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Quest General CYOA Thread

King Arts

Well-known member
So I found this one and it looks funny.

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Blasterbot

Well-known member
I will have to make a few builds for it. it being partly roll based and having that large swing in starting points means the end results will be rather different.
 

PsihoKekec

Swashbuckling Accountant
No matter the circumstances, you are never ready for the death of your parent, but it really came out of the blue when I heard he was hit by a truck. He was a good father to me and my siblings, but lately his obsession was making him increasingly difficult, I used to love helping him organizing his documents, the idea of lostech trail being exciting to me, even if it was just papirology and poring over charts. Going through his documents after his funeral showed that he kept much of it away from and that he started gathering funds for expedition. Money from rather shady dealers, the kind who I presume would take in flesh what they couldn't get in money and it wouldn't be just a pound of it. Just giving all the money back would still leave us with unescapable debt, so as the eldest of the family I'll just have to try as I don't think that even with dad's connection we could successfully hide anywhere.

The good news was that dad had a knack of making friends in low places at his work at the drop port and with me helping him for the last four years I was a familiar face with the right name making the task of putting together a starting team a bit easier. I understood I was looking for space facility and planned accordingly, at least according to my limited experience. Being a poor world in the Outback there weren't many qualified spacers to go with me, but Karl assured me that we will be able to hire additional on the stopovers. So after some additional planning and haggling we went.

I expected maybe an abandoned space station we could strip bare or research station on some moon, perhaps even a listening station, but not this, not this. This is a bounty beyond compare, but it's also something pirates and corpos would kill to possess and Capellans would probably break out nukes to deny us, rules be damned.

An everyday non-combatant
Federated Suns - Outback
Connections - Close Periphery
Green Ally - Spacer

Traits:
Multitasker
Multilingual
Perceptive
Jurry Rigger

Clumsy
Debts

Technical Staff Regular x2
Spacer Regular x3
Spacer Veteran x3
Support Regular x1
Medical Regular x1


What we discovered is a secret naval yard. It looks like when the order for the exodus came, the personnel left ships under repair here, along whatever material they thought was not needed in their trek, including four wings of ASF.

Invader
Tramp
Merchant

Intruder x2
Pentagon x2
Pueblo
Dictator
Lee

Eagle x12
Cheetah x6
Lightning x6
Gotha x12
Corsair x12
Trident x6
Spad x6
Centurion x6
Rapier x6


By the data in computer and the check by our head tech, one of the Intruder was just going through finishing touches when the base was abandoned, and he is confident he could finish those works in time to return to Cardenia and go for New Avalon, where we sell the Intruder to the AFFS and I stake my claim on the base. I sell two of the JumpShips and all of the DropShips (except maybe one Pentagon for defense duties) at a discount for repairs that I still have to make. Also half the ASF. Apart for the money I would haggle for full ownership of the station, while providing NAIS with access to all technological information in it, perhaps also rulership of the abandoned world. Thus I would repay my creditors in full, hire additional personnel and after whatever repairs the station needs it would either be FSN secret repair/refit facility or commercial repair refit facility, with an eye towards eventually developing manufacturing capabilities.
 

Bear Ribs

Well-known member
Looks like Salvaging the Timeline has already gotten an update. Points for each build are down, the WarShip list is smaller and costs for them are about three times higher, and there's a new page for bulk-buying minion allies which is pretty good given how I was agonizing over them.

I'm a mite peeved since I was nearly done with a build for the last one when this popped. Ah well, with fewer points it must be easier to get a new one, right?



Pretty late in the day for me, I'll throw a build down in the morning.
 

Yinko

Well-known member

Probably the best non-Reddit collection of cyoa out there. Over a thousand posts. Pretty nice over-all, since the only reason I access reddit is for the cyoa pages.
 

Knowledgeispower

Ah I love the smell of missile spam in the morning
Looks like Salvaging the Timeline has already gotten an update. Points for each build are down, the WarShip list is smaller and costs for them are about three times higher, and there's a new page for bulk-buying minion allies which is pretty good given how I was agonizing over them.

I'm a mite peeved since I was nearly done with a build for the last one when this popped. Ah well, with fewer points it must be easier to get a new one, right?



Pretty late in the day for me, I'll throw a build down in the morning.

I personally just modifed my old one. Also pro tip if you really want a warship just go with option piles of debt for the points. Even a Mckenna will more than work out for ya that way assuming you sell it to your head of state. Well that and just pick a lot of the smaller dropships and sell those since they worth a lot c-bill wise
 

Bear Ribs

Well-known member
I personally just modifed my old one. Also pro tip if you really want a warship just go with option piles of debt for the points. Even a Mckenna will more than work out for ya that way assuming you sell it to your head of state. Well that and just pick a lot of the smaller dropships and sell those since they worth a lot c-bill wise
Eh, my last one was a War Orphan build based around taking an Aegis and fitting the few remaining points around it, so not much point in trying to adjust it when that was half the build.

