History WMG / BattleTech

8th May '18 9:19:28 AM AceOfScarabs
Is there an issue? Send a Message


It is highly likely that someone in our outfit is sympathetic to the Comstar cause and helps us succeed in order to ensure all the sweet Lostech we recover is in good shape for future retrieval.

to:

It is highly likely that someone in our outfit is sympathetic to the Comstar cause and helps us succeed in order to ensure all the sweet Lostech we recover is in good shape for future retrieval.retrieval.
* A Poison Oak hypothesis that ties in to this is that ''the Kamea Arano the player interacts with after recovering the Argo is NOT the real Princess but is in fact a Comstar doppleganger''. This hypothesis has its roots in the canon novels happening in the same time period, where Comstar influences Capellan black ops into running an attempt to KillAndReplace Hanse Davion with a body double imposter. Naturally, Madeira is a Comstar agent running as a handler for both her and yourself, as you are groomed into being effectively a Comstar-loyal successor for Mastiff. The coup was really the opportunity that Comstar took when Victoria's forces actually ''did'' kill the original Kamea shooting down her dropship, with the doppleganger neatly reappearing after a sufficient time period to pretend that she faked her death.

[[WMG:As an extension of the idea that Comstar has a deliberate hand in the Aurigan Reach politics, they also hid as much knowledge about the region as they could.]]
Star charts of the Inner Sphere in the later decades would continue to hold a small region between the Capellans, the Canopians, and the Taurians that would remain outside their control all the way into the Dark Ages - perhaps Comstar decided to keep a significant portion of the politics there under control and out of sight of the Federated Commonwealth and the Clans. This region also implies that the Aurigan Reach ceded some worlds to the Taurians at some point, then claimed other worlds that were lost when the Taurian Concordat broke up in the Dark Ages.
2nd May '18 5:59:18 AM AceOfScarabs
Is there an issue? Send a Message




to:

\n[[WMG:The Player's merc band in the 2018 game is influenced by Comstar in some fashion]]
Let us count the ways:
* We have the Argo, a Lostech (civilian) Dropship of great value.
* During the Story campaign, we recover Star League knowledge in the form of a memory core...
* ...and commandeer Royal-class SLDF mechs recovered from a Castle Brian.
* Our campaign leads us to play Kingmaker, pitting us against a Directorate that resorts to brutalities that might remind some people of the Usurper Amaris in order to put a grateful and more moderate princess on her throne.
It is highly likely that someone in our outfit is sympathetic to the Comstar cause and helps us succeed in order to ensure all the sweet Lostech we recover is in good shape for future retrieval.
11th Nov '15 2:57:24 PM SAMAS
Is there an issue? Send a Message

Added DiffLines:

*** Speaking of recoil, there is also the matter that most Autocannons are literally cannon-scale machineguns. Accuracy 25 miles is not so easy when you're firing a good 60-200 rounds a minute.
9th Sep '14 11:33:34 AM PatPayne
Is there an issue? Send a Message


*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Horizon Range [Note]It's a +8 modifier, modified by movement and terrain. It'd be insanely easy for even a skill 0 pilot to need a 12 or above on 2d6 to hit.[/note] Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...


to:

*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Horizon Range [Note]It's Range. It's a +8 modifier, modified by movement and terrain. It'd be insanely easy for even a skill 0 pilot to need a 12 or above on 2d6 to hit.[/note] Also, it's only weapons already capable of actually dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...

9th Sep '14 11:32:57 AM PatPayne
Is there an issue? Send a Message


*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Horizon Range [[Note]]It's a +8 modifier, modified by movement and terrain. It'd be insanely easy for even a skill 0 pilot to need a 12 or above on 2d6 to hit.[[/note]] Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...


to:

*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Horizon Range [[Note]]It's [Note]It's a +8 modifier, modified by movement and terrain. It'd be insanely easy for even a skill 0 pilot to need a 12 or above on 2d6 to hit.[[/note]] [/note] Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...

9th Sep '14 11:32:36 AM PatPayne
Is there an issue? Send a Message


*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range. Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...


to:

*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Extreme (21-30 hexes, or 42-60 inches), and Horizon, the latter being effectively ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range. Horizon Range [[Note]]It's a +8 modifier, modified by movement and terrain. It'd be insanely easy for even a skill 0 pilot to need a 12 or above on 2d6 to hit.[[/note]] Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...

9th Sep '14 11:28:30 AM PatPayne
Is there an issue? Send a Message


*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range. Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...


to:

*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long Extreme (21-30 hexes, or 42-60 inches), and Extremely Long, Horizon, the latter being effectively out to the horizon.ExactlyWhatItSaysOnTheTin. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range. Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...

9th Sep '14 11:27:08 AM PatPayne
Is there an issue? Send a Message


*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range.


to:

*** This point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range. \n\n Also, it's only weapons already capable of dealing damage at long range that can qualify, so the 200mm AC-20 mentioned above still is restricted to 300 yards...

9th Sep '14 11:21:38 AM PatPayne
Is there an issue? Send a Message


** This point's been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range.


to:

** *** This point's point seems to have been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range.

9th Sep '14 11:21:01 AM PatPayne
Is there an issue? Send a Message


** Also in one of the more recent rulebooks (not sure which, mind) there's a note from the designers that for the sake of effective gameplay, the ranges in game are much shorter than what they would be in the fluff


to:

** Also in one of the more recent rulebooks (not sure which, mind) there's a note from the designers that for the sake of effective gameplay, the ranges in game are much shorter than what they would be in the fluff

fluff.
** This point's been addressed in a very roundabout way in ''Alpha Strike'', where units are given two more range bands in expanded rules -- Very Long and Extremely Long, the latter being effectively out to the horizon. However both of those have insanely high to-hit modifiers, meaning that even an ace pilot would need a good bit of luck to actually hit anything at Extremely Long Range.

This list shows the last 10 events of 16. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=WMG.BattleTech