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Interest check(Erotic Battletech)

Started by CaptainErotica, February 09, 2007, 04:07:40 AM

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CaptainErotica

   So I'm finally back online and been having ideas for a Battletech game that includes heavy doeses of erotica(sex scenes in the cockpit of a hundred ton ATLAS anyone). I'm sure alot of you have no clue what I'm talking about so heres a long....long.......rundown of the history of the Battletech Universe. Before I get into that some info on the overall concept.

  The setting is the year 3067. Humans have spreado ut over thousands of planets, and formed several Empires called Houses or factions. These houses waged war after war for the last century. The main battlefield tool is the battlemech. 30 meter tall armored vehicles usually int the shape of a humoid, though their are some quad mechs. The Houses pretty much blasted the whole Inner shpere to the poitn where they lost most of the advanced tech they had aquired at the height of the Star League. Over time they have slowly rediscovered some of this Lost tech. Now the Inner sphere is about to thrust into another blooody, deadly fight for survival as Word of Blake unleashes their holy war on all the Houses of the inner sphere.

 Players will be part of a mercenary unit, taking whatever contracts they decide upon to get by. Comabat will be handled by rolling 2d6 and rolling higher than a traget number set by the GM(me) there will only be two states needed. Pilot and gunnery. All players will start at pilot5/gunnery4. Yuo wil learn Character points(CP) during combat situations. you may decrease either skill by paying 10x the number of times you have decreased the skill previously(10 to reduce piloting to 4, 20 to reduce it to 3, so on and so on) the lowest you can go is 0/0. These skill numbers are added to your die rolls in addition to any other modifiers.

   Each player will have 6 wound points. I'l lget into more detail once the goes starts -if at all, but basically anytime you one or more hits you must make a roll(determined by the number of hits taken) to stay concious. At 6 wounds if you fail the roll you are dead. There will be a few other times when you can be killed as well(failing to eject after a head destruction on your mech).

   Outside of combat everything wil lbe freeform. Assuming there is enough female interest I encourage erotic encounters, though they should remain true to the character and current rp. Wel lthat's about it -except for the long...ong history i promised, so if interested give me shout and if i get enough interest I'll run with it. And now the momwent you've all been dreading......






CaptainErotica

LoL..exceeded the post limit.....


History up to the Word of Blake Jihad.

The history of human life among the stars, the creation of the great star empires and the formation of the human society known as the Clans began with humanity's first steps into space. Among the ancient nations of Terra, the dissolution of traditional alliances and enmities in the late twentieth and early twenty-first centuries created an era of unprecedented peace and cooperation, in which all human societies turned their energies toward the advancement of the human race. By 2020, the groundbreaking research of two scientists—Thomas Kearny and Takayoshi Fuchida—led to the development of a fusion reactor capable of powering a starship. In 2027, the Alliance starship Columbia, powered by the first Kearny-Fuchida fusion engine, made its historic journey to Mars. With that brief voyage, Man's migration from Terra began.

    In 2102, the scientific community paid new attention to pan-dimensional gravitational mathematics, a breakthrough discovery made eighty years earlier by Kearny and Fuchida. Though twenty-first-century scientists had scoffed at this theory, twenty-second-century physicists used Kearny and Fuchida's work to develop the first faster-than-light ship in an intensive research effort known as the Deimos Project. Deimos produced the first Kearny-Fuchida drive, which created a space warp around a starship through which the craft could “jump” distances of up to thirty light years from its starting point. On 5 December 2108, Terra launched the first so-called JumpShip, the TAS Pathfinder, on its famous round trip between Terra and the Tau Ceti system.

    The ability to travel between star systems in the blink of an eye led to an unparalleled expansion of human colonies to other worlds. The first human colony of New Earth, established on Tau Ceti IV in 2116, paved the way for hundreds of others. Under the banner of the Terran Alliance, man spread throughout the galaxy as his ancestors had once swarmed over Terra. By the year 2235, an Alliance survey had counted more than six hundred human colonies that had scattered across a sphere roughly eighty light years in diameter.

    In a parallel to earlier human history, however, this colonial expansion carried within it the seeds of its own destruction. Self-sufficient colonies far from their founding worlds began agitating for home rule; in 2236, a group of worlds at the edge of human-explored space declared independence from Terra. The Colonial Marines, dispatched from Earth to quell the rebellion, failed miserably. Within six years, the Alliance government had granted independence to all colonies that lay more than thirty light years from Terra.

RISE OF THE HEGEMONY

    Over the next several decades, a combination of political infighting and the severe economic strain of supporting Terran colonies ate away at the fabric of the Terran Alliance. Tales of colonists starving to death sparked riots among sympathetic Terrans, while the ranks of the poor, dispossessed and angry grew. In 2314, civilian riots and political polarization erupted into Alliance-wide civil war. The Alliance Global Militia, which had remained uneasily neutral throughout the long years of unrest, stepped in to stop the violence at the behest of James McKenna, an admiral in the Alliance Global Navy. Using his newfound authority as the Alliance's military savior, McKenna tore down the corrupt Alliance government and established the Terran Hegemony in its place. In 2316, a grateful public elected him the Hegemony's first Director-General.

    During McKenna's twenty-three-year term of office, he launched three military campaigns to bring independent colony worlds back under Hegemony control. The first two campaigns, though hard-fought, were largely successful; the third, launched in 2335, was not. The aging McKenna left control of the final campaign to his son Konrad, whose persistent refusal to follow standard procedure eventually ended in disaster for the Hegemony Navy. In 2338 Konrad led his naval convoys blindly into the heavily mined Syrma system, losing all but two of his twenty-nine troopships. This failure also gave heart to the worlds opposing the Hegemony, who had begun to ally with each other in order to protect themselves from the expanding Hegemony influence. Konrad's disgrace left the Hegemony without an heir to fill McKenna's place; upon James McKenna's death in 2339, the Hegemony's High Council passed the leadership of the Hegemony to James McKenna's third cousin, Michael Cameron. The new Director-General immediately began efforts to cement good relations with the allied colony worlds that had by this time formed independent nations.

    In 2351, Michael Cameron took an action, the cultural repercussions of which would echo for centuries. He created the Peer List, establishing the equivalent of feudal nobility whose members owed their exalted rank to their achievements. Among the first to receive a title was Dr. Gregory Atlas, lauded for his work on refining myomer bundles. These incredibly powerful synthetic muscles were an integral part of early WorkMechs; when powered by a fusion reactor, myomer bundles give a BattleMech its strength and mobility. Though Dr. Atlas would not live to see the first BattleMech—used in action on 5 February 2439—his work ultimately changed the face of war.

    Inevitably, Cameron's Peer List led to the creation of feudal ruling families in the various independent states surrounding the Hegemony. In the latter half of the twenty-fourth and early twenty-fifth centuries, tensions between these fiefdoms escalated into open war. Humanity's interstellar nations fought battle after battle against each other, each more savage than the last, culminating in the unspeakable massacre of civilians on the world of Tintavel in the Capellan Confederation. The Confederation's leader, Chancellor Aleisha Liao, responded to the tragedy by devising the Ares Conventions—a set of rules for warfare intended to keep such atrocities from ever happening again. On 13 June 2412, the Hegemony and all other nations signed the Ares Conventions, agreeing to limit their use of nuclear weapons and cease assaulting civilian targets. Though hailed as an act of peace, the Ares Conventions in effect made war legal. Many of the signatory states wasted little time in abusing their legal right to wage warfare.

THE STAR LEAGUE ERA

    The Hegemony engaged in its share of battles over the next century or so, but equally as often served as a neutral mediator between warring parties. Despite the Hegemony's history of military expansion, the presence of Terra at its heart gave it a certain credibility as a peacemaker in the eyes of other nations. Ian Cameron, who became Director-General in 2549, expanded the Hegemony's peacemaking role and negotiated an end to a number of conflicts. In 2556, Ian persuaded the leaders of the Free Worlds League and the Capellan Confederation to sign the Treaty of Geneva; this famous document laid the groundwork for the formation of the Star League, the glorious interstellar alliance that ended wars and advanced the welfare of all humanity. The Lyran Commonwealth signed the treaty in 2558, the Federated Suns in 2567. With the inclusion of the Draconis Combine in 2569, Ian Cameron achieved his dream of uniting virtually all humanity under one ruler.

    Led by the enlightened Cameron dynasty, the Star League gave its citizens peace and prosperity for two hundred years. Though even the Star League could not completely wipe out the human need for conflict, it kept disputes between its member-states under firm control. After Lord Simon Cameron's tragic death in 2751, the rulers of all the member-states served as regents for Simon's young son, Richard Cameron, but unfortunately abused their positions to jockey for personal power. The lonely Richard turned to Stefan Amaris, ruler of the Rim Worlds Republic in the far-off Periphery, for friendship and advice. Amaris hated the Camerons, and used his false friendship with Richard to destroy the Star League from within. On 27 December 2766, Stefan Amaris murdered Richard and took control of the Star League.

    Within weeks of his coup d'etat, Amaris tried and failed to gain the support of General Aleksandr Kerensky, commander of the Star League Defense Forces. The honorable Kerensky despised the usurper Amaris and launched a bitter, thirteen-year war to liberate the Terran Hegemony from his grasp. On 29 September 2779, Kerensky led the assault against Amaris's final stronghold on Terra. In the face of overwhelming force, Amaris surrendered. By order of General Kerensky, Amaris, his family and his closest aides were summarily executed by SLDF troops for their crimes against humanity. This act of vengeance closed the book on the Star League.

    In late 2780, the Council Lords stripped General Kerensky of his title as Protector of the Realm and ordered him to disperse all SLDF units to their peacetime locations. Bereft of central leadership, the member-states of the Star League vied with each other for power. They were unable to agree on which of them should become the new First Lord of the Star League, so the lords officially dissolved the High Council in August of 2781. Each lord then left Terra for home and began to build his own power base.

