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Game Mechanics - Threat, Impact and Strength & Encounters & PC Tokens

Posted: Sun Oct 31, 2021 10:55 pm
by GM Yuusha
For the purposes of this game, to represent the overall effect you're having on the planetary invasion as a whole, there will be three unique game mechanics. These are Threat, Impact and Strength. These are a little contrived, but they should allow a decent degree of simulation of how well you are all doing in various ways.

Further down are the rules for Encounters. These are usually random and will be in response to players choosing to undertake a patrol or venturing forth into a new location for the first time.

Lastly, you can find the rules for PC Tokens in this thread. Every PC gets a certain number of these and they can be exchanged for key scenes.

Re: Game Mechanics - Threat, Impact and Unit Strength

Posted: Sun Oct 31, 2021 10:58 pm
by GM Yuusha
Threat

Threat measures the threat level and seriousness that both the Csesztreg Militia and KungsArmé view the Obsidian Angels. A low threat rating generally means the KungsArmé are far more focused on the attacking Federated Commonwealth forces, while the Militia will try to support them rather than hunt down a less pressing enemy. At the lowest levels both will not even be aware of your presence and any danger. At higher threat levels this changes. The Akos Militia will begin to actively patrol around their sites or even seek out the hostile forces they have become aware of. If overly challenged they may even request reinforcements. At the highest level this could mean the KungsArmé comes to view the Obsidian Angels as a strategic threat necessitating direct confrontation. While your employer would welcome this, as it'd take the heat off their own units, the risks would be very high indeed.

Threat level is measured from -1.0 to 5.0. It can go higher than 5.0, but it will not have a further effect beyond that listed. Threat changes in increments of 0.1, positive or negative. If the Obsidian Angels reconnaissance forces are spotted, patrols do not return or a major Militia site is attacked, the threat level can be expected to go up. If the Obsidian Angels forces remain undetected, cut communications or make efforts to distract and confuse the enemy, then the threat level can be expected to decrease.

Threat begins at rating -0.5

Threat Ratings:
-1.0 to -0.1 - 'Area Secure'
Militia forces are relaxed and sites are on low alert. Local forces are almost certainly to be sent to the mainland to reinforce the KungsArmé.

In combat, turrets will not fire until turn 3. Enemy forces will react sluggishly, meaning some will not move on turn 1.

0.0 to 0.9 - 'Searching for hostiles'
Militia forces are unsure if there is a threat. Patrols are warned to be vigilant, but sites remain on low alert. Local forces are likely to be sent to the mainland to reinforce the KungsArmé.

In combat, turrets will not fire until turn 2.

1.0 to 1.9 - 'Hostiles located'
Militia forces are aware of the presence of a mercenary force aiding the Federated Commonwealth. More patrols are scheduled, which will be wider ranging, while military sites are put on alert. Local forces may be sent to the mainland to reinforce the KungsArmé.

The chance of a random encounter increases by +1. Strength decreases by 0.1 at the end of each session at this level.

2.0 to 2.9 - 'Hostiles identified'
The Militia have confirmed your presence and they are beginning to analyse your strength. All sites are put on alert. Local forces are strengthened and weapons are brought out of storage.

The chance of a random encounter increases by +2. Enemy Sites will have 10% more defenders (in terms of BV). Strength decreases by 0.2 at the end of each session at this level.

3.0 to 3.9 - 'Enemy engaged'
Ascertaining your location and direction of attack, the Militia have redeployed to confront you. The local Akos Militia are strengthened by forces from further away on Akos. Search and destroy efforts begin in an effort to find your dropships or command centre. Military sites are on high alert.

The chance of a random encounter increases by +2. Enemy Sites will have 20% more defenders (in terms of BV). Strength decreases by 0.3 at the end of each session at this level.

4.0 to 4.9 - 'Support requested'
The Militia seek a pitched battle to put their greater numbers to good use. They have also begun to signal they would like support. Many patrols are the norm. All sites are put on high alert. The KungsArmé are considering sending support.

The chance of a random encounter increases by +3. Enemy Sites will have 30% more defenders (in terms of BV). Strength decreases by 0.4 at the end of each session at this level.

