Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 24 25 [26] 27 28 ... 35

Author Topic: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Jan. 4, 3054)  (Read 95472 times)

Fishbreath

  • Bay Watcher
  • [AVATAR HERE]
    • View Profile
    • Many Words

I do love a Raven. It being a Capellan design, our FedCom friends are more likely to be willing to part with it—spares not as easy to come by because they don't make the chassis. It would take a bit of shuffling (Double Dog would take over the Warhammer to make Fourth Lance 195 tons, and the new lance's commander would get the Thunderbolt, for a 65+50+50+35 200-ton medium lance), but the numbers work out in the end.

How do we feel about the Ostroc and Grasshopper refits? Both are straight upgrades, IMO, increasing their effective ranges without damaging their close-up punch.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile

If they are straight upgrades I have no issues with doing them.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Knave

  • Bay Watcher
    • View Profile

I absolutely agree we should take the time/money to upgrade everything (Everything suggested seems great) we can and fill out a sixth lance. We have the cash and it'll only improve our ratings with potential employers (fedcom or otherwise!)

My inclination for fedcom inventory tends to stray more... traditional (Raven in the FedCom list seems wrong  :P ) but there is no denying it is a solid mech - my alternate suggestion would be a javelin.

And don't see the issue with getting rid of the Clan spares. Surely there's a buyer who would pay top dollar for such oddities!
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile

Hm, I wonder if we could upgrade the Lancelot?

I have a proposed design, that I can't figure out how to necessarily test right now:
https://drive.google.com/file/d/1GS1XjHtJK2CM-9gih1cudn4KL0qSrO0h/view?usp=sharing

If you would rather not open strange files from the Intrawebs, I basically propose upgrading the heat sinks to double, replacing the PPC with a LRM-10, upgrading the Large Lasers to ER Large Lasers, then reducing the double heat sinks to 17, using the freed-up space to increase the armor and add a second Medium Laser.

And don't see the issue with getting rid of the Clan spares. Surely there's a buyer who would pay top dollar for such oddities!
Fun fact: Someone (not us) with access to a factory can stick Inner Sphere components into a Clan Mech. And they'll turn a profit on it, too!

Fishbreath

  • Bay Watcher
  • [AVATAR HERE]
    • View Profile
    • Many Words

A relatively cheap upgrade, but not a quick one.



Spoilers: I played a little last night, to get us through most of the upgrading. It's April 4, and the PHX-3K refit still has about a month and a half to go, thanks to a failure on the refit roll. The Lancelots would be done shortly after that—into June, at minimum.

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile

As for me, I can ride into battle on something else until the Lancelot upgrade is complete. Defer elsewhere on whether or not to upgrade both of them.

I will also support upgrading Blinky's Ostroc, since it is substantially similar to the Lancelot upgrade that I will be getting.

We need to be upgrading the quality of our mechs. I wanna be a clanbuster someday!

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile

I'm good either way. I think we have enough money that the extra time isn't a big deal.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile

My proposed Lancelot upgrade is more a sidegrade than a pure upgrade, if applied as I specified. It trades out the consistent & regular fire of the PPC for the limited & unreliable damage of the LRM-10.  In a longer fight, the regular Lancelot might perform better, so long as it doesn't lose one of those flimsy legs, which my proposed design fixes with reasonable leg armor.  Double heat sinks are also a liability on Raid/Guerilla contracts, where we are unlikely to find any available.

There is at least a valid argument to only customize one of the Lancelots.

Fishbreath

  • Bay Watcher
  • [AVATAR HERE]
    • View Profile
    • Many Words

Double heat sink availability shouldn't be too big an issue—we'll buy 20 or 30 of them as spares, to stash in our raid supply dump, should the nature of the raid permit a supply dump. (If it's too much of a lightning strike to land much in the way of supplies, we probably sideline damaged mechs until we get back to a repair facility, anyway.)

I think it's a worthwhile upgrade in that it keeps the same alpha strike damage (notionally, not accounting for missile cluster hits or spread damage, but still), while dramatically improving the armor load and layout. The saga of Ker-Ker's Frankenstein Lancelot suggests that a bit more durability, without sacrificing very much damage, is probably good for both mechs.

Fishbreath

  • Bay Watcher
  • [AVATAR HERE]
    • View Profile
    • Many Words

Introduction
If last update was administration, this one is repair, salvage, and refitting.

... and then also some more administration.

Tech Operations
There's more left on this Puma/Adder than I thought.



