Battletech Clan Invasion (free form RP, LGBT friendly) still recruiting

Started by Sara Nilsson, February 17, 2018, 10:09:56 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Sara Nilsson

ooc found here https://elliquiy.com/forums/index.php?topic=283334.0


The year is 3050, the location the Inner Sphere, the business is war, and business is good. With the sudden emergence of a new foe the Inner Sphere is in desperate need of troops and the various mercenary companies are all scrambling to pick up the slack. Even the smaller units that previously struggled to get a job are now inundated with jobs, of course the trick is to pick the ones that are not suicide jobs.

One such unit is Vixen's Raiders, formed many years ago it has seen its share of glory and humiliating defeats. Right now it is still trying to rebuild after a rather disastrous last contract where their employer left them hanging in the wind costing the company its commander as his mech was cored by a Gauss round. The second in command had the misfortune of having her mech set on fire burning her horribly and ending her career as an active pilot but she has instead taken over the overall command, if need be she has a trio of Manticore Tanks she can personally take command of but in general she likes to remain behind trusting her second to deal with battlefield decisions.

With arms crossed behind her back the commander stands stoically watching the mechs get loaded, the heavy ones are already safely tucked into the cargo hold and the last of the scouts are marching up the massive loading ramp with earth shaking strides. Even a Raven weighs in at 35 tons after all, after that her trio of tanks and then they are ready. She can't believe how quickly things have been moving, it feels just like the other day they where limping home with the tail between their legs. Her face is still itching like mad hence her new posture of keeping her hands firmly behind her back to allow it to heal. Time, time has run out for them all it seems these days. The Clan invaders are ploughing into the Inner Sphere with a speed no one could expect. So even units like hers that are not fully used to the new blood are being thrown into the grinder in a desperate attempt to slow the advance. Well, she doesn't mind. The unit need to stop grieving the dead, the men and women need to get over the horrible beating and dole out some of their own. Her eyes look across the loading to where her second in command is ticking off the list of mech pilots and support personnel, a thumbs up shows they are all onboard even as the tank engines let out a low growl and they start up the ramp as well.







Welcome.

If you don't know what Battletech is, well it is basically big stompy robots controlled by human pilots waging war across the futuristic battlefield. With the “recent” Mechwarrior Online game you can easily go to youtube and get some videos to look at that will give you an idea of what the battlefield looks like.
Even the smallest mech carries many tons of armour and impressive firepower, battles are not quick and easy but more of endurance fights. With mechs trading fire melting or tearing of tons of armour with each hit until the enemy has nothing else. The big danger is the massive fusion reactor that powers these behemoths, if that blows the pilot has little chance of surviving. But also it generates massive amounts of heat and couple that with the heat from the weapons most mechs need to try and not fire constantly or they will overheat and frankly cook the pilot.

If you want more details about the various mechs, how the myomer muscles work etc google is your friend as well as http://www.sarna.net/wiki/Main_Page. The wiki page if you want information on a mech.




Mechs for newbies
The Internal Stucture is the skeleton in the 'Mech, keeping the construct together and distributing the weight. It makes up most of the bulk of a 'Mech. Internal Structure come in standard and Endo-Steel, which is lighter, stronger but more expensive to buy and maintain.

Actuators are the joints of the 'Mech, artificial "musculature" consisting largely of myomers, bundles of polymer fiber which contracts in the presence of electrical currents. As such, just like in our own bodies, the myomers contract and relax to move the Internal Structure.

Engines are without exception (in the scope of what you will encounter at least) fusion reactors which powers the actuators and weapons of the 'Mech. Yes, nuclear fusion, be glad you are properly shielded in your cockpits.

The Gyro makes sure weight is properly balanced and distributed when the 'Mech is in motion. Without it the 'Mech and its pilot would land on their pretty faces.

