Jeez, I forgot how many little injuries I've accumulated. I'm building a mul file with all of us and our support assets, so we're ready to go. Can then transfer your mechs and stuff to you guys. Our combined Mech BV for the four of us is 8819 Magnus. That is not counting the Light and Heavy support I"M HELPING
Okay, here are my thoughts. Light Support Level 2 2 Ferret VTOL (4/4 pilots) 2 ML Savannah Masters (3/4 pilots) BV 788 Heavy Support Level 3 5 Ignis Light Artillery (3/4 pilots) 1 Ignis Light Artillery (3/5 pilot) BV 1596
You could probably tweak the skills for the artillery a bit. They don't need to move at all, we'll just deploy at the edge of the map and let them make it rain then if needed they can all retreat in 1-2 turns.
Um, maybe? I don't remember. If so then yeah weapon specialization would be better. If not then having 6 Ignis at 2/6 is 1572 BV. And yes I'm playing on Megamek at work. I've had a stressful couple weeks so I'm fucking off.
All hit one location, +1 to cluster table (number of missiles that hit), but +2 to-hit and half ammo (3 shots instead of 6). Great if you've got that perfect shot lined up. Keeping one ton of standard Artemis for everything else.
Would we be dicks to take Cluster Thumper ammo and give them the Cluster Hitter skill? Sandblasting with 6 Ignis Edit: nvm, it's basically anti infantry bomblets
Hmmmm, Cluster Hitter only seems to work with direct fire and all of these are gong to be firing indirect. We can still use Cluster ammo but stick with Weapon Specialist.
Doesn't look like it. Halves the range penalties but these things range in at map distances, not hex distances.
that was how it used to be for a long time, but I tweaked that relatively recently to something more gradual so you didn't see such a huge difficulty spike between 4/5 and 3/4 pilots page 11 on master rules: https://drive.google.com/file/d/0B9YEnZ4eRwpEZnRDeWNjSndOTVk/view?usp=sharing cost of skills: https://drive.google.com/file/d/0B9YEnZ4eRwpEc3o4NEJxWmZBd2M/view?usp=sharing also, conventional units get specific quirks by default regardless of skill level now; this was done to raise their actual value to be more in line with their BV: https://docs.google.com/document/d/1ZJVbWVTr5KTv-NiF80CiW_AwXtqCFaoRj-PG-LX6fQ4/edit?usp=sharing specific to the Ignis: the SPG bonuses were given to partially offset the ridiculous +8 penalty to-hit for all artillery found in battletech rules. with those quirks, it is now reduced to +4 (this excludes range penalties of course)
Also, remember that primary skills for NPCs must always be within 1 level of each other or less. a 3/4, 4/3, and 3/3 is legal, but dumping all points into gunnery with a 2/6 is not. the only exception to this rule is with certain units that are only affected by gunnery skills (such as mechanized infantry)
Got it, I was not aware of that. So no matter the skill level the arty gets Weapons Spec, Oblique Attacker and Weapon Quirk: Accurate. At 4/5 we get 12XP to spend on extra abilities and Tactics level 2, at 3/4 that jumps to 24XP and Tactics level 3. Honestly for the arty I don't know really what to spend that XP on since they inherently get the abilities that benefit them most. Weathered would probably be useful but it's got a minimum Tactics requirement of level 4. We can poke around with some different abilities for the recon units.