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11
I wonder if MWO can be modded to handle physical attacks (arm wise) since they worked out the basics.  They'd need remodel stuff if that were possible.
PGI has been against the modding of MWO so far.
12
HATCHETMAN QUIRKS

All variants (Except HCT-7R):
+16 LT, CT, RT Armor
+12 LA, RA, LL, RL Armor

HCT-3F:
-10% Ballistic cooldown
-10% Heat
-30% UAC Jam duration

HCT-5S:
+10% Range
+30% Ballistic velocity
-15% Ballistic cooldown
-20% LBX Spread

HCT-6D:
+20% Weapon velocity
+10% Ballistic Range

HCT-5K:
-10% Missile spread
-10% Energy Cooldown
-10% Heat
+10% Range

HCT-7R:
+8 LA, LT, CT, RT, RA Armor
+6 LL, RL Armor
+12 RA Structure
STD/ER Medium laser HSL +1
Medium pulse laser HSL +1
-10% STD/ER Medium laser duration

HCT-TM 'TINMAN':
+16 CT Structure
+10 LL, RL Structure
-10% Heat
-10% Missile spread
-10% Ballistic cooldown
+20% Ballistic velocity
13
I've got to ask...why not White for Walk? You've already got Red for Run, and theoretically, if you're one of those people who pronounces GIF wrong, Green for Jump.

Jade for Jump? i have traditionally used orange for F L A M E S
14
I just use the same color dice for everything. Remembering movement modes is a job for my brain, and in larger games for the pencil marks on the record sheets.
15
I've got to ask...why not White for Walk? You've already got Red for Run, and theoretically, if you're one of those people who pronounces GIF wrong, Green for Jump.

Green would be for 'Go'.
Red would be for 'Redlining' or maxing out your speed.
Blue would be for the sky that you're jumping through.

White dice are too easy to get mixed in with the D6's on the table (assuming you're not using colored dice).
16
BattleMechs / Bellerophon BEL-2MP and Bellerophon (Royal)
« Last post by Ramblefire on Today at 14:10:15 »
Code: [Select]
Bellerophon BEL-2MP

Mass: 60 tons
Chassis: Standard Biped
Power Plant: 240 Fusion
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     3 Medium Laser
     1 SRM 6
     2 Large Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2500
Tech Rating/Availability: D/C-E-D-D
Cost: 4,787,200 C-bills

Type: Bellerophon
Technology Base: Inner Sphere (Introductory)
Tonnage: 60
Battle Value: 1,268

Equipment                                          Mass
Internal Structure                                    6
Engine                        240 Fusion           11.5
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sink                     18                      8
Gyro                                                  3
Cockpit                                               3
Armor Factor                  184                  11.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            20        28   
     Center Torso (rear)               9     
     R/L Torso               14        20   
     R/L Torso (rear)                  6     
     R/L Arm                 10        18   
     R/L Leg                 14        25   


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
4 Heat Sink              RT        4        -       4.0   
2 Medium Laser           LA        2        3       2.0   
SRM 6                    LA        2        4       3.0   
5 Heat Sink              LT        5        -       5.0   
Medium Laser             LT        1        3       1.0   
SRM 6 Ammo (15)          LT        1        -       1.0   
2 Large Laser            RA        4        8       10.0 

Essentially I took this
https://www.sarna.net/wiki/Bellerophon_(BattleMech)
and tried to see what it would look like as a "normal" mech
It has two range brackets. Far and close
And it can run and shoot with 0 heat buildup so long as you very carefully observe those two brackets
And if you ignore those brackets, it goes to sleep

Code: [Select]
Bellerophon (Royal)

Mass: 60 tons
Chassis: Endo Steel Biped
Power Plant: 300 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Standard
Armament:
     2 ER PPC
     9 Medium Laser
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 2750
Tech Rating/Availability: E/E-F(F*)-E-D
Cost: 12,043,200 C-bills

Type: Bellerophon
Technology Base: Inner Sphere (Standard)
Tonnage: 60
Battle Value: 1,842

Equipment                                          Mass
Internal Structure            Endo Steel              3
Engine                        300 XL                9.5
Walking MP: 5
Running MP: 8
Jumping MP: 0
Double Heat Sink              16 [32]                 6
Gyro                                                  3
Cockpit                                               3
Armor Factor                  200                  12.5

                          Internal   Armor   
                          Structure  Value   
     Head                    3         9     
     Center Torso            20        30   
     Center Torso (rear)               9     
     R/L Torso               14        22   
     R/L Torso (rear)                  6     
     R/L Arm                 10        20   
     R/L Leg                 14        28   


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Double Heat Sink         RT        3        -       1.0   
6 Medium Laser           LA        6        3       6.0   
Double Heat Sink         LA        3        -       1.0   
3 Medium Laser           LT        3        3       3.0   
Double Heat Sink         LT        3        -       1.0   
Double Heat Sink         RA        3        -       1.0   
2 ER PPC                 RA        6        15      14.0 

I thought of having 15 DHS and 10 medium lasers, but I was convinced that 16 DHS and 9 MLs was enough
17
Ground Combat / Re: Andurien Rangers 6k force - opinions wanted
« Last post by Grizzly on Today at 14:08:04 »
Also it's tempting to try the new Galleons here but I'd have to drop the Main Gauche.
18
Ground Combat / Re: Andurien Rangers 6k force - opinions wanted
« Last post by Grizzly on Today at 14:07:08 »
I wasn't sure if it was kosher to break the rule of two with regards to skills, but I like that.

I should probably have said that the IFVs will carry the Amazon squads and the APCs will drop the Phalanx squads where needed.

You don't think it's too light on ranged firepower? I'm a little concerned that an enemy that can avoid the battle armor will still outshoot the two mechs and the IFVs.
19
I use small d10s for this purpose, since they have the zero. Green for walk, red for run, blue for jump.

I've got to ask...why not White for Walk? You've already got Red for Run, and theoretically, if you're one of those people who pronounces GIF wrong, Green for Jump.
20
Aerospace Combat / Re: How do warship Grav Decks handle thrust?
« Last post by Maingunnery on Today at 13:53:15 »
Having the floor splay open and G-forces spike above 1G as spin and translation accelerations are added together isn't a safety improvement.
floor splay open? What are you imagining?
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