    When the various lords attempted to persuade SLDF units to back their personal bids for power, General Kerensky took drastic action. On 14 February 2784, Kerensky proposed to his troops that the SLDF should leave the Inner Sphere and found a new society beyond known space, basing that society on the dearly held ideals of the Star League. In late November of 2784, Kerensky's Operation Exodus became a reality; more than 80 percent of the SLDF departed with Kerensky. The bewildered people of the Inner Sphere, mourning the loss of their hero, comforted themselves with the belief that Kerensky and his people would return when humanity needed them.

CENTURIES OF WAR

    In the resulting power vacuum, the rulers of the realms now called the Successor States fought endless, brutal wars, each seeking to re-establish the Star League under his own leadership. In three hundred years of conflict, the Successor Lords accomplished little save to blast humankind virtually back to the Stone Age. By the time the third of the so-called Succession Wars ended, humanity had lost nearly every technological advance that the Star League had made possible; only stringent restrictions on destroying JumpShips, DropShips, BattleMechs and other irreplaceable technologies of war allowed interstellar combat to continue. As the Successor States battered each other senseless, the fighting ground down to endless border skirmishes in which no combatant gained significant advantage.

    As the Inner Sphere warred, so did the descendants of the SLDF. Within two decades of planetfall, the men and women who had followed Kerensky in order to preserve the ideals of the Star League had betrayed those ideals and degenerated into vicious, fratricidal conflict. Determined to salvage something from the wreckage of his father's dream, Kerensky's son Nicholas led eight hundred loyal followers to a safe haven, where together they forged the society later known to history as the Clans. Though the Clans would not arrive in force in the Inner Sphere until 3049, they did send one unit as a vanguard in 3005—Wolf's Dragoons. This famed mercenary unit fought for each of the Successor States in turn, testing the strength of their militaries. Ultimately, the Clan-born Dragoons would become one of the strongest units fighting against the Clans on the side of the Inner Sphere.


CaptainErotica

Told ya it was long...long.


STEPS TOWARD PEACE

    By the turn of the thirty-first century, common wisdom among Successor State militaries held that conquest of the Inner Sphere through conventional warfare was impossible. Those who wished to found a second Star League had to find another way. In 3020, Archon Katrina Steiner of the Lyran Commonwealth sent a peace proposal to her fellow Successor Lords, but only Prince Hanse Davion of the Federated Suns showed any interest. In 3022, the Archon and the Prince concluded a secret alliance that would bind their realms together through Hanse Davion's marriage to Katrina's daughter and heir, Melissa Steiner. This union joined two families and two nations into a single strong realm, combining the prosperous Lyran Commonwealth with the militarily powerful Federated Suns. The union of these states put the Draconis Combine in an uncomfortable position between two of its greatest enemies, and led the smaller Capellan Confederation and Free Worlds League to fear conquest by the emerging Federated Commonwealth.

    After months of secret negotiations between the Capellan Confederation, Draconis Combine and Free Worlds League, all three of those nations signed the Concord of Kapetyn in 3024. Intended as a counter to the Lyran Commonwealth–Federated Suns alignment, this triple alliance provided for mutual support and defense. It also guaranteed that any renewed war would engulf the entire Inner Sphere.

FOURTH SUCCESSION WAR

    On 20 August 3028, Hanse Davion and Melissa Steiner held their wedding on Terra in the presence of their fellow Successor Lords. At the reception following the wedding, Hanse Davion offered a gift to his bride. As he fed Melissa a piece of wedding cake, Prince Hanse announced, “Wife, in honor of our marriage, in addition to this morsel I give you a vast prize. My love, I give you the Capellan Confederation!” With those words, Hanse Davion launched the Fourth Succession War.

    In a series of military exercises held between 3026 and 3028, Hanse Davion had discovered that he could move vast numbers of troops swiftly to distant battlefields. He had also reorganized his army, regrouping battalions and regiments into Regimental Combat Teams consisting of one or more regiments of BattleMechs plus armor, infantry and artillery support. This organization gave Davion troops overwhelming advantages in numbers. The RCTs poured into the Capellan Confederation in seven successive waves, cutting it in half.

    Such large-scale mobilization by the Federated Suns did not come without cost. The vast demand for JumpShips and DropShips to ferry troops across space reduced commerce between worlds to essential items only, inflicting economic hardship on many planets. In addition, the Holy Order of ComStar, whose members had preserved the technology of interstellar communications ever since the fall of the Star League, opposed Hanse Davion's war and placed the Federated Suns under Interdiction. ComStar's hyperpulse generators would relay no messages to, from or between any Federated Suns worlds. Hampered by the Interdiction and pleased with his conquests, Hanse Davion sued for peace in 3029. The battered Capellan Confederation agreed willingly to the Federated Suns' terms, desperate to free its scant military resources for use against other enemies. The Free Worlds League had exploited the Confederation's weakened state, taking more than a few worlds for itself; the Confederation's leadership could no longer afford war with House Davion if it hoped to preserve the nation.

SKIRMISHES AND PLOTS

    Between 3029 and 3039, the Successor States jockeyed for power through covert dealings and small skirmishes in lieu of outright war. The Federated Commonwealth completed the integration of its militaries, governments, economies and conquered worlds, forming the largest and most powerful realm in the Inner Sphere. Meanwhile, the Draconis Combine took one lesson from the Fourth Succession War to heart, and overhauled its military in response to Hanse Davion's “lightning war.”

    In his role as the Combine's Gunji-no-Kanrei, or Deputy of Military Affairs, Theodore Kurita took several steps to ensure his nation's safety. He revamped the Draconis Combine Mustered Soldiery, upgrading their training and loosening the command structure to reward personal initiative. In his most controversial act, Theodore signed a compact with ComStar, granting independence to several Combine worlds in exchange for ComStar's Star League-era BattleMechs. As a result, on 13 March 3034, the Free Rasalhague Republic announced its independence from the Draconis Combine.

    The declaration of independence touched off a minor rebellion within the Combine, as reactionary commanders refused to pull their military units from the new republic. Theodore declared the reactionaries ronin, lordless, and sent his own units to drive them from Free Rasalhague. Theodore's troops and various mercenary groups joined the Republic's Kungsärmé in battle against the ronin, but poor contracts negotiated in haste with the mercenaries paid most too much money for too little fighting. Free Rasalhague won the freedom it had claimed, but its citizens learned to loathe the mercenary MechWarrior.

    In April of 3039, Hanse Davion set in motion the second great wave of his war to unite the Inner Sphere. Selecting the Draconis Combine as his target, he launched a two-front attack on the Dieron district. The first assault wave succeeded brilliantly; Davion's military advisors believed they had taken the Combine by surprise. Before Federated Commonwealth forces could launch their second wave, however, the Combine counterattacked and threw the Commonwealth on the defensive. Aided by the Star League 'Mechs he had received from ComStar, Theodore Kurita gambled with the fate of his nation and won. By attacking in the teeth of the Davion onslaught, Theodore made Hanse Davion believe the DCMS stronger than it actually was. Hanse Davion saw no reason to grind his troops down against soldiers armed with superior Star League-era technology, and by October of 3039, Davion chose to cut his losses and make peace.

    The War of 3039 accomplished little for those who fought it, save to remind the Successor States of the severe cost of war. A few worlds changed hands, but the balance of power remained the same. Aside from an assault in 3041, in which the Tenth Lyran Guards took the world of Skondia from the Combine, the states of the Inner Sphere seemed content to rebuild their realms in peace. Military readiness and overcharged rhetoric still ruled the day, but the Successor States had—at least temporarily—grown tired of war. The Inner Sphere rebuilt during ten years of peace, which ended abruptly on 13 August 3049.

ENEMIES FROM BEYOND

    In that year, while hunting pirates in the Periphery near the Free Rasalhague Republic, a detachment of the famed Kell Hounds mercenary unit met and succumbed to a mysterious fighting force on a planet known as The Rock. Casualties included Phelan Kell, only son of the Hounds' founder Morgan Kell and cousin to Victor Steiner-Davion, Hanse and Melissa's eldest son. Phelan was listed as missing and presumed dead, but the Inner Sphere did not learn his true fate until several months later. The Kell Hounds' defeat marked the first of many battles lost to the Clans, mighty warriors descended from the long-vanished Star League Army. The Clans invaded the Inner Sphere in order to conquer it and restore their version of the Star League.

    In March of 3050, the Clans struck in force, hammering the Draconis Combine, the Free Rasalhague Republic and the Lyran side of the Federated Commonwealth. Wave after wave of Clan attacks followed, executed with blinding speed and ruthless efficiency. Using their technologically superior OmniMechs and tenacious armored infantry known as Elementals, Clan warriors cut down their Inner Sphere opponents like wheat before a scythe. Four Clans rolled across the Inner Sphere in the first wave: Clans Smoke Jaguar, Ghost Bear, Jade Falcon and Wolf. All took their share of planets, but Clan Wolf conquered more worlds than all its compatriots. Inner Sphere forces launched a few successful counterattacks, but those strikes came too little and too late. The Clan juggernaut thundered on, halted only when catastrophe struck.

    On 31 October 3050, a Rasalhagian pilot named Tyra Miraborg crashed her Shilone fighter into the Clan flagship Dire Wolf, killing the Clans' war leader. The death of the ilKhan accomplished what six months of desperate fighting had not; the Clans ended their assaults, garrisoned the worlds they had conquered and pulled much of their military strength out of the Inner Sphere. For several months, later dubbed the Year of Peace, the leaders of each Clan debated the question of who should be the new ilKhan. In mid-3051, they chose Khan Ulric Kerensky of Clan Wolf to lead a renewed assault against the Inner Sphere.

    In this year of peace, Colonel Jaime Wolf of Wolf's Dragoons summoned the leaders of the Successor States to the world of Outreach. There, Wolf revealed that he and his fellow Dragoons were actually Clan warriors—and that they were prepared to aid the Inner Sphere against their own people. The Inner Sphere leaders spent the better part of that year formulating a combined response to the overwhelming Clan threat. Setting aside centuries' worth of mistrust between their two nations, Hanse Davion and Theodore Kurita sealed a non-aggression pact. Davion also extorted material aid from the Free Worlds League by promising its leader, Thomas Marik, that he would devote all the resources of the New Avalon Institute of Science toward curing Thomas's son, Joshua, of leukemia.

