|
Leperflesh posted:e. The expanded stacking rules in TacOps do not contradict the above and specifically refer back to TW p57. I've never allowed it, and for the sake of fairness both to the players and myself I don't change rules or (mis)interpretations thereof mid-mission (see also: using hasty movement to travel uphill back during Operation Himinbjörg. It's not allowed, but because I screwed it up once everyone got to benefit). You are entirely correct and this will be allowed in future missions.
|
# ? Nov 19, 2014 19:18 |
|
|
# ? Apr 28, 2024 15:10 |
|
Tank Boy Ken posted:Wow. Can I take credit for the massive rules sperging going on? (I proposed the most illegal moves this turn!) This will inevitable lead to thrown Mech miniaturs and lots of drama. And in the end will kill this thread. (yes/no/maybe?) It's not tabletop gaming without heated arguments over the minutia of poorly worded rules!
|
# ? Nov 19, 2014 19:18 |
|
If you give one of my AC/20s a rear armor shot I'm going to take it no matter how risky it is. Edit: At least giving the second AC/20 a rear armor shot was an accident due to insufficient MP. Edit: Guys, please stop sending me torso-twist orders. I will twist you automatically to get as many of the weapons you tell me to fire on your target as possible. Most of the time torso-twist orders are completely unnecessary and just serve to clutter up your orders. PoptartsNinja fucked around with this message at 20:21 on Nov 19, 2014 |
# ? Nov 19, 2014 19:43 |
|
PoptartsNinja posted:If you give one of my AC/20s a rear armor shot I'm going to take it no matter how risky it is. Oh god. Flip a coin I guess?
|
# ? Nov 19, 2014 20:21 |
|
Baudin posted:Flip a coin I guess? I have two AC/20s. They both have someone they can shoot in the back.
|
# ? Nov 19, 2014 20:24 |
|
PoptartsNinja posted:I have two AC/20s. They both have someone they can shoot in the back. Oh. Oh dear. It's things like this that make for entertaining games (for those of us who are spectating from the peanut gallery, perhaps not so much for the recent recipient of an AC20 to the rear).
|
# ? Nov 19, 2014 20:24 |
|
What I wouldn't give for a Shadow Hawk that didn't run the risk of being crippled by 3 SRMs.
|
# ? Nov 19, 2014 20:32 |
|
PoptartsNinja posted:I've never allowed it, and for the sake of fairness both to the players and myself I don't change rules or (mis)interpretations thereof mid-mission (see also: using hasty movement to travel uphill back during Operation Himinbjörg. It's not allowed, but because I screwed it up once everyone got to benefit). Yeah, that's completely reasonable and consistent, and I wouldn't have expected different. Obviously you've constrained your own forces by the ruling too. I hope I never come off as accusatory when we discuss rules minutiae; I'm just... well, OK, I'm a technical writer, and I enjoy looking up rules and figuring them out carefully and since I own the battletech rules in PDF form, it's easy to search them. In general the battletech rules are much better written than, say, anything games workshop has ever published. But there are still areas of ambiguity or room for improvement in clarity.
|
# ? Nov 19, 2014 21:03 |
|
Speaking of improvements in clarity: the Clint has attacked I don't mind if you use hex numbers instead of `Mech names, but empty hexes are valid targets so I would be completely within my rights to have you waste your shot. If you name the `Mech you want to shoot at you'll never have this problem. To keep the Clint from wasting a turn shooting nothing I'm going to pick a target randomly from the valid targets it can see.
|
# ? Nov 19, 2014 21:08 |
|
PoptartsNinja posted:To keep the Clint from wasting a turn shooting nothing I'm going to pick a target randomly from the valid targets it can see. Would there be friendly mechs on that list? (just joking)
|
# ? Nov 19, 2014 21:11 |
|
Friendly `Mechs aren't valid targets.
|
# ? Nov 19, 2014 21:14 |
|
PoptartsNinja posted:I have two AC/20s. They both have someone they can shoot in the back. I... can't think of any way that this could be me, so godspeed all you other gentle folk.