Added to this is of course armor plates, weaponry and heatsinks. Weapons are attached to hard points allocated so that weight balance is maintained as much as possible. Armor comes in standard and Ferro-Fibrous, which is lighter and tougher but more expensive, just like the Endo-Steel internal structure. Armor plates are discarded and replaced when damaged. Heat sinks reduce and expel the heat building up in the engine from using weapons and moving the 'Mech around. Heat sinks can be damaged by excessive heat and if a 'Mech overheats it is usually put in a powered down mode until the heat sinks can expel enough heat for the 'Mech to function without failing.

There is also a cockpit for the MechWarrior, the pilot of the 'Mech. Much like its counterpart in an airplane it contains a myriad of instruments and controls as well as a Neurohelmet, a device which allows the MechWarrior to control the balance of the 'Mech. It uses the human brain's instinctual sense of balance to control the gyro. It also displays a HUD as well as allowing the MechWarrior some control of the 'Mech's visual input, giving him overviews and 'Mech perceptions that are otherwise a nuisance at best to aquire from within the cockpit.

'Mechs come in four classes. Light, Medium, Heavy and Assault.

Light that are mostly used for recon and hit and run tactics and spans from 20 to 35 tons. Their greater speed and agility makes them very much suited for this task, but they can only carry a limited amount of weaponry.

Mediums are the most numerous class weighing in at 40 to 55 tons. They fall between the Light and Heavy classes and are generally considered the infantryman of the BattleMechs, a sentiment reinforced by the fact that most military powers sport these as a majority of their forces.

Heavy 'Mechs are those designed for frontline combat duty, and weigh in between 60 and 75 tons. Their slower speed is countered by an impressive arsenal. Most often used to break through lines and give support to their lighter brothers and sisters.

Finally the Assault 'Mechs are the centerpieces of any 'Mech Company. They weigh in at between 80 and 100 tons and often sports half their weight in weaponry. There are not many that exceeds 50 km/h, which means they often slow down any advance to a crawl. When it get there however, they dominate the battlefield. Commanders often take seat in these as they carry superior armor, important when you are the one coordinating the attack and giving orders.

Weapons
The weaponry commonly used in BattleMechs come in three categories; Ballistic, Energy, Missile. Ballistic Weapons fire high-speed, unguided projectiles designed to inflict kinetic and/or explosive damage. When compared to Energy Weapons, ballistic weapons produce far less heat, but are generally bulkier and dependent upon limited ammunition. Energy Weapons deal damage by directing a concentrated beam of particles or radiation against a target. Unlike Ballistic Weapons, energy weapons are extremely light and compact and when linked a fusion reactor are ammunition free, but produce very large amounts of waste heat. Missile Weapons are Rockets and Missiles that are fired from tubes and include an engine in the projectile. Some of these weapons travel a flat trajectory, others have an arcing trajectory that allows them to clear terrain features.

Personal arms like pistols, machineguns and assault rifles are all ballistic weapons, as well as the Autocannons that the 'Mechs and other vehicles are armed with. They are often classified as AC/x where x=damage in the tabletop wargame. While it doesn't make much sense in the setting, they are still classified as such. The most common types are the AC/2, AC/5, AC/10 and AC/20. Three more exotic variants in the Inner Sphere are the Ultra AC/5 (UAC5), which has a higher rate of fire but more prone to jamming than the regular AC/5, the LB 10-X AC (LBX10), which is basically a large caliber shotgun which delivers devastating damage at close range but it deteriorates the farther away the target is, and the Gauss Rifle, which shoots a small projectile through magnetic coils, projecting it at supersonic speeds to cause devastating damage. The actual calibers of the different autocannons vary depending on manufacturer but generally range from 30mm (AC/2) up to 203mm (AC/20).

Energy weapons generally come in three variants. Lasers, flamers and Particle Projection Cannons (PPC).

