Jump to content

The Chronicles Of Vega's Havoks - Sign Ups

Fiction

1014 replies to this topic

#181 dal10

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,525 posts
  • Locationsomewhere near a bucket of water and the gates of hell.

Posted 20 March 2013 - 08:36 PM

valid question, can havok lance see the silos yet? i want andrei to make a post about how they can explode, (Andrei helped make a bomb to blow up a "rebel hideout" in a barn near a silo, AKA, he stayed with prisoner leading them to the hideout to make sure the guy would not lead them into traps) also, if you don't want me to mention that they blow janitor, just tell me. an explosion from a silo though would be more than enough to devastate the entirety of lance 2 however. probably 2-3 destroyed and the rest heavily damaged.

damage to havok lance would not be out of the question either in such a case.

Edited by dal10, 20 March 2013 - 08:43 PM.


#182 Alan Wagner

    Member

  • PipPipPip
  • 54 posts

Posted 20 March 2013 - 08:57 PM

View PostSpokes, on 20 March 2013 - 08:26 PM, said:

Heads up Alan, Spokes' is on the Lance two subchannel. Havok Lance can't hear her. :D

Ah okay. I'll fix it :lol:

#183 Janitor101

    Member

  • PipPipPipPipPipPip
  • Guardian
  • Guardian
  • 307 posts
  • LocationNew Hampshire

Posted 20 March 2013 - 10:12 PM

Silos are about 150m ahead of Lance Two, Havok lance is about 600-700m behind them, so They may be cresting the hill that is hiding them shortly.

#184 Thom Frankfurt

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,741 posts
  • Google+: Link
  • Facebook: Link
  • LocationSearounders Tavern, Port St. Williams, Coventry

Posted 20 March 2013 - 10:21 PM

And now we die.

Edit: it looks like the fireworks are going to be starting soon. Will try to post something tomorrow, it's almost 3am here. Naptime.

Edited by Thom Frankfurt, 21 March 2013 - 01:41 AM.


#185 Spokes

    Member

  • PipPipPipPipPipPipPip
  • 574 posts

Posted 21 March 2013 - 09:45 AM

I'm planning on using the Level 2 Special Case rules for my Scorpion and, well. . .quad mechs are kind of weird.

- Quads trade their arms for a second set of legs. This gives them more internal structure and a decided lack of internal critical space. Quads may not punch, push or use clubs.

- Quads cannot torso twist. They have the option of mounting weapons in a turret, but the Scorpion does not do so.

- Quads can perform lateral shifts. The Scorpion can crab walk sideways at roughly 50 kph.

- Quads receive a +2 bonus to all pilot skill rolls made to avoid falls. No pilot skill check is needed to stand up after a fall

- All critical hit damage to the legs is cumulative. Actuator damage on a destroyed leg is ignored and replaced with the following. A single destroyed leg causes the quad to lose all of its special movement and to function as a bipedal mech. With two destroyed legs the quad behaves as a bipedal mech with one destroyed leg. With three or more destroyed legs, the quad is immobilized, and may not prop itself up to fire or change its facing.

- According to the TRO fluff, the Scorpion can shed heat through its legs and enjoys an advantage in shallow water. The level 2 construction rules integrate all of the heat sinks into the engine though. Not sure how to resolve this one.

- Quads may go "hull-down" like a vehicle. It costs 2 MP to enter and leave this state.

#186 dal10

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,525 posts
  • Locationsomewhere near a bucket of water and the gates of hell.

Posted 21 March 2013 - 10:43 AM

i wonder if you could make a six legged mech?

#187 Janitor101

    Member

  • PipPipPipPipPipPip
  • Guardian
  • Guardian
  • 307 posts
  • LocationNew Hampshire

Posted 21 March 2013 - 11:35 AM

Everyone needs to watch their PM inbox, at least one of you has a PM, and hasn't responded to what is in it.

Also, does everyone find this early style amusing or fun? Or would you rather I cut the unsure crap and just throw baddies at you in the future?

