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Defiance Industries posted:The biggest and most incredible advance in technology in the 31st century is definitely shelf life. If you've ever taken care of a car you know that you can't just store it for decades then pull it out of the garage and have it run. Meanwhile, people are pulling Mechs out of 300-year-old storage depots, pressing the big button marked ON and going to town. It's what happens when everything's made out of graphene and ceramics. And, y'know, 1980s computer processors. Everything's made out of old Game Boys.
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# ? Jun 12, 2016 01:00 |
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# ? Apr 27, 2024 23:51 |
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Defiance Industries posted:The biggest and most incredible advance in technology in the 31st century is definitely shelf life. If you've ever taken care of a car you know that you can't just store it for decades then pull it out of the garage and have it run. Meanwhile, people are pulling Mechs out of 300-year-old storage depots, pressing the big button marked ON and going to town. Ptn should do a smash and grab scenario with tanks and infantry where a bunch of mech pilots are escorted into a hanger to steal mechs and they have to do puzzles to correctly start the mech or it just falls over/overheats/irradiates everyone. It would be awful fit the players but the fluff would be good.
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# ? Jun 12, 2016 01:00 |
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Defiance Industries posted:The biggest and most incredible advance in technology in the 31st century is definitely shelf life. If you've ever taken care of a car you know that you can't just store it for decades then pull it out of the garage and have it run. Meanwhile, people are pulling Mechs out of 300-year-old storage depots, pressing the big button marked ON and going to town. kind of appropriate for a setting where computers are better at functioning after being shot than they are at, like, functioning
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# ? Jun 12, 2016 01:01 |
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Random Number posted:Ptn should do a smash and grab scenario with tanks and infantry where a bunch of mech pilots are escorted into a hanger to steal mechs and they have to do puzzles to correctly start the mech or it just falls over/overheats/irradiates everyone. This would actually own
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# ? Jun 12, 2016 02:18 |
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sebmojo posted:This would actually own The next mission scenario if the Hired GoonsTM get captured.
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# ? Jun 12, 2016 02:26 |
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I guess a 'Mech hanger is where you keep your Omnis so they don't get wrinkled. The puzzle should be "the startup instructions are written in Clanner comlang."
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# ? Jun 12, 2016 02:31 |
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I think you guys are vastly overestimating my ability to come up with interesting puzzles.
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# ? Jun 12, 2016 02:37 |
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PoptartsNinja posted:I think you guys are vastly overestimating my ability to come up with interesting puzzles. Just be like Bioware and make another version of towers of Hanoi
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# ? Jun 12, 2016 02:44 |
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Ice Fist posted:Just be like Bioware and make another version of towers of Hanoi Stacking lighter versions of Urbanmechs atop eachother.
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# ? Jun 12, 2016 03:24 |
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Roll to enable hardware locks in joints once the gantry disengaged. Roll to start the reactor, roll to stabilize the reactor, roll to warm up/turn on/recite the incantation that turns on the robomuscle. You tried to move without disengaging the hardware, the right leg fails at the hip joint and kicks you in your own cockpit. This kills the pilot.
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# ? Jun 12, 2016 03:52 |
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Quote is not edit
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# ? Jun 12, 2016 03:52 |
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Champion running to kick the Goshawk in the rear end, hope that bloodkite isn't feeling lucky
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# ? Jun 12, 2016 05:00 |
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Random Number posted:Ptn should do a smash and grab scenario with tanks and infantry where a bunch of mech pilots are escorted into a hanger to steal mechs and they have to do puzzles to correctly start the mech or it just falls over/overheats/irradiates everyone. Gotta be honest, I've been secretly hoping for a Gundam-jack style mission for a long time now.
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# ? Jun 12, 2016 07:07 |
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Boogle posted:The next mission scenario if the Hired GoonsTM get captured. Then have Word of Lowtax make their debut to rescue them.