War Orphan
150pts, 2 rerolls
1 Green Infantry Squad
1 Green Spacer Squad

7 Capellan Confeeration
3 Developed World

Destination
9 Halla

@#%! That's across the Inner Sphere! I only have two rerolls and I'm not sure about giving one up just for that but it's painful. I may go back and change it to choose for a point but I don't have many of those either.

I want to invest heavily in being a Mary Sue so I'll roll 10 skills for myself.

5 Mechwarrior
89 Spycraft
94 Perform
63 Trainer
76 Computers
36 Gladiator
10 Aerospace Pilot
33 Martial Arts
56 Politics and Diplomacy
91 Perform


I have no idea what ot make of this build, actually. A lot of technical and combat skills but... and that Gladiator and Performance... am I a circus act?
13 Incredible Grace
6 Sharpshooter
16 Fit
20 Haggler
10 Swordsman

Hmm, graceful, very fit, good with both sword and gun, and good at negotiating prices. Yup, this character is either a professional duelist for hire, highly unlikely for a war orphan, or an entertainer of some kind. Were this starting in the right part of space I might think I was a Solaris Gladiator but this being Capella, they don't have that kind of thing, so circus performer with some kind of combat-adjacent act, possibly several such acts.

Rolling Initial Allies....
75 Administrative Staff
49 Green Infantry Platoon
19 Regular ASF Pilots
95 Medical Staff
15 Regular ASF Pilots
58 Regular Technical Crew
46 Green Infantry Platoon
17 Regular ASF Pilots
32 Regular Vehicle Crew
2 Regular Mechwarriors

No Spacers, so after buying ships and learning how many I need, I came back for:
Choose Veteran Spacer Squads
Choose Regular Spacer Squads

4 Caretaker Dependents
4 Caretaker Dependents
1 Untrained Technicals/Spacers
1 Untrained Technicals/Spacers


I need 5 more points to make it come out to a multiple of 10 so Choosing Service Staff.

JumpShips
55 Tramp


My last build was hosed by rolling up a Monolith so I'm pleased to only have to spend a few points here.

Alright, in need of three Dropppers. Now the wise thing in BT with limited collars is to get as large a ship on each collar as possible, but I only have 86 points left, if I roll the Argo I'm going to have nothing anything left for 'mechs, so Imma roll on the medium table first.

32 Pueblo

Bitch! I mean yeah, it's probably the highest point-to-Cbill ship in the list with that mobile HPG but I have slim odds of rolling another so what's the use of it?


Alright, might as well try for a big one. If I roll badly I'll burn one of my rerolls.

8 Titan

It'll do for fighters. Dropping to a small for my last one to avoid risking rolling up a super expensive one and having nothing left for 'mechs.


52 Bucaneer


Well that's about as good as can be expected. At least I didn't roll up an Achilles. Buccaneer is one of my favorite DropShips. The downside here is I have zero 'mech carriers.

Alright, only rolling once for fighters to throw a squad in my Titan. I perceive fighters to be overpriced compared to the other options, you're paying the same number of points for 2/6 fighters compared to 4/12 tanks or 'mechs. I believe I can buy more 'mechs and reasonably offer some at a 1:1 trade for more fighters in the Inner Sphere, so I only want the bare minimum of fighters to keep me safe on the way home.

41 Corsair

I'm not actually familiar with these, have to look them up. At a glance it looks like an overheat problem with wings given that mass of lasers mounted on a few single heatsinks.

For tanks...

37 Cobra VTOL

Hmm, helicopter troop transports.

18 Stinger

Sucks, those are some of the worst 'mechs. Imma reroll it if I can spare one of my rerolls.

85 Lynx

Oh heck yeah, A PPC, a Large Laser, and four medium lasers on a fast frame? These are probably going to be my main force.

I'm going to skip heavies and go straight to assaults. Why? Because they're only two points more for significantly more 'mech.

79 Annihilator
Wow, one of the rarest 'mechs on the list. I can troll so hard by being the only group other than the Dragoons with these...
The only variants I can have at this point in the timeline at the 1x and 1G, maybe I can split my company between both. Three Gauss Rifles on the 1G are not going to be fun for anybody downrange.

5 Exploration Command Hub

I was hoping for Engineering since that's the only option that comes with a factory... but it lists all the star systems and all the facilities to loot? That could be even better, maybe there's factories there.

+1 Star League Map of all known systems
+40 Cortez Series N Exploration Vehicles
+20 Marco ExplorerMechs

2M Cbills worth of diamonds
5000 tons of spare parts and ammo.

Going back with rerolls, getting rid of those Stingers first.

69 Lewd Stinger LAMs

Huh, alright didn't really expect that. Wisgh it were Wasp LAMs instead, those are significantly better. The Royal variant doesn't seem worth it, a medium pulse laser and smalls isn't a sufficient replacement for 3 medium lasers.

Next, I'll use my last reroll on the Pueblo and see if I can get something better and/or cheaper. I would have kept it if my facility type was communications, as that came with more HPGs, but it is not to be.

70 Overlord

If I've already got LAMs it makes sense to bring more, so I'll use some of my remaining points to Choose a company of Phoenix Hawk LAMs.