5.0 (or higher) - 'Major threat - Send reinforcements!'
The Militia have begun to panic. The KungsArmé are stepping in to take charge. KungsArmé forces from the mainland have come to support the Akos Militia. Expect the worst.

The chance of a random encounter increases by +4. Enemy Sites will have 50% more defenders (in terms of BV). Strength decreases by 0.5 at the end of each session at this level.

Challenge: If this level is reached then the Enemy force will switch to the KungsArmé. The KungsArmé are a professional and seasoned military force. More of their units will be veteran level. Additionally, they have many more upgraded units than the Militia. Rather than merely BOSS units potentially having upgraded units, their standard forces might be cutting edge too (i.e. Standard Tech rather than Introductory, such as Double Heat Sinks, XL engines, ERPPCs, Gauss Rifles, etc.). Even if Threat is reduced later on, the effect of this threat level will remain in place. I.e. You will continue to face the KungsArmé primarily, with the Akos Militia merely supporting.

Threat effects:
On Impact: At the end of each session the current threat rating, divided by five and rounded up, will be added to the Impact rating. If negative, the amount is not divided by 5. E.g. If a session ends with a Threat Rating of 2.0, then Impact will increase by 0.4. However, if a session ends with a Threat Rating of -0.2, then Impact will be reduced by 0.2.
On Strength: Threat directly affects Strength at the higher levels at stated above, as well as having a strong indirect effect. For example, increased Thread and thus alertness in Sites could mean: more enemy units, better trained enemies, enemy reinforcements available, stronger enemy units. This is likely to cause damage to Obsidian Angels' units, which will affect Strength. Additionally, higher Threat Ratings will increase the difficulty of some events and/or the consequences of failure.

Changes to Threat:
There are numerous ways Threat can increase:
• Each victory in a combat at a Site will increase Threat by 0.1. Note that most Sites will allow for 6 PC combats.
• Conquering a Site will increase Threat by a specific amount (this will not be known in advance when deciding a Target, although it will be hinted at loosely). This represents the Site being lost as well as the combats involving NPC elements of the Obsidian Angels and Site defenders.
• Defeating a BOSS, such as destroying their unit or killing the pilot, will increase Threat by 0.1. If the BOSS withdraws from combat, Threat will not be increased.
• Each victory in a combat through an Encounter, usually a Patrol, will increase Threat by 0.1 in addition to anything stated in that Encounter.
• If military units, such as Mechs or Tanks, are detected approaching a site held by the Enemy, then Threat will increase by 0.1. E.g. A PC decides they want to approach a town with a garrison in their Mech to get "a closer look". This is not advised. Do note, detection can be visual or electronic. If you wish to visit a Site held by the enemy, then it is recommended to enter discreetly. This will simply not be possible for Military targets, such as a Barracks Site.
• Some actions and roleplay choices may warrant an increase of Threat. This is up to the GM.

Threat can only be lowered by the following:
• Specific actions during Recon events. Rather than scouting the enemy, you will be focusing on efforts such as acts to confuse the enemy or cutting their communication channels.
• Each time the Akos Militia send reinforcements to the KungsArmé, Threat may be lowered by a certain amount.
• Some actions and roleplay choices may warrant a decrease of Threat. This is up to the GM.

Re: Game Mechanics - Threat, Impact and Unit Strength

Posted: Tue Nov 02, 2021 12:53 pm
by GM Yuusha
Impact

Impact measures how the Obsidian Angel's employer, the Armed forces of the Federated Commonwealth (AFFC), views the effectiveness of the unit. In other words, have they had a small or big impact on the conflict, or merely roughly what was expected? This is more of an end game mechanic, as it primarily determines any bonuses or penalties that might be applied to the unit. This will have an influence on post-game awards for characters and the future timeline in regards to the Obsidian Angels. However, there is a slight in game effect too. The lowest impact level will mean no support for the unit from the AFFC, which'll make repairs and rearming harder, more expensive or impossible. Conversely, the highest impact level will mean the AFFC are willing to send additional support to the unit, which'll make repairs easier and possibly mean that some missions include allies. These aside, generally speaking impact is what happens after the contract concludes. It'll affect the unit's pay, future job prospects and fame.

