Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Well they are only jumping within the same galaxy and it should be fairly easy to plot how fast you need to be going to get neutral into whatever system you are jumping to.

Adbot
ADBOT LOVES YOU

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
Light mechs are great, but they are not Phoenix Hawks.

Or barring that, ComGuard needs some love after the last mission. Might I suggest the Black Knight or the Flashman?

Arglebargle III
Feb 21, 2006

AtomikKrab posted:

Well they are only jumping within the same galaxy and it should be fairly easy to plot how fast you need to be going to get neutral into whatever system you are jumping to.

Figuring out a star's exact relative velocity to a neighbor is tricky, since you can only see it from one angle. If you already have FTL you can figure it out quicker by looking from another star, but you better know exactly where and how fast the 3rd star is going or you will get garbage data. As I understand it the math is fairly simple but the distances involved are so huge and the stellar motion so small relative to the distance that it's hard to get an accurate reading, even with satellites doing parallax imaging.

Assuming they've gotten past that problem, how easy it is to match speeds with another system depends on the system and your definition of easy. Stars may move in the same direction in general but there a lot of stars and thus a lot of exceptions. Jumping to Sirius from Terra you would need to get up to about 10Km/s which is slightly slower than the Apollo 10 mission's human speed record. Jumping to Arcturus you would need to get to about 110 km/s. So either you accelerate for 10 times as long or you use bigger engines. Either way, one jump is ten times the fuel of the other.

Assuming you want to jump at a jump point you would then need to hit the point at the correct velocity, instead of sitting at the point as is portrayed in Battletech generally.

Unless, of course, the KF drive just violates conservation of momentum willy-nilly. If that's the case the Battletech people are using it correctly, they're just using it with no imagination whatsoever. Can you imagine the chaos if, for example Sun-Tzu Liao could actually order Hanse Davion assassinated 20 years ago?

(PTN I hope you are looking for mission scenarios.)

Anta
Mar 5, 2007

What a nice day for a gassing

Arglebargle III posted:

a battletech example:

It's also a pretty poor example, if understanding the FTL-time travel thing is the goal. That one seemed more designed to make you go 'huh?'. I've read some on the subject and feel I have a fairly good grasp of it, but that one still confused the hell out of me.

Here is one that explains things a bit more clearly.

Arglebargle III
Feb 21, 2006

FTL time travel paradoxes are inherently difficult to explain because relativity itself is difficult to explain even when it's behaving normally. Thanks for posting the other example, it's pretty similar to my own only it has lots of visual aids. And nobody gets vaporized. So I guess that's a tradeoff.

Have you tried explaining FTL paradoxes at relativistic speeds within a battletech-friendly context with no visual aids? It's not very easy.

I hope I at least conveyed the ease with which only one jump could cause minor causality problems like the jumpship traveling into the past from the rocket's perspective, and how two jumps could cause gross causality violations like the jumpship experiencing two mutually exclusive futures.

The point is that in a civilization that relies on this kind of FTL travel, you would expect history to have a lot of small hiccups and the occasional major paradox. Once it becomes possible to kill someone from the future, unkill that person, and even gather several divergent timelines of the same person at one event, the Inner Sphere would get a lot more complicated.

Zeroisanumber
Oct 23, 2010

Nap Ghost

Defiance Industries posted:

So i need a mech to do a piece on.

Suggestions are go.

Have we done the Marauder yet?

landcollector
Feb 28, 2011

Zeroisanumber posted:

Have we done the Marauder yet?

Yes, it has been done.

Arcturas
Mar 30, 2011

Mukaikubo posted:

I also agree with the lights, but would offer the Javelin -10N too; it is a damned good 'hyena'/sandpaperer. 6/9/6 with 2x SRM-6s and a small BV? Get that puppy working with some heavy holepunchers.

Yeah, the Javelin is a pretty awesome light mech. 30 tons is a sweet spot where you can start carrying some heavier weapons.

Speaking of light mechs, how do you guys like to tweak Wasps and Locusts if you can customize them? I'd love to replace the machine-guns on a locust with a pair of medium lasers. Gives it occasional heat problems, but 3 MLs is a pretty decent punch for a 20-ton mech, especially if you can get some rear armor shots.