    In November of 3051, the Clans renewed their invasion of the Inner Sphere. In January 3052, Clans Smoke Jaguar and Nova Cat attacked the Combine capital of Luthien. In an act of unexpected political courage that sealed the loose alliance between the Federated Commonwealth and the Draconis Combine, Hanse Davion sent the Kell Hounds and Wolf's Dragoons to help defend his age-old enemy's homeworld. The trust engendered between the two nations by Davion's action enabled both to devote all their efforts to fighting the Clans.

    Despite the close cooperation between the Federated Commonwealth and the Draconis Combine, the Inner Sphere's unity remained largely an illusion. ComStar had negotiated with the Clans soon after the initial invasion, and upon their return to the Inner Sphere the Order offered to administrate the Clans' conquered worlds. ComStar's leader, Primus Myndo Waterly, intended to use the Clan conquest to bring about the collapse of civilization; ComStar would then step in as humanity's savior, gaining power over all of human-occupied space.

    When Waterly discovered that the Clans intended to conquer Terra, ComStar's homeworld and the cradle of humanity, she abruptly changed her tactics. At the urging of her Precentor Martial, Anastasius Focht, Waterly struck a deal with the invaders and sent the Com Guards to fight the Clans on the backwater world of Tukayyid. If the Clans won, ComStar would give them Terra. If they lost, the Clans would halt their advance toward Terra for fifteen years. Unknown to the Precentor Martial, Waterly also set secret plans in motion to strike at the Clans and the Inner Sphere simultaneously.

    The Com Guards defeated the Clans on Tukayyid in May of 3052, in a horrific blood bath that cost ComStar's forces dearly. While the Com Guards fought and died on Tukayyid to save the Inner Sphere, Primus Waterly gave the word to her agents. They launched Operation Scorpion, making a series of covert attacks on worlds in the Clan occupation zones and striking at communications sites across the Inner Sphere. By this bold gambit, Waterly hoped to cripple both the Inner Sphere and the Clans in the same blow, enabling her ComStar loyalists to seize power. The strikes failed; upon Focht's return to Terra, he deposed Primus Waterly and began a massive reform of ComStar.


CaptainErotica

Last one..I hope.


VICTORY AND CHANGE

    The end of the Clan invasion brought other changes in its wake. Hanse Davion died of a massive heart attack at the end of the war; Chancellor Romano Liao of the Capellan Confederation died at the hands of an assassin, leaving her son Sun-Tzu on the Celestial Throne. Sun-Tzu immediately began to build a power base, allying himself to House Marik through an engagement to Thomas Marik's illegitimate daughter, Isis. Within a few short years, Theodore Kurita succeeded his father Takashi as Coordinator of the Draconis Combine. Ryan Steiner, perennial thorn in the side of the Federated Commonwealth's rulers, began agitating for an independent Isle of Skye. ComStar, meanwhile, split into two factions over Precentor Focht's reforms. The reactionary group, calling itself Word of Blake, emigrated to the Free Worlds League planet of Gibson with Thomas Marik's blessing.

    On 19 June 3055, a bomb blast at a charity event on Tharkad killed the Federated Commonwealth's beloved Archon, Melissa Steiner. Authorities failed to apprehend a suspect. Ryan Steiner, riding the crest of anti-Davion sentiment he had spent years creating, accused Archon Prince Victor Steiner-Davion of engineering Melissa's death in order to ascend her throne. Ryan's native Isle of Skye, already seething with secessionist fever, erupted in open rebellion. Victor's sister, Katrina, tried to mediate between her brother and the rebel faction with little success.

    In April of 3056, Victor's aide and Katrina's lover, Galen Cox, fell victim to a bombing attack in a Solaris hotel that narrowly missed Katrina. Four days later, an unknown assassin shot Ryan Steiner dead. Suspicion centered on Ryan's aide, but many people suspected that Victor ordered Ryan's death to silence his allegations about the death of Archon Melissa. In an effort to defuse the hostilities in the Lyran half of the Federated Commonwealth, Victor declared the Lyran world of Tharkad and the Davion world of New Avalon co-capitals. He then shifted his government to New Avalon and left Tharkad in Katrina's hands, naming his sister as his official regent. This move, coupled with Ryan's death, quelled the rebellion—but the brief peace could not last.

    Victor arrived on New Avalon only to be faced with the disturbing news that Joshua Marik was dying of leukemia despite the best efforts of the NAIS to save him. Knowing that his realm still desperately needed war materiel that only the Free Worlds League could provide, Victor could not afford to lose the only hold he had over Captain-General Thomas Marik. Victor replaced the dying child with a substitute. Marik, however, had his suspicions. He soon learned that the Joshua Marik on New Avalon was not his son, but a duplicate. To retaliate for the death of his son, Marik sent troops into the Commonwealth's Sarna March.

    A horrified Katrina publicly denounced Victor for his deception, recalled all Lyran troops to her half of the Federated Commonwealth, severed relations with her brother's realm and announced the formation of a neutral Lyran Alliance. In conjunction with Marik's invasion, Sun-Tzu Liao sent Capellan troops into the Sarna March to reconquer worlds his grandfather had lost during the Fourth Succession War. Aided by Katrina's neutrality and united by their hatred for House Davion, Marik and Liao prosecuted their war against the Federated Commonwealth with surprising speed and success.

    As the threat of a wider war between the nations of the Inner Sphere loomed, political infighting between the Clans intensified. The Clans had long been divided into two camps: the Crusaders, who sought to restore the Star League to the Inner Sphere through conquest, and the Wardens, who believed their responsibility lay in safeguarding the Inner Sphere until the Great Houses reestablished the Star League on their own. Many of the Clans, especially Clan Jade Falcon, chafed beneath the truce that ilKhan Kerensky had signed and gladly seized any excuse to break it.

    Opposition to the Truce of Tukayyid soon erupted into a Clan-style civil war between Clan Jade Falcon and Clan Wolf, known as the Refusal War. Led by Phelan Kell, who had risen among his Clan captors to become Khan Phelan Ward of Clan Wolf, a significant portion of Clan Wolf's warriors fled to the safe haven of the Kell Hounds' homeworld, Arc-Royal. The rest of Clan Wolf fought a losing battle against the Jade Falcons.

    Both conflicts ended suddenly and swiftly, in a surprising series of twists. Having taken back from Victor Davion the worlds that had once belonged to the Free Worlds League, Thomas Marik concluded a peace treaty with the Archon Prince. Sun-Tzu Liao, unwilling to continue his own campaign in the absence of Marik's backing, grudgingly agreed to end hostilities. The Kell Hounds, having refused Katrina Steiner's demand for aid in defending the Lyran Alliance against Capellan aggression, established an anti-Clan defensive zone centered on Arc-Royal. By this act, the mercenary unit carved its own fiefdom out of Katrina's realm. In the oddest turn of events, the Wolves who had battled the Jade Falcons were Absorbed by that Clan, then won freedom from their Jade Falcon conquerors, lead by Khan Vlad Ward.




THE UNIVERSE TURNED UPSIDE DOWN

    The first five years after Tukayyid, tumultuous though they were, seemed positively tranquil compared to the explosive events of 3058–3061. Those years saw many of the certainties by which Clan and Inner Sphere alike had lived violently overturned, giving way to a new order fraught with possibilities and perils.

    In the wake of the Sarna March invasion, the Word of Blake seized its chance to capture Terra, cradle of humanity and ComStar's stronghold. Troop movements from the Free Worlds League into the so-called Chaos March provided cover for the Word of Blake Militia to move several divisions within striking distance of humanity's homeworld, and the high demand for mercenary troops in that same region of space did the rest. Brion's Legion, a mercenary unit that had constituted nearly half the strength of ComStar's Terran Defense Force since the Fourth Succession War, abruptly ended its ComStar contract in favor of a higher-paying Chaos March assignment. Unwilling to relocate Com Guard forces from the Clan border, ComStar's Precentor Martial chose to replace Brion's Legion with another mercenary unit—the Twenty-first Centauri Lancers. The Lancers, however, never arrived on Terra. Instead, the Word of Blake sent its own troops, who masqueraded as the Lancers for long enough to move the rest of their forces into position.

    In late February of 3058, the Word of Blake struck from the inside as well as on the battlefield. The Com Guards on Terra were taken by surprise and unable to use the planet's formidable defenses because of Blakist sabotage. They fought a bloody but ultimately losing battle across every Terran continent. By early March of 3058, the Word of Blake held Terra in an iron grip from which it has yet to be dislodged. Precentor Martial Focht of ComStar declined to attempt the reconquest of Terra as long as the Clans remained a greater threat to the Inner Sphere.

    During those same months, Clan Jade Falcon drove deep into the Lyran Alliance and captured several planets until Inner Sphere forces stopped the Falcon advance on the world of Coventry. Conceived as a show of strength in the aftermath of the Refusal War, the Coventry campaign was to have far more ominous consequences for the Clans than the Falcon commanders could have anticipated. On Coventry, the Falcons were deprived of victory by two events: strikes by Khan Vlad Ward's Wolves at worlds in the Jade Falcon occupation zone, and the arrival of a coalition force from across the Inner Sphere, led by Prince Victor Steiner-Davion of the Federated Commonwealth.

    The Inner Sphere and Jade Falcon armies were evenly matched; neither side could win Coventry without a protracted and bloody battle, and both commanders realized it. Prince Victor invoked the Clan rite of safcon to ensure a safe landing for his troops, and then offered Falcon Khan Marthe Pryde the only honorable way out—hegira, the traditional right of a defeated enemy to leave the field with his forces and honor intact. Under other circumstances, Pryde might have refused; with the Wolf Khan making clear his intent to attack her Clan's holdings, however, she could not afford to leave those worlds defended by mere garrison troops. She accepted hegira and the Jade Falcons left Coventry without another shot being fired.



CaptainErotica

Okay thisa one is the last..I promise.