Impact level is measured from 0.0 to 5.0. It cannot go lower or higher than these. Impact changes in increments of 0.1, positive or negative. If the Obsidian Angels take out a lot of Militia forces, capture key sites with their own efforts or come across useful intelligence, the Impact level will go up. If the Obsidian Angels forces focus on minor or civilian targets, fail to secure objectives or allow Militia forces to repeatedly reinforce the mainland, then the Impact level can be expected to decrease.

Impact begins at rating 2.0

Impact Ratings:
0.0 to 0.5 - Little to no impact
Nobody in the unit wants to get this negative reputation. The AFFC are disgusted with the Obsidian Angel's poor results and ineptitude. They'll actively seek to pay the bare minimum amount the contract legally stipulates (or less, if they can) and to penalize the salvage award. The unit will be given a very bad review to the Mercenary Review Board (MRB), which will lower their rating and greatly lower the chances for good future contract options across the Inner Sphere. Worse still, the AFFC won't hire the Obsidian Angels again. Furthermore, once the planetary assault is concluded, the Obsidian Angels will be required to exit AFFC space immediately. Finally, the AFFC will close access to its supply and logistics network. This will mean parts, supplies and equipment are much costlier to bring in and they'll take longer to arrive too. Effectively, this will start making repairs much harder.

In game effect: To represent this, all Technician and Administration (Logistics) rolls will increase in TN by 10.

Post game effect: Future games will see a Monthly Salary reduction for all characters. Starting C-Bill amounts for Obsidian Angels characters will also be reduced.

0.6 to 1.5 - Little impact
The Obsidian Angels are performing poorly. While you are having a slight impact, it is less than hoped for and smacks of cowardice or incompetence. The unit will be paid by the AFFC, and salvage won't be affected, but the review to the MRB will be honest. That is to say, it will not be favourable. This will make it a little bit harder to find decent employment in the immediate future, since the best contracts are offered to the mercenary units with higher ratings. In practical terms, this will mean less reputable or less established employers, meaning less pay. The AFFC won't wish to hire the Obsidian Angels again either and that will mean having to leave AFFC space to arrive at their next job. Worse still, the AFFC's Command will begin making life difficult for the Obsidian Angels at during their employment. Parts ordered through them will take longer to arrive, as others in need will be prioritised, and any excuse to pass on rising supply costs will be given. This makes repairs harder.

In game effect: To represent this, all Technician and Administration (Logistics) rolls will increase in TN by 5.

Post game effect: Future games will see a small Monthly Salary reduction for all characters. The Obsidian Angels pay award per 0.5 Rank will also decrease to 25 C-Bills rather than 50 C-Bills.

1.6 to 2.5 - Some impact
This is about the level of effectiveness you might expect of a new or small mercenary command. It is less than what you would expect a longer running mercenary unit that is greater than battalion sized to achieve. In other words, the AFFC hoped for a bit more from the Obsidian Angels. That isn't to say the unit hasn't had an impact, but it falls ever so faintly short of what was expected. This level won't have any immediate negative consequences for the Obsidian Angels, which is something, but it risks adversely affect their future prospects. The MRB will receive a review suggesting concern, which will be a mark against the Obsidian Angels. Their rating won't go up or down, but any further reviews suggesting concern, or certainly any negative review, will cause a big drop in rating. This will mean worse contract options in the future. Still, that isn't guaranteed and the AFFC might have some small jobs they'll offer after this contract ends, but they won't pay too well. It might be time to travel further afield for better options.

In game effect: None.

2.6 to 3.5 - Adequate impact
At this level the Obsidian Angels have fully achieved what was expected of them. You're likely keeping the Akos Militia busy, which in turns makes life easier for the AFFC. Better still, you're probably earning salvage, half of which goes to the AFFC. All the Sites you secure will also fall under their control without the AFFC having had to lift a finger. It's win-win. Once the planet has been conquered you can expect the AFFC to offer new contract options. While the Angels may not accept them, as they may accept something better elsewhere, it will mean this region of space remains profitable to work in. The review to the MRB will also be favourable, which might just increase the unit Rating a little bit. Minor optional bonuses in the contract terms and a more favourable position in final salvage negotiations will also give all the officers something to be pleased about.

