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Classic BattleTech: Clan Hunters

SoC

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Hey all! This is the thread for my RP Classic BattleTech: Clan Hunters.

First, let me lay down some rules.

1) You must have read at least one of the novels in the CLASSIC BattleTech series to play. You cannot play if you only have played the video games or have only read Dark Age Novels. Why? I want players who have a decent knowledge of the universe in the classic era.

2) NO GOD-MODDING! Even the best 'MechWarriors take a hit. Not even Kai Allard-Liao can dodge a Clan star's worth of fire, so you can't either. As the GM, I will refrain from killing pilots, but be prepared to take a hit if you're in a position to.

3) I am the GM. What does this mean? If I say something happens, it's as if God says something happens; it happens. I am the "God" of this game (though I don't demand worship :p).

4) Post your characters in the Characters board. I will look them over and approve them. Be sure to read the rules in that thread.

5) Keep short posts to a minimum. I don't want this to be a collection of one-liners.

With that out of the way, I'll explain the setting.

This story takes place about a year after the end of the FedCom Civil War. I am assuming Dark Age will not happen, as that's how I wrote the story, and I really don't want to have to worry about matching events up with it. My characters (Mike Specifically) is trying to start a mercenary unit who would only take missions against Clan targets. We're starting on Outreach and are being sponsored by Wolf's Dragoons.

If you have any questions, PM me or post here.

Thanks!
 

Father Niko

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Well i now the differant mechs, and that the Clans are does with the best tech and pilots, is the Steiner and Davion familys at war or is it before that?
Clan has mechs and tech from the ancient StarLeague, some of this info you get if you have install the pc games
 
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SoC

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I guess I should clear a few things up for you.

The Clans are more than just better tech and pilots. They are an entirely different culture. They are geneticaly enhanced warriors, grown in tubes, raised in sibkos (basically means the group they are "born" with) and trained in combat from the time they can walk. Only their very best make it to the 'Mechs, where the rest fall out of training determines what caste they are in, be it scientist, worker, technician or whatever else. Instead of the standard four 'Mech lance that the Inner Sphere has, they run in Stars of five. They also use battle armor suits (piloted by huge, genetically engineered Elementals) called Elemental armor. There was originally twenty Clans, but they've reduced their own number and the only ones really important to the Inner Sphere are Wolf, Jade Falcon, Ghost Bear, Steel Viper, Smoke Jaguar (which was eliminated in the story arc of MechWarrior 3 and MechCommander), and Nova Cat (who recently joined with the Draconis Combine.

The Clans don't have Star League tech, but are the descendants of the ancient Star League that were led out of the Inner Sphere by General Kerensky. They've been out there for hundreds of years, only returning in 3049, where they nearly took Terra, but were stopped by ComStar on Tukkayid in 3052 (IIRC).

Steiner and Davion are the two houses of the Federated Commonwealth, or FedCom. This story takes place after that civil war is over. If you want details on the end of this (as it is somewhat of a spoiler) PM me.

Now do you know of the Wolf's Dragoons and the sponsorship program that they started (and was the story in MechWarrior 4: Mercenaries)?
 
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SoC

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If you're willing to play, I'll let you in. Post a character in the character board.

I do have a few rules on the 'Mechs.

1) Make them reasonable. Not everyone can afford an Atlas or for that fact any in the Heavy class. If you have a 'Mech this size, post a really good reason for it.

2) Keep to Inner Sphere 'Mechs, unless you have a really good reason. Clan Tech is really really expensive and rare in the Inner Sphere.

3) If you have a non-OmniMech (PM me if you need a definition or to check a 'Mech), you cannot edit the weapons selection. Unlike the games, where it can be done by simply entering the 'MechLab, if you change the weapons, you could screw up the internals and something else won't work. If you want to change the weapons, and don't mind a disadvantage on the 'Mech, PM me and I'll approve the 'Mech with an appropriate disadvantage.

Other than that... choose wisely.

Also, on the pilot, be sure to give him/her (a) a good reason to want to go after the Clans and (b) a home nation (IE: Draconis Combine, Federated Commonwealth, etc.).

I'll see you in the RP thread.
 
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SoC

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Could you repost Yari in the Character board? Thanks...

As for the 'Mech, the Hellhound is a relatively new 'Mech, and wouldn't be very common in non-military units. If you'd like I can suggest a few and post links to their Technical Read-Outs (TROs).

Light 'Mechs

The PNT-10K Panther is a heavy scout 'Mech that relies on firepower rather than speed to get it out of trouble. It carries an ER PPC and and SRM4 with an Artemis IV Fire Control System (meaning it's easier to lock on to targets).

The JR7-C Jenner is a faster scout 'Mech. It is armed with and SRM-4 and 3 Medium lasers. It also has Jump Jets, giving it a little more of an edge.

Medium 'Mechs

The DMO-4K Daimyo is a Draconis 'Mech. It sports an ER PPC and 3 medium lasers and decent speed for a 40 ton 'Mech. Using only energy weapons means no ammo worries, but heat could be a problem.

The GRM-R-PR29 Grim Reaper is 55 tons and armed with an ER Large Laser, Medium Pulse Laser, LRM 20, SRM 6 and an anti-missile system. I believe it would be a hotbox (meaning you'd have to watch your heat in battle), but if properly managed, it'd be very potent.

Another good medium 'Mech is the CN10-B Centurion. It packs an LB10X Autocannon, LRM-10, Medium Laser and Medium Pulse Laser. Centurions are known for their versatility, and the best pilot I know of, Kai Allard-Liao, uses a specially modified Centurion.

You can go to the Chaos March and get info on just about every 'Mech in BattleTech. For Inner Sphere 'Mechs, stick with the 3025 to 3058 range and for Clan 'Mechs, either 3050 or 3055. Also for Inner Sphere, when you click on the 'Mech for info, look for the Draconis Combine Insignia on the page. If you find a 'Mech you like from another house, let me know and we might be able to find a way to get it to your pilot.

EDIT: For the Marauder, if you can come up with a good reason for your character, then I could allow it.
 
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SoC

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MAD-5S Marauder

Armament:
2 ER PPC
2 Medium Pulse Laser
Large Pulse Laser
Streak SRM-2

The reason it looks so much like the Robotech one is simply because when they started BattleTech, they copied the design. Yes, it's true. They shamelessly plagerised (sp?). Now this version is known as a Lawsuit 'Mech, as the creators of Robotech sues Fasa over it and several other designs they stole.

I will allow you to use it, but you'll need to approve the backstory for how you got it.

BackStory:
Yari joined up with the DCMS as soon as he was allowed. His thirst for vengeance against the Clans made him an automatic choice for the forces that the DC sent to Operation Bulldog. During the campaign, he fought viciously and without mercy. His skills helped him to rise through the ranks quickly, making him the equivalent to a lance commander by the time the Smoke Jaguars were destroyed.

He returned with his the rest of his force to the DCMS along the border with the Ghost Bears, eager for action. When nothing happened for nearly five years, he resigned and left the DC to become a mercenary. He signed on with an up and coming unit that saw some fierce fighting along the Jade Falcon border during the FedCom civil war. Perhaps it had been too fierce, because Yari was the only one to survive, and only because he had the sense to retreat when the rest of his unit didn't. Better to live today and fight tomorrow than to die today.

After he had retreated, he found his commanders backup 'Mech in the dropship that took him back to outreach. He claimed it as his own, saying that since he was the only member of the outfit left that could pilot it, he would be the logical choice to keep it. The dropship crew didn't really want it, and allowed him to keep it as long as they got his 'Mech from that mission to seel and pay for expenses.
 
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