THE STAR LEAGUE REBORN

     In October of 3058, the leaders of the various Inner Sphere powers gathered on the Lyran capital of Tharkad to accomplish peacefully what they had failed to achieve during centuries of war—the rebirth of the Star League. Despite the deep divisions that remained among them, fueled by the legions of dead soldiers and civilians from all sides, the rulers of the Inner Sphere agreed to join together for a single purpose—to end the Clan threat, once and for all. To prove themselves a force to be reckoned with, the new Star League chose to destroy a single Clan: the Smoke Jaguars. Initially, the Star League intended only to drive the Jaguars out of their occupation zone. Information from a Clan traitor, however, enabled them to strike at Clan Smoke Jaguar's homeworld as well.

     In 3059 and 3060, Clan Smoke Jaguar died at the hands of the combined armies of the Inner Sphere. Their occupation zone overrun, their homeworld in ruins and their warrior caste decimated, the Jaguars essentially ceased to exist. The Inner Sphere force then turned its attention toward the rest of the Clans. Lacking the might to defeat the entire Clan military, Prince Victor Steiner-Davion led his forces to Strana Mechty, the heart of Clan space and Clan culture. There, they defeated the Crusader Clans in a hard-fought Trial of Refusal. The Crusaders' defeat ended the invasion in a way none of its proponents could have envisioned. Far from taking Terra and rebuilding the Star League in the Clans' image, the Crusader Clans found themselves locked into their Inner Sphere occupation zones or driven from the Inner Sphere entirely.

     Clan Nova Cat, which had sided with the Inner Sphere in obedience to the mystic visions of its leaders, was given its own fiefdom in the Draconis Combine. For what their fellow Clans termed treason, the Nova Cats were Abjured and their holdings in Clan space found forfeit. Clan Ghost Bear, which chose not to fight in the Trial for a cause it no longer believed in, also became a permanent presence in the Inner Sphere, claiming the majority of the Free Rasalhague Republic as their Dominion.

     Clan Steel Viper suffered the most humiliating fate of all the Invading Clans, next to the shattered Smoke Jaguars. Thinking to take advantage of Jade Falcon weakness in the aftermath of the Refusal War, the Vipers challenged Falcon dominance of the two Clans' shared occupation zone. They failed, and left the Inner Sphere rather than be destroyed by their Falcon antagonists.

     As the man who ended the most fearsome threat the Inner Sphere had ever known, Victor Steiner-Davion should have been the hero of the hour. In the eyes of many, he was—but his own people were not among them. The Prince had left his youngest sister, Yvonne Steiner-Davion, as regent on New Avalon in his absence. He returned to the Inner Sphere to find Yvonne deposed and the Federated Commonwealth in the hands of a deceitful and ambitious Katrina Steiner-Davion, herself looking to become the next First Lord of the Star League. Even without a realm, however, Prince Victor remained a political force to be reckoned with. At the Second Star League Conference, Precentor Martial Anastasius Focht of ComStar announced his retirement and named Victor as his successor. The new Precentor Martial used his position to vote Coordinator Theodore Kurita into the post of First Lord.





CIVIL WARS

     Despite their best attempts, the Lords of the Great Houses could not put aside their most basic of instincts. Using his position as First Lord to validate his actions, Sun-Tzu Liao launched a war of aggression aimed at reclaiming the St. Ives Compact, the nation that his aunt had split from the Capellan Confederation following the Fourth Succession War. Before the Second Star League Conference even took place, Sun-Tzu had involved troops from every nation in the Inner Sphere in support of his own goals. When First Lord Kurita ended Star League support for his war, Sun-Tzu drafted two Periphery realms—the Magistracy of Canopus and the Taurian Concordat—into a Trinity Alliance that allowed him to swallow his aunt's realm whole in June of 3063. In exchange for the blood of their young men and women, the leaders of the two Periphery nations gained precious recognition within the Star League and access to technologies that the Successor States had long held secret.

     At the same time, the presence of the Nova Cats and the stresses of reabsorbing Jaguar-held worlds in the Draconis Combine have breathed new life into moribund reactionary movements opposed to the Coordinator and his liberalization of Combine society. Emboldened by their Coordinator's apparent lack of vision and the resurgence of traditionalism within the Combine, the so-called Black Dragon Society sponsored a number of audacious moves designed to force their leader's actions. A raid on the Lyran world of Skye ignited the fury of the late Ryan Steiner's people, who retaliated by attacking Combine troops in the Lyons Thumb—a region belonging to the Lyran Alliance but garrisoned by Combine troops under the banner of Star League peacekeepers. In response, Theodore Kurita annexed the worlds in August of 3062, punishing the Lyrans and playing right into the hands of the Black Dragons.

     The Black Dragons then took the next step, but went too far. Under their command, the four regiments of the Combine's Alshain Avengers went rogue in October of 3062 and attacked their former homeworld deep within the Ghost Bear Dominion. Unfortunately, Alshain was also the Clan's adopted capital. Instead of rallying the shouts of the Combine's people behind their masters' causes, the Avengers only awakened the sleeping Bear. Aroused, the Bears crushed the Avengers in a single sweep of their claws and began their own punitive war against the Combine, one that lasted for more than a year, bringing war to dozens of worlds and killing countless young warriors on both sides. As befitting the two cultures, however, the war ended in December of 3063 with an honor duel—one that the Combine lost but that concluded the conflict.

     While the Bears punished the Draconis Combine, Khan Vlad Ward convinced Hell's Horses Kahn Malavai Fletcher to take advantage of their long-time ally. Determined to carve a fiefdom of his own from the Ghost Bear Dominion—and in doing so secure for himself greater prestige among Kerensky's children—Fletcher embarked on his own campaign against the Ghost Bears. Fletcher did not succeed, however. Instead of taking worlds from the Dominion, the Bears forced them from the three worlds that Khan Ward's Wolves had granted them and send them running back to Clan Space, disgraced.

     By far, the events of the decade were overshadowed by the disintegration of Katherine Steiner-Davion's grasp over the nations she had stolen from her brother. While the former Archon-Prince had at his command the military might of ComStar, he refused to inflict the pain and suffering of a long and bloody civil war upon his people, even as evidence mounted regarding his sister's involvement in the murder of their mother. Fate, as it turned out, would make the decision for him.

     For every day that Katrina remained on the throne on New Avalon, she lost a bit more of her grip over the people of both the Federated Commonwealth and her Lyran Alliance. Her heavy-handed measures to keep order only caused more resentment for her rule among the common people, while her military commanders became more and more divided in their loyalties. In August of 3062, tempers briefly flared on Solaris VII when a scheduled bout between two favored MechWarrior champions—one of Lyran heritage and the other of FedSuns'—turned into a massive riot between fans and other MechWarriors on both sides.

     Though optimists hoped for the best when a ceasefire calmed the fighting on the planet, it was only a matter of time before tempers between those who supported Katrina and those who opposed her rule flared. The inevitable finally came in November when fighting broke out in the Federated Commonwealth's Capellan March. This time there was no cease-fire, no going back. It wasn't until Arthur Steiner-Davion, youngest brother of Victor and Katrina, was killed in a bomb blast that Victor Steiner-Davion finally succumbed to fate. On 8 December 3062 he officially called upon the people of the Federated Commonwealth and the Lyran Alliance to rise up and topple her dictatorial regime.

     What followed was five years of the bloodiest fighting the Inner Sphere had seen since General Kerensky led the Star League armies against Stephan Amaris. From the coreward reaches of the Lyran Alliance, where he had been inspecting ComStar troops, Victor stepped down from his dual command of the Com Guards and the Star League Defense Force and organized an army of patriots to oust the tyrannical regime his sister had forged in both nations. Soldiers and citizens from not only the Lyran Alliance and the Federated Commonwealth, but from the entire Inner Sphere, flocked to his side.

     War erupted in all regions of the two nations as Victor fought his way down the length of the Lyran Alliance and into the Federated Commonwealth. Though suffering defeats and personal hardships—including the assassination of his lover, Omi Kurita, on orders from Katrina—Victor finally made his way to New Avalon in November of 3066, spending the next five months fighting the last vestiges of his sister's loyalists. At the same time Morgan Kell and Khan Phelan Kell landed on Tharkad with Peter Steiner-Davion to face the Katrina loyalists under the command of Nondi Steiner, Victor and Katrina's maternal great-aunt and sister to their grandmother, Katrina.

     The armies arrayed behind the former Archon-Prince carried the day and removed Katrina from power, but only at a horrible price. Countless millions had died during the carnage of the previous five years and the armies of the Lyran Alliance and the rechristened Federated Suns were a mere shadow of what they once were.

     For his part, Victor Steiner-Davion did not assume the throne he had fought so long and hard to take our of his sister's hands. Acquiescing to fate, he instead handed the reigns of leadership to his two remaining siblings: Yvonne on New Avalon and Peter on Tharkad. In the aftermath of the Civil War, the two leaders now have their work cut out for them. Not only do they need to somehow convince their people to move onward, but they must also contend with the aftermath of invasions into their nations—the Jade Falcons with their campaign in 3064-65 against the Alliance, the renewed Skye Rebellion of 3065-66, the Combine attacks into the Federated Suns in 3065-66 and finally the presence of Capellan troops on Suns' worlds today. Only with the help of regional lords like Dukes George Hasek and Robert Kelswa-Steiner will they be able to hold their realms together.

     The nations of the former Federated Commonwealth were certainly not the only ones to suffer during their Civil War. Coordinator Theodore Kurita lost not only his daughter, Omi, but also his wife while war racked his two closest neighbors. While the elevation of his son, Minoru, to the post of Clan Nova Cat Loremaster can bring him some comfort, the Dragon is not the man he used to be and his subordinates have been forced to compensate.

After all of his victories in the past decade, Sun-Tzu Liao is now coming to realize just how precarious a position he and his nation are in. Having expelled Isis Marik from the Confederation, Liao has lost the support and friendship of Thomas Marik and his Free Worlds League in a time when strong alliances may be the only thing to prevent utter annihilation. Even Marik's nation may be in dire straits—with the Word of Blake's recent militarization drive, the peaceful League may explode into war at any minute.