Ooh, including a Clan XL210 engine. None of our current mechs uses an engine of that rating, but we'll keep it for a rainy day, alongside the 330XL and 375XL we salvaged off of the Hellbringer and Timberwolf while on Tukayyid.

Five refits get underway: the Ostroc, Grasshopper, and Crab all move to upgraded versions. The PXH-1K gets the PXH-1Kk kit, while one of the plain-jane PXH-1s will get the 3K makeover. Five of our best techs get to work.

Kepano Endo, who managed the refit on the Awesome, is working on the Crab. He's been with us since the very beginning, and is (I believe) the oldest Bastard, at 58. He has proven to be a deep repository of knowledge on lost mech variants. That skill is a little less important in the modern era (useful, maybe, for identifying second-line Clan mechs), but Endo has nevertheless been working on mechs for longer than most of the rest of the outfit has been alive. Some of the youngsters joke that he's been around the block so many times that he's the "Endo" in "Endo-Steel".

Jasia Reiseinauer, responsible for the Ostroc refit this time around, finishes first, on February 18. She joined up during the assault on Nashira, dead in the middle of heavy combat with the Draconis Combine. She hit the ground running, however, and is now one of our cadre of veteran techs. She is as enthusiastic a worker as any of our techs, but cleans up better than most of them—it's not uncommon for new mechwarriors, who spend a bunch of time talking to her on the clock, to not recognize her after hours.

Edina Cameron is next to finish, adding a 'k' to the PXH-1K. Another of the company's originals, she was the first to call Ker-Ker's Lancelot "Frankenstein", after the second or third time it was almost totally rebuilt from wreckage. She serves as a surrogate big sister for a lot of the younger techs—always willing to talk, fiercely protective.

George Linko, working on the Grasshopper, hits a small speed bump, and revises his estimate up another two weeks or so. He, like Jasia, joined the Bastards during our stay on Nashira. The two are about the same age, in their late 20s, and grew to be good friends during the mad rush to keep our mechs in the field on that campaign. Though Jasia is technically off duty with the Ostroc back in service, except for a couple of hours of routine maintenance each day, she nevertheless spends some of her free time pitching in on George's refit project.

Last up is Kesare Rodriguez, a newcomer to the company: she joined at the end of September last year. Though our best tech, she too runs into some difficult terrain on the PXH-3K project, on March 29: fitting an XL engine and changing the mech to double heat sinks requires redoing the heat piping through the limbs, and some small calculation errors in that process are going to require removing myomer and detaching arms to fix. It'll be another 54 days before the Phoenix Hawk is ready. That said, she'll be able to work on it while we refill our spare parts stores.

Or, as it turns out, while we finish other refits. Euchre, in between near-daily training runs (if we're out of combat for so long, we might as well use the time well!), has evidently been hitting the books, or hanging around the mech bays while the techs do their thing. He presents Drake and Kepano Endo with pretty detailed plans for a rework of the Bastards' Lancelots. It follows the pattern laid down by most of our other refits: double heat sinks to save weight, ER Large Lasers with the extra heat capacity, and peripheral armor and weaponry improvements to round out the design.

It's not just an idea, either: he has given some thought to engineering concerns like weapon mounting points, power routing, heat transfer, and so on. It will keep us on Outreach for a little while longer, but the opportunity for a period of uninterrupted training has been productive so far, and the tweaks will be a nice improvement to the Lancelots' combat ability, so we sign off on the plan. Euchre picks up a level in Tech/Mech for his efforts.

One of the techs we just hired (see below), Orel Pestunov, takes the lead on the refit project. Edina Cameron will work on the second Lancelot.

Recruitment
MechWarriors
Philippa Khadjikyriakos joins on Valentine's Day. She rolls the Maneuvering Ace special ability.

A veteran mech pilot, she originally served with the Waco Rangers, a large mercenary command. She quit over the vendetta the Rangers' commander, Wayne Waco, has been pursuing against Wolf's Dragoons for the past several decades, and seems eager to join a relatively low-drama outfit like ours. As the first to join Sixth Lance, she gets a promotion to sergeant, and will drive the Thunderbolt to start.



Margita bin Ala' al din joins February 28. She comes with a Quickdraw 4G, which goes into mothballs, and rolls the Iron Man special ability.

She hails from the Lyran Commonwealth, serving with distinction in the Lyran armed forces until the naked favoritism shown to the wealthy and well-connected in Lyran service (she was neither) pushed her to try her luck in the mercenary world.