In game effect: None.

Post game effect: All Characters with Rank 2.5 or greater will receive a C-Bill bonus equal to their Monthly Salary. Any Character Goals to swap a piloted Mech for something in the next weight category will be advantaged.

3.6 to 4.5 - Beyond expectations
You must be hitting the enemy hard! The Obsidian Angels have gone beyond expectations and the AFFC have taken note. This surely means bonuses once the contract concludes, which everyone will enjoy. Better still, the AFFC will give a glowing review to the Board, which will nicely bump up the unit rating. Future job offers will be better than ever. All in all the future will be bright for the Obsidian Angels. All that salvage and the stronger negotiating position over it will also allow the mercenaries to upgrade their units and weapons, which will be a wide ranging boon. However, the icing on the cake is that the AFFC will go out of their way to accommodate any logistical requests from the unit, which will make sourcing and transporting equipment, parts and supplies much, much easier and cheaper. This is something everyone will come to enjoy. Every mercenary in the unit can be pleased with this outcome.

In game effect: Administration (Logistics) rolls in AFFC space gain a free raise. The AFFC will send some forces to support the Angels if fighting the KungsArmé, allowing for more reinforcement options for combat missions against them.

Post game effect: All Characters will receive a C-Bill bonus equal to their Monthly Salary and Characters with a Rank of 2.5 or greater will also receive a free rank of Wealth when the game concludes. Any Character Goals relating to a mech, vehicle or weapon will be advantaged.

4.6 to 5.0 - Heroic effort!
Nobody expected such a brilliant contribution to the campaign to secure Csesztreg III. The exploits and successes of the Obsidian Angels will be heard by other mercenaries, other factions and especially the MRB well before the official review is dispatched. This, of course, will be fully of nothing but glowing praise. The survivors of the Akos Militia and perhaps even the KungsArmé must dread hearing the unit's name. They probably all whisper you are demons. That doesn't matter. What matters is C-Bills, salvage and recognition! These you earn in spades. The AFFC will fully open their logistics chains to the unit too. What's more, they'll also offer special deals and discounts they would ordinarily only offer their own forces or mercenaries that are practically loyal to them. Everyone can expect a bonus and more. An outstanding result!

In game effect: Technician and Administration (Logistics) rolls in AFFC space and Negotiation rolls involving the AFFC gain a free raise. The AFFC will send some forces to support the Angels, allowing for more reinforcement options for combat missions.

Post game effect: All Characters will receive a C-Bill bonus equal to their Monthly Salary, a free rank of Wealth and a rank of Fame when the game concludes. Characters with a Rank of 2.5 or Greater may take either one of the following for free: a) 2/1 Connection to an AFFC Officer (who may be Kurt Guttenberg if he is still alive) b) A free level of Inherited Mech or to upgrade their existing Inherited Mech by a single rank c) A single Premium item of your choice. All Character Goals will be advantaged.

Impact effects:
On Strength: Impact has no direct affect on Strength. However, a high Impact will put AFFC reinforcements on the table.
On Threat: Impact has no direct affect on Threat.

Changes to Impact:
There are only four ways Impact can increase:
• 20% of Threat is added to Impact each session. E.g. If Threat is 2.5, then Impact increases by 0.5.
• Each BOSS that is defeated increases Impact by 0.1. This doubles to 0.2 if the BOSS was a member of the KungsArmé. For this, the BOSS needs to either be killed or captured.
• Saving AFFC personnel or units will warrant an increase of Impact by at least 0.1.
• Some actions and roleplay choices may warrant an increase of Impact.

Impact can only be lowered by the following:
• A negative Threat level will reduce Impact each session.
• Should Kurt Guttenberg or any allied AFFC Mech pilot be killed, Impact will decrease by 0.2. Any allied AFFC unit that is fully destroyed in combat, but their pilot survives and is rescued, will mean Impact is only decreased by 0.1. A functioning Mech whose pilot ejects and is then rescued will not cause a loss of Impact.
• If found out, certain actions will cause a loss of Impact dependant on their severity. These include anything that undermines, harms the reputation of or intentionally damages the AFFC. Unduly damaging the planet's infrastructure would also count, as would anything that boosts the morale or defences of the enemy. This is a subjective thing, but will usually cost from between 0.1 to 0.5 Impact if warranted. Examples would include things like releasing a captured BOSS to the enemy without the AFFC's approval, opening fire on refugees, needlessly destroying infrastructure buildings or allowing the enemy to quit the field without good cause.