|
# ? Nov 19, 2014 21:21 |
|
Trundel posted:I... can't think of any way that this could be me, so godspeed all you other gentle folk. Just checked my orders to make sure that I indeed turned left towards the Dragon to take an AC/20 to the face and not the butt. Wait did the Catapult retreat to 1430? I hope he did turn his back to the buildings. Otherwise he might take shot into his rear end (from said Dragon).
|
# ? Nov 19, 2014 21:45 |
|
PoptartsNinja posted:Friendly `Mechs aren't valid targets. Even pirates have some honoré?
|
# ? Nov 19, 2014 22:44 |
|
Shoeless posted:Even pirates have some honoré? This isn't a PVP scenario. I won't do PVP, accidentally or otherwise, unless the scenario very clearly says PVP will be involved.
|
# ? Nov 19, 2014 22:55 |
|
Tank Boy Ken posted:Wait did the Catapult retreat to 1430? I hope he did turn his back to the buildings. Otherwise he might take shot into his rear end (from said Dragon). He did not.
|
# ? Nov 19, 2014 23:14 |
Cloud Potato posted:He did not.
|
|
# ? Nov 19, 2014 23:27 |
|
Psion posted:whew, good thing I'm in a Centurion instead! (I know, I know ) Your defensive movement modifier is based on the actual number of hexes you have traveled, not how many MP you consumed doing so or whether it counted as a run or a walk on your part. 1027 and 1026 would both be 3-hex moves for you, garnering a +1 move mod. The extra turning to get to 1027 bumps the move up to a run and makes it harder for you to shoot, but it doesn't make it harder for the enemy to hit you. Jumping adds a +1 bonus to your movement modifier in addition to the what would normally be given by the number of hexes you moved, but only counts the distance you traveled by the shortest possible path (so no, you cannot jump a 7-hex circle to land back where you started with a jacked up movement modifier). Also, if I can't jump the Dragon, does that mean I need to change my orders? If so, please have me Run to 1730, shoot everything at the Dragon as previously stated. Voyager I fucked around with this message at 23:52 on Nov 19, 2014 |
# ? Nov 19, 2014 23:46 |
|
PoptartsNinja posted:What I wouldn't give for a Shadow Hawk that didn't run the risk of being crippled by 3 SRMs. four, no? or do you mean it will take three hits to cripple it? I dunno whatever, I shot a lot at it and that's what counts Voyager I posted:Your defensive movement modifier is based on the actual number of hexes you have traveled, not how many MP you consumed doing so or whether it counted as a run or a walk on your part. oh, well, live and learn. also I think Zest was planning on moving into 1026? There's a reason I wasn't planning on that hex aside from movement though I can't think of it exactly. This probably means "reason is dumb, eat an AC/20 to the rear end." Psion fucked around with this message at 00:00 on Nov 20, 2014 |
# ? Nov 19, 2014 23:56 |
|
Psion posted:four, no? 5 leg armor. 3 SRMs to a leg is a crit with a chance to cripple. Also, I'm surprised nobody has run inventory to see how many player weapons will function underwater.
|
# ? Nov 20, 2014 00:20 |
|
PoptartsNinja posted:5 leg armor. 3 SRMs to a leg is a crit with a chance to cripple. Mine work juuuuuuuust fine.
