Heavy Gear: The Road to War
Moderator: B4UTRUST
- Cynical Cat
- Arch-Magician
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#26
Woooooooot. The magi posts!
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- frigidmagi
- Dragon Death-Marine General
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#27
Hey Marcoa! My character speaks Spainish and yours doesn't!
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
#28
*shakes fist*frigidmagi wrote:Hey Marcoa! My character speaks Spainish and yours doesn't!
#29
I will have the final two gears overview written up shortly and sent to their respective players today. I am also working on a brief prelude post for my dear Adrien.
- rhoenix
- The Artist formerly known as Rhoenix
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#30
Excellent - thank you.Marcao wrote:I will have the final two gears overview written up shortly and sent to their respective players today. I am also working on a brief prelude post for my dear Adrien.
#31
Something to consider:
Neural Nets are a key component of Gears. They are "Dumb" AI systems that help the gear move more naturally, overcoming the inherent limitations of the walker motive type. These Neural Nets (NNets as they are called) are inherently valuable to veteran Gear pilots, as they adapt themselves to their user. NNets are not sentient, but they have shown a limited capacity to learn and occasionally express opinions (usually rude ones learned from soldiers). When a pilot dies, but the NNet survives, technicians often have to "Mercy Kill" the NNet by resetting its pathways to factory standards. This is not something most crews do lightly, as it takes time to retrain the NNet, and often there is some level of attachment forged between crews and their babies.
NNets can be transferred to new machines and new pilots, but they rarely accept the latter, which naturally forces a Mercy Killing.
There are rumors of Neural Nets that have become sentient, but nobody has ever recorded a case.
Neural Nets are a key component of Gears. They are "Dumb" AI systems that help the gear move more naturally, overcoming the inherent limitations of the walker motive type. These Neural Nets (NNets as they are called) are inherently valuable to veteran Gear pilots, as they adapt themselves to their user. NNets are not sentient, but they have shown a limited capacity to learn and occasionally express opinions (usually rude ones learned from soldiers). When a pilot dies, but the NNet survives, technicians often have to "Mercy Kill" the NNet by resetting its pathways to factory standards. This is not something most crews do lightly, as it takes time to retrain the NNet, and often there is some level of attachment forged between crews and their babies.
NNets can be transferred to new machines and new pilots, but they rarely accept the latter, which naturally forces a Mercy Killing.
There are rumors of Neural Nets that have become sentient, but nobody has ever recorded a case.
#34
Current Duelist Maneuvers (Proposed)
The maneuvers can be used once per point of complexity in the skill per battle
Piloting:
*Expert Handling - Use of this maneuver gives the pilot the attack modifier of the speed bracket below his current speed. No extra bonus is given for standing still.
*Uncanny Reflexes - Allows for the immediate re-roll of any piloting check, with the better of the two rolls standing. Can only be used once per turn.
*Hard Target - When taking evasive maneuvers, add the pilot's complexity in piloting to the defense modifier.
Gunnery:
*Sniper's Synergy - For each round spent aiming at a target, the gunner may add in one additional die from one of the following each round: NatSci (Physics), Survival (Land), NatSci (Math), and Trivia/Lore (Target Schematics) up to a number equal to the pilot's complexity in gunnery.
*Eagle Eye - For one attack, a weapon's range band is considered to be one less than it currently is. This ability can be used once per round.
*Alpha Strike - For one attack, a number of weapons equal to the gunner's complexity plus one linked as though under the effects of a weapon link. All the normal rules of a weapon link apply. This ability can only be used once per round.
Edit: Reworded Expert Handling and Alpha Strike to be more useful.
The maneuvers can be used once per point of complexity in the skill per battle
Piloting:
*Expert Handling - Use of this maneuver gives the pilot the attack modifier of the speed bracket below his current speed. No extra bonus is given for standing still.
*Uncanny Reflexes - Allows for the immediate re-roll of any piloting check, with the better of the two rolls standing. Can only be used once per turn.
*Hard Target - When taking evasive maneuvers, add the pilot's complexity in piloting to the defense modifier.
Gunnery:
*Sniper's Synergy - For each round spent aiming at a target, the gunner may add in one additional die from one of the following each round: NatSci (Physics), Survival (Land), NatSci (Math), and Trivia/Lore (Target Schematics) up to a number equal to the pilot's complexity in gunnery.
*Eagle Eye - For one attack, a weapon's range band is considered to be one less than it currently is. This ability can be used once per round.