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# ? Jun 12, 2016 07:12 |
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Scintilla posted:Gotta be honest, I've been secretly hoping for a Gundam-jack style mission for a long time now. Wouldn't that be a case of say ten players in Wolverines and Griffins fighting a half dozen urbanmechs, only for a hypertech Atlas VIIc to suddenly get up, kill everyone but the dude wearing a mask under his neurohelmet, and blow a hole in the map six or seven turns in?
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# ? Jun 12, 2016 10:58 |
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Nullkigan posted:Wouldn't that be a case of say ten players in Wolverines and Griffins fighting a half dozen urbanmechs, only for a hypertech Atlas VIIc to suddenly get up, kill everyone but the dude wearing a mask under his neurohelmet, and blow a hole in the map six or seven turns in? Only if it also takes place on a space colony.
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# ? Jun 12, 2016 11:44 |
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paragon1 posted:Only if it also takes place on a space colony. So if there's rules for fighting in hurricanes, don't suppose they have rules for what a blown airlock does to a mech?
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# ? Jun 12, 2016 13:20 |
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thiswayliesmadness posted:So if there's rules for fighting in hurricanes, don't suppose they have rules for what a blown airlock does to a mech? Surprisingly, Yes. (The answer, by the way, is 'not much, but watch out for unsecured containers and fast-moving debris')
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# ? Jun 12, 2016 15:32 |
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They should've just had warships be bigger so you could have mech fights inside them.
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# ? Jun 12, 2016 16:59 |
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Affi posted:They should've just had warships be bigger so you could have mech fights inside them. Hey Poptarts, are there rules for fighting on the inside of an ONeill cylinder?
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# ? Jun 12, 2016 17:08 |
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I bet jump jet rules get super awesome.
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# ? Jun 12, 2016 17:11 |
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LeadSled posted:Hey Poptarts, are there rules for fighting on the inside of an ONeill cylinder? BattleTech doesn't have those. Edit: They're too resource intensive. VVV I also don't think they fit the setting. Space colonies in BattleTech are hollowed out asteroids and pressure domes. PoptartsNinja fucked around with this message at 18:28 on Jun 12, 2016 |
# ? Jun 12, 2016 17:17 |
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One of the perks of rewriting the timeline, PTN, is that BattleTech can have them as soon as you want it to...
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# ? Jun 12, 2016 17:24 |
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That is not luck I can compete with.
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# ? Jun 12, 2016 22:54 |
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....context? Are we screwed? Or did someone just get lucky so hard even PTN's dice couldn't stop it?
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# ? Jun 12, 2016 22:55 |
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Hopefully Jason's trying to even up the score with Duncan by pulling another magic Copperhead headcapper out of his rear end like last game.
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# ? Jun 12, 2016 22:58 |
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Ronin Of Dreams posted:....context? Are we screwed? Or did someone just get lucky so hard even PTN's dice couldn't stop it? Have you met PTN's dice. The players are all dead. They're so dead PTN will have to edit the last turn's results to make them already dead.
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# ? Jun 12, 2016 23:26 |
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Have you seen how the Dadlas has given no fucks and killed so many mechs? The dice, they work in strange and mysterious ways. Including cementing Duncan's legacy in an Atlas III.
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# ? Jun 12, 2016 23:39 |
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I'm gonna be an optimist and say the players pulled some magical to-hit of 11 or 12, got an insanely lucky series of crits, and blew up Yet More Clanners, cementing themselves as literally the best mechwarriors ever. Alternate option, the weather is now beating up the Clanners as hard as Duncan's Atlas.
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# ? Jun 12, 2016 23:39 |
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I hope the boom doggie is okay!
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# ? Jun 12, 2016 23:40 |
Ath takes 4 potshots at the Atlas on 12s, hits the head 4 times.
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# ? Jun 12, 2016 23:41 |
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Voyager I posted:I hope the boom doggie is okay! I hope the Boom Doggie detonated gloriously, taking an assault mech with it.
