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Slythis
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PostPosted: 24-Mar-2005 16:04    Post subject: HELP!!!! Reply to topic Reply with quote

okay, heres the run down. I'm GMing a 3025 Mechwarrior/b-tech campaign and as a joke when I was rolling up the lattest scenario I had chosen a single hex in an area of the map that noone was likly to go to(10 mapsheets put togather) and desided that if any PC mechs stepped on that hex I'd give the group a warship. I did this just as an inside joke to myself... when guess what... someone stepped on the hex...

SO now I need the stats for a stripped down, jump capable, dropship capable warship circa 3025

To avoid the munchy possibilities that a warship produces I have banned orbital bombardments and have deemed that the dropship will act as a sort of Mobile homebase, housing the families and uppermost command staff of the unit.

If someone could either post all of the stats or fill out a record sheet and e-mail it to me I would be VERY gratful.

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Seraph
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PostPosted: 24-Mar-2005 16:14    Post subject: RE: HELP!!!! Reply to topic Reply with quote

(shakes head)
Boy, you certainly opened a can there. As far as I know, there are very, very few warships still operable in 3025. And the few remaining iirc, cannot attempt a jump as their systems are too ancient and may break midjump or may no longer work at all. Either look into giving a jumpship with a cargo dropship as a base or perhaps misjumping and appearing around a star with an old warship there(broken down of course). I did this with one of my brother's campaigns. He found a cruiser that misjumped and materialized half in and half out of a large asteriod. While it wouldn't work they charted the system and used the ship as a base of operations that no one else knew about.

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PostPosted: 24-Mar-2005 16:25    Post subject: RE: HELP!!!! Reply to topic Reply with quote

Well, that's one heckuva pickle you've got. Luckily for you, I got your back

Here's a 3025-level Warship (it's level 2, but that's because warships are required to be level 2).

Class/Model/Name:  Debristal 
Tech:              Inner Sphere / 3025
Vessel Type:       WarShip
Rules:             Level 2, Custom design
Rules Set:         AeroTech2

Mass:              100,000 tons
K-F Drive System:  (Unknown)
Length:            300 meters
Power Plant:       Standard
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Standard
Armament:          
   96 PPC
  256 Large Laser
   48 Autocannon/5
   80 LRM 10
  128 Small Laser
Manufacturer:   various
  Location:     various
------------------------------------------------------------------------------
Class/Model/Name:  Debristal 
Mass:              100,000 tons

Equipment:                                                            Mass  
Power Plant, Drive & Control:                                       18,000.00
Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
Kearny-Fuchida Hyperdrive:  Compact (Integrity = 4)                 45,250.00
Jump Sail: No Sail (Fusion-Charged K-F)                                   .00
Structural Integrity: 150                                           15,000.00
Total Heat Sinks:    3,504 Single                                    3,270.00
Fuel & Fuel Pumps:                                                   7,355.00
Bridge, Controls, Radar, Computer & Attitude Thrusters:                250.00
Fire Control Computers:                                                840.00
Food & Water:  (444 days supply)                                       571.00
Armor Type:  Standard  (273 total armor pts)                           229.00
                           Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 52
   Fore-Left/Right:                   45/45
   Aft-Left/Right:                    45/45
   Aft:                                  41

Cargo:
   Bay 1:  Fighters (2)                                                300.00
   Bay 2:  Cargo (2) with 1 door                                       200.00

DropShip Capacity:  2 Docking Hardpoints                             2,000.00
Grav Decks #1 - 2:  (150-meter diameter)                               200.00
Grav Decks #3 - 4:  (80-meter diameter)                                100.00
Grav Decks #5 - 6:  (100-meter diameter)                               200.00

