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Casting call for new RP


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#141 Sparks Murphey

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Posted 21 July 2012 - 09:42 PM

I was thinking of running a Trebuchet, modded to swap the arm LRM with a pair of SRM6s. Chucks in some mobile LRM fire support for the lance, then dashes for a brutal short range finish. Working on a repaint for it now.

#142 Thom Frankfurt

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Posted 21 July 2012 - 11:01 PM

I'm thinking something fast and mobile for myself. 5/8/5 at the very least. But I am kicking around the idea of taking in a Raven for some narc missile beacon/homing missile of doom action. Only prob I see with the Raven is the year we're playing it's still pretty new, (well the version that actually has rules for the electric warfare package) also thinking that Narc equipt missiles may be a bit costly for such a small group. That being said, the cost for them would be cheaper than repairs.... A few homing missiles, can put the hurt to ANYTHING.

Also thinking about:
PhonexHawk
Clint
Vindicator (hey I wiped out a whole lance with one this one time... but swap out that LRM5 for a SRM)

#143 Sparks Murphey

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Posted 21 July 2012 - 11:35 PM

For the fast hit and run style, the Narc could be a very valuable asset. I was thinking that they mostly salvaged/pillaged/outright-stole their ammo, but perhaps they sell some of it to support your character's Narc habit...maybe there's a little internal eye-rolling going on there within the unit, that your guy just has to have the latest tech, which chews through their earning, but they put up with it because they know it's saved their hides more than once.

#144 Thom Frankfurt

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Posted 21 July 2012 - 11:52 PM

Very doable. Now if we could get Rogue and Vodka get in on the missile heavy unit. But, you know we'd be screwed in an extended campaign...

I have a feeling that Rogue is going be rocking the LB10X AC... Can't say I blame him, that gun rocks!

#145 RogueSpear

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Posted 22 July 2012 - 01:29 AM

In terms of kph how fast is 5/8/5? I never played TT or had access to any of the rules :D
I have zero problems playing a mech with missiles, it's not *too* hard to stick an LRM5 or 10 on anything I decide to take. I'd prefer to take a mech on the heavier side, I simply just don't like the look of any of the light and medium mechs available in 3031, and I'm not sure if any of the ones I like had been released by 3049 - I'll need to check.
I could always play a jaeger again, giving us some AA support. The JM6-A replaces the AC5s with a pair of LRM15s and 2 tonnes of armour. If we can justify it, I can swap for ferrofibrous and an XL engine, which should give me more than enough weight savings to upgrade the AC2s to Ultra AC5s. Then I could provide both direct and indirect fire from range, and I'd still even have the medium lasers for backup. But I have no idea whether or not I'd have anywhere near enough critical slots for that. At 65 kph it wouldn't be the slowest thing in the world either. I'm just not entirely sure about playing two Jaegermechs in two different RPs - seems a bit fanboyish!
Which, you know, I am, but shut up.
As for extra funds, if we're so skilled for asset retrieval, how about a flight of VTOLs in the salvage role? I'm thinking 6, with at least 2 of them being explicitly heavy lifters, á la Thunderhawk Transporter (http://www.forgeworl...ge/Thawklr6.jpg) style, and the rest being cargo haulers with a small infantry contingent - just enough to go in and grab whatever we're looking for if it's not straight out in the open. With such a dedicated retrieval team, we can justify the extra funds - we always grab the biggest and shiniest thing we kill, and everything that isn't nailed down!

#146 Thom Frankfurt

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Posted 22 July 2012 - 02:33 AM

We could also use some mechhauling flatbed trucks. And also a battlemech could (or least used to) drag twice their own weight if equipt with tow cables. I like the idea of the VTOL and some other conventional units. Effective and cheap.