That puts my a touch over points so Imma roll a Drawback.
12 Enemy, an Interstellar Company

One more point needed.
13 Bloodmark

And now I'm over. A few more Bloodmarks will let me promote some of my dudes while also getting a couple more points, so that I can get one last company of light 'mechs.

38 Sling

Okay then, my complete TOE with all my rolls and reasoning deleted:

Skills
Mechwarrior
Spycraft
Perform: Acrobatics
Trainer
Computers
Gladiator
Aerospace Pilot
Martial Arts
Politics and Diplomacy
Perform: Tightrope Walking

Traits
Incredible Grace
Sharpshooter
Fit
Haggler
Swordsman

Drawbacks
Bloodmark
Enemy: Multiplanetary Corporation

Allies
1 Veteran Administrator
2 Regulator Administrator Staff
3 Green Administrator Staff
3 Regular Military Support Staff
1 Elite Medical Staff (Combat Paralysis)
1 Regular Medical Staff
2 Green Medical Staff
1 Elite Technician (Glass Jaw)
1 Veteran Technician (In Debt 10%)
2 Veteran Technician
5 Regular Technician
2 Regular Service Staff
4 Green Technician
2 Regular Infantry Squad
7 Green Infantry Squads
3 Veteran ASF Pilot (Bloodmark)
9 Regular ASF Pilots
1 Veteran Vehicle Crew (Glass Jaw)
3 Regular Vehicle Crews
1 Veteran Mechwarrior (Medium 'Mech Specialty) (Compulsion: Gambling)
3 Regular MechWarriors

1 Elderly Caretaker Dependent
1 Untrained Youth Dependent
2 Untrained Technician Dependents
2 Untrained Spacer Dependents

JumpShip
Tramp

DropShips
Overlord
Titan
Buccaneer

Vehicles
12x Cobra
40x Cortez Series N Exploration Vehicles

ASF
6x Corsair

'Mechs
12x Sling
12x Lynx
12x Annihilator

12x Stinger LAM
12x Phoenix Hawk LAM

20x Marco ExplorerMechs

Assets
2 Million Cbills in Diamonds
5,000 Tons replacement parts and ammo
Star League Map of all known planets and facilities
 

Blasterbot

Well-known member
I think performer and gladiator work well together. just means you did a stint in Solaris and got good at cutting a pre match promo.
 

Knowledgeispower

Ah I love the smell of missile spam in the morning
on another note here's my build. if it looks identical to something over on QQ's BT thread that's because I go by Bofors40mm over there.
Name: Paul Williams
Rank: Lieutenant (on long term leave granted by AFFS command, they're providing a lot of the support for this expedition)
Title: Baron
Gender: Male
Date of Birth: January 1st, 3000
Age: 20
Father's Origin Nobleman of Baron rank sworn to the Duke of New Avalon (one Hanse Davion) directly
750 points, 10 re-rolls, 10 million c-bills, 2 free training options, 1 veteran infantry squad ally for free, 1 regular spacer ally squad for free, 1 elite and 3 regular allies for free
Origin: Federated Suns
Planet of Origin: New Avalon
Destination:
Chose: Fable (-1) (749)

Training Your Skills:
Free: Mechwarrior
Free: Officer training
Roll 1:[20] Infantry (-0) (749)
Roll 2:[34] Martial Arts (0) (749)
Roll 3: [62] Trainer (-1) (748)
Roll 4: [92] Perform (-0) (748)
Roll 5: [50] Non-Military Organization (-0) (748)
Roll 6: [47] Military Organization (-1) (747)
Roll 7 [98] Crafting (-0) (747)
Choose: Survival (-1) (746)
Choose: Politics and Diplomacy (-1) (745)

Character Traits:
Title-(free)
Roll1: [18] Tech-Empathy (-3) (742)
Roll 2: [2] Connections; subroll 4= connections in 3 realms (-2) (740); subroll 2 for which ones [5,3,6]= Federated Suns, FWL, and the Lyran Commonwealth
Roll 3: [12] Toughness (-3) (737)
Roll 4: [6] Sharpshooter (-2) (735)
Roll 5: [13] Incredible Grace (-3) (732)
Roll 6: [20] Haggler (-2) (730)
Roll 7: [5] Gregarious (-3) (727)
Roll 8: [8] Multilingual (-1) (726)
Choose: Fit (-3) (723)
Choose: Perceptive (-4) (719)

Drawbacks:
Roll 1: [10] Subroll [4] 12 million in debt (+4) (723)
Choose: 12 million in debtx10(+20) (743)

Allies:
1 veteran infantry squad ally(free)
1 regular spacer ally squad(free)
1 regular technical support staff (free)
1 elite service staff (free)
1 regular medical staff (free)
1 regular MechWarrior ally (free)
All dependents are left at home since this is largely a AFFS backed and run operation and all other manpower is provided by the AFFS.