The other veteran in the newly-formed Sixth Lance, she'll pilot the TBT-5N.



Mats Johansen signed on on March 21, bringing along a Whitworth WTH-1. It also goes into mothballs, while he is assigned to the TBT-5S.



Finally, Lise Selvåg joined us on March 28. She and Johansen are both refugees from the Free Rasalhague Republic, former mechwarriors in that nation's service dispossessed by the war with the Clans. Lise's ride will be the RVN-2X (which is discussed further down the post).



Relatedly, I forgot that I'm supposed to roll special abilities for pilots who advance to veteran/elite status, not just those who start there. The only pilot who was missing abilities was Simona, our Clan Wolf bondsman, who gets Missile Specialist and Hot Dog.

Techs
Three new mech techs, Orel Pestunov (elite), Michaela Hupetcoff (veteran), and Moosa Elayavalli (green), bring us up to 25 (for 24 mechs).

Administrators
The company has grown substantially in the last year or two, and the administrative demands of managing it have gone up too. (Also, I wrote down some house rules for required administrators, so time to put those into effect.)

Our current requirements are:
  • 5 command administrators (one for the unit, two per combat company, to handle both general paperwork and what militaries refer to as 'staff work')
  • 5 transport administrators (one per combat company, one per 400 tons of cargo)
  • 6 logistics administrators (one per 200 tons of cargo)
  • 9 HR administrators (one per 10 employees of the company, not including temporary astechs/medics or HR administrators)

That means there's some additional hiring to do, which we can fit into the time it'll take to finish the refits.

Mech and Supply Purchases
RVN-2X
Our Federated Commonwealth contact politely declines to sell us a modern Javelin, but is willing to part with a battlefield-salvage Raven. It arrives significantly down on armor and absent two limbs, but patching it up is a straightforward job.

The 2X variant mounts a pair of medium lasers, a large laser, and an SRM-6, and carries 104 points of armor. Its movement is 5/8, which is... not fast, even if it were a medium mech, but it's survivable and it can lay down a solid alpha strike. Sixth Lance is also pretty slow, with the pair of Trebuchets and a Thunderbolt leading the way—it can at least keep up.

Spares
Our spares inventory is now extensive enough to support a long raid.
  • 20 double heat sinks (Inner Sphere)
  • 10 tons Inner Sphere ferro-fibrous armor
  • An additional 20 tons of Inner Sphere standard armor (total of about 35 tons)
  • We have about 13 tons of Clan ferro-fibrous armor on hand. Clan technology isn't quite impossible to buy on the open market, but it's close, so this stock (salvaged from destroyed Clan mechs) will have to keep us for now.
  • 2 new standard gyroscopes (one for light mechs, one for mediums), to go with the two we have for heavy mechs and one we have for assault mechs.
  • 5 ER Large Lasers.
  • 6 medium lasers and 4 medium pulse lasers.
  • At least one spare arm/leg, upper/lower arm actuator, and leg/foot actuator set for every size of mech in our inventory. (Not including the Ryoken and Koshi—Clan endo-steel parts are not

Ammunition
  • Roughly three tons per launcher/gun, in addition to whatever is loaded on the mechs, except in one case.
  • Our administrators are attempting to run down more Clan Ultra AC/20 ammo for the Ryoken's primary armament. Like I said above, finding Clan tech at any price is a challenge, in particular Clan tech that explodes when it gets shot. On average, our administrators expect to find about one shot (not ton, shot) per week. Simona will just have to be careful pulling the trigger.

Status
It is now May 15, 3053.

Finances
The Bastards have 42.925 million C-bills in the coffers. (It's been a spendy few months!)

Repairs and Refits
Getting there. Technician Rodriguez is about a work-week away from refitting the -3K Phoenix Hawk. Technician Pestunov is still about a month away from finishing the first Lancelot. (Edina Cameron finished the other Lancelot already, because it was the 'second time' we used that refit kit, and therefore doesn't factor in the design work.)

Contracts
There are three on the market at the moment:



Beating up on Rasalhague at this point feels a bit cruel, but that's war, I guess.



The pay is good, but it might cheese off our FedCom friends. (On the other hand, we're not on long-term retainer with them, and mercenaries 'switching sides' isn't unheard of.)



An intriguing possibility! It's a relatively short contract against relatively light resistance, and the pay is also solid.

