Voting is open
I think we should intergrate the planets thats under our control we have four but like the chapter said even the condition of its best is not really that great so we probably needed to spend several turns doing this then start intergrating new settlement after that.

[] integration and consodidation part 1
-[] System Developments
--[] Sigar IV
--[] Planet 778
 
[] integration and consodidation part 1

Will likely vote for this one too, and I'm surprised that other planets (namely 778) will have milestones. o.o Sigar IV joining without reservation feels like a must obviously. I think we let Affati cook a bit. Wonder how the Merc peeps are doing?

I think we do the Military + First Mech either next turn or the one afterwards.
 
UNSC Military Designs New
Standardized Quirks
Positive Quirks:
-Accurate Weapons
(Applies to all weaponry.)
-Improved Targeting - All
-Improved Sensors
-Easy to Pilot
-Not Just Deadly: Sexy Too!

(All weaponry can be given the Jettison-Capable Quirk, making them hand-held without impairing their functionality. This reduces the weapons weight by 10% (rounded down) or 0.5 Tons, whatever is more. Also includes cosmetics to enhance the Mechs and their weaponry as their designers wish, such as casings, smoke, capes, lights, etc.)

Negative Quirks:
-Difficult to Maintain
-Prototype
Weapons
Energy
You have access to the following energy weapons:

-N/A
Ballistic
You have access to the following ballistic weapons:

-Machine Guns


Light CoilgunMedium CoilgunHeavy Coilgun
Heat001
Damage (Internal)4 (1)10 (2)25 (5)
Tons2512
Critical249
Ammo Per Ton503520
Maximum RangeMediumLongExtreme
Missiles
You have access to the following missile weapons:

-Multi-Missile Launchers 3/5/7/9
Melee
You have access to the following melee weapons:

Battle ClawDual SawMech KatanaArsenal KnifeFlanged MaceMech FlailLancePile BunkerVibroglaive
Heat010000050
Damage (Internal)5 (1)8101 (4)6 [+1 per 20 Tons total weight]65 [+1 per Hex traveled]20 (5)4 (1)
Tons2538682 (+1 per 10 Tons above 40)154
Critical2355 (+5 on same side's Leg)252 (+1 per 10 Tons above 40)83
HandsReplaces Per HandReplaces Per HandHeldHeldHeldReplaces Per HandUnderslungReplaces Per HandHeld
Armor
You have access to the following armors:

-Industrial Armor
- Has a BAR of 10, but only offers 67% points per ton that Heavy Industrial armor does.
-Heavy Industrial - Functionally the same as standard BattleMech armor, with a stated BAR of 10.
Equipment
You have access to the following equipment:

-Heat Sink
-Mech Shield
- Adds 5 Armor Value per Ton to the Left or Right Side (Front) and Center of a Mech. This acts as an ablative shield against hits that would have scored on the protected locations.
-Jump Pack - 5 Tons, 10 Heat. Enables a Mech to act as if they were using 5 Jumping MP once a battle.
-Short-Range EMP Protection Launcher - 2 Tons, 1 Critical, 0 Heat, 10 Shots, Short Range (Auto-Hits all units centered around the firing Unit). Adds +5 To Hit to all affected units.
Proposed Designs
Ultra-Light Mechs
Urban Enforcement Mech UEM-MK1S2

Light Mechs
Urban Pacification Mech UPM2-S1S1-A
Urban Attack Mech UAM-L1S(L)1HM1
Ghast
Ghast 2a
Gunman

Deep Recon Mech DRM1-LG1LC1
Gunrunner Light Defense Mech
War Monk - Lance (Prototype) WMK-00ARC-L

Medium Mechs
Sheriff (Prototype) SHRF-00GH - Requires Standard Energy Weaponry
Sheriff (Prototype) SHRF-00GH-2
Grounds keeper GK6-LC1MC1
Hochlander HOC-1a

Heavy Mechs
Guhslinger (Prototype) GHS-00GH - Requires Standard Energy Weaponry
Guhslinger (Prototype) GHS-00GH-2
Lián Nú L2N-M4C1
Linesman Heavy Trooper

Assault Mechs
Thor M2a
Loki Direct Support Mech
Urban Destroyer Mech UDM1-FM3LS1
Produced Designs
Ultra Light Mechs 10-15 Tons
This Class gains 1 additional Negative Quirk upon completion.

