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Post by ironhold on May 1, 2013 22:27:31 GMT
They're on Caph, and the "religious fundamentalists" are the Blakists. The setting is roughly 3060, and the faction in question is one I created; essentially, it exists in order to ensure that the WoB Jihad doesn't go off quite as planned, thereby helping to avert a lot of the Dark Age junk. A previous campaign I was playing in (one of the players was in it) helped fend off an early Blakist attempt to take over the planet. This campaign will be the party picking up the pieces and doing mop-up work in the aftermath.
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Post by mrfatso on May 2, 2013 11:05:59 GMT
If only we could persuade WizKids that the Dark Ages never happens that would be grand.
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Post by ironhold on May 2, 2013 12:58:21 GMT
The master scenario I've got going is that the faction - the Armed Forces of New Nauvoo - inadvertently winds up being a total game-changer. New Nauvoo was first created shortly after Caph was founded by a variety of religious groups seeking to make a new start. Between how remote it was from the main population centers and the ring of mountains surrounding it, few people dared to assault it when taking the planet, and those who did were repulsed and humiliated due to the mountains being natural fortifications. As a result, virtually nobody outside of the region knew that they were sitting on several Star League weapons caches; several mountains had been hollowed out to become bases and weapons bunkers. The region's engineers and technicians have traditionally had a rather considerable talent for reverse-engineering, and so in time they were able to dismantle, examine, and duplicate the mechs, vehicles, and aerospace fighters in their care. They then converted several of these bases and bunkers into hidden factories, and those components that couldn't be made in the factories they convinced actual local manufacturers within the region to produce in secret. And thanks to their being the planet's last remaining breadbasket, they had a solid source of income to finance everything. The end result is that, while the population numbers are limited, the AFNN is armed with a mix of top-of-the-line Star League-era tech, brand-new designs cranked out by the engineers & technicians, and items salvaged from those foolish enough to come against them. In order to multiply their available forces, not only has the AFNN been welcoming all comers Foreign Legion-style, they've also been sending agents out undercover to recover other Lostech, spy on potential threats, and/or make alliances and treaties. The first campaign that I was running back in 07 / 08 involved the party working as subcontractors to Lindon's Battalion. The WoB had been hiring bandits and failed mercenaries to swarm the planet and cause problems so that the Blakists could justify landing on the planet as a peacekeeping force, thereby taking it over and putting a buffer between Terra and the rest of the Inner Sphere. Instead, due in large part to the actions of the players, the AFNN intelligence services figured out what was going on; not only did they convince all of the various factions to unite to repulse them, they also sprang several traps on the Blakists that led to the WoBblies suffering an incredibly humiliating defeat. The key turning point came when all 22 AFNN Nemesis aerospace fighters then in existence (55 tons, 3 PPCs, "stealth" capabilities) swarmed the warship that the Blakist task force had as an escort and utterly destroyed it, giving the AFNN space superiority and bringing them to the attention of Comstar and several other groups (like the Northwind Highlanders and Wolf's Dragoons), who they rapidly formed treaties with. They also succeeded in getting the WoB black-listed with the MRBC over the matter, helping to cut off the flow of mercenaries to the organization. Had the campaign continued (one of the players was murdered in a home invasion gone wrong, and the party disbanded thereafter), they would have retaken a pair of worlds from the Jade Falcons on behalf of Rasalhague. Not only would this have confounded the Falcon invasion of the Lyran Alliance, it would have left the Falcons open to assault from the Wolves. What's more, the FRR would turn one of the liberated planets into a factory world, helping both them and Comstar by boosting their militaries. A fiction series that I'm doing link takes place on Solaris, and represents another aspect of the master campaign. Originally, the series focused on the character I role-play over on Mordel, an arena jock who - along with the stable he inherited - went to work for Heimdall after getting messed over coming and going by the Lyran Alliance high command despite being a legitimate war hero. One of his allies is a stable that is actually the cover for the local AFNN cell, and so when not fighting in the arena or waging the FedCom