|
# ? Nov 20, 2014 00:26 |
|
King of the Pirates: Tactical Update 11 “Blind” Sal glared in horrified silence as the massive bulk of the enemy’s Charger rose into the air and fell, spread eagled, straight towards her. Her response was measured, deliberate, and aimed precisely. Not one of her shots went where she’d aimed. The crippling damage to the Quickdraw’s computers suffered in Jag Cordeaux’s midnight attack less than a month before had taken its toll, and while it wouldn’t be difficult to repair with the right board and microchips, Sal had had neither. Her hasty, jury-rigged repairs would hold, her Quickdraw would still fight, but she was as good as crippled. A medium laser shot that should’ve found one of the gaps in the Charger’s bulky armor missed clean, the other drew an angry orange line on the thick plating covering the Charger’s shin. “Hell with this!” she roared, lunging towards the descending Charger. She threw her arm forward, catching it in the knee with her hatchet only to have that same arm smashed backwards and nearly crushed against her canopy as the Charger came down on top of her. Movement Phase Charger (player) - Initiates a Death from Above! Blackjack (player) - Attempts to enter hex 0830, but has insufficient MP! Clint (Player) - Supercharger active, must pass a 5+ test to avoid engine damage: rolled 7, succeeds! - Attempts to face hex 0927, but has insufficient MP! Combat Phase Motorized Infantry - Swarm attack continues, infantry targets the Head (6 base + 0 range + 0 movement - 4 enemy movement + 4 called shot = 6): rolled 8, hit Head (0/9 armor, 0/3 structure remaining)! 4 damage vented harmlessly! `Mech destroyed! Charger (Player) - Unable to fire! - Gains 3 heat, sinks 10! Warhammer (Player) - Fires ER PPC at Phoenix Hawk (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 10, hit Building Hex 1128 (5/10 CF remaining), Right Arm (0/3 structure remaining)! - - Damage transfers to Rear Right Torso (0/4 armor, 9/11 structure remaining)! Crit! - Fires ER PPC at Phoenix Hawk (3 base + 0 range + 3 movement + 0 enemy movement = 6): rolled 11, hit Building Hex 1128 (4/10 CF remaining), Left Leg (0/6 structure remaining)! Leg blown off! - - Damage transfers to Rear Left Torso (1/4 armor remaining)! - Fires medium laser at Quickdraw (3 base + 0 range + 3 movement + 1 enemy movement + 1 secondary target = 8): rolled 2, miss! - Fires medium laser at Quickdraw (3 base + 0 range + 3 movement + 1 enemy movement + 1 secondary target = 8): rolled 4, miss! - Gains 44 heat, sinks 34! Overheating! Chance for Ammunition Explosion! Catapult (Player) - Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 5, 2 missiles hit Center Torso (15/18 structure remaining (Crit!)), Right Arm (2/18 armor remaining)! - Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 6, 3 missiles hit Right Arm (0/18 armor remaining), Center Torso (13/18 structure remaining (Crit!)), Right Leg (16/26 armor remaining)! - Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 3, miss! - Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, 3 missiles hit Left Leg (13/26 armor remaining), Left Arm (10/18 armor remaining), Right Arm (7/9 structure remaining (Crit!))! - Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, 4 missiles hit Right Torso (0/20 armor remaining), Head (5/9 armor remaining (Pilot hit!)), Right Arm (5/9 structure remaining (Crit!)), Right Arm (3/9 structure remaining (Crit!))! - Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, 4 missiles hit Left Torso (3/13 structure remaining (Crit!)), Right Arm (1/9 structure remaining (Crit!)), Right Leg (14/26 armor remaining), Right Arm (0/9 structure remaining (Arm blown off!))! - - Damage transfers to Right Torso (12/13 structure remaining (Crit!))! - Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, 2 missiles hit Center Torso (11/18 structure remaining (Crit!)), Left Leg (11/26 armor remaining)! - Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 9, 4 missiles hit Center Torso (9/18 structure remaining (Crit!)), Left Leg (9/26 armor remaining), Center Torso (7/18 structure remaining (Crit!)), Right Torso (10/13 structure remaining (Crit!))! - Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 4, 2 missiles hit Right Leg (12/26 armor remaining), Right Torso (8/13 structure remaining (Crit!))! - Fires SRM-4 at Gladiator (3 base + 0 range + 1 movement + 0 enemy movement = 4): rolled 7, 4 missiles hit Right Leg (10/26 armor remaining), Center Torso (5/18 structure remaining (Crit!)), Right Leg (8/26 armor remaining), Right Torso (6/13 structure remaining (Crit!))