The Wasp I really wish were 7/11/7. But as it's stuck at 6/9/6, it's pretty decent. I'm a sucker for energy weapons and moderately prefer swapping the SRM-2 for a medium laser and a ton of armor. The 1W is really tempting, but small lasers are just so short-ranged.....

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Arcturas posted:

Yeah, the Javelin is a pretty awesome light mech. 30 tons is a sweet spot where you can start carrying some heavier weapons.

Speaking of light mechs, how do you guys like to tweak Wasps and Locusts if you can customize them? I'd love to replace the machine-guns on a locust with a pair of medium lasers. Gives it occasional heat problems, but 3 MLs is a pretty decent punch for a 20-ton mech, especially if you can get some rear armor shots.

The Wasp I really wish were 7/11/7. But as it's stuck at 6/9/6, it's pretty decent. I'm a sucker for energy weapons and moderately prefer swapping the SRM-2 for a medium laser and a ton of armor. The 1W is really tempting, but small lasers are just so short-ranged.....

I like swapping the arm mounted MGs on the Locust for medium lasers and the CT laser for a C3 if I'm running a C3 lance, or a TAG otherwise. The Locust's speed makes it a perfect spotter 'mech, and I prefer to use them that way.

Anta
Mar 5, 2007

What a nice day for a gassing

Arglebargle III posted:

FTL time travel paradoxes are inherently difficult to explain because relativity itself is difficult to explain even when it's behaving normally. Thanks for posting the other example, it's pretty similar to my own only it has lots of visual aids. And nobody gets vaporized. So I guess that's a tradeoff.

Have you tried explaining FTL paradoxes at relativistic speeds within a battletech-friendly context with no visual aids? It's not very easy.

Yeah, it's not easy. The one you posted is a good effort, but it is coloured by the fact that the writer already knows this stuff and may skip explaining some bits that are important to understand the problem.

For example the different frames of reference are hinted to, but the importance of them being different (or similar, for the star league ship and the old rocket) is something you have to already know for it to make sense.

quote:

I hope I at least conveyed the ease with which only one jump could cause minor causality problems like the jumpship traveling into the past from the rocket's perspective, and how two jumps could cause gross causality violations like the jumpship experiencing two mutually exclusive futures.

The point is that in a civilization that relies on this kind of FTL travel, you would expect history to have a lot of small hiccups and the occasional major paradox. Once it becomes possible to kill someone from the future, unkill that person, and even gather several divergent timelines of the same person at one event, the Inner Sphere would get a lot more complicated.

With the subject fresh in mind the example made a lot more sense. Personally I'm glad battletech just ignores all this. Just another example of real science and BT not being a good match.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy

Arglebargle III posted:

The point is that in a civilization that relies on this kind of FTL travel, you would expect history to have a lot of small hiccups and the occasional major paradox. Once it becomes possible to kill someone from the future, unkill that person, and even gather several divergent timelines of the same person at one event, the Inner Sphere would get a lot more complicated.

You'd need some sort of intergalactic traffic control to file flight plans with that organizes trips to avoid excessive interference with causality.

That seems like a good idea for a scifi book, has anyone written it yet?

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Outfoxed: Tactical Update 6

Combat Phase
F1 Kit Fox
- Fires ER Large Laser at V1 Panther (3 base + 0 range + 2 movement + 2 enemy movement + 2 heavy woods - 1 targeting computer = 8): rolled 6, miss!
- Fires Streak SRM-6 at V1 Panther (3 base + 2 range + 2 movement + 2 enemy movement + 2 heavy woods = 11): rolled 9, Streak SRM-6 fails to achieve lock!
- Fires Small Pulse Laser at V3 Phoenix Hawk (3 base + 4 range + 2 movement + 2 enemy movement + 2 heavy woods + 1 secondary target - 1 targeting computer - 2 pulse laser = 11): rolled 11, hit Left Torso (13/18 armor remains)!
- Fires Small Pulse Laser at V3 Phoenix Hawk (3 base + 4 range + 2 movement + 2 enemy movement + 2 heavy woods + 1 secondary target - 1 targeting computer - 2 pulse laser = 11): rolled 10, miss!
Gains 18 heat, sinks 20.