Civil War by proxy both stables are helping to cripple the Blakist presence on the planet. This campaign will help curb the population of bandits and Blakists still on the planet. Not only will this give the AFNN one less thing to worry about, depending upon whether or not the party meets certain goals they'll put the entire planet in a far better defensive position against external attacks. The way I have it, the Jihad will take place circa 3065 or so, not long after the end of the Civil War. Due to the campaigns, and other intervening factors, it does not go off as planned. Caph, Solaris VII, Outreach, Northwind, Carver V, Errai, Klondike (fiction-only), the entire Terracap Confederation, and Robinson never fall, Ingress puts up a heck of a fight, and a Periphery world known as San Corazon (which the Blakists had just built a mech factory on) is actually liberated. The end result is that several waves of Blakist invasion forces are shredded, disrupting the invasion plans and leaving several worlds with under-stength garrisons as the relief forces had to be diverted. With the Blakist forces exhausted, the AFNN organizes a number of forces from the Chaos March under the banner of the New Terran Hegemony and launches a suicide strike meant at retaking Terra. It succeeds. The loss of Terra not only deprives the Blakists of the cradle of humanity, it also deprives them of its factories and results in several key leaders being killed or captured. The Word of Blake is forced to relocate its headquarters facilities and remaining manufacturing capacity to Sirius, giving the New Terran Hegemony enough time to formulate a proper counter-offensive. This counter-offensive, known as "Operation Sucker Punch", consists of using aerospace fighters to distract the space forces around a planet while AFNN LAMs (yes, they have several LAM factories) survey the planets and hit targets of opportunity; planets with weak garrisons get a visit by a proper liberation force, while the LAMs and fighters can rapidly retreat from planets with strong garrisons. While the NTH forces start on opening the Draconis Combine and Chaos March back up, the Rasalhague / Comstar forces begin working on the Lyran Alliance. Unrelated to these efforts are a series of task forces from Solaris (which liberate a series of factory worlds close to Solaris, thus creating the Solaris Protectorate) and a task force from Klondike (which also helps to liberate the Lyran Alliance. Within 10 years, the Blakists are forced back to a cordon made from a mix of Chaos March and Free Worlds League worlds and a series of FWL planets that they succeeded in subverting some time back. The Hell's Horses now control a swath of Wolf space, and the Fire Mandrills now control a swath of former Falcon space (the Falcons came dangerously close to being obliterated, but - like the Wolves and Bears - fended off the worst of the Blakist efforts), but otherwise the Inner Sphere is free... albeit with shifted borders. Thus, Devlin Stone never has a chance to become anything beyond a regional hero, and so never has the chance to create the Republic of the Sphere. And with the Blakists pushed back over a mere decade, the damage was largely contained. The bulk of the fighting now consists of the remaining Blakists making probing efforts onto neighboring worlds while the remaining factions scrape up what they can afford to send in order to retaliate. This leaves plenty of room for further adventures (the old hostilities still largely remain, but the various nations are exhausted and so are now focusing on small-scale engagements) while still preventing the Dark Ages from ever taking place.
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Post by Cybermortis on May 2, 2013 13:48:00 GMT
I think too much about things like this, although I have been working on a story of my own (not BT related) that required me to think long and hard about such things.
Basically no technology is independent of other technologies or local resources. So while the tech's may understand the technology it does not follow that they would be capable of reproducing it. For example they may know ferro-fibrous armour and Endo-Steel, but it is unlikely that they would have all of the materials/components needed to produce it.
They may be quite capable of maintaining League-era mechs, and even producing some advanced components. But it seems unlikely that they would be capable of producing entire mechs (or building new designs) of the same quality.
I find it unlikely that ComStar would have missed such a major facility so close to Earth.
If this was a League base it should have been known to them, or failing that Kerensky (Sp?). Either way I would have expected ComStar or the pre-exodus SLDF to have stripped the facility bare before the First succession war - which is what CS seems to have done with all the SLDF bases close to Earth.
There IS an alternative explanation, and one that wouldn't require any major changes to the story as it stands.
