2300 works for me. I could do whenever today to be honest. So, if we want to do something earlier, that works for me, and I do think it'll be fast MH. I can drop as early as the rest of you can.
Turn 03 boys and girls: http://www.theskjaldborg.com/index.php?threads/operation-terminus.7591/page-7#post-184811
Well.... so much for our mechs, best bet is to run like hell and hope the next campaign turns out better.
It could be worse. Except for Tzeentch, none of the rest of us were really that messed up before this. An engine hit sucks, and a negative quirk for the drop isn't fun, but, I don't think we're inherently screwed
Those negative quirks are permanent I'm afraid, to remove them: "Requires 20% cost of mech and Factory repair facility to remove" We don't have any factory repair facilities anywhere in the near future, not to mention with that 20% of our mech cost we just got shafted by the rolls in losing a good chunk of change for each person as well. I'm hoping we can have one possibly two mechs to field this round, we have so much damage that trying to get 4 in will cost us lost mechs, I can't see 3 being much better. No Where To Run! "“Breakdown*”, +1 Negative Quirk, ½ ammo (rounded down) or +1 engine hit if no ammo" *Breakdown: internal damage equal to 40% of a unit's weight is divided evenly between all internal locations (except “Head”) 20% mech values necessary to remove negative quirk rounded to nearest 50K Banshee 1,450,000 Thunderbolt 900,000 Crab 800,000 Griffin 950,000
Gawd dammit. We can rely on our support mechs somewhat at least... and we can try out the field artillery units. We'll have to see what the mission is.
I'm really hoping you are right and they are limited to the turn, losing that much money to remove it on top of not getting paid for everything so far would put me back in the hole.
Quirks (both positive or negative) gained through the "Lance Event" table are temporary and limited only for the duration of the turn. In this way they are meant to simulate equipment that performs above or below average for a short period of time. The only damage that is "permanent" is any caused by "Breakdown". This can be fixed by simply repairing it as per normal rules. That should help put your minds at ease a little
Your recent rolls have inspired me to take another look at the Lance Event table to see if anything needs adjusting. check here: http://www.theskjaldborg.com/index.php?threads/admin-to-do-list.8048/page-4#post-185732
So, we are heading south right? We'll be following Delta lance and taking their spot on the mountain. Then hopefully that base they secure will have facilities for us to use next turn. Check the Roll 20 map.
It'll do ya good. We've got moderate gale for our next drop. Between that and the advanced mobility 3/4 of our lance has I think we'll be set for the mountainous terrain we're going into. Just knock em down and move on. Our mission is to attack another forward operations base.
Okay so, we have to decide on a time to drop this turn if we even want to. I guess we can see if the lance in our hex with us wants to join in since they're down most their pilots/mechs anyways. Of course, that means wading into battle with fucked up mechs so we gotta exercise extra caution. What's everyone's availability.
Don is testing tomorrow to see if he can get it running on his laptop, he doesn't have internet at home so its a bit problematic. If he can get it all running on his laptop correctly while using the wifi at his office then we are shooting for next sunday afternoon.