1.Can we choose what Aux equipment the logistics mechs get?
2.Can we choose when what gets shipped?
3.Can our mechs carry any significant amount of supplies, or are multiple runs required? We've got four logistics mechs, but six loads to deliver.
4.Can those of us with ammo-using weapons/drones get extra ammo from the supplies?
5.Can Jag get fireproof inferno drones, which just spray lots of fire all around them indiscriminately?
6.Do both bases have repair facilities, equivalent or better than repair drones?
7.If Jag just fired six Heavy Napalm missiles into the forest on the first day, would that be enough to start a massive wildfire, or are those missiles just depressingly weak?
8.Is all terrain within seven kilometers (~the maximum range of modern man-portable mortars) of the supply route and FOB itself forested, or is some of that savannah?
9.Have we done any aeriel scouting of the AO, and if so, are there any large, obvious clearings in the forest?
Here's a fun video you should watch, which certainly isn't related to the game in any way and has no ulterior motives behind it. I just thought you'd like to watch something neat after answering nine bullet points.
1: No. I'll include those loadouts in this turn. Probably.
2: That's up to Jarn. You can talk to him, you know.
3: You could carry 2 additional tons on a Stalker or Battle Gear, 3 on a Titan. Hardsuits can't carry enough to matter. Mounting cargo on your mechs will naturally make them heavier, which could be a small issue over hard terrain. You could dismount your weapons to decrease weight, but this will not allow you to carry more cargo.
4: Yes. Might require a (low-risk) roll to find the right stuff, and any major expenditure of those supplies will result in partial failure. But it's possible.
5: Tinker it, tinkermaster.
6: Better than repair drones. The FOB isn't as good as the main base, though.
7: This is a leading question so I won't answer~
8: The supply route
starts at the base, which is in the treeline between forest and savanna. So if they sat in the savanna near the base, they could fire over the base and into the forest. Is that what you mean?
9: Scout drones indicate no large clearings.
10: Congrats, L Missile now has a misfire chance!
1) Do we know how far the savanna stretches? Could we circumvent possible ambushes by going along the savanna until we're close to the FOB and then run through the forest over there, maybe using a weapon of some sorts to burn ourselves a path through? I made a small map to illustrate the idea (blue lines are the path we would be using):
2) How long would it take us to walk to the FOB from the base, assuming we use the existing forest path and that all mechs are in low power? Since the FOB is about 13 km away, and a human adult can easily walk at 6 km/h, I'm guessing about 2 hours-ish?
3) Same, but with all mechs on high power and going as fast as we can?
4) Assuming we don't get attacked in a turn of such traveling, how much time does 1 turn take (to calculate how much arcane we'll need and such).
5) Assuming we'd use it for clearing a new path through the forest to go through, what is the max range of the Devastator Lance? What about the Plasma cannon?
6) How will you deal with issues of a turn of combat (presumably) not covering as much in-game time as a turn of traveling? Are we looking at fluid time here?
1: The base is the closest point to the FOB. You could maybe circumvent an ambush by traveling through the savanna, but it would involve a longer trip through the forest.
2: 2 hours-ish sounds about right, but it takes as long as narratively convenient. AKA whatever's convenient to get you into a fight, because this is a game about fights I dunno if you noticed.
3: 30 minutes? Stalker is faster than the others, but probably wouldn't make it that far on combat power.
4: A turn takes exactly 1 turn. Because you're asking how many to get there, I'll say 8 turns of arcane consumption.
5: Not nearly far enough.
6: The flow of time is fucking convoluted in lordran okay
((Hm, guess that flaw I took limits the amount of control (or even interaction) I can have with my teammates. Oh well, at least I got some good bonuses out of it.))
If it's not too much trouble, I'd like a bit more detailed description of the FOB and the surrounding area. Has the jungle been cleared? If so, how much? Do wild animals come near the FOB or are they scared of the FOB? Does the FOB have any walls/barbed wire fences/sandbags/whatever surrounding the camp? If it does then what's the entrance like? Does it turn on lights/searchlights during the night? Are we living in personal tents or containers or one large communal room? Do we have doors, do the doors have locks? Do we keep our supplies out in the open, in containers, under camouflage nets, in tents? Have we done anything to protect our supplies from the local wildlife, do they have a habit of stealing our supplies or sucking us dry? Do we have constant radio contact, do we receive messengers or are we mostly cut off and worried?