     The Star League Conference again approaches in this time of unease and unrest. Only time will tell whether the new First Lord will be able to once and for all put aside personal interest and settle the differences between the nations of the Inner Sphere.

   

Elvi

EEEK!......*laughs*

I'm afraid I switched off after the dice rolls were mentioned.....
It's been fun, but Elvi has now left the building

CaptainErotica

lol....yeah...I'd like to go without the dice rolls, but I've found it tends to get tricky when lasers start flying. I'm willing to work on a totally freeform version though if it will draw in more players.

Jefepato

Sounds interesting, but if you're trying to roll higher than a target number, I'm unsure why you'd pay to decrease a skill.

CaptainErotica

Yeah my bad. I meant lower. Lower is better.

Hunter

Quote from: Jefepato on February 09, 2007, 08:51:50 AM
Sounds interesting, but if you're trying to roll higher than a target number, I'm unsure why you'd pay to decrease a skill.

Because it's a roll over system.  When you roll 2d6, it's much easier with a base of 2 or 3 than 5 or 6.   ;)

Jefepato

Quote from: Hunter on February 09, 2007, 02:26:17 PM
Because it's a roll over system.  When you roll 2d6, it's much easier with a base of 2 or 3 than 5 or 6.   ;)

Okay, but that wasn't how he described it in the original post, hence my confusion.

CaptainErotica

Sorry for the confusion. You need to roll higher than your skill number +/- any modifiers I decide to apply(distance, terrain, movement)will also have custom maps available. I would love to do away completely with the rolls, but that would take alot of effort on the players part, as no one wants to see their character miss or take damage in combat. I'm open for suggestions on this.


Caustic

F-THAT!  You wanna roll headshots with ER-PPCS GNNNAAAAAAgh CENTER TORSO, POSSIBLE CRIT,  YEEEEEEAAAAAH! 



Sorry, I relapsed to a 15 year old for a moment there. 

I always liked the MechWarrior scenarios (wasn't that the character RPG version of Battletech?), and the mechanics really aren't complicated (once you get all the modifiers down).

Additionally, there's something sexy about a chick in a 75 ton Madcat.  Dunno why... kinda like the women who drive the oversided f-350 pickups..?  Weird...

BUT... It's a helluva lot of rolling.  Over, and over, and over, and over, and over again. 

Any alternatives for this one?  Maybe you could consider a freeform or stripped-down version..?
Stories are for those late hours in the night when you can't remember how you got from where you were to where you are. Stories are for eternity, when memory is erased, when there is nothing to remember but the story. -Tim O'Brien

CaptainErotica

 Yeah I'm trying to cut out the dice rolsl al ltogether which works fine outside of mech combat. I am considering using Risus but again it would still leave alot of rolling. I'd suggest handling all the rolls myslef, but then that wouls slow the game down even more, while you wait for me to tell you the results.

Here's a few short fluff scenes i made...

Fire and smoke bled from the rear torso of the Shadow Hawk as it stumbled sideways, before toppling over the side of the ledge. The roar of the crowd was almost audible over the noise of the Were Wolf's engine as the 'mechwarrior gunned the throttle up to full speed. It looked like 'Mad' Jack Ryan was about to make it four years in a row as champion of the Solaris Circuit.

  The Were Wolf stood at the precipe and tilted forward to witness the carnage below. The Shadow Hawk lay face up, the right arm crushed beneath it. Smoke billowed from the shattered torso, and sparks danced in the grooves gouged in the thick armored plating.

  Too late the Were Wolf pilot saw the emerald lances of energy from the trio of torso mounted pulse lasers. They struck the 'Mech simultaneously. Two of them cored into the torso, melting away precious armor. The third shot, penetrated the head of the cockpit, entering through the bottom of the snout-like protrusion. The Were Wolf 's arms swung out and it fell, backwards in slow motion, landing spread eagle on it's back.

  Slowly the Shadow Hawk limped to it's feet and began the difficult task of climbing the slope with only one good leg, dragging the left one in an awkward shuffle. A loud buzzer rang out signaling the end of the match.

“Ladies and Gentlemen,”A female voice boomed form the intercom. “We have a new Champion! After three years the near unstoppable 'Mad' Jack Ryan has been defeated. Say hello to our new Solaris Champion.......”

--------------------------------------------------------------------------------


   Wearing only his birthday suit Troy sunk down into the crash couch of the Atas' cockpit. The red headed beauty sharing the extremely tight confines of the mech's head shaped cockpit was also nude. As she squeezed by him in trying not to bump against the piloting console, her hands brushed between his legs, and she fought back a surprised yelp. Yes she had made a very good choice this evening indeed.  Twenty minutes later, a young techie on his hourly rounds noticed the one of the Atlas' rocking slightly in it's berth. Moving closer he heard screams of pleasure emitting from the access hatch. Looked like Sgt. Belarosa was at it again. He'd have to remember to jive him about it tomorrow.....




HairyHeretic

Many moons ago I played in a freeform Battletech game called Shattered Sphere. In that we took on the role of entire factions though, playing a variety of characters with them. For the purposes of story, we tended to script fights for flavour, though if it is was something important, the GMs would work out who won, and we'd write them up from there.

If the players all agreed, that might be do-able here.

Don't think I can revise my role as Clan Blood Spirit though  ;D
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

CaptainErotica

  That could work. As long as all your oppentents are NPC's it could go completely freeform. The only dice rolls would then be by me before any PC vs PC battles to decide the winner, then you just rp the battle accordingly. It would save alot of time, as well.

Caustic

Sounds like a grrrrrrreat idea.  You can "Adjudicate" as needed.
Stories are for those late hours in the night when you can't remember how you got from where you were to where you are. Stories are for eternity, when memory is erased, when there is nothing to remember but the story. -Tim O'Brien

HairyHeretic

I could be interested. Are you limiting the PCs to Inner Sphere characters or are Clanners (most likely ex-Clanners) also valid?
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

CaptainErotica

Since I plan on using the current timeline A clnner or ex clanner could fit, but depending which caln, and other players factions would have various effects. For example a Ghost Bear or Nova Cat would be more readily excepted especialyl by Draconis Combine, than a Jade falcom would be. If you want to play a clanner by all means go for it.

HairyHeretic

I play both Kurita (2nd Sword of Light) and Clan Nova Cat in the tabletop battletech. Clanner might be trickier to sort the backstory on though. What would the situation be of a regular military mechwarrior who ended up Dispossessed through combat? I'm toying with one from the 2nd Sword, Dispossessed during the fighting with the Ghost Bears, and now trying to regain his honour (as he sees it) through capturing a mech worthy of taking back to the regiment.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

CaptainErotica

Hmm....It could work, though keep in mind, while there are Kuritan Mercenaries out there, most are there because they have no way of ever being accepted back in Kuria space with their honor intact. Remember also that the DC doesn't care much for mercenary units, though this has changed somewhat in the later years. Regardless it is a good concept. I just like to play devils' advocate.

Jefepato

Anyway, I'm up for this game, but I'll need to read up on the setting and timeline.

HairyHeretic

Whether the Combine accepted him back or not is irrelevent. He does this to restore his own honour. He was entrusted a mech in service to the Combine and lost it. He will bring a superior one back to make ammends. The tenets of bushido demand this.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

CaptainErotica

  Pretty much everything you need to know is in the first four or five posts.That takes us up to right around the year 3067, where I wil lbe starting the game. If you want to know more you can check out Classicbattletech.com and battleshop.com.both have a wealth of info, and free PDF's of some of the though I have decided to go freeform with me or another authorized person to roll a die before the battle to determine which side should win. Since it looks like mostly if not all males showing interest I'm sure  the focus will be more on traditional roleplay rather than erotic, which is fine. I'l lkeep some female NPC's handy if it comes down to that, and I'm trying to find some femal players, but either way I think it wil lbe fun.

CaptainErotica

 I can buy into that.


Ok..I'll try asnd have the game thread set up sometime this week and try and shore up some of the gray areas as far as how things will play out.

Seereous

HOLY SHIT!!!!! BATTLETECH!!!!!

Sorry...had to get over the wave of nostalgia.  What's the tech level going to be?  I know that you're probably not going to want a bunch of people running around in Dire Wolves or Timber Wolves.

I bought all the Field Manuals and Tech Readouts; the novels and all that other fun stuff.  I enjoyed the stories of Wolf's Dragoons, Kell Hounds, Gray Death Legion, Northwind Highlanders and even Camacho's Caballeros.  I just wish they would have written more about Morgan Kell.  He won my favoritism during the Battle of Luthien when he took on a star of Omni's alone in his Archer...great stuff.

Okay, I'm done.  Sign me up!   

Hunter

If you don't terribly mind a suggestion, might I suggest pre-clan invasion playing pirates on the perimeter?

CaptainErotica

  Tech level will be level 2 Inner sphere, with clan tech still somewhat uncommon. Also some level 3 tech may be available if you can convince me to allow it. The reason behind this is because of the timeline. Once WoB begins it's Jihad however, the tech level may drop back down dependng on the outcome of the players battles, and other story elements.

   As for playing pre invasion pirates, if there is enough interest I could set the game up to run more than one setting. A series of minigames within the game. I wouldn't mind setting up a Solaris VII based game as well(think Gladiator events but with 20-100 ton batttlemechs).

ChrissaM

So do we need to be totally up on all the history and the system to play this game?  Because the only things I know about the BattleTech universe is from a Dark Ages book I read called Principles of Desolation.  While the book could have been a lot better, I loved the concept, and the idea of playing an erotic game in the universe is highly intriguing to me.  So what all do I need to know before I volunteer myself?
Ons and Offs - https://elliquiy.com/forums/index.php?topic=8762.new#new
I'm open to literally just about anything.  Ons and Offs is just general info.  Ask me if you've got an idea!  I don't bite people who ask!  Unless they want to be bitten...

