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 Post subject: Mercenaries: 3046
PostPosted: Sun Mar 25, 2007 1:06 am 
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Master
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Joined: Tue Mar 06, 2007 12:02 am
Posts: 201
Location: Connecticut
Live the Adventure,
Go places
blow things up
Get Paid to do it.

A New Mercinary Unit is looking for a few good Mechwarriors for a new Mercinary unit. This unit will be small at first but as time goes on it will get bigger.

A bit about the RPG:

this is a play by fourm RPG, out side of combat the RPG plays like a normal forum game. In Mech combat however, I will post turns buy posting pictures of the battlefeild and you will be able to move your mech and fire its weapons.

Basically it looks like this, You decide the destination based on your mechs Movement points, and terrain costs (if your new to this, no sweat I plan to have a simple training mission go over how the system works, a tutorial if you will).

Rules:
No Godmodding.
Customizations will happen with GM approval, and if you have the C-bills to do it.
No borrowing characters.
No killing characters.

If you needmech Info: http://www.chaosmarch.com/ look under Innersphere, 3025.

General Information can be found at:

http://www.classicbattletech.com/index. ... e_Universe


Weapons:

Energy

PPC: The PPC Is basically a Partical Accelerator that discharges a stream of electrically charged particles at a target. This Weapon produces alot of heat, but has a good range and does good dammage.

Damage: 10
Heat: 10
Range (in Hexes): 6/12/18 (3 min)
Ammo: none

Large Laser: The Large laser is the biggest laser, and has longest range and does the most dammage. Also makes the most heat as well.

Damage: 8
Heat 8
Range: 5/10/15
Ammo: None

Medium Laser: The Medium laser does Nice Dammage for the heat it produces, makes for a nice secondary weapon.

Damage: 5
Heat: 3
Range: 3/6/9

Small Laser: Not much to say. Low Heat. Highest Dammage to Heat Ratio. But Poor range. Nice if you have a light mech. But Many like armor in stead of the Small laser.

Damage: 3
Heat: 1
Range: 1/2/3

Flammer: Interesting Weapon. Instead of Dammage you raise the Heat of the target. Visicous against infantry.

Damage: 2
Heat: 3
Range:1/2/3

Ballistic weapons:

Autocannon 2: The lighest autocannon in the game about 30mm. This is also the longest ranged weapon. Perfect for plinking!

Damage:2
Heat1
Range: (4 minimum) 1-8/9-16/17-24
Shots per ton 45

Autocannon 5: 76mm weapon that has shorter range but does a little more damage, has low heat.

Damage: 5
Heat: 1
Range: (3 minimum) 1-6/7-12/13-18
Shots per ton: 20

Autocannon 10: 105mm weapon, does more dammage, shorter range.

Damage: 10
Heat: 3
Range: 1-5/6-10/11-15
Shots per ton: 10

Autocannon 20: 127mm weapon, short range. Lots of damage.

Damage: 20
Heat: 7
Range:1-3/4-6/7-9

Machine Gun: death to infantry, not so much to tanks and mechs:

Damage: 2 (does 2d6 damage to infantry)
Heat 0 (yup, none)
Range:1/2/3
Shots per ton: 200

Missiles:

Short Range missiles: These missiles are direct fire weapns, that trade range for damage. They come in launchers of 2,4,6.

Damage: 2/msl
Heat:
SRM-2: 2
SRM-4: 3
SRM-6: 4
Range: 1-3/4-6/7-9
Shots per ton:
SRM-2: 50
SRM-4: 25
SRM-6: 15

LRM: Long range missiles. They have good range. also can be fired from a launcher that is hiding behind a mountain, indirectly. The come in 5,10,15 and 20 launchers

Damage: 1/msl
Range (6 min)1-7/8-14/15-21
Heat:
LRM-5: 2
LRM-10: 4
LRM-15: 5
LRM-20: 6
shots per ton:
LRM 5: 24
LRM 10: 12
LRM 15: 8
LRM 20: 6

Hand to Hand-

Hatchet.
Weight and damage are based on size of mech. Makes Physical attacks easier and more deadly.

Heat Effect
When you move, fire, do any action in a mech, you make heat. Heat has an affect on your actions. Heat sinks dissappate the heat you make. But if you make more heat than the heat sinks can dissappate, these effects will happen based on how much you over heated.

Code:
Heat level.     Effect
30                 Shutdown
28                 Ammo explosition. Avoid on 8+
26                 Shutdown. Avoid on 10+
25                 -5 Movement Points
24                 +4 to hit modifer
23                 Ammo explosition. Avoid on 6+
22                 Shutdown Avoid on 8+
20                 -4 Movement points
19                 Ammo Explosition. Avoid on 4+
18                 Shutdown. Avoid on 6+
17                 +3 modifer to fire
15                 -3 Movement points
14                 Shutdown. Avoid on 4+
13                 +2 Modifer to fire
10                 -2 Movement points
8                  +1 modifer to fire
5                  -1 Movement points.