Lasers come in three sizes as well, small, medium and large. As a point of comparison with ballistic weapons, Small Lasers do 3 points of damage in tabletop, Medium Lasers 5 and Large Lasers 8. The larger the laser the more heat it produces and the longer recharge rate it has. Lasers also come in Pulse format in the same sizes. Pulse Lasers differ from traditional laser weaponry, in that instead of firing one powerful beam, they maintain several laser beams fired off in quick succession. While offering an overall increased rate of fire, the heat output also increases accordingly. Pulse lasers increase damage because they allow vaporized armor to dissipate from the location of damage. This allows subsequent pulses to reach the target area without being diffused by the vapor. Point of reference: Small Pulse Lasers 4, Medium Pulse Lasers 6, Large Pulse Lasers 9.

Flamers are simply flamethrowers, but instead of being fueled by gases or volatile fluids it is powered by the fusion engine. Flamers are mainly used as anti-infantry weapons and won't do much damage to 'Mechs.

The Particle Projector Cannon is a unique energy weapon. PPCs fire a concentrated stream of protons or ions at a target, causing damage through both thermal and kinetic energy. As such, despite being an energy weapon, it produces recoil and very high heat levels. The lethality of the weapon rivals that of a higher-caliber autocannon; just three shots from a PPC will vaporize two tons of standard military-grade armor. Targets hit by multiple, simultaneous PPCs can also suffer electrical side-effects, such as overloaded computer systems or targeting sensors. The ion beam also extends to much farther ranges than autocannon fire, though PPCs generate large amounts of waste heat. PPCs are equipped with a Field Inhibitor to prevent feedback which could damage the firing unit's electronic systems. This inhibitor degrades the performance of the weapon at close ranges of less than 90 meters. Point of reference: 10 points of damage.

Missile Weapons generally come in three variants. Long Range Missiles (LRM), Short Range Missiles (SRM) and Streak Missile Launchers (Streak SRM or just Streaks). Missile weapons, like ballistics, are denoted with a number, but denotes number of missiles fired in a volley rather than damage. LRMs come in groups of 5 (LRM 5, 10, 15 and 20) while SRMs come in groups of 2 (SRM 2, 4 and 6). Streaks come only in 2. All these launcher types has an automatic reload system which means the Mech can fire several volleys before running out of ammunition.

Long Range Missiles are designed to engage the enemy at great distances at the expense of damage dealt, these missiles are capable of indirect fire and disperse over a smaller area than Short Range Missiles. LRM launchers achieve this range by firing at a ballistic launch angle, making them less accurate at close range.

Short Range Missiles are direct-fire missiles that sacrifice range for hitting power, these missiles are less sophisticated than Long Range Missiles and particularly effective against infantry and combat vehicles. The unguided nature of the missile means it comes in a natural spread like a shotgun effect, which often means several missiles in the volley may miss. SRMs also come as an Infantry support weapons, technically a shoulder mounted SRM 1 without autoloader.

The Streak SRM Launcher is relatively similar to the standard SRM launcher but linked to a unique fire control system. This system is designed to guarantee a hit against any target onto which the pilot can get a lock, a special feature of this system preventing the weapon from firing at a target when there is no lock-on, saving ammunition by preventing shots that would miss.

Factions
Capellan Confederation: The Capellan Confederation is the smallest Successor State, ruled by the Chancellor, the leader of House Liao. The Capellan Confederation started out as collection of states united for common defense & well-being, but over hundreds of years, through the influences of certain schools of philosophy and the leadership of House Liao, it has evolved to become an autocratic state with a controlled economy. The lives of the regular Capellans are dystopian, were citizenship is not given at birth but rather earned through worth of skill and ability in an exam given as the young come of age. Should an applicant fail several times they become indentured servants of the state. A majority of the population are of Chinese and Russian heritage.
Cultural Influence: Soviet Union, People's Republic of China

Draconis Combine: The Combine is ruled by the Coordinator, the head of House Kurita. Unlike most Successor states it is a military dictatorship guided by the warrior codes of Bushido and each soldier is dedicated to the point of death to the Coordinator. It still operates on the basis of a feudal system however, so most governmental apparatuses are roughly similar. The main difference for the common person is that they have no rights, only duties. Enlistment in the Draconis Combine Mustered Soldiery is seen as the fastest way to get ahead in the world, as every person in the military, even a lowly rifleman, is respected. A majority of the population are of Japanese heritage.
Cultural Influence: Imperial Japan, Tokugawa Shogunate