Caustic

Yeeeah, I'm kinda antsy on that, too... I think I'll need a cheat sheet.
Stories are for those late hours in the night when you can't remember how you got from where you were to where you are. Stories are for eternity, when memory is erased, when there is nothing to remember but the story. -Tim O'Brien

Swedish Steel

Yeah. I actually bought the boardgame way back when, but I can't say I'm terribly clued in. Tried some of the computer games too, but now I can't even find a list of all the different mechs, at least not one with pictures, that would've been nice.
"Ah, no, not bukkake chef! Secret ingredient always same."

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CaptainErotica

   As far as knowing the history, if your patient enough to read through my first 5 posts that is the history of the game universe from inception to just before the current timeline. You don't need any other background information, and really don't even need any but it wil ldefinately help.

  The Dark Age books are set 60 years or so past the current timeline. I believe they are in the year 3130 (not %100 on that) and the current timeline(Word of Blake Jihad) is the year 3072. Most of the style between Dark Ages and Vurrent is the same. Basically at the start of the game, the Jihad will be only a few moths away. Basically what happens is Word of Blake(WoB) goes nuts after the other houses decide to disband the Star League(explained in the history), and threatens dire consequences if they disband. Never the less they do indeed disband and Comstar unleashed a war against the rest of the Inner Sphere. They begin using Nuclear bombs, for the first itme in over a century, chemical warfare, you name the atrocity they probably do it. as a result the whole Galaxy is in thrown into chaos. They wipe the Legendary Mercenary unti Wolf Dragoons into oblivion, along with many other wel lknown mercenary units.

  As far as Battlemechs go there are four categories. Light Mechs weigh between 20-35 tons and are usually used for reconasance as they lack the armor and firepower to go toe to toe with other mechs, but are some of the fastest. Medium mechs are between 40-55 tons and are the most common they are the ones that wade into combat and hold the front until the slower better armed and armored heavies and assualts can reach the battle.Heavy ’Mechs weigh from 60 to 75 tons. Usually piloted by commanders and experienced MechWarriors, they play a major role on the battlefi elds of the Inner Sphere. Heavy ’Mechs can dish out and take immense amounts of damage, and so only another heavy or an assault ’Mech usually can successfully take on a typical heavy BattleMech. Assault ’Mechs, weighing from 80 to 100 tons, are the kings of the 31st-century battlefi eld. So fearsome are these behemoths in battle that one assault ’Mech is often equal to an entire lance of lighter ’Mechs. The pilot of a well-designed assault ’Mech fears no opponent in the fi eld, and the ’Mech’s physical attacks can cripple nearly any target.

  All you really need to know battlemech wise is what weight class you want to pilot, and maybe decide what kind of tactics you prefer. I can then assign you a mech I think you would be comfortable with. Of course if you know the mechs and what one you want just let me know. I will also try to post some sample mechs, as well as give a brief description of the weapon types.

  There is no need to learn the game system since it will be completely free form. For battles I will roll a die and if it is odd we will roleplayout the battle with the PC's winnign at the end, though maybe not without some NPC loss, and minor damages. on an even roll the PC's will lose the battle. It wil ltake some coperation between me and the players in order to make it work, but I think we'll be fine.

Swedish Steel

I seem to recall me liking a mech called the Marauder, I believe I liked the way it looked. God, it is almost 16 years ago I bought that game...
"Ah, no, not bukkake chef! Secret ingredient always same."

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HairyHeretic

Personally I favour heavy / assault mechs. However, with the backstory I'm working from, I think the most I should have would be a medium, and possibly an older design.

How about a Wolverine 8C or 8K

My aim would be to capture a heavy / assault mech, preferably an advanced or clan tech design.

BTW, here's a site that may be of use to everyone

http://www.chaosmarch.com/

The technical readouts in the left menu break down by year and then mech class, and give pictures and details of each mech individually.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

CaptainErotica

The maurader. kinda hunched over with a big huge gun on top? If so then yeah thats the one.

here are tow more sites if you want to check out some of the mechs just look for what is called TRO's(Tech Readouts). The second link is for a chracter generator. It could be usefull if you need help with a backstory,  just follow the life paths and use the random events to help give you a rough history to work with. You will need to set up a forum account to use it through(free).

http://www.solaris7.com/

http://www.netbattletech.com/nbt-solaris/char_management/pilot_main.php

Caustic

OK... so, not trying to be a downer here... I'm not tryin' to keep bringing this up, but...

I COULD handle the mechanics-- it's fun, and it's not hard, as I recall, so long as somebody is there to supervise and make sure the math's done right. However, I'd prefer it as freeform.

I WOULD enjoy the character-to-character interaction, descriptions of the combat, the volatile relationships between soldiers/gladiators (ever see RobotJox?  HAHAHAHA). 

Particularly, I LOVE the idea of using this to explore the contrast between cold, heavy machines tearing each other apart VS. impulsive, passionate individuals having wild and desperate flings behind the scenes, tearing down the walls in completely DIFFERENT ways in a desperate attempt to fulfill some deep need in themselves and each other.

The thing I never could get into is the notion of having -too- much backstory.  I find it daunting to have to fit a pre-determined setting that I know little to nothing about... so is it possible for us to do this with minimal setting restrictions?  Maybe you could just 'lay-it-on-the-line' for us?
Stories are for those late hours in the night when you can't remember how you got from where you were to where you are. Stories are for eternity, when memory is erased, when there is nothing to remember but the story. -Tim O'Brien

HairyHeretic

Battletech is not black and white, good versus evil. Its all shades of grey. Everyone has their own angle.

300 years or so ago, the Star League, the big all encompassing empire of humanity broke apart. Most of the Leage military followed their best general into exile, and vanished. Cue the best part of 300 years of raids, skirmishes and outright war. The general tech level decreased somewhat, as the facilities to keep stuff going were destroyed.

From over the borders of known space come the Clans, the descendents of the vanished Star League army, kicking ass and taking names across hundreds of worlds. Much desperate fighting, and the Clans are slowed and eventually stopped.

Political maneuvering re-establishes the Star League, assorted dirty politics cause it to fragment again some years later, leaving the over all political map something close to what it had been prior to the last big war. Except you have a chunk of the galatic north now lying under clan control.

I think that sums it up.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

CaptainErotica

 Pretty much. If you know as much as what Hairyheretic just stated that is enough to join the game. It is not mandatory for you to know anything about the history of the universe to enjoy the game. It is simply there for those who wish to use it, most notably for character background purposes. Most of the history is boring anyway. As long as you know the basic layout of the galaxy(I'll have am ap up once I get the board set up) and a general idea of the major factions.

Seereous

I'm guessing that we will be Mercenaries, yes?  What year are we going to be operating in?  I think that I'm going to run with the Highlander as my Mech of choice.  If that is allowed of course.  I'm going to have to dig through my MechWarrior stuff that I have and find my old Merc character that I used to play.

Wow...I'm actually getting really amped up about this game.  When I played MechWarrior, we did it in a RPG format with character interaction and my character was the commander of a company of Mechs called The Stacked Deck.  Had our own Union Class Dropship called the Riverboat and we were broken down into Hustler, Gambler and High Roller Lances.  It was good times.  I know that was probably more info than you guys wanted, just sharing the love.


CaptainErotica

   As of right now I plan on the Pc's being part of a mercenary unit, though if everyone prefers we could also switch to a Solaris VII stlye game. What that means is that instead of large scale battles mosts fights would be solo matches or team matches...Think WWE but with hundred ton mecha. Each match earns points and at the end of the season the top twenty mechwarriors are eligble for the grand melee to decided that years champion. There has also been a request to do a pre Clan invasion pirate group, but I'd rather not try that one. The timeline will be current real life month 3067.

HairyHeretic

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Seereous

I agree with the Mercs. Never was a big fan of Solaris.

ChrissaM

I'd rather play as mercs, also.

I think I'd like to go with a Locust LCT-1V.  Small, not much in the way of heavy weapons.  Sounds like a challenge.  I like that.  I could go with a scout type character or something.
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CaptainErotica

#43
  Sounds good Chrissa. Locust is a good solid scout mech. Just make sure you don't get hammered by the big boys.  ;).


On a side note...We could defiantely use some more female players, with Chrissa being the only female so far. I can't say that wasn't totally unexpected. Come on girls. You can even have a pink mech.

Swedish Steel

A pink mech? Perfect camoflage, no one will believe it's a real mech.
The pictures of the Marauder didn't exactly match my memory, I remebered it being a bit cooler. I will look through the links a bit more.
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HairyHeretic

They've changed the designs of some of them lately. Check the '25 TRO, you might see the one you remember. Is this it?

http://www.chaosmarch.com/output.cfm?ZVType=1&flag=0&ZFaction=1&XEra=2&XVid=95&XPrev=94&XNext=168&ZVotes=929
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Swedish Steel

Yes, that's exactly it, I must say I like the old design better then.
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CaptainErotica

#47
You may have also been looking at the Maurader II by mistake.  Actually it is a great camoflage. I don't remember what unit it was but someone took a Panter mech and painted it pink and called it The Pink Panther. Most of the time people ignored him, until after he messed them up with his PPC.

Swedish Steel

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Swedish Steel

Ok, that seems to be my mech of choice then. I agree that we need a few more girls, even though Chrissa is one hell off a woman. :)
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CaptainErotica

   So I hear, but you all might be a bit much for even her to handle by herself.

Swedish Steel

Yeah. How many interested do you got now by the way?
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CaptainErotica

Looks like sever counting you, and assumiong everyone other than Elci who has posted here is interested. I'm going to move the game to it's forum..tommorrow or by Monday at the latest.

Swedish Steel

6 guys to one girl? Poor Chrissa would work very hard, the poor thing. :)
But how to attract more females to a Battletech game? My prejudice tells me it's more of a guys game, cudos to Chrissa for proving me wrong. :)
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CaptainErotica

 The only real recruitment idea I can throw out there is that several of the more popular women in the Battletech Universe are famous mechwarriors. one is even the Ruler of one of the houses(Lyran Alliance). That and they will to shoot at us with all sorts of weapons. You are right though the main bulk of Battletech players are men. I'm glad Chrissa decided to give this a go. I think she'll find it...fun, even is she does ewnd up having to beat the drooling dogs off with a stick.