Jumpships:
Roll 1: 20 Merchant Class (-18) (725)
Roll 2:25 Merchant Class (-18) (705)
Roll 3: 41 Invader class (-25) (680)
Roll 4: 52 Invader class (-25) (655)

Dropships:
Roll 1: [40] Intruder class (-5) (650)
Roll 2: [100] Fortress class (-13) (637)
Roll 3: [39] Intruder class (-5) (632)
Roll 4: [98] Fortress class (-13) (619)
Roll 5: [61] Union Class (-9) (610)
Roll 6: [77] Pentagon Class (-15) (605)
Roll 7: [23] Leopard class (-6) (599)
Roll 8: [66] Union Class (-9) (590)
Roll 9:[59] Union Class (-9) (581)
Roll 10: [14] Confederate class (-6) (575)
Roll 12: [62] Union Class (-9) (564)
Roll 13: [72] Pentagon class (-15) (549)
Roll 14: [26] Leopard Class (-6) (543)
Roll 15: [38] Intruder class (-5) (538)
Roll 16: [42] Intruder class (-5) (533)
Roll 17: [10] Confederate Class (-6) (527)
Roll 18: [95] Princess class (-6) (521)
Roll 19: [71] Vengance class (-26) (495)
Roll 20: [19] Lion Class 9(-10) (485)
Roll 21: [26] Lion Class (-10) (475)
Roll 22: [53] reroll#1 [42] reroll#2 [34] Pueblo class (-25. (452)
Roll 23: [23] Elephant Class (-24) (428)
Roll 24: [82] reroll#3 [12] Titan Class (-22) (406)
Roll 25: [35] reroll #4 [27] Elephant Class (-24) (382)

Warship:
Roll [11] reroll#5[54] reroll#6[70] = New Sytris class Carrier (-161) (221)

The cache:
ASFs:
Roll 1: [2] reroll#7 [24] Squadron of Spads (-5) (216)
Roll 2: [68] Squadron of Ironsides (-10) (206)
Roll 3: [39] Squadron of Tomahawks (-5) (201)
Roll 4: [17] Squadron of Swifts (-5) (196)


Light Combat Vehicles:
Roll 1: [27] Company of Mobile HQs (-2) (194)
Roll 2: [54] Company of Valis (-5) (189)
Roll 3: [27] Company of Mobile HQs (-2) (187)
Roll 4:[58] Company of Zephyrs (-5) (184)
Roll 5 [70] Company of Chapparals (-5) (179)
Choose: Company of Mobile HQs (-3) (176)
Choose: Company of Mobile HQs (-3) (173)

Heavy Combat Vehicles:
Roll 1: [76] Company of Furys (-10) (163)
Choose Company of Wayland MFBs (-11) (152)

Battlemechs:
Light Battlemechs:
Roll 1: [12] Company of Mercurys (-5) (147)
Roll 2 [46] Company of Fireflies (-5) (142)

Medium Battlemechs:
Roll 1: [44] Company of Crabs (-7) (135)
Choose: Company of Lynxs (-8) (127)
Choose: Company of Starslayers(-8) (119)
Choose: 1 Screamer LAM (-3) (116)
Heavy Battlemechs:
Roll 1: [82] Company of Black Knights (-10) (106)
Roll 2: [68] Company of Guillotines (-10) (96)
Choose Company of Dragoons (-11) (85)
Choose Lance of Stealth equipped royal Exterminators (-9) (76)
Assault Battlemechs:
Roll 1 [62] Company of EMP-5A Emperors (-12) (64)
Roll 2 [6] Company of Awesomes (-12) (52)
Choose: Lance of Nightstars (-10) (42)
Salvaged Supplies:
105,000 tons of spare parts and ammo (-42) (0)

Facility type:
Roll: [1] Reroll#8 [6] Reroll#9 [3] =Engineering (-0) (0)
1 Memory Core on star league industrial and materials data
100,000 tons of raw materials for testing purposes
 