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# ? Jun 12, 2016 23:44 |
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Psion posted:I'm gonna be an optimist and say the players pulled some magical to-hit of 11 or 12, got an insanely lucky series of crits, and blew up Yet More Clanners, cementing themselves as literally the best mechwarriors ever. If a tornado descends to specifically scour Clan infantry from the players' escape hatch, that's how cults start. Shellshocked Snow Ravens and Sea Foxes are going to be building twig-and-rock idols of an Atlas III.
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# ? Jun 13, 2016 00:14 |
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Dolash posted:If a tornado descends to specifically scour Clan infantry from the players' escape hatch, that's how cults start. Shellshocked Snow Ravens and Sea Foxes are going to be building twig-and-rock idols of an Atlas III. Oh man I want this to happen.
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# ? Jun 13, 2016 00:22 |
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And the Goshawk is shredded, and the atlas headcaps ath with the hgr.
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# ? Jun 13, 2016 00:23 |
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AtomikKrab posted:And the Goshawk is shredded, and the atlas headcaps ath with the hgr. Freak mechanical glitch triggers Ath's ejection seat at the moment it's breached. He lives.
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# ? Jun 13, 2016 00:47 |
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Chronojam posted:Freak mechanical glitch triggers Ath's ejection seat at the moment it's breached. He lives. His scream of rage would be so powerful the storm would disperse.
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# ? Jun 13, 2016 00:57 |
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PoptartsNinja posted:That is not luck I can compete with. What kind of luck are we talking about, like, I dunno. A repeat of the comguard defence pratfall-on-a-wall, only with the tunnel entrance and slipping in the rain instead? +/- falling on another mech and dinging the head, or collapsing the sublevels to the tunnel?
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# ? Jun 13, 2016 01:02 |
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I kinda wish someone would give Ath the belter longevity treatment just so he could become the galaxy's angriest immortal.
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# ? Jun 13, 2016 01:11 |
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# ? Apr 27, 2024 23:51 |
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Air Raid: Tactical Update 12 “Icepick’s down,” Duncan grimaced as one of the squat tornados buffeted his `Mech. Rocks and raindrops glanced from the Atlas’s armor, but the massive war machine didn’t budge. Without a sound the buffeting stopped as the tornado split in half, the Atlas’s bulk creating a counter-spin that sent two smaller eddies spinning away in random directions. “Amazon,” Duncan pressed. “Give him a hand.” “I’ve only got the one,” the Salamander pilot replied sardonically. “It’s all you’ll need,” Duncan replied, hoping he was right. “None of us are going to want to stick around after this fight—the Clanners aren’t known for taking prisoners at the best of times. We need to pick him up before he makes a break for it on foot.” Duncan paused for a moment, “I know he’s dispossessed but please try not to squish him.” Movement Phase Phoenix Hawk - Must pass a piloting test (4 base + 2 rain devil = 6): rolled 7, succeeds! Ostscout - Must pass a piloting test (3 base + 2 rain devil = 5): rolled 7, succeeds! Gunsmith - Must pass a piloting test to run (4 base + 3 actuator damage = 7): rolled 8, succeeds! Stag - Insufficient MP to reach hex 2938: needs 11, has 9! Salamander - Insufficient MP to reach hex 2938: needs 4, has 3! Shooting Phase Lucerne Hawk Hunter (ACE!) - Fires ER Large