Seereous

I'm going with the Highlander.  95 tons, Gauss Rifle and jump jets....*insert menacing laugh here*.  I'm trying to get another lady to join up with us, we'll see how that works out. 

Then you have to mention one of the meanest Mech jocks around....the late Natasha Kerensky, the Black Widow.  She in her Warhammer were legendary.  Then you have Cassandra Allard-Liao, sister to the best Mech jock in a while Kai Allard-Liao.  Then you have Rhonda Snord, commander of Snord's Irregulars.  She was a notable Highlander driver.  Then there's Tomoe Kurita, late wife of the Coordinator Theodore Kurita.  She became Tai-sho (or Tai-shu, can't remember) or the military district that Luthien occupied.  Then there is Lori Calmer-Carlyle, commander of the Gray Death Legion after her hubby Grayson couldn't pilot a Mech anymore because of an injury.

These are just a few of the more well known female MechWarrior pilots. 

Anathanasia

If you'd be comfortable with one more player I could be interested.

I don't normally like freeform, but since most of the 'important' conflict will likely happen in mechs and you've said you'll likely do some rolling there, it might do.

Please take a look for my post in this same forum, as I am pretty demanding. No hard feelings if you don't think I'd fit with the game you guys want to run here, but I am familiar with Battletech (though mostly the old stuff, stopped really playing well over ten years ago when I was no longer hanging around with that crowd) and I would bring in another female character.

Oh, just for the record, I never liked the direction they went with the whole Clans thing. Wolf's Dragoons was my unit way back in '87! ;)
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HairyHeretic

I'll take the Clan storyline over the Wobbly Jihad any day of the week  ;D
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CaptainErotica

@Anathanasia: We'd love to have you join us. Having experience with the universe is a a big plus. I had origionally intended on using dice for this but as your well aware that would be alot of dice rolling and slow things down quite a bit. as for your demands....I too like to keep a pretty fast pace, so I don't see that being a problem, and the players we have so far, -as far I can tell are pretty reliable writers.  Welcome aboard.

  Actually I think the jihad is just what the universe needed to kick start the game. It had been stuck in the year 3067 for what five years at least.  And the new sourcebooks are really high quality in my opinion. I admit though I always did like the Jade Falcons.

HairyHeretic

So explain to me why the Clans didn't then roll right over the IS after the Jihad fizzled out. Thats the bit I never got.
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 Because they are busy fighting among themsleves. Also several of them have had a slight change of heat about the Inner sphere. The Ghost Bears, actualyl moved their whole clan into their OZ, and are actually intergrating themmselves with the Inner Sphere people, and even have fought along them a few times. Nova Cats have also joined the Inner Sphere and were given a section of Kurita space to cal ltheir own. The Diamond sharks have begun selling clan tech to them, including several Mad Cat II's. Clan Snow raven is also currently working with the ouworlds alliance, though if i remember the Dark Ages timeline correclty they become pretty dominant later down the road. Jade falcon and wolf clans are stil lrebuilding after they nearly wiped each other out in a Trial of Ahnialation, and Wolf in exile is working with the Inner Sphere.

  Is it possable the clans could take alot of ground if they went on the offensive. Sure it is, but it would be costly to do so.

HairyHeretic

Quote from: Robguy on February 15, 2007, 11:37:53 AM
Because they are busy fighting among themsleves. Also several of them have had a slight change of heat about the Inner sphere. The Ghost Bears, actualyl moved their whole clan into their OZ, and are actually intergrating themmselves with the Inner Sphere people, and even have fought along them a few times.

I knew they'd moved, but wasn't sure the relations, especially considering the fighting with Kurita.

Quote from: Robguy on February 15, 2007, 11:37:53 AM
Nova Cats have also joined the Inner Sphere and were given a section of Kurita space to call their own.

Irece Prefecture, IIRC. And didn't Minoru Kurita join them?

Quote from: Robguy on February 15, 2007, 11:37:53 AM
The Diamond sharks have begun selling clan tech to them, including several Mad Cat II's.

That I wasn't aware off.

Quote from: Robguy on February 15, 2007, 11:37:53 AM
Clan Snow raven is also currently working with the ouworlds alliance, though if i remember the Dark Ages timeline correclty they become pretty dominant later down the road.

Too far from anywhere to really make a move. I don't know the full Jihad timeline, but I'd imagine the periphery didn't get hit too hard.

Quote from: Robguy on February 15, 2007, 11:37:53 AM
Jade falcon and wolf clans are stil lrebuilding after they nearly wiped each other out in a Trial of Ahnialation, and Wolf in exile is working with the Inner Sphere.

It was Vlads Wolves and the Green Chickens I was mostly thinking about. If anyone would have happily poured through the IS, it would be those two.

Quote from: Robguy on February 15, 2007, 11:37:53 AM
  Is it possable the clans could take alot of ground if they went on the offensive. Sure it is, but it would be costly to do so.

Ok.
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Yep Minoru is even one of thier top leaders(I think don't remember the exact details)


The falcons have been testing the Lyrans, but nothing really major.

Currently Theodore Kurrita just died, and Hohiro has yet to claim the throne of the House Kurita, and there are rmors he is sick.


And some of you are like how the hel ldo you guys know so much about this? Get a life... jeez...lol.

HairyHeretic

I have a friend who is a complete BattleTech nut. We spend a reasonable chunk of the day on MSN when we're alledgedly working  ;D
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Anathanasia

Quote from: Robguy on February 15, 2007, 11:15:29 AM
@Anathanasia: We'd love to have you join us. Having experience with the universe is a a big plus. I had origionally intended on using dice for this but as your well aware that would be alot of dice rolling and slow things down quite a bit. as for your demands....I too like to keep a pretty fast pace, so I don't see that being a problem, and the players we have so far, -as far I can tell are pretty reliable writers.  Welcome aboard.

Okay, I'll give it a go.

I'll wait till I can see some truly ironed out 'who/when/where' info as to setting before worrying about a character or mech. Keep in mind, my familiarity doesn't really go much past the initial 3050 to 3055 stuff, save some info out of the 3rd Mechwarrior game. I really thought the whole Clans thing was a lame idea, but that's me.

Also, which forum would be playing in? I'm always partial to Heavy and Exotic (strange native fauna on some planets, don't you know! ;)), but just about any forum that could have 'interesting' consequences for losing would work for me.  ;D

I do think we should keep some rolling in somehow, at least as arbritrated by the GM. A simple die roll before battle can't take into account good tactics (as presented through RP) or the way situations can change on the battlefield. So maybe streamline it, keep it to a minimum, but still roll some dice when it's appropriate?
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Apple of Eris

Hey, I may be interested, I always liked the setting. I don't know much of the BT history past the clan invasion and them being stopped by ComStar. I also have no idea how the system works so if someone is willing to help me with that stuff, I'd be happy to play.
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Ixy

Well, chalk it to at least 3 ladies interested now... I like the description, the idea... again, not too big on the history, but I'm willing to work it out. 

Anybody want to discuss backgrounds?  *starts plotting a ladies' alliance to keep this game interesting...*
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Apple of Eris

I'm still thinking about a char. nut I alyways liked the Free Worlds League for some reason, so she'd probably be from there. I'll have to sleep on it to get more than that really. I'm too tired to think right now :)
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Swedish Steel

Cool! Not really a guy game anymore then.
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HairyHeretic

Quote from: Ixy on February 15, 2007, 11:56:37 PM
Anybody want to discuss backgrounds?  *starts plotting a ladies' alliance to keep this game interesting...*

Mine is partially fleshed out. Bushido focused Kuritan, seeking to atone for his past, and regain his honour (as he sees it).
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 :)


  Welcome Ladies. I plan on having everytihng ironed out in the next day or two. I wil lbe sticking to the 3067 starting year, though I may or may not use the Jihad stuff, since it has just recently been released and not many know the details of it. I had highly consdiered going back to the start of the Clan Invasion(3049-50), as it seems that many of you know the game up to that point at least. However, sopme people like to play a clanner, and since the clans would be enemies, that would mean players having to fight one another. Not necasarily a bad thing but I'd like to keep you all on the same team.

As for dice rolls. I can go either way. If you have an idea of how to keep the dice rolls and everyone agrees I will go with it. Otherwsie I wil lstick to the DM roll to determine the battle winner, and leave it up to you al lto tell the story of the battle. since many of you have never played Battletech before here is a breakdown of how a normal round of combat would....roll out.


Initiative: Each player rolls 2d6. (alternately some players would be Lance/Star commanders and roll for their lance(4 mechs/5 for clans)

Movement: the player with the lowest roll moves his mech. Then the next lowest roll, etc, etc

Fire: Same as with movement: You roll 2d6 for each weapon you wish to fire(dpending on the wepaons and heat sinks this could range from 0-10+ weapons..thats alot of rolls)

Physical attacks:2d6

Damage: Damage does not go nito aeefect until after the firing/melle is over. This means that even if your mech is destroyed you stil lget to carryo ut your actions for that round.

Heat Phase: all wepaons, and movement build up heat. at the ned of the turn the mech dissipates heat, depending on how many heat sinks it has. Normally it is okay to have a few heat left over. However, they carry over and continually overheating wil leventually put you high enough on the heat chart to force you to shut down, or even worse suffer an ammo cook off. (Big boom)

 In addition to those rolls, there are rolls for when a pilot takes damage(hit to the mech head, ammo explosion, falling), Piloting rolls for some special manuevers like a Death From Above, or charge attack, Piloting rolls for runnign on pavement to avoid Skidding, Piloting rolls for taking more than 20 damage in one turn(fairly common), Piltoting rolls for moving through rubble or rough terrain, and also for entering a water. Obviously we do not need all of these rolls. But, as you can see even keeping just the attack rolls would involve alot of rolling.



Anathanasia

Re: Dice and the Rolling of Them

I completely agree with the idea of NOT playing out an entire battle turn by turn. That would be extremely tedious at best, I'd imagine.