F2 Jenner IIC
- Fires Streak SRM-4 at V2 Javelin (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 8): rolled 5, Streak SRM-4 fails to achieve lock!
- Fires SRM 6 at V2 Javelin (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 8): rolled 8, 4 missiles hit Center Torso (6/8 armor remains), Right Leg (6/8 armor remains), Left Arm (2/6 armor remains), Head (4/6 armor remains (Pilot Hit))!
- Fires SRM 6 at V2 Javelin (3 base + 0 range + 3 movement + 1 enemy movement + 1 light woods = 8): rolled 9, 4 missiles hit Right Arm (2/6 armor remains), Right Arm (0/6 armor remains), Left Arm (0/6 armor remains), Center Torso (4/8 armor remains)!
Gains 18 heat, sinks 20.

F3 Jackrabbit IIC
- Fires ER Large Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 11, hit Rear Center Torso (0/2 armor, 2/10 structure remains)! Critical Chance!
- Fires Streak SRM-4 at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, Streak SRM-4 fails to achieve lock!
Gains 14 heat, sinks 20.

F4 Piranha 1
- Fires ER Medium Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, miss!
- Fires ER Medium Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 7, hit Right Arm (0/5 structure remains)! Limb Blown Off!, damage transfers to Rear Right Torso (5/7 structure remains)! Critical Chance!
- Fires ER Small Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 11, hit Right Leg (4/8 armor remains)!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 10, hit Rear Left Torso (5/7 structure remains)! Critical Chance!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit Rear Left Torso (3/7 armor remains)! Critical Chance!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit Rear Right Torso (3/7 armor remains)! Critical Chance!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 3, miss!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit Right Arm Rear Right Torso (1/7 structure remains)! Critical Chance!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 5, miss!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit Rear Center Torso (0/10 structure remains)! ‘Mech Destroyed!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 2, miss!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 5, miss!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 2, miss!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 10, hit Rear Right Torso (0/7 structure remains)! Torso Destroyed!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 2, miss!
Gains 15 heat, sinks 20.

F5 Piranha 2
- Fires ER Medium Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, miss!
- Fires ER Medium Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 3, miss!
- Fires ER Small Laser at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 10, hit Right Arm Right Torso (3/8 armor remains)!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 9, hit Right Torso (1/8 armor remains)!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 6, miss!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 11, hit Right Arm Right Torso (0/8 armor remains), damage transfers to Center Torso (3/8 armor remains)!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 9, hit Right Torso Center Torso (1/8 armor remains)!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 8, hit Right Arm Center Torso (0/8 armor remains)!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 7, hit Right Arm Center Torso!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 7, hit Left Leg (6/8 armor remains)!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 4, miss!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 5, miss!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 3, miss!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 9, hit Left Torso (6/8 armor remains)!
- Fires Machine Gun at V2 Javelin (3 base + 0 range + 2 movement + 1 enemy movement + 1 light woods = 7): rolled 11, hit Center Torso!
Gains 15 heat, sinks 20.

V1 Panther
- Fires PPC at F1 Kit Fox (2 base + 2 range + 3 movement + 1 enemy movement + 1 light woods = 9): rolled 10, hit Center Torso (5/15 armor remains)!
- Fires SRM-4 at F1 Kit Fox (2 base + 2 range + 3 movement + 1 enemy movement + 1 light woods = 9): rolled 4, miss!

V2 Javelin
- Fires SRM-6 at F2 Jenner IIC (3 base + 0 range + 1 movement + 3 enemy movement + 1 light woods = 8): rolled 10, 4 missiles hit Left Torso (4/6 armor remains), Left Torso (2/6 armor remains), Right Arm (1/3 armor remains), Head (5/7 armor remains (Pilot Hit)!
- Fires SRM-6 at F2 Jenner IIC (3 base + 0 range + 1 movement + 3 enemy movement + 1 light woods = 8): rolled 4, miss!

V3 Phoenix Hawk
- Fires Large Laser at F2 Jenner IIC (4 base + 2 range + 0 movement + 3 enemy movement + 1 light woods + 2 sensor hit = 12): rolled 7, miss!

