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MechWarrior Hall / Re: AFFS High Command, Generals and Gentlemen
« Last post by Doc Swift on Today at 22:38:27 »
Howdy, Force!

My new novel is coming soon! Finished the revisions this week and I'm waiting on the print proof. Check out this cover!
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...maybe?


Rescue Ant KIC-4A AmbulanceMech

Mass: 20 tons
Chassis: Industrial Industrial Quad
Power Plant: 60 Fuel Cell
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Commercial
Armament:
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3145
Tech Rating/Availability: D/X-X-X-C
Cost: 706,125 C-bills

Type: Rescue Ant
Technology Base: Inner Sphere (Standard)
Tonnage: 20
Battle Value: 134

Equipment                                          Mass
Internal Structure            Industrial              4
Engine                        60 Fuel Cell            2
   Walking MP: 3
   Running MP: 5
   Jumping MP: 0
Heat Sink                     1                       0
Gyro                                                  1
Cockpit                                               3
Armor Factor (Commercial)     48                      2

                          Internal   Armor   
                          Structure  Value   
     Head                    3         8     
     Center Torso            6         8     
     Center Torso (rear)               2     
     R/L Torso               5         7     
     R/L Torso (rear)                  2     
     FR/L Leg                4         3     
     RR/L Leg                4         3     

Weapons
and Ammo                Location  Critical   Heat    Tonnage   
4 Paramedic Equipment      RT        4        -       1.0   
Cargo (2 tons)             RT        1        -       2.0   
4 Paramedic Equipment      LT        4        -       1.0   
Cargo (2 tons)             LT        1        -       2.0   
Environmental Sealing HD/CT/RT/LT/FRL/FLL/RRL/RLL1/1/1/1/1/1/1/1    -       2.0   
   
Features the following design quirks: Easy to Maintain, Easy to Pilot, Searchlight, Stable, Poor Performance
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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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