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 Post subject:
PostPosted: Sun Mar 25, 2007 1:11 am 
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Location: Within the fine print, read me carefully!
Aw, this I MUST try!

count me in, just need a bio format and general guidelines of what's allowed... Like keidran, elves, dwarves and whatnot.


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 Post subject:
PostPosted: Sun Mar 25, 2007 1:34 am 
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Master
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Posts: 201
Location: Connecticut
Bio Format:

Name:
Race: Human, Anthro (yeah CBT only has humans, traditionally, but this is my game and I say we have them, so there.)
Nationality: (if applicable)
Birthplace: Realm (Federated Commonwealth, Free worlds League, Capellan Confederation, Draconis Combine, FRR), Planet (i.e. New Avalon), City (i.e. Avalon City)
Age:

MOS: (mechwarrior, Infantryman, Tanker)

Skills: (A mechwarrior does not know how to operate heavy Infantry weapons and Tanks.)

Bio:


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 Post subject:
PostPosted: Sun Mar 25, 2007 1:44 am 
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Master
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Posts: 201
Location: Connecticut
Oh yeah, And here is the Information about the First mission:

The Federated Commonwealth Has Hired the Mercinary unit: Midnight Fenrir to train some Planetary Militia on the planet of New India in the Lyran Commonwealth Portion of the FedCom. While Being an OpFor unit the Mercs also protect the planet from Pirate raids.

I forgot to mention this, But you get to choose your first mech. The First to sign up is the Unit Commander and can choose Any Mech, even an Assualt Mech.

All others can choose mechs up to Heavy Mechs.


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 Post subject:
PostPosted: Sun Mar 25, 2007 1:56 am 
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Posts: 2226
Location: Within the fine print, read me carefully!
hmm... ok, let me know if I need to edit anything.

Name: Clazon Zanaris-- moniker "Templar"
Race: Human
Nationality: Uh, German? if german is applicable, that is.
Birthplace: Federated Commonwealth, I guess. makes no difference to me. New Avalon and Avalon city are fine as well.
Age: 30

MOS: Mechwarrior / infantryman

Skills: due to extensive training in the Special Ops, He can handle a lot of infantry weaponry fairly well, but is exeptionally good at piloting his mech, a Zeus ZEU-6T model he has named "Tyrant", and has a trident in front of two cresent moons painted on the side as his symbol.

Bio: Clazon was trained for black ops specifications, but was reassigned to a mechanized division after one of his teammates, Clarence Harding, went MIA and was reported dead. Since Clazon lead that mission, he suffered the penalty. Clazon retired by choice five years ago, but the lust for action-- and command-- has driven him back into action. However, since he is already retired he cannot enlist again. He therefore has joined a mercinary mech division, where his training may come in handy-- inside and outside of the mech.


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 Post subject:
PostPosted: Sun Mar 25, 2007 10:26 am 
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Master
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Location: Connecticut
My suggestions:

From the choice of Mech, and the German Ancestroy of your PC, I'd would suggest (you don't have to do it) you move your PC birth plact to somewhere in the Lyran Commonwealth portion of the FedCom, like Tharkad (and the capital of Tharkad City).

The Fed Suns Portion tends to Have French and English people of Decent.

Oh and For other people:

Capellan Confederation- Chinese
Free Worlds League- Russian
Draconis Combine- Japanese
FRR- Scandivian


Other than that. Approved.


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 Post subject:
PostPosted: Sun Mar 25, 2007 1:49 pm 
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Templar GrandMaster
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Joined: Mon Jan 22, 2007 4:41 pm
Posts: 964
Location: Manus Celer Dei, Jjaro Dreadnaught
Name: Wei "Fengxian" Liao
Race: Human
Nationality: Chinese
Birthplace: Capellan Confederation, planet Sarna, Nanhou prefecture, Luo Yang
Age: 18

MOS: 'Mechwarrior

Skills: A competent pilot as well as semi-skilled mechanic, he knows his way around his own 'mech and is very familiar with the nature of energy weapons. He tends to tweak his 'mechs lasers, always trying to come up with more efficient and deadly configurations. Outside of a 'mech, Liao is rather untrained, and doesn't know how to handle a weapon bigger than a pistol.

Bio: Liao had joined Sarna's Shin Legion at the age of 13, admitted due in part to his father’s influence as an officer in the Legion. He had worked as a mechanic and ‘mech pilot in training until age 16 when his unique piloting abilities and tactics gained him a ‘mech of his own. Liao was given an aging BL7-KNT Black Knight that he named “Sky Scorcher.”

Liao enjoyed being in the Shin Legion. He excelled in drills and simulated scenarios, until one day came that changed everything. Liao's unit was ordered to deploy around a large open field where demonstrators had gathered to protest limitations of civil rights imposed by the government. When the crowd failed to disperse, the ‘mechs were ordered to open fire on the crowd. Liao refused to do so, and as a result he was charged with insubordination. His father used his influence to arrange for Liao to keep his job with a minor punishment, but Liao no longer respected the government he was supposed to fight for. After forging orders using his father’s signature, Liao loaded his ‘mech on a DropShip and left the Capellan Confederation. A period of aimless wandering followed, but Liao eventually signed up with the merc unit Midnight Fenrir. This first mission will be the first time he has seen real deployment beyond the simple drills of his years in training.