The facilities may have been created by the local defence force when Aramis (sp?) made his bid for power. They could have moved the facilities and stores on the world elsewhere, where they may have been missed by the SLDF and later CS as information about the move was lost in the chaos of the war. The Grey Death Legion Memory Core was recovered from a facility that was moved by the local garrison commander, and who's location and existence was lost over the years - although that was during the First Succession War. (This is unlikely to have been the case where, since if they wanted to hide the equipment they are more likely to have moved it to Earth - or at least informed CS as to its existence and location.)
This explanation might also fit in well with the interest shown in the world by the Northwind Highlanders. It could be that some of the forces involved could have been from the Blackwatch, or some of the equipment may have been theirs.
The Jihad was prompted by the dissolution of the second Star League, which I *think* didn't take place until 3068.
However there is (again) a way around this that would work nicely - WoB's plans are discovered, which alerts everyone as to their plans and forces WoB to strike before they are ready. If the information ALSO included up to date information about the defences on Earth this would most likely allow the Com Guards - and probably groups like the Wolf Dragoons - to avoid the disastrous attacks they made on Earth. This would give the anti-Blake forces considerably more clout from the start.
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Post by ironhold on May 2, 2013 14:28:18 GMT
Basically no technology is independent of other technologies or local resources. So while the tech's may understand the technology it does not follow that they would be capable of reproducing it. For example they may know ferro-fibrous armour and Endo-Steel, but it is unlikely that they would have all of the materials/components needed to produce it. Thing is, they'd have had 200+ years to figure it out. I think it reasonable that they'd have at least figured out how to do some of it by now, especially if they made a Manhattan Project out of it. In real life, a number of military bases have artificial mountains or other constructs that look absolutely convincing unless one is familiar with the way the landscape looked prior to their sudden appearance. And we're also talking several lots of individual stores, not a Castle Brian or anything so dramatic. Couple this with some paperwork shenanigans and a disinformation campaign (such as a concerted effort to make the digs look like routine mining operations), and it's entirely plausible IMHO that the local commanders - with one or two high officials helping out - could have done this on their own, with minimal knowledge or interference from the rest of the SLDF or Comstar. The way I have it, the AFNN were quick to recognize the dominant position of the Highlanders in the Chaos March, and so made them a peace offering in the form of three designs that were derived from the Crab: the Crabcake (a 25-ton force recon machine), the Crab LAM, and the Fiddler Crab (a 75-ton ranged fire support mech with an AC/2 and a PPC). This opened up negotiations, which ultimately led to a treaty. In fact, this was also how they got Errai, Carver V, the Terracap Confederation, and Outreach on their sides: gifts of technology and/or new designs as an ice-breaker towards further negotiations. In fact, the AFNN actually produced several of the components needed to restart the Bandersnatch factory, such as LRM 5s. With Comstar, it was them pointing out the fact that they now had a mutual enemy in regards to the Word of Blake *and* their sharing intelligence data from several Blakist prototypes captured in the fighting, including a prototype Initiate, an early prototype Red Shift, and a prototype Toyama. Turns out that the Blakist commander in charge of the operation was so sure of an easy victory that he converted a forgotten technical college he rediscovered into a weapons test lab, and as such got permission to bring the prototypes with him for testing. Instead, the test lab and a nearby farming community were ceded to the party from the first campaign as a land holding after they helped liberate them both; the test facility has been converted back into a technical college, and a small automobile & tractor manufacturer in the community has been expanded so as to produce machine gun-armed combat jeeps. I have the first campaign as having taken place around 3062, meaning that the AFNN *would* have had early knowledge concerning Blakist efforts to capture worlds within the Chaos March. Furthermore, as I mentioned earlier the AFNN tipped off the MRBC concerning the Blakist use of down-on-their-luck mercenary units as cannon fodder; this would have gotten the Blakists a severe reprimand, if not a blacklist, and so they'd have had a much harder time recruiting mercenaries to do their dirty work. In other words, Waco's Rangers wouldn't have been in position to assist with the invasion of Outreach. Thus, rather than secure a barrier around Terra, all the Blakists did was give the AFNN and their allies early warning about a possible invasion. WoB High Command realized this, which is why they ultimately chose to launch the invasion so early and why the AFNN- affiliated worlds were waiting for them. ** Solaris VII - The current story line has us blundering into the Blakist presence on the planet; originally the AFNN stable was just aware of a small presence, but as things have gone along we've both come to realize how badly we underestimated things, and so we're now working to ferret them out before they can do anything. Furthermore, Mount Olympus - the hollowed-out mountain my stable is using as a headquarters - is actually a former Star League fire base; hidden inside the main peak is a turreted anti-shipping laser (if you've played Mechwarrior 4 Black Knights or Mech Commander 2, you'll know what I'm getting at; otherwise, imagine the ion cannon from Empire Strikes Back). When the Blakists do finally try to invade the planet, the laser will take down a number of their dropships before they can even land, and so will play a large part in the first invasion attempt failing. Klondike - The Klondike School of Tactics is ultimately Blackjack 2.0; cadets, instructors, and planetary garrison alike will fight so dirty and use such unconventional tactics that the Blakists won't know what hit them, and without any reserves due to the fighting elsewhere the WoB will be forced to withdraw in order to minimize losses.