! - Gains 31 heat, sinks 28! Chameleon (Player) - Holds fire! - Gains 2 heat, sinks 15! Hunchback (Player) - Fires Medium Laser at Dragon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 7, miss! - Fires Apollo MRM-40 at Dragon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 2, miss! - Fires Small Laser at Dragon (4 base + 0 range + 2 movement + 2 enemy movement = 8): rolled 9, hit Right Leg (17/28 armor remaining)! - Gains 18 heat, sinks 13! Overheating! Centurion (Player) - Fires SRM-6 at Shadow Hawk (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 5, miss! - Fires SRM-6 at Shadow Hawk (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 8, 3 missiles hit Center Torso (10/12 armor remaining), Right Arm (3/5 armor remaining), Left Arm (3/5 armor remaining)! - Fires SRM-6 at Shadow Hawk (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 9, 4 missiles hit Left Arm (1/5 armor remaining), Right Arm (1/5 armor remaining), Center Torso (8/12 armor remaining (TAC!)), Left Arm (0/5 armor, 8/9 structure remaining (Crit!))! - Fires SRM-6 at Shadow Hawk (3 base + 0 range + 2 movement + 1 enemy movement = 6): rolled 6, 6 missiles hit Left Arm (6/9 structure remaining (Crit!)), Head (7/9 armor remaining (Pilot hit!)), Head (5/9 armor remaining (Pilot hit!)), Left Arm (4/9 structure remaining (Crit!)), Right Leg (3/5 armor remaining), Center Torso (6/12 armor remaining)! - Gains 18 heat, sinks 12! Overheating! Blackjack (Player) - Fires Medium Laser at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, miss! - Fires Medium Laser at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 10, hit Left Torso (0/18 armor, 13/14 structure remaining)! TAC! - Fires Medium Laser at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 12, Left Leg (23/28 armor remaining)! - Fires Medium Laser at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 6, miss! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, hit Center Torso (23/28 armor remaining)! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 8, hit Left Leg (21/28 armor remaining)! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 10, hit Left Leg (19/28 armor remaining)! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 5, miss! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 2, miss! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, miss! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, hit Right Torso (10/22 armor remaining)! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 3, miss! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 6, miss! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 12, hit Right Arm (18/20 armor remaining)! TAC! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, hit Head (7/9 armor remaining)! Pilot hit! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 4, miss! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 4, miss! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, hit Right Arm (16/20 armor remaining)! TAC! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 9, hit Center Torso (21/28 armor remaining)! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 10, hit Right Torso (8/22 armor remaining)! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, miss! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 11, hit Left Torso (11/14 structure remaining)! Crit! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 8, hit Right Torso (6/22 armor remaining)! - Fires Machine Gun at Dragon (3 base + 0 range + 3 movement + 2 enemy movement = 8): rolled 7, hit Left Leg (17/28 armor remaining)! - Gains 17 heat, sinks 13! Assassin (Player) - Fires Large Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss! - Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 5, miss! - Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 4, miss! - Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Center Torso (18/28 armor remaining)! - Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Left Arm (17/20 armor remaining)! - Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 9, hit Right Arm (13/20 armor remaining)! - Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 8, hit Right Arm (10/20 armor remaining)! - Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 11, hit Head (4/9 armor remaining)! Pilot hit! - Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 