N/A
Light Mechs 20-35 Tons
This Class gains an additional 2 Negative Quirks upon completion.

30 Tons - Trooper TRP-BASE - 4 Variants
Features the following design quirks: Easy to Pilot, Improved Targeting (Long), Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Accurate Weapons, No Ejection System, and Negative Reputation.
Medium Mechs 40-55 Tons
This Class gains an additional 3 Negative Quirks upon completion.

N/A
Heavy Mechs 60-75 Tons
This Class gains an additional 4 Negative Quirks upon completion.

N/A
Assault Mechs 80-100 Tons
This Class gains an additional 5 Negative Quirks upon completion.

90 Tons - Thor M1a
Code:
Thor Assault Support Mech - TOR-M1A

Mass: 90 tons
Chassis: Standard Biped
Power Plant: 325 Fusion
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
     Jump Capacity: 0 meters
Armor: Heavy Industrial
Armament:
     2 Heavy Coilgun
     2 [Perfect Tracking] MML 3
Manufacturer: Unknown
     Primary Factory: Unknown
Communication System: Unknown
Targeting & Tracking System: Unknown
Introduction Year: 3000
Tech Rating/Availability: D/X-X-X-F
Cost: 9,187,260 C-bills

Type: Thor
Technology Base: Inner Sphere (Unofficial)
Tonnage: 90
Battle Value: 1,574

Equipment                                          Mass
Internal Structure                                    9
Engine                        325 Fusion           23.5
    Walking MP: 3
    Running MP: 5
    Jumping MP: 0
Heat Sink                     10                      0
Gyro                                                  4
Primitive Cockpit                                     5
Armor Factor (Heavy Industrial)279                  17.5

                          Internal   Armor
                          Structure  Value
     Head                    3         9
     Center Torso            29        44
     Center Torso (rear)               14
     R/L Torso               19        29
     R/L Torso (rear)                  9
     R/L Arm                 15        30
     R/L Leg                 19        38


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

Weapons
and Ammo              Location  Critical   Heat    Tonnage
Heavy Coilgun Ammo (20)  RT        1        -       1.0
MML 3                    RT        2        2       1.5
MML 3 SRM Ammo (49)      RT        2        -       2.0
MML 3 LRM Ammo (20)      RT        1        -       1.0
Heavy Coilgun            LA        9        3       11.0
Heavy Coilgun Ammo (40)  LT        2        -       2.0
MML 3                    LT        2        2       1.5
MML 3 LRM Ammo (40)      LT        1        -       1.0
Heavy Coilgun            RA        9        3       11.0

Features the following design quirks: Easy to Pilot, Improved Targeting (Long),
Improved Targeting (Medium), Improved Targeting (Short), Improved Sensors, Accurate Weapons,
No Torso Twist, Impossible Logistics, Difficult Ejection, Cutting Edge Prototype,
and Weak Head Armor.
Omega Mechs 105-140 Tons
This Class gains an additional 10 Negative Quirks upon completion.
N/A
 
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Thoughts on the equipment/weapons? Your Coilguns are meant to be strong, btw. Hopefully they are not too strong compared to their equivalents. :V
(Also, can someone tell me if a Mech is affected by +5 To Hit means that they hit worse?)
 
Thoughts on the equipment/weapons? Your Coilguns are meant to be strong, btw. Hopefully they are not too strong compared to their equivalents. :V
(Also, can someone tell me if a Mech is affected by +5 To Hit means that they hit worse?)
A +5 means it needs to roll that much. Say it is 2d6 as usual, with the regular hit being 2 (which means you can't fail even if you roll the lowest), that means with the +5 to hit, you need to roll at least a 7 or up to hit. That's why when upgrading Piloting and Gunnery, it goes down rather than up, as is when sprinting or jumping it always does +1 to +3 which indicates the bigger DC.

EDIT: Also, what's the range on those Coilguns?-- AND THEY DEAL INTERNAL DAMAGE???
 