I hope that will work out and I look forward to serving under Zanaris.
That said, I have a couple of questions. For weapons, what about cooldown, as in how quickly a weapon can fire? Some weapons (lighter ones like small lasers or machine guns) should fire faster than others (PPCs or large lasers).
Also, are you, MarkWard, going to have a character? Or are you just going to serve as a GM? (I hope it's the former)

And a little note, it's spelled "mercenary." :wink:


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 Post subject:
PostPosted: Sun Mar 25, 2007 6:05 pm 
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Posts: 1416
Location: The bridge of the Commissioner
Name: Lukas 'Tactit One' Shawnesee
Race: Human
Nationality: Technically Russian
Birthplace: Free World's League, Earth, Moscow
Age: 35
MOS: Tanker (Patton Tracked tank with AC/10, LRM 5, Small Laser, Flamer)
Skills: High accuracy ranged shots, Infiltration (on foot and sometimes driving), Orbital Drops
Bio: I'd learned how to drive a tank almost before I could drive. From there I enlisted in a light tank mercenary group 'The Red Mechs'. The first time I saw a 'Mech up close, I didn't knwo what to think. The b****** got me but I was back in a tank by the end of the week. I vowed to take him out and when I heard 'Midnight Fenrir' was heading to where I'd last heard he'd gone, I gave 'em a call and signed up.


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 Post subject:
PostPosted: Sun Mar 25, 2007 8:02 pm 
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Nah, being german in a generally french and english area would just make him that much more unique.


but I didn't know anyone was going to be 'serving' under him... Oh yeah, I forgot about the whole unit commander thing. Ok then, nevermind.


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 Post subject:
PostPosted: Sun Mar 25, 2007 8:11 pm 
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Templar GrandMaster
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Posts: 964
Location: Manus Celer Dei, Jjaro Dreadnaught
Aff, you're in charge.

Maybe you can help me. Since we haven't started yet (and I haven't been approved anywho), I'm considering changing my 'mech. It's a choice between the Black Knight (who always triumphs) and the Hunchback HBK-4P.

I really like the Hunchback, but it doesn't have hardly any long-range capabilities. It can certainly kick butt at close range though. As the unit commander, do you, Lohti, think you'll have room for a short-range fighter? Or should I stick with the Black Knight?


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 Post subject:
PostPosted: Sun Mar 25, 2007 8:31 pm 
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Is Aff an expression? I'm unfamiliar with nicknames, if it's someone here, sorry.

And I've been looking, it seems to me the Black Knight is a better option. It's never really a good idea to get close with other opponents, and the black knight seems to be more well-rounded.


but I think it all really boils down to what enviornment we will be in. If it's in a canyon or tall city buildings, I think someone with close-range capabilities would be very handy. Otherwise you may need to sneak up behind them, and if there were other hostiles that the team didn't knwo about, well you'd be kinds screwed.


ok, look at it like this:

X TY


X is the opponent I want you to ambush, T is me and Y is you. I tell you to go around and blast his butt from behind while I provide cover fire.

X

Y
X T

Then another opponent we didn't see shows up, and you're left in the open to him, and in his range with no way to counter him. I'm too busy drawing fire to come to your aid without bringing both of them down on us. Bad situation.


EDIT: ok, the text messed up but the basic point still shows.


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 Post subject:
PostPosted: Sun Mar 25, 2007 8:36 pm 
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Location: Manus Celer Dei, Jjaro Dreadnaught
Aff is short for 'affirmative,' and neg is short for 'negative.' It's some BattleTech lingo.

And yeah, I see your point. However, it might be somewhat unrealistic for Liao to have a Heavy 'mech like the Black Knight, and also the Black Knight isn't a Capellan Confederation 'mech, as the Hunchback is.

I guess I'll just wait for Mark Ward's input.


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 Post subject:
PostPosted: Sun Mar 25, 2007 8:42 pm 
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hmm, I'm using this guide: http://www.chaosmarch.com/

Markward had it in the first post, and how to get to the proper mech section.

it seems to only show 'mechs from one faction, so I guess we have to choose from that faction's 'mechs.... I'm not sure about that, but the Darknight's not even on the list. Wait for MarkWard for the final judgement, but I'd suggest looking up a few more to choose from, just to be safe.


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 Post subject:
PostPosted: Sun Mar 25, 2007 8:46 pm 
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Location: Manus Celer Dei, Jjaro Dreadnaught
Yeah, it's there too. Go to "Technical Readouts" "Inner Sphere" "Mechs" "3025". It's on the Heavy column, first one with [75] next to it. "Black Knight BL-7-KNT."

And yeah, the Chaos March website doesn't show what factions use it. The other website I found does though.


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 Post subject:
PostPosted: Sun Mar 25, 2007 8:50 pm 
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hmm.... I'm also stuck between mechs, to be honest. I am liking the AS7-D Atlas, and might just choose that one instead, if possible. MarkWard will make the final desicion.


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