Crew and Passengers:
     40 Officers (33 minimum)                                          400.00
     60 Crew (25 minimum)                                              420.00
    105 Gunners (102 minimum)                                          735.00
     48 Marines                                                        240.00
      4 Bay Personnel                                                     .00
Weapons and Equipment      Loc        SRV    MRV    LRV    ERV  Heat    Mass
------------------------------------------------------------------------------
6 PPC                      Nose     6(60)  6(60)     --     --   60     42.00
6 PPC                      Nose     6(60)  6(60)     --     --   60     42.00
4 Large Laser              Nose     3(32)  3(32)     --     --   32     20.00
4 Large Laser              Nose     3(32)  3(32)     --     --   32     20.00
4 Large Laser              Nose     3(32)  3(32)     --     --   32     20.00
4 Large Laser              Nose     3(32)  3(32)     --     --   32     20.00
3 Autocannon/5(400 rounds) Nose     2(15)  2(15)     --     --    3     44.00
3 Autocannon/5(400 rounds) Nose     2(15)  2(15)     --     --    3     44.00
5 LRM 10(240 rounds)       Nose     3(30)  3(30)  3(30)     --   20     45.00
5 LRM 10(240 rounds)       Nose     3(30)  3(30)  3(30)     --   20     45.00
8 Small Laser              Nose     2(24)     --     --     --    8      4.00
8 Small Laser              Nose     2(24)     --     --     --    8      4.00
4 Large Laser              Nose     3(32)  3(32)     --     --   32     20.00
4 Large Laser              Nose     3(32)  3(32)     --     --   32     20.00
4 Large Laser              Nose     3(32)  3(32)     --     --   32     20.00
4 Large Laser              Nose     3(32)  3(32)     --     --   32     20.00
6 PPC                      FL/R     6(60)  6(60)     --     --  120     84.00
6 PPC                      FL/R     6(60)  6(60)     --     --  120     84.00
4 Large Laser              FL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              FL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              FL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              FL/R     3(32)  3(32)     --     --   64     40.00
3 Autocannon/5(400 rounds) FL/R     2(15)  2(15)     --     --    6     88.00
3 Autocannon/5(400 rounds) FL/R     2(15)  2(15)     --     --    6     88.00
5 LRM 10(240 rounds)       FL/R     3(30)  3(30)  3(30)     --   40     90.00
5 LRM 10(240 rounds)       FL/R     3(30)  3(30)  3(30)     --   40     90.00
8 Small Laser              FL/R     2(24)     --     --     --   16      8.00
8 Small Laser              FL/R     2(24)     --     --     --   16      8.00
4 Large Laser              FL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              FL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              FL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              FL/R     3(32)  3(32)     --     --   64     40.00
6 PPC                      L/RBS    6(60)  6(60)     --     --  120     84.00
6 PPC                      L/RBS    6(60)  6(60)     --     --  120     84.00
4 Large Laser              L/RBS    3(32)  3(32)     --     --   64     40.00
4 Large Laser              L/RBS    3(32)  3(32)     --     --   64     40.00
4 Large Laser              L/RBS    3(32)  3(32)     --     --   64     40.00
4 Large Laser              L/RBS    3(32)  3(32)     --     --   64     40.00
3 Autocannon/5(400 rounds) L/RBS    2(15)  2(15)     --     --    6     88.00
3 Autocannon/5(400 rounds) L/RBS    2(15)  2(15)     --     --    6     88.00
5 LRM 10(240 rounds)       L/RBS    3(30)  3(30)  3(30)     --   40     90.00
5 LRM 10(240 rounds)       L/RBS    3(30)  3(30)  3(30)     --   40     90.00
8 Small Laser              L/RBS    2(24)     --     --     --   16      8.00
8 Small Laser              L/RBS    2(24)     --     --     --   16      8.00
4 Large Laser              L/RBS    3(32)  3(32)     --     --   64     40.00
4 Large Laser              L/RBS    3(32)  3(32)     --     --   64     40.00
4 Large Laser              L/RBS    3(32)  3(32)     --     --   64     40.00
4 Large Laser              L/RBS    3(32)  3(32)     --     --   64     40.00
6 PPC                      AL/R     6(60)  6(60)     --     --  120     84.00
6 PPC                      AL/R     6(60)  6(60)     --     --  120     84.00
4 Large Laser              AL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              AL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              AL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              AL/R     3(32)  3(32)     --     --   64     40.00
3 Autocannon/5(400 rounds) AL/R     2(15)  2(15)     --     --    6     88.00
3 Autocannon/5(400 rounds) AL/R     2(15)  2(15)     --     --    6     88.00
5 LRM 10(240 rounds)       AL/R     3(30)  3(30)  3(30)     --   40     90.00
5 LRM 10(240 rounds)       AL/R     3(30)  3(30)  3(30)     --   40     90.00
8 Small Laser              AL/R     2(24)     --     --     --   16      8.00
8 Small Laser              AL/R     2(24)     --     --     --   16      8.00
4 Large Laser              AL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              AL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              AL/R     3(32)  3(32)     --     --   64     40.00
4 Large Laser              AL/R     3(32)  3(32)     --     --   64     40.00
6 PPC                      Aft      6(60)  6(60)     --     --   60     42.00
6 PPC                      Aft      6(60)  6(60)     --     --   60     42.00
4 Large Laser              Aft      3(32)  3(32)     --     --   32     20.00
4 Large Laser              Aft      3(32)  3(32)     --     --   32     20.00
4 Large Laser              Aft      3(32)  3(32)     --     --   32     20.00
4 Large Laser              Aft      3(32)  3(32)     --     --   32     20.00
3 Autocannon/5(400 rounds) Aft      2(15)  2(15)     --     --    3     44.00
3 Autocannon/5(400 rounds) Aft      2(15)  2(15)     --     --    3     44.00
5 LRM 10(240 rounds)       Aft      3(30)  3(30)  3(30)     --   20     45.00
5 LRM 10(240 rounds)       Aft      3(30)  3(30)  3(30)     --   20     45.00
8 Small Laser              Aft      2(24)     --     --     --    8      4.00
8 Small Laser              Aft      2(24)     --     --     --    8      4.00
4 Large Laser              Aft      3(32)  3(32)     --     --   32     20.00
4 Large Laser              Aft      3(32)  3(32)     --     --   32     20.00
4 Large Laser              Aft      3(32)  3(32)     --     --   32     20.00
4 Large Laser              Aft      3(32)  3(32)     --     --   32     20.00
1 Lot Spare Parts (1.00%)                                            1,000.00
------------------------------------------------------------------------------
TOTALS:                                            Heat: 3,504     100,000.00
Tons Left:                                                                .00