D2 DEST Squad
- Fires LRMs at F3 Jackrabbit IIC (2 base + 0 range + 2 enemy movement + 1 light woods = 5): rolled 5, hit Right Arm (6/8 armor remains), Rear Center Torso (2/4 armor remains), Right Leg (10/12 armor remains)!

D3 DEST Squad
- Fires Inferno SRMs at F4 Piranha (2 base + 0 range + 2 enemy movement + 2 heavy woods = 6): rolled 9, 7 heat sustained!
- Hex 1406 ignites!



End Phase:
F2 Jenner IIC
- Must pass a 3+ consciousness check, rolled 10, succeeds!



Turn End Phase:
V1 Panther
- Garber Vost suffers from delusions (3+): rolled 4, remains stable!

V3 Phoenix Hawk
- Brian Seagroves suffers from delusions (7+): rolled 5, attacks random target next turn!

F2 Jenner IIC
- Also sees some giant birds



Inari couldn’t help but chuckle quietly to herself as her freeborn Star tore the Javelin apart. They were certainly eager, and she respected that. They were still undisciplined, of course, but one didn’t try to discipline a wave. Especially when it was swamping one’s enemy.

“Star Commander,” Mechwarrior Salah grunted, “my Life Support systems just sealed my cockpit. They are trying to filter—”

He trailed off as the forest was filled with missile-fire.

“EnInf!” Elias called, “BehMe. Require assist, UnHan.”

“I am on fire!” Elfrede announced, a trace of panic creeping into her voice. “Repeat, EnInf using Infernos.”

“Mechwarriors,” Inari called, “Go to full Life Support. Seal your ‘Mechs—just to be cautious. Piranha pilots—gun down those insects!”



Enemy Forces / Next Turn’s Movement:
V1 Panther jumped 3 to hex 1006!
V3 Phoenix Hawk holds position in hex 0908!
D1 DEST Squad 1 holds position in hex ???!
D2 DEST Squad 2 held position in hex 1006!
D3 DEST Squad 3 held position in hex 1405!



Mission Objectives
Defeat all enemy units (3/8 completed!)







F1 Kit Fox (Prime)
Weight: 30 tons (Light)
HD A(S): 9/9 (3/3)
LT A(S): 11/11 (7/7)
LT R A(S): 3/3
CT A(S): 5/15 (10/10)
CT R A(S): 5/5
RT A(S): 11/11 (7/7)
RT R A(S): 3/3
LA A(S): 10/10 (5/5)
RA A(S): 10/10 (5/5)
LL A(S): 14/14 (7/7)
RL A(S): 14/14 (7/7)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10(20)
Movement: 6/9/0
Mechwarrior: Pilot 4, Gunnery 3
Mechwarrior Name: Star Commander Inari
Mechwarrior Player: Mary Annette
Mechwarrior Status: OK!
Armament:
ER Large Laser – LA (Heat: 12, Range: (L:25 M:15 S:8), Status: OK!)
Small Pulse Laser – LA (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
Small Pulse Laser – LA (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
Streak SRM-6 – RA (Heat: 4, Ammo: 15, Range: (L:12 M:8 S:4), Status: OK!)
A-Pod – RL (Ammo: 1, Status: OK!)
A-Pod – LL (Ammo: 1, Status: OK!)
Active Probe – RT (Status: OK!)
ER Small Laser (Rear) – LT(Rear) (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
Targeting Computer – LT (Status: OK!)
Critical Damage: None!
Notes: 1 hand (right)

F2 Jenner IIC
Weight: 35 tons (Light)
HD A(S): 5/7 (3/3)
LT A(S): 2/6 (8/8)
LT R A(S): 3/3
CT A(S): 13/13 (11/11)
CT R A(S): 7/7
RT A(S): 6/6 (8/8)
RT R A(S): 3/3
LA A(S): 3/3 (6/6)
RA A(S): 1/3 (6/6)
LL A(S): 8/8 (8/8)
RL A(S): 8/8 (8/8)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10(20)
Movement: 9/14/7
Mechwarrior: Pilot 4, Gunnery 3
Mechwarrior Name: Mechwarrior Salah
Mechwarrior Player: A good poster
Mechwarrior Status: Infected, Concussion (3+)!
Armament:
SRM 6 – RA (Heat: 4, Ammo: 22, Range: (L:9 M:6 S:3), Status: OK!)
SRM 6 – LA (Heat: 4, Ammo: -, Range: (L:9 M:6 S:3), Status: OK!)
Streak SRM-4 – CT (Heat: 3, Ammo: 22, Range: (L:12 M:8 S:4), Status: OK!)
Critical Damage: None!
Notes: no hands or arm actuators