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Post by ironhold on May 4, 2013 23:10:00 GMT
Anyone know a way - other than E-Bay - where I can get the prices for some old gaming materials?
The long and short of it is that I recently got my hands on a scenario book put out by Grenadier back in 1984 that is still sealed in the original plastic, and I need to get a fair price for it or else I'm going to spend the rest of the month getting lectured for "wasting my money" on gaming stuff at a local yard sale today.
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Post by mrfatso on May 9, 2013 16:49:06 GMT
All I can suggest is try typing the title into Amazon and see what the prices for it are like there, it might give you some idea, if anyone else knows something else please try.
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Post by ironhold on May 23, 2013 16:34:27 GMT
Well, I might or might not have made it into another e-book.
Here goes.
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Post by ironhold on Jun 7, 2013 19:01:41 GMT
The e-book in question: gumroad.com/l/3LineNPCsThe price for the download is a donation of anywhere from $0 to $5, the money raised being used to help pay for upgrades to the main Roleplaying Tips Weekly site.
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Post by ironhold on Nov 27, 2013 3:59:30 GMT
I'm looking at something for a Battletech campaign / fiction series / not quite sure yet I had the idea for. The focus would be on a seven-member tactical ops team. The team is one of several that is to be dropped on a planet that has been taken over by a hostile power. Their mission is to link up with the resistance movement in their area and conduct military operations. Team composition: 1. Phoenix Hawk LAM MK II transforming mecha (star fighter to robot; essentially a heavily modified VF-1S "Super" Valkyrie with fast packs) 2. Condor heavy hover tank (4-man crew. Rapid-fire, auto-reloading 50mm main gun supported by lasers, machine guns, and a self-reloading, five-tube 10mm missile launcher) 3. Heavy Hover Mobile Headquarters vehicle (essentially a large hover tank with an ELINT and SIGINT suite in the back. 80mm beam cannon supported by machine guns, lasers, and missiles. Has driver and tactical officer; should also have two assistant tactical officers, a dedicated gunner, and two military police as security) Given that the team has no dedicated cargo or support vehicles assigned to it, I'm having to consider the weight of everything that they take with. This includes the food they'll have. I figured that since the HHMHQ has built-in water purification gear and a built-in "stove" assembly, I'd go with dried and powdered goods. The powdered items could hypothetically be sealed in #10 cans or large pouches, getting them out of the way. Once it's chow time, whoever gets stuck with cooking duties (running gag: it's the tactical officer since she's already the one in the suite, something she does not appreciate) can just reconstitute everything with water. This is what I've come up with so far as powdered / dried items, in addition to a round of multi-vitamins: *oats (can be used for oatmeal or as cereal) *powdered eggs (protein) *rice (can be cooked or used as cereal) *potato pearls (can be made into mashed potatoes) *tea *dried fruit (vitamin C) *wheat *dried onion (vitamin C) *sugar *fruit-flavored beverage powder *salt *pepper *coffee *vegetable broth (can be used as a base for soup) *barley *powdered milk *cocoa powder *cinnamon I know it won't be all that appetizing, but would it be enough for such a group to survive off of? Thanks.