#188 Spokes

    Member

  • PipPipPipPipPipPipPip
  • 574 posts

Posted 21 March 2013 - 12:44 PM

The question of searchlights came up during one of the Lance 2 contact reports. I'm puting this up here so everyone can see it and comment accordingly.

Night Combat

A lack of ambient light degrades the ability of BattleMechs and other combat units to target and hit an opposing unit. If combat takes place at night, modify all to-hit numbers by +2.

Searchlights

Some BattleMechs are equipped with searchlights. These units will be designated by the scenario being played or by mutual player consent. In some cases, a BattleMech's illustration or miniature will show that it has a searchlight, such as the Guillotine and Loki. Searchlights take up no weight or space for purposes of construction.

BattleMechs equipped with searchlights may turn their searchlights on (or off) during the Movement Phase. A searchlight illuminates any one unit or hex in its LOS and in its forward firing arc during any Attack Phase, as well as any units in intervening hexes between the illuminated unit and the searchlight equipped unit. The unit also illuminates itself. Units attacking illuminated units disregard the +2 modifier for night fighting.

- pg 81, Battletech Master Rules

My Scorpion has a searchlight, mounted below the PPC.

#189 Spokes

    Member

  • PipPipPipPipPipPipPip
  • 574 posts

Posted 21 March 2013 - 12:59 PM

So far, so good, but it would probably help to have more information in each of the messages you send us, to minimize the back and forth. I'm kind of stuck now in that I can't answer TOG's question without taking control of the people running for 'cover'.

Once Wolf responds I plan to have Spokes' glance over at her tac display and lose sight of the 'farmers' in the process. If a day or two go by and that doesn't happen I can bounce something off of Shephard's post. This feels a little bit like playing table tennis with eight other people, getting the hang of it is going to take some time. :blink:

I would say, it's okay to give us a little too much information and lead us on a bit. Our characters can be surprised, but if you hold too much back from the players for the sake of secrecy, this could slow to a crawl.

#190 Alan Wagner

    Member

  • PipPipPip
  • 54 posts

Posted 21 March 2013 - 05:40 PM

View PostJanitor101, on 21 March 2013 - 11:35 AM, said:

Everyone needs to watch their PM inbox, at least one of you has a PM, and hasn't responded to what is in it.

Also, does everyone find this early style amusing or fun? Or would you rather I cut the unsure crap and just throw baddies at you in the future?


As a D&D player I'm definitely used to having to step lightly around unstable situations, trying to make the most of my decisions. To me a challenge doesn't have to be trying to kill me, it can be a tough decision my character has to make. I wouldn't want to cheapen the roleplay by reducing all my obstacles to "aim and fire".

I might be dying to know what's in the barn, I might be wanting to just open fire, but life's problems can't always be solved that simply. Even if it bites me in the *** later, I'm going to have to pick a decision and stick with it. I think that really does make the story much better in the end.

The way my character is looking at this is that they're either military, or they're civilian. If they're civilian, they're behaving as though they're supporting the loyalists. He hasn't been hired to protect the planet and it's civilians, he's been hired to defeat the loyalists. Right now these contacts are posing a massive threat to the unit and it's mission and he's leaning towards taking them out. I remember a similar situation in the Main Event where they repeatedly had to make the choice to fire on civilians or endangering the unit, but they were hired to protect the population, and that isn't Alan's primary mission here. Alan will avoid civilian casualties whenever reasonable, but left to his own devices it isn't his primary goal.

#191 cmopatrick

    Member

  • PipPipPipPipPipPipPipPip
  • 1,026 posts
  • Locationa 45 tonner on patrol...

Posted 21 March 2013 - 06:32 PM

d&d, that brings back memories... of course, the dm described everything visible BEFORE you walked into it (ie. as soon as you could see, hear, smell, or otherwise be aware of it)... well, at least i always did.

#192 cmopatrick

    Member

  • PipPipPipPipPipPipPipPip
  • 1,026 posts
  • Locationa 45 tonner on patrol...