Re: Game Mechanics - Threat, Impact and Unit Strength

Posted: Tue Nov 02, 2021 12:55 pm
by GM Yuusha
Strength

Strength measures the overall fighting strength of the Obsidian Angels. It is abstracted, since this ranges from number of operational vehicles, healthy personnel and supplies to morale and calmness under fire. Generally speaking, the higher Strength is the better. High Strength means the Angels are fighting effectively, their units and troops are in excellent condition, and any injuries or unit damage can quickly be seen to. This in turn means that Reinforcements can be called in to support PCs and that their confidence is high, boosting social rolls. Low Strength means the Angels are hesitant in combat, their units and troops are in poor condition and medical supplies and replacement parts are dwindling. This in turn means that Reinforcements are not available and confidence is down.

Strength level is measured from 0.0 to 5.0. It cannot go lower or higher than these. Strength changes in increments of 0.1, positive or negative. If the Obsidian Angels secure a lot of salvage, establish a useful relationship with the locals or an enemy lance defects to the Angels, the Strength level will go up. If the Obsidian Angels forces kill civilians, lose units or suffer other severe damage in combat, misplace supplies or have key personnel die in the field, then the Strength level can be expected to decrease.

Strength begins at rating 2.5

Strength Ratings:
0.0 - We're withdrawing
By this point many of the unit's mechs are destroyed or in need of repairs requiring a great deal of time. Supplies, whether spare ammunition, replacement equipment or medical stocks, are practically spent. Morale is also at a complete breaking point and orders are routinely not followed correctly. Should the Obsidian Angels drop to a Strength of zero their Command will take the difficult decision to withdraw from the contract and the planet. A full retreat will be called and the Obsidian Angels will leave. This will immediately end the game prematurely, replacing any remaining game time with a final IC day dedicated to leaving preparations. Naturally, this will have a terrible effect on the unit's Impact, as well as its reputation. The Obsidian Angels will soon disband once the MRB receives the ACCF's review and report of contract breach. The various surviving elements will form smaller, new commands that will have to lick their wounds and begin the painstaking process of trying to make a name for themselves.

In game effect: The game will immediately move to a final day without rolls to allow some conclusion. It will then end. You have lost :(

Post game effect: All Characters will have their Fame reduced to its starting level and gain 0.5 Infamy. Their Rank will disappear as the Obsidian Angels will disband. After that, the future is up to them.

0.1 to 0.9 - Dangerously under Strength
Much of the unit's stores are used up, pilots are injured and morale is incredibly low. The Angels' mechs and vehicles are only kept mostly operational thanks for constant double-shifts and all-nighters. This isn't sustainable. Good strategic planning becomes nearly impossible at this point, while technical and medical efforts are struggling. Most members of the Obsidian Angels are low on energy or feeling anxious, which hurts their socialness. If things get much worse it will mean having to withdraw.

In game effect: A - Strategy rolls are at +10TN. Tactics, Technician, Medtech and Commerce rolls are all at +5 TN. All Social Rolls with those outside the Obsidian Angels are made at +5TN. Reinforcements are not available.

Post game effect: Should the Obsidian Angels finish the game at this level, they'll need to spend at least a year rebuilding to return to adequate strength. Character Goals directly involving the Obsidian Angels or any of their personnel or equipment will be disadvantaged.

1.0 to 1.9 - Under Strength
While not an unusual position to be in, being under strength isn't at all desirable. The least reliable troopers start to show themselves as morale and discipline suffer. Strategic planning becomes harder and repairing things is tougher when you have to argue over dwindling supplies. More pilots and troops in the infirmary, or dead, means forces start to become stretched. This limits the availability of reinforcements.

In game effect: Strategy and Technician (repair) rolls are all at +5TN. Reinforcement may only be requested by expending a Reinforcement Token.