5, miss! - Fires Small Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement = 7): rolled 7, hit Left Leg (14/28 armor remaining)! - Gains 19 heat, sinks 22! Battle Cobra (Player) - Fires Large Pulse Laser at Dragon (3 base + 0 range + 2 movement + 2 enemy movement - 2 pulse laser = 5): rolled 5, hit Left Torso (1/14 structure remaining)! Crit! - Fires Medium Pulse Laser at Dragon (3 base + 2 range + 2 movement + 2 enemy movement - 2 pulse laser = 7): rolled 6, miss! - Gains 16 heat, sinks 28! Clint (Player) - Fires ER PPC at Awesome (2 base + 0 range + 2 movement + 0 enemy movement = 4): rolled 7, hit Building Hex 0822 (1/10 CF remaining), Left Torso (15/24 armor remaining)! - Gains 12 heat, sinks 16! King Crab - Holds fire! - Gains 0 heat, sinks 44! Dragon - Torso-twists to threaten hex 1729! - Fires Autocannon/20 at Catapult (4 base + 2 range + 2 movement + 0 enemy movement = 8): rolled 9, hit Left Arm (0/17 armor, 7/10 structure remaining)! Crit! - Fires Small Laser at Hunchback (4 base + 0 range + 2 movement + 1 enemy movement + 1 secondary target = 8): rolled 9, hit Left Torso (17/20 armor remaining)! - Gains 10 heat, sinks 10! Griffin - Holds fire! - Gains 0 heat, sinks 22! Awesome - Fires Autocannon/10 at Clint (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 7, hit Left Leg (9/19 armor remaining)! - Fires Autocannon/10 at Clint (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 5, miss! - Fires Autocannon/10 at Clint (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 11, hit Right Leg (9/19 armor remaining)! - Gains 9 heat, sinks 10! Quickdraw - Fires Medium Laser at Charger (6 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 8, miss! - Fires Medium Laser at Charger (6 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 10, hit Left Leg (55/68 armor remaining)! - Fires SRM-4 at Charger (6 base + 0 range + 2 movement + 1 enemy movement = 9): rolled 5, miss! - Gains 11 heat, sinks 13! Gladiator - Unable to fire - Gains 0 heat, sinks 13! Shadow Hawk - Fires Autocannon/5 at Charger (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 8, hit Right Leg (63/68 armor remaining)! - Fires Medium Laser at Charger (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 9, hit Right Torso (41/52 armor remaining)! - Fires Medium Laser at Charger (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 8, hit Left Arm (37/52 armor remaining)! - Fires SRM-2 at Charger (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 6, miss! - Fires SRM-2 at Charger (5 base + 0 range + 2 movement + 1 enemy movement = 8): rolled 8, 2 missiles hit Center Torso (74/76 armor remaining), Left Arm (35/52 armor remaining)! - Gains 13 heat, sinks 14! Phoenix Hawk - Fires Autocannon/20 at Clint (3 base + 0 range + 0 movement + 3 enemy movement = 6): rolled 10, hit Rear Left Torso (0/5 armor, 0/10 structure remaining)! Torso destroyed! Arm Blown Off! Heat Sink Destroyed! Heat Sink Destroyed! - - Damage transfers to Rear Center Torso (1/6 armor remaining)! - Gains 7 heat, sinks 10! End Phase: Charger (player) - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 6, succeeds! Warhammer (Player) - Must roll a 4+ to avoid Inferno Ammunition Explosion: rolled 5, succeeds! Catapult (Player) - Critical chance in Left Arm! 1 critical hit sustained! - - Upper arm actuator hit: +1 to-hit penalty with Left Arm weapons! - Must pass a piloting test or fall (7base + 1 massive damage = 8): rolled 7, fails! - - Suffers 7 damage in the fall to Left Torso (19/24 armor remaining), Left Torso (17/24 armor remaining)! Phoenix Hawk - Critical chance in Right Torso! 1 critical hit sustained! - - Jump Jet hit! Gladiator - Must roll a 3+ consciousness test: rolled 8, succeeds! - Must roll a 5+ consciousness test: rolled 7, succeeds! - Critical chance in Center Torso! No critical hits sustained! - Critical chance in Center Torso! 1 critical hit sustained! - - Spikes hit! - Critical chance in Left Torso! 2 critical hits sustained! - - Spikes hit! - - Critical hit transfers to Center Torso! Engine hit! - Critical chance in Right Torso! No critical hits sustained! - Critical chance in Center Torso! 