What should our unit composition be? Standard organization is 3 Lances of mechs and 1 lance of aerospace, plus a dropship. (I think the dropship is free)
Mason Barnes
ERLLs and paired MLs with extra DHS is decidedly solid
Starting Cash: 160 Million Minor Power: 0.8 Era Modifier 2821-2900: 1.5
Total Starting Cash: 192 Million.
Caleb Howard
With a hundred and sixty million, I'd say a reenforced company, if not two. Alternately, a LAM lance, two air and two mech lances, real combined arms shit
Xavier Reyes
What are some of the most cost efficient mechs (most BV for C-Bills)?
Austin Perry
SFE gausswalls. Like that one Fafnir, or IIRC one if the Pillager variants
EQUIPMENT AVAILABILITY & COST TABLE Example Unit Availability Cost Light BattleMech or Aerospace Fighter, any Satellite 4 3,000,000 Medium BattleMech or Aerospace Fighter 5 6,000,000 Heavy BattleMech or Aerospace Fighter 6 9,000,000 Assault BattleMech, any Small Craft 8 12,000,000 Light Combat Vehicle 3 500,000 Medium Combat Vehicle 4 1,000,000 Heavy Combat Vehicle 5 1,500,000 Assault Combat Vehicle 7 2,000,000 Conventional Fighter 5 1,000,000 Battle Armor, Single* 5 750,000 Conventional Infantry Platoon, Foot 2 1,200,000 Conventional Infantry Platoon, Motorized 3 2,000,000 Conventional Infantry Platoon, Jump or Mechanized 4 2,800,000 ProtoMech, Single* 6 1,000,000 Support Vehicle, Light (
James Wilson
the first number is availability, the second is cost.
Ethan Gonzalez
there are no guass cannons during the 2nd succession wars. All L2 tech is strictly star league era mechs, and most modern mechs haven't been invented yet.
Colton Lewis
>Alright, lets start calling out mechs. >Anything from 2860 or earlier is okay >No faction restrictions
Total Starting Cash: 192 Million Availability Modifiers Clan equipment for non-Clan Force (after 3070) +3 Tech E and F Equipment for non-Clan, non-ComStar Force between 2860 and 3040 +5 First Star League equipment for Clan Force -2 Cross-faction: Acquiring another faction’s exclusive equipment (includes Clan acquisition of Inner Sphere equipment) +2 Green Experience -2 Regular Experience 0 Veteran Experience +2 Customized unit +TP Value Elite Experience +5 Cost Modifiers Fusion engine in combat vehicle x2.0 XL engine in any unit x2.5 Light fusion engine in any unit x1.5 Clan equipment for non-Clan Force (3049-3070) x5.0 Clan equipment for non-Clan Force (3070+) x4.0 Tech E and F Equipment for non-Clan, non-ComStar Force between 2860 and 3040 x5.0 Tech Rating E equipment x1.1 Tech Rating F equipment x1.25 Customized unit xTP Value
Austin Walker
Mackie it up.
Cooper Carter
When you call out your mech, to roll type "roll+2d6" to see if you make the acquisition roll.
Adam Lopez
...
David Fisher
type "roll+2d6" in the options box to roll for your Mackie.
Fuck, I was trying to roll twice First was for Awesome, this is for king creb
Julian Wilson
Rolled 5, 2 = 7 (2d6)
rolling for stalker
Ian Perry
>"All L2 is strictly SL era 'Mechs..."
user, the 2nd SW book literally has the Houses using SL tech. Machines with GRs appear on the MUL for the Early Succession Wars, which covers the 2nd SW. I would be somewhat surprised to see one in the 3rd SW and there shouldn't be any around by the 3th SW though.
A Warhammer, for killyness Anyways, this should take us to two lances
Overall, considering things so far, it seems pretty clear that what we're putting together is a specialized pirate-murdering unit who's sole purpose is to REMOVE BANDIT with extreme prejudice
It'd have to be a vehicle then, the first multiple of 21 that's divisible by the 5 ton increments 'mechs are measured in is fucking 105t.