Post game effect: Should the Obsidian Angels finish the game at this level, they'll need to spend at least half a year rebuilding to return to adequate strength. Character Goals directly involving the Obsidian Angels' equipment will be disadvantaged.

2.0 to 3.5 - Adequate Strength
At this level the Obsidian Angels are operating at adequate strength. Supplies are sufficient. Command channels aren't suffering. More than minimal forces are available. This allows the Angels to have a cavalry force kept in reserve, allowing for speedy repositioning and support. Folks are neither particularly happy or pessimistic. Jobs are getting done and the mission can be focused on.

In game effect: On a Combat Day, a single difficult combat will receive a reinforcement for free. Others may request a reinforcement by expending a Reinforcement Token.

3.5 to 4.5 - Optimal Strength
This is a welcome step up from adequate strength. The infirmary has few patients and the vast majority of units are fully operational. This means reinforcements are plentiful. Stores run deep too. If the contract somehow ends on such a good note a big celebratory party can be expected. In particular, morale is notably high and this makes everyone feel confident when negotiating with outsiders. Overall, this level is quite a rare boon so make the most of it.

In game effect: Medtech (Surgery) and Negotiation rolls involving anyone outside both the Obsidian Angels and AFFC gain a free raise. On a Combat Day, two difficult combats will receive a reinforcement for free. Others may request a reinforcement by expending a Reinforcement Token.

4.6 to 5.0 - Plus Ultra!
Not once in the Angels' history has morale and readiness been so high. Everyone feels like they can take on anything. What's more, you have the parts and supplies to somewhat back that up. Teams are naturally working at supreme effectiveness. There is such a surplus of equipment and good will that even non-vital activities become easier, as do lower priority technical tasks. What's more, the highs of positive energy are an unbelievable boost for everyone's confidence, making social interactions and haggling a breeze. Reinforcements, airstrikes and artillery are also easy to arrange. Should the Angels somehow finish the contract with such an unprecedented Strength it will give them a huge edge in their next job and the downtime between. Oorah!

In game effect: Medtech, Art and Craft rolls will gain a free raise. Any Technician roll to customise or alter a mech, such as to change variants, gains a free raise. All Social Skill rolls and Commerce rolls involving anyone outside both the Obsidian Angels and AFFC gain a free raise too. On a Combat Day, three difficult combats will receive a reinforcement for free. Others may request a reinforcement by expending a Reinforcement Token.

Post game effect: Should the Obsidian Angels finish the game at this level, they'll be in an excellent position for their next contract. Character Goals involving the Obsidian Angels in some way will be advantage. Each PC may buy off one Disadvantage at base cost, rather than the normal twice the cost, should they have the xp to do so.

Strength effects:
On Impact: Strength does not directly affect Impact. However, the bonuses from high Strength could positively affect events that influence Impact.
On Threat: Strength does not directly affect Threat. However, the bonuses from high Strength could positively affect events that influence Impact.

Changes to Strength:
The following are ways to increase Strength, with each varying depending on the exact circumstances:
• Salvage events and success in Patrol Encounters.
• Coming across an unexpected boon, such as a working mech or a trove of medical supplies.
• Establishing good relations with a local group. If you think you've achieved this, contact the GM.
• Large social gatherings with an aim of boosting morale, increasing teamwork or improving discipline. These will only work if they're successful. If you think you've achieved this, contact the GM.
• Winning a Simulation combat event.
• Defeating a BOSS will increase Strength by 0.1.
• Defeating a [Redacted] unit.
• Succeeding in the contract will prevent any loss of Strength from Threat rating at the end of that session. I.e. If Threat is 5.0 and you conquer the last site in the final week, then Strength will not decrease by 1.0.

Note: Withdrawing a unit from combat before it is destroyed or crippled will prevent that penalty. I.e. If you have a crippled ally that is about to die, if you can have them leave the battle then it is best to do so. Equally, if a unit is really damaged and in immense danger, consider having the pilot eject rather than fight on. The mech might be destroyed, but at least the pilot is unlikely to be killed when that happens.