Federated Suns: The Federated Suns is the most powerful and largest of the Successor States, ruled by House Davion. It could best be described as a hereditary and constitutional monarchy. Officially the High Council, a group of both democratic, hereditary, and other officials chosen by the leadership of the member-worlds of the Federated Suns, presided over the nation. It is however nothing more than a "rubber stamp" used by the First Prince. The Suns have very few allies since they have aggressively expanded in to the Capellan Federation and made enemies of House Kurita. They do however have a strong ally in the Lyran Commonwealth due to the Federated Commonwealth Alliance and intermarriages between the two. A majority of the population are of British and French heritage.
Cultural Influence: British Empire, French Empire

Lyran Commonwealth: Perhaps the most BattleMech-heavy of all states due to its powerful industrial capabilities, the Commonwealth is ruled by House Steiner. The Lyran Commonwealth is renowned for its strong economy, powerful nobility, and its military policy of promotion based on pedigree as well as talent. It is basically a feudal monarchy with an assembly that served in a largely advisory capacity. This does not mean, however, that the people do not have rights and freedoms. The Steiner Archons have traditionally been rather liberal rulers, allowing their people the right to assembly, freedom of speech, and freedom of the press. Indeed, occasions in which these rights were taken away have been cause for crisis in and of themselves. A majority of the population are of German heritage.
Cultural Influence: Holy Roman Empire, German Confederation.

Free Worlds League: The League is ruled by a Captain-General, leaders of House Marik. The Free Worlds League is notable as the first successor state founded in the Inner Sphere. It is multicultural, with strong European, Oriental, American and Hindu influences. It also traditionally offered great autonomy to its component regions. The government of the Free Worlds League is a representative democracy operating under martial law. The League is generally looked down upon by the other Successors because of its "unruly" population. There is some truth in it of course, as secessions and civil war is an everyday occurance in the League. There are no real racial majority in the Free Worlds League.
Cultural Influence: United States of America, Middle and South American states.

Free Rasalhague Republic: The Free Rasalhague Republic is a nation born in the wake of the Fourth Succession War were the Draconis Combine and Lyran Commonwealth convinced by ComStar to grant the Rasalhagueans independence. All positions of power and responsibility are either directly or indirectly elected by the people, even the Nobles and Prince of the realm. No position is hereditary save if the son of the current holder impresses the electoral population and is raised to the parent's honors. The majority of the population are of Scandinavian heritage.
Cultural Influences: Scandinavia.

St.Ives Compact: The Compact is a secessionist of the Capellan Confederation and protectorate of the Federated Suns, ruled by Prime Minister Duchess Candace Liao. The Compact was formed in 3029, as a direct result of the Fourth Succession War. Duchess Candace Liao fell in love with Justin Xiang Allard, a Federated Suns spy. Rather than stay in the Capellan Confederation with a double-agent who helped the Suns conquer a third of it, she fled the Confederation and took the St. Ives Commonality with her. The majority of the population are of Chinese heritage.
Cultural Influences: Taiwan, Thirteen Colonies.

ComStar: Not really a true nation but rather a telecommunications-company turned semi-religious sect, ComStar nonetheless enjoys massive influence over the Inner Sphere due to their monopoly on the knowledge of the workings and maintainence of the HyperPulse technology that enables interstellar communication. They often use this as an "encouragement" against particularly ambitious and aggressive Successor States to maintain a status quo between the factions and keep peace in the Inner Sphere, when it suits their own purposes of course. They are based out of Terra, which is the only world under their direct control.
Cultural Influences: Knights Templar if they were a telephone company.

Note: Yes I did borrow that from Wargtass (I asked him permission a few years ago but never did get around to starting up this game until now.