F3 Jackrabbit IIC
Weight: 25 tons (Light)
HD A(S): 9/9 (3/3)
LT A(S): 9/9 (6/6)
LT R A(S): 3/3
CT A(S): 12/12 (8/8)
CT R A(S): 2/4
RT A(S): 9/9 (6/6)
RT R A(S): 3/3
LA A(S): 8/8 (4/4)
RA A(S): 6/8 (4/4)
LL A(S): 12/12 (6/6)
RL A(S): 10/12 (6/6)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10(20)
Movement: 6/9/0
Mechwarrior: Pilot 4, Gunnery 3
Mechwarrior Name: Mechwarrior Elias
Mechwarrior Player: Octatonic
Mechwarrior Status: OK!
Armament:
ER Large Laser – RA (Heat: 12, Range: (L:25 M:15 S:8), Status: OK!)
Streak SRM-4 – LA (Heat: 3, Ammo: 23, Range: (L:12 M:8 S:4), Status: OK!)
Critical Damage: None!
Notes: no hands

F4 Piranha 1
Weight: 20 tons (Light)
HD A(S): 6/8 (3/3)
LT A(S): 8/8 (5/5)
LT R A(S): 2/2
CT A(S): 9/9 (6/6)
CT R A(S): 3/3
RT A(S): 6/8 (5/5)
RT R A(S): 2/2
LA A(S): 1/6 (3/3)
RA A(S): 6/6 (3/3)
LL A(S): 4/6 (4/4)
RL A(S): 6/6 (4/4)
Heat: 2/30
Overheat Penalty: None
Heat Sinks: 10(20)
Movement: 9/14/0
Mechwarrior: Pilot 4, Gunnery 3
Mechwarrior Name: Mechwarrior Elfrede
Mechwarrior Player: Hauki
Mechwarrior Status: OK!
Armament:
ER Medium Laser – RA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!)
ER Medium Laser – LA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: 164, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
ER Small Laser – CT (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
Critical Damage: None!
Notes: 2 hands

F5 Piranha 2
Weight: 20 tons (Light)
HD A(S): 8/8 (3/3)
LT A(S): 6/8 (5/5)
LT R A(S): 2/2
CT A(S): 5/9 (6/6)
CT R A(S): 3/3
RT A(S): 6/8 (5/5)
RT R A(S): 2/2
LA A(S): 2/6 (3/3)
RA A(S): 4/6 (3/3)
LL A(S): 6/6 (4/4)
RL A(S): 6/6 (4/4)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10(20)
Movement: 9/14/0
Mechwarrior: Pilot 4, Gunnery 3
Mechwarrior Name: Mechwarrior Nioclas
Mechwarrior Player: Dolash
Mechwarrior Status: Infected!
Armament:
ER Medium Laser – RA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!)
ER Medium Laser – LA (Heat: 5, Range: (L:15 M:10 S:5), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: 164, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – RT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
Machine Gun – LT (Heat: 0, Ammo: -, Range: (L:3 M:2 S:1), Status: OK!)
ER Small Laser – CT (Heat: 2, Range: (L:6 M:4 S:2), Status: OK!)
Critical Damage: None!
Notes: 2 hands



Enemy Status

V1 Panther PNT-9R
Weight: 35 tons (Light)
Mechwarrior: Pilot 4, Gunnery 2
Mechwarrior Name: Garber Vost
Mechwarrior Status: Delusional (3+)!
Armament: PPC, SRM-4
Critical Damage: None!
Notes:

V2 Javelin JVN-10N
Weight: 30 tons (Light)
Mechwarrior Name: Kendall Pesht
Mechwarrior Status: Killed!
Notes: Counts as rough terrain!