Pulse Laser at Dragoon II (2 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 3): rolled 2, miss! - Fires ER Large Pulse Laser at Dragoon II (2 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 3): rolled 11, hit Right Torso (14/24 armor remaining)! - Fires Medium Pulse Laser at Dragoon II (2 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 3): rolled 11, hit Right Arm (15/22 armor remaining)! - Fires Medium Pulse Laser at Dragoon II (2 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 3): rolled 3, hit Right Arm (8/22 armor remaining)! - Fires Medium Pulse Laser at Dragoon II (2 base + 0 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser - 1 targeting computer = 3): rolled 6, hit Right Torso (7/24 remaining)! - Gains 40 heat, sinks 42! Heavy Jump Infantry 1 (ACE!) - Attacks Komodo (3 base + 0 range + 3 enemy movement + 1 heavy rain = 7): rolled 2, miss! Heavy Jump Infantry 2 (ACE!) - Attacks Komodo (3 base + 0 range + 3 enemy movement + 1 heavy rain = 7): rolled 2, miss! Heavy Jump Infantry 4 (ACE!) - Attempts to swarm Ostscout (4 base + 3 enemy movement + 5 active troopers = 12): rolled 8, fails! Foot Infantry Platoon 6 (ACE!) - Attacks Komodo (4 base + 0 range + 3 enemy movement + 1 heavy rain = 8): rolled 9, 12 troopers deal 6 damage to (8/18 armor remaining), Left Arm (8/14 armor remaining)! Foot Infantry Platoon 8 (ACE!) - Attacks Lancelot (4 base + 2 range + 3 enemy movement + 1 heavy rain = 10): rolled 8, miss! Atlas III (Player) - Fires Heavy Gauss Rifle at Lucerne (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 6, miss! - Fires Snub-Nose PPC at Lucerne (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 7, miss! - Fires Snub-Nose PPC at Lucerne (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 10, hit Center Torso (22/32 armor remaining)! - Gains 24 heat, sinks 24! Overheating! Flashman (Player) - Torso-twists to threaten hex 2336! - Fires Large R-e Laser at Heavy Jump Infantry 4 (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 R-e pulse laser = 8): rolled 11, 4 troopers killed! - Fires Large R-e Laser at Heavy Jump Infantry 4 (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain - 1 R-e pulse laser = 8): rolled 8, 8 troopers killed! - Gains 33 heat, sinks 34! Grasshopper (Player) - Primary target protected by Rain Devil! - Fires Large X-Pulse Laser at Phoenix Hawk IIC (4 base + 2 range + 3 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 9, hit Right Leg (13/21 armor remaining)! - Gains 30 heat, sinks 30! Salamander (Player) - Torso-twists to threaten hex 1535! - Fires LRM-20 (Frag) at Heavy Jump Infantry 1 (4 base + 0 range + 1 movement + 2 enemy movement + 1 heavy rain = 8): rolled 6, miss! - Fires LRM-20 (Frag) at Heavy Jump Infantry 1 (4 base + 0 range + 1 movement + 2 enemy movement + 1 heavy rain = 8): rolled 10, 12 missiles kill 12 troopers! - Fires LRM-20 (Frag) at Heavy Jump Infantry 1 (4 base + 0 range + 1 movement + 2 enemy movement + 1 heavy rain = 8): rolled 6, miss! - Gains 19 heat, sinks 20! Dragoon II (Player) - Torso-twists to threaten hex 1837! - Fires Ultra AC/20 (single) at Lucerne Hawk Hunter (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 4, miss! - Fires Medium Pulse Laser at Lucerne Hawk Hunter (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 8, hit Head (2/9 armor remaining)! Pilot hit! - Fires Medium Pulse Laser at Lucerne Hawk Hunter (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 9, hit Right Leg (16/30 armor remaining)! - Fires Medium Pulse Laser at Lucerne Hawk Hunter (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 11, hit Right Arm (13/20 armor remaining)! - Fires Medium Pulse Laser at Lucerne Hawk Hunter (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 6, miss! - Fires Medium Pulse Laser at Lucerne Hawk Hunter (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 7): rolled 8, hit Head (0/9 armor, 0/3 structure remaining)! `Mech destroyed! - Gains 29 heat, sinks 26! Copperhead Gamma (Player) - Fires ER Medium