Apologies Rogue, I always think of mechs from the TT perspective... a 5/8/5 would be.... 86.4 km/h (roughly) with a jumping radius of 150 meters. Same speed as a Timberwolf. But, jumps too. I did find this for you though:

CN9-D - The D variant of the Centurion is the first of many upgrades using Star League technology. The chassis was re-engineered to use Endo Steel construction techniques. Next the power plant was changed from the standard engine to an extralight engine. In the process the maximum speed was increased to 97.2 km/h. Finally, the weapons were upgraded. The Autocannon/10 was upgraded to an LB-X Autocannon/10 and an Artemis IV fire control system was added to the LRM launcher. The two Medium Lasers were retained. BV (1.0) = 940[12], BV (2.0) = 1,130[13]

#147 RogueSpear

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Posted 22 July 2012 - 02:40 AM

Trucks can't do aerial insertions, and need an escort. Not that I'm opposed to a convoy mission, for the fast in/out missions you intended to favour I figured VTOLs could cover a lot more ground.

CN9-D looks okay, I'd probably want to have a play with it though. You know what I'm like with custom mechs...Is there anyplace online I can find some thing that lets me make my own mechs without needing to buy a program? Just to make sure I get it TT legal

#148 Sparks Murphey

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Posted 22 July 2012 - 02:41 AM

5/8/5

View PostRogueSpear, on 22 July 2012 - 01:29 AM, said:

In terms of kph how fast is 5/8/5? I never played TT or had access to any of the rules :D

The numbers represent how many 30 metre hexes the unit can cover using walking/running/jumping movement in a single ten second turn. Multiply the middle number by 10.8 for top speed in kph, so in this case, 86.4kph. Multiply the last number by 30 for metres of jump capability, in this case, 150m of jump. The first number is just walking speed - that times 1.5, rounded up, is always the running speed (the middle number).

To give you a ball-park feel for what 5/8 feels like, the quite-fast Dragon is a 5/8/0 'Mech, while the slower Centurion is a 4/6/0, and the Commando (slow for a light 'Mech) is 6/9/6.

Hmm. Dragon.

<scurries away for a bit>

Okay, so if you wanted a fast, heavy LB-10X 'Mech, you could strip the AC/5 of a Dragon, replace the LRM10 with an LRM5 and a ton less ammo (same number of volleys at half the width) and mount an LB-10X with three tons of ammo. That could work.

PS: I use Solaris Skunkworks to do up my designs

#149 RogueSpear

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Posted 22 July 2012 - 02:46 AM

Thanks Sparks, I'll have a look at that. I tend to dislike the Dragon - too many heavy gauss rounds to the face while getting rocked by the AC5 playing MW4. Designers seemed to love that build...plus it's not the prettiest. I'll have a look around on Skunkworks now though :D

And yes, I know that build is decidedly noncanon xD

#150 Thom Frankfurt

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Posted 22 July 2012 - 02:48 AM

View PostRogueSpear, on 22 July 2012 - 02:40 AM, said:

Trucks can't do aerial insertions, and need an escort. Not that I'm opposed to a convoy mission, for the fast in/out missions you intended to favour I figured VTOLs could cover a lot more ground.

CN9-D looks okay, I'd probably want to have a play with it though. You know what I'm like with custom mechs...Is there anyplace online I can find some thing that lets me make my own mechs without needing to buy a program? Just to make sure I get it TT legal

Was trying to find a decent VTOL that handled cargo on Sarna but wasn't having much luck. I did however find one called the 'Planetmover' or something like that, that could carry 70 tons of cargo...

Figured that a couple of trucks wouldn't hurt to have if we ever had to move lots of junk. Shouldn't take up too much space on a dropship.
Speaking of which, what class of Dropship you have in mind. I was thinking Union because it'd give us enough room for whatever. That, and the fact that there's so darn many of them, and in all kinds of configs...

Oh yeah... a jumping Commando?

Edited by Thom Frankfurt, 22 July 2012 - 02:49 AM.


#151 Sparks Murphey

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Posted 22 July 2012 - 02:53 AM

View PostSparks Murphey, on 22 July 2012 - 02:41 AM, said:

...and the Commando (slow for a light 'Mech) is 6/9/6.

