; 1d8
[dice=Wild Crazy Die]1d6

Darwin, don't forget that when you roll a die and it rolls its MAX (like your d6 that rolled a 6) you get to roll it -again-.

By sheer wacky luck (Darwin would call it skill, if you dared to ask him) one of the Panther's SRMs hones in on The Wasp and ASPLODES!!

Darwin, gonna need a damage roll. Again, feel free to roll damage automatically when you see that one of your missiles will hit. Remember, ALL of the AI mechs, for this scenario, have a MDTN of 6. So every missile roll that is a 6 or better is gonna hit.

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Maximillian Sterling wrote:

More missiles!

[dice=K(EW)]1d8;1d8;1d8;1d8;1d6

Max's missiles fall for the classic "hey look a distraction!" line from the Commando's AMCM and miss fully.

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Maximillian Sterling wrote:

Move 36.

mv mod -6

I might not have explained this very well, so I'll make sure to do it now.

From the book: Fast Target: A fast-moving vehicle is more difficult to hit, and subtracts 1 from any attacks directed at it for every full 10” of its speed.

Hence, the mv mod is -1 for each full 10.

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Roger "RocketJock" Smithson wrote:


Also, why did the Wasp have to make a Piloting roll if all he did was move and fire?[/ooc]

This has proven to be a very difficult question. Like the Learnean Hydra, as I saought an answer for this, I only found new questions.

The basic answer is because the Wasp took a critical hit, which requires it to make a piloting roll every round.

I had been using the crit tables from SW RIFTS, because the vehicular tables are incompatible with mecha.

Hence, I was going over the NEW SW rules (the SWADE) to see how their tables figured, and I see they made a few changes to the rules.

WE ARE NOW USING THE NEW VEHICULAR RULES.

What does this mean? Little, but also much.

To begin, in the new rules, NOT every wound causes a crit. I am grateful for this. You must Raise on the damage roll to get a crit roll. This makes sense, as not every wound causes some kind of incapacitation.

So too, the new crit tables eliminate the Controls crit, and just give that space so that there are TWO spaces for a Locomotion hit.

They also got rid of the 12 = Wrecked result, which also makes sense. (I'm still contemplating swapping that with the Pilot result, but we'll see how many MechWarrior deaths we get first. =)

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Who are you shooting at?

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I should probably just say 6 squares...

but now it's just so funny. >.>

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I'd like to speak on some small points:

1) Knowledge (Electronic Warfare) is used to all things missile related.
Knowledge (Battle!) is a different skill, and will be used to determine initiative and is heavily used in mass combat. You have a free d4 in K(B)

2) All new characters start with 12 skill points...unless if you have no Hindrances. If all you wanna do is toss up a char an' toss some dice, you can keep the 13th skill point. The instant you wanna be l33t, the we go back to the "rules". =p

3) One thing that I've seen alot in SW is that Hindrances aren't observed enough. They're just kinda there and not used in storytelling.
I'd like to try something new.

At the end of a post, I may say something like: Loyal; you feel compelled to help her, or Bloodthirsty; you can not stand to live ina world where your prisoner Dargor the Shadowlord is allowed to speak 20 more words or live 20 more minutes.

That just means that if you have that Hindrance, that is how you are affected.
And if you don't, then it doesn't affect you.

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Roger "RocketJock" Smithson wrote:
So, Atlas, will you now please re-post all our weapons' ranges in units of "squares"? Thanks!

No.

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Remember, I'm staying out of it.

You guys need to agree to it, tho.

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Blargh. I forgot one of the most important things I wanted to try out. After your turn, it would be great if everyone could put how far they moved, or just the resulting modifier, in a note at the end. Hence, for the Commando we can put movement mod = -2 indicating that all direct fire is at a -2 to hit.

The Hussar BURSTS forward 30" and fires it's rather large laser at the Jenner.

Shoot!: 1d8 ⇒ 3

Just barely missing!

The Wasp DASHES forward 30' and looses a brace of short SRMs at Darwin in his Commando!

Missile!: 1d8 ⇒ 6
Missile!: 1d8 ⇒ 2

But they fail to lock on.

At the same time the Wasp tries to fight with his damaged controls.
Pilot!: 1d8 - 2 ⇒ (2) - 2 = 0

The Wasp SLAMS to the ground, it's hurt gyro unable to keep it upright.

Falling hurts!: 6d6 ⇒ (1, 1, 4, 2, 3, 4) = 15

But again the ground is gentle to land on.

Hussar mv mod = -3
Wasp mv mod = -3

Party is up!

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Darwin "Nasty D" Foxwell wrote:
Re: team name, um, I don't know. Something gritty? I'm not as familiar with the setting as the rest of you may be.

Heh. Ya gotta Beleive in yerself!!1!

You're guys piloting giant fighting robots of living death. You need more than that? =)

Srsly, even in-setting some of the best units have generic names.

One of the best merc units is just called the "Eredani Light Horse". And the most well-known and baddest merc units is called "Wolf's Dragoons."

And there's the Grey Death Legion.

See? Nothing overly creative there. Just toss something out and see. ^_^

(See, I'm the GM now, so I can use double-triangles whenever I want. That's really the only reason I'm doing this. =-p)

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ZenFox42 wrote:
Atlas wrote:
Your Missile Defence Target Number (MDTN)? Anyway, ya, it'll be half your K(EW) die, +2. And then you can always add in any other defenses, like AMCM.