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Post by the light works on Nov 27, 2013 5:22:01 GMT
that seems to me to be awfully slim in the protein department. particularly when you have the option of making various other freeze-dried protein sources available. I would definitely throw beans into the mix, as well as bouillon for flavoring. I'd skip the fruit drink in favor of a nutritional drink powder (fruit flavored) I'd also lay in a large stock of hermetically sealed Jerky. they can gnaw on jerky all day, and she can be stuck carrying a pressure cooker full of beans in her engine compartment all day softening them up for dinner. I'd have whoever is the chief techie in the troop figure out how to mock up a still in his or her mech, as well. no military expedition should ever be without a means of making hooch.
soy protein and TVP (textured vegetable protein) are also good options for dry protein sources.
of course, what is more likely for a military expeditionary force is the equivalent of MRE packs; so pulling together these things to supplement them could be a story component.
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Post by ironhold on Nov 27, 2013 7:21:33 GMT
Beans and bouillon are definite, then. Thanks. For the beverage base powder, IRL that's rather commonly available in places that sell items for food storage & emergency preparedness. Hence why I put that on the list. The only nutritional drink powders I'm aware of, however, are protein powders used by athletes wishing to bulk up. I suppose, though, I should consider that. And I almost forgot about corn meal; the meal can be combined with the powdered eggs, the salt, and the powdered milk to make a crude corn bread. I suppose I could also fudge things and say there's a little dried Parmesean cheese in the mix for additional dairy. So I've got the starches covered, the dairy covered (more or less), and the protein covered. How am I on the fruit and vegetables? ** Anyway, the cast of characters: The team leader is the transforming mecha pilot; he's a captain, but on the short list for major. Although on the surface he appears to be a stereotypical hot shot fighter pilot, the truth of the matter is that he's got the combat record to back up his boasts. And while he may seem like a windbag, he's actually got an IQ of 150, has a bachelor's in social work (with a minor in abnormal psychology), and is a member of the clergy for his denomination. It is hypothesized that he deliberately plays up the dissonance between his education and his behavior in order to catch people off guard. Seeks a relationship with the ELINT / SIGINT officer, but is just professional enough to not press the issue while they are in the field. The ELINT / SIGINT officer is also a captain, but is slightly lower on the schedule for promotion. She started out as a hover tank commander, but due to her major in computer science she was booted upstairs to tactical. She regards herself as an absolute professional, and so to her being assigned to the team is a living nightmare. That she also serves as the de facto cook due to most of the cooking equipment being hardwired into the HHMHQ is insult to injury. She keeps a tactical shotgun within arm's reach at all times and a stuffed animal hidden away in her sleeping gear. The lieutenant who serves as the HHMHQ driver is Conan the Barbarian if Conan majored in business, such that he carries a broad sword as part of his field kit. Despite his somewhat intimidating appearance, he can frequently be found running a con on someone and is suspected of being an entire black market network unto himself. The lieutenant who serves as the Condor commander *tries* to be the mecha pilot, but is far too much of a jerk to pull it off properly; that the two are of denominations that historically never got along isn't helping matters. Although a professional in battle, he's an amateur at social interaction due to a raging superiority complex and his belief that the ELINT / SIGINT officer is somehow his. The gunner on the Condor can bulls-eye a tank at the maximum effective range of the Condor's 50mm cannon, which is a good thing as otherwise he'd have been bounced from the service due to his repeatedly failing just about every physical fitness test thrown at him since he became qualified as a crew member. This is particularly ironic, as he also somehow managed to get qualified as a field medic. Despite this, he's the most "normal" of the people on the team. The driver on the Condor signed up so that he could use the federal assistance in order to attend law school; although he passed the bar, he didn't get his request for admittance to the war college in before hostilities broke out, and so now he's stuck as an enlisted man. This is perhaps for the best, as he doesn't actually have it in him to be as aggressive as a lawyer needs to be some days. Taught the ELINT / SIGINT officer how to do needlepoint. The comms guy on the Condor is a bully who has been bounced from unit to unit because no commander wants to deal with him. His only saving grace is that his being bounced around resulted in him learning how to operate several different types of vehicles. (If anyone's curious, this is the Condor mod I'm using and this is the Heavy Hover Mobile HQ.)
