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The Chronicles Of Vega's Havoks - Sign Ups

Fiction

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#321 cmopatrick

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Posted 28 March 2013 - 12:42 PM

want to give Havok & his lance an op to chime in before I put it in gear.

#322 Alan Wagner

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Posted 28 March 2013 - 03:52 PM

yeah I'm either waiting for fishy to react to my readout or for Havok to start organizing Havok Lance.

#323 dal10

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Posted 28 March 2013 - 06:05 PM

actually, janitor never answered this one. mind if i turn the turret of the patton that the rommel killed into a shield/spear combo? shield will block lasers, ac/2 and ac/5 lrm 5s or srm 2s until armor goes away, and ppc ac/10 or 20 srm 6 gauss rifle or large lrms will rip it off, effectively only blocking that single round. the lance will do 14 points of damage (damage is based on weight) and is only usable once. (would probably waste it on a wasp or stinger, as that is exactly how much damage it would take to core them from front to back through the center torso. also the impact would shear off the improvised handle i was gonna make.)

also based on damage from the posts, it should be at about 25 armor.

edit: i also have no issues if you say it isn't happening. i just thought it to be a cool idea.

Edited by dal10, 28 March 2013 - 06:37 PM.


#324 cmopatrick

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Posted 28 March 2013 - 06:14 PM

well, are you dropping something off of you 'Mech to free up the weight?

i still have trouble understanding how a 55 ton 'Mech could lift and carry three quarters of the weight of the 25 ton Commando without blowing half the stabilizing actuators and over energizing the myomer to the point of imminent failure (not to mention the balance points on the frame would be bent or experience such stress that a hazardous recrystalization might lead to cracks or full blown failure).

heck, if there is that much extra free weight available for carrying without consequences, why aren't we carrying more weapons? :D :D ;)

#325 dal10

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Posted 28 March 2013 - 06:36 PM

(for the record i never did get why things like a hatchet took up crits.)

according to master rules 35000 mechs can carry things up to 10% of its weight for no movement penatly. however it can not fire weapons mounted in the arms or forward mounted torso. however i was treating this more like a club than anything. there are no rules on disadvantages of using a club that i saw.

#326 cmopatrick

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Posted 28 March 2013 - 07:15 PM

ok. well... guess it is up to da boss, then.

#327 Spokes

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Posted 28 March 2013 - 07:19 PM

Melee weapons take up critical space simply because they can be damaged by weapons fire, and the tabletop rules have no other good way of handling that. The same goes for hand held weapons like the Griffin's PPC or the Phoenix Hawk's Large Laser. If you want to think of it this way, those critical spaces might represent internal reinforcements in the 'Mechs arm that allow the melee weapon to withstand normal wear and tear. Hatchets are for all intents and purposes physically part of the 'Mech carrying them.

Your Charger has a weight lift limit of 8 tons. The autocannon in the Patton's turret weighs 12 tons all by itself. Even better, the Patton stores the shells for its autocannon in its turret.

You. . .may not want to do that.

#328 cmopatrick

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Posted 28 March 2013 - 07:44 PM

^^^ (what Spokes said) ^^^

not that i ever knew that ;) , much less remembered it... :D
i can, however, recognize someone who does on both accounts. :D

#329 dal10

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Posted 28 March 2013 - 08:02 PM

the patton carries its ac ammo in the body according to TRO 3025 revised (i have no idea why i am defending the turret lance shield thingy so much, i really don't mind either way if it is allowed or not. i just am for some reason...)

i figured a good chunk of the ac/10 would be blown to smithereens anyways. all i was really going to use it for was to kill a tiny mech to steal its leg for a club.

#330 cmopatrick

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Posted 28 March 2013 - 08:30 PM

why not just rip the barrel off and use it to swat a passing light... before it can get up, you may relieve it of the desired appendage.

#331 Spokes

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Posted 28 March 2013 - 08:43 PM

It may have been changed. . .my 3025 TRO was printed in 1987. Are you sure you're not looking at the Rommel? :o

You can use other things as clubs. You can use trees as clubs. I see no reason why you couldn't use one of the cannon barrels as a club.

#332 Janitor101

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Posted 28 March 2013 - 09:03 PM

Dal10, I looked to the dice gods for an answer.
They like the AC/10 club idea, but they tried to kill me for suggesting the turret shield idea, so for the sake of my life, please no shield.