Blasterbot

Well-known member
CYOA
Unit List for Rolls

Commander origin 8-2 taurian origin
Commander Background 8 Mech Ace
Command Size 9 Large 5 sub units
Command Structure 10 1 Tank 1 Infantry 1 Aerospace 2 Mech
Command admin 1 regular med team 1 regular admin
Allies Fed Suns
Enemies Cappellan Confederation
(based on this we some taurians that got more pissed off at the Cappies than the feds and decided to pick up sticks to fuck with the cappies in the march.)
ASF unit spare parts 8 500,000
Mech lance 1 parts 8 500,000
Mech lance 2 parts 7 300,000
War Chest 5 500k
Transportation 9 extra DRoST drop ship
History Discovered a mostly empty SLDF cache aside from the Jailbait Jocasta Blow up dolls.
(ima roll with there was a bit more there even if it was mostly civie stuff or random odds and ends that was sold off to justify how well stocked and how big the warchest is)
Tanker Unit
4 matched light vees
50 salvage davion 929 4 hunters (probably actualy just bought them since we allied)
4 regular Experience
10 Top notch support 3 vet techs and 1 elite tech (dafuq? guess we had great tech along for this and got them something decent to work with)
Infantry unit
3 2 motor rifle platoons 2 Foot MG platoons
1 they green as grass (guess this is where the unskilled people ended up who wanted to shoot some cappies)
ASF unit
9 2 matched heavy ASFs
no roll available went with 2 eagles
10 elite 2/3s
6 significant support 1 regular tech team (they finally didn't get something awesome)
Mech unit 1
5 1 light 2 medium 1 heavy my faction
light mech 863 Javelin JVN-10N
Medium mech 755 Crab CRB-20
Medium mech 177 Clint CLNT-2-3T
Heavy Mech 262 Ostroc OSR-2C
6 Regular with a vet CO (4/5 with a 3/4 in the Ostroc)
6 competent support 2 regular tech teams
Mech unit 2
9 2 heavy 2 Assault Taurian
heavy mech 785 Guillotine GLT-4L
heavy mech 743 Marauder MAD-3R
Assault Mech 339 Banshee BNC-3E
Assault Mech 380 Striker STC-2C
6 Regular with a vet CO (4/5 with a 3/4 in the Striker)
6 Competent Support 2 regular tech teams
quirks 8/10=4
10 weird quirk 9 we got a good still. don't fuck with it.
7 logistics quirk 9 we own our own damn jump ship
4 inter personal quirk 9 2 unit members absolutely do not get along (Seeing a pattern)
4 inter personal quirks 10 2 member do not get along and have loud hate sex about it (pattern broken sort of)
thinking the hunter unit and eagle unit don't get along then. Mech lance leads also don't seem to get along but also have hate sex about it. damn prickly taurians.

Ah right commander needs a mech
we got assaults so he will have one too from taurian table
875 awesome ASW-8Q (I love this and am a PPC fanatic so neat mech ace with 3 PPCs is a go)
fuck it Drop ship is an overlord 2 could mod something but am lazy so we got a half full dropship. either we gonna be salvaging a bunch to fill it or we gonna convert shit.
we need a jumper with 2 collars then that is a merchant.

prolly should sell the DRoST at some point. either to get a cargo dropper for looting or a second smaller drop ship like a leopard or a leopard CV. these guys are set up to expand in a scary way.

I picked the mix of companies because the last one I made was just mech lances and while that is fun a combined arms company is also fun so I wanted it. Vehicles got insanely good techs and a good light vee that brings an LRM 20 with 2 tons of ammo to the field. Eagle seems real solid and we got great pilots for them.

the medium lance is interesting. half are 6/9/6 movers and half are 5/8 movers so we got a mobile lance with a fair amount of firepower for it's weight. I admit the javelin was an Urbie but I rerolled it since it really did not fit with the lance. javelin is solid. clint is a bit underwhelming but an accurate AC/5 is certainly appreciated. Crab is a solid. no jumps is sad for some but it brings a pair of large lasers to the party and moves 5/8. Ostroc is another pair of large lasers but can drop one for a better close range spread of weapons no complaints ost series is what you want out of the 60 tonner 5/8 movers.

the "Assault" Lance is really arguably just a heavy lance with a bit of extra weight. they move like heavies the striker is basically a heavy in terms of firepower with it's heat issues but competent bracket firing gives it very solid long and short range numbers. lot like a zues but less chance of ammo explosions. Banshee is a bit of an odd duck but it can work. Long range it is about a medium mech in firepower. solid armor. moves like a heavy. if it ends up in melee it still hits like and assault and even with the minimum range penalties you may as well shoot them with the small laser while punching. Mad-3R we taurians and gotta represent that by bringing one of these. solid direct fire support and I frankly love the design. Guillotine is basically a grasshopper that swapped the LRM-5 for an SRM. it jumps around and throws out a scary amount of close range firepower. is solid even if it lacks a bit with pinpoint damage. considering everyone else is bringing PPCs there shouldn't be too much of an issue there.
 
Last edited:

Yinko

Well-known member
Interesting how the lighter the tank the better the raw numbers. If you knew nothing about mechanized warfare, those would seem the obvious choice. Problems and limitations don't show up till later in the CYOA.
 

Blasterbot

Well-known member
Interesting how the lighter the tank the better the raw numbers. If you knew nothing about mechanized warfare, those would seem the obvious choice. Problems and limitations don't show up till later in the CYOA.
it does make sense though. those good numbers help them alot but you end up with a weaker main gun and with the lower weight you end up with needing to compromise your armor as well. that said the idea of a glider tankette is hilarious to me.
 

LTR

Don't Look Back In Anger
Administrator
Staff Member
Founder
Think it'd be a good idea to splinter off the CYOA's in this thread already into their own threads if the posted CYOA generated some responses/discussion?

I like the idea of not posting a thread for every CYOA but if you made one yourself or the CYOA is gaining some traction it should be worthy of a thread on its own.
 

Yinko

Well-known member
Think it'd be a good idea to splinter off the CYOA's in this thread already into their own threads if the posted CYOA generated some responses/discussion?

I like the idea of not posting a thread for every CYOA but if you made one yourself or the CYOA is gaining some traction it should be worthy of a thread on its own.
How many replies would be the guide-line for that move? This particular CYOA has two replies, and they are related to the quirks of the system rather than builds or anything else you see in most CYOA threads on other forums.
 