Strength is lowered by the following:
• If an Obsidian Angels Unit is completely destroyed, Strength is lowered by 0.1 plus 0.1 times its weight category (Light/Medium/Heavy/Assault). A Light mech would be 0.2, while an assault mech would be 0.5.
• If an Obsidian Angels Unit is crippled, Strength is lowered by 0.1.
• If an Obsidian Angels pilot is killed, Strength is lowered by 0.1. (If an assault mech is completely destroyed with the pilot inside, Strength is reduced by 0.6 total).
• If an Obsidian Angels major NPC is killed, Strength is lowered by 0.1 times their Rank, rounded up. This is in addition to the usual loss of 0.1 for a dead pilot.
• By Threat at the end of a session, such as -0.4 at the 'Support requested' level.

Reinforcements
In combat, you can request support. This is done with a Reinforcement Token. If you have a Connection that is a combat NPC, they will come to your assistance, otherwise you can choose from the three options below. If you request a support unit then it will be randomly determined. Additionally, some combats will receive a reinforcement automatically if Strength is high enough.

To request a reinforcement, your first post in that combat should include that you're requesting reinforcements and the GM should be sent a PM with the particulars of your request, as combats are time sensitive. A reinforcement can take multiple forms, as below, and you should pick one:

• A support unit - This will be randomly determined and depend on the danger posed by the enemy in the combat, but could include a Major NPC controlled mech. This will be under GM control, but will do its best to support you. At worst a tank or a Medium mech may support you. At best it will be Lakshmi, Eric or Monique. This cannot be requested for a Patrol Encounter, which will be random and unexpected.
• Artillery - Two Thumper Artillery Vehicles will shell the enemy for six turns. This works best if you have fixed enemy positions to destroy, such as turrets or buildings. You can specify the target, but please be aware that artillery is quite inaccurate and if your units are too close to the target they may be hit instead. If requested for a Patrol Encounter, the artillery will begin to land from turn 3 onwards.
• Airstrike - A single Aerospace Fighter (ASF) will do attack runs on the enemy for the duration of the combat. If the combat involves enemy ASF, then at least one will be kept out of the fight by your ally. If requested for a Patrol Encounter, the ASF will begin its attacks from turn 4 onwards.

Re: Game Mechanics - Threat, Impact and Unit Strength & Encounters

Posted: Sun Dec 12, 2021 1:29 am
by GM Yuusha
Encounters

Encounters are something PCs may experience if they decide to patrol or to visit somewhere for the first time, such as an enemy held civilian Site. They may be positive, negative or neutral. They may or may not be dangerous. If Combat and/or Danger is involved, this will be flagged so all players are aware in advance, for the sake of fairness, even if your characters would not be at that point in the escalating situation.

Encounters are therefore broken down into two types, Patrol Encounters and Unexpected Encounters. Each works differently.

Patrols

Each day is made up of morning, afternoon, evening and night timeslots. Mechs operate surprisingly poorly in the dark, as even their sensors and lights does not allow them to move about anywhere near as well as they can during the day. As such, the Obsidian Angels only send out patrols in the morning, afternoon and evening. At least one of these periods will be patrolled by NPCs. This means up to two periods a day may be patrolled by PCs. Non-Combat characters cannot go on patrols, although they absolutely can travel to visit secure locations devoid of the enemy. Patrols are put together with the expectation they may encounter the enemy, so a hover APC with an engineer and an administrator inside just "tagging along" would not be permitted. The following is how patrols work.

I suggest players create a thread to reserve Patrol slots. One period, such as Morning, would count as a slot. For each slot, one or two Combat PCs may go on a patrol. If one PC, they go on patrol with their lance mates. If two PCs, they each bring along one lance mate of their choice. The patrol takes both timeslots that form that slot. I.e. If you choose to go on a morning patrol, then you need to dedicate both your EM and LM timeslots. Slots will be taken on a first come, first served basis and can only be requested a day in advance. This means that if you would like to patrol on day 5 you need to make the request on day 4. Do note that patrols do note take place on 'Battle' days, such as Day 3. These are the third day of every session, to avoid any confusion, as there will be lots of combat happening on those days and the Angels will need to deploy nearly all their forces.

