Notes

Post Reply
Message
Author
wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Notes

#1 Post by wolfpack »

campaign id 597.

use the die roller for rolls and post them in the thread when rolling.

wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Re: Notes

#2 Post by wolfpack »

You are stationed on the planet Abramkovo.

You are currently on garrison duty guarding a factory producing engines for pegasus hover tanks. The city you are in (Ramstein) is small and dominated by the factory owned by the Exeter corp. In fact the corporation owns the entire town. The own all of the land and buildings in the city. The workers live and pay rent to the corporation and all of the city officials and workers are appointed by the corporation.

the population is only around 1,000 with 550 of them working in some capacity at the factory. The rest are spouses, children, or support people such as store owners and public servants. The workers all live in 2 or 3 bedroom duplexes and your merc unit has been doing the same. living in 2 bedroom side by side duplexes with 2 people per duplex, essentially keeping each lance together.

The town is so small it only has 2 bars and 3 restaurant/diners so there is not much in the way of entertainment and can be quit boring.

wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Re: Notes

#3 Post by wolfpack »

Death in combat

In outside the mech combat the rules will be followed under the personal combat section the mechwarrior book.

In mech combat a character will have a chance to escape a ammo explosion that would have destroyed the mechs head with a successful piloting roll.

Also damage that would completely destroy the mechs head the pilot will have a chance to eject with a successful piloting roll.

However a critical hit to the cockpit results in death.

wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Re: Notes

#4 Post by wolfpack »

Eugene and Ivan are roommates in one side of the duplex and David and Zeke are roommates in the other.

wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Re: Notes

#5 Post by wolfpack »

Your pay is based on rank and assignment. while on garrison duty your pay is

pvt - 400 c-bills gross 100 net (after expenses)
sgt - 450 c-bills gross 125 net (after expenses)
lt - 500 c-bills gross 175 net (after expenses)

*this is per month, expenses includes rent, food, medical, all taxes.

while on active assignment you each get a combat bonus

if you do not engage in combat 50 c-bills
if you do engage in combat 100 c-bills.

this is slightly lower than standard merc units, but not by to much. You know the Crusaders are still facing hard times from the damage taken from the sword of light and the garrison contract while safer and allowed them to rebuild pays much less. Also since the company doe snot have it's own dropships and jumpships the transportation costs come out of their contract price for missions.

wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Re: Notes

#6 Post by wolfpack »

the comany's armor and ammo inventory made the trip, but not all the spare weapons.

wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Re: Notes

#7 Post by wolfpack »

any time you roll a 2 or 12 on a skill check mark a skillpoint (sp) towards that skill. Not a whole skill level, just a point such as Gunnery/Mech 3 (5+) 1sp

to advance a skill to the next level you need 10 skill points in that skill and a number of adventure points (ap) equal to the new level.

so to go from level 3 to 4 in a skill you need 10 skill points in that skill and 4 AP. At the end of each adventure you get awarded SP and AP.

AP can also be used to increase stats by spending 10x the new stat level. so to go from build 2 to 3 you need 30 AP.

wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Re: Notes

#8 Post by wolfpack »

When doing these smaller battles we use regular initiative However when we get to a point where both sides have more than one lance we will be using tactics rolls for initiative..

Recklessfireball
Ranger
Ranger
Posts: 507
Joined: Sun Oct 07, 2012 2:46 am

Re: Notes

#9 Post by Recklessfireball »

Gotcha

wolfpack
Rider of Rohan
Rider of Rohan
Posts: 8595
Joined: Wed Oct 07, 2009 12:04 am

Re: Notes

#10 Post by wolfpack »

A battlemech is considered disabled when
It loses both an arm and a leg.
Cockpit is destroyed
head is destroyed
3 engine hits
2 gyro hits

Disabled mechs can be salvaged, repair time and difficulty varies based on amount and type of damage.


A battlemech is considered destroyed whenever the center torso is completely blown out. destroyed mechs can't be salvaged but can possibly be scrapped for armor, weapons, actuators, etc.

Post Reply

Return to “[Mechwarrior 2] 3028 campaign”