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Post by the light works on Nov 27, 2013 14:52:29 GMT
the reason for suggesting the alternate drink was as a protein supplement, and because they are a bit worse than regular powdered drink mixes.
you could add more freeze dried vegetables to the mix; but I was thinking to replace them with vitamins, and have them conspicuously absent from the diet. this can be a source of either joy or annoyance to your crew depending on their personalities.
but can he bullseye womp rats in beggar's canyon?
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Post by ironhold on Nov 27, 2013 15:13:19 GMT
The Mechwarrior 3 character creation system for Battletech uses what's known as the "life path" system. At each stage of a character's life, you pick from a series of paths, the ones available being determined by a variety of factors. You then roll the dice and consult the respective chart. Based on what you get, you can either have positive results ("Your grades are such that you are given a slot in officer candidate school") or negative results ("You are dismissed from the academy after shooting the commandant in the fanny during a live-fire exercise").
Even with me doing "best of five" as a house rule instead of just taking the first roll, things can get rather random in short order. Couple this with the random personal equipment chart and random skills chart I drew up, and things can get weirder still ("Let's see... in addition to whatever you meant to buy with your starting cash, you begin the game with a broadsword, a pay phone, a framed demotivational poster, a wooden coffin, and a goat. Have fun.").
The game also has it that the character's attributes and traits are drawn from the same pool of points. To get more points, you can take negative traits for your characters (like "Quirk", "Stigma", "Enemy", or "Addiction"); the first two negative traits a character takes are given at full value, while subsequent negative traits are worth half value. As a house rule, however, I allow all instances of the "Enemy" trait to be given at full value so long as the player writes me a paragraph explaining who each individual person is and what their character did to make them mad ("You did what to the commandant's car after he kicked you out?").
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Post by the light works on Nov 27, 2013 15:18:54 GMT
The Mechwarrior 3 character creation system for Battletech uses what's known as the "life path" system. At each stage of a character's life, you pick from a series of paths, the ones available being determined by a variety of factors. You then roll the dice and consult the respective chart. Based on what you get, you can either have positive results ("Your grades are such that you are given a slot in officer candidate school") or negative results ("You are dismissed from the academy after shooting the commandant in the fanny during a live-fire exercise"). Even with me doing "best of five" as a house rule instead of just taking the first roll, things can get rather random in short order. Couple this with the random personal equipment chart and random skills chart I drew up, and things can get weirder still ("Let's see... in addition to whatever you meant to buy with your starting cash, you begin the game with a broadsword, a pay phone, a framed demotivational poster, a wooden coffin, and a goat. Have fun."). The game also has it that the character's attributes and traits are drawn from the same pool of points. To get more points, you can take negative traits for your characters (like "Quirk", "Stigma", "Enemy", or "Addiction"); the first two negative traits a character takes are given at full value, while subsequent negative traits are worth half value. As a house rule, however, I allow all instances of the "Enemy" trait to be given at full value so long as the player writes me a paragraph explaining who each individual person is and what their character did to make them mad ("You did what to the commandant's car after he kicked you out?"). the only mechwarrior gaming I did was mech skirmishes, but I've played other games with similar character creation matrices.
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Post by ironhold on Nov 27, 2013 15:31:07 GMT
I understand that the Mechwarrior 4 system did away with the matrices, something that made me furious.
Although it can take a while to go through the matrices (it can quite literally take an hour to generate even one character), the matrices are largely munchkin-proof and also help provide a framework for the player to create the overall story for the character.
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Post by the light works on Nov 27, 2013 15:47:12 GMT
to me that's a sign that the game is shifting from character driven to combat driven. (I was once accused of producing "another TLW combat monster" due to a character's incipient phychosis and damage oriented combat suit.)