I *really* like this! We should include our MDTN in our "tag" lines (the line of info right below our PC's name) so you can tell at a glance what they are during combats.

Mine is 9. So an attacker basically needs to get two Raises just to make me Shaken. I'm happy with that.

Well thank you.

Mind you, it's not "just to make me Shaken" as a missile's damage is a different roll. The MDTN is like the Parry stat: It's what they need to -hit- you.

So a Pilot with a d8 in their K(EW) needs to Ace just to hit you. *grumble*

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Roger "RocketJock" Smithson wrote:
Max's first d6 in his damage roll Aced, so he should re-roll to see if he might inflict any more Wounds.

I'm sorry, but we finally got some momentum built up here, so we're gonna chock that up to 'learning experience' and a 'bug in the sim' and just drive on. Remember, it's a training sim!

The Valkyrie deftly manages to stay upright, if just barely.

Gotta go work 12 hours now. Update more later.

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*BLAMMO!* The Valkyrie's missile finds a new home in the Commando's inner workings.

Crit!: 2d6 ⇒ (5, 3) = 8

Alas the missile only plows into infrastructure, and nothing more sensitive is hit.

Pilot!: 1d8 - 1 ⇒ (1) - 1 = 0

The pilot can't handle it and SLAMS face-first into the ground.

Damage from Falling!!: 6d6 ⇒ (1, 1, 2, 4, 2, 1) = 11

A ground which is mushy and soft and provides a soft landing.

Commando = 1 wound. Also, my turn.

The Commando rises from the ground and CHARGES forward.

Getting up costs 2" of movement. With a Pace of 28, that leaves 26 movement left. Rounding to the nearest 5 gives us mv= 25 which is 5 squares. Map updated.

And the Commando FIRES his LAZER!
Short range, no penalty.

Shooting!: 1d8 ⇒ 8
Shooting ACE!: 1d8 ⇒ 5

A 13 is more than 4, so it will hit. Also, since it is more than 8, it inflicts 1d6 damage more.

Damage! AP10!: 3d10 + 1d6 ⇒ (3, 7, 8) + (1) = 19

The Valkyrie's toughness is 26(11). The laser pierces 10 of the armor, making it's net toughness 16. The 19 damage from the laser exceeds 16, but does not exceed it by 4, so there is no wound. HOWEVER, since it does EQUAL OR EXCEED the mech's toughness, Max needs to make a Piloting roll to avoid falling down. Basically the shot ROCKS the mech so badly that, even though it didn't damage anything too badly, he still needs to stand strong so the blow doesn't knock him over. ... Okay, I'll pause there to see if there are any more questions and then move on to the other OP4 later.

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Darwin "Nasty D" Foxwell wrote:
All of this mechanical ambiguity is eh, not so enjoyable. I generally play for RP and story... this is a nightmarish amount of rules mumbo jumbo. I appreciate the condensed version you posted above, Maximillian, and would love it if Atlas could similarly summarize things once all of the back and forth is through.

Since this got 1 like (showing 2 people agree with it...in a group of 3 ^_^) I took a moment's pause and came up with a quick, good, scenario to put you people through, as soon as we've finished this little ditty to get all the rules down.

I like it, as it's something I would want to play through, and I think it very much represents my GM style.

If we can POWER our way through what we're doing right now, you may consider that the 'dessert' that lies at the end.

To begin the game...all of you are on a team. What is the name of that team?

(You have a while, so no rush, but I will need agreement.)

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Maximillian Sterling wrote:
GM_Atlas2112 wrote:
Does this help?
Yes, this is pretty interesting.

Alright. Now, for Darwin's request, we can have the following:

On your turn, you can, (in any order)

1) Move your mech it's Pace.
(We are rounding down to the nearest 5, since each "square" is 5...units of distance.)

2) Fire one weapon.

2a) For shooting anything OTHER than missiles: Determine how far it is to your target, calculate the range penalty (-2 for Medium, -4 for long), get their movement penalty (we haven't gotten to that yet, but suffice that the faster your target is, the harder it is to hit), factor in your Targetting system (which removes up to 2 of penalties) and then roll your Shooting ONCE and a d6 for your wild die ONCE. Take the best.
To save time, also roll damage.

2b) For firing missiles, you may ignore speed penalties (because missiles are fast) but still factor in range penalties. Roll your Knowledge (Electronic Warfare!) against the target's MDTN (which will always be '6' for this scenario).
You get to roll your K(EW) for AS MANY times as the # of missiles you are firing PLUS one roll of a d6 for your Wild Die (which you can use if it's higher than any ONE of your K(EW) rolls.

Does this help?

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Maximillian Sterling wrote:
GM_Atlas2112 wrote:
@MAx, what do you propose we call a square in the tabletop map grid?
If it were up to me, I would call a square a square, and have it equal 10 yards. 10 yards feels like the amount of space any single mech occupies on the battlefield at any given moment.

That is a GREAT idea! We will totally do that! =D

(That I had said that each square was 5 inches, and that 5 inches is 10 yards, will, I'm sure, bother Maximillian not at all. X)

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