Gonna get everyone in motion now, sorry about my delayed reactions.

#333 dal10

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Posted 28 March 2013 - 09:12 PM

ok.

#334 Janitor101

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Posted 28 March 2013 - 09:18 PM

I rolled dice, if that wasn't clear. Mostly to represent if parts had been damaged, then I decided to have fun with it.
Think of it this way, the turret had a big frakkin' hole put through it when the rommel shot it, but the gun isn't damaged so badly that you couldn't pull it out and use it as a golf club for a little light mech.

#335 cmopatrick

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Posted 29 March 2013 - 09:06 AM

@Janitor: a few questions about the map...

Is north at the top?

Are we supposed to give descriptions of any geography if you don't tell us about it? For example, my previous posts that tried to take advantage of the underlying Austiran countryside from your first map turn out to be all wrong.

Don't we want or need a coordinate system for spotting and directing traffic?

#336 Janitor101

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Posted 29 March 2013 - 11:22 AM

The Upper left corner would be North, so what is "up" on the map is northeast.

As of now, we don't need the added complication (photoshop wise) of a grid or coordinate system, I don't plan to let artillery/air strikes be available yet. Some will become an option for later engagements.

Sorry about the confusion the maps have caused, I guess the best way to describe the method I'm (trying) to use is by providing you guys enough information and details so you know what is going on and can picture it, but at the same time, letting you all paint your own picture of what the area around you looks like.
And I realize this new map isn't perfect, it seems to show we're in a wooded area, which is not the case, just bear with me, I haven't gotten to the point yet where I can create maps that rival actual satellite imagery in photoshop... yet.

Think of this area in the 18-20km out from Jarrund to be like European farmland ('Cept not quite so post WWII) during the 1960s, and progressively getting more advanced and modern as we get closer to the city, it will eventually give way to quite modern (for us today) suburbs. But we haven't gotten that far yet.

If y'all would rather I switch up and actually describe what the hell is around you, in much much greater detail, I suppose I could do it, it'd just mean the posts I write would be huge friggin' blocks of TLDNR.
I guess I'll make the next Havoks RP take place on a desert/savannah or arctic world, won't have to deal with no flippin' trees then

Edited by Janitor101, 29 March 2013 - 11:36 AM.


#337 Spokes

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Posted 29 March 2013 - 12:26 PM

It really comes down to how much control you want us to have over the map. My Scorpion is fast, but its strong point is cover, not speed. I don't really feel like I should be spawning conveniently placed terrain features to duck behind though.

For me. . .the maps really aren't helping. I don't think we need much in the way of description when we're moving overland. . .our pilots have maps and know what our general route is. When we get into combat, a general overview of dominant terrain features will suffice. . .base terrain type (flat, rolling, rocky, etc) any signficant body of water, tree lines, significant buildings etc. Also, don't walk us into a dangerous area without giving us a chance to react-- anything big enough to hide a 'Mech warrants caution. ;)

#338 cmopatrick

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Posted 29 March 2013 - 01:29 PM

Well... I think if Havok were in the lead lance, it wouldn't be a big deal. He could manoeuvre as needed because he could see obstacles before they were described. But TOG is out half a mile in front (900 meters) and for that the maps are really not useful if the topography is wrong. I will just not describe anything and hope you pm me in time for me to be able to avoid getting my lance tangled with any more obstacles. I would think TOG would be looking at anything that could hide a gun emplacement or even a listening post (since neither would have a heat signature needing a large structure). Things like trying to keep to "good ground" are harder to do this way, so I will have to trust you will keep me informed of any options I have or decisions I need to "make".guess I'm more of a map geek for leading any group through unknown terrain (be they a youth group or any small unit).

Edited by cmopatrick, 29 March 2013 - 01:34 PM.


#339 Alan Wagner

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Posted 29 March 2013 - 07:04 PM

I could honestly just bear with a good description or a general picture of whatever we're doing. I don't need anything too crazy, just some idea. Even a bad MS pain pic would probably make me happy just so I can envision general positions of things. I kinda was flying by the seat of my pants in the last battle XD

#340 dal10

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Posted 29 March 2013 - 07:56 PM

i have less issues with the terrain as long as we are not running into mult-ppc or gauss units or things with massive racks of lrms.

(awesome, cataphract/ceasar, or archers) in which case i would love to know if there is a way with cover to flank them with.





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