Calculated Factors:
Total Cost:        3,300,521,680 C-Bills
Battle Value:      62,194
Cost per BV:       53,068.17
Weapon Value:      40,586 (Ratio = .65)
Damage Factors:    SRV = 3,769;  MRV = 2,692;  LRV = 133;  ERV = 0
Maintenance:       Maintenance Point Value (MPV) = 306,268
                   (125,981 Structure, 107,375 Life Support, 72,912 Weapons)
                   Support Points (SP) = 247,020  (81% of MPV)
BattleForce2:      Not applicable


_________________
Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


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Slythis
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PostPosted: 24-Mar-2005 16:42    Post subject: RE: HELP!!!! Reply to topic Reply with quote

thanks, I'll have to strip her down consideribly, but that will do nicely.

The idea behind this is one thats been in local gaming circles since before I was born. If there are brain caches full of battlemechs on planets why not have them on/in moons and larger asteroids only filled with Areospace fighters.

In this case one of the PCs mech's trips and gets too tangled in the underbrush to right itself (hey it was a jenner and with it's near lack of arms, it works), the mechwarrior then stumbles across a chart of such space brian caches (all but one have long since been raided) the one that hasn't been raided is infact a warship hidden in an asteroid feild and as such is pretty battered.

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Motown Scrapper
Clan Ice Hellions
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PostPosted: 24-Mar-2005 17:24    Post subject: RE: HELP!!!! Reply to topic Reply with quote

Another thing you might want to do his have them find either a Tracker (1 NL 45,2 PPCs,2 Barracuda missile launchers ) or a Bonaventure (2 NL 35s,4 LRM 15s, 4 large lasers,4 class 10 auto-cannon,) both are thinly armoured and you can further weaken the Tracker by having the Barracuda ammo bays empty (no way are they going to find reloads ) that way you have cannon ships (both are in TRO 3057r) and no need to mess with the designs or unbalance the game.The Tracker can carry two drop-ships and 4 small craft. the Bonaventure 6 fighters 2 small craft no drop-ships both have large cargo bays if you want to convert them to family ships to carry dependents around.

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PostPosted: 24-Mar-2005 18:24    Post subject: RE: HELP!!!! Reply to topic Reply with quote

Another possibility: have them find a Vincent, sans AC ammo. While creating new large-scale AC munitions would be theoretically simple (just up-scale standard AC ammo), it would be much more cost-efficient to remove the cannons and convert it to cargo space.

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Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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AWAD
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PostPosted: 24-Mar-2005 20:25    Post subject: RE: HELP!!!! Reply to topic Reply with quote

yeah, did you tell them this? NO? then it did not happen. Yes? Give them a Bug Eye in bad condition and then have Com Star show up. Choice, a Lepoard Class DS with two fighters, and if you are feeling nice, 4 light mechs with no tech, or WE take this "Mercenary" Mech Assault company with support and ram it right up your...... for your Bug Eye? If they win, they have it, if not, well end of campaign. And if they win, they have a Bug Eye, Com Star salavage, and their ire, and next on the list would be...... Steiner? and if they fail? Cappelleans

AWAD- you are GM, dice have been known to bend to your will
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SaberDance
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PostPosted: 24-Mar-2005 20:44    Post subject: RE: HELP!!!! Reply to topic Reply with quote

Granting that this was a boneheaded move, right up there with the time I let my players steal an AT-AT in a Star Wars campaign (I always wanted one, my brother never let me steal one, now I know why...): This could get interesting.