[font=arial black]Pilot[/font]
[float=right][img height=400 padding=8]link to pic goes here[/img][/float]
[b]Name:[/b]
[b]Sex:[/b]
[b]BattleMech:[/b]
[b]Homeworld:[/b]
[b]Original Faction:[/b]

[b]Description:[/b] A brief description

[b]Background:[/b] A paragraph or two is fine.

[b]Personality:[/b] A few sentences how the character acts and behaves

[b]Speciality Skills:[/b] Mech skills, ie. Particularly good shot, able to keep footing on rough ground etc

[b]Sexual On:[/b] just a few brief main things your char likes.

[b]Sexual Offs:[/b] Well, obviously the main offs.


A few things. This isn't a systems game, it is free form focused on good storytelling. As such I won't really care if your smaller mech survives that furious assault from an Atlas at point blank range unless you start taking the piss. I will trust that each player can in his head just keep a track on how the mech is doing, and can instead of keeping track of numbers just write out that it has lost several tons of armour, the heat is spiking dangerously to the point the pilot is starting to fade in and out instead of having a counter on a sheet saying Damage taken. I have deliberately sidelined my own character from piloting a mech so I can more focus on the enemies without having to write my fingers off. ^^ When it comes to combat my plan is, I will describe the location. Known enemy contacts and then you the players can do the rest. If need be I will describe what the enemies do but each player is allowed to do a fair bit with them. If you have your mech peek around the corner you are allowed to have them fire at you, you can shoot them and write out you do damage etc. The goal is to write a story together.

As for the various positions within the company, fill them out as you see fit. Only the overall commander is taken (to help me as a GM). If two or more people want the same role just discuss it among yourselves as adults. And if you want to be say a doctor or chief engineer that is fine.

Lastly if you want to be a special snowflake (tongue in cheek) ie have a special rare old mech, go ahead. Just please write out how its always a struggle to keep it in shape etc. Make an effort. :) I am flexible.

Oh and lastly lastly, peoples on and offs are to be respected 100%. No discussion about that, and of course the Gm's word is law. I never lead a group game on E before so.. eh bear with me? I been a game master in pen and paper for more years than some on here have been alive however ^^

Questions? Other than, go to heck Sara we all hate you. Because that isn't a question that is a statement. ^^

Sara Nilsson

Pilot
Name: Michelle Gardner
Sex: Female
BattleMech: Unable to pilot one. Can be found in a tank if need be.

Homeworld: None, she grew up with her parents who being pilots themselves where constantly moving as such there is no place she can call home.
Original Faction: Lyrian

Description: Short hair like most pilots though in her case it is also because of the horrible burn damage she sustained in the last campaign. Half her face is a mess of half healed scar tissue, the doc has assured her that in time they can have it replaced but such a cosmetic surgery is low on the list of priorities and right now she doesn't really care about such things. She stands almost six feet tall in dress shoes and is often found wearing her new uniform as if trying to take some reassurance from it.

Background: She grew up in a mercenary company, military life is all she has known as such she finds herself constantly confused by civilians. At an early age she would find herself in the hangar watching the engineers repair and rearm the massive mechs, and from that she slowly picked up how they work and once she hit her teens no one was surprised when she picked up tools and pitched in to help. That naturally led to her learning how to pilot them and she would go on to pilot a series of light mechs leading up to having her Raven burned out from under her.

Personality: Despite her rather scary look these days she remains an optimistic person at heart, still playfully flirting with people even if her new rank makes any physical liaisons impossible. A hard worker she doesn't shy away from spending half the night working either with battle plans of by being elbow deep in a mech that needs repairs.

Speciality Skills: She is good at quickly reading scanner readouts, her old ability with the Raven of finding ambushes was well known in the company. Thankfully that is a skill she can still put to use.
Sexual On: When it comes to the bedroom she takes on a far more submissive role, perhaps to get some relief from her days of barking orders. As such she adores a good spanking, straps and gags. It is no secret among the company that she likes both men and women.
Sexual Offs: Non con.