I don't need it to be too detailed nor do I need answers for all those questions, just anything that would give me a better feel of the setting and what I have to work with. Because there's a big difference between a modern military base and some conquistadors camping in the jungle.
Second, I assume we're not constantly in our mechs, wasting fuel, unless we're on guard duty or using the mechs to move stuff around. So in that case my mech is parked wherever commander Isabel says we do so, probably some well defended spot.
Third, would the base benefit from me installing some alarms in the surrounding area or does it already have appropriate fortifications/security systems? Or is the local wildlife too likely to trigger them, making them useless due to the amount of possible false alarms?
If yes, go ahead and set some simple alarms up, it should be a quick and easy addition to our security. You know, things like tripwires linked to cans/flareguns/grenades placed between trees or broken glass on entrances. Unless the commander sees what I'm doing and orders me not to.
If no, then instead I will find a good vantage point/hiding place (maybe some nook on my mech?) and try to tune my senses to the noises of the forest and the movement of its wildlife. An approaching enemy (or friend) will be detected by the forest long before I do.
The FOB is mostly tents, with a single metal command bunker. Laid out in the open is the main arcane generator, a radio tower for communication with the base, and floodlights mounted on poles to illuminate the woods at night. Your titan, of course, is parked near the generator, with the cockpit open and a wheeled set of stairs leading up to it, so that you can get in quickly. The perimeter of the FOB is a simple barbed wire fence, past which is a few feet of cleared ground, then jungle. You haven't noticed any animals getting near the base, save for rats, and high-circling hawks, probably looking for an easy snack in the more open area of the camp. Supplies are kept in the same metal crates that they arrived in; mostly sealed food and water.
There's a fair amount of large wildlife around, but to really know if they'd set off alarms too much you'd have to try.
You sit up on the shoulder of your mech (The one not taken up by a particle beam. Even if the power's off, you don't feel like getting too close to the thing.) and wait. And watch. And listen. Despite the base only being inhabited by the 4th Rose, yourself, and a handful of techs, this place is just as noisy as on the ship. Birds, bugs, chittering barbed squirrels. Hissing lizards... It occurs to you that where you were from, lizards kept growing for their whole life. Back there, they only got as long as your forearm, at maximum. But around here you've seen none smaller than a housecat.
syvarrisName: Jag Laer
Appearance: A perpetually smiling young man, with altogether too much muscle on him. Many mech pilots may tend towards the small size, but Jag is downright
musclebound. Despite that, he's softspoken and calm, and usually manages to look like one of the least threatening fellows around.
Personality: Friendly and happy-go-lucky, Jag is a likable fellow. He largely only has one mood--serenely happy--and is famously lazy, which is the reason there's so many rumors that he's got a painkiller problem, but it's still near impossible to dislike the guy. At least, up until you see him butcher creatures in combat, the only time his calm exterior is replaced by manic excitement. Most mech pilots enjoy their job to some extent, but Jag is far,
far too into messily butchering his victims.
XP: 15
Health: Fine, presumably
Traits: Close Combat Specialist ((Grants an advantage when attacking
aggressively in melee. Leaves you open.))
Lightning Reflexes ((Advantage to initiative.))
Bloodthirsty
Inventory: Basic Survival Gear
Knives for days
Canned tuna (and other preserved food)
"Sasha", Jag Laer's Stalker
Description: Muted cream, with black spots, emulating the look of predatory felines from the old world. The claws and front of the 'head' have a chaotic and patchwork rainbow of colors covering them, mostly dried blood from a wide assortment of magical creatures Jag has killed in melee combat; he considers the blood a mark of glory, and has come to blows when maintenance personnel have tried to wash it away in the past.
Arcane: 0/100
Low-power (3A)
Combat mode (12A)
Integrity:
Torso: 25/25
FLLeg: 15/15
FRLeg: 15/15
BLLeg: 20/20
BRLeg: 20/20
Hardpoints:
Heavy weapon: H Missile Launcher [Narcissus Marie / Silene / Spider / Aigresaur]
Auxiliary system: Cloaking system (8A)
Drone dock: Repair drones (5A for 5) [Nyars STB 75/75 / Lulu STB 25/75 / Yog STB 25/75 / Shubby STB 25/75]
Radio ControlledName: Silene Silvers
Appearance: A young woman with short brown hair and a fair face. Shorter than the average, she compensates for any lack of height with an abundance of glaring.