V3 Phoenix Hawk PXH-2
Weight: 45 tons (Medium)
Overheat Penalty: None
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Name: Brian Seagroves
Mechwarrior Status: Delusional (3+)!
Armament: 1 Large Laser, 2 Medium Lasers, Guardian ECM Suite
Critical Damage: None!
Notes:

V4 Locust LCT-3V
Weight: 20 tons (Light)
Mechwarrior Name: Holly Goodall (really?)
Mechwarrior Status: Shrapnel Wound, Delusional (7+)!
Notes: Counts as rough terrain!

V5 Locust LCT-3V
Weight: 20 tons (Light)
Mechwarrior Name: Collis Brank
Mechwarrior Status: Killed!
Notes: Counts as rough terrain!

D1 DEST Team 6654
Platoon(??/??) Sho-sa Yubari Takuda
Type: Infantry
Notes: ‘Ninja Ambush’ special rule, unit is undetectable until it attacks. ‘Lone Ninja’ special rule: this squad’s minimum damage is always ‘2’ even if it would normally be lower.

D2 DEST Team 6654
Platoon(15/15)
Type: Infantry
Notes: ‘Ninja Ambush’ special rule, unit is undetectable until it attacks.

D3 DEST Team 6654
Platoon(15/15)
Type: Infantry
Notes: ‘Ninja Ambush’ special rule, unit is undetectable until it attacks.

Dolash
Oct 23, 2008

aNYWAY,
tHAT'S REALLY ALL THERE IS,
tO REPORT ON THE SUBJECT,
oF ME GETTING HURT,


You guys go for the Panther. Just rush it and crush it, the ninjas are mine and Hauki's.

I can take D2. Hauki, you want to handle D3?

Defiance Industries
Jul 22, 2010

A five-star manufacturer


KnoxZone posted:

Light mechs are great, but they are not Phoenix Hawks.

Or barring that, ComGuard needs some love after the last mission. Might I suggest the Black Knight or the Flashman?

I did the Excalibur a little while back.

Krumbsthumbs
Oct 23, 2010

2nd Place.
1st Loser.
Aww, the DEST Teams didn't do as much damage as I was expecting. They, and the hex they are standing in are about to be riddled with bullets. Millions of bullets.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Krumbsthumbs posted:

Aww, the DEST Teams didn't do as much damage as I was expecting. They, and the hex they are standing in are about to be riddled with bullets. Millions of bullets.

Infantry damage is capped by squad size. They would've been doing about twice that if that wasn't the case.

Mary Annette
Jun 24, 2005

That's just pretty, how that movement plotted out. Like a little blue helix with busted-up giant robots at each end :3:.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.

Defiance Industries posted:

I did the Excalibur a little while back.

I thought you did, but I could not spot it anywhere, and it was not in the OP, so whatever :shobon:

Still think the Phoenix Hawk needs love :colbert:


As for this update. This battle is over. You just can't beat the Clans overwhelming firepower when you do not have room to move.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


KnoxZone posted:

I thought you did, but I could not spot it anywhere, and it was not in the OP, so whatever :shobon:

Still think the Phoenix Hawk needs love :colbert:

The OP is a couple ads back. It's also not got the Hollander on there. One of these days I'll get around to making a full list again so it can be re-updated.

Octatonic
Sep 7, 2010

Hey PTN, I think that F3 Should be facing north, or did I misdo my movement math and or facing last turn? If I did, that's cool.

e: not asking you to redo the damage or anything, I want to keep the game moving as much as everyone else.

Octatonic fucked around with this message at 23:51 on Sep 6, 2011

Hauki
May 11, 2010


Dolash posted:

You guys go for the Panther. Just rush it and crush it, the ninjas are mine and Hauki's.

I can take D2. Hauki, you want to handle D3?
Happily.

A good poster
Jan 10, 2010
What effect will V3's ECM Suite have on my SRMs?

landcollector
Feb 28, 2011

A good poster posted:

What effect will V3's ECM Suite have on my SRMs?

On your SRM-6 launchers, no effect I believe. However, your SSRM-4 launcher will have to roll on the cluster hits table (i.e. behave like normal SRMs).

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer

Arcturas posted:

Speaking of light mechs, how do you guys like to tweak Wasps and Locusts if you can customize them?