3 critical hits sustained! - - Gyro hit! - - Engine hit! - - Gyro destroyed! `Mech destroyed! - Critical chance in Center Torso! No critical hits sustained! - Critical chance in Center Torso! No critical hits sustained! - Critical chance in Right Torso! No critical hits sustained! - Critical chance in Right Torso! No critical hits sustained! - Critical chance in Center Torso! No critical hits sustained! - Critical chance in Right Torso! No critical hits sustained! Shadow Hawk - Must roll a 3+ consciousness test: rolled 4, succeeds! - Must roll a 5+ consciousness test: rolled 10, succeeds! - Through-armor critical chance in Center Torso! No critical hits sustained! - Critical chance in Left Arm! 2 critical hits sustained! - - Upper Arm Actuator hit! - - Hand Actuator hit! - Critical chance in Left Arm! 1 critical hit sustained! - - Shoulder Actuator hit! - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 9, succeeds! Dragon - Must roll a 3+ consciousness test: rolled 5, succeeds! - Must roll a 5+ consciousness test: rolled 7, succeeds! - Through-armor critical chance in Left Torso! 1 critical hits sustained! - - Critical transfers to Center Torso! Engine hit +5 heat/turn! Overheating! - Through-armor critical chance in Right Arm! 1 critical hits sustained! - - Shoulder hit! - Through-armor critical chance in Right Arm! No critical hits sustained! - Critical chance in Left Torso! No critical hits sustained! - Critical chance in Left Torso! No critical hits sustained! - Must pass a piloting test or fall (3 base + 1 massive damage = 4): rolled 10, succeeds! Physical Combat Phase: Charger (player) - Attempts to Flying Cross-Body Quickdraw (3 base + 3 movement + 1 enemy movement + 0 DFA - 3 skill difference = 4): rolled 7, hit for 24 damage Right Arm (6/11 armor remaining), Right Torso (9/14 armor remaining), Head (4/9 armor remaining (Pilot hit!)), Right Arm (1/11 armor remaining), Right Torso (5/14 armor remaining)! - - Charger suffers 16 damage in the attempt to Right Leg (58/68 armor remaining), Left Leg (50/68 armor remaining), Right Leg (53/68 armor remaining), Left Leg (49/68 armor remaining)! Hunchback (Player) - Kicks Dragon (2 base + 1 movement + 2 enemy movement - 2 kick = 3): rolled 9, hit Left Leg! Assassin (Player) - Punches Dragon with Left Arm (4 base + 2 movement + 2 enemy movement + 0 punch = 8): rolled 3, miss! Chameleon (player) - Large Vibroblade deactivated, generates 0 heat! Quickdraw - Attacks Charger with Hatchet (6 base + 2 movement + 1 enemy movement = 9): rolled 9, hit Right Leg (40/68 armor remaining)! Dragon - Kicks Assassin (3 base + 2 movement + 3 enemy movement - 2 kick = 6): rolled 7, hit Right Leg (2/16 armor remaining)! End Phase: Charger (Player) - Must pass a piloting test or fall: voluntarily fails! - - Must pass a piloting test to avoid pilot damage (3 base + 1 massive damage + 1 fall = 5): rolled 9, succeeds! - - Suffers 8 damage in the fall to Left Leg (44/68 armor remaining), Center Torso (71/76 armor remaining)! Assassin (Player) - Must pass a piloting test or fall (4 base + 0 kicked = 4): rolled 4, succeeds! Quickdraw - Must pass a 3+ consciousness test: rolled 11, succeeds! - Must pass a piloting test or fall: flying crossbody forces failure! - - Must pass a piloting test to avoid pilot damage (6 base + 1 massive damage + 1 fall = 8): rolled 10, succeeds! - - Suffers 7 damage in the fall to Left Torso (9/14 armor remaining), Left Leg (13/15 armor remaining)! Dragon - Must pass a piloting test or fall (3 base + 0 kicked = 3): rolled 7, succeeds! Next Turn’s Movement Phase Quickdraw - Must pass a piloting test to stand (6 base - 2 careful stand = 4): rolled 8, succeeds! Player Status: Opposing Force Status: Mission Objective: Defeat all enemies! Secondary Objectives: Individual Sub-Objectives Completed (0/11) Orders Due: Saturday Night! PoptartsNinja fucked around with this message at 01:06 on Nov 20, 2014 |
# ? Nov 20, 2014 00:34 |
|
That was a pretty effective turn, apart from the Catapult falling over. Can someone help it stand up?
|
# ? Nov 20, 2014 00:48 |
|
Charger planning to jump to 0529 and trying to Justice Foot the Shadow Hawk in the side of the face. Might go to 0428 just to build movement mod so I don't get shot up too terribly bad.
|
# ? Nov 20, 2014 00:52 |
|
You are prone, you have to stand up first. You can't stand and jump in the same turn.
|
# ? Nov 20, 2014 00:53 |
|
So many crit chances, so few crits. These mechs are made of air! But the luchador spectacle is delivering.
|
# ? Nov 20, 2014 00:54 |
|
...did the Phoenix Hawk get blown up? if not, where did it go also is it wrecking ball time on Blind Sal? SURVEY SAYS, QUITE PROBABLY
|
# ? Nov 20, 2014 00:55 |
|
It lost a leg and it's weaponless, I removed it from play.