Meet the commander. The bio doesn't have to be longer than that.

Thorne

*plants interest flag*

... I have a recon pilot here someplace. Yes, I do.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Sara Nilsson


RegretNot


Sara Nilsson


Rebelle

I'm going to take a peek and figure out a concept.

I love mechs...

One of my favorite homebrewed games made from White Wolf's system was a mecha game my friend made :D

So definitely interested ^.^

Sara Nilsson


Thorne

Usually, statting the !@$! things out.

Turns out that actual 'Mech combat via the rules (at least, by Time of War rules) is a right pain in the rear - super tedious, if you're doing more than one 'Mech per side.
That, at least, we can sidestep...
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Sara Nilsson

LOL! well there is that. I only used the old tabletop rules and honestly they where not too bad.

Phaia

well well what fun Bteach!

hear is an opening idea for ya Sara!

Spoiler: Click to Show/Hide
Spoiler: Click to Show/Hide

Phaia

Sara Nilsson


espendabelle

I am very interested. Thank you!

(And I have a character concept too... just never picked a Mech)

Sara Nilsson

Quote from: espendabelle on February 18, 2018, 05:13:32 AM
I am very interested. Thank you!

(And I have a character concept too... just never picked a Mech)

welcome :) plenty of mechs to pick from and we can always help if you are feeling overwhelmed.

vin26m

Pilot
Name: Hiro Kagekaze
Sex: Male
BattleMech: Spider SDR-5D
Homeworld: Shionoha, Dieron District
Original Faction: Draconis Combine

Description: Hiro is of Asian descent and stands a bit over 6 feet tall with a lean, muscular build.  His straight, black hair is cut short and he changes up his facial hair from clean shaven to a goatee to something in between.

Background: Hiro is from the Dieron District of the Draconis Combine.  He grew up poor, but managed to break through the barrier caused by not being a member of the privileged class.  He was skilled enough to enroll in the Dieron District Gymnasium (DDG), which graduates 15 to 20 mech pilots per year with a complete disregard for the students' political and philosophical leanings. 

Like almost all of his fellow DDG graduates, Hiro was recruited to the 2nd Dieron Regulars, a veteran unit with questionable loyalty specializing in mountain combat and emphasizing honor through victory - in other words, they strived to win by any means necessary.  Ambushes, false truces and "playing dead" were all viable tactics.  Also, the atmosphere was one of constant backstabbing among its troops, which kept everyone on their toes.

Hiro's commanding officer (CO) had the resources to ruin careers and the willingness to do so.  After another member of his unit tricked Hiro into sleeping with the CO's daughters, Hiro got caught.  The CO booted him from the front-line unit to a garrison one.  Soon after, Hiro left the Draconis Combine Mustered Soldiery (DCMS), but used some DCMS contacts to get to Solaris VII and try out for an arena team before heading to Outreach and getting a spot with a mercenary unit called Vixen's Raiders.

Personality: Hiro is a trickster and a goofball in times of peace.  He acts aggressively and impatiently in times of war.  He doesn't always consider the consequences of his actions, yet he manages to come up with sound combat tactics when it really matters.  He fights dirty, and plays dirtier.

Speciality Skills: Hiro's piloting skills, particularly while using his mech's jumpjets, are extraordinary, but this is balanced by his gunnery skills, which are average at best.  Due to Hiro's childhood in a rough neighborhood and training in a combat-oriented school, outside of a mech he is skilled in unarmed combat (particularly jiujitsu), armed combat (especially with swords), and usage of small arms (paired pistols).  He is also stealthy, athletic, acrobatic and perceptive.

Sexual Ons: Hiro loves women and loves dominating them.  He is into all aspects of BDSM, especially spanking and other forms of impact play (paddles, floggers), using gags, and tying up or tying down a girl.

Sexual Offs: NC/Extreme stuff.