Once you have GM approval to have a patrol, you can create a thread in the appropriate location. Once all involved PCs have joined the thread, you should roll a D10 to determine if there is a Random Encounter. A natural result of a '1' or '2' will trigger an Encounter. This could be anything, although it will not start with combat. A result of a '20' or more* will trigger a Combat Encounter, where your patrol will meet an enemy patrol or lesser force guarding a minor location. Most patrols will be quiet and uneventful, but some will lead to Combat (that you may withdraw from, if you wish), and others will lead to an Encounter. For either, contact the GM to alert them you've rolled an Encounter or a Combat Encounter. The GM will then reply to the thread with the particulars and you can go from there! If you do have a Patrol that is due to be uneventful, which is statistically likely, an involved PC is welcome to spend a PC Token. This will mean you have a Random Encounter after all, as if you rolled a natural '1'. In other words, something interesting will happen!

If you find a minor location and you neutralise the defenders, or if you find an encounter location you would like to revisit, this will be made available as a named location. In this way, Non-combat characters can travel with Combat characters to visit the location on another day.

*The current Threat level may include a chance of increasing a Random Encounter. This is added to the D10 roll. E.g. If Threat is at 3.5, the 'Enemy engaged' level, you would roll D10+2. This means the chance of a Combat Encounter will triple.

Unexpected Encounters

Unexpected Encounters are harder to describe. These will be generally be sprung upon PCs going to new places or possibly doing new things. As such, the GM should be contacted to see if you've triggered an Unexpected Encounter in the following situation: the first time anyone creates a thread in a location outside the Dropsite. That's it. You're welcome to continue the thread until you hear back from the GM. If there isn't an Encounter, you're good to continue. If there is, then the GM will reply to the thread and the Unexpected Encounter will begin. Do note that locations means not just a general area, such as a town, but also every named sub-location in the pinned Descriptions and Locations post.

The GM may also reply to a post in an already visited location seemingly randomly, as a pre-planned Unexpected Encounter is triggered. You'll know when this happens.

Re: Game Mechanics - Threat, Impact and Unit Strength & Encounters

Posted: Sun Dec 12, 2021 1:55 am
by GM Yuusha
PC Tokens

Player Character (PC) Tokens are an OOC resource that every Player will be given upon successful approval to take part in the game. You may also be awarded a PC Token for particularly notable, interesting or impressive roleplay or actions. PC Tokens are primarily used to secure character plot advancing or fun threads involving GM input.

A starting Character will have a number of PC Tokens equal to 1 plus 1 for any of the following:
• +1 for a Non-Combat Character.
• +1 if you have a Rank of 3.0 or more.

So, a Mechwarrior Combat Character would have 1 PC Token. A Rank 3.5 Non-Combat Character would have 3 PC Tokens.

Exchanging

PC Tokens may be exchanged for the following on a one to one basis:
• A thread with a named NPC. You can invite up to two other PCs to this if you wish.
• A thread with multiple minor NPCs. This is great if you want to visit a location, such as a market or restaurant, and have a lot of interaction with the environment. You can invite up to two other PCs to this if you wish.
• A story hint. If there is some objective you would like to achieve in character, that your character would have some idea of how to achieve or a way of asking NPCs for suggestions, you can exchange a PC Token in your PF for a story hint. If you wouldn't be able to get a hint, such as asking "how would I become immortal?" (not possible, sorry! Perhaps only in legend and stories?), your PC Token will be refunded. If you would be able to get a hint, then the GM will reply with some details that should give you a good head start. E.g. "How could I get promoted to Captain during this deployment?" Note that any questions that require actions that are so great as to require a Character Goal, such as "How would I get my book published across the Inner Sphere?" cannot be answered. Again, your PC Token will be refunded and you'll need to use a Character Goal later.
• A big NPC favour/action. This is a little like having a Connection and asking them to do something for you, but it's much more general and immediately practical. It can also be applied to multiple NPCs at once. Would you like your Mech to have its PPC exchanged for a Large Laser and two medium lasers or a Heat Sink swapped for a ton of armour by some of the NPC Mechtechs? Sure. Would you like one of the pilots to privately fly you and a few others somewhere on planet ASAP? Sure. Enjoy visiting the main continent or having a private flight to the beaches. This is potentially very powerful or very fun.

For any of these, please post in your PF and await a response. You should also track your PC Tokens in your PF.