Laser at Goshawk II 1 (2 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 8): rolled 8, hit Left Torso (4/16 armor remaining)! - Fires ER Medium Laser at Goshawk II 1 (2 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 8): rolled 9, hit Left Arm (5/12 armor remaining)! - Fires LB-10X Autocannon (Slug) at Goshawk II 1 (2 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 8): rolled 8, hit Left Arm (0/12 armor, 2/7 structure remaining)! Crit! - Fires Streak SRM-6 at Goshawk II 1 (2 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 8): rolled 10, 6 missiles hit Center Torso (18/20 armor remaining), Left Arm (0/7 structure remaining (Arm blown off!)), Center Torso (16/20 armor remaining), Right Torso (2/16 armor remaining), Left Leg (16/20 armor remaining), Right Arm (10/12 armor remaining)! - Fires Streak SRM-6 at Goshawk II 1 (2 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 8): rolled 6, fails to lock-on! - Gains 23 heat, sinks 24! Lancelot (Player) - Fires Plasma Rifle at Heavy Jump Infantry 2 (4 base + 0 range + 2 movement + 2 enemy movement + 1 heavy rain = 9): rolled 10, 12 troopers killed! - Fires Large Laser at Goshawk 5 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 8, miss! - Fires Medium Pulse Laser at Goshawk 5 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 7, miss! - Gains 24 heat, sinks 32! Komodo (Player) - Charges Light PPC! - Fires AP Gauss Rifle at Heavy Jump Infantry 1 (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 10): rolled 9, miss! - Fires AP Gauss Rifle at Heavy Jump Infantry 1 (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 10): rolled 10, 7 troopers killed! - Fires AP Gauss Rifle at Heavy Jump Infantry 1 (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 10): rolled 7, miss! - Fires AP Gauss Rifle at Heavy Jump Infantry 2 (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain + 1 secondary target = 11): rolled 8, miss! - Fires AP Gauss Rifle at Heavy Jump Infantry 2 (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain + 1 secondary target = 11): rolled 8, miss! - Fires AP Gauss Rifle at Heavy Jump Infantry 2 (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain + 1 secondary target = 11): rolled 12, 7 troopers killed! - Fires AP Gauss Rifle at Heavy Jump Infantry 2 (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain + 1 secondary target = 11): rolled 9, miss! - Fires AP Gauss Rifle at Heavy Jump Infantry 4 (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain + 1 secondary target = 11): rolled 7, miss! - Fires AP Gauss Rifle at Heavy Jump Infantry 4 (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain + 1 secondary target = 11): rolled 10, miss! - Fires AP Gauss Rifle at Heavy Jump Infantry 4 (4 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain + 1 secondary target = 11): rolled 11, 6 troopers killed! - Gains 17 heat, sinks 22! Champion (Player) - Torso-twists to threaten hex 2237! - Fires Gauss Rifle at Goshawk II 1 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain + 2 minimum range = 12): rolled 8, miss! - Fires ER PPC at Goshawk II 1 (4 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 11, hit Rear Center Torso (0/7 armor, 9/14 structure remaining)! Crit! - Gains 18 heat, sinks 20! Chameleon (Player) - Torso-twists to threaten hex 2436! - Fires ER Large Laser at Goshawk II 1 (3 base + 0 range + 1 movement + 3 enemy movement + 1 heavy rain = 8): rolled 8, hit Head (1/9 armor remaining)! Pilot hit! - Fires Medium Laser at Goshawk II 1 (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain = 10): rolled 7, miss! - Fires Medium Pulse Laser at Goshawk II 1 (3 base + 2 range + 1 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 11, hit Right Arm (4/12 armor remaining)! - Gains 24 heat, sinks 20! Screamer (Player) - No Line of Sight to primary target! - No Secondary Targets in Line of Sight! - Gains 5 heat, sinks 25! Stag (Player) - Torso-twists to threaten hex 2738! - Fires Medium Laser at Goshawk II 1 (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 12): rolled 7, miss! - Fires Medium Laser at Goshawk II 1 (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 12): rolled 11, miss! - Fires SRM-4 at Goshawk II 1 (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 12): rolled 5, miss! - Fires SRM-4 at Goshawk II 1 (4 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 12): rolled 9, miss! - Gains 14 heat, sinks 24! Gunsmith (Player) - Fires Medium X-Pulse Laser at Foot Infantry Platoon 8 (3 base + 2 range + 2 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 6): rolled 11, 4 troopers killed! - Fires Medium X-Pulse Laser at Foot Infantry Platoon 8 (3 base + 2 range + 2 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 6): rolled 3, miss! - Fires Medium X-Pulse Laser at Foot Infantry Platoon 8 (3 base + 2 range + 2 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 6): rolled 9, 4 troopers killed! - Fires Medium X-Pulse Laser at Foot Infantry Platoon 8 (3 base + 2 range + 2 movement + 0 enemy movement + 1 heavy rain - 2 pulse laser = 6): rolled 8, 4 troopers killed! - Gains 2 heat, sinks 20! Ostscout (Player) - No Line of Sight to primary target! - Fires TAG at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 7, miss! - Fires ER Medium Laser at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 7, miss! - Fires ER Medium Laser at Goshawk 5 (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 4, hit Right Leg (13/25 armor remaining)! - Fires Micro Pulse Laser at Goshawk 5 (3 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain - 2 pulse laser = 9): rolled 8, hit Right Leg (13/25 armor remaining)! - Gains 13 heat, sinks 20! Phoenix Hawk (Player) - No Line of Sight to Primary Target! - No Secondary Targets in Line of Sight! - Gains 6 heat, sinks 20! Goshawk II 1 - Fires ER Large Laser at Chameleon (4 base + 0 range + 2 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer = 6): rolled 6, hit Right Arm (6/16 armor remaining)! - Gains 19 heat, sinks 20! Goshawk 5 - Fires Large Pulse Laser at Chameleon (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 5): rolled 8, hit Left Leg (0/12 structure remaining)! Leg blown off! - - Damage transfers to Center Torso (3/22 armor remaining)! - Fires Medium Pulse Laser at Chameleon (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 5): rolled 7, hit Center Torso (0/22 armor, 12/16 structure remaining)! Crit! - Fires Medium Pulse Laser at Chameleon (4 base + 0 range + 3 movement + 0 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 5): rolled 8, hit Center Torso (5/16 structure remaining)! Crit! - Gains 24 heat, sinks 24! Grendel Epsilon - Fires ER PPC at Flashman (3 base + 0 range + 3 movement + 2 enemy movement + 1 heavy rain = 9): rolled 6, miss! - Gains 17 heat, sinks 20! Wolverine IIC 2 - Holds fire! - Gains 2 heat, sinks 20! Great Wyrm 1 - Fires Ultra AC/2 (Single) at Grasshopper (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 8, miss! - Fires Ultra AC/2 (Single) at Grasshopper (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 5, miss! - Gains 6 heat, sinks 20! Hellfire - Holds fire! - Gains 2 heat, sinks 34! Stalking Spider - Holds fire! - Gains 2 heat, sinks 22! Great Wyrm 2 - Fires Ultra AC/2 (Single) at Grasshopper (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 2, miss! - Fires Ultra AC/2 (Single) at Grasshopper (4 base + 2 range + 2 movement + 2 enemy movement + 1 heavy rain = 11): rolled 7, miss! - Gains 6 heat, sinks 20! Phoenix Hawk IIC 2 - Fires LRM-20 at Salamander (3 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain = 8): rolled 7, miss! - Fires LRM-20 at Salamander (3 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain = 8): rolled 6, miss! - Fires LRM-20 at Salamander (3 base + 2 range + 1 movement + 1 enemy movement + 1 heavy rain = 8): rolled 7, miss! - Gains 19 heat, sinks 20! Blood Kite - Torso-twists to threaten hex 1345! - Fires ER Large Laser at Revenant (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 