Sara Nilsson


vin26m


Sara Nilsson


espendabelle

This is my draft character thus far. I hope it's okay.




Pilot
Name: Sonja Blackstone
Sex: Female
BattleMech:
Homeworld: Erdvyn
Original Faction: Periphery/None

Description: Sonja’s external image suggests her rough, fringe origins. Her face is dominated by a rough scar down the left side which cuts across one of her striking green eyes and mars her otherwise attractive features. Her red hair is worn in a series of messy dreadlocks that cascade down her back like a mane, giving her a wild, almost feral look. She sports several more minor scars across her body (including an ugly burn on her right shoulder), the result of her rough upbringing and background.

Background: Officially, the planet Erdvyn is listed as ‘dead’ on interstellar maps. The truth of the matter is somewhat different. Central authority on the planet collapsed long ago, with its cities left in ruins and its infrastructure devastated. But its people remain, the descendants of its former glory left to eke out a living among the remnants of the past. This was the life that Sonja was born into, the child of scavengers who made their living by picking through the ruins of the planet’s fallen cities. Her early life was rough enough, living off whatever scraps her family could find or trade for. Form an early age, Sonja grew used to going hungry or living rough in whatever shelter they could find. It was not an easy life, and one she yearned to escape.

When she was eighteen, a band of pirates called the Black Fang Legion made the dead world their home. The Legion were the only power on the planet, their Battlemechs able to easily destroy anyone able to resist them and allowing them to impose their control by force. Most of the population soon learned to accept their new overlords, doing their best to avoid the pirates or incurring their wrath. However, Sonja saw them as a way off the into a better life.

She bartered her way into the Legion using her knowledge of scavenging to lead them to a cache of high tech equipment from a long-destroyed Battlemech factory. That was enough to impress them and earn her a shot. Within a year, a combination of talent and bartering through other ‘discoveries’ had seen her assigned to pilot an ancient, reconditioned Battlemech in their raiding team. This was not the end of her plan, however.

After several raids to other Periphery planets, Sonja’s first ever attack on an Inner Sphere planet took her and the rest of her Raiding team to a nearby Lyran Commonwealth world. Once on world, rather then hitting her assigned target, Sonja instead deserted from her team. Turning against them, she bartered a place for her and her Battlemech on a cargo ship against information that helped the planetary defenders to hunt the raiders down. After burning the last bridge to her past, Sonja made her way to the mercenary planet of Outreach, hoping to find legitimate employment.

Personality: Outwardly. Sonja appears to be cool, collected and to the point. She will focus on the objective and what is needed to get it done. Her approach tends towards the practical and functional, opting for sensible tactics while ensuring that she does a thorough job. This is a result of her upbringing, and the necessity for survival in a rather unforgiving environment where even the basics were hard to come by. She is used to roughing it, and has an ability to make herself comfortable under even the most unlikely conditions. For example, she could just as easily sleep in her Battlemech’s cockpit or a crude shelter as she could in a comfortable bed.

Inwardly, she lacks self-confidence and has low self-esteem. She is often awkward around unfamiliar people and has a lot of trouble opening up to strangers. She doesn’t like to let this side of herself show, feeling that it could hamper her attempts to integrate into a more normal life and Inner Sphere society. Likewise, she tries not to let her origins show through, feeling that coming from the Periphery would be seen as ‘backwards’.

Sonja is not proud of her past and how she came to be a Mechwarrior, and will try to avoid talking about it. If asked directly, she prefers to answer in a roundabout way.

Speciality Skills: Sonja is a good shot and good at keeping cool under fire, or when her ‘Mech is overheating/damaged. Her upbringing and background has taught her a lot about survival, finding resources and water, scavenging and dirty fighting.

Sexual Ons: Sonja is straight and dominant-leaning, but relatively vanilla. She particularly enjoys receiving oral sex.

