Grand Dragon DRG-4K (Trevnor) must make a piloting skill check (landing in a building). ****Needs 12 [3 (ejecting) + 5 (Mech is prone) + 4 (landing in a building)], rolls 3 : fails. ********Pilot of MechWarrior Kojiro Nakamura (Trevnor) "Kojiro Nakamura" takes 4 damage.*** MechWarrior Kojiro Nakamura (Trevnor) DESTROYED by pilot death! *** *** Grand Dragon DRG-4K (Trevnor) DESTROYED by ejection! ***
End of the mission, we were able to take down both mechs as well as 2 of the Drillsons. While two of them were badly damaged, they were able to escape. The Dragon is in fairly good shape, and the Shadow Hawk has had its armor ripped to paper, but we managed to force the pilot to surrender rather than blowing him to particles.
Trump Cards makin' that money. I'm doing some small upgrades to the Clint (DHS, ERPPC, 1T more armor) because it's nice to have a backup and that thing just keeps going. Once Mags figures our contract bonus we can powwow on any other changes that need to be made (Warhammer? Skwi moving to Dihm' Hatchetman?)
Hmmm, did we have an Admin? I can't remember. Edit: Nope, we didn't. Sheo was Negotiation, you had Tech, Gihz had Scrounge. I'll invest in Admin then.
ok, so help me with spending my...71 exp. upgrade my gunnery and piloting? Is natural aptitude gone? should i change it to sniper and sit back with the warhammer?
Natural Aptitude only works if your Gunnery is 4 or more. As in 4/5 - gun/pilot not level 4. Sniper is way more useful.
Natural Apt is there to simulate pilots who are "naturally gifted" but lack the experience and skill of veteran soldiers. It should be seen as a key ability for those looking to focus more on secondary skills while still being able to contribute to a straight up fight. Hordac is right; it is only available to pilots that are below veteran skill level. Once you raise your gunnery, it is assumed that your improved "training" has replaced your previous unrefined talent. Also, remember that Sniper is not all-powerful; it is less efficient than other gunnery skills at medium ranges and it gives you no help at all at short range. Environments with heavy cover will offer you little to no advantage.
interesting...i'll have to look into it more. thanks for the info EDIT: okay, assuming my skillsheet is correct, i can acquire the following: (apologies if its wrong): upgrade gunnery and piloting to level 5 upgrade negotiation to level 4 gunnery specialization laser weapon specialization large laser should have 3 left over (?)
Actually... I'm pretty positive you can't stack Gunnery Spec and Weapon Spec... I could be wrong, but I think the both of them have underlines and Astricks beside them in the new skillsheet... which means you can only take one.
Not all-powerful just really really nice to have You are correct sir. Only 1 weapon improving ability per character allowed now. Well besides Jumping Jill you can tack that onto one of the other weapon abilities.