Wasp is lovely as is. In a lance of four Wasps, one carries smoke and one Infernoes. You still can't take on an Atlas (at least not without losses) but smoke and rising heat make them harder to hit. Wasps are also fast enough that no one should try to take the high ground against them. Getting pushed downhill by one hurts your pride.

Locust is another mech that has a standard variant for everything. I wish it had jump jets, but can't get everything. That one design with LRM-5 is a pain to counter, especially in numbers. If you have a big enough table (or use MegaMek) a fight between Locusts and Dashers is fun to play.

Of course, once pulse weapons enter play most twenty tonners become just cannon fodder. In 3025 they are cool, though. Especially slow lights. 20 tons and packin' a PPC, yes sir.

ShadowDragon8685
Jan 23, 2011

Hi, I'm Troy McClure! You might remember SD from such films as "Guys, I'm not sanguine about this Mech choice", "The Millstone of the Clans", and "Uppity Sperglord ilKhan"! Make sure to clear the date for his upcoming documentary, "How I ran a Star of Clan Mechs into the ground!"
Oh, so it's alright for the ENEMY to bring fire to the fight?

So, what happens if a Goonlance 'mech with hands (such as the Piranha) spends a turn in the burning hex, searching for a tree club.

Gigantic torch? Can they then light other hexes on fire?

Ferrosol
Nov 8, 2010

Notorious J.A.M

in the post clan invasion era I find it hard to look beyond the locust 6M when it comes to the 20 ton bug trio that thing is insane the fastest mech in the game with respectable firepower (2 ERML and a ERSL) and even if you blow the weapons off it can still ram at ludicrous speed. Failing that I also like the Locust 5M which has much the same design idea but is slower and imo has weaker weapons (1 ERML 4 ERSL).
Really though I have not had much luck at all with the Wasp and stinger as both are too slow to survive on the modern battlefield.

Sair
May 11, 2007

I've always liked the Locust 1E. 2 ML, 2 SL, and a bit more armor makes it a pretty nasty 20 tons. A couple of those match up well with a couple Centurions. It's a surprising amount of hurt for a bit under 2500 BV(with 4/5 pilots).

the JJ
Mar 31, 2011
Yeah, I think you all want to button up and avoid pilot hits. Or hits in general.

Get those infantry lit up folks, home stretch time. I would almost recommend our infected pilots get reckless here and invite fire. It's easily RP able as a side-effect (erratic behavior does seem to be a pretty obvious symptom) and right now preventing scratch damage on everyone else might keep them from going nuts.

Also, watch your heat in fire hexes and under inferno fire. Especially you ammo dumps.

GhostStalker
Mar 26, 2010

Guys, find a woman who looks at you the way GhostStalker looks at every bald, obese, single 58 year old accountant from Tulsa who managed to win $4,000 by not wagering on a Final Jeopardy triple stumper.

Might be pilot hits that are causing infection, but Dolash hasn't taken one and he was the first one to have it happen to him... Can't be taking any random damage either, since Inari's Kit Fox took a hit from the Panther's PPC this past turn and she isn't infected...

Whatever, just end that Panther already. Also, those ninjas weren't as dangerous as people made them out to be so far. Wonder what else they have up their sleeves...

Arcturas
Mar 30, 2011

Nice turn. Definitely worth overkilling the crap out of enemy mechs, and revealing 2 of the 3 DEST teams should help.

I think everyone suggesting that the Panther be the next ganging-up target is right. Kill it! Kill it with fire! (and lasers) (and guns)

Piranhas on infantry, of course. Do machine guns still do 2d6 damage to infantry units?

bunnyofdoom
Mar 29, 2008

Jaxxon: Still not the stupidest thing from the expanded universe.



OH gently caress ME INFERNOS!


Sorry, just had PTSD to the Cabellero's.