Personality: Daughter of Lana Silvers, a woman of some notoriety within the first Expeditionary Marine Corps. Always standing in the shadow of her mother, who herself had been a distant presence in her life at the best of times, Silene constantly felt like she had to prove herself. This led to her spending hours upon hours in the simulator. What her mother
did pass on to her daughter however, was a deep and burning hatred for all things wizard.
XP: 8
Health: Fine ‘n dandy cap’n.
Traits: Muscle memory ((Advantage to initiative in combat only, and to dodge on the first turn of combat.))
Vigilant ((Advantage to spot things.))
Burn the Witch
Inventory: Backup revolver (6/30) ((You're pretty good!))
Combat knife
Standard survival kit
First aid supplies
Flashbang ((Is it a good idea to apply sentimental value to something that goes off once with mildly explosive force?))
Support Hardsuit
Appearance: Painted in configurable camouflage that can change to fit the environment, like an octopus. On both sides of the suit, under the armpits, is a poorly written erotic fanfiction about mechs written in subtle silver text. Every once in a while this text updates with spelling corrections and new chapters. (Removing earlier chapters, of course, so that the text will never expand to cover the whole suit. That would be bad for camouflage!)
Arcane: 0/100
Low-power (1A)
Combat mode (3A)
Integrity:
Torso: 20/20
Hardpoints:
Silent flight system (6A)
Personnel weapon: grenade launcher (2A) [3 Frag / 1 Smoke / 1 Flash / 1 Paint]
10 high-ex fragmentation
2 incendiary
3 smoke (does not block infrared, so as to not interfere with thermal vision)
2 flashbang
1 paint nade (Does no damage, but splatters paint in a very large area)
Auxiliary system: Thermal Vision (1A) Adaptive camouflage (1A)
Parisbre56Name: Eshu Quaermius
Appearance: Pale and thin. Shiny long dark hair. Thick beard obscures most of his face. Wears his uniform but doesn't really take care of it, leaving it crumpled and slightly torn. Should his uniform ever be removed, one could see the traditional tribal tattoos marking his body and some scars that remind him of past hunts.
Personality: Quiet, focused, direct, sticks to himself, prone to anger, quick to violence. ((27: Don't be afraid to be the first to resort to violence.))
XP: 0
Health: Fine.
Traits: Hunter's Aim
Strong-willed
Antisocial
Inventory: Ceremonial Knife
Bone flute
Standard survival kit
Infantry Rifle (60/180)
Titan "Gidaia"
Appearance: Painted an intimidating matte black. Lights on head change color depending on emotion. Emits distorted mechanical noises instead of speech.
Arcane: 100/100
Low-power (3A)
Combat mode (10A)
Integrity:
Torso: 100/100
RArm: 25/25
LArm: 25/25
RLeg: 40/40
LLeg: 40/40
Hardpoints: ((Refer to Armory section of OP for farther information))
Heavy weaponR: Vulcan Cannon (800) ((You better believe that these mech suits count stuff by the bullet.))
Heavy weaponL: MacroFlamer FR3 (1/8)
Heavy weaponB: Devastator Lance (13A) (1/3) ((37: There is no 'overkill.' There is only 'open fire' and 'reload.')) 46th Lavender InfantryLeader: Captain James Jarn
Morale: Focused
8x Riflemen
Infantry Rifle
Infantry Sidearm
1x Frag Grenade
First-aid kit
2x Marksmen
Special Rifle (scoped)
Infantry Sidearm
First-aid kit
3x Exo Heavies
Infantry Exo
10A
Special Rifle (LMG)
Exo Rocket
1x Platoon Medic
Infantry Sidearm
Medical kit
4th Rose ExoLeader: Isabel Harstall
Custom Exo
20A
Gauss Revolver
Micro-Plasma
Morale: Weary
3x Exo Scout
Light Exo
10A
Special Rifle (silenced bullpup)
Binoculars
First-aid kit
2x Exo Assault
Jump Exo
15A
Double-Barrel hybrid shotgun
Satchel Charge
First-aid kit
1x Exo Superheavy
Heavy Exo
15A
Minigun
Mech Trainee detachment a2Name: Nathon Grana
Name: Lizbeth Fraye
Name: Donathert Himcastein
Name: Ned UnFormed
Name: Haslena Grantina
Name: Linda Steward
Assigned Logistics500 Arcane ((Assuming you want the titan fueled up))
Logistics Rig (Painted matte black, Equipped with Cloak)
Logistics Rig (Painted in forest camo, Equipped with Shield Gen)
Logistics Rig (Painted green, Equipped with AFRS)
Logistics Rig (Painted green, Equipped with AFRS)