I'd like to see how it turns out, anyway.
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Slythis
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PostPosted: 24-Mar-2005 23:32    Post subject: RE: HELP!!!! Reply to topic Reply with quote

Granted it was a boneheaded move on my part, but were I to bring down the wrath of the GM I'd likly lose the group and feel their wrath in THEIR campains in DnD and such.

I have other reasons for why it HAS to be a warship.

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SaberDance
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PostPosted: 25-Mar-2005 00:19    Post subject: RE: HELP!!!! Reply to topic Reply with quote

Make it a major plot device.

It wasn't an accident. That major battle, that was just a distraction from the important part, which was finding the ship.

And when the players find it, they accidentally activate a homing beacon. And they run into ComStar and the early elements of the Clans, and...

Hey, you're the GM, think of something.

Actually, I kinda like the clans idea...
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DarkAdder
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PostPosted: 25-Mar-2005 01:43    Post subject: RE: HELP!!!! Reply to topic Reply with quote

What if its part of a ship cache belonging to Wolf's Dragoons?

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PostPosted: 25-Mar-2005 01:47    Post subject: RE: HELP!!!! Reply to topic Reply with quote

Talk about reaping the whirlwind there. Ticking off the Dragoons is probably one of the stupidest things a merc command can do, and I doubt they would live long enough to regret it.

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Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.

Because sometimes, there are many guards in the castle.


Ya Rl'yeh!
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Slythis
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PostPosted: 25-Mar-2005 03:17    Post subject: RE: HELP!!!! Reply to topic Reply with quote

Quote:

On 2005-03-25 00:19, SaberDance wrote:
Make it a major plot device.

It wasn't an accident. That major battle, that was just a distraction from the important part, which was finding the ship.

And when the players find it, they accidentally activate a homing beacon. And they run into ComStar and the early elements of the Clans, and...

Hey, you're the GM, think of something.

Actually, I kinda like the clans idea...



That would explain why a "Pirate" force had so many mechs... and it would also link the "pirates" my battalion has been hunting for the Fed Suns to the Cappellans AND since we have full salvage rights (since I used the rules from the Merc FM: Revised to make the contract) we can claim the ship as salvage and there isn't anything anyone can LEGALLY do about it. If the Suns try to take it from us they have to deal with the MRBC and end up looking VERY bad in the eyes of nearly every merrc command out there.

oh and a couple of major changes to my "3025" (actually 3020 as of right now) universe, The Fed Com WILL NOT exist (The Warship my command salvaged will be the straw that broke the camels back and will set off the 4th war.

the other is that the Clans may or may not exist, I have yet to deside for certain but the concensus among the group is for no clans (I am inclined to agree)

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PostPosted: 25-Mar-2005 06:04    Post subject: RE: HELP!!!! Reply to topic Reply with quote

I have made similar stupid moves myself.

One of my favorites was the player who was a Liao unit raiding a bandit kingdom. He was supposed to be struggling but by the end he was whipping them no matter what i threw against him. I gave the commander of the Bandits a King Crab, he defeated it with a Whitworth and Cataphract!

So, to take him down a peg or two, i had him arrive in a battle (much like the blood of Karensly trilogy) Where clanners were smashing the hell out of the bandits. Hoping that he would back off and I could get a few shots in and hopefully down a few of his mechs (including that bitch of a Cataphract).

But no, what does he do? CHARGE!

I don't think he has ever felt so lucky or me unlucky when his Locust got a critical on the MAd Cats centre and clicked off three engine hits!

Then, he goes and downs the Daishi!

I made sure he didnt get them as salvage, I brought in reinforcements

Its hard being a GM sometimes!

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Nightmare
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PostPosted: 25-Mar-2005 06:21    Post subject: RE: HELP!!!! Reply to topic Reply with quote

Legality has little to do with Houses vs ordinary people. Unless you're very powerful and useful to them the House is right even if it's wrong. And getting your hands on a Warship is certainly worth a bit of trouble.

The military routinely commandeers private shipping for their own needs. I don't see why mercs would be immune to that, unless it disrupts a mission paid for by that particular House. Sure, they'll pay you for the ride, but it might screw up your plans. Imagine getting stranded on your mission planet when the military borrows your jump-capable vessel for transporting their own dropships. Paying for getting you out later might be OK to them if their own ships can be moved faster now.

And if your ship looks interesting enough you might get an offer for it, one you can't refuse. -Enough dropships to give you 100% capacity? -Mechs to fill them up if you have more capacity? -Money?
-Men?
-Permission to exist?
-Is your XO a deserter? He looks like one we're searching for. I'm sorry, you'll have to stay on the ground until we get this sorted. With any luck the High Command has an investigator here in six months.

At the very least you can expect people to want a closer look on that Warship.

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