Husky_Khan

The Dog Whistler... I mean Whisperer.
Founder
i will be making a build for this later. the super heavy calls to me.

Give it a whirl...

0.
Leadership: 6 pts + 1 = 7
Supplies: 6 pts - 0.5 = 5.5
Survival: 6 pts

Speed: 8 + 0.5 = 8.5 + 0.5 = 9
Mobility: 6 + 0.5 = 6.5
Discretion: 6
Reliability: 6 - 0.5 = 5.5 - 0.5 = 5 - 0.5 = 4.5 + 0.5 = 5

AP Firepower: 3.5
Accuracy: 7 + 1 = 8 + 0.5 = 8.5 + 1 = 9.5
AT Firepower: 21 +5.25 = 26
Armor:

1. Cavalry Tank
Crew: 3
Speed: 8
Mobility: 6
Discretion: 6
Reliability: 6 -
Basic Weight: 9 Tons +1.075 tons in weapons
Max Weight: 16 Tons
Armor: 5.9 tons left
9 Armor Front (2 tons)
4 (1.5 tons)
4 (1.5 tons)
3 (1 tons)
.25 ton per armor point (.5 on sides)
- Little off on the armor by .075 tons but I'm not going to stress over my flagrant cheating.
Weapon Class: Light

2. Standard Tank
3. Weapons (Very Light Weapon Choice Remains)
50mm Anti-Tank Gun (.95 tons Max)
AP: 3.5
AT: 21
Accuracy: 7

Ultra Light Heavy Machine Gun (.125 tons Medium)
AP: 2.5
AT: 4
Accuracy: 7

4. Design Traits (1 Tradeoff Traits Remain)
Squeeze Bore Gun
+25% AT Firepower
-0.5 Reliability

Quality Optics
+1 Accuracy
+1 Leadership
-0.5 Reliability

Hand Fitted Production
+ 0.5 Speed
+ 0.5 Accuracy
- 0.5 Reliability
- 0.5 Supplies

4. Allegiance
International Peacekeepers
Survival +0.5
Commander Skill Points: 3
Regions/Conditions of Expertise: 5

5. Affectation
Anti-Tank Battalion
+2 Commander Skill Points for (Quality Optics) + (Hand Fitted Production)

6. Regions and Conditions (5 Expertise)
Ruralia
Cities
Night
Bad Weather
Winter

7. Drivers
Corporal Andrew Holden
+ 0.5 Speed
+ 1 Survival Cities/Ruralia

8. Gunners
Sergeant Jakob Svoboda
+ 1 Accuracy

9. Commander Skills (5 Points)
Radio Communications (Mandatory)
Mechanics
+ 0.5 Reliability
+ 0.5 Mobility
Navigation
- 1 Malus Offensive Mission
Long Term Subsistence
- 1 Malus Faction Specific Mission
Propaganda
- 0.5 Difficulty

Husky Cavalry Tank (Hand Crafted Production)
Member of the International Peacekeepers Anti-Tank Battalion
Expertise in Operating in Ruralia, Cities, Winter, Night & Bad Weather with annulated malus in Offensive and Faction Specific Missions and Propaganda Difficulty Bonus.
Speed: 9
Mobility: 6.5
Discretion: 6
Reliability: 5
Armor: 6 Tons/20 Points
Front: 9
Left Side: 4
Ride Side: 4
Rear: 3

50mm AT Gun w/ Advanced Optics & Squeeze Bore Gun)
AP Firepower: 3.5
Accuracy: 9.5
AT Firepower: 26

Heavy Machine Gun Co-Axial (w/ Advanced Optics)
AP Firepower: 2.5
Accuracy: 9.5
AT Firepower: 4

Leadership: 7 pts
Supplies: 5.5 pts
Survival: 6 pts (+1 in Cities/Ruralia)

Now lets see how a random battle generator goes!

Roll a 1d12 = 4
Offensive Battle Against Enemy Armor!
d12 = 3
In the Desert!
d6 = 6
With Air Superiority! (wait I can roll up to three times?)
d6 = 3
The Defending Side is Entrenched!
d6 = 4
The Attacking Side Has Effective Recon!
d12= 12
Extensive Support (three more re-rolls)
Too munchy first time around... I'll just roll two extra!
d12= 4
Horse Mounted Cavalry Support (Wild!
d12 = 1
d12 = 1
Loads of Infantry Support Apparently... this sounds terrible to attack entrenched enemy armor in the desert with...

Okay...

Danger 0.5
+ 0.5 on one enemy type
- 0.5 on Armor/3 Allied Support Options (technically I did this :p )
= 0.5 Danger

Difficulty 0.5
+ .5 Entrenched
+ 1 AP Firepower below 4
- .5 x 2 for Air Superiority/Effective Recon
- .5 Propaganda
= .5 Difficulty

Ehhhhh think I'll be fine actually. I guess the air support and effective recon really helped us plink that enemy armor?

