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Checking in...
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Fan Designs and Rules / Re: Updating 4 legged record sheets.
« Last post by Red Pins on Today at 22:17:27 »
Meh.  Quads are barely at my groups table, movement options used are rarer still - I'd sacrifice a lot for those 12 crits.
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BattleMechs / Re: 'Warcriming the Militia' - Battlemechs of the WoB
« Last post by Red Pins on Today at 22:13:35 »
Not really?  It's just gotten to the point of familiarity, dividing it into hour chunks.  Tomorrow night I won't have to up at 5 am, so after chores the Falcon Hawk, Hollander (decided the Urbie was too cliché), Commando, and Jackrabbit get their stats and maybe a couple variants (weapon loads or miscellaneous stuff only).

It is going to slow down; 3 houses to look after, full time job cleaning the school top to chair feet (My God- the landscaping.  Not the landscaping!) renovations every summer..  I figure I have until the summer break, then all bets are off so I'm trying to get SOMETHING  finished.
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Mid game back
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Mid game front
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Last year in July I ran a King of the Hill scenario where the hill was 17 levels tall. I had a company of 12 mechs (each pre made company was 500 pts.) for each player and there were 12 players. So 12 players and 144 mechs total in one game for five real world hours. There were poker chips scattered around the hill. In order to claim the points for the chips, the players mech had to survive until the end of the turn while standing on it. The top of the hill chip was worth 250 points if the mech survived. Other chips were worth 50 points each. Once a player scored points for a chip, they could not score it again until all of the other scoring chips were scored, except the chip at the top of the hill. That one was not required. As units were destroyed, at the end of every turn was a reinforcement phase. Each player rolled 2D6. If the result was equal to or less than the number of currently destroyed mechs that player had, they would get all of the destroyed units back at the beginning of the next initiative phase in the next turn. This way nobody was truly out of the game. At the end of the five hours, the player with the most points wins. However, points can be spent on improving pilot skill levels or spent on buying mercenary mechs. Players rolled for each point of damage (an optional rule).All of the players had a ton of fun and it was a complete success.
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Definitely not got the exposure to the guy as a player here.  His reputation reminds me a little of Claude Lemieux.  So that's good but also not so good, lol...

Clearly, he's no Claude, though
I have to agree Tom is no Claude.  I will say though if Tom was on a more talented team in his career he's probably contributing more scoring department vs with his fist.  I wouldn't necessarily want to see him on the ice against the Caps, but he'd have more value trading him to a contender where he'd likely benefit from a deeper roster.

Toronto's best years with Marner and Matthews are probably going to go to waste.  It's still TBD for Draisaital and McDavid.  However could you imagine as a 2nd or depth winger on either of those teams.  It's somewhat frightning and he could probably pot 60 points year in and year out.

Anyone got any good ideas of something to watch after the Bruins close out the Leafs on Tuesday? It appears that the whole of the Eastern Conference 1st round will be wrapped up by then.
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Now an industrialmech version of Battletechnology's Guardian.


Guardsman GND-3N

Mass: 15 tons
Chassis: Industrial Industrial Biped
Power Plant: 60 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
     5 Machine Gun
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2750
Tech Rating/Availability: D/D-E-E-D
Cost: 778,125 C-bills

Type: Guardsman
Technology Base: Inner Sphere (Standard)
Tonnage: 15
Battle Value: 225

Equipment                                          Mass
Internal Structure            Industrial              3
Engine                        60 Fusion             1.5
   Walking MP: 4
   Running MP: 6
   Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  1
Cockpit                                               3
Armor Factor (Heavy Industrial)55                    3.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            5         8     
     Center Torso (rear)               2     
     R/L Torso               4         6     
     R/L Torso (rear)                  2     
     R/L Arm                 2         4     
     R/L Leg                 3         6     


Right Arm Actuators: Shoulder, Upper Arm, Lower Arm
Left Arm Actuators: Shoulder, Upper Arm, Lower Arm

Weapons
and Ammo                 Location  Critical   Heat    Tonnage   
Machine Gun                 CT        1        0       0.5   
4 Heat Sink                 RT        4        -       4.0   
Machine Gun                 RT        1        0       0.5   
Machine Gun Ammo (100)      RT        1        -       0.5   
Machine Gun                 LA        1        0       0.5   
4 Heat Sink                 LT        4        -       4.0   
Machine Gun                 LT        1        0       0.5   
Machine Gun                 RA        1        0       0.5   

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