Sexual Offs: Rape, receiving anal sex, anything to do with body fluids/gore/etc




Sara, I haven't picked a BattleMech as yet, but there's several I've seen that I liked (Although I don't know enough about the game to know exactly how they perform). They were the Marauder, Black Knight, Crab, Uziel and Grasshopper. Would there be anything wrong with me picking one of them?

Sara Nilsson

The uziel hasn't been built yet (3065). But other than that they are all ok. From what I can tell from a quick glance as I am at work still they would all perform a similar role of a heavy mech. Energy based hard hitters, so heat is always an interesting factor in them. Most would be centered around a hard alpha strike and then let the mech cool. All good dependable mechs to stand toe to toe with most other ones.

Good choices so pick whichever you like or if you want me to describe them each in more detail how they would work holler. Sorry if I am short, i just came home from a long day at work and am exhausted:)

Captain Whitebread

3025 tech:  Marauder 75 ton  and Grasshopper 70 ton.

2750 tech: Black Knight 75 tons and  Crab 50 tons

One of my favourite Battletech information sites is http://www.sarna.net/wiki/Main_Page  It's all there.....

Three possible concepts: 

Former Laio aerospace pilot who is currently in a Warrior H-7C VTOL Scout  or Karnov UR Transport Quartermaster/Supply pilot

Federated Commonwealth Mechwarrior piloting a Griffon called the 'Drunker Sailor'

Manticore Heavy tank crew - firm believers in living to fight another day.
There are nights when the wolves are silent and it the moon that howls.

Thorne

Here, have a teaser. I'm on the hunt for a slightly more accurate .. er.. image. >.>

Name: Ailis Ciarach
Sex: Female
Callsign: Babh
BattleMech:  Hussar HSR-200Db  Grisel
Homeworld: Somewhere in Skye Province
Original Faction: Lyran Alliance

Description: Physically, Ailis is easily overlooked - literally overlooked, by most people. She's small, deceptively cute, with short red haired, golden-tan skin spangled with freckles, and delicate. Her normal dress, either loose fatigues and a snug t-shirt, or a moderately grubby coverall, does little to remove the initial impression. Neither does the ubiquitous boot-knife, the leather and wire choker with a wolf's tooth focal, or the matching arm-band.

Personality: There is a lot of attitude packed into that tiny frame, tied up with a thick brogue and a cocky little grin. The only thing missing is the arrogance that some claim typifies the Mechwarrior - Ailis makes up for it with a code of honour that makes her something of an oddity amongst many of her peers.

Background: Ailis' career could be accurately described as eccentric. Trained in the School of Hard Knocks, she spent a year or two with a small mercenary company. Since a nasty run in that largely gutted that company, she's been looking for other work.
Her 'Mech, nicknamed Grisel, was picked up as salvage from the aftermath of her first battle. It's a mash of parts, and Ailis always has an eye peeled for upgrades.
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Andi

Planting my interest flag here for the moment. I have an idea running around, but he hasn't sat down and told me his story yet.

Captain Whitebread

There are nights when the wolves are silent and it the moon that howls.

espendabelle

Quote from: Sara Nilsson on February 18, 2018, 08:26:40 PM
The uziel hasn't been built yet (3065). But other than that they are all ok. From what I can tell from a quick glance as I am at work still they would all perform a similar role of a heavy mech. Energy based hard hitters, so heat is always an interesting factor in them. Most would be centered around a hard alpha strike and then let the mech cool. All good dependable mechs to stand toe to toe with most other ones.

Good choices so pick whichever you like or if you want me to describe them each in more detail how they would work holler. Sorry if I am short, i just came home from a long day at work and am exhausted:)

Okay, so Uziel is out, others are good. Thanks.

The others are basically rugged and tough by their weight/category standards, right? Though from what I read and what you said, they'd basically be at a 'burn hard and fast then try to cool off' type approach, and all would rely more on armour then mobility to keep alive. It seems that the Black Knight is the toughest of them from what I gethered, but the Maruader does look cool in an alien-ish kind of a way

(Also I assumed that we're not using 'Clan' Mechs given the story/setting)