There's also the opportunity to enter into a longer-term deal with the Federated Commonwealth, fighting the Capellans. That could, however, tie us down to one employer for the better part of a year.

TO&E, MechWarrior Claims, and Assignments
Revamping this section a bit. The TO&E here is the intended/official one—it may fluctuate on campaign if mechs are damaged and need to be cycled in and out of lances. MechWarriors without a bolded callsign are available to claim.
  • 1st Company
    • Drake's Destroyers
      • Major Huri "Drake" Halit (Mephansteras) - Awesome AWS-DRAKE
      • Cpl. Ferdinand "Woad" Kohler (A Thing) - Grasshopper GHR-5KOB
      • Pvt. Jan "Euchre" Kojic (EuchreJack) - Lancelot LNC25-0B
      • Pvt. Abdul-Hafiz "Pepper" Popalzi (mrkilla22) - Archer ARC-2K
    • Rook's Raiders
      • Captain Mariamu "Rook" Ishikawa (Culise) - Stalker STK-3Fb
      • Cpl. Damayanti "Carcer" Ngo (Dorsidwarf) - Flashman FLS-7K
      • Pvt. Elroy "Faceplant" Farooqi (NickAragua) - Dragon DRG-5N
      • Pvt. E-Shei "Ker-Ker" Ec (Kanil) - Lancelot LNC25-0B
    • Bear's Bruisers
      • Lt. SG George "Linebuster" Atkinson (Hasek10) - Emperor EMP-6A
      • Lt. JG Tedros "Teddy Bear" Jamil (Knave) - Vulcan VL-5T
      • Pvt. Ed "Hanzoku" Yuksel (Hanzoku) - Guillotine GLT-4L
      • Pvt. Xue-Min "Wizard" Que (Rince Wind) - Guillotine GLT-4P
  • 2nd Company
    • Fourth Lance
      • Captain Sung-min "Double Dog" Dare (a1s) - Warhammer WHM-6R
      • Pvt. Catherine "Severe" Payne (Burnt Pies) - Koshi/Mist Lynx
      • Pvt. Gwenael "Kicks" Hernandez (Sheyra) - Phoenix Hawk PXH-1Kk
      • Recruit Simona - Ryoken/Stormcrow
    • Ortega's Outriders
      • Lt. JG Jose "Milspec" Ortega (milspec) - Crab CRB-30-UK
      • Pvt. Kevin "Blinky" Stirzacre (moghopper) - Ostroc OSR-2D
      • Pvt. Erine Forakis - Phoenix Hawk PXH-3K
      • Pvt. Ik-jun "Wojtek" Frajtov (Blaze) - Phoenix Hawk PXH-1
    • Sixth Lance
      • Sgt. Philippa Khadjikyriakos - Thunderbolt TDR-5S-T
      • Cpl. Margita bin Ala' al din - Trebuchet TBT-5N
      • Pvt. Mats Johansen - Trebuchet TBT-5S
      • Pvt. Lise Selvåg - Raven RVN-2X

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile

That extraction raid definitely seems like the best bet. Certainly a solid pay/month rate compared to the others and it keeps up the goodwill with FedCom.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Knave

  • Bay Watcher
    • View Profile

Personally it's a toss up between the extraction raid & the relief fight on Galatea.
The Galatea fight leaves us on a well-supplied merc world with 80% salvage rights, which seems pretty nice to me - while the extraction raid will take less time, it also has 0 salvage opportunity.

I'm not married to staying on with the FedComs. Are there large advantages with taking the longer deal against the Capellans?

Fighting an elite FRR unit sounds less fun especially with 0 salvage. Hard pass on that one!
Logged

Fishbreath

  • Bay Watcher
  • [AVATAR HERE]
    • View Profile
    • Many Words

Being on FedCom's good side confers mainly soft advantages (i.e., those I roleplay for us): continued easy access to advanced parts, use of their repair bays if we deploy alongside FedCom assets, longer-term contracts that don't go on the public market, the ability to dictate terms (or at least indicate that we would like certain things out of contracts).

The lack of salvage rights on these contracts is a bit of a bummer, I agree.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile

I'd say from an RP perspective Drake would prefer to keep on FedCom's good side. They are the biggest power, after all.

From a player perspective, I'm cool either way. I agree that the FRR one is the worst and we should avoid it.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile

From a RP standpoint, we don't know that the FedCom are going to destroy themselves in less than 10 years.  :P
Pages: 1 ... 24 25 [26] 27 28 ... 35