Zachary Walker
Rolled 5, 3 = 8 (2d6)
A single Vindicator 1R (from a capture)
Easton Long
Whammer-6R (unless a Royal is available with those numbers, in that case one of those)
Juan Lee
Rolled 1, 3 = 4 (2d6)
A Pillager (downgrade or OG, as the roll dictates)
Andrew Wood
Rolled 4, 4 = 8 (2d6)
Another Stalker
Jaxson Hill
Hey guys what's going on? What's being rolled for?
Tyler Wilson
Rolled 6, 3 = 9 (2d6)
Atlas (because kERENSKY RaSCAL FUCK GET REMOVED)
Zachary Barnes
Rolled 2, 6 = 8 (2d6)
Last user trying for KINGEST OF CRABS
Andrew Adams
Rolled 5, 5 = 10 (2d6)
Rollin for some RFL-3N Rifleman action, need that air defense.
Luke Jones
Rolled 2, 4 = 6 (2d6)
Rolling for a second Mackie
Adrian Young
Rolled 6, 3 = 9 (2d6)
Having two wouldn't be a bad plan
Asher Howard
Yeah, one shoots, then while it's overheating and cooling off the other one shoots.
Christopher Nelson
Rolled 4, 2 = 6 (2d6)
Rolling for a second archer
Jaxon Diaz
Alright, the next mech will take us to 16, that is a full four lances So roll for the last brick in the murderwall that's been amassed here
Hudson Robinson
Rolled 1, 6 = 7 (2d6)
Time for another Awesome
Cameron Morris
>while it's overheating and cooling >implying you should ever fire both LLs on a RFL-3N unless you plan on being dead next round
Parker Phillips
actually the way aerospace at least goes, it's workable. Cap off everything in the arms on one turn, you're at +8 - cool off the next turn, while the ASF has to make its direction change and come around on the low altitude map. Come turn 3 you're back at 0 and ready with all four big guns.
Granted, you're not gonna sustain heavy fire like that EVERY turn, but the ASF rules help you a little in the 4-0-4-0 firing format.
Alright, you got 40 million left. You still need to pay for salvage, maintenance and repairs. Do you want aerospace?
Brandon Howard
See, this is what I mean.
The first designs were good, for their time, cause they only had single heat sinks and no XL engines. They had good heat profiles and tons of armor.
It was the refits of old IS tech that were really garbage tier, because they didn't use range brackets, heat cycles or make efficient use of the extra tonnage.
Jordan Walker
whoops, have the awesome at the bottom listed as 10M
You can still afford 4 light aerospace fighters for 12 million.
Parker King
I would like the see the "Periphery sucks and they should not get nice things EVER"-guys face right now with that Assault company
Brandon Russell
Yeah, maybe, but they are paying out the nose for it. The list price for those mechs is on average about 3 million cheaper than whats listed.
As for personnel, so far we have 16 mechs
16 mechs 16 mechwarriors 16 techs 96 atechs
Do we want aerospace or no?
Anthony Taylor
also, do you want any vees? I don't know any vees from that era without looking them up.
Hunter Stewart
Most of the common stuff you see on board 3020s should be on 2SW aswell
Charles Hall
we are also going to need to roll for a dropship and a jumpship.
Anthony Parker
All things considered, this is very, very clearly an elite beatstick unit intended to deploy alongside existing AMC units whenever face needs to be especially wrecked, so more then an organic air lance probably isn't needed
Thomas Ross
I'm surprised none of you went for any star league era equipment or veteran units
>or veteran units I'd bet a few dollars that a decade of FMM(r) conditioned people to start thinking about pilot stats AFTER getting the unit mech list, only to be hit by CampOps' greasy overcomplicated resurrection of the original MercHandBook's system
Ayden Carter
Dude, it was listed under availability modifiers, which i posted in
Ayden Young
This really depends on the 'Mech and variant. There's usually something that can rescue a shitpile like the Charger but if you get lumbered with the crap one there's not much you can do.
Atlas and Pillager are SLDF, user.'Hopper too.
Joseph Barnes
Oh, I guess technically we failed the acquisition roll for one of the awesomes and a mackie.
Fuck it, too late now.