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Post by Cybermortis on Nov 27, 2013 17:14:17 GMT
*Thoughts*
This would be known as seniority, meaning that she was promoted at a later date than the groups leader.
It is probable that no military force would be happy at having two Captains in the same small unit - if nothing else it would be confusing. It is more likely that the senior officer would be brevetted to Major . Or at least that is how I suspect things would work in the 'real' world, our military members would have to comment on it.
As light noted it is unlikely that a military unit would be provided with quite so much individual food stuffs when MRE packs would be available and take up FAR less room. Not least of which is that a covert unit may not have the option to do any cooking, plus dried foods require water - which may not be available in significant amounts. Any additional food would probably have been purchased by members of the unit themselves as an addition to the official rations - which btw would almost certainly include a few bottles or cans of alcohol. Not to say that they would not try to get supplies locally - either from the local stores or from hunting if suitable animals exist.
If I were planning a covert mission along these lines I'd steer clear of ballistic and missile weapons, with the possible exception of machine guns. The reason is that without any support base the unit is going to run out of ammunition very quickly, probably after one or two skirmishes even against much weaker opposition. You'd want to work on the assumption that if anything goes wrong the unit is going to have to survive on its own for a while in hostile territory. Energy based weapons would increase the odds of them being able to survive far more than trying to use harsh language and an AC 20 that has am empty ammunition bin.
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Post by the light works on Nov 27, 2013 21:38:44 GMT
*Thoughts* This would be known as seniority, meaning that she was promoted at a later date than the groups leader. It is probable that no military force would be happy at having two Captains in the same small unit - if nothing else it would be confusing. It is more likely that the senior officer would be brevetted to Major . Or at least that is how I suspect things would work in the 'real' world, our military members would have to comment on it. As light noted it is unlikely that a military unit would be provided with quite so much individual food stuffs when MRE packs would be available and take up FAR less room. Not least of which is that a covert unit may not have the option to do any cooking, plus dried foods require water - which may not be available in significant amounts. Any additional food would probably have been purchased by members of the unit themselves as an addition to the official rations - which btw would almost certainly include a few bottles or cans of alcohol. Not to say that they would not try to get supplies locally - either from the local stores or from hunting if suitable animals exist. If I were planning a covert mission along these lines I'd steer clear of ballistic and missile weapons, with the possible exception of machine guns. The reason is that without any support base the unit is going to run out of ammunition very quickly, probably after one or two skirmishes even against much weaker opposition. You'd want to work on the assumption that if anything goes wrong the unit is going to have to survive on its own for a while in hostile territory. Energy based weapons would increase the odds of them being able to survive far more than trying to use harsh language and an AC 20 that has am empty ammunition bin. it WAS mentioned that a characteristic of the equipment was that it could maintain a usable water supply.
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Post by ironhold on Nov 28, 2013 3:18:11 GMT
This would be known as seniority, meaning that she was promoted at a later date than the groups leader. In the US military, you'll sometimes see "(p)" or some variation appended to an officer's rank. This means that the person is currently that rank, but is on the short list for promotion. I've already mentioned that the HHMHQ has built-in water purification gear, and so from that standpoint it'd make perfect sense to have a supply of dried and powdered items that can easily be reconstituted. And while individual rations may only make for 1 - 3 meals apiece depending upon calorie usage, #10 cans full of powdered items can be made to last for some time. Plus, there's the rule of funny inherent in seeing such a group of misfits have to try and cook. Battletech has issues when it comes to mounting energy-based weaponry on conventional vehicles and aircraft. The rules explicitly state that these vehicles are not permitted to have excess heat build-up; you must have a heat sink allotted for each point of heat that the weapons load-out will generate. And since energy weapons generate a lot of heat, you start having issues with tonnage and internal space when it comes to ensuring that you have enough heat sinks in place. Aside from individual units such as the Ontos and Pike fire-support vehicles, it's rare to see any one conventional vehicle in the game boasting more than one or two energy weapons.
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