View PostThom Frankfurt, on 22 July 2012 - 02:48 AM, said:

Oh yeah... a jumping Commando?

/facepalm

Ugh. 6/9/0, even. Way to go, brain.

:D

View PostThom Frankfurt, on 22 July 2012 - 02:48 AM, said:

Figured that a couple of trucks wouldn't hurt to have if we ever had to move lots of junk. Shouldn't take up too much space on a dropship.
Speaking of which, what class of Dropship you have in mind. I was thinking Union because it'd give us enough room for whatever. That, and the fact that there's so darn many of them, and in all kinds of configs...

I was more thinking of the Leopard, unless we need more room for 'Mechs. Fast in, fast out. I suppose you could pass the Union off as a merchant easily enough, though, so that could work better from a pinch everything point of view.

#152 RogueSpear

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Posted 22 July 2012 - 02:54 AM

I just like the Fortress class. What's that Mr. Escape Plan? You can support us with artillery the entire mission? This is the best day ever.

#153 Sparks Murphey

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Posted 22 July 2012 - 03:01 AM

View PostRogueSpear, on 22 July 2012 - 02:54 AM, said:

I just like the Fortress class. What's that Mr. Escape Plan? You can support us with artillery the entire mission? This is the best day ever.

True, but they're also meant to be a little poor and dodgy. A Fortress isn't really in their league.

Also, this:
Posted Image

#154 RogueSpear

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Posted 22 July 2012 - 03:06 AM

Epic! I love it.

And I know it's out their league - but it's so cool :D

Edited by RogueSpear, 22 July 2012 - 03:40 AM.


#155 ChaosGrinder

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Posted 22 July 2012 - 03:16 AM

Like i said, i´d like to participate too, if a newbie like me is accepted here :D

Thinking about mechs, i´d love to go fore some heavier Guys. I´m liking the Stalker but i guess he´s too assault :(

#156 Thom Frankfurt

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Posted 22 July 2012 - 03:37 AM

I'm leaning against the Leopard, just because we'd need to have runways or spaceports to land then. Plus not much room for any loot we pick up. Don't know how much crap we could cram onto a Fortress, but a LongTom would come in handy...

Union seems best IMO disguising it up as a merchant would be fantastic. Hell get someone to steal some IFF codes from somewhere and confuse the Hell out of the 'bad-guys' when we show up guns-a-blazing.

@ Chaos a Stalker would be great if we did the narc missile beacon of doom thing.

Oh and Sparks, love the 'Bucket!!!

#157 RogueSpear

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Posted 22 July 2012 - 03:40 AM

Curses! The Sniper takes up torso and arm slots, so I just can't quite fit an XL engine, meaning I can't quite get up to the 5/8/- mark for a Helepolis :D
Still, 4/6/0 isn't bad for a support mech, wouldn't you say? Though if I'd be allowed to mount an XL engine on the sly (I need only one slot) then I could match speed with you all and still have one or two tonnes left for a support weapon or two.

EDIT: For the set up I'd be using, I'm leaving 4 slots empty on the LT to justify the extra slot it should be taking on the right arm.
Also, a Fortress can carry some 175 tonnes of cargo, and a company each of infantry, vehicles and mechs. Since we'd have 4 mechs, and the VTOLs, that's a hell of a lot of cargo space...

Edited by RogueSpear, 22 July 2012 - 03:50 AM.


#158 Sparks Murphey

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Posted 22 July 2012 - 03:50 AM

Don't forget, we should get all this cleared by Xin, since its his show now. I'm largely brainstorming at this stage. :D

#159 RogueSpear

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Posted 22 July 2012 - 03:51 AM

Oh of course. Hopefully he won't mind me showing up with a Helepolis...I'm beginning to quite enjoy tinkering with this!

#160 Thom Frankfurt

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Posted 22 July 2012 - 03:53 AM

View PostSparks Murphey, on 22 July 2012 - 03:50 AM, said:

Don't forget, we should get all this cleared by Xin, since its his show now. I'm We're largely brainstorming at this stage. :D

Fixed.





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