*Alpha Strike - For one attack, a number of weapons equal to the gunner's complexity plus one linked as though under the effects of a weapon link. All the normal rules of a weapon link apply. This ability can only be used once per round.
Edit: Reworded Expert Handling and Alpha Strike to be more useful.
Last edited by Hotfoot on Fri Sep 19, 2008 7:58 pm, edited 1 time in total.
- rhoenix
- The Artist formerly known as Rhoenix
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#35
Wow, do Sniper's Synergy and Eagle Eye look hot.
At any rate - I've mostly finished my character sheet. I've added the Mech info in there as well, so I don't span different pages for my character's stuff.
At any rate - I've mostly finished my character sheet. I've added the Mech info in there as well, so I don't span different pages for my character's stuff.
#36
Okay, a quick few notekeeping things.
Players will start out with 100,000 marks or dinars (player's choice) with which to make initial purchases. The wealth perk increases this by 90,000 per renewable point, or 30,000 per non-renewable point.
Money can be spent on starting equipment, upgrades to Gears, specialized ammunition, and so on. Here are some common ammo types and costs, for reference:
APGL Ammo: 1 Dinar per shot
Light Autocannon: 2.8 Dinars per shot (full mag of 40 is 112)
Medium Autocannon: 5.1 Dinars per shot (full mag of 30 is 153)
Heavy Autocannon: 68 Dinars per shot (full mag of 30 is 2,040)
Very Heavy Autocannon: 101 Dinars per shot (full drum of 40 is 4,040)
Heavy Rifle: 85 Dinars per shot (full mag of 20 is 1,700)
Light Machine Gun: 0.5 Dinar per shot (full drum of 400 is 200)
Light Rockets: 58 Dinars per rocket (number following back is the number of total rockets in the pack)
Medium Rockets: 133 Dinars per rocket
Heavy Rockets: 171 Dinars per rocket
Incindiary Rockets: 102 Dinars per rocket
Heavy Panzerfausts: 5500 Dinars per Panzerfaust (Disposable)
Medium Bazooka: 163 Dinars per shot (full load of 20 is 3,260)
Light Guided Mortar: 605 Dinars per shot (6,050 for a full reload)
Anti-Gear Missile: 1,512 Dinars per shot
Haywire Grenade: 1,000 per shot
Hand Grenade: 1,100 per shot
Heavy Hand Grenade: 2,100 per shot
Self-Destruct Grenade: 6,000 per shot
AP Ammo is x5 normal cost
Range Boosted Ammo is x15 normal cost
Damage Boosted Ammo is x15 normal cost
Haywire Ammo is x15 normal cost and limited to certain weapon types
Area Effect Ammo is x15 normal cost and limited to cerain weapon types
Other special ammo types exist, contact me for details.
High Quality versions of weapons do exist, but cost 50% more than their usual versions. Contact me for details.
The Gatling Laser requires 3600 energy points per shot to recharge, and thus 72,000 to recharge fully. A dedicated 500kg gas engine generator can recharge the weapon in just under an hour for roughly 4 liters of fuel. 10 square meters of solar panels would take roughly 32 hours of sunlight to recharge the system, or roughly two days.
Fuel costs 2 Dinars per liter for standard quality gas, 1 Dinar per liter for lower grade, and 0.5 Dinars per liter for barely acceptable gas.
The gears are considered to have roughly 200 liter tanks for point of reference.
Players will start out with 100,000 marks or dinars (player's choice) with which to make initial purchases. The wealth perk increases this by 90,000 per renewable point, or 30,000 per non-renewable point.
