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Battletech/Mechwarrior PbP: "Days of the Jackal" [closed]

Shalimar

First Post
He piloted the Charger for 2 fights in his first contract, he switched over to a Warhawk Prime after that first campaign, heck he switched over towards the end of the first contract as soon as he repaired the mech, he isn't exactly know for piloting Chatgers though, is he?
 

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Douane

First Post
Yes, but he piloted him in all the fighting done in the first contract. Besides, once you have set a foot in the cockpit of a charger, it sticks to you. You'll never get rid of the ridicule. :D


Folkert
 
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Douane

First Post
Another little update:

I now have packages available if someone should have an interest in an intelligence-based background. (Though at the hefty price of 18 skill points and not including any kind of vehicle skills.)


Folkert
 

Radiant

First Post
I'm lazy, what's the set best suited for a techie? Don't want want a vehicle but should have a pilot skill of one or so to park the big boys.
 

doghead

thotd
Hey all

Folkert got in touch by email the other day, and I must say that it looks tempting. I've cleared the decks a bit, and a couple of other games that I am in are looking a bit terminal, so I'm up for it if there is a slot open.

My first choice would be a Locust pilot. That would pretty much put us into the scout recon catagory. Probably a competative one, but one with lots opportunities to get paid (and shot at). The intelligence package also looks tempting, but I tend to play alot of "social types".

I like the idea of a patchwork, patched up Merc unit trying to scratch a living, while staying that way. Living that is. Who wouldn't be hoping for the big break into the bigtime?

Will head over to the character generation posts and do some reading now.

cheers
 

doghead

thotd
This puppy

Not sure about the configuration. Shalimar's point about not relying on expansive ammo options make sence. Medium Laser and 2 MGs? Anyway, open to suggestions.
 

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Urbanmech

Explorer
I think I'm going to go with the Wolverine WVR-6K (large laser, extra medium laser, heat sinks, and armor replace the AC-5 and the jump jets of a normal Wolverine). A family mech taken in battle versus the Draconis Combine and handed down through the years. I'd like to have been a graduate of the NAIS Military School if that is alright Douane. That covers the tech heavy background and the mech skills.

Doghead if you are looking for a good scout mech with some teeth check out the Jenner. 35 tons, 7/11/5 4 med lasers, SRM 4. If you want more protection the F variant drops the SRM 4 for more armor.
 
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Shalimar

First Post
That would put us at a lance of pilots and a technician, not really enough for a merc unit unless we had a bit of other stuff. I'm thinking that we are each recruited with our own mechs, so there has to be a recruiter doing the recruitment, meaning that most likely it will be a demi company, Hopefully the Unit Co will have a beefier mech because we aren't all as fast enough to just run.
 


Shalimar

First Post
I would second the Jenner F reccomendation, the two high end lights would both have a very good speed not to mention the power to pretty much shred other lights, it would also let us help out our bigger lance mates if we hit on some problems.

If your set on the Locost, er "trashcan with guns", I would suggest the E, 2 medim Lasers, 2 small lasers, although I wouldn't suggest the mech at all since to shoot with those, it needs to be in range of other mechs, and the thing does not have th armor god gave a turtle.
 

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