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Author Topic: Clan Mechwarriors...  (Read 1387 times)

adamhowe

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Clan Mechwarriors...
« on: 19 May 2012, 22:14:50 »
...what seems to be the average Piloting and Gunnery that AToW generates?

Maelwys

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Re: Clan Mechwarriors...
« Reply #1 on: 20 May 2012, 12:47:50 »
It really depends. There are enough flex points spread throughout that you can really tailor the character. The Slow Learner trait is also a major obstacle, so if its gotten rid of, the final result can change. Also, all this is assuming a Clan Trueborn MechWarrior going through Creche, Sibko, ToD:Clan.

Looking at the basics, you can get 95 points from a Trueborn Sibko. Tour of Duty: Clan doesn't specifically give you Piloting and Gunnery, but since it gives you +25 to 10 of your Field Skills, and you only have 12 Field Skills (Clan Basic Training and Clan MechWarrior), I'm going to assume you put 25 points into the two skills. So that puts you at 120 points.

120 points is a +3 with the Slow Learner Trait, but a +4 on the "Standard" skill chart, and a +4 if you somehow get Fast Learner.

If you dump all the flex points you can into the skills (15 each from Trueborn Creche, 25 each from Trueborn Sibko, and 50 each from Tour of Duty:Clan), that bumps it up to 210.

210 nets you a +5 from the Standard chart (20 points shy of a +6) and the Slow Learner chart. The Fast Learner has already bumped up to a +6.

I'm going to say the average is somewhere between +4 and +5. +4 with Slow Learner is only 144 points, and without spending any flex points, you've already reached 120 as shown above. Spending another 24 each isn't that much of a strain on your points. If you manage to buy off Slow Learner, 120 is a +4 as well, with +5 coming in at 170, only 50 points away.

Hope that's not too confusing. :)

adamhowe

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Re: Clan Mechwarriors...
« Reply #2 on: 20 May 2012, 12:57:42 »
Not confusing, but a conversion to the TW numbers would have been better.  So with a tour of duty it's a 2/2 or 3/3, what about if there's no tour of duty?

Maelwys

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Re: Clan Mechwarriors...
« Reply #3 on: 20 May 2012, 13:23:27 »
Well, straight out of the Sibko is 95 points. That's a +2 for Slow learners (1 point shy of +3) and a solid +3 for Standard and Fast Learners. If you dump in the flex points from the Creche and Sikbo (15 and 25) that bumps you up to 135, which is a +3 for Slow Learners (9 points shy of +4), and +4 for Standard and Fast Learners. Since the numbers are so close, I'm going to assume that you'll spend the points to bump the Slow Learners up since its only a few points, so you're looking at a +3 or +4 depending on how you spend your flex points.

Which for a Clan Trueborn should be a skill of 4 or 3 in TW.

adamhowe

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Re: Clan Mechwarriors...
« Reply #4 on: 20 May 2012, 13:31:19 »
Okay

Nerhesi

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Re: Clan Mechwarriors...
« Reply #5 on: 31 May 2012, 16:06:02 »

Which for a Clan Trueborn should be a skill of 4 or 3 in TW.

Actually - I believe in the final version, the skill conversion was changed to be 8 - your skill bonus.

So a +3 or +4 is gunnery/piloting of 5 or 4.

AHA - of course, there is that Clan aptitude thing that makes it 1 lower so you'd be a 4 or 3. Ok, you're right - dont mind me.

Nerhesi

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Re: Clan Mechwarriors...
« Reply #6 on: 04 June 2012, 16:21:28 »
Woops. I think we missed some flex xp guys.

Straight out of Sibko, including flex xp, it is as follows:

Stage 1:  +15 flex xp
Stage 2:  +80 xp fixed, +35 max from flex. Total: 130xp
Stage 3: None-for true born Sibko/Creche advancement
Stage 4: Tour of Duty: +25 to all skills, +100 flex (no limit on split). Total: either 205 for both, or as a one-sided 255/155


No Slow learner:
No tour of duty:  3/3 due to field aptitudes.

After Tour of duty:  3/3 due to field aptitudes if you split. 2/3 if you favour one skill.



Maelwys

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Re: Clan Mechwarriors...
« Reply #7 on: 04 June 2012, 16:38:49 »
Isn't that about what I got on the 20th of May? :)

Nerhesi

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Re: Clan Mechwarriors...
« Reply #8 on: 06 June 2012, 11:25:43 »
Yes - but I love the sound of my own text :P