7, miss! - Fires ER Large Laser at Revenant (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 4, miss! - Fires ER Large Laser at Revenant (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 6, miss! - Fires SRM-4 at Revenant (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 5, miss! - Fires SRM-4 at Revenant (3 base + 0 range + 2 movement + 3 enemy movement + 1 heavy rain = 9): rolled 11, 4 missiles hit Left Torso (8/10 armor remaining), Right Torso (8/10 armor remaining), Left Torso (6/10 armor remaining), Left Front Leg (9/11 armor remaining)! - Gains 44 heat, sinks 42! Hellstar - Fires ER PPC at Copperhead Gamma (2 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 8, miss! - Fires ER PPC at Copperhead Gamma (2 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 8, miss! - Fires ER PPC at Copperhead Gamma (2 base + 2 range + 2 movement + 3 enemy movement + 1 heavy rain = 10): rolled 8, miss! - Gains 47 heat, sinks 60! Black Python 2 - Fires Large Pulse Laser at Flashman (3 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 8): rolled 6, miss! - Fires Large Pulse Laser at Flashman (3 base + 2 range + 3 movement + 2 enemy movement + 1 heavy rain - 1 targeting computer - 2 pulse laser = 8): rolled 2, miss! - Gains 25 heat, sinks 28! Albatross C - Holds fire! - Gains 2 heat, sinks 28! Revenant Patroller 1 - Primary target not in arc! - Gains 20 heat, sinks 20! Revenant Evader 1 - Fires Medium Pulse Laser at Blood Kite (4 base + 2 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 4, miss! - Fires Medium Pulse Laser at Blood Kite (4 base + 2 range + 2 movement + 1 enemy movement + 1 heavy rain - 2 pulse laser = 8): rolled 6, miss! - Gains 20 heat, sinks 20! Revenant Emergency First Responder 1 - Holds fire! - Gains 2 heat, sinks 20! End Phase Smoke Cloud - Dispersed by Rain Devil! Goshawk II 1 - Must pass a 3+ consciousness test: rolled 7, succeeds! - Must pass a piloting test or fall (4 base + 1 massive damage = 5): rolled 7, succeeds! - Critical chance in Center Torso: rolled 12, 3 critical hits sustained! - - Gyro hit! - - XL Engine hit! - - Gyro destroyed! `Mech destroyed! Physical Combat Phase: Komodo - Kicks Goshawk 5 (4 base + 3 movement + 3 enemy movement - 2 kick = 8): rolled 10, hit Left Leg (0/25 armor, 7/13 structure remaining)! Crit! End Phase: Goshawk 5 - Must pass a 3+ consciousness test: rolled 11, succeeds! - Critical chance in Left Leg: rolled 8, 1 critical hit sustained! - - Hip actuator damaged! - Goshawk 5 Auto-Ejection triggered! Turn End Phase: Hurricane Nebuchadnezzar - No lightning strikes this turn! - Large Rain Devil breaks apart! Player Status: Ally Status: Opposing Force Status: Objective Status Heavy Rain – +1 penalty to all weapon attacks and piloting tests, all non-concrete hexes count as mud hexes Lightning Strikes – Lightning has a chance to strike up to four random hexes each turn, inflicting 4-10 damage to units struck. Rain Devils – Micro-tornadoes disperse and destroy infantry. Contact may knock over BattleMechs, all weapons fire drawn through a Rain Devil automatically misses the target. BattleMechs may expend all of their MP for a turn to brace, providing a -2 bonus to piloting tests to avoid being knocked over. Mission Objective: Primary Objectives - Endure for at least 1 minute (1 turn remaining) - - Endure for at least 2 minutes (7 turns remaining) (optional) - - Secondary Objectives - Accrue Bounty (27,050,000 c-bills / 40,575,000 goods) - - Infantry Units Killed: 1 (50,000 c-bills each) - - Light `Mechs: 4 (1,000,000 c-bills each) - - Medium `Mechs: 6 (2,000,000 c-bills each) - - Heavy ` Mechs: 3 (3,000,000 c-bills each) - - Assault `Mechs: 0 (4,000,000 c-bills each) - Grounded Aircraft: 8 (250,000 c-bills each) - Revenants Unleashed: 24 - Last Mission’s Bounty: 18,000,000 c-bills (27,000,000 goods) - Total Accumulated Bounty: 45,050,000 c-bills (67,575,000 goods) Orders Due: Midnight Tuesday!
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# ? Jun 13, 2016 01:20 |