|
# ? Nov 20, 2014 00:56 |
|
Got 'em. Left arm's hanging on by tendons, and right arm's gone stiff, and I fell over, but hey. Better I take it than someone worse off than me. ...so this Careful Stand I saw the Quickdraw do. -2 to my getting up roll, at the cost of what? My MP? My shooting phase? Can I turn while standing up?
|
# ? Nov 20, 2014 00:58 |
|
Charger Running to 0429 to set up for another attack run.
apostateCourier fucked around with this message at 01:03 on Nov 20, 2014 |
# ? Nov 20, 2014 01:01 |
|
Cloud Potato posted:Got 'em. Left arm's hanging on by tendons, and right arm's gone stiff, and I fell over, but hey. Better I take it than someone worse off than me. Whoops, that's a typo. It's the left upper arm actuator that got hit.
|
# ? Nov 20, 2014 01:05 |
|
So the Phoenix Hawk is mission killed; both arms are gone, and it's lying on the ground with one leg waiting for the locals to finish stripping the Firestarter. The enemy landed some big hits, but not in critical locations, so all-in-all I'd say we came out pretty well.
|
# ? Nov 20, 2014 01:06 |
|
Did I miscalculate my heat? I thought I end up with 17 - 13 heat. Walking + MRM (12) + ML (3) + SL (1) Or did I have leftover heat? Something I forgot to take note off. Since I only fired 2x ML last turn, I though I'd be at 0 entering this turn. Also I'm still not hitting the Dragon with the MRM40. I'd need to know where the BJ is moving to, since I'd like to pursue the Dragon and help finish it. I guess we should finish here and then move on. King crab.talk: This will be tough if it remains on the bottom of the lake. Since it will be able to shoot our legs as we enter Level 1 water. Maybe the Charger could DFA it down in -L4? Is that even legal?
|
# ? Nov 20, 2014 01:11 |
|
All I really care about is that there is a kickass robot luchadore flying into dudes. I'm also really enjoying watching the MG boat just roll buckets of dice and peck-crits.
|
# ? Nov 20, 2014 01:12 |
|
Cloud Potato posted:Got 'em. Left arm's hanging on by tendons, and right arm's gone stiff, and I fell over, but hey. Better I take it than someone worse off than me. Careful Stand gives -2 to the PSR to stand, at the cost of using all your MP. You can still select what direction you end up facing once you've stood up, but you'll have a 0 defense mod for movement since you didn't travel any hexes. You do not forgo your shooting.
|
# ? Nov 20, 2014 01:21 |
|
If it was me, I'd say you were going to eat an AC20.
|
# ? Nov 20, 2014 01:22 |
|
PoptartsNinja posted:Speaking of improvements in clarity: the Clint has attacked Apologies, I have some trouble distinguishing the mech icons on occasion, so I tried to be clearer. Unfortunately, I forgot to update the actual targets in the if then statement: Orders for reference: Zest on turn 10 posted:Movement:
|
# ? Nov 20, 2014 01:23 |
|
Cloud Potato posted:Got 'em. Left arm's hanging on by tendons, and right arm's gone stiff, and I fell over, but hey. Better I take it than someone worse off than me. Costs your movement phase, Good news is you can turn to any facing you want on a successful get up roll. Charge should grab himself some of that Blind Sal, Do a little TAG TEAM ACTION with our friend with the
|
# ? Nov 20, 2014 01:25 |
|
Everyone else on the Dragon mind if I go for Back shots in 1932 this turn? I can get right behind him with all of my movement, and really want to try and get my special objective via back shots. Also ow, my lef.
|
# ? Nov 20, 2014 01:25 |
|
|
# ? Apr 28, 2024 15:10 |
|
Shoeless posted:Careful Stand gives -2 to the PSR to stand, at the cost of using all your MP. You can still select what direction you end up facing once you've stood up, but you'll have a 0 defense mod for movement since you didn't travel any hexes. You do not forgo your shooting. AtomikKrab posted:Costs your movement phase, Good news is you can turn to any facing you want on a successful get up roll. Thanks both. So, carefully stand up and shoot the Dragon lots?
|
# ? Nov 20, 2014 01:32 |