Posted 21 March 2013 - 06:44 PM

oh, going back and changing the original range to the silos to 600m from 300 since we would well past them by now.

just as an aside, remember:
50 kph (average walk for Havok Lance, and hence for Lance two while keeping an even distance) = 13.8+ meters per second (mps)
= 100 meters every 7.25 seconds
85 kph (average fast for most of the 'Mechs in the company) = 23.6+ mps
= 100 meters every 4.25 seconds
130 kph ('Goose at full speed) = 36+ mps
= 100 meters every 2.8 seconds

#193 The Shepherd

    Member

  • PipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 215 posts
  • LocationAdelaide, South Australia

Posted 21 March 2013 - 07:22 PM

TOG, that last post made me laugh at an inappropriate volume at work. Thanks, now my colleages think I'm a loon.

Working in a reply when I can.

#194 cmopatrick

    Member

  • PipPipPipPipPipPipPipPip
  • 1,026 posts
  • Locationa 45 tonner on patrol...

Posted 21 March 2013 - 07:25 PM

View PostJanitor101, on 21 March 2013 - 11:35 AM, said:

Also, does everyone find this early style amusing or fun? Or would you rather I cut the unsure crap and just throw baddies at you in the future?

well... kinda still getting used to how you are playing it. lack of landscape detail, especially of items any scout would note on sight, means i'm having to play TOG dumber than originally intended, but i'm trying to find ways around the lack.

it seems we are a global RP, I'm near the Pacific in the northwest of the USA, several of you seem to be Euros, and I might presume an Aussie or East Asian (all these assumptions are based on times on, i recognize they may be way off due to shift work or other things).

I guess an equally fair question is, "are you (Janitor101) having fun with it as it is?"

Edited by cmopatrick, 21 March 2013 - 07:47 PM.


#195 dal10

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,525 posts
  • Locationsomewhere near a bucket of water and the gates of hell.

Posted 21 March 2013 - 07:29 PM

pretty sure sparks is from either new zealand or austrailia.

#196 Alan Wagner

    Member

  • PipPipPip
  • 54 posts

Posted 21 March 2013 - 07:35 PM

I'm on the East Coast myself.

#197 cmopatrick

    Member

  • PipPipPipPipPipPipPipPip
  • 1,026 posts
  • Locationa 45 tonner on patrol...

Posted 21 March 2013 - 07:49 PM

View Postdal10, on 21 March 2013 - 07:29 PM, said:

pretty sure sparks is from either new zealand or austrailia.

The Shepherd might be from somewhere down under, too... i think he got my "silly galah" remark and i suspect there are few of us outside of OZ who would.

Edited by cmopatrick, 21 March 2013 - 07:52 PM.


#198 Spokes

    Member

  • PipPipPipPipPipPipPip
  • 574 posts

Posted 21 March 2013 - 07:52 PM

US Mountain time here, GMT -6

#199 dal10

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 4,525 posts
  • Locationsomewhere near a bucket of water and the gates of hell.

Posted 21 March 2013 - 08:36 PM

i remember something in the Devils horsemen rp (tis dead atm, GM up and vanished, derailing another RP i am in as well) about between Roguespear, GAD III, and Sparks we nearly had someone from all 4 corners of the earth.

#200 Alan Wagner

    Member

  • PipPipPip
  • 54 posts

Posted 21 March 2013 - 08:44 PM

View Postdal10, on 21 March 2013 - 08:36 PM, said:

i remember something in the Devils horsemen rp (tis dead atm, GM up and vanished, derailing another RP i am in as well) about between Roguespear, GAD III, and Sparks we nearly had someone from all 4 corners of the earth.


Honestly, as long as everyone stick around, this is shaping up to be one of the best roleplays I'll have been involved in in a LONG time. I can't begin to tell you how many roleplays I've been in that haven't even made it as far as we've come. Hell the last one I was in before this, the owner gutted my character's motivation and then just stopped roleplaying with me leaving my character stranded in a random location with no reason to be there and no one to talk to. Stuff like that drives me insane. It's nice to have a few creative and dedicated people to roleplay with. I really want to see this RP stick around for a good long time.





6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users