georgiaboy1966
Know what you're doing yet?
- Joined
- Sep 12, 2019
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He boosted the Jump, just as he boosted the HPG strength for the two-way real-time messaging.
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And you have all properly caught up. There is no more.
Now I'm mulling over the proper reactions to this as a PHO-style response thread isn't easy through HPG.
I'm slowly looking through the books trying to get at that dimly remembered scene of people talking or messaging through HPG. I have this strong but unfounded feeling that if you could afford it you could do almost realtime conversation via HPG. Don't remember where I first heard that though.Comstar intelligence agent message log with additional informal comments? At least from the moment the ELH jumpship departs in an unknown direction, the whole situation begins to be of interest to them, albeit a small one. And given that the interest is small, a certain informality in the correspondence will not destroy the suspension of disbelief.
This is certainly not an informal internet forum, but probably the closest analogue available in the setting.
I'm slowly looking through the books trying to get at that dimly remembered scene of people talking or messaging through HPG. I have this strong but unfounded feeling that if you could afford it you could do almost realtime conversation via HPG. Don't remember where I first heard that though.
The moment the jumpship returns with the dropships, the bureaucratic bacchanalia in Comstar reaches its peak with the search for who is to blame and the appointment of those who will be responsible for it all.
Just to add, they went back in one jump due to chaos crystal shenanigans! Imagine if Comstar sent explorer corps to find out where the ELH went and still following their trail, only for them to re-appear back at Colchester.
As Armstrong told Hanse Davion, that only counts if dropships couldn't transfer between jumpships. They left with one dropship, they returned with all nine drop collars full.Comstar does not know the jumpship path, so it cannot know the exact number of jumps required. But, yes, trying to figure out where the jumpship picked up the dropships given the time spent on this operation, the standard jump distance and the standard charge time of this jumpship will drive analysts crazy.
That's why I need at least the format of a standard Comstar email.Most likely Comstar stations, perhaps except for the most powerful ones, are really unable to support video calls or even just calls, but sending messages at least at the level of the Internet network of the 90s is reliable.
That's why I need at least the format of a standard Comstar email.
Super Hard Urbanmech II UMS2-HARD
Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/E-F-E-D
Production Year: 0
Dry Cost: 5,927,752 C-Bills
Total Cost: 5,927,752 C-Bills
Battle Value: 1,487
Construction Options: Fractional Accounting
Chassis: Unknown Endo-Steel
Power Plant: Unknown 200 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
Jump Capacity: 90 meters
Armor: Unknown Patchwork
Armament:
1 ER PPC
2 Medium Lasers
1 TAG
1 Guardian ECM Suite
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Overview:
A custom Super Urbanmech II built for Barbara Mosley, reportedly to cover "the
massive goddamn target you painted on my back" after being touted as the person
to take down Natasha Kerensky, it is 40 tons and apparently the prototype of
the Super Urbanmech II.
Packing an unprecedented fifteen tons of Hardened armor on an Urbanmech
chassis, the UMS2-HARD is as well-protected as most Assault Mechs. The
vulnerability of the XL engine protruding into the side torso is mitigated by
armor that can take two AC/20 hits. It does this while still being as fast as
most Medium Mechs at 86 kph, although leg armor is not Hardened.
Its lack of firepower, the same as a Super Urbanmech ten tons lighter, means
that it cannot wade into fray acting like a mini Assault Mech and instead must
perform heavy recon duties the same as a regular Super Urbanmech. It does have
slightly better jump range at 90 meters though.
Barbara Mosley's opponents therefore are driven to assign almost supernatural
skill to her ability to tangle with Heavy Battlemechs and live instead of
merely brute durability.
The UMS2-HARD is painted white and has a decorative horn protruding from the
head of the Mech.
Despite her best efforts, it is her Mech that is called the "White Unicorn" and
her nickname still "Little Miss Bad-Ass".
Capabilities:
Armed with an ER PPC on the right arm and a pair of Medium Lasers on the left
arm, and a TAG in the torso, the UMS2-HARD has an otherwise identical loadout
to an UMS-SSR Super Royal Urbanmech.
Variants:
UMS2-HARD-ER:
This variant is a later upgrade that covers Mosley's griping about the rate of
fire of the ER PPC not fitting with her brawling tactics. The weapons have
been changed to a pair of Light PPCs and a pair of ER Medium Lasers to allow
her to deliver more sustained fire while in sight of the enemy.