Money can be spent on starting equipment, upgrades to Gears, specialized ammunition, and so on. Here are some common ammo types and costs, for reference:
APGL Ammo: 1 Dinar per shot
Light Autocannon: 2.8 Dinars per shot (full mag of 40 is 112)
Medium Autocannon: 5.1 Dinars per shot (full mag of 30 is 153)
Heavy Autocannon: 68 Dinars per shot (full mag of 30 is 2,040)
Very Heavy Autocannon: 101 Dinars per shot (full drum of 40 is 4,040)
Heavy Rifle: 85 Dinars per shot (full mag of 20 is 1,700)
Light Machine Gun: 0.5 Dinar per shot (full drum of 400 is 200)
Light Rockets: 58 Dinars per rocket (number following back is the number of total rockets in the pack)
Medium Rockets: 133 Dinars per rocket
Heavy Rockets: 171 Dinars per rocket
Incindiary Rockets: 102 Dinars per rocket
Heavy Panzerfausts: 5500 Dinars per Panzerfaust (Disposable)
Medium Bazooka: 163 Dinars per shot (full load of 20 is 3,260)
Light Guided Mortar: 605 Dinars per shot (6,050 for a full reload)
Anti-Gear Missile: 1,512 Dinars per shot
Haywire Grenade: 1,000 per shot
Hand Grenade: 1,100 per shot
Heavy Hand Grenade: 2,100 per shot
Self-Destruct Grenade: 6,000 per shot
AP Ammo is x5 normal cost
Range Boosted Ammo is x15 normal cost
Damage Boosted Ammo is x15 normal cost
Haywire Ammo is x15 normal cost and limited to certain weapon types
Area Effect Ammo is x15 normal cost and limited to cerain weapon types
Other special ammo types exist, contact me for details.
High Quality versions of weapons do exist, but cost 50% more than their usual versions. Contact me for details.
The Gatling Laser requires 3600 energy points per shot to recharge, and thus 72,000 to recharge fully. A dedicated 500kg gas engine generator can recharge the weapon in just under an hour for roughly 4 liters of fuel. 10 square meters of solar panels would take roughly 32 hours of sunlight to recharge the system, or roughly two days.
Fuel costs 2 Dinars per liter for standard quality gas, 1 Dinar per liter for lower grade, and 0.5 Dinars per liter for barely acceptable gas.
The gears are considered to have roughly 200 liter tanks for point of reference.
Last edited by Hotfoot on Mon Sep 15, 2008 10:08 pm, edited 1 time in total.
#37
Update on Fenrir. Lost the heavy auto-cannon due to issues beyond my control and added pretty much the final version for the near future. Modifications to the stock design near the bottom as well with most of the costs involved.
- Cynical Cat
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#38
No Junglemower? Would some of my character's cash help with that?
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
#39
Aooo. *patpats* its not a matter of money sadly. Its a matter of mechanics. The junglemower only has 10 more effective "shots" than a heavy auto-cannon, or two more effective ROF +1 bursts. Its ammunition is drummed, so it cannot easily be reloaded on the field. 3 more damage multiplier and 10 more bullets is not worth the hassle of far more expensive ammunition and difficulties reloading on the field. Its drawbacks are not compensated by its strengths. If it had 80 shots or 100 shots I would go for it, but not with 40. To compensate for my sadness, I paid for an anti-gear missile system.Cynical Cat wrote:No Junglemower? Would some of my character's cash help with that?
Last edited by Marcao on Tue Sep 16, 2008 1:03 pm, edited 1 time in total.
- Cynical Cat
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#40
Life can be cruel. But it also has shinies.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- Cynical Cat
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#41
RIP Junglemower. Your badassery will be missed almost as much as your cool name.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
#42
Amen to that. *toasts to the Junglemower and takes a long drink of Southern Liquor*Cynical Cat wrote:RIP Junglemower. Your badassery will be missed almost as much as your cool name.
If all goes well, I will have a post for Adrien today. Trying to get suitably inspired right now. ^_~
Last edited by Marcao on Tue Sep 16, 2008 2:41 pm, edited 1 time in total.
- rhoenix
- The Artist formerly known as Rhoenix
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#43
Not to rub it in for those of you who can't afford your BFG's, but I still have more money to spend for my character. Hopefully that will be finished tonight.
#45
The Junglemower lives! Hail the Maker!
- Cynical Cat
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#46
Yes! And while we are on that subject, did you see that Target Designator on Fafnir? Isn't it sexy? Isn't it a very sexy beast?
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
#48
Oh, I love the target designator you magnificent bastard. The synergy with my anti-gear missile system is going to be scary and the ECM is going to help too. :)Cynical Cat wrote:Yes! And while we are on that subject, did you see that Target Designator on Fafnir? Isn't it sexy? Isn't it a very sexy beast?
#49
rhoenix wrote:Nice, Marcao.
My character has nothing but AP rounds for his Gear's high-quality rifle.
Yeah, I know who the priority target is going to be when word gets around. :P
- Cynical Cat
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#50
I'm a good shot with a solar powered gatling death ray. I'm happy.
Last edited by Cynical Cat on Tue Sep 16, 2008 7:21 pm, edited 1 time in total.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.