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A +5 means it needs to roll that much. Say it is 2d6 as usual, with the regular hit being 2 (which means you can't fail even if you roll the lowest), that means with the +5 to hit, you need to roll at least a 7 or up to hit. That's why when upgrading Piloting and Gunnery, it goes down rather than up, as is when sprinting or jumping it always does +1 to +3 which indicates the bigger DC.

EDIT: Also, what's the range on those Coilguns?-- AND THEY DEAL INTERNAL DAMAGE???
Thanks for telling me, I always get that mixed up. :confused:

Added the ranges. And yep. All (X) Damage is internal.
 
Edited the Sheriff, and added in three more tons of armor for a total of 22 armor out of 23.5 max.

...the Difficult to Maintain needs to go, though I reckon we need to teach technicians and the likes which will be awhile...

QM, did you know your Medium Coilgun is scary because it can head cap? Head Armor is 9, with internal 3, for a total of 12, and said Medium Coilgun deals 10, with an additional Internal Damage of 2, for a total of 12...

I think a Sheriff with a BIG IRON (read: Heavy Coilgun) is better, especially since we're starting out with heavier Primitive Engines and Primitive Armor. I feel like the MML is more like the various 'grenades' used by said Sheriff like Smoke or Flashbang (EMP, though are there in BT...?) or similar. The Medium Lasers are more like CQC knives at this point but hey, better to have an ammoless weapon. :V

...feels like we're making our own Mackie. Huh.
 
...the Difficult to Maintain needs to go, though I reckon we need to teach technicians and the likes which will be awhile...
More that you build your stuff with an eye on it getting replaced with better stuff in the near future, unlike BT that thinks anything that can't last a century without maintenance is not worth the money. :V
DiscordOxymoron said:
The Medium Lasers are more like CQC knives at this point
*Looks at your Melee Weapons*
Is This A Joke.Gif
 
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I'm not going to be available when the vote opens, but I do want to note that it might finally be time to go to Numaris, as the polities Info page has it finally collapsing into Civil War. So it would be a good opportunity to intervene, and put our finger on the scales.
 
Thoughts on the equipment/weapons? Your Coilguns are meant to be strong, btw. Hopefully they are not too strong compared to their equivalents. :V
The Hunchback and King Crab enthusiast that I am has a huge metaphorical stiffy looking at the heavy coilgun.

But TBH, it's the light that's probably the one that's gonna be the most cheesy. Designs like those Jihad to Dark Age builds loading up on LAC/2s loaded up with AP ammo are going to fill a similar niche, but better.

They're all significantly better than IS and Clan Autocannons, but I wouldn't call them problematically OP. It's no clan pulse lasers or ER mediums.

Edit :
A Scorpion Tank with the medium CG and 3 extra tons of armor instead of the AC/5 should do very nicely. As a cheap but surprisingly effective militia tank.


Also, just noticed that the medium CG hits the threshold for one-shotting a mech's head. Ooooooh!
 
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-[] KF-Drive, KF-Drive, KF-DRIVE
Begin creating the groundwork for JumpShip production.
(Requires both Actions. Stars the industry to create (Hybrid)JumpShips.
It will take ~40 years to produce 1 JumpShip per year...per Action put in.)
Do we only have to take this once to jumpstart the industry, or would we be stuck in place for forty years?
 
[X] Visit:
-[X] Zhao's Rest


I still think we should go here asap, it would be a major boost to our space industry if we could get them to join us.
 
It just hit me that the Coilguns are like Rifle Cannons, not autocannons, which means that units equipped with them are going to be hard-hitting at range, not close up as most would expect.

[X] integration and consodidation part 1

[x] [X] integration and consodidation part 1
 
*Looks at your Melee Weapons*
Is This A Joke.Gif
Hey, it's not my fault they think we wouldn't bring a gun (medium lasers) to a melee fight. :V

[X] integration and consodidation part 1

As someone mentioned of updates at the Polity threadmark like with Numaris.... Urgh, we need to keep an eye out on current happenings huh... Will probably have to make it a habit every time an update comes. @_@;
 
[X] integration and consodidation part 1

As much as I would like to explore the Comstar ruins, we have been putting off actually developing our current systems.
 
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