Krumbsthumbs
Oct 23, 2010

2nd Place.
1st Loser.
The infection so far has not been transmitted via damage from the PPC, or the DEST infantry missiles. The only people who have been infected were infected the turn they were hit by SRMs from the Javelin. If the infection is caused by the SRMs on the enemy mechs, then killing the Panther became an even larger priority. Perhaps anyone who isn't infected should get out of the short range fire arc of the Panther to avoid further infection?

the JJ
Mar 31, 2011

Krumbsthumbs posted:

The infection so far has not been transmitted via damage from the PPC, or the DEST infantry missiles. The only people who have been infected were infected the turn they were hit by SRMs from the Javelin. If the infection is caused by the SRMs on the enemy mechs, then killing the Panther became an even larger priority. Perhaps anyone who isn't infected should get out of the short range fire arc of the Panther to avoid further infection?


I dunno, if the mercs are packing bioweapons you'd think they'd be a. more effective and b. not infecting themselves. Mention was made of trees exploding oddly* and the ComStar mission proved the Clan has better sealants, which might explain the IS folks being infected first.



*Oh god.

The fire.

ShadowDragon8685
Jan 23, 2011

Hi, I'm Troy McClure! You might remember SD from such films as "Guys, I'm not sanguine about this Mech choice", "The Millstone of the Clans", and "Uppity Sperglord ilKhan"! Make sure to clear the date for his upcoming documentary, "How I ran a Star of Clan Mechs into the ground!"

bunnyofdoom posted:

OH gently caress ME INFERNOS!

It'll be okay. Our giant robots have double heat sinks. We're going to be fine.

the JJ posted:

I dunno, if the mercs are packing bioweapons you'd think they'd be a. more effective and b. not infecting themselves. Mention was made of trees exploding oddly* and the ComStar mission proved the Clan has better sealants, which might explain the IS folks being infected first.



*Oh god.

The fire.

Good thing they're going to internals, isn't it?

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
Just a friendly reminder for those about to deal with the DEST units, A-pods and machine guns may be powerful anti-infantry weapons, but the Justice Foot has infinite ammo. And kicking infantry units is a great way to relieve stress and frustration. :eng101:

MJ12
Apr 8, 2009

W.T. Fits posted:

Just a friendly reminder for those about to deal with the DEST units, A-pods and machine guns may be powerful anti-infantry weapons, but the Justice Foot has infinite ammo. And kicking infantry units is a great way to relieve stress and frustration. :eng101:

It also puts you at 0 range with the infantry, which means they can leg/swarm you. And DEST are all anti-mech trained, that might not be a great idea. Getting leg-attacked by 2/3s or 2/2s, even if they're unarmored infantry, is a quick way to lose mobility and then rapidly die.

the JJ
Mar 31, 2011

MJ12 posted:

It also puts you at 0 range with the infantry, which means they can leg/swarm you. And DEST are all anti-mech trained, that might not be a great idea. Getting leg-attacked by 2/3s or 2/2s, even if they're unarmored infantry, is a quick way to lose mobility and then rapidly die.

Stand 3 hexes back, point, laugh.

Actually, you don't even need to be that far away with these initiative rules.

Tarquinn
Jul 3, 2007

I know I’ve made some very poor decisions recently, but I can give you
my complete assurance that my work will be back to normal.
Hell Gem
I don't know. A Piranha firing its machine guns at range one at the enemy infantry should easily take care of them. Barring horrible rolls, there shouldn't be anything left that could strike back.

ShadowDragon8685
Jan 23, 2011

Hi, I'm Troy McClure! You might remember SD from such films as "Guys, I'm not sanguine about this Mech choice", "The Millstone of the Clans", and "Uppity Sperglord ilKhan"! Make sure to clear the date for his upcoming documentary, "How I ran a Star of Clan Mechs into the ground!"

Tarquinn posted:

I don't know. A Piranha firing its machine guns at range one at the enemy infantry should easily take care of them. Barring horrible rolls, there shouldn't be anything left that could strike back.

Shooting phases are simultaneous. It doesn't matter whose shots are declared or rolled first, or even if the 'mech or infantry unit in question is destroyed completely, if they get to declare the attack, it gets resolved.

Adbot
ADBOT LOVES YOU

Tarquinn
Jul 3, 2007

I know I’ve made some very poor decisions recently, but I can give you
my complete assurance that my work will be back to normal.
Hell Gem
I know, but anti-mech training can only be used point blank, i.e. in the same hex. We'll get shot anyway. Or am I mistaken?

  • Locked thread