Our Offensive Action in the Desert Against Entrenched Enemy Armor with air superiority, effective recon, horse cavalry and lots of infantry support turned out to be a tidy victory for the Cavalry Tanks first foray.
 
Last edited:

Bear Ribs

Well-known member
Hmm, well as usual I'll take the weakest option and see what I can do.

Tankette
Standard Tank


I wanted to go with a surplus tank here for this concept, but those modifiers! On a tankette that would leave only .1125 tons available, there's just no way to make it work.

57mm Anti-Tank Gun
Light Load
0.75 tons

And that's it, all my weight's gone. What? You thought I was going to buy armor? That's a joke, with only 0.75 tons available, and side armor costing 0.25 tons a point, you'll use up your entire weight allotment getting a single point of armor on each facing, with nothing left for a cannon. Since rifle caliber weapons can punch through 1 point of armor, that means there's no real point to putting armor on a Tankette at all so you're basically trying to make a technical.

Now how are we putting such a ludicrously large weapon on our Toyota Hilux Tankette?

Positive Traits
Spacious Turret
Advanced Camouflage
Smoke Dispensers


The Spacious Turret gets us an extra crew member, important since we take penalties for having such a big gun without a loader, and also ups our gun size by 1. Advanced Camouflage represents how our Tankette cleverly appears to be a Toyota Hilux with some tarp-covered lumber in the bed until we pull the tarp off and reveal a massive cannon. Smoke dispensers represent that the engine's running a little rich and we really need a tuneup.

Tradeoff Traits
Amphibious Tank
Airmobile Tank
Wheeled Drive Train
Casemate Mount


Amphibious because we'll be deploying for pirate ships, airmobile because our Tankette is light enough and it has zero downsides for us, we're basically exchanging a tradeoff trait for a sweet sweet third positive trait and the ability to do more missions. Casemate mount gives us another +1 to weapon size, and it even saves us some weight, just enough for a single point of armor on the front. Technically we have, like 0.025 tons left but there's nothing that light to put on, so it's going to get used for small arms or extra snacks or something.

Negative Traits
Open Mount
Removed Speed Limiter


Open Mount gives us a big +2 to weapon size in exchange for not taking very much armor... which a Tankette can't take anyway so the only real downside is the -1 Survival, which I don't exactly like but it's a pretty good trade for getting another tradeoff trait and being able to mount a gun what kills medium tanks on our Tankette. Removed Speed Limiter is a fairly good tradeoff since we're going to have to outrun just about every other tank to survive. No Radio eases skill requirements in exchange for leadership, but who the heck is going to want to be led by a technical anyway?

Affiliation
Pirates

Who the heck else is going to be deploying technicals? Even freakin' fantasy Russia probably thinks this death machine is insane.

Favored Terrains
Wetlands
Ruralia
Bad Weather
Night

Wetlands are a no-brainer with an aquatic tankette. Ruralia is the most common terrain, and bad weather and night are my friends when I have a heavy emphasis on discretion.

Affectation
Marine Division

Pirates gonna plunder the coastal towns. This nets me +2 commander skills.

Crew Members
Driver: Pvt. First Class Anna Chernenko
Loader: Lance Corporal Hara O'Keefe


Anna's bonus to discretion helps since this build is heavily reliant on disguise and subterfuge. I spent quite a bit of back-and-forth over gunner vs. loader but ultimately, I didn't like a lot of them. Honestly I was originally going for Emilia for that bonus to anti-personnel, but ultimately I decided that trying to cover that weak point wasn't as good as beefing our already strong ones. Additionally, Hara is very strong so she'll be of extra utility when looting.

Commander Skills
Gunnery
Battlefield First Aid
Navigation
Infantry Cooperation


Gunnery is mandatory since I don't have crewspace for a gunner. First Aid is just sensible for this situation and adds to all-important survival. I take an automatic Malus during any offensive operation, Navigation automatically eliminates this problem, which is good since the author forget to mention if most missions were offense or defense so I don't have to worry about it. Infantry Cooperation is kinda important since, with a clunker like this, I could easily wind up infantry real fast from as little as a pothole in the road. More seriously, if you look at the engagement table, every single roll except 3 or 4 includes enemy infantry, so the Infantry Cooperation skill will give me a free bonus on 5/6 missions.

So our final stats:
Speed 9.5
Mobility 5.5
Discretion 10.5
Reliability 7.5
Survival 6.5
Supplies 9
Accuracy 8
Leadership 5
AP 4.5
AT 27

Ultimately what we have here is a sniper tankette. A very powerful, reasonably accurate gun on an extremely stealthy platform with high speed, suitable for hiding until the right time, hitting somebody with an outrageously hard punch from such a small vehicle, and then scooting before they can react.

I'll note that this setting is highly rigged towards offense over defense, that's why I went for this crazy over-the-top offense build. It's exceedingly hard to build a tank that can take a hit from its own gun, in fact despite the fact that I'm just beefing the main gun on a Tankette, by my offhand calculations only superheavies can actually ignore a hit, and possibly some heavies that maximize front armor at the expense of all else. Anything below that I can punch into. Coming from the smallest tank possible, that's really surprising. They just don't know how to make armor around here.