Bentley Walker
What I mean is it doesn't have and E or F components.
Christopher Morales
okay, so what sort of dropship and jumpship do we want?
LARGE SPACECRAFT TABLE Type Base Equation DropShip (Cost in CB / 50,000,000), round up to the nearest whole number + 5 JumpShip (Cost in CB / 100,000,000), round up to the nearest whole number + Number of Docking Collars + 3 WarShip (Square Root of [Tonnage / 5,000]), round up to the nearest whole number + (Square Root of Number of Docking Collars), round up to the nearest whole number Space Station (Cost in CB / 50,000,000), round up to thr nearest whole number Miscellaneous Unique +10. Applies if less than 10 of the spacecraft exist in an given era. (Example: most Inner Sphere WarShips in the thirty-first century) Very Rare +6. Applies is less than 100 of the spacecraft exist in an era (Example: Monolith DropShips in the thirty-first century, almost all WarShips) Rare +3. Applies to less common spacecraft for an era (Example: Scouts, Tramps, Mammoths, Star Lords in the thirty-first century). Average +0. Applies to most spacecraft by default. Common –1. Applies to particularly prolific spacecraft (Examples: Mules, Invaders, Merchants.) Lithium- Fusion Battery +2 Military +1. Military spacecraft are more controlled and more difficult to acquire than civilian vessels. Government Force –2. Government Forces have better access to large space - craft than others. This only applies to non-Clan factions. Clan Force –4. Clans have maintained a large inventory of space - craft from the Exodus and a high level of technology. Cross-Faction +2. Spacecraft built or used primarily by one faction are harder for others to acquire. This includes a Clan Force acquiring Inner Sphere equipment or vice versa. Inner Sphere/ Periphery era Modifier Crew Skill Modifier 2100-2412 –3 Green –1 2412-2570 –4 Regular 0 2571-2650 –5 Veteran +1 2651-2750 –6 Elite +3 2751-2820 –6 2821-2900 –2 2901-3049 +0 3050-3067 –1 3068-3084 -2 3084-3130 +0
Grayson Collins
A Mule, Bucc, Old DroST or Danaeis would be what's good for a DS, with a Union and Leopold second and third in line IF and only if the first roll goes well Jumpships are unnecessary, if the government of the OA needs this assault team somewhere, they'll cough up the jumpers
Ayden Rivera
Well, I'm assuming you only get one of each, as you don't actually own it.
A mule DS, with a Union as secondary. And a Merchant JS, though, I'd also pull for trying for whatever WarShip has the best numbers, because fuck CGL cowards
Zachary Campbell
What benefits do swords have over axes? Is it just a cosmetic difference, or do they have different rules?
Andrew Morales
>WarShip lol, no.
roll yo. Target number is +5 standard +4 160M/50M round up -1 Prolific Model -2 Government Forces -2 2860 4 or higher TN
Dylan Lopez
Swords do less damage, but are more accurate.
Camden Harris
Rolled 1, 3 = 4 (2d6)
screw it, I'll roll
Liam Martinez
Swords land hits a little easier. Hatchets do double the damage that swords do. Swords are complete garbage really. They're basically just a bonus to hit for punch level damage without letting you punch with both hands. Only reason to have swords is flavor. Vibroblades are a little better.
Carter Turner
Thanks. That was really the decider for me between FedSun and Combine. Axes it is.
Jaxson Roberts
damn, just barely. alright, you got your mule. Jumpship seems kind of irrelevant.
Personnel 16 Mechwarriors 16 Techs 96 aTechs 13 support
Xavier Perez
Let's go WarShip, TN is 5 for a Lola I, or 7 for a III
Lucas Allen
This makes me want to make my own OA force. I'll have to take a look at their production and MUL and see what I can throw together. I get the feeling it'll be Wasps and Archers as far as the eye can see, though. Merlin is at the tail end of the era I normally play.
Matthew Gomez
bad wallpaper mech bump
Noah Brown
>. I get the feeling it'll be Wasps and Archers as far as the eye can see, though. Basically, yeah Somebody here suggested adding Whitworths, Riflemen and Strikers to their production list and it seems perfectly reasonable to me