My idea is more abstraction, but don't do away with the dice entirely. Instead of deciding the outcome on a single GM die roll, break it down a little. Have an 'intiative' roll to determine who starts with the advantage, have people RP out some shooty bits (maybe a loose set of stats to use as pose-guidelines just so we all know capabilities?), something dramatic happens (like any DFA attack, heh), so we roll for that, then...and maybe with a rolll or two behind the scenes by the GM to see which way the battle is leaning, and we get a neat little fudge system for our mech battles.

So maybe, in a crazy and hectic battle, we have a half dozen rolls. And as far as I'm concerned, the GM can make all of them and inform players as necessary. That's always helped to expedite things from my experience.
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HairyHeretic

If we're going to be rolling the dice for every step of the battle, it will seriously slow things down. I think it would be better to abstract it somehow.

Maybe something simple like a damage track

Undamaged
Light
Medium
Heavy
Critical
Destroyed

Players roll off against a target, modified up or down by the difference in mech classes

Eg the same dice roll of a light v an assault mech would see the assault mech take light damage, the light get crippled, to represent weight of armour and volume of fire.

Maybe the dice roll could be modified by particularly sneaky plans or well written story stuff.
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CaptainErotica

 @Anathanasia:That sounds reasonable enough. As soon as a Siren come on i'll ask them to set up the board so we can move the various discusions there.

@Hairyheretic: That could work. but I'll go ahead and detail out my plan in that regard. Most of us are already familliar enough with the universe to be able to gage the effects certain wepons have upon the target. For example We know that A single Guase rifle hit or even worse a class 20 autocannon hit can cripple even a hundred ton Mech, and will leave most light mechs in bad shape, since most light mechs are lucky to have more than 5 or 6 points of armor in any given location.  However A machine gun or flamer weapoen wil ldo little more than piss off the target -especialyl if you set the woods he was hising in on fire. :D 
   For those that aren't familliar with the game, I will post a thread detailing the various types of weapons, and will also have a list of wepaons along with their Heat and damage outpout. They can then combine this info with information on their mech and their opponents mech, to get a good idea of how to write out the scene.

Example I'm in a medium mech and my the mech i am targeting is a heavier mech say 70 tons.We are at medium range for most weaponry so my short range missiles would probably be a waste, so best to conserve ammo. I toggle to a triple pulse laser PPC set up, knowing that I wil lbe runnign hot after this but hoping the PPC will keep him at bay long enough for me to cool off. I decide to have al lthree lasers miss, but force him to dosge right into my PPC blast, which csatches him Center torso. I know the PPCC does 10(15 for clan) damamge for a whopping 10 or 15 heat. Being a heavy mech he should have around 20-30 armor points on the center torso, so assuming he's fresh, I'd have the shot burn a Yugo size hole into his thick armor, blackening the edges as the melted metal allow runs down his chest in rivulets of metallic blood. Had I chose to have a laser hit instead, the results would have been lewss dramatic as it would only have been around 6 points of damage.

ChrissaM

Quote from: Robguy on February 15, 2007, 08:22:46 AM
  Sounds good Chrissa. Locust is a good solid scout mech. Just make sure you don't get hammered by the big boys.  ;).

Hammered by the big boys, huh?  But that sounds like so much fun!!

Oh, and I'm very glad to see some other ladies in here.  Hurrah for the ladies alliance idea!  And while I'm glad to see them, beating all the guys off with a big spiky stick would have been tons of fun, haha.
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Ixy

We're beating guys off with spikey sticks?!  That'll teach 'em to ask for a handjob--  "beat you off, huh?  Well, how about I bring in-- MR THORNY?!?!"

Seriously, though... I'm all for it.  Just tell me what I need to know so I won't screw up the battletech world rules, and I'm in. 
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Swedish Steel

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Ixy

Ok-- Here's what I like as far as Mechs go...  being Mercenaries, we will have Inner Sphere technology, right?
PXH-7S Phoenix Hawk
MAD-4S Marauder II
OR
TNS-4S Thanatos. 

If I start looking at Clan mechs, it's a slightly different story.

As for a CHARACTER...
Mika Valanov... born into a family of organized crime, Mika’s home was disrupted at a child when the turning of the underworld tide left her family dead, incarcerated, or on the run.  Rescued from a life, and probably a short one, on the streets, Mika was adopted by a Mech engineer and mechanic, and spent her early teen years tuning up, and occasionally pioloting, mechs.

She eventually earned her bones as a pilot, and seemed to take naturally to the pace and nuances of mech warfare.  ETC. ETC. ETC.

Appearance: diminutive in height and slight of build with blonde hair in a wicked pixie-cut.  Her most striking features are her eyes—a vivid, maddening blue—and her full lips, typically formed in a wry, teasing smile.
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ChrissaM

Do we need character sheets, or can we describe them as we go?  Because that's sometimes more fun...
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Apple of Eris

As far as mech go, I'm thinking medium mech. The GRF-6CS Griffin to be exact, otherwise a SHD-7M Shadow Hawk.

I need something with jump jets :)
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CaptainErotica

Sorry been busy with the family. I'll post some threads on the game board either today or tomorrow which should help clear up everything.

I'd go Shadow Hawk, though both are descent designs.

CaptainErotica


King_Furby

i have not played battletech rp but know some about it..well played a few mechwarrior games..but arn't they pretty much the same thing...i may be wrong but i thought they were in the same universe.

always liked the Fire ant mech myself from Mechcommander 1 and 2 games. A like scout mech with flamers..love that little weak ass thing.

is battletech and mechwarrior pretty much the same..i ask asking cause i don't know for sure

CaptainErotica

Mechwarrior was the rpg version of the tabletop game Battletech. They are designed ot be played together. The newest version changed the name to classic Battletech RPG. Same game new name for the most part. As for video games.(Mechwarrior, Mechcommander, Mech Assault) are all based on the Battletech/Mechwarrior universe. I'd have to look, but I don't think the Fire Ant is an actually Battletech design.

HairyHeretic

Firestarter maybe?

http://www.chaosmarch.com/output.cfm?ZVType=1&flag=0&ZFaction=1&XEra=9&XVid=993&XPrev=581&XNext=584&ZVotes=26

2 Flamer
2 Medium Laser
2 Rocket Launcher 15
4 Rocket Launcher 10

Load the launchers with inferno rounds and you've plenty of pyromaniac tendancies to go :)
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That is about the closest your gonan get unless you build your own design, which they have rules for, but I'm not going to get into those.....not right away anyway. By the way feel free to use the OC board of the game thread.

Seereous

Given how most seem to like light and medium Mechs, I'm guessing that this merc unit of ours is going to be best suited for Urban ops and close quarters. Tight spaces with firing on the fly.  A unit like that could also be used for recon in force, using the heavies and assaults for the rear guard. Can also use a configuration like this for blow and go (guerrilla/raids/seek and destroy) or even snatch and grab (raids/salvage on the fly). This unit is starting to look a bit like Avanti's Angels.  Just my two cents.

I think that I'm going to wait till everyone makes their Mech choices before I make my final one. I'll pick something that best suits the composition of the unit. The Highlander would be good because of the C3i (Improved Command Control and Communications) computer.  However for the recon in force and high speed missions, the upgraded Ostol would be good.  All beam weapons for extended operations, high speed with the 300 extra light engine. This Mechs saving grace would be the added accuracy of the Targeting Computer and the Triple Strength Myomer.

Rob, are you going to have a PC for this game or are you just going to be the little voice in the sky that sends the Clans at our rear after a snatch and go? At the number of people that we have it looks like we're a demi company in size, unless a couple of people are going to play additional characters to get us to full company strength.

Well, I now realize that I am way over analyzing this stuff and that I really need to get a life.  Have a good day everyone. *waves*


CaptainErotica

I will be playing NPC's. This will include your eneimes as el las your superiors, and lancemates. My idea was to have each player be put in command of at least a lance, but that would end up making the unit at least Battalion sized which is pretty big for an up and coming unit. However, at one or two of you will be given a low level leadership position. As for the unit looking alot like Avanti's Angels, I find that amusing since i am calling the unit the Dark Angels. Also as i stated earlier feel free to move the discusions inot the game board. If you want a separate discusion thread on the board let me know and i'l lmake one up.

The American Patriot

Hi there... is there an opening for any new characters?
"Do you have any idea how we are talking about here? We are talking about the 'Butcher of Keiv'... The 'Cakemaker of Keiv' could kick all of our asses, and we are talking about the 'BUTCHER of Kevi'... Does that tell you anything?"

Story of the Accident... https://elliquiy.com/forums/index.php?topic=29000.0

HairyHeretic

I'm afraid this one fell by the wayside quick a while ago.
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Cattle die, kinsmen die
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I know a thing that will never die
Fair fame of one who has earned it.

Haibane

#91
Hm, the last post dated Feb 2007 should have indicated all was not well.  :D

The American Patriot

ture... I but I had some hope that it might have been ongoing... I really miss battletech.
"Do you have any idea how we are talking about here? We are talking about the 'Butcher of Keiv'... The 'Cakemaker of Keiv' could kick all of our asses, and we are talking about the 'BUTCHER of Kevi'... Does that tell you anything?"

Story of the Accident... https://elliquiy.com/forums/index.php?topic=29000.0

HairyHeretic

I enjoyed it while it was going too. I was playing a Kuritan, ex 2nd Sword of Light.

If you like the idea, you could always try resurrecting it, and see if a new game would draw appeal.
Hairys Likes, Dislikes, Games n Stuff

Cattle die, kinsmen die
You too one day shall die
I know a thing that will never die
Fair fame of one who has earned it.

The American Patriot

"Do you have any idea how we are talking about here? We are talking about the 'Butcher of Keiv'... The 'Cakemaker of Keiv' could kick all of our asses, and we are talking about the 'BUTCHER of Kevi'... Does that tell you anything?"

Story of the Accident... https://elliquiy.com/forums/index.php?topic=29000.0

Lilian

And so much enthusiasm! I hate it. Erotic Battletech got me excited enough to come back. o.l