Mission Performance:

The Cockroach
I get a bonus for Ruralia on this mission and a second bonus from Infantry Cooperation. My medium AT cannon can certainly hurt, and probably one-shot, an enemy light tank so I have good odds of taking out the commander. I can also easily outrun all enemy forces and have a huge amount of discretion for staying hidden until I can either dash away or sucker-punch them, so this is not going to be hard. Overall I give myself excellent odds of pulling this one off.
Rolls:
1 Prototype shells, +10%AT
6 Tracer Rounds $%&! I don't have a machine gun.

Storming the Beach
This is absolutely hideous. My seaworthy tankette is simply not up to serious naval battles. On the plus side, literally every single battle condition here gives me a bonus and I have no Malus going on.
3 Luck Day
Rerolling...
3 Lucky Day
Rerolling again...
6 Tracer Rounds, Not this @&#$ again!
2 Recent Checkup, +1 Reliability
5 Tank Riders, -0.5 danger, maybe we can give these guys the tracer rounds?

That's a halfway decent stack of abilities. But the conditions just suck, the enemy firepower is so high that a barely-armored tankette just isn't survivable. Ideally, we're going to hide behind something bigger until we can reach land, using our smoke dispenser to provide ourselves with cover as needed. We're being used as a troop transport so we shouldn't be expected to engage the enemy directly before then, but even so this is not going to be easy.

Black Pawn, White King
As my vehicle is completely crazy, I'm not going to be identifying as an "enemy" force here but as one of the pirates. I'll get a bonus from Ruralia and one from Enemy Infantry, and a malus from Winter and Cities. This one's sketchy but given the "enemy" are actually our allies pretending, it's probably the best case scenario.
Bonus
2 Recent Checkup, +1 Reliability
1 Prototype shells, +10%AT
Malus
4 Fuel Issues -1 Speed
4 Fuel Issues -1 Speed

'Kay, could be worse. We're losing much of our demonic speed here but we're still faster than almost any other vehicle due to stacking all those speed boosts. Prototype shells racking up the firepower helps with the sniping and there's nothing here that will interfere with our primary function of hiding until the enemy happens to step in front of our giant gun. We're not going to be the rockstars of the show but who's expecting that from the Tankette?

Trying for a random mission:

7 Defensive Battle against Armor and Infantry!
+1 Bonus from Infantry Cooperation

11 During Bad Weather!
5 on Wetlands!
Heck yeah, +1 bonus from Amphibious favored terrain, and I negate Bad Weather from favored conditions. My enemies probably don't, though.

2 Allied Superiority!
I'm liking this.

Bonuses:
4 Surprise!
The enemy was attacking our position, but they never expected that the innocuous cloud of smoke in the middle of the river concealed a sniper tankette that floats!
3 Lucky Day
rerolling...
2 Recent Checkup
+1 Reliability (I'm noticing pirates seem to really like maintaining their vehicles)

Allied Forces are:
11 Nobody
7 Heavy and Superheavy tanks. Which, since we're in the wetlands, are probably hosed, possibly literally trying to get the mud out, and they're going to be relying on me to do the heavy lifting, as usual.
 

Husky_Khan

The Dog Whistler... I mean Whisperer.
Founder
Oh yeah those missions are kinda neat. Hmmmm....

Cavalry Tank Specific Mission: The Mailman
Takes place in Trench Networks against Enemy Infantry and Cavalry. Danger 3/6 Difficulty 2/6
Whelp +0.5 Malus on Trench Networks, + 1 for Infantry & Cavalry. But -0.5 due to higher armor. Also-1 Malus due to Navigation. So Danger is set at 3/6.
+1 for lack of AP Firepower but -0.5 for high accuracy. So Difficulty is set at 2.5/6.
- Apparently using our Cavalry Tank for mail supply carries considerable danger but is only marginally difficult. Lemme roll a d60 to see if we carry through the danger and difficulty.
d60 Danger Roll is 57. So we survived the danger!
d60 Difficulty Roll is.... 25. So uhhhh... it was borderline so difficult to carry out?
Well I think we barely succeeded but we certainly survived this mission which might not be a win since we were supposed to be delivering supplies. Then again any mission you can walk/drive away from...

Anti-Tank Battalion Bear Hunt
Takes place in Plains during Bad Weather against Advanced Tanks and Motorized Infantry but we have direct fire gun support. Danger 4/6 Difficulty 6/6 Yikes!
So we're trained in Bad Weather so no malus there and -0.5 in Danger due to our armor. So 3.5/6 overall for danger.
Difficulty is +1 due to lack of AP Firepower but -0.5 for high accuracy. But I can subtract -1 Malus due to Navigation. So... Difficulty Rating of 5.5/6. :unsure:
d60 Danger Roll is 6. So we f'd up there!
d60 Difficulty Roll is 25... again? But we had to get 55+ out of 60!
This mission to destroy the enemy Bear Tank was a complete and utter failure. And we probably blew up! Congratulations to the Bear and its successful first foray in what will likely be a very successful combat history.
 

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