As her Mech still had better protection than even a 60-ton Urban Knight,
Barbara Mosley had little reason to change to a platform that was easier to
hit.
UMS2-HARD-ERER:
This merely replaces the two Light PPC and two ER Medium Lasers with salvaged
Clan ER Large Laser and Clan ER Medium Lasers.
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 67 points 2.000
Internal Locations: 2 LT, 2 RT, 7 LA, 3 RA
Engine: XL Fusion Engine 200 4.250
Walking MP: 5
Running MP: 8
Jumping MP: 3 Standard
Jump Jet Locations: 2 CT, 1 LT 1.50
Heat Sinks: Double Heat Sink 12(24) 2.000
Heat Sink Locations: 1 LT, 2 RT, 1 RA
Gyro: Standard 2.000
Cockpit: Standard 3.000
Actuators: L: SH+UA R: SH+UA
Armor: Patchwork AV - 131 13.745
Internal Armor
Structure Factor
Head (Hardened Armor) 3 9
Center Torso (Hardened Armor) 12 16
Center Torso (rear) 6
Left Torso (Hardened Armor) 10 16
Left Torso (rear) 4
Right Torso (Hardened Armor) 10 16
Right Torso (rear) 4
Left Arm (Hardened Armor) 6 11
Right Arm (Hardened Armor) 6 11
Left Leg (Ferro-Fibrous) 10 19
Right Leg (Ferro-Fibrous) 10 19
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
ER PPC RA 15 3 7.000
2 Medium Lasers LA 6 2 2.000
Guardian ECM Suite LT 0 2 1.500
TAG HD 0 1 1.000
Free Critical Slots: 4
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 4 Points: 15
5/2j 2 2 1 0 2 0 Structure: 2
Special Abilities: TAG, ECM, ENE, SRCH, ES, SEAL, SOA
Bay 1: | Mech (12) | 1 Door |
Bay 2: | Mech (12) | 1 Door |
Bay 3: | Light Vehicle (8) | 1 Door |
Bay 4: | Infantry (Mech. Squad) (128) | 1 Door |
Bay 5: | Heavy Vehicle (6) | 1 Door |
Bay 6: | Light Vehicle (12) | 1 Door |
Bay 7: | Cargo (986.0 tons) | 1 Door |
Weapons: | Capital Attack Values (Standard) | |||||
---|---|---|---|---|---|---|
Arc (Heat) | Heat | SRV | MRV | LRV | ERV | Class |
Nose (32 Heat) | ||||||
1 ER Large Laser | 12 | 1(8) | 1(8) | 1(8) | 0(0) | Laser |
2 Arrow IV, Arrow IV Ammo (100 shots) | 20 | 0(0) | 0(0) | 0(0) | 0(0) | Artillery |
RS/LS Fwd (12 Heat) | ||||||
1 ER Large Laser | 12 | 1(8) | 1(8) | 1(8) | 0(0) | Laser |
RS/LS Aft (12 Heat) | ||||||
1 ER Large Laser | 12 | 1(8) | 1(8) | 1(8) | 0(0) | Laser |
Aft (24 Heat) | ||||||
2 ER Large Laser | 24 | 2(16) | 2(16) | 2(16) | 0(0) | Laser |
Level | Era |
---|---|
Experimental | 2620-3058 |
Advanced | 3059+ |
Standard | - |
Extinct | 2830-3044 |
Armor | ||
---|---|---|
Nose | 219 | |
Left Side | 184 | |
Right Side | 184 | |
Aft | 149 |
Weapons | Loc | Heat | |
---|---|---|---|
Laser Bay | NOS | 12 | |
Artillery Bay | NOS | 20 | |
Laser Bay | LS | 12 | |
Laser Bay (R) | LS | 12 | |
Laser Bay | RS | 12 | |
Laser Bay (R) | RS | 12 | |
Laser Bay | AFT | 24 |
Ammo | Loc | Shots | |
---|---|---|---|
Arrow IV Ammo | NOS | 100 |
Equipment | Loc | |
---|---|---|
MASH Equipment (1 theater) | HULL | |
Field Kitchen | HULL | |
Mobile Field Base | HULL | |
Drone (Remote) Carrier Control System (1 drone) | HULL |
Crew | |
---|---|
Officers | 5 |
Enlisted/Non